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USRE46738E1 - Gaming machine with dice shaking unit performing dice shaking motions with varying amplitudes - Google Patents

Gaming machine with dice shaking unit performing dice shaking motions with varying amplitudes
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USRE46738E1
USRE46738E1US15/398,961US200915398961AUSRE46738EUS RE46738 E1USRE46738 E1US RE46738E1US 200915398961 AUS200915398961 AUS 200915398961AUS RE46738 EUSRE46738 EUS RE46738E
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dice
bet
game
shaking
motion
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US15/398,961
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Yoshitomo Sasaki
Akira Shimizu
Katsuhiro Kido
Kenta Kitamura
Hideaki Kishi
Hiroatsu Ike
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Interblock doo
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Aruze Gaming America Inc
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Application filed by Aruze Gaming America IncfiledCriticalAruze Gaming America Inc
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Assigned to INTERBLOCK USA L.C.reassignmentINTERBLOCK USA L.C.ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS).Assignors: ARUZE GAMING AMERICA, INC.
Assigned to INTERBLOCK D.O.O.reassignmentINTERBLOCK D.O.O.ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS).Assignors: INTERBLOCK USA L.C.
Assigned to ACQUIOM AGENCY SERVICES LLCreassignmentACQUIOM AGENCY SERVICES LLCSECURITY INTEREST (SEE DOCUMENT FOR DETAILS).Assignors: INTERBLOCK USA L.C.
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Abstract

Provided is a gaming machine having a cabinet. Between the back as a back face and the right side face of the sides of the cabinet, the gaming machine has a right end side, which is formed by cutting a plane parallel to the gravitational direction in a manner to join lines spaced at predetermined distances in the individual directions of the back and the right side face from a line of intersection, on which the back and the right side face intersect when extended. The gaming machine also has a left end side between the back and a left side face. Moreover, the right end side and the left end side are symmetric with respect to a plane dividing the cabinet equally to the right and left.

Description

CROSS-REFERENCE TO RELATED APPLICATIONS
This application is a reissue application of U.S. patent application Ser. No. 13/062,717, filed Mar. 8, 2011, now U.S. Pat. No. 8,926,438, which is a National Stage application of PCT/JP2009/065643 filed on Sep. 8, 2009, which claims the benefit of U.S. Provisional Application Ser. Nos. U.S. 61/114,799 filed on Nov. 14, 2008, U.S. 61/096,348 filed on Sep. 12, 2008, U.S. 61/096,344 filed on Sep. 12, 2008, U.S. 61/096,146 filed on Sep. 11, 2008, U.S. 61/096,162 filed on Sep. 11, 2008, U.S. 61/095,828 filed on Sep. 10, 2008, U.S. 61/095,821 filed on Sep. 10, 2008, and U.S. 61/095,846 filed on Sep. 10, 2008, the contents of which are all hereby incorporated by reference herein in their entirety.
TECHNICAL FIELD
The present invention relates to a gaming machine that requires a smaller installation area in a case where a plurality of terminals is installed, and provides enhanced visibility.
BACKGROUND ART
Conventionally, various table games are known. Among these table games, there are games hosted by a dealer and hosted by a computer in place of the dealer. In a case where the computer hosts a game, the game can be executed either in only one terminal or simultaneously in a plurality of terminals via a network.
In addition, in a case where such games are provided in a predetermined building, a large number of terminal devices, on which the games can be executed, are often installed in a predetermined region in the building. Furthermore, each of the terminal devices can provide a plurality of games to a player, for example, as disclosed inPatent Document 1.
In such a case, regarding the terminals providing a game, it is required to install as many as possible within a predetermined area in a gaming hall, so that a large number of players can participate in the game.
Patent Document 1: U.S. Patent Application Publication No. 2007/0026947
DISCLOSURE OF THE INVENTIONProblems to be Solved by the Invention
However, if the terminals are simply reduced in size, operating devices, a display for displaying the game, and the like also must be smaller. In such a case, there was a problem in that the terminals cannot give users a superior operational sensation and the display becomes difficult to recognize.
In addition, the terminals are generally required to be movable for changing an arrangement thereof in the gaming hall. However, if a handle and the like used for moving the terminal is always visible to players, appearance of the terminal is deteriorated.
Given this, the present invention aims at providing a gaming machine that allows a larger number of terminals to be installed in a limited area while improving visibility.
Means for Solving the Problems
In a first aspect of the present invention, a gaming machine includes: a cabinet that houses devices for executing a game, and has an opening on an upper side; a top door disposed to cover the opening; a control unit that executes the game; and an operating unit that is disposed along a peripheral edge on a front side of the top door, and can be operated by a player, in which the cabinet includes: a back face, which is a face on a back side that is an opposite side to a side on which the operating unit is disposed, a right lateral face, which is a face on a right side when the back face is viewed from a direction of the operating unit, a left lateral face, which is a face opposed to the right lateral face of the cabinet, a right end face shaped in a plane parallel to a direction of gravitational force so as to connect two points that are on the back face and the right lateral face respectively, each of which is separated predetermined distances from a point of intersection at which an extended line of the back face and an extended line of the right lateral face intersect each other, and a left end face shaped in a plane parallel to a direction of gravitational force so as to connect two points that are on the back face and the left lateral face respectively, each of which is separated predetermined distances from a point of intersection at which an extended line of the back face and an extended line of the left lateral face intersect each other, and in which the right end face and the left end face are positioned to be plane-symmetrical to each other across a plane vertically dividing the cabinet into two equal parts.
According to the first aspect of the present invention, the gaming machine includes a cabinet, a top door disposed to cover an opening in the cabinet, and a control unit. When the operating unit is viewed from a front, between a back face that is on a back side of the cabinet and a right lateral face that is on a right side of the cabinet, is located a right end face, which is shaped in a plane parallel to a direction of gravitational force so as to connect two points that are on the back face and the right lateral face respectively, each of which is separated predetermined distances from a point of intersection at which an extended line of the back face and an extended line of the right lateral face intersect each other. Similarly, between the back face and the left lateral face, is located a left end face. In addition, the right end face and the left end face are positioned to be plane-symmetrical to each other across a plane vertically dividing the cabinet into two equal parts.
In such a configuration, in a case where a plurality of the gaming machines is installed in a substantially circular manner, an installation diameter can be reduced by contacting the right end face and the left end face of the gaming machine with the left end face and the right end face of the adjacent gaming machines, respectively, thereby allowing more gaming machines to be installed within a limited area.
According to a second aspect of the present invention, in the gaming machine as described in the first aspect, the cabinet includes a handle portion formed on at least one of the right end face and the left end face.
According to the second aspect of the present invention, in addition to the gaming machine as described in the first aspect, the cabinet includes a handle portion formed on at least one of the right end face and the left end face. The abovementioned configuration is useful for moving the gaming machine and can improve visibility since the handle portion is hidden when a plurality of the gaming machines is installed in a substantially circular manner.
According to a third aspect of the present invention, a gaming machine is provided which includes: a display that displays an image relating to a game; a playing unit on which a plurality of dice rolls and comes to rest; a sensor that receives identification data of a number of dots on the dice by performing communication with the dice; memory that stores a classification and number of dots of the dice for each game; and a controller that executes processing of: (a) driving the sensor and receiving from the sensor identification data converted by the sensor; (b) determining a classification and number of dots of the dice based on the identification data thus received; (c) storing the classification and number of dots on the dice thus determined in the memory for each game; (d) calculating a frequency at which each number of dots appears over a predetermined number of games for each classification of the dice; and (e) displaying, in a case in which a frequency at which a specific number of dots on a specific die appears at least a predetermined number of times, as a result of calculation in the processing (d), an indication thereof on the display.
According to the third aspect of the present invention, since the controller calculates a frequency at which each number of dots appears over a predetermined number of games for each classification of the dice and displays, in a case in which the frequency at which a specific number of dots on a specific die appears at least a predetermined number of time, an indication thereof on the display, in a case in which a specific number of dots of a specific classification of a die appears frequently and the like, it is possible to detect damage to a die or fraudulence related to a die.
According to a fourth aspect of the present invention, in a gaming machine according to the third aspect, the controller executes processing for interrupting a game, in a case in which a frequency at which a specific number of dots on a specific die appears at least a predetermined number of times, as a result of the calculation in the processing (d).
According to the fourth aspect of the present invention, since the controller calculates a frequency at which each of the numbers of dots appears over a predetermined number of games for each classification of the dice, and interrupts a game in a case in which a frequency at which a specific number of dots on a specific die appears at least a predetermined number of times, whereby it is possible to detect damage to a die or fraudulence related to a die in a case in which a specific number of dots of a specific classification of a die appears frequently and the like.
According to a fifth aspect of the present invention, a gaming machine is provided which includes: a display that displays an image relating to a game; a playing unit on which a plurality of dice rolls and comes to rest; a sensor that identifies and converts a classification and number of dots of the dice to imaging data memory that stores a classification and number of dots of the dice for each game; and a controller that executes processing of: (a) driving the sensor and receiving from the sensor imaging data converted by the sensor; (b) determining a classification and number of dots of the dice based on the imaging data thus received; (c) storing the classification and number of dots of the dice thus determined in the memory for each game; (d) calculating a frequency at which each number of dots appears over a predetermined number of games for each classification of the dice; and (e) displaying, in a case in which a frequency at which a specific number of dots on a specific die appears at least a predetermined number of times, as a result of calculation in the processing (d), an indication thereof on the display.
According to the fifth aspect of the present invention, since the controller calculates a frequency at which each of the numbers of dots appears over a predetermined number of games for each classification of the dice and, in a case in which a frequency at which a specific number of dots on a specific die appears at least a predetermined number of times, displays an indication thereof on the display, whereby it is possible to detect damage to a die and fraudulence related to a die in a case in which a specific number of dots of a specific classification of a die appears frequently and the like.
According to a sixth aspect of the present invention, in a gaming machine according to the fifth aspect, the controller executes processing for interrupting a game, in a case in which a frequency at which a specific number of dots on a specific die appears at least a predetermined number, as a result of calculation in the processing (d).
According to the sixth aspect of the present invention, since the controller calculates a frequency at which each number of dots appears over a predetermined number of games for each classification of the dice and, in a case in which a frequency at which a specific number of dots on a specific die appears at least a predetermined number of times, interrupts a game, it is possible to detect damage to a die or fraudulence related to a die in a case in which a specific number of dots of a specific classification of a die appears frequently and the like.
According to a seventh aspect of the present invention, a gaming machine is provided which includes: a playing unit on which a plurality of dice rolls and comes to rest; an oscillation device that causes the playing unit to oscillate; memory that stores a plurality of types of rendered effect data corresponding to a plurality of types of oscillation modes in which the playing unit is oscillated by the oscillation device; and a controller that executes processing of: (a) starting a unit game; (b) determining the oscillation mode when the unit game starts; (c) extracting the rendered effect data corresponding to the oscillation mode thus determined from the memory; and (d) performing rendered effects based on the rendered effect data thus extracted.
According to the seventh aspect of the present invention, since the rendered effects corresponding to the oscillation mode of the playing unit in the unit game are performed, a gaming machine having game play that does not become monotonous and is more amusing can be provided.
According to a eighth aspect of the present invention, a gaming machine according to the seventh aspect further includes a speaker that outputs sound relating to game play, in which the processing (d) causes sound to be output from the speaker based on the rendered effect data thus extracted.
According to the eighth aspect of the present invention, since the rendered effects corresponding to the oscillation mode of the playing unit in the unit game are performed by way of sound, a gaming machine having a game that does not become monotonous and is more amusing can be provided.
According to a ninth aspect of the present invention, a gaming machine according to the seventh aspect further includes a light emitting body that emits light relating to game play, in which the processing (d) causes light to be emitted from the light emitting body based on the rendered effect data thus extracted.
According to the ninth aspect of the present invention, since the rendered effects corresponding to the oscillation mode of the playing unit in the unit game are performed by way of light, a gaming machine having a game that does not become monotonous and is more amusing can be provided.
According to a tenth aspect of the present invention, a gaming machine is provided which includes: a plurality of stations; a plurality of input devices that is respectively provided to the plurality of stations, and through which a bet can be performed on a number of dots on dice; and a controller that executes the following processing of: (a) starting a unit game, and accepting a bet during a first predetermined time from each of the plurality of input devices; (b) when the first predetermined time elapses, accepting a bet for a subsequent game during a second predetermined time from each of the plurality of input devices; and (c) when the second predetermined time elapses, starting a subsequent game.
According to the tenth aspect of the present invention, the controller starts a unit game and accepts a bet during a first predetermined time from each of the plurality of input devices, when the first predetermined time elapses, and accepts a bet for a subsequent game from each of the plurality of input devices during a second predetermined time. Thus, a gaming machine can be provided through which betting can be performed for a subsequent game even if the unit game is in the middle of execution.
According to a eleventh aspect of the present invention, a gaming machine is provided which includes: a plurality of stations; a plurality of input devices that is respectively provided to the plurality of stations, and through which bettering can be performed on a number of dots on dice; and a controller that executes the following processing of: (a) starting a unit game, and accepting a bet during a first predetermined time from each of the plurality of input devices; (b) when the first predetermined time elapses, determining whether a bet has been made during the first predetermined time for each of the plurality of stations; (c) accepting a bet for a subsequent game during a second predetermined time from the input device provided to a station at which a bet has been determined not to have been made in the processing (b); and (d) when the second predetermined time elapses, starting a subsequent game.
According to the eleventh aspect of the present invention, the controller accepts a bet for a subsequent game during a second predetermined time from the input device provided to a station at which a bet has been determined not to have been made in the processing (b). Thus, a gaming machine can be provided in which a player who has not participated in the unit game can place a bet on a subsequent game even if the unit game is in the middle of execution.
According to a twelfth aspect of the present invention, a gaming machine includes: a plurality of stations; a plurality of input devices that are provided to the plurality of stations and through which a bet can be placed on a bet target; and a controller that executes the following processing of: (a) setting a bet time for accepting a bet by the plurality of input devices; (b) accepting a bet from each of the plurality of input devices; (c) accepting a game start signal from an input device that has accepted a bet among the plurality of input devices; (d) shortening the bet time, in a case of accepting the game start signal; and (e) starting a game when the bet time has elapsed.
According to the twelfth aspect of the present invention, the controller sets a bet time for accepting a bet by the plurality of input devices; accepts a bet from each of the plurality of input devices; accepts a game start signal from an input device that has accepted a bet among the plurality of input devices; shortens the bet time, in a case of accepting the game start signal; and starts a game when the bet time has elapsed.
Thus, in the gaming machine provided with a plurality of stations that executes a mass game, the bet time set by the controller can be shortened by the game start signal accepted from the input devices of the stations.
Accordingly, a gaming machine that can shorten a bet time in a mass game can be provided.
Thus, for example, by providing in the input device a start button that is operated by a player and may transmit the game start signal, for example, if there is a single player, this player can play the game at the his/her own pace by operating the start button without waiting for the bet time set by the controller.
According to a thirteenth aspect of the present invention, a gaming machine includes: a plurality of stations; a plurality of input devices that are provided to the plurality of stations and through which a bet can be placed on a bet target; and a controller that executes the following processing of: (a) setting a bet time for accepting a bet by the plurality of input devices; (b) accepting a bet from each of the plurality of input devices; (c) accepting a game start signal from all of the input devices that have accepted a bet among the plurality of input devices; (d) shortening the bet time, in a case of accepting the game start signal from all of the input devices that have accepted the bet; and (e) starting a game when the bet time has elapsed.
According to the thirteenth aspect of the present invention, in the processing (c) and (b) in the first aspect, the controller accepts a game start signal from all of the input devices that have accepted a bet among a plurality of input devices and, in a case in which the game start signal has been accepted from all of the input devices that have accepted the bet, shortens the bet time.
Thus, for example, in a case in which a plurality of players have been playing, since the bet time is shortened when a game start signal has been transmitted from all of the players, the bet time can be shortened while waiting for bets from all of the players.
Therefore, a gaming machine can be provided that can shorten a bet time while waiting bets from all of the players in a mass game.
According to a fourteenth aspect of the present invention, a gaming system includes: a dice movable unit having a plurality of dice and a shaking device that causes the plurality of dice to shake; a game terminal having an operation device that a player can operate; and a controller that executes processing of: (a) receiving a bet end signal, which indicates that betting has ended, from the game terminal; (b) transmitting a permission signal, which permits an operation by the operation device, to the game terminal; (c) receiving an operation signal that indicates that the operation device has been operated; and (d) transmitting a shaking motion start signal, which causes a shaking motion by the shaking device to start, to the dice movable unit, in which the dice movable unit (d1) performs the shaking motion by the shaking device in response to having received the shaking motion start signal from the controller.
According to the fourteenth aspect of the present invention, when a controller receives from a game terminal a bet end signal indicating that a bet operation has ended, the controller transmits a permission signal that permits an operation by an operation device. In the game terminal, when the operation device is operated and an operation signal is transmitted, in response to having received the operation signal, the controller transmits a shaking motion start signal that causes a dice movable unit to be shaken, and a shaking device of the dice movable unit performs a shaking motion. Thus, by providing an opportunity for a player can shake the dice, it allows the player to participate in the game actively, and can provide a live aspect.
According to a fifteenth aspect of the present invention, a gaming system includes: a dice movable unit having a plurality of dice and a shaking device that causes the plurality of dice to roll; a game terminal having an operation device that a player can operate; and a controller that executes processing of: (a) receiving a bet end signal, which indicates that betting has ended, from the game terminal; (b) transmitting a first shaking motion start signal, which causes a first shaking motion by the shaking device to start, to the dice movable unit; (c) transmitting a permission signal, which permits a operation by the operation device, to a predetermined game terminal; (d) receiving an operation signal, which indicates that the operation device has been operated, from the predetermined game terminal; and (e) transmitting a second shaking motion start signal, which causes a second shaking motion by the shaking device to start, to the dice movable unit; in which the dice movable unit (b1) starts the first shaking motion in response having received the first shaking motion start signal from the controller; and (e1) performs the second shaking motion, which has an amplitude larger than that of the first shaking motion, in response to having received the second shaking motion start signal from the controller.
According to the fifteenth aspect, when the controller receives from the game terminal a bet end signal indicating that a bet operation has ended, the controller transmits a first shaking motion start signal for causing the dice movable unit to be shaken, and the dice movable unit that has received this causes the shaking device to perform the first shaking motion. Then, the controller transmits a permission signal, which permits an operation by the operation device, to a predetermined game terminal. The operation device is operated at the game terminal and the operation signal is transmitted. The controller transmits a second shaking motion start signal that causes the dice movable unit to perform the second shaking motion in response to having received the operation signal, and a shaking device of the dice movable unit performs the second shaking motion. At this time, the amplitude of the second shaking motion is larger than that of the first shaking motion. Thus, by providing an opportunity for a player to be able to shake the dice, it allows the player to participate in the game actively, and can provide a live aspect.
According to a sixteenth aspect of the present invention, a gaming system includes: a dice movable unit having a plurality of dice and a shaking device causes the plurality of dice to roll; a game terminal having an operation device that a player can operate; memory that stores bet data that indicates an amount of a bet that the game terminal has accepted; and a controller that executes processing of: (a) receiving a bet end signal, which indicates that a bet has been ended, along with bet data that the game terminal has accepted, from the game terminal; (b) storing the bet data thus received in the memory; (c) transmitting a first shaking motion start signal that causes a first shaking motion by the shaking device to start, to the dice movable unit; (d) comparing the bet data thus stored in the memory by the processing (b) and transmitting a permission signal, which permits an operation by the operation device, to the game terminal that has transmitted a value of largest amount; (e) receiving an operation signal, which indicates that the operation device has been operated, from a game terminal that has transmitted the permission signal; and (f) transmitting a second shaking motion start signal, which causes a second shaking motion by the shaking device to start, to the dice movable unit, in which the dice movable unit; (b1) starts a first shaking motion in response to having received the first shaking motion start signal from the controller; and (f1) performs the second shaking motion, which has an amplitude larger than that of the first shaking motion, in response to having received the second shaking motion start signal from the controller.
According to the sixteenth aspect of the present invention, when the controller receives from the game terminal a bet end signal, which indicates that a bet operation has been ended, along with bet data, which indicates an amount thus bet, the controller stores the bet data in the memory. Then, the controller transmits a first shaking motion start signal that causes the dice movable unit to perform a first shaking motion, and the dice movable unit that has received this causes the shaking device to start the first shaking motion. Next, the controller compares the bet data thus stored in the memory and transmits a permission signal by an operation device to the game terminal that has transmitted bet data indicating a value of largest amount. In the game terminal to which the permission signal has been transmitted, the operation device is operated, and in response to having received the operation signal, the controller transmits a second shaking motion start signal that causes the dice movable unit to perform a second shaking motion, and the shaking device of the dice movable unit performs a second shaking motion. At this time, the amplitude of the second shaking motion is larger than that of the first shaking motion.
Thus, by providing an opportunity for a player to be able to shake the dice, it allows the player to participate in the game actively, and can provide a live aspect.
According to a seventeenth aspect of the present invention, a gaming system includes: a dice movable unit having a plurality of dice and a shaking device that causes the plurality of dice to roll; a game terminal having a display device that performs display relating to a game and an operation device that a player can operate; memory that stores bet data indicating an amount of a bet that the game terminal has accepted; and a controller that executes processing of: (a) receiving a bet end signal, which indicates that betting has ended, along with bet data that the game terminal has accepted, from the game terminal; (b) storing the bet data thus received in the memory; (c) transmitting a first shaking motion start signal, which causes a first shaking motion by the shaking device to start, to the dice movable unit; (d) comparing the bet data thus stored in the memory by the processing (b) and transmitting a permission signal, which permits an operation by the operation device, to the game terminal that has transmitted a value of largest amount; (e) receiving an operation signal indicating that the operation device has been operated from a game terminal that has transmitted the permission signal; and (f) transmitting a second shaking motion start signal, which causes a second shaking motion by the shaking device to start, to the dice movable unit and the game terminal, in which the dice movable unit (b1) starts a first shaking motion in response to having received the first shaking motion start signal from the controller; and (f1) performs the second shaking motion, which has an amplitude larger than that of the first shaking motion, in response to having received the second shaking motion start signal from the controller, in which the game terminal (f2) performs processing of changing an image displayed on the display device in a case having received the second shaking motion start signal from the controller.
According to the seventeenth aspect of the present invention, when the controller receives a bet end signal that indicates that a bet operation has been ended along with bet data that indicates an amount thus bet, from the game terminal, the controller stores the bet data in the memory. Then, the controller transmits a first shaking motion start signal that causes the dice movable unit to perform a first shaking motion, and the dice movable unit that has received this causes the shaking device to start the first shaking motion. Next, the controller compares the bet data thus stored in the memory and transmits a permission signal by an operation device to the game terminal that has transmitted bet data indicating a value of largest amount. In the game terminal to which the permission signal has been transmitted, when the operation device is operated, an operation signal is transmitted from the game terminal. Then, in response to having received the operation signal, the controller transmits a second shaking motion start signal that causes the dice movable unit to perform a second shaking motion, and the shaking device of the dice movable unit performs a second shaking motion. At this time, the amplitude of the second shaking motion is larger than that of the first shaking motion. Furthermore, the game terminal that has received the second shaking motion start signal from the controller performs processing of shaking an image displayed on the display device.
Thus, by providing an opportunity for a player to be able to shake the dice and by shaking an image of the display displayed on the game terminal upon the shaking motion, it allows the player to participate in the game actively, and can provide a live aspect by prompting so that the player gets the feeling of participating in the game.
A eighteenth aspect of the present invention is the gaming system according to the fourth aspect in which the processing of changing the image in the processing (f2) is processing that causes an image to momentarily shake.
According to the eighteenth aspect of the present invention, in addition to the gaming system according to the fourth aspect, the game terminal causes an image displayed on the display device to shake momentarily in response to having received the second shaking motion start signal.
According to a nineteenth aspect of the present invention, a die used in a gaming machine, which detects a number of dots on a die using RFID tags, includes a first foam member; a second foam member that covers an outside of the first foam member and has a foam expansion ratio relative to an original volume thereof which is lower than that of the first foam member; and a covering member that covers an outside of the second foam member, in which the RFID tags are disposed at each face of the first foam member and are held between the first foam member and the second foam member.
According to the nineteenth aspect of the present invention, since a foam member is used for a base material, weight reduction of the die is possible. Furthermore, since the RFID tags are disposed in the vicinity of the foam member with the three-piece structure of thecore portion71, theintermediate portion72, and the coveringportion73, buffering shock transmitted to the RFID tags51 to56 due to shock to the dice is possible by way of the foam member, whereby the RFID tags51 to5 can be protected. Furthermore, the RFID tags are disposed between the first foam member and the second foam member, and the second foam member is made of a foam member that is relatively harder than the first foam member. Therefore, an amount of deformation of the second foam member due to shock to the dice is reduced, and it is possible to prevent failure such as by damage to an RFID tag due to deformation of the RFID tag along with deformation of the second foam member. Thus, it is possible to provide a weight reduction in dice and dice that realize protection of the RFID tags thereof.
According to a twenty third aspect of the present invention, a detection device that is used in a gaming system that detects a number of dots of a die, and detects a number of dots of a die having a wireless tag, includes: a reader that reads data stored in the wireless tag; and a controller that processes information thus read by the reader, in which the wireless tag includes: a unique information storage portion that stores unique information of the wireless tag, a number of dots information storage portion that stores number of dots information of a die in any of a plurality of storage locations, a serial information storage portion that stores die serial information unique to the die, and an error detection information storage portion that stores error detection information, and in which the controller performs processing of: (a) acquiring address information indicating a location at which the number of dots information is stored among the plurality of storage locations in the number of dots information storage portion, using the unique information read from the unique information storage portion by the reader, (b) acquiring the number of dots information from the number of dots information storage portion of the wireless tag using the reader, based on the address information, (c) acquiring the die serial information from the die serial information storage portion and the error detection information from the error detection storage portion using the reader, (d) calculating a CRC value according to a CRC method using the unique information, the unique number of dots information, and the die serial information, and
(e) comparing the error detection information with the CRC value calculated in the processing of (d).
According to the twenty third aspect of the present invention, with the detection device according to the present invention, after having acquired from the reader address information indicating the location, among the plurality of storage locations in the number of dots information storage portion, at which the number of dots information is stored using the unique information stored in the wireless tag, the controller acquires number of dots information from the address via the reader.
In addition, the controller acquires die serial information unique to the die from the die serial information storage portion of the wireless tag, and error detection information from the error detection information storage portion.
Thereafter, processing of calculating the CRC value according to the CRC method using the unique information, number of dots information and die serial information, and of comparing the error detection information and the CRC value thereof is performed.
It is thereby possible to acquire correct number of dots information from the wireless tag, since it is revealed that there are no errors in the information read if the error detection information and the CRC value newly calculated are the same.
According to a twenty fourth aspect of the present invention, in addition to the detection device as described in the twenty third aspect, the processing of (a) is processing for obtaining the address information using the unique information and a predetermined function stored in a storage portion of the controller.
According to the twenty fourth aspect of the present invention, in addition to the detection device as described in the twenty third aspect, the processing of (a) performed by the reading device obtains address information using unique information and a predetermined function.
It is thereby possible to read number of dots information from a plurality of storage locations without mistakes.
According to a twenty fifth aspect of the present invention, in addition to the detection device as described in the twenty third aspect, color information of the die is included in the number of dots information.
According to the twenty fifth aspect of the present invention, in addition to the detection device as described in the twenty third aspect, color information of the die is included in the number of dots information.
It is thereby also possible to use the color of a die as number of dots information.
According to a twenty sixth aspect of the present invention, in addition to the detection device as described in the twenty third aspect, the wireless tag is respectively provided to each face of the die.
According to the twenty sixth aspect of the present invention, in addition to the detection device as described in the twenty third aspect, the wireless tag is provided in each face of the die.
The reading device can thereby read precise detection information, since what the number of dots of the die is can be read from the wireless tags disposed in individual faces.
According to a twenty seventh aspect of the present invention, a method for detecting a number of dots of a die having a wireless tag includes the steps of: (a) calculating an address at which number of dots information of a die is stored, using unique information of the wireless tag read from the wireless tag; (b) acquiring the number of dots information from the address thus calculated in step (a); (c) acquiring die serial information indicating unique information of the die stored in the wireless tag, and error detection information used in error detection; (d) calculating a CRC value according to a CRC method using the unique information, the die serial information, and the number of dots information; and (e) comparing the error detection information and the CRC value calculated in step (d).
According to a twenty eighth aspect of the present invention, in the detection method as described in the twenty seventh aspect, step (a) is a step for obtaining the address information using the unique information and a predetermined function stored in a storage portion of a controller.
According to a twenty ninth aspect of the present invention, in the detection method as described in the twenty seventh aspect, color information of the die is included in the number of dots information.
According to a thirtieth aspect of the present invention, in the detection method as described in the twenty seventh aspect, the wireless tag is respectively provided to each face of the die.
According to a thirty first aspect of the present invention, a detection device that is used in a gaming system that detects a number of dots of a die, and detects a number of dots of a die having a plurality of wireless tags, includes: a reader that reads data stored in the wireless tag; and a controller that processes information thus read by the reader, in which the wireless tag includes: a unique information storage portion that stores unique information of the wireless tag; and a number of dots information storage portion that stores number of dots information of a die in any of a plurality of storage locations, and in which the controller performs processing of:
(a) acquiring address information indicating a location at which the number of dots information is stored among the plurality of storage locations in the number of dots information storage portion, using the unique information read from the unique information storage portion by the reader, and (b) acquiring the number of dots information from the number of dots information storage portion of the wireless tag using the reader, based on the address information.
In the detection device according to the present invention, when the controller acquires unique information stored in the unique information storage portion of the wireless tag via the reader, using this unique information, the controller acquires the address information indicating at which storage location, among the plurality of storage locations, the number of dots information stored in the number of dots information storage portion of the wireless tag is stored.
Then, based on the address information thus acquired, it is possible to further acquire the number of dots information of the wireless tag via the reader.
With this, it is possible to configure so that the addresses at which number of dots information is stored differs, and it is possible to prevent fraudulent reading.
According to a thirty second aspect of the present invention, in the detection device as described in the thirty first aspect, the number of dots information storage portion includes, in any of the plurality of storage locations, an error detection information storage portion that stores error detection information, and the controller further performs processing of:
(a2) acquiring second address information indicating a location of the error detection information storage portion, among the plurality of storage locations in the number of dots information storage portion, using the unique information read from the unique information storage portion by the reader, and (b2) acquiring the error detection information from the error detection information storage portion of the wireless tag using the reader, based on the second address information.
According to the thirty second aspect of the present invention, in addition to the detection device as described in the thirty first aspect, the number of dots information storage portion of the wireless tag has an error detection information storage portion that stores error detection information in any among the plurality of storage locations, and the second address information set as the error detection information storage portion is acquired using the unique information of the wireless tag acquired via the reader.
Then, the controller can acquire number of dots information stored in the number of dots information storage portion with the reader, based on the second address information.
According to a thirty third aspect of the present invention, in the detection device as described in the thirty first aspect, the wireless tag further includes a serial information storage portion that stores die serial information unique to the die, and the die serial information is a value common in the plurality of wireless tags included by the die.
According to the thirty third aspect of the present invention, in addition to the detection device as described in the thirty first aspect, the wireless tag further has a die serial information storage portion that stores die serial information unique to the die, the die serial information being a common value to the plurality of wireless tags possessed by one die.
It is thereby possible to easily recognize with which die a fraudulent act has been performed, since the die serial information will differ among the plurality of wireless tags in a case of the information of one wireless tag having been fraudulently replaced.
According to a thirty fourth aspect of the present invention, in the detection device as described in the thirty first aspect, the wireless tag further includes a serial information storage portion that stores die serial information unique to the die, in which the number of dots information storage portion includes, in any of the plurality of storage locations, an error detection information storage portion that stores error detection information, and the controller further performs processing of:
(a2) acquiring second address information indicating a location of the error detection information storage portion, among the plurality of storage locations in the number of dots information storage portion, using the unique information read from the unique information storage portion by the reader, (b2) acquiring the error detection information from the error detection information storage portion of the wireless tag using the reader, based on the second address information, (c) calculating a CRC value according to a CRC method using the unique information, the number of dots information, and the die serial information, and (d) comparing the error detection information and the CRC value calculated in the processing of (c).
After having acquired address information of the number of dots information storage portion from the reader based on the unique information, the controller acquires number of dots information from the address via the reader.
The die serial information is acquired from the die serial information storage portion that stores the die serial information unique to the die.
In addition, error detection information is acquired from the error detection information storage portion.
Thereafter, processing of calculating the CRC value according to the CRC method using the unique information, number of dots information and die serial information, and of comparing the error detection information and the CRC value thereof is performed.
It is thereby possible to acquire correct number of dots information from the wireless tag, since it is revealed that there are no errors in the information read if the error detection information and the CRC value newly calculated are the same.
According to a thirty fifth aspect of the present invention, in the detection device as described in the thirty first aspect, the processing of (a) is processing for obtaining the address information using the unique information and a predetermined function stored in a storage portion of the controller.
According to a thirty sixth aspect of the present invention, in the detection device as described in the thirty second aspect, the processing of (a2) is processing for obtaining the address information using the unique information and a predetermined function stored in a storage portion of the controller.
According to a thirty seventh aspect of the present invention, in the detection device as described in the thirty first aspect, color information of the die is included in the number of dots information.
According to a thirty eighth aspect of the present invention, in the detection device as described in the thirty first aspect, the wireless tag is respectively provided to each face of the die.
Effects of the Invention
According to the present invention, it is possible to provide a gaming machine that allows a larger number of terminals to be installed in a limited area while improving visibility.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 is a perspective view showing thegaming machine1 according to an embodiment of the present invention;
FIG. 2 is a perspective view showing thegaming machine1 according to the embodiment of the present invention with atop door3 being open;
FIG. 3 is a back view showing thegaming machine1 according to the embodiment of the present invention;
FIG. 4 is a functional block diagram of thegaming machine1 according to the embodiment of the present invention;
FIG. 5 is a diagram showing a circular arrangement of thegaming machines1 according to the embodiment of the present invention;
FIG. 6 is a diagram showing a comparative example ofFIG. 5;
FIG. 7 is a cross-sectional view taken along line A-A inFIG. 2;
FIG. 8 is an exploded view of the vicinity of afoot lamp25 according to the embodiment of the present invention;
FIG. 9 is an exploded view of thefoot lamp25 according to the embodiment of the present invention;
FIG. 10 is an enlarged view of anoperating unit32b according to the embodiment of the present invention;
FIG. 11 is an enlarged exploded view of thetop door3, in the vicinity of anarm rest35, according to the embodiment of the present invention;
FIG. 12 is an enlarged exploded view of thetop door3, in the vicinity of acover member38, according to the embodiment of the present invention;
FIG. 13 is a diagram showing a relationship between acoin sensor41 and asub housing portion21 of thecabinet2 in a case where thetop door3 is opened and closed, according to the embodiment of the present invention;
FIG. 14 is a partial enlarged view of the vicinity of acoin sensor41 according to an embodiment of the present invention;
FIG. 15 is a cross-sectional view of ahopper unit4 according to the embodiment of the present invention;
FIG. 16 is an enlarged exploded view of the vicinity of anapplication unit5 disposed on a back face side R of thecabinet2 according to the embodiment of the present invention;
FIG. 17 is a diagram showing a main flow according to the embodiment of the present invention; and
FIG. 18 is a diagram showing a flow of the operating unit during game execution in a case of playing Sic Bo according to the embodiment of the present invention.
FIG. 1A is a flowchart schematically showing a processing sequence of a gaming machine according to an embodiment of the present invention;
FIG. 2A is a perspective view of a gaming machine according to the embodiment of the present invention;
FIG. 3A is an enlarged view of a playing unit of the gaming machine shown inFIG. 2A;
FIG. 4A is an external perspective view of a die according to the embodiment of the present invention;
FIG. 5A is a development view of a die according to the embodiment of the present invention;
FIGS. 6A to 9A show IC tag readable areas by IC tag readers according to the embodiment of the present invention;
FIG. 10A shows a sheet attached to each face of a die according the embodiment of the present invention;
FIG. 11A is an image showing a state in which a die according to the embodiment of the present invention is imaged substantially in the vertically upward direction by an infrared camera;
FIG. 12A shows a sheet attached to each face of a die according the embodiment of the present invention;
FIG. 13A shows an image in which a die according to the embodiment of the present invention that has come to rest at a tilt on a playing board, is imaged substantially in the vertically upward direction by an infrared camera;
FIG. 14A shows an example of a display screen according to the embodiment of the present invention;
FIG. 15A is a block diagram showing the internal configuration of the gaming machine shown inFIG. 2A;
FIG. 16A is a block diagram showing the internal configuration of the station shown inFIG. 2A;
FIG. 17A is a diagram showing an instruction image display determination table according to the embodiment of the present invention;
FIG. 18A is a diagram showing a bet existence determination table according to the embodiment of the present invention;
FIG. 19A is a diagram showing an oscillation mode data table according to the embodiment of the present invention;
FIG. 20A is a diagram showing a rendered effect table according to the embodiment of the present invention;
FIG. 21A is a diagram showing an IC tag data table according to the embodiment of the present invention;
FIG. 22A is an infrared camera imaging data table according to the embodiment of the present invention;
FIG. 23A is a dot pattern data classification table according to the embodiment of the present invention;
FIG. 24A is a number of dots-dot pattern data table according to the embodiment of the present invention;
FIG. 25A is a position, classification, and number of dots data table according to the embodiment of the present invention;
FIG. 26A is a classification and number of dots data table according to the embodiment of the present invention;
FIGS. 27A to 31A show examples of display screens according to the embodiment of the present invention;
FIG. 32A shows an example of a display screen according to the embodiment of the present invention;
FIG. 33A is a flowchart showing dice game processing executed in a gaming machine according to the embodiment of the present invention;
FIG. 34A is a flowchart showing bet processing executed in a gaming machine according to the embodiment of the present invention;
FIG. 35A is a flowchart showing subsequent game bet processing executed in a gaming machine according to the embodiment of the present invention;
FIG. 36A is a flowchart showing dice rolling processing executed in a gaming machine according to the embodiment of the present invention;
FIG. 37A is a flowchart showing dots ondice detection processing1 executed in a gaming machine according to the embodiment of the present invention; and
FIG. 38A is a flowchart showing dots ondice detection processing2 executed in a gaming machine according to the embodiment of the present invention.
FIG. 1B is a flowchart schematically showing a processing sequence of a gaming machine according to an embodiment of the present invention;
FIG. 2B is a perspective view of a gaming machine according to the embodiment of the present invention;
FIG. 3B is an enlarged view of a playing unit of the gaming machine shown inFIG. 2B;
FIG. 4B is an external perspective view of a die according to the embodiment of the present invention;
FIG. 5B is a development view of a die according to the embodiment of the present invention;
FIGS. 6B to 9B show IC tag readable areas by IC tag readers according to the embodiment of the present invention;
FIG. 10B shows a sheet attached to each face of a die according the embodiment of the present invention;
FIG. 11B is an image showing a state in which a die according to the embodiment of the present invention is imaged substantially in the vertically upward direction by an infrared camera;
FIG. 12B shows a sheet attached to each face of a die according the embodiment of the present invention;
FIG. 13B shows an image in which a die according to the embodiment of the present invention that has come to rest at a tilt on a playing board, is imaged substantially in the vertically upward direction by an infrared camera;
FIG. 14B shows an example of a display screen according to the embodiment of the present invention;
FIG. 15B is a block diagram showing the internal configuration of the gaming machine shown inFIG. 2B;
FIG. 16B is a block diagram showing the internal configuration of the station shown inFIG. 2B;
FIG. 17B is a diagram showing an instruction image display determination table according to the embodiment of the present invention;
FIG. 18B is a diagram showing a bet existence determination table according to the embodiment of the present invention;
FIG. 19B is a diagram showing an oscillation mode data table according to the embodiment of the present invention;
FIG. 20B is a diagram showing a rendered effect table according to the embodiment of the present invention;
FIG. 21B is a diagram showing an IC tag data table according to the embodiment of the present invention;
FIG. 22B is an infrared camera imaging data table according to the embodiment of the present invention;
FIG. 23B is a dot pattern data classification table according to the embodiment of the present invention;
FIG. 24B is a number of dots-dot pattern data table according to the embodiment of the present invention;
FIGS. 25B to 29B show examples of display screens according to the embodiment of the present invention;
FIG. 30B is a flowchart showing dice game processing executed in a gaming machine according to the embodiment of the present invention;
FIG. 31B is a flowchart showing bet processing executed in a gaming machine according to the embodiment of the present invention;
FIG. 32B is a flowchart showing subsequent game bet processing executed in a gaming machine according to the embodiment of the present invention;
FIG. 33B is a flowchart showing dice rolling processing executed in a gaming machine according to the embodiment of the present invention; and
FIG. 34B is a flowchart showing dot detection processing executed in a gaming machine according to the embodiment of the present invention.
FIG. 1C is a flowchart schematically showing a processing sequence of a gaming machine according to an embodiment of the present invention;
FIG. 2C is a perspective view of a gaming machine according to the embodiment of the present invention;
FIG. 3C is an enlarged view of a playing unit of the gaming machine shown inFIG. 2C;
FIG. 4C is an external perspective view of a die according to the embodiment of the present invention;
FIG. 5C is a development view of a die according to the embodiment of the present invention;
FIGS. 6C to 9C show IC tag readable areas by IC tag readers according to the embodiment of the present invention;
FIG. 10C shows a sheet attached to each face of a die according the embodiment of the present invention;
FIG. 11C is an image showing a state in which a die according to the embodiment of the present invention is captured substantially in the vertically upward direction by an infrared camera;
FIG. 12C shows a sheet attached to each face of a die according the embodiment of the present invention;
FIG. 13C shows an image in which a die according to the embodiment of the present invention that has come to rest at a tilt on a playing board, is captured substantially in the vertically upward direction by an infrared camera;
FIG. 14C shows an example of a display screen according to the embodiment of the present invention;
FIG. 15C is a block diagram showing the internal configuration of the gaming machine shown inFIG. 20;
FIG. 16C is a block diagram showing the internal configuration of the station shown inFIG. 2C;
FIG. 17C is a diagram showing an instruction image display determination table according to the embodiment of the present invention;
FIG. 18C is a diagram showing a bet existence determination table according to the embodiment of the present invention;
FIG. 19C is a diagram showing an oscillation mode data table according to the embodiment of the present invention;
FIG. 20C is a diagram showing a rendered effect table according to the embodiment of the present invention;
FIG. 21C is a diagram showing an IC tag data table according to the embodiment of the present invention;
FIG. 22C is an infrared camera capturing data table according to the embodiment of the present invention;
FIG. 23C is a dot pattern data classification table according to the embodiment of the present invention;
FIG. 24C is a number of dots-dot pattern data table according to the embodiment of the present invention;
FIGS. 25C to 29C show examples of display screens according to the embodiment of the present invention;
FIG. 30C is a flowchart showing dice game processing executed in a gaming machine according to the embodiment of the present invention;
FIG. 31C is a flowchart showing bet processing executed in a gaming machine according to the embodiment of the present invention;
FIG. 32C is a flowchart showing subsequent game bet processing executed in a gaming machine according to the embodiment of the present invention;
FIG. 33C is a flowchart showing dice rolling processing executed in a gaming machine according to the embodiment of the present invention; and
FIG. 34C is a flowchart showing dot detection processing executed in a gaming machine according to the embodiment of the present invention.
FIG. 1D is a flowchart schematically showing a processing sequence of a gaming machine according to an embodiment of the present invention;
FIG. 2D is a perspective view of a gaming machine according to the embodiment of the present invention;
FIG. 3D is an enlarged view of a playing unit of the gaming machine shown inFIG. 2D;
FIG. 4D is an external perspective view of a die according to the embodiment of the present invention;
FIG. 5D is a development view of a die according to the embodiment of the present invention;
FIGS. 6D to 9D show IC tag readable areas by IC tag readers according to the embodiment of the present invention;
FIG. 10D shows a sheet attached to each face of a die according the embodiment of the present invention;
FIG. 11D is an image showing a state in which a die according to the embodiment of the present invention is captured substantially in the vertically upward direction by an infrared camera;
FIG. 12D shows a sheet attached to each face of a die according the embodiment of the present invention;
FIG. 13D shows an image in which a die according to the embodiment of the present invention that has come to rest at a tilt on a playing board, is captured substantially in the vertically upward direction by an infrared camera;
FIG. 14D shows an example of a display screen according to the embodiment of the present invention;
FIG. 15D is a block diagram showing the internal configuration of the gaming machine shown inFIG. 2D.
FIG. 16D is a block diagram showing the internal configuration of the station shown inFIG. 2D.
FIG. 17D is a diagram showing an instruction image display determination table according to the embodiment of the present invention;
FIG. 18D is a diagram showing a bet existence determination table according to the embodiment of the present invention;
FIG. 19D is a diagram showing an oscillation mode data table according to the embodiment of the present invention;
FIG. 20D is a diagram showing a rendered effect table according to the embodiment of the present invention;
FIG. 21D is a diagram showing an IC tag data table according to the embodiment of the present invention;
FIG. 22 is an infrared camera capturing data table according to the embodiment of the present invention;
FIG. 23D is a dot pattern data classification table according to the embodiment of the present invention;
FIG. 24D is a number of dots-dot pattern data table according to the embodiment of the present invention;
FIGS. 25D to 29D show examples of display screens according to the embodiment of the present invention;
FIG. 30D is a flowchart showing dice game processing executed in a gaming machine according to the embodiment of the present invention; and
FIG. 31D is a flowchart showing bet processing executed in a gaming machine according to the embodiment of the present invention.
FIG. 1E is a flowchart schematically showing a processing sequence of a gaming system according to an embodiment of the present invention;
FIG. 2E is a perspective view schematically showing an example of a gaming machine according to an embodiment of the present invention;
FIG. 3E is a perspective view showing a game terminal according to an embodiment of the present invention;
FIG. 4E is a perspective view showing a dice movable unit according to an embodiment of the present invention;
FIG. 5E shows a sheet attached to each face of a die according an embodiment of the present invention;
FIG. 6E shows an image in which a die according to an embodiment of the present invention that has come to rest on a playing board, is captured substantially in the vertically upward direction by an infrared camera;
FIG. 7E is a diagram showing an example of an image displayed on a display screen of a history display unit according to an embodiment of the present invention;
FIG. 8E is a diagram showing an example of a display screen displayed on a display device according to an embodiment of the present invention;
FIG. 9E is a block diagram showing an internal configuration of a controller according to an embodiment of the present embodiment;
FIG. 10E is a block diagram showing an internal configuration of a game terminal according to an embodiment of the present embodiment;
FIG. 11E shows an instruction image display determination table according to an embodiment of the present invention;
FIG. 12E shows a bet existence determination table according to an embodiment of the present invention;
FIG. 13E shows an IC tag data table according to an embodiment of the present invention;
FIG. 14E shows an infrared camera capturing data table according to an embodiment of the present invention;
FIG. 15E shows a dot pattern data classification table according to an embodiment of the present invention;
FIG. 16E shows a number of dots-dot pattern data table according to an embodiment of the present invention;
FIG. 17E shows a bet start instruction image according to an embodiment of the present invention;
FIG. 18E shows a bet not recommended image according to an embodiment of the present invention;
FIG. 19E shows a bet end instruction image according to an embodiment of the present invention;
FIG. 20E is an image that notifies to each game terminals according to an embodiment of the present invention that bet acceptance has ended;
FIG. 21E illustrates a display example of a display of each of game terminal according to an embodiment of the present invention;
FIG. 22E is a flowchart showing processing of a gaming system according to an embodiment of the present invention;
FIG. 23E is a flowchart showing processing of a gaming system according to an embodiment of the present invention;
FIG. 24E is a flowchart showing processing of a gaming system according to an embodiment of the present invention;
FIG. 25E is a flowchart showing processing of a gaming system according to an embodiment of the present invention;
FIG. 26E is a flowchart showing processing of a gaming system according to an embodiment of the present invention;
FIG. 27E is a flowchart showing number of dots on dice detection processing ofFIG. 26E;
FIG. 28E is a block diagram showing a modified example relating to arrangement; and
FIG. 29E is a block diagram showing a modified example relating to arrangement.
FIG. 1F is a perspective view that includes a partial cross section showing an internal configuration of a die according to an embodiment of the present invention;
FIG. 2F is a perspective view of a gaming machine according to the embodiment of the present invention;
FIG. 3F is an enlarged view of a playing unit of the gaming machine shown inFIG. 2F;
FIG. 4F is an exploded perspective view of a die according to the embodiment of the present invention;
FIG. 5F is a cross sectional view of a die according to the embodiment of the present invention;
FIG. 6F is a diagram showing a readable area of an RFID tag using an RFID tag reader according to the embodiment of the present invention;
FIG. 7F shows an example of a display screen according to the embodiment of the present invention;
FIG. 8F is a block diagram showing an internal configuration of the gaming machine shown inFIG. 2F;
FIG. 9F is a block diagram showing an internal configuration of a station shown inFIG. 2F;
FIG. 10F is a block diagram showing an example of a different configuration of the game device according to the embodiment of the present invention;
FIG. 11F is a block diagram showing another example of a different configuration of the game device according to the second embodiment of the present invention; and
FIG. 12F is a diagram showing an example of an image displayed on a display screen of a history display unit.
FIG. 1G is a diagram showing an outline of the flow executed in a gaming machine according to an embodiment of the present invention;
FIG. 2G is an overall view of the gaming machine according to an embodiment of the present invention;
FIG. 3G is a perspective view of a dice movable unit according to an embodiment of the present invention;
FIG. 4G is a diagram illustrating a cross-section along the line A-A inFIG. 3G;
FIG. 5G is a schematic representation of an antenna of a playing board according to an embodiment of the present invention;
FIG. 6G is a configurational diagram of a detection device according to an embodiment of the present invention;
FIG. 7G is a block diagram showing an internal configuration of a reader according to an embodiment of the present invention;
FIG. 8G is an exploded perspective view of a die according to an embodiment of the present invention;
FIG. 9G is a block diagram showing an internal configuration of a wireless IC tag according to an embodiment of the present invention;
FIG. 10G is a diagram showing a storage table that is stored in a wireless IC tag according an embodiment of the present invention;
FIG. 11G is a block diagram showing an internal configuration of a controller according to an embodiment of the present invention; and
FIG. 12G is a flowchart showing processing of error detection according to an embodiment of the present invention.
EXPLANATION OF REFERENCE NUMERALS
1 gaming machine
2 cabinet
3 top door
4 hopper unit
5 application unit
32 operating unit
61 CPU
62 RAM
63 ROM
PREFERRED MODE FOR CARRYING OUT THE INVENTION
An embodiment of the present invention is described hereinafter with reference to the accompanying drawings.
Overall Summary
An embodiment of the gaming machine according to the present invention is described hereinafter with reference to the accompanying drawings. First, an overall configuration of agaming machine1 according to the present embodiment is described with reference toFIGS. 1 to 3.FIG. 1 is a perspective view of thegaming machine1.FIG. 2 is a perspective view showing thegaming machine1 with atop door3 being open.FIG. 3 is a back view of thegaming machine1.
Thegaming machine1 is composed of: acabinet2 as a cabinet for housing a circuit substrate and the like; atop door3 in which amain display31, an operatingunit32 and the like are disposed; ahopper unit4 being a retaining device for medals and coins, which discharges the medals and coins; and anapplication unit5 that can be attached and removed, to which aspeaker51, alamp portion52, and the like are disposed.
Thecabinet2 houses a circuit substrate and the like, and constitutes a main body of thegaming machine1. Thecabinet2 includes asub housing portion21 formed on a lower side (a lower side in the drawings is hereinafter referred to as a lower side B) of thetop door3, amain housing portion22 formed on the lower side B of thesub housing portion21, and a supportingportion23 formed on a further lower side of themain housing portion22. Thesub housing portion21 houses a relay board unit211 (described later) and a humanbody detection sensor29, which is the first sensor. In addition, themain housing portion22 houses a main control unit221 (described later).
An openingportion20 is formed on an upper side T (an upper side in the drawings is hereinafter referred to as an upper side T) of thesub housing portion21. In the present embodiment, the openingportion20 constitutes an entirety of the upper side T of thecabinet2; in other words, the entirety of the upper side T of thesub housing portion21 is open.
Acard insertion opening26 into which a player card, which is an information storage medium for a PTS (player tracking system), is inserted, and a playerinformation display portion27 for displaying information stored on the player card inserted are provided on a front side F (a front side in the drawings is hereinafter referred to as a front side F) of thesub housing portion21, which is a front side F of thecabinet2. The player card stores information related to a player such as a player ID, and the playerinformation displaying portion27 displays history information of the player, who owns the player card inserted into thecard insertion opening26. In the present embodiment, the player card also stores a play history.
In addition, in thecabinet2, afoot lamp25 is provided on the front side F of thecabinet2 and on the lower side B of themain housing portion22. Thefoot lamp25 is disposed on the front side F of the supportingportion23. Thefoot lamp25 emits light toward the lower side B and irradiates a region corresponding to feet of a player in a case where the player is seated in front of thegaming machine1.
A supportingplate232 is provided on the lower side B of thecabinet2. The supportingplate232 is disposed on the lowermost side B of thecabinet2 so as to project from an end portion on the lower side B of the supportingportion23 toward the front side F.
In addition, as shown inFIG. 3, acabinet illuminating portion24 is provided on a back side (a back side in the drawings is hereinafter referred to as a back side F) of thecabinet2. Thecabinet illuminating portion24 emits light or switches between modes of illumination in accordance with a control signal from themain control unit221.
Thetop door3 is disposed on the upper side T of thecabinet2 so as to cover an entirety of the openingportion20 formed on thesub housing portion21 of thecabinet2. Thetop door3 is disposed so as to cover the upper side T of thecabinet2 like a lid and opens and closes rotationally on an end thereof on the back side R (seeFIG. 2).
In addition, thetop door3 includes: amain display31 for displaying mainly images related to the game; an operatingportion32 on which a player performs operations related to the game; acoin slot33 into which coins are inserted; and abill slot34 into which bills are inserted (seeFIG. 1).
Ahopper unit4 is disposed on the lower side B of thetop door3 and thesub housing portion21, to a right side of the cabinet2 (a right side of the cabinet is hereinafter referred to as a right side R2). Thehopper unit4 constitutes a face on the right side R2 of thecabinet2, namely a face on the right side R2 of thegaming machine1. Thehopper unit4 is provided as an independent body from thecabinet2 and connected to thecabinet2 via an opening portion for a hopper (not shown) provided on a face on the lower side B of thesub housing portion21.
Thehopper unit4 is formed in a vertically long shape, which is elongated in a thickness direction (F-R direction). In addition, acoin payout opening42 is formed on the front side F of thehopper unit4, and coins discharged from thecoin payout opening42 are collected in thecoin tray43.
Anapplication unit5 is disposed on the upper side T, in an end on the back face side R, of thecabinet2. Anapplication unit5 is disposed on the upper side T, in an end on the back face side R, of thecabinet2.
In the present embodiment, theapplication unit5 includes aspeaker51 and a lamp portion52 (seeFIG. 1). In other words, in thegaming machine1, thespeaker51 and thelamp portion52, as a unit, are formed to be detachable (details are described later). Functional Configuration A circuit configuration of thegaming machine1 is described hereinafter with reference toFIG. 4.
FIG. 4 is a functional block diagram of thegaming machine1.
Thegaming machine1 according to the present embodiment is basically configured around amicrocomputer65, which is composed of aCPU61,RAM62,ROM63, and abus64 for transferring data therebetween. TheRAM62 and theROM63 are connected to theCPU61 via thebus64. TheRAM52 is memory for temporarily storing various data computed by theCPU61. TheROM63 stores various programs, data tables and the like for performing processing required for controlling thegaming machine1.
Themain control unit221 including themicrocomputer65 is housed by themain housing portion22 in thecabinet2.
Acommunication interface78 and arelay circuit70 are connected to themicrocomputer65 via an I/O interface66. Thecommunication interface78 is a module for connecting an external network. For example, in a case where a plurality ofgaming machines1 is administered by a server, thegaming machines1 can communicate with each other and with the server in a bidirectional manner, via thecommunication interface78. This allows thegaming machine1 to execute games in cooperation with the server andother gaming machines1.
Therelay circuit70 is a circuit for connecting driving circuits and devices (described later) with themicrocomputer65. Therelay board unit211 including therelay circuit70 is housed by thesub housing portion21 of thecabinet2.
Thesub housing portion21 is disposed on an uppermost side T of thecabinet2, and in a position readily accessible by opening thetop door3. In the present embodiment, only therelay board unit211 including therelay circuit70, not themain control unit221 including themicrocomputer65, is disposed in thesub housing portion21. In other words, therelay circuit70, which only relays control signals, is disposed in the most accessible position inside thecabinet2, and modules (described later) are connected to themicrocomputer65 via therelay circuit70.
Therelay circuit70 and each of the other modules (described later) are further connected by the I/O interface71. The modules connected to themicrocomputer65 via therelay circuit70 are described hereinafter.
Animage processing circuit72 is connected to therelay circuit70 via the I/O interface71. Theimage processing circuit72 is connected to themain display31 and controls operation of themain display31.
Theimage processing circuit72 includes program ROM, image ROM, an image control CPU, work RAM, a video display processor (VDP), video RAM, and the like (not shown). The program ROM stores an image control program with respect to the display functions of themain display31, and various kinds of selection tables. The image ROM stores pixel data for creating an image, for example, pixel data for creating an image on themain display31. In addition, the image control CPU determines an image to be displayed on themain display31 from among the pixel data sets stored beforehand in the image ROM according to the image control program stored beforehand in the program ROM based upon the parameters set by themicrocomputer65. The work RAM is configured as a temporary storage means in a case where the image control program is executed by the image control CPU. The VDP is a component for creating an image data that accords with the display contents determined by the image control CPU, and for outputting the image thus created to themain display31. It should be noted that the video RAM is configured as a temporary storage device used by the VDP for creating an image.
In addition, ahopper unit4 is connected to therelay circuit70 via the I/O interface71. More specifically, connected to therelay circuit70 are ahopper driving circuit44 and a payoutcomplete signal circuit47 in thehopper unit4. Thehopper driving circuit44 controls operation of ahopper device45. The payoutcomplete signal circuit47 manages detection of medals performed by amedal detection portion46 provided to thehopper device45, and checks whether medals discharged externally from thehopper device45 has reached a payout number or not.
Acard identification circuit73 and a player information displayportion driving circuit74 are connected to therelay circuit70 via the I/O interface71. Thecard identification circuit73 is a reader portion that identifies a player card inserted from thePTS card slot26 and reads information regarding a player stored on the player card. In addition, a playerinformation display portion27 is connected to the player information displayportion driving circuit74. Play history information is displayed on the playerinformation display portion27, from the information regarding a player read by thecard identification circuit73.
Asound circuit75 is connected to therelay circuit70 via the I/O interface71. Aspeaker51 is connected to thesound circuit75. Thespeaker51 generates various sound effects, background music and the like when various effects are made, by an output control by thesound circuit75 based on a driving signal from theCPU61.
Alamp driving circuit76 is connected to therelay circuit70 via the I/O interface71. Furthermore, a lamp portion (for example, LED)52 is connected to thelamp driving circuit76. Thelamp portion52 emits light in a blinking pattern in accordance with an effect, based on a control signal from themicrocomputer65.
It should be noted that, in the present embodiment, thesound circuit75, thespeaker51, thelamp driving circuit76, and thelamp portion52 are configured to be theapplication unit5.
A bill validating drivingcircuit77 is connected to therelay circuit70 via the I/O interface71. Abill validating device341 is connected to the bill validating drivingcircuit77. Thebill validating device341 checks whether or not a bill and a bar coded ticket is genuine. Upon reception of a genuine bill, thebill validating device341 inputs a value of the bill thus received to theCPU61, based on an identification signal from the bill validating drivingcircuit77. Furthermore, upon reception of a genuine bar coded ticket, thebill validating device341 inputs a credit amount and the like recorded on the bar coded ticket thus received to theCPU61, based on an identification signal from the bill validating drivingcircuit77.
An operating unit control circuit320 is connected to therelay circuit70 via the I/O interface71. In addition, thecontrol unit32 is connected to the operating unit control circuit320. In the present embodiment, thecontrol unit32 is configured to be an exchangeable module. Thecontrol unit32 can be exchanged accordingly with a module prepared in accordance with a type of a game provided by thegaming machine1, along with the operating unit control circuit320.
Acoin sensor41 is connected to therelay circuit70 via the I/O interface71. Thecoin sensor41 detects a coin, which is inserted via thecoin slot33, passing by. Cabinet
Thecabinet2 is described in detail hereinafter with reference toFIGS. 1 to 3 andFIGS. 5 to 9.FIG. 5 is a diagram showing a circular arrangement of thegaming machines1.FIG. 6 is a diagram showing a comparative example ofFIG. 5.FIG. 7 is a cross-sectional view taken along line A-A inFIG. 2.FIG. 8 is an enlarged perspective view of the supportingportion23 and the vicinity of thefoot lamp25.FIG. 9 is an exploded view of thefoot lamp25.
Referring toFIGS. 1, 2 and 5, hereinafter, a lateral face of thecabinet2 on the right side R2 is referred to as a rightlateral face202, and a lateral face of thecabinet2 on the left side L is referred to as a leftlateral face204, seen from the front side F of thegaming machine1. In addition, a face on a rear side (the back side R) of thegaming machine1 is referred to as aback face201. Aright end face203 is formed on the rightlateral face202, between an end on the back side R and theback face201. Similarly, aleft end face205 is formed on the leftlateral face204, between an end on the back side R and theback face201.
Thus, seen from the upper side T, thegaming machine1 with theright end face203 and theleft end face205 has a six-cornered shape, in which a length in the width direction (L-R2 direction) of the front side F (distance between X and X′ inFIG. 1) is longer than a length in the width direction (L-R2 direction) of the back face201 (distance between Y and Y′ inFIG. 3).
As used herein, the distance between X and X′ is a distance between the rightlateral face202 to the leftlateral face204. In addition, the distance between Y and Y′ is a distance from a contact point between theback face201 and theright end face203, to a contact point between theback face201 and theleft end face205.
First, theright end face203 is a planar surface, which looks like a face made by chamfering a corner horizontally in a direction of gravitational force, connecting two points that are a predetermined distance away from a point of intersection of extended lines of the rightlateral face202 and theback face201. Similarly, theleft end face205 is a planar surface, which looks like a face made by chamfering a corner horizontally in the direction of gravitational force, connecting two points that are the predetermined distance away from a point of intersection of extended lines of the leftlateral face204 and theback face201.
In addition, theright end face203 and theleft end face205 are surfaces between corners of which inner angles with respect to the adjacent lateral face and the back face are at least 90 degrees. More specifically, theright end face203 is formed to have an inner angle with respect to the rightlateral face202 and an inner angle with respect to theback face201, which are at least 90 degrees. Similarly, theleft end face205 is formed to have an inner angle with respect to the leftlateral face204 and an inner angle with respect to theback face201, which are at least 90 degrees.
Thepresent gaming machine1 is installed in a game hall, for example, in a semicircular or circular arrangement, with theright end face203 contacting theleft end face205 of anadjacent gaming machine1, as shown inFIG. 5. This can arrange thegaming machines1 in a smaller diameter than in a case where substantially rectangular gaming machines, in which theright end face203 and theleft end face205 are not provided, are installed in a circle (seeFIG. 6), thereby saving total installation space.
In addition, ahandle portion206 is provided in each of theright end face203 and theleft end face205, as shown inFIGS. 1 and 2. Thehandle portion206 is aconcave portion207 formed on the faces toward the inside of thecabinet2. In theconcave portion207, a projectingportion208 is formed, which is a part of the upper side T that projects so as to cover an opening of the concave portion.
In a case where an administrator moves thegaming machine1, the administrator can carry the gaming machine by putting their fingers into theconcave portion207 of thehandle portion206 and holding the projectingportion208 with the fingers bent toward the upper side T.
Thehandle portion206 is formed on at least one of theright end face203 and theleft end face205, preferably on both thereof.
Returning toFIGS. 1 and 2, thecabinet2 includes thesub housing portion21 and themain housing portion22, as described above. Thesub housing portion21 constitutes an upper face of thecabinet2 and has the openingportion20 on the upper side T thereof. Thetop door3 is disposed so as to cover theopening portion20. Themain housing portion22 is disposed on the lower side B of thesub housing portion21 and substantially in a center in a vertical direction (T-B direction) of thecabinet2. In other words, thesub housing portion21 is formed between themain housing portion22 and thetop door3.
In addition, therelay board unit211 including therelay circuit70 is housed by thesub housing portion21 and themain control unit221 including themicrocomputer65 is housed by themain housing portion22. Therefore, only therelay board unit211 is accessible, even in a case where thetop door3 is illegally opened, and therefore fraud by directly accessing themain control unit221 can be avoided. Furthermore, for example, in a case where a player puts a drink on an arm rest35 (described later), even if the drink is spilled on thegaming machine1, foreign articles such as the drink can only enter thesub housing portion21, and themain control unit221 will be free from an effect of such foreign articles.
Themain housing portion22 is formed so as to be gradually shorter in length in the thickness direction (hereinafter referred to as the F-R direction), decreasing from the upper side T to the lower side B. The lower side of themain housing portion22 is the supportingportion23 that supports thegaming machine1.
The supportingportion23 is formed continuously from themain housing portion22 to have substantially the same length in the F-R direction as that of the lower side B of themain housing portion22. In other words, starting from the top, thegaming machine1 has thetop door3; thesub housing portion21; themain housing portion22; and the supportingportion23. A portion on the front side F of thetop door3 and thesub housing portion21 are formed to project from themain housing portion22 toward the front side F. On the other hand, themain housing portion22 is formed to be shorter in length in the F-R direction, descending from the upper side T to the lower side B. This creates a space on the lower side B of the display, i.e. on the lower side B of thesub housing portion21. The space is used as a space for accommodating the legs of a player, in a case where a chair is provided in front of agaming machine1 and the player sits thereon. Since the player can sit closer to the gaming machine, the installation area for thegaming machine1, including a space for accommodating the player, can be reduced.
Themain control unit221 including themicrocomputer65 is housed by themain housing portion22. A mainhousing portion door222 is provided on the front side F of themain housing portion22, which can be open to take out themain control unit221.
Thesub housing portion21 houses at least: therelay board unit221 including therelay circuit20; thebill validating device341; and the humanbody detection sensor29. In addition, thecoin sensor41 is connected to thetop door3 and housed by thesub housing portion21. Furthermore, on an outer face in the front side F of thesub housing portion21, the playerinformation displaying portion27 and thecard slot26, into which the player card is inserted, are provided.
Since the playerinformation displaying portion27 and thecard slot26 are provided on an outer face of thesub housing portion21, an area of thetop door3 can be made smaller, thereby making thewhole gaming machine1 smaller. In addition, even in a case where a string is attached to the playing card for carrying thereof, the string will not fall on the main display, whereby it is possible to prevent impairment of visual recognition thereby.
As shown inFIG. 7, the humanbody detection sensor29 is disposed on the front side F in thesub housing portion21. Furthermore, the humanbody detection sensor29 is disposed substantially in a center in the width direction (L-R2 direction) of thecabinet2, i.e. substantially in a center between Z and Z′ (distance between Z and Z′ inFIG. 1).
As used herein, the distance between Z and Z′ is a distance between the left side L of thecover member38 and a lateral face on the left side L of thehopper unit4.
The humanbody detection sensor29 is disposed inside asensor housing291. Thesensor housing291 is formed to have a substantially triangular cross section, and the humanbody detection sensor29 is disposed on a tilted surface facing the back side R. Therefore, the humanbody detection sensor29 is disposed so that an apex thereof faces the back side R and the lower side B. This configuration allows the player's legs, which enter the space created on the lower side B of thesub housing portion21, to be detected, whereas players passing in front of thegaming machine1 will not to be mistakenly detected.
In the present embodiment, an infrared sensor can be used, for example, as the humanbody detection sensor29. The infrared sensor is a so-called thermal infrared sensor, and captures a change in temperature of a sensor element due to infrared radiation radiated thereon by a human body and the like, as a change in resistance or a change in a physical phenomenon such as a thermo-electromotive force and a pyroelectric effect, and outputs thereof as an electric signal.
Asensor hole292 is formed on an extended line from the apex of the humanbody detection sensor29. Thesensor hole292 is formed on a surface on the lower side B of thesub housing portion21. Furthermore, thesensor hole292 is formed in a center in the width direction (L-R2 direction) of thecabinet2, i.e. in a center between Z and Z′ (distance between Z and Z′ inFIG. 2). The humanbody detection sensor29 detects infrared radiation generated by a human body through thesensor hole292.
It should be noted that, in a case where thehopper unit4 is not provided, the humanbody detection sensor29 and thesensor hole292 can be disposed or formed substantially in a center in the width direction (L-R2 direction) of thecabinet2.
Thefoot lamp25 is described hereinafter with reference toFIGS. 8 and 9.
As shown inFIG. 8, thecabinet2 further includes thefoot lamp25 on the front side F of the supportingportion23. Furthermore, thefoot lamp25 is disposed on the lower side B of the supportingportion23, so that light is emitted toward the lower side B.
As shown inFIG. 9, thefoot lamp25 is composed of afoot lamp cover251 and anLED substrate252. Screw holes253 and253 are formed on thefoot lamp cover251, through which thefoot lamp cover251 is fixed to thecabinet2 with screws. The screw holes253 and253 are formed in positions corresponding to positions of screw holes256 and256 formed in the front side F of the supportingportion23. In a case where thefoot lamp25 is attached to the supportingportion23 and a supportingportion door231 is closed, the screw holes253 and253 are hidden behind the supportingportion door231.
Light transmitting holes254 are formed on thefoot lamp cover251, through which light from an LED provided on theLED substrate252 transmits. TheLED substrate252 is disposed so as to align with thelight transmitting holes254, and mounted with screws to thefoot lamp cover251 by way of mountingbosses255.
Thefoot lamp25 lights the vicinity of the feet of a player sitting on a chair in front of thegaming machine1. On the other hand, when a player is seated, thefoot lamp25 is hidden behind the player and the light thereof is not perceivable from other players passing by thegaming machine1. Therefore, a player looking for a vacant gaming machine can find thegaming machine1 with the light on the lower side B. Furthermore, in the present embodiment, thefoot lamp25 is controlled to be turned off when a player is seated at the front side F of thegaming machine1. Details are described later.
In addition, as shown inFIG. 3, thecabinet illuminating portion24 is provided on the back side R of thecabinet2. Thecabinet illuminating portion24 emits light or switches between modes of illumination in accordance with operation on the operatingunit32 by a player. Change in thecabinet illuminating portion24 is described later in detail.
Top Door
Thetop door3 is described in detail hereinafter with reference toFIGS. 1, 2, 10, and 11.FIG. 10 is an enlarged view of anoperating unit32b.FIG. 11 is an enlarged exploded view of thetop door3, in the vicinity of anarm rest35.FIG. 12 is an enlarged exploded view of thetop door3, in the vicinity of acover member38.
As shown inFIG. 1, thetop door3 is disposed so as to cover the upper face of thecabinet2, in a state of being tilted toward the front side F that is a front face of thegaming machine1. In addition, the operatingunit32, thecoin slot33, thebill slot34, and thearm rest35 are disposed on thetop door3. On a reverse side of thetop door3, thecoin sensor41 is disposed in a position corresponding to thecoin slot33. In other words, the top door is provided with various devices such as devices that operate based on a signal from the control unit and devices that transmit a signal to the control unit. The devices are all connected to themain control unit221 including themicrocomputer65, via the relay board unit221 (the relay circuit70) that is a relay portion.
Themain display31 is disposed on the upper side T of thetop door3 and occupies a majority of a surface thereof. In addition, since thetop door3 is disposed in the state of being tilted toward the front side F of thecabinet2, themain display31, which is disposed on the upper side T of thetop door3, is also disposed in the state of being tilted toward the front side F that is the front face of thegaming machine1. Themain display31 displays images associated with the games. Themain display31 is preferably formed to have an aspect ratio at which a length in the horizontal direction (theL-R2 direction in the present embodiment) is greater than a length in the vertical direction (the F-R direction in the present embodiment). In other words, a so-called wide display that is long in the longitudinal direction thereof, which is a width direction (L-R2 direction) of thegaming machine1, is preferable.
The operatingunit32 is disposed to be adjacent to themain display31. In the present embodiment, the operatingunit32 is disposed on the front side F of themain display31. A player performs operations necessary for the games executed by thegaming machine1 via the operatingunit32. The operatingunit32 shown inFIGS. 1 and 2 has a plurality ofkeys321, to which functions for the games executed by thegaming machine1 are assigned.
Furthermore, the operatingunit32 is configured as a single module, which is exchangeable in accordance with the games executed by thegaming machine1. An example of the operatingunit32 is anoperating unit32b shown inFIG. 10.
Theoperating unit32b is an operating unit for thegaming machine1 executing a dice game called Sic Bo. Theoperating unit32b for Sic Bo is provided with aroll button323 for rolling dice, a notification lamp disposed so as to enclose theroll button323, and abet button325 for making a bet, on the right side R2 of an operating unitmain body322. In addition, theoperating unit32b is connected to therelay board unit211 of thegaming machine1 by means of aconnector326.
Theroll button323 is operated in a Sic Bo game for shuffling dice after making a bet on the number of spots and a combination of spots on the rolled dice as a random number generator (in other words, after generating random numbers). Shuffle of the dice can be performed using virtual dice displayed on themain display31 or using real dice by means of a dice unit (not shown) provided besides thegaming machine1. As used herein, the dice unit includes a plurality of dice and a device for rolling dice.
Thenotification lamp324 notifies that a player can roll the dice by operating theroll button323. More specifically, thenotification lamp324 lights when a player can start rolling the dice after making a bet. In addition, in a case where a game is executed in coordination with the dice unit and a plurality ofgaming machines1, after that bets are made by the plurality ofgaming machines1, a player having a right to roll the dice is selected by a dealer or a server managing the game. Thereafter, when the player can start rolling the dice, only thenotification lamp324 on thegaming machine1 operated by the selected player lights. A flow of the processing is described later.
Returning toFIG. 1, asound sensor36 is provided on both sides of the operatingunit32. Thesound sensor36 recognizes the voice of a player. Thesound sensor36 is connected to themicrocomputer65 via therelay circuit70 in therelay board unit211. Thesound sensor36 is disposed below a plurality of small holes formed on a surface of thetop door3.
In addition, anarm rest35 is provided on the front side F of the operatingunit32. Thearm rest35 is a projecting portion provided so as to project toward the front side F of thecabinet2 with thetop door3 being closed, and an end portion thereof on the front side F is an end portion on the front side F of thetop door3. The end portion thereof has aconcave portion354 that is slightly hollow toward themain display31 and centered substantially at a center in the width direction (L-R2 direction).
The playerinformation display portion27, which is provided on the lower side B of theconcave portion354 formed on thearm rest35, allows a player to visually recognize a display content of the playerinformation display portion27 by inhibiting thearm rest35 from blocking the player's view.
Thearm rest35 includes an armrest illuminating portion37. Light from the armrest illuminating portion37 can be visually recognized from a side of an end on the front side F of thearm rest35.
Referring toFIG. 11, thearm rest35 is composed of arm rest covers351 and352 constituting a surface of thearm rest35 and anarm rest base353 constituting a face on the lower side B of thearm rest35. In addition, the armrest illuminating portion37 is disposed between the arm rest covers351 and352 and thearm rest base353.
The armrest illuminating portion37 is composed of alight guiding plate371 and anLED372. TheLED372 is disposed along a face of thearm rest base353 to the side of the operatingunit32, so that light therefrom is directed toward the front face F.
Thelight guiding plate371 is formed in a plate-like shape and disposed so as to cover an entire face of thearm rest base353 on the upper side T. In addition, thelight guiding plate371 is disposed on the front side F of theLED372 so that an end face thereof faces theLED372. Then, thelight guiding plate371 surface-emits light, by dispersing point-like light of theLED372, introduced from the end face thereof, to the entirelight guiding plate371.
The arm rest covers351 and352 are disposed on the upper side T of thelight guiding plate371. The light guiding plate is disposed between the arm rest covers351 and352 and thearm rest base353, and only an end face thereof is visually recognizable. When viewed from the front side F of thegaming machine1, light from the armrest illuminating portion37 can be visually recognized in a linear shape on a side to the front side F of thearm rest35.
Referring toFIGS. 1, 2 and 12, acover member38 is provided on each side in the width direction (L-R2 direction) of thetop door3. In the present embodiment, thecover member38 is provided so as to cover an entirety of each side in the width direction (L-R2 direction) of the top door3 (seeFIGS. 1 and 2). Thecover member38 is formed so that a shape of a lower end thereof follows a shape of the openingportion20 of thecabinet2 when thetop door3 is closed. In addition, thecover member38 is formed so as to become gradually longer in the vertical direction (T-B direction) from the back side R to the front side F. The front side F of thecover member38 is formed so as to cover a side of a portion in thesub housing portion21 of thecabinet2, in which the playerinformation display portion27 and thecard slot26 are disposed.
As shown inFIG. 12, thecover member38 has a three-layered structure including anouter cover381 disposed on an outermost side, aninner cover382 disposed on an inner side, and anintermediate cover383 disposed between theouter cover381 and theinner cover382. Theintermediate cover383 is disposed so as to mainly cover an upper side T half of theinner cover382. AnLED portion384 is disposed on the lower side B of theintermediate cover383, between theouter cover381 and theinner cover382.
Theouter cover381 and theinner cover382 are members having sufficient stiffness to reinforce thetop door3, and can be formed of the same member or different members. Theintermediate cover383 is disposed on the upper side T of theLED portion384, around the LED portion. Theouter cover381, disposed to cover theLED portion384, is preferably made of a member through which light from theLED portion384 can be visually recognized, such as a translucent member and a transparent member.
The LED portion is connected to therelay circuit70 of therelay board unit211. In addition, theLED portion384 is connected to the microcomputer of the main control unit via therelay board unit221. TheLED portion384 has various illuminating modes such as lighting-up, blinking, switching off, and the like, in accordance with a control signal from theCPU61, as one rendered effect for games executed by thegaming machine1.
It should be noted that, althoughFIG. 12 shows an exploded view of thecover member38 on the right side R2, thecover member38 on the left L is similarly configured.
Returning toFIGS. 1 and 2, anuneven portion28 is formed on an end on the upper side T of the rightlateral face202, theright end face203, the leftlateral face204, and theleft end face205 of thecabinet2. Theuneven portion28 includes: abottom portion281 that is formed to be substantially horizontal to the bottom face of thecover member38 in a case where thetop door3 is closed, and awall portion282 formed in the vertical direction from thebottom portion281 toward the upper side T on an end, toward the inside of thecabinet2, of the bottom portion281 (seeFIG. 2).
The length in the width direction (L-R2 direction) of thebottom portion281 is at least a length of thickness of thecover member38. In addition, the length preferably has substantially the same length as that of the length of thickness of thecover member38.
When thetop door3 is in a state of being closed, thecover member38 is in contact with thebottom portion281 of the uneven portion28 (seeFIG. 1). Furthermore, the rightlateral face202, theright end face203, the leftlateral face204 and theleft end face205 are each connected with thecover member38, thereby forming the lateral face of thecabinet2.
By disposing thecover member38, thetop door3 can be reinforced. In addition, in a case where thetop door3 is closed, since thecover member38 contacts thebottom portion281 of theuneven portion28 formed on a side to thecabinet2 and the rightlateral face202, theright end face203, the leftlateral face204 and theleft end face205 are each connected with thecover member38 and form the lateral face of thecabinet2, and although a player having malicious intent may try to force thetop door3 open, a handhold can be eliminated, thereby preventing tampering.
Furthermore, since theuneven portion28 has awall portion282 that is formed in a vertical direction from thebottom portion281, in a case where thetop door3 is closed and thecover member38 and thebottom portion281 are contacting each other, even if a crowbar or the like is inserted therebetween, thewall portion282 can block the crowbar. Particularly in the present embodiment, since the width of thebottom portion281 is substantially the same as the thickness of thecover portion38, even if a crowbar or the like is inserted between thecover member38 and thebottom portion281, the crowbar would immediately abut into thewall portion282 and would not be able to get a supporting point, thereby preventing thetop door3 from being forced open.
Thehopper unit4 and thecoin sensor41 are described hereinafter with reference toFIGS. 13 to 15.FIG. 13 is a diagram showing a relationship between acoin sensor41 and asub housing portion21 of thecabinet2 in a case where thetop door3 is opened and closed.FIG. 14 is a partial enlarged view of the vicinity of acoin sensor41.FIG. 15 is a cross-sectional view of ahopper unit4.
According toFIG. 1, thecoin slot33 is formed on the upper side T of thetop door3. In addition, thecoin slot33 is disposed more to the front side F than a center in the thickness direction (F-R direction) of thetop door3, and more to the back side R than an end on the front side F of thetop door3. More particularly, thecoin slot33 is disposed on a face of thecabinet2 where the playerinformation display portion27 is disposed, more to the back side R than an end on the upper side T.
As shown inFIG. 13, thecoin sensor41 is disposed on a lower side B (reverse side) of thetop door3. In addition, thecoin sensor41 is disposed directly below (on the lower side B of) thecoin slot33. More particularly, as shown inFIG. 14, thecoin slot33 is disposed so that thecoin sensor41, which is disposed directly below thecoin slot33, does not interfere with an upper end (an end on the upper side T) on the front side F of thecabinet2 when thetop door3 is opened and closed.
More specifically, thecoin slot33 is disposed so that a trajectory P of an end on the lower side B of thecoin sensor41, which is disposed on the reverse side of thetop door3, does not interfere with thesub housing portion21 of thecabinet2, when thetop door3 is opened by lifting an end thereof on the front side F and swinging thetop door3 open with an end thereof on the back side R as a rotational axis. In other words, the end on the lower side B of thecoin sensor41 follows a circular path around the end on the back side R of thetop door3, and thecoin sensor41 is disposed so that the end on the upper side T of thecabinet2 is positioned outside the circular path. In the present embodiment, the end on the upper side T of thecabinet2 is the front side F of the openingportion20 of thesub housing portion21.
As a result, in a case where thecoin slot33 is disposed on an end on the front side F of thetop door3, thecoin sensor41 may interfere with thecabinet2; however, as described above, the coin slot is disposed more to the back side R than the end on the upper side T, thereby preventing interference.
As shown inFIG. 14, thecoin sensor41 is fixed on thetop door3 by asensor case411, at a position corresponding to thecoin slot33 on a lower side B (reverse side) of thetop door3. In other words, thecoin sensor41 is provided so as to connect with thecoin slot33. In addition, on an end on the lower side B of thecoin sensor41, aconnection opening412 is provided for connecting with aguidepath48 that guides coins having passed through thecoin sensor41 into thehopper unit4.
Since thecoin sensor41 is provided in the vicinity of thecoin slot33, on the reverse side of thetop door3, there is no need to provide a guidepath between thecoin slot33 and thecoin sensor41. As a result, the jamming of coins between thecoin slot33 and thecoin sensor41 is eliminated.
FIG. 15 is a cross-sectional view of ahopper unit4, showing a positional relationship thereof with respect to thecoin sensor41. Thehopper unit4 is disposed on a straight line that extends from thecoin sensor41 in a direction of gravitational force. In addition, theguidepath48 to thehopper unit4 is disposed directly below theconnection opening412, which is the lower end side of thecoin sensor41.
Theguidepath48 is disposed directly below theconnection opening412 of thecoin sensor41, i.e. on a straight line that extends from thecoin slot33 in the direction of gravitational force. Furthermore, theguidepath48 is formed in a shape of a straight line or a polygonal line and connected with acoin tank451 in thehopper device45. Thecoin tank451 retains coins inserted from thecoin slot33 and having passed through thecoin sensor41 and theguidepath48.
As described above, theguide path48 being formed in a form of a straight line can prevent the coins from being jammed in theguide path48.
A length in the width direction (L-R2 direction) of thehopper unit4 preferably corresponds to a size of themain display31. In other words, themain display31 is formed to have an aspect ratio greater than 4 to 3. Accordingly, the length in the width direction (L-R2 direction) of thehopper unit4 is preferably formed in accordance with an increase in size of themain display31, from a case of an aspect ratio of 4 to 3. In the present embodiment, themain display31 has an aspect ratio of 16:9, and is longer in the width direction (L-R2 direction) than in a case of an aspect ratio of 4 to 3. In addition, the length in the width direction (L-R2 direction) of thehopper unit4 is determined in accordance with a growth in length in the width direction (L-R2 direction) of themain display31. It should be noted that, although thehopper unit4 is thinner than a conventional hopper unit, a size thereof in the thickness direction (F-R direction) reaches the front side F of thecabinet2 as shown inFIGS. 1 and 2, and thus an amount of retained coins therein is the same as a conventional hopper unit.
Theapplication unit5 is described hereinafter with reference toFIG. 16.FIG. 16 is an enlarged exploded view of the vicinity of anapplication unit5 disposed on a back face side R of thecabinet2.
In the present embodiment, theapplication unit5 is disposed on the back side R of thecabinet2. Theapplication unit5 is formed to be attachable/detachable with respect to thecabinet2 by means of a screw or the like (not shown), in consideration of maintainability, and connected to therelay board unit211 of thecabinet2 by means of a connector (not shown) extended from theapplication unit5, via aconnection hole54 formed on thecabinet2.
In addition, theapplication unit5 is disposed on the upper side T of thecabinet2. Furthermore, theapplication unit5 is disposed in an end portion on the back side R on the upper face of thecabinet2, along the width direction (L-R2 direction). Theapplication unit5 is set between asupportive plate55 provided in the end portion on the back side R of thecabinet2 and asupportive projection56 provided so as to face thesupportive plate55. It should be noted that thesupportive plate55 and thesupportive projection56 are both formed to be horizontally long along the width direction (L-R2 direction) of thecabinet2, and a length of a gap between thesupportive plate55 and thesupportive projection56 preferably corresponds to a length of theapplication unit5 in the thickness direction (F-R direction).
The connector, as a connection portion for connecting a cable extending from theapplication unit5, is preferably provided to theconnection hole54. This facilitates replacement of theapplication unit5.
Theapplication unit5 is formed to be horizontally long along the width direction (L-R2 direction) of thecabinet2, and includes thespeaker51 and thelamp portion52 in the present embodiment. Thespeaker51 is provided on both ends of theapplication unit5, and thelamp portion52 is provided between the twospeakers51. Thespeaker51 and thelamp portion52 emit sound or light in response to a control signal from themicrocomputer65. It should be noted that, in addition to thespeaker51 and thelamp portion52, various devices can be installed on theapplication unit5. For example, a sub display that is different from themain display31 can be installed thereon in order to execute a game on two windows or to display information regarding a game on the sub display on theapplication unit5. In addition, coloring of theapplication unit5 can be changed in accordance with the design of a casino hall and the like. Control Flow
A flow of processing by thegaming machine1 is described hereinafter with reference toFIGS. 17 and 18.FIG. 17 is a diagram showing a main flow.FIG. 18 is a diagram showing a flow of the operating unit during game execution when performing Sic Bo.
Control of the main flow is described with reference toFIG. 17.
First, aCPU61 of thegaming machine1 illuminates thefoot lamp25 and the arm rest illuminating portion37 (Step S1), and advances the processing to Step S2.
In Step S2, theCPU61 determines whether the humanbody detection sensor29 has detected a human body. In a case where the humanbody detection sensor29 has detected a human body (in a case ofYES determination), the processing is advanced to Step S3. In a case where the humanbody detection sensor29 has not detected a human body (in a case of NO determination), theCPU61 stands by.
In Step S3, theCPU61 turns off thefoot lamp25 and the armrest illuminating portion37, and advances the processing to Step S4. As described above, thefoot lamp25 and the armrest illuminating portion37 are turned off when the humanbody detection sensor29 responds (detects a human body) and are turned on when the humanbody detection sensor29 does not respond (does not detect a human body).
In Step S4, theCPU61 outputs a predetermined question from thespeaker51. The question is for confirming the use of thegaming machine1, for example, “Would you like to play a game?” More specifically, theCPU61 reads audio data stored in theROM63 and outputs the audio data from thespeakers51 of theapplication unit5. When the processing is terminated, theCPU61 advances the processing to Step S5.
In Step SS, theCPU61 determines whether a player has responded or not. More specifically, thesound sensor36 provided on thetop door3 detects sound, and theCPU61 analyzes the sound to determine whether the sound is a predetermined response or not. In a case where the sound is the predetermined response (in a case ofYES determination), the processing is advanced to Step S6. In a case where the sound sensor does not detect sound or the sound is not the predetermined response (in a case of NO determination), the processing is advanced to Step S2.
In Step S6, theCPU61 displays a game window on themain display31. Here, the game window is, for example, an image for accepting a bet and the like. In addition, in Step S7, theCPU61 determines whether a bet is accepted or not. In a case where a bet is accepted (in a case ofYES determination), the processing is advanced to Step S8. In a case where a bet is not accepted (in a case of NO determination), theCPU61 stands by.
In Step S8, theCPU61 switches between modes of illumination of thecabinet illuminating portion24. The mode of illumination is required to be changed from the mode before the bet is made. For example, a change in modes is a change of light color, blinking, turning off or on of the light, and the like. In a case where thegaming machine1 is installed in a semicircular arrangement or the like around a dealer, the dealer can recognize bets being made by the change in modes of illumination.
In Step S9, theCPU61 starts executing a game. In Step S10, theCPU61 determines whether the game is terminated or not. TheLED portion384 provided on bothsides2 of thetop door3 switches between the modes of illumination in accordance with a control signal from theCPU61. In other words, a mode of light emitted by theLED portion384 is changed (change in colors, turning on and off, blinking and the like). As used herein, the game is a unit in which a bet can be made. In a case where the game is terminated (in a case of YES determination), theCPU61 advances the processing to Step S11, and in a case where the game is not terminated (in a case of NO determination), theCPU61 continues executing the game until termination.
In Step S11, theCPU61 performs payout of coins as necessary, and advances the processing to Step S12. In Step S12, theCPU61 returns the mode of light of thecabinet illuminating portion24.
In Step S13, theCPU61 determines whether the humanbody detection sensor29 is responding or not. In a case where the humanbody detection sensor29 is responding and detecting a human body (in a case of YES determination), the processing is advanced to Step S6. On the other hand, in a case where the humanbody detection sensor29 is not responding and not detecting a human body (in a case of NO determination), the processing is advanced to Step S14. In a case where the humanbody detection sensor29 is detecting a human body even after the termination of the game, the player using thegaming machine1 is considered to be willing to continue the game. Therefore, theCPU61 can continue the game without returning to Step S4 for outputting the question from thespeakers51.
In Step S14, theCPU61 terminates execution of the game and displays a demonstration screen on themain display31. Since the humanbody detection sensor29 does not detect a human body, a player is assumed to be away from thegaming machine1. Therefore, theCPU61 terminates the game and displays the demonstration screen. Upon finishing the processing, theCPU61 terminates the flow.
Operation during execution of a Sic Bo game is described hereinafter with reference toFIG. 18. It should be noted that a flow shown inFIG. 18 is for a case where anoperating unit32b for a Sic Bo game is installed in thecabinet2 as the operatingunit32. In addition, a die and a unit for rolling the die (hereinafter referred to as a dice unit) are assumed to be provided separately from thegaming machine1.
In Step S21, theCPU61 determines whether it is time to roll the die or not. More specifically, theCPU61 determines whether a bet operation is terminated or not. In addition, in a case where a plurality ofgaming machines1 executes a game simultaneously, theCPU61 determines whether the bet operation by all the players participating in the game is terminated or not. In addition, in a case where a plurality ofgaming machines1 executes a game simultaneously, theCPU61 determines whether all the players participating in the game have terminated the bet operation.
In Step S22, theCPU61 determines whether the player has the right to roll the die. Whether the player has the right to roll the die is determined by whether a predetermined condition is satisfied. In a case where the player has the right to roll the die (in a case of a YES determination), the processing is advanced to Step S23, and in a case where the player does not have the right to roll the die (in a case of a NO determination), the flow is terminated.
Here, the predetermined condition can be, for example, a player randomly selected from among players having bet at least a predetermined amount, a player having bet a maximum amount, a player having bet a maximum accumulated bet amount, a player completely randomly determined, a player having lost or won a large amount, and the like.
In Step S23, theCPU61 illuminates thenotification lamp324 on theoperating unit32b. This notifies a player that theroll button323 can be operated to start rolling the die. In addition, in a case where a plurality ofgaming machines1 executes a game simultaneously, thenotification lamp324 is turned on only for thegaming machine1 used by a player having the right to roll the die in Step S22. By granting a right to roll the die to a player, the player can decide when to start rolling the die.
In Step S24, theCPU61 determines whether theroll button323 is operated or not. In a case where theroll button323 is not operated (in a case of a YES determination), theCPU61 advances the processing to Step S25, and in a case where theroll button323 is not operated (in a case of a NO determination), theCPU61 stands by.
In Step S25, theCPU61 submits a signal to start rolling the die to the dice unit and turns off thenotification lamp324. Upon finishing the processing, theCPU61 terminates the flow.
According to the present embodiment, for the case of detecting a player intending to operate thegaming machine1, the humanbody detection sensor29 provided on the lower side B of thesub housing portion21 detects a human body, thespeakers51 output a question in response to a detection by the humanbody detection sensor29, and then thesound sensor36 detects a voice of the player, determines whether the voice is a predetermined sentence corresponding to an answer to the question by analyzing the voice, and recognizes the sentence. In this way, even if the humanbody detection sensor29 responds to an object other than a human body (a player), game will not start without the predetermined sentence being recognized by thesound sensor36. This can prevent thegaming machine1 from executing a game when a player is not operating thegaming machine1.
While an embodiment of the gaming machine according to the present invention has been described, it is to be understood that the above description is intended to be illustrative, and not restrictive, and any changes in design may be made to specific configurations such as various means. Moreover, it should be understood that the advantages described in association with the embodiments are merely a listing of most preferred advantages, and that the advantages of the present invention are by no means restricted to those described in connection with the embodiments.
In the present embodiment, thecard identification circuit73 as the reader portion reads information stored in the player card inserted into thecard slot26, and a play history of the player is displayed on the playerinformation display portion27; however, the present invention is not limited thereto. For example,various gaming machines1 in a game hall can be connected by a network and, in a case where a player card is inserted into thecard slot26, a play history corresponding to the player card can be read from a server and displayed on the playerinformation display portion27.
In the present embodiment, thefoot lamp25 and the armrest illuminating portion37 are turned on when the humanbody detection sensor29 is not responding, and thefoot lamp25 and the armrest illuminating portion37 are turned off when the humanbody detection sensor29 is responding; however, the present invention is not limited thereto. For example, thefoot lamp25 and the armrest illuminating portion37 can be turned on even when the humanbody detection sensor29 is responding. In addition, theLED portion384 on thecover member38 can be similarly turned on and off. In a case where a player is seated at the front side F of thegaming machine1, the light emitted from thefoot lamp25 and the armrest illuminating portion37 are hidden behind the player, thus providing the same effect as the abovementioned embodiment without a particular operation.
Embodiments of the present invention will be described below with reference to the accompanying drawings.
As described later in detail, as shown inFIG. 1A, theCPU81 receives identification data from an IC tag reader16 (Step S100), determines a classification and number of dots on dice based on the identification data thus received (Step S200), stores the classification and the number of dots on the dice thus determined for each game in RAM83 (Step S300), calculates a frequency at which each of the dots appears over a predetermined number of games (for example, 100 games) for each classification of the dice (Step S400), and displays, in a case in which the frequency of a specific number of dots on a specific die is at least a predetermined number (Step S500), an indication thereof on the dealer useddisplay210.
FIG. 2A is a perspective view schematically showing an example of a gaming machine according to the embodiment of this invention.FIG. 3A is an enlarged view of a playing unit of the gaming machine shown inFIG. 2A. As shown inFIG. 2A, agaming machine1 according to the present embodiment includes ahousing2 as a main body portion, aplaying unit3 that is provided substantially at the center of the top face of thehousing2 and in which a plurality ofdice70 are rolled and stopped, a plurality ofstations4 disposed so as to surround theplaying unit3, and a dealer useddisplay210 that is positioned so as not to be visually recognizable by a player seated at eachstation4. Thestation4 includes animage display unit7. The player seated at eachstation4 can participate in a game by predicting numbers of dots on thedice70 and performing a normal bet input and a side bet input.
Thegaming machine1 includes ahousing2 as a main body portion, aplaying unit3 that is provided substantially at the center of the top face of thehousing2 and in which a plurality ofdice70 are rolled and stopped, and a plurality of stations4 (ten in this embodiment) disposed so as to surround theplaying unit3.
Thestation4 include a gamemedia receiving device5 into which game media such as medals to be used for playing the game are inserted, acontrol unit6, which is configured with multiple control buttons by which a player enters predetermined instructions, and animage display unit7, which displays images relating to a bet table. The player may participate in a game by operating thecontrol unit6 or the like while viewing the image displayed on theimage display unit7.
Apayout opening8, from which a player's game media are paid out, are provided on the sides of thehousing2 on which eachstation4 is provided. In addition, aspeaker9, which can output sound, is disposed on the upper right of theimage display unit7 on each of thestations4.
Acontrol unit6 is provided on the side part of theimage display unit7 on each of thestations4. As viewed from a position facing thestation4, in order from the left side are provided aselect button30, a payout (cash-out)button31, and ahelp button32.
Theselect button30 is a button that is pressed when confirming a bet operation after the bet operation is complete. Furthermore, in a case other than the bet operation, the button is pressed when a player confirms an input performed.
Thepayout button31 is a button which is usually pressed at the end of a game, and when thepayout button31 is pressed, game media corresponding to credits that the player has acquired is paid out from thepayout opening8.
Thehelp button32 is a button that is pressed in a case where a method of operating the game is unclear, and upon thehelp button32 being pressed, a help screen showing various kinds of operation information is displayed immediately thereafter on theimage display unit7.
Theplaying unit3 is configured so as to allow a plurality of dice to roll and stop. The present embodiment is configured to use three dice70 (dice70a,70b, and70c) at theplaying unit3.
Aspeaker221 and alamp222 are disposed around theplaying unit3. Thespeaker221 performs rendered effects by outputting sounds while thedice70 are being rolled. Thelamp222 performs rendered effects by emitting lights while thedice70 are being rolled.
Theplaying unit3 includes a playingboard3a, which is formed to be a circular shape, to roll and then stop thedice70. AnIC tag reader16, which is described later inFIGS. 6A to 9A, are provided below the playingboard3a.
Since the playingboard3a is formed to be substantially planar, as shown inFIG. 3A, thedice70 are rolled by oscillating the playingboard3a substantially in the vertical direction with respect to the horizontal direction of the playingboard3a. Then, thedice70 are stopped after the oscillation of the playingboard3a ceases. The playingboard3a is oscillated by a CPU81 (described later) driving anoscillating motor300.
Furthermore, as shown inFIG. 3A, theplaying unit3 is covered with acover member12 of which the entire upper area is made of a transparent acrylic material formed in a hemispherical shape, and regulates the rolling area of thedice70. In the present embodiment, aninfrared camera15 is provided at the top of thecover member12 to detect numbers of dots and the like (such as positions of thedice70 on the playingboard3a, types of thedice70, and numbers of dots of the dice70) of thedice70. Furthermore, thecover member12 is covered with a special film (not shown) which blocks infrared radiation. In this way when the numbers of dots of thedice70 on which an infrared absorption ink has been applied is detected with theinfrared camera15, false detection can be prevented that arises, for example, in a case where a blink rate of a light irradiated from a circumference of theplaying unit3 is fast.
FIG. 4A is an external perspective view of adie70. As shown inFIG. 4A, thedie70 is a cube of which the length of a side is 100 mm.
FIG. 5A is a development view of thedie70. As shown inFIG. 5A, the combinations of two faces opposing each other are “1 and 6”, “2 and 5”, and “3 and 4”.
FIGS. 6A to 9A show IC tag readable areas by anIC tag reader16 disposed below the playingboard3a.
Here, a way of reading information stored in the IC tag by theIC tag reader16 is described below.
TheIC tag reader16 is a non-contact type IC tag reader. For example, it is possible to read information stored in the IC tag by RFID (Radio Frequency Identification). The RFID system performs near field communication that reads and writes data stored in semi-conductor devices by an induction field or radio waves in a non-contact manner. In addition, since this technology is known conventionally and is described in Japanese Unexamined Patent Application Publication No. H8-21875, an explanation thereof is abbreviated.
In the present embodiment, a plurality of IC tags is read by a singleIC tag reader16. Under the abovementioned RFID system, an anti-collision function can be employed which can read a plurality of IC tags by a single reader. The anti-collision function includes FIFO (first in first out) type, multi-access type, and selective type, and communicates with a plurality of the IC tags sequentially. The FIFO type is a mode to communicate with a plurality of the IC tags sequentially in the order that each IC tag enters an area in which an antenna can communicate therewith. The multi-access type is a mode that is able to communicate with all the IC tags, even if there is a plurality of the IC tags simultaneously in the area in which an antenna can communicate with the IC tags. The selective type is a mode that is able to communicate with a specific IC tag among a plurality of the IC tags in the area in which an antenna can communicate therewith. By employing the abovementioned modes, it is possible to read a plurality of the IC tags with a single IC tag reader. In addition, reading the IC tags may not only be done by the non-contact type, but also a contact type. In addition, the IC tag reader is not limited thereto, and anything that is appropriately designed with the object of being read may be employed.
In the present embodiment, a readable area of theIC tag reader16 is 10 mm in substantially a vertical direction from substantially an entire horizontal face on the playingboard3a.
With reference toFIG. 6A, a face of the die70 (for example, a face of which the number of dots is six) is in contact with the playingboard3a. Furthermore, the IC tag is embedded substantially at the center of each face of the die70 (the IC tags for the faces on which the numbers of dots are “3” and “4” are not shown). AnIC tag51 is embedded substantially at the center of a face on which the number of dots is six. AnIC tag52 is embedded substantially at the center of a face on which the number of dots are five. AnIC tag53 is embedded substantially at the center of a face on which the number of dots is one. AnIC tag54 is embedded substantially at the center of a face on which the number of dots is two.
Here, only theIC tag51 exists in the readable area of theIC tag reader16. Therefore, the number of dots (in this case, “one”) of a face, opposing the face on which theIC tag51 is embedded, is determined as the number of dots of thedie70.
Furthermore, since the number of dots of a face, opposing a face on which an IC tag is embedded, is determined as the number of dots of the die70, “one” is stored, as data of the number of dots, in theIC tag51 on the face of which the number of dots is “six”. “Two” is stored, as data of the number of dots, in theIC tag52 on the face of which the number of dots is “five”. “Six” is stored, as data of the number of dots, in theIC tag53 on the face of which the number of dots is “one”. “Five” is stored, as data of the number of dots, in theIC tag54 on the face of which the number of dots is “two”. “Three” is stored, as data of the number of dots, in the IC tag (not shown) on the face of which the number of dots is “four”. Finally, “four” is stored, as data of the number of dots, in the IC tag (not shown) on the face of which the number of dots is “three”.
Furthermore, as described above, since a side of the die70 is 10 mm, it is not physically possible for anIC tag reader16 to detect more than one IC tag with respect to one die.
With reference toFIG. 7A, adie70 is inclined. However, since theIC tag51 still exists in the readable area of theIC tag reader16, the number of dots of the die70 is determined as “one”.
With respect toFIG. 8A, thedie70 is inclined at a greater angle than the case shown inFIG. 7A. Then, since there is no IC tag which exists in the readable area of theIC tag reader16, theIC tag reader16 cannot detect the number of dots of thedie70.
With reference toFIG. 9A, thedie70b is superimposed on thedie70a. In this case, neither of the IC tags55,56,57, and58, which are embedded in thedie70b, exists in the readable area of theIC tag reader16. Therefore, in this case, theIC tag reader16 cannot detect the number of dots of thedie70b.
FIG. 10A shows asheet140 attached to each face of thedie70.
As shown inFIG. 10A, on each face of the die70, thesheet140, to which infrared absorption ink is applied to identify the number of dots and the type of the die70, is provided so as to be covered by a sheet on which the number of dots is printed. According toFIG. 10A, the infrared absorption ink can be applied todots181,182,183,184,185,186, and187.
The number of dots of the die70 can be identified by a combination of the dots to which the infrared absorption ink is applied among thedots184,185,186, and187. In addition, the type of the die70 can be identified by a combination of the dots to which the infrared absorption ink is applied among thedots181,182, and183.
FIG. 11A shows an image in which thedice70, which comes to rest on the playingboard3a, are imaged substantially in the vertically upward direction using aninfrared camera15.
With reference toFIG. 11A, dots to which the infrared absorption ink is applied on each of thedice70a,70b, and70c are imaged in black. The type and the number of dots for each of thedice70a,70b, and70c are determined based on a combination of the dots to which the ink is applied. In addition, the playingboard3a is formed in a disc shape having a radius a, and each position of thedice70a,70b, and70c is detected as an x component and y component on an x-y coordinate.
FIG. 12A shows asheet150 which is attached to each face of thedice70.
As shown inFIG. 12A, acircular profile75 having a certain area on each face of thedice70 in common is depicted by way of applying the infrared absorption ink on each face of thedice70. Thesheet150 on which thecircular profile75 is depicted is provided so as to be covered by theabovementioned sheet140.
FIG. 13A shows an image in which thedie70, which comes to rest at a tilt on a playingboard3a, is imaged substantially in the vertically upward direction using theinfrared camera15.
With reference toFIG. 13A, three faces of the die70 are imaged. Therefore, it is necessary to distinguish the number of dots of which face is correct. Consequently, the number of dots having the largest area among the three faces is determined as the face that should be read. In a case of this distinction, the CPU (not shown) in theinfrared camera15 calculates the areas of thecircular profiles75 thus imaged, and distinguishes the number of dots of the face on which thecircular profile75 having the largest area among the areas thus calculated is printed as the correct number of dots.
FIG. 14A shows an example of a display screen displayed on an image display unit. As shown inFIG. 14A, animage display unit7 is a touch-panel type of liquid crystal display, on the front surface of which atouch panel35 is attached, allowing a player to perform selection such as of icons displayed on aliquid crystal screen36 by contacting thetouch panel35, e.g., with a finger.
A table-type betting board (a bet screen)40 for predicting the number of dots of thedice70 is displayed in a game at a predetermined timing on theimage display unit7.
A detailed description is now provided regarding thebet screen40. On thebet screen40 are displayed a plurality ofnormal bet areas41 and aside bet area42. The plurality ofnormal bet areas41 includes anormal bet area41A, anormal bet area41B, anormal bet area41C, anormal bet area41D, anormal bet area41E, anormal bet area41F, anormal bet area41G, and anormal bet area41H. By contacting thetouch panel35, e.g., with a finger, thenormal bet area41 is designated, and by displaying chips in thenormal bet area41 thus designated, a normal bet operation is performed. Furthermore, by contacting thetouch panel35, e.g., with a finger, theside bet area42 is designated, and by displaying chips in theside bet area42 thus designated, a side bet operation is performed.
Aunit bet button43, are-bet button43E, a payoutresult display unit45, and a creditamount display unit46 are displayed at the right side of theside bet area42 in order from the left side.
The unitbet button unit43 is a group of buttons that are used by a player to bet chips on thenormal bet area41 and theside bet area42 designated by the player. The unitbet button unit43 is configured with four types of buttons including a 1bet button43A, a 5bet button43B, a 10bet button43C, and a 100bet button43D. It should be noted that in the case of an incorrect bet operation, the player can start a bet operation again by touching are-bet button43E.
Firstly, the player designates thenormal bet area41 or theside bet area42 using acursor47 by way of contacting thetouch panel35, e.g., with a finger. At this time, contacting the 1bet button43A, e.g., with a finger, allows for betting one chip at a time (number of chips to be bet increases one by one in the order of 1, 2, 3, every time the 1bet button43A is contacted, e.g., by a finger). Similarly, when contacting the 5bet button43B, e.g., with a finger, five chips at a time can be bet (number of chips to be bet increases five by five in the order of 5, 10, 15, every time the 5bet button43B is contacted, e.g., by a finger). Similarly, when contacting the 10bet button43C, e.g., with a finger, ten chips at a time can be bet (number of chips to be bet increases ten by ten in the order of 10, 20, 30, every time the 10bet button43C is contacted, e.g., by a finger). Similarly, when contacting the 100bet button43D, e.g., with a finger, a hundred chips at a time can be bet (number of chips to be bet increases hundred by hundred in the order of 100, 200, 300, . . . every time the 100bet button43D is contacted, e.g. by a finger). The number of chips bet up to the current time is displayed as achip mark48, and the number displayed on thechip mark48 indicates the number of bet chips.
The number of bet chips and payout credit amount for a player in a previous game are displayed in the payoutresult display unit45. The number calculated by subtracting the number of bet chips from the payout credit amount is a newly acquired credit amount for the player in the previous game.
The creditamount display unit46 displays the credit amount which the player possesses. The credit amount decreases according to the number of bet chips (1 credit amount for 1 chip) when the player bets chips. If the bet chips are entitled to an award and credits are paid out, the credit amount increases in accordance with the number of paid out chips. It should be noted that the game is over when the player's credit amount becomes zero.
Thenormal bet area41 in thebet screen40 is described next. Thenormal bet areas41A and41B are portions where the player places a bet on a predicted sum of dots appearing on thedice70A to70C. In other words, the player selects thenormal bet area41A if the predicted sum falls in a range of 4 to 10, or thenormal bet area41B if the predicted sum falls in a range of 11 to 17. Odds are set to 1:1 (2 chips are paid out for 1 chip bet).
Thenormal bet area41C is a portion where the player places a bet, predicting that twodice70 have the same number of dots. In other words, the player wins an award if one of the combinations occurs, such as (1, 1), (2, 2), (3, 3), (4, 4), (5, 5), and (6, 6), and the odds are set to 1:10.
Thenormal bet area41D is a portion where the player places a bet, predicting that all three dice have the same number of dots. In other words, the player wins an award if one of the combinations occurs, such as (1, 1, 1), (2, 2, 2), (3, 3, 3), (4, 4, 4), (5, 5, 5), and (6, 6, 6), and the odds are set to 1:30.
Thebet area41E is a portion where the player places a bet on a predicted number of dots appearing commonly on all three dice. In other words, the player places a bet on one of the combinations of (1, 1, 1), (2, 2, 2), (3, 3, 3), (4, 4, 4), (5, 5, 5), or (6, 6, 6), and the odds are set to 1:180.
Thenormal bet area41F is where the player places a bet, predicting a total, a summation of dots appearing on the three dice. Odds are set according to the occurrence frequency of the total. For example, if the total is 4 or 17, odds are set to 1:60; if the total is 5 or 16, odds are set to 1:30; if the total is 6 or 15, odds are set to 1:18; if the total is 7 or 14, odds are set to 1:12; if the total is 8 or 13, odds are set to 1:8; if the total is 9 or 12, odds are set to 1:7; and if the total is 10 or 11, odds are set to 1:6.
Thebet area41G is a portion where the player places a bet on predicted dots appearing on the two dice selected from the three, and the odds are set to 1:5.
Thenormal bet area41H is a region where the player places a bet on the number of dots appearing on thedice70, and the odds are set according to the number of dots of thedice70 matching the predicted number of dots.
FIG. 15A is a block diagram showing the internal configuration of the gaming machine shown inFIG. 2A. Amain control unit80 of thegaming machine1 includes amicrocomputer85, which is configured with aCPU81,ROM82,RAM83, and abus84 that transfers data therebetween.
TheCPU81 is connected with anoscillating motor300 via an I/O interface90. Furthermore, theCPU81 is connected with atimer131, which can measure time via the I/O interface90. In addition, theCPU81 is connected with alamp222 via the I/O interface90. Thelamp222 emits various colors of light for performing various types of rendered effects, based on output signals from theCPU81. Furthermore, theCPU81 is connected with aspeaker221 via the I/O interface90 and asound output circuit231. Thespeaker221 emits various sound effects for performing various types of rendered effects, based on output signals from thesound output circuit231. Furthermore, the I/O interface90 is connected with the abovementionedinfrared camera15 and/or theIC tag reader16, thereby transmitting and receiving information in relation to the number of dots of the threedice70, which comes to rest on the playingboard3a, between theinfrared camera15 and/or theIC tag reader16.
Here, theoscillating motor300, theinfrared camera15, theIC tag reader16, thelamp222, thesound output circuit231, and thespeaker221 are provided within a singlecomposite unit220.
In addition, via acommunication interface95 connected to the I/O interface90, themain control unit80 transmits and receives data such as bet information, payout information, and the like to and from eachstation4, as well as data such as bet start instruction images, bet start instruction signals, and the like to and from the dealer useddisplay210.
Furthermore, the I/O interface90 is connected with ahistory display unit91, and themain control unit80 transmits and receives information in relation to the number of dots on the die, to and from thehistory display unit90.
ROM82 in themain control unit80 is configured to store a program for implementing basic functions of thegaming machine1; more specifically, a program for controlling various devices which drive the playingunit3, a program for controlling eachstation4, and the like, as well as a payout table, data indicating a predetermined time T, data indicating a specific value TT, and the like.
RAM83 is memory, which temporarily stores various types of data calculated byCPU81, and, for example, temporarily stores data bet information transmitted from eachstation4, information on respective number of dots that appear on thedice70 transmitted from theinfrared camera15 and/or theIC tag reader16, data relating to the results of processing executed byCPU81, and the like. A jackpot storage area is provided in theRAM83. In the jackpot storage area, the data indicating the number of playing media stored cumulatively is stored so as to correspond to each number of dots of matching dice. The data is provided to thestation4 at a predetermined timing, and a jackpot image is displayed. TheCPU81 controls theoscillating motor300, which oscillates theplaying unit3, based on data and a program stored in theROM82 and theRAM83, and oscillates the playingboard3a of theplaying unit3. Furthermore, after oscillation of the playingboard3a ceases, a control processing associated with game progression, such as confirmation processing for confirming the number of dots on each of thedice70 resting on the playingboard3a.
In addition to the control processing described above, theCPU81 has a function of executing a game by transmitting and receiving data to and from eachstation4 so as to control eachstation4. More specifically, theCPU81 accepts bet information transmitted from eachstation4. Furthermore, theCPU81 performs win determination processing based on the number of dots on thedice70 and the bet information transmitted from eachstation4, and calculates the amount of an award paid out in eachstation4 with reference to the payout table stored in theROM82.
FIG. 16A is a block diagram showing the internal configuration of the station shown inFIG. 2A. Thestation4 includes amain body100 in which animage display unit7 and the like are provided, and a gamemedia receiving device5, which is attached to themain body100. Themain body100 further includes astation control unit110 and several peripheral devices.
Thestation control unit110 includes aCPU111,ROM112, andRAM113.
ROM112 stores a program for implementing basic functions of thestation4, other various programs needed to control thestation4, a data table, and the like.
Moreover, adecision button30, apayout button31, and ahelp button32 provided in thecontrol unit6 are connected to theCPU111, respectively. TheCPU111 controls the execution of various corresponding operations in accordance with manipulation signals, which are generated in response to each button pressed by a player. More specifically, theCPU111 executes various processing, based on input signals transmitted from thecontrol unit6 in response to a player's operation which has been inputted, and the data and programs stored in theROM112 andRAM113. Subsequently, theCPU111 transmits the results to theCPU81 in themain control unit80.
In addition, theCPU111 in themain control unit80 receives instruction signals from theCPU81, and controls peripheral devices which configure thestation4. TheCPU111 performs various kinds of processing based upon the input signals supplied from thecontrol unit6 and thetouch panel35, and the data and the programs stored in theROM112 and theRAM113. Then, theCPU111 controls the peripheral devices which configure thestation4 based on the results of the processing. It should be noted that the mode whereby processing is performed is set for each processing depending on the content of the processing. For example, the former approach is applied to payout processing of game media for respective numbers of dots appearing on the dice, and the latter approach is applied to bet operation processing by a player.
Furthermore, ahopper114, which is connected to theCPU111, pays out a predetermined amount of game media through thepayout opening8, receiving the instruction signals from theCPU111.
Moreover, theimage display unit7 is connected to theCPU111 via a liquidcrystal driving circuit120. The liquidcrystal driving circuit120 includes program ROM, image ROM, an image control CPU, work RAM, a video display processor (VDP), video RAM, and the like. Here, the program ROM stores an image control program with respect to the display functions of theimage display unit7, and various kinds of selection tables. The image ROM stores dot data for creating an image to be displayed on theimage display unit7, and dot data for displaying a jackpot image, for example. In addition, the image control CPU determines an image to be displayed on theimage display unit7, selected from the dot data previously stored in the image ROM according to the image control program previously stored in the program ROM based on parameters specified by theCPU111. The work RAM is configured as a temporary storage means when executing the image control program by the image control CPU. The VDP forms an image corresponding to the display contents determined by the image control CPU and outputs the resulting image on theimage display unit7. It should be noted that the video RAM is configured as a temporary storage device used by the VDP for creating an image.
As mentioned above, thetouch panel35 is attached to the front side of theimage display unit7, and the information related to operation on thetouch panel35 is transmitted to theCPU111. Thetouch panel35 detects an input operation by the player on abet screen40 and the like more specifically, selection of thenormal bet area41 and theside bet area42 in thebet screen40, manipulation of thebet button unit43 and the like, are performed by touching thetouch panel35, and the information thereof is transmitted to theCPU111. Then, a player's bet information is stored in theRAM113 based on the information stored. Furthermore, the bet information is transmitted to theCPU81 in themain control unit80, and stored in a bet information storage area in theRAM83.
Moreover, asound output circuit126 and aspeaker9 are connected to theCPU111. Thespeaker9 emits various sound effects for performing various kinds of rendered effects, based on output signals from thesound output circuit126. In addition, the gamemedia receiving device5, into which game media such as coins or medals are inserted, is connected to theCPU111 via adata receiving unit127. Thedata receiving unit127 receives credit signals transmitted from the gamemedia receiving device5, and theCPU111 increases a player's credit amount stored in theRAM113 based on the credit signals transmitted.
Atimer130, which can measure time, is connected to theCPU111.
Agaming board60 includes a CPU (Central Processing Unit)61,ROM65 andboot ROM62, acard slot63S compatible with amemory card63, and anIC socket64S compatible with a GAL (Generic Array Logic)64, which are connected to one another via an internal bus.
Thememory card63 comprises nonvolatile memory such as compact flash (trademark) or the like, which stores a game program and a game system program.
Furthermore, thecard slot63S has a configuration that allows thememory card63 to be detachably inserted, and is connected to theCPU111 via an IDE bus. Such an arrangement allows the kinds or content of the game provided by thestation4 to be changed by performing the following operation. More specifically, thememory card63 is first extracted from thecard slot63S, and another game program and another game system program are written to thememory card63. Then, thememory card63 thus rewritten is inserted into thecard slot63S. In addition, the kinds or content of the games provided by thestation4 can be changed by replacing thememory card63 storing a game program and a game system program with anothermemory card63 storing another game program and game system program. The game program includes a program for advancing a game and the like. The game program also includes a program related to image data and sound data outputted during a game.
TheGAL64 is one type of PLD that has a fixed OR array structure. TheGAL64 includes multiple input ports and output ports and, upon receiving predetermined data via each input port, outputs output data that corresponds to the input data via the corresponding output port. In addition, anIC socket64S has a structure that allows theGAL64 to be detachably mounted, and is connected to theCPU111 via the PCI bus.
TheCPU61, theROM65, and theboot ROM62, which are connected to one another via the internal bus, are connected to theCPU111 via the PCI bus. The PCI bus performs signal transmission between theCPU111 and thegaming board60, as well as supplying electric power from theCPU111 to thegaming board60. TheROM65 stores country identification information and an authentication program. Theboot ROM62 stores a preliminary authentication program, a program (boot code) which instructs theCPU61 to start up the preliminary authentication program, etc.
The authentication program is a program (forgery check program) for authenticating the game program and the game system program. The authentication program is defined to follow the procedure (authentication procedure) for confirming and authenticating that the game program and the game system program, which are to be acquired after the authentication, have not been forged, i.e. the procedure for authenticating the game program and the game system program. The preliminary authentication program is a program for authenticating the aforementioned authentication program. The preliminary authentication program is defined to follow the procedure for verifying that the authentication program has not been forged, i.e. the procedure for authenticating the authentication program (authentication procedure).
An instruction image display determination table is described with reference toFIG. 17A.
In Steps S11 and S19 ofFIG. 34A, the instruction image display determination table is referred to by theCPU81 upon determining whether a bet start instruction image or a bet end instruction image is displayed on thedisplay screen210a of the dealer useddisplay210.
According to this table, “X” is data for indicating that the bet start instruction image and the like is not displayed on thedisplay screen210a, and “O” is data for indicating that the bet start instruction image and the like is displayed on thedisplay screen210a. For example, in a case in which a dealer belongs to an intermediate level, the bet start instruction image is not displayed on thedisplay screen210a, but the bet end instruction image is displayed on thedisplay screen210a. In addition, this table is stored in theROM82.
The bet existence determination table is described with reference toFIG. 18A.
TheCPU81 refers to this bet existence determination table upon determining for eachstation4 whether a bet operation is performed at eachstation4 in Step S31 ofFIG. 35A.
Data indicating whether the bet operation has been performed or not at each station number is stored in this table. “P” is data indicating that a bet operation was performed, and “A” is data indicating that a bet operation was not performed. In addition, this table is updated in every game, and stored in theRAM83.
An oscillation mode data table is described with reference toFIG. 19A.
TheCPU81 refers to this oscillation mode data table upon determining combination patterns of the oscillation modes of the playingboard3a in Step S41 ofFIG. 36A. In addition, this table is stored in theROM82.
According to this table, in a case of apattern3, the roll ofdice70 is performed in the order of a small oscillation for six seconds, a large oscillation for four seconds, and a subtle oscillation for five seconds. Here, the order of oscillation amplitude of the playingboard3a is equal to large oscillation>small oscillation>subtle oscillation. It should be noted that the oscillation speed for the large oscillation, the small oscillation, and the subtle oscillation are all the same speed. Furthermore, the small oscillation is enough to be able to roll a die, the large oscillation is enough to jump a die, and the subtle oscillation is enough to level off a die that comes to rest at a tilt.
A rendered effect table is described with reference toFIG. 20A.
TheCPU81 refers to this rendered effect table upon determining rendered effect data in response to an oscillation pattern of the playingboard3a in Step S43 ofFIG. 36A. In addition, this table is stored in theROM82.
According to this table, oscillation modes correspond to sound types and, for example, in the case of a large oscillation, “sound2” is determined. For example, in the case of “sound2”, the sound indicating that a die jumps is outputted from thespeaker221.
It should be noted that, by way of associating an oscillation mode with a certain type of emitted light, rendered effects with a light emitting mode associated with an oscillation mode may be performed by lighting or flashing of thelamp222.
An IC tag data table is described with reference toFIG. 21A.
The IC tag data table is a table showing data asidentification data1 to3 which is created by theCPU81 based on the results of the type of dice and the number of dots on the dice, when information stored in IC tags embedded in thedice70a,70b, and70c is detected by theIC tag reader16.
According to this table, for example, when an IC tag embedded in each die is detected in the order of70c,70a, and70b, by theIC tag reader16, thedie70c is associated withidentification data1 of which the type is “red” and the number of dots is “six”, thedie70a is associated withidentification data2 of which the type is “white” and the number of dots is “three”, and thedie70b is associated withidentification data3 of which the type is “black” and the number of dots is “five”.
On the other hand, when three dice are not detected, for example, in a case where only two dice are detected, identification data is created for only 2 sets,identification data1 and2.
In addition, the data table is transmitted from theIC tag reader16 to theCPU81, and then theCPU81 receives it to analyze the number of dots on a die and the like.
An infrared camera imaging data table is described with reference toFIG. 22A.
The infrared camera imaging data table is a data table showing dot patterns of the infrared absorption inks applied to thedice70 and location data of thedice70 on the playingboard3a.
For example, regarding thedie70a shown inFIG. 11A, in the infrared camera imaging data table, the CPU (not shown) inside theinfrared camera15 stores −50 for X and 55 for Y as location data, stores “◯” for181,182,184,186, and187, to which the infrared absorption inks are being applied, and stores “X” for183 and185, which are not being applied. The same is true of thedice70b and70c.
On the other hand, as shown inFIG. 13A, in a case where a plurality of faces of thedice70 is imaged, the number of dots cannot be specified uniquely. In this case, the CPU (not shown) inside theinfrared camera15 calculates the area of theprofiles75 on the plurality of faces thus imaged, and generates the infrared camera imaging data table based on the dot patterns on the face that has a maximum area.
Therefore, even if thedice70 come to rest at a tilt and a plurality of faces of thedice70 is imaged, the number of dots can be specified uniquely.
In addition, this data table is transmitted from theinfrared camera15 to theCPU81, and then theCPU81 receives it to analyze the number of dots on a die and the like.
A dot pattern data classification table is described with reference toFIG. 23A.
According to this table, colors as the classification for thedice70 are set so as to correspond to dot combinations to which the infrared absorption ink is applied, among theabovementioned dots181 to183 inFIG. 10A. “◯” indicates that the infrared absorption ink is applied to the dot, and “X” indicates that the infrared absorption ink is not applied to the dot.
For example, in a case where the infrared camera imaging data table described inFIG. 22A is transmitted to theCPU81, theCPU81 determines the classification of thedice70 as “red” by comparing the infrared camera imaging data table with the dot pattern data classification table.
A number of dots-dot pattern data table is described with reference toFIG. 24A.
According to this table, numbers as the number of dots on thedice70 are set so as to correspond to dot combinations to which the infrared absorption ink is applied, among theabovementioned dots184 to187 inFIG. 10A. “◯” indicates that the infrared absorption ink is applied to the dot, and “X” indicates that the infrared absorption ink is not applied to the dot.
For example, in a case where the infrared camera imaging data table shown inFIG. 22A is transmitted from theinfrared camera15 to theCPU81, theCPU81 determines the number of dots on thedice70 as “five” by comparing the infrared camera imaging data table thus received with the dot pattern data classification table.
A position, classification, and number of dots data table is described with reference toFIG. 25A.
This table stores a position on the playingboard3a of thedice70 and the number of dots of thedice70 for each classification of the dice, and further stores the position on the playingboard3a of thedice70 and the number of dots of thedice70 in each game. It should be noted that this table is stored in theRAM83.
Furthermore, a position and number of dots of thedice70 imaged by theinfrared camera15 in each game is stored by theCPU81 in this table.
A classification and number of dots data table is described with reference toFIG. 26A.
This table stores the number of dots on thedice70 for each classification of dice, and further stores the number of dots on thedice70 in each game. It should be noted that this table is stored in theRAM83.
Furthermore, a classification and number of dots of thedice70 detected by the IC tag reader in each game is stored by theCPU81 in this table based onidentification data1 to3.
A bet start instruction image is described with reference toFIG. 27A.
The bet start instruction image is displayed by theCPU81 on thedisplay screen210a of the dealer useddisplay210 before theCPU81 accepts a bet from eachstation4.
This bet start instruction image instructs a dealer to touch a “bet start” button. When atouch panel211 detects that the dealer has touched the “bet start” button, thetouch panel211 transmits a bet start instruction signal to theCPU81 via acommunication interface95.
A bet end not recommended image is described with reference toFIG. 28A.
This bet end not recommended image is displayed by theCPU81 on thedisplay screen210a of the dealer useddisplay210 while theCPU81 accepts a bet from eachstation4.
This bet end not recommended image instructs the dealer not to touch a “bet end” button.
A bet end instruction image is described with reference toFIG. 29A.
The bet end instruction image is displayed by theCPU81 on thedisplay screen210a of the dealer useddisplay210 after elapse of a predetermined time from when theCPU81 starts accepting a bet from eachstation4.
This bet end instruction image instructs the dealer to touch the “bet end” button. When thetouch panel211 detects that the dealer has touched the “bet end” button, thetouch panel211 transmits a bet end instruction signal to theCPU81 via thecommunication interface95.
A display example on theimage display unit7 of eachstation4 is described with reference toFIG. 30A.
An image shown inFIG. 30A is configured to report to eachstation4 that accepting of bets has ended. A player can recognize that the accepting of bets has ended by confirming that a message “NO MORE BETS” is displayed.
A display example on theimage display unit7 of eachstation4 is described with reference toFIG. 31A.
The image shown inFIG. 31A is configured to report to thestation4 in which a bet was not placed that a bet can be placed on a subsequent game. A player can recognize that a bet on the subsequent game is possible by confirming that a message “ABLE TO PLACE THE BET FOR THE NEXT GAME” is displayed.
The image shown inFIG. 32A is displayed on adisplay screen210a of the dealer useddisplay210 in a case in which a frequency at which a specific number of dots (for example, 6) of a specific die (for example, a white die) appearing over 100 games exceeds a predetermined number (for example, 50 times).
FIG. 32A shows a message “FREQUENCY THAT6 DOTS APPEAR ON WHITE DIE OVER 201ST TO 300TH GAME EXCEEDS 50 TIMES!!”.
Thus, in a case in which a specific number of dots of a specific classification of die appears frequently and the like, damage to a die or fraudulence related to a die can be detected.
Subsequently, with reference toFIGS. 33A to 37A, processing performed in the main control unit of a gaming machine according to the present embodiment is described.
FIG. 33A is a flowchart showing dice game execution processing. Initially, in Step S1, theCPU81 executes bet processing, which is described later inFIG. 34A, and in Step S3, theCPU81 executes dice rolling processing, which is described later inFIG. 36A. In Step S5, theCPU81 executes number of dots on dice detection processing1 (described later inFIG. 37A) or number of dots on dice detection processing2 (described later inFIG. 38A) and, inStep7, executes payout processing corresponding to the number of dots, and then the flow returns to Step1.
FIG. 34A is a flowchart showing bet processing.
In Step S11, theCPU81 displays the bet start instruction image (seeFIG. 27A) on thedisplay screen210a of the dealer useddisplay210. It should be noted that, whether or not the bet start instruction image is displayed may be determined according to a dealer's level with reference to the instruction image display determination (seeFIG. 17A).
Thus, according to the dealer's level, it becomes possible to determine whether the bet start instruction image is displayed on thedisplay screen210a of the dealer useddisplay210.
In Step S13, theCPU81 determines whether the bet start instruction signal has been received from thetouch panel211 disposed on the dealer useddisplay210. In the case of a NO determination, theCPU81 returns the processing to Step S13, and in the case of a YES determination, theCPU81 advances the processing to Step S15.
In Step S15, theCPU81 transmits the bet start signal to each of thestations4. When the bet start signal is received, bet placement can be performed at eachstation4.
In Step S17, the CPU106 determines whether or not a predetermined time has elapsed. More specifically, theCPU81 starts to measure a predetermined lapse of time t by thetimer131, compares the predetermined lapse of time t with a predetermined time T1 stored in theROM82, and determines whether the predetermined lapse of time t measured by thetimer131 has reached the predetermined time T1. In the case of a NO determination, theCPU81 returns the processing to Step S17, and in the case of a YES determination, theCPU81 advances the processing to Step S19.
In Step S19, theCPU81 displays the bet end instruction image (seeFIG. 29A) on thedisplay screen210a of the dealer useddisplay210. It should be noted that, whether or not the bet end instruction image is displayed may be determined according to a dealer's level with reference to the instruction image display determination (seeFIG. 17A).
In Step S21, theCPU81 determines whether the bet end instruction signal has been received from thetouch panel211 disposed on the dealer useddisplay210. In the case of a NO determination, theCPU81 returns the processing to Step S21, and in the case of a YES determination, theCPU81 advances the processing to Step S23.
In Step S23, theCPU81 transmits the bet end signal to eachstation4. When the bet end signal is received, bet placement cannot be accepted at eachstation4, and then theCPU111 inside thestation control unit110 displays an image which reports on theimage display unit7 that an accepting of bet placement has been terminated (FIG. 30A).
In Step S25, theCPU81 receives bet information from eachstation4. The bet information relates to a normal bet input and a side bet input performed at eachstation4. In addition, the bet information includes information indicating whether bet placement has been performed or not which is included in the bet existence determination table (FIG. 18A). Upon terminating the processing of Step S25, theCPU81 terminates the bet processing.
With the bet processing of the present embodiment, even an inexperienced dealer can perform start operations for bet placement and end operations according to instructional images.
FIG. 35A is a flowchart showing subsequent game bet processing.
The subsequent game bet processing is started by theCPU81 and executed parallel to the dice rolling processing inFIG. 33A when the bet processing described inFIG. 34A is terminated. Therefore, placing a bet on the subsequent game becomes possible even during the dice rolling after termination of the bet processing.
In Step S31, theCPU81 determines whether bet placement has been performed for eachstation4. More specifically, theCPU81 distinguishes stations at which bet placement has been performed from stations at which bet placement has not been performed with reference to the bet existence determination table (FIG. 18A).
In Step S33, theCPU81 transmits a bet start signal for a subsequent game to thestations4 at which bet placement has not been performed. When thestation4 receives the bet start signal for a subsequent game, theCPU111 inside thestation control unit110 displays an image which reports that bet placement for a subsequent game is possible (FIG. 31A) on theimage display unit7.
Thus, even during a game, a player who has not participated in the game can place a bet on a subsequent game.
In Step S35, theCPU81 determines whether or not a predetermined time has elapsed. More specifically, theCPU81 starts to measure a predetermined lapse of time t by thetimer131, compares the predetermined lapse of time t with a predetermined time T2 stored in theROM82, and determines whether the predetermined lapse of time t measured by thetimer131 has reached the predetermined time T2. In the case of a NO determination, theCPU81 returns the processing to Step S35, and in the case of a YES determination, theCPU81 advances the processing to Step S37.
In Step S37, theCPU81 transmits a bet end signal to thestation4 at which the bet start signal for a subsequent game has been received. When thestation4 receives the bet end signal, the player cannot place a bet on a subsequent game, and theCPU81 terminates acceptance of bet placement for a subsequent game. Upon terminating the process in Step S37, theCPU81 terminates the subsequent game bet processing.
FIG. 36A is a flowchart showing dice rolling processing. In Step S41, theCPU81 extracts an oscillation pattern (combinations of oscillation modes) data from theROM82. More specifically, theCPU81 refers to an oscillation mode data table (seeFIG. 19A) and extracts the oscillation pattern data at random.
In Step S43, theCPU81 extracts a rendered effect corresponding to an oscillation mode from theROM82. More specifically, theCPU81 refers to the rendered effect table (seeFIG. 20A) and extracts rendered effect data corresponding to an oscillation mode based on an oscillation pattern data thus extracted in Step S41.
In Step S45, theCPU81 oscillates the playingboard3a and performs a rendered effect. More specifically, theCPU81 oscillates the playingboard3a by controlling theoscillation motor300 based on the oscillation pattern data thus extracted in Step S41, and performs a rendered effect with sounds and/or lights based on rendered effect data corresponding to an oscillation mode.
Thus, since a rendered effect corresponding to an oscillation mode of the playingboard3a is performed, games do not become monotonous and interest therein can be improved. Furthermore, since an oscillation pattern is randomly determined, games do not become monotonous and interest therein can be improved.
In Step S47, theCPU81 ceases oscillation of the playingboard3a. More specifically, theCPU81 ceases the oscillation of the playingboard3a by stopping theoscillation motor300. Upon terminating the processing in Step S47, theCPU81 terminates the dice rolling processing.
FIG. 37A is a flowchart showing number of dots ondice detection processing1.
In Step S51, theCPU81 receives identification data from theIC tag reader16. More specifically, theCPU81 receivesidentification data1 to3 (data in which a classification and number of dots of each of thedice70a,70b, and70c are stored) that configures the IC tag data table (seeFIG. 21A) from theIC tag reader16. In Step S53, theCPU81 determines a classification and number of dots of each of the three dice. More specifically, theCPU81 determines a classification (color) and number of dots of each of thedice70a,70b, and70c based on theidentification data1 to3 that configures the IC tag data table (seeFIG. 21A).
In Step S55, theCPU81 stores the classification and number of dots of each of the three dice thus determined in memory. More specifically, theCPU81 stores the classifications and numbers of dots thus determined in Step S53 in the classification and number of dots data table (seeFIG. 26A) stored in theRAM83.
In Step S57, theCPU81 increments a number of games counter by 1. The number of games counter is provided in a predetermined area of theRAM83.
In Step S59, theCPU81 determines whether a value of the number of games counter is 300. In the case of a YES determination, theCPU81 advances the processing to Step S61, and in the case of a NO determination, theCPU81 advances the processing to Step S63.
In Step S61, theCPU81 calculates a frequency at which each of a number of dots on dice appears during a 201st game to 300th game for each classification of dice. More specifically, with reference to the classification and number of dots data table (seeFIG. 26A), theCPU81 calculates a frequency at which each of a number of dots on dice appears during a 201st games to 300th games for each classification of dice.
In Step S63, theCPU81 determines whether the frequency at which a specific number of dots appears is more than 50 times. In the case of a YES determination, theCPU81 advances the processing to Step S65, and in the case of a NO determination, theCPU81 terminates the number of dots on dice detection processing. In Step S65, theCPU81 displays a caution screen on a dealer used display. More specifically, theCPU81 displays the image shown inFIG. 32A on thedisplay screen210a. Upon terminating the processing in Step S65, theCPU81 terminates the number ofdots detection processing1.
Thus, in a case in which a specific number of dots of a specific classification of die appears frequently and the like, damage to a die or fraudulence related to a die can be detected.
It should be noted that, in Step S63, although theCPU81 determines whether the frequency at which a specific number of dots appears is more than 50 times, it is not limited thereto, and may determine for each classification of the dice whether a number of the dots on dice appears consecutively over a predetermined consecutive games (for example, 10 games). In a case of appearing consecutively over a predetermined number of games, an image including a message of “3 DOTS APPEARS ON BLACK DIE IN 10 CONSECUTIVE GAMES!!”, for example, may be displayed as a warning image on thedisplay screen210a of the dealer useddisplay210.
Furthermore, it is not limited to display a warning screen in Step S65, and the CPU may interrupt a game.
Thus, it is possible to prevent a game from continuing in a case in which a specific number of dots of a specific classification of die appears frequently and the like due to damage to a die or fraudulence related to a die.
FIG. 38A is a flowchart showing number of dots ondice detection processing2. The number of dots ondice detection processing2 is a modified example of the number of dots ondice detection processing1.
In Step S71, theCPU81 receives imaging data from the infrared camera. More specifically, theCPU81 receives the infrared camera imaging data table (seeFIG. 22A) for each of thedice70a,70b, and70c, from theinfrared camera15.
In Step S73, theCPU81 determines a position, classification, and number of dots of each of the three dice. More specifically, theCPU81 determines positions of the dice on the playingboard3a based on the infrared camera imaging data table (seeFIG. 22A), determines types (colors) of the dice based on the infrared camera imaging data table (seeFIG. 22A) and the dot pattern data classification table (seeFIG. 23A), and determines numbers of the dice based on the infrared camera imaging data table (seeFIG. 22A) and the number of dots-dot pattern data table (seeFIG. 24A). This processing is executed for the threedice70a,70b, and70c.
In Step S75, theCPU81 stores a position, classification, and number of dots of each of the three dice thus determined in memory. More specifically, theCPU81 stores the positions, classifications, and numbers of dots thus determined in Step S73 in the position, classification, and number of dots data table (seeFIG. 25A) stored in theRAM83.
In Step S77, theCPU81 increments a number of games counter by 1. The number of games counter is provided in a predetermined area of theRAM83.
In Step S79, theCPU81 determines whether a value of the number of games counter is 300. In the case of a YES determination, theCPU81 advances the processing to Step S81, and in the case of a NO determination, theCPU81 advances the processing to Step S83.
In Step S81, theCPU81 calculates a frequency at which each number of dots appears during a 201st game to 300th game for each classification of dice. More specifically, with reference to the position, classification and number of dots data table (seeFIG. 25A), a frequency at which each number of dots appears during a 201st game to 300th game for each type of dice is calculated.
In Step S83, theCPU81 determines whether the frequency at which a specific number of dots appears is more than 50 times. In the case of a YES determination, theCPU81 advances the processing to Step S85, and in the case of NO, terminates the number of dots ondice detection processing2.
In Step S85, theCPU81 displays a warning screen on a dealer used display. More specifically, theCPU81 displays the image shown inFIG. 32A on thedisplay screen210a. Upon terminating the processing of Step S85, theCPU81 terminates the number ofdots detection processing2.
Thus, in a case in which a specific number of dots of a specific classification of die appears frequently and the like, damage to a die or fraudulence related to a die can be detected.
Furthermore, in Step S83, although theCPU81 determines whether the frequency at which a specific number of dots appears is more than 50 times, it is not limited thereto, and may determine for each classification of dice whether a number of the dots on dice appears consecutively over a predetermined number of games (for example, 10 games) with reference to the position, classification and number of dots on dice data table (seeFIG. 25A). In a case of appearing consecutively over a predetermined number of games, an image including a message of “3 DOTS APPEARS ON BLACK DIE IN 10 CONSECUTIVE GAMES!!”, for example, is displayed as a warning image on thedisplay screen210a of the dealer useddisplay210.
Furthermore, it is not limited to display the warning screen in Step S85, and the CPU may interrupt a game.
Thus, it is possible to prevent a game from continuing in a case in which a specific number of dots of a specific classification of die appears frequently and the like due to damage to a die or fraudulence related to a die.
Descriptions regarding the present embodiment have been provided above. Although a case has been described in which the number ofdice70 is three according to the present embodiment, the number of in the present invention is not limited to three and, for example, the number of the dice may be five.
In the present embodiment, although the controller of the present invention is described for a case of being configured from aCPU81 which themain controller80 includes and aCPU111 which thestation4 includes, the controller of the present invention may be configured by only a single CPU.
Although embodiments of the present invention are described above, they are merely exemplified specific examples, and the present invention is not particularly limited thereto. Specific configurations such as each means can be modified appropriately. Moreover, it should be understood that the advantages described in association with the embodiments are merely a listing of most preferred advantages, and that the advantages of the present invention are by no means restricted to those described in connection with the embodiments.
Embodiments of the present invention will be described below with reference to the accompanying drawings.
Although described below in more detail, as shown inFIG. 1B, aCPU81 starts a unit game (Step S100), determines an oscillation mode of a playingboard3a when the unit game starts (Step S200), extracts rendered effect data corresponding to the oscillation mode thus determined (Step S300) fromROM82, and performs rendered effects based on the rendered effect data thus extracted (Step S400).
FIG. 2B is a perspective view schematically showing an example of a gaming machine according to the embodiment of this invention.FIG. 3B is an enlarged view of a playing unit of the gaming machine shown inFIG. 2B. As shown inFIG. 2B, agaming machine1 according to the present embodiment includes ahousing2 as a main body portion, aplaying unit3 that is provided substantially at the center of the top face of thehousing2 and in which a plurality ofdice70 are rolled and stopped, a plurality ofstations4 disposed so as to surround theplaying unit3, and a dealer useddisplay210 that is positioned so as not to be visually recognizable by a player seated at eachstation4. Thestation4 includes animage display unit7. The player seated at eachstation4 can participate in a game by predicting numbers of dots on thedice70 and performing a normal bet input and a side bet input.
Thegaming machine1 includes ahousing2 as a main body portion, aplaying unit3 that is provided substantially at the center of the top face of thehousing2 and in which a plurality ofdice70 are rolled and stopped, and a plurality of stations4 (ten in this embodiment) disposed so as to surround theplaying unit3.
Thestation4 include a gamemedia receiving device5 into which game media such as medals to be used for playing the game are inserted, acontrol unit6, which is configured with multiple control buttons by which a player enters predetermined instructions, and animage display unit7, which displays images relating to a bet table. The player may participate in a game by operating thecontrol unit6 or the like while viewing the image displayed on theimage display unit7.
Apayout opening8, from which a player's game media are paid out, are provided on the sides of thehousing2 on which eachstation4 is provided. In addition, aspeaker9, which can output sound, is disposed on the upper right of theimage display unit7 on each of thestations4.
Acontrol unit6 is provided on the side part of theimage display unit7 on each of thestations4. As viewed from a position facing thestation4, in order from the left side are provided aselect button30, a payout (cash-out)button31, and ahelp button32.
Theselect button30 is a button that is pressed when confirming a bet operation after the bet operation is complete. Furthermore, in a case other than the bet operation, the button is pressed when a player confirms an input performed.
Thepayout button31 is a button which is usually pressed at the end of a game, and when thepayout button31 is pressed, game media corresponding to credits that the player has acquired is paid out from thepayout opening8.
Thehelp button32 is a button that is pressed in a case where a method of operating the game is unclear, and upon thehelp button32 being pressed, a help screen showing various kinds of operation information is displayed immediately thereafter on theimage display unit7. Theplaying unit3 is configured so as to allow a plurality of dice to roll and stop. The present embodiment is configured to use three dice70 (dice70a,70b, and70c) at theplaying unit3.
Aspeaker221 and alamp222 are disposed around theplaying unit3. Thespeaker221 performs rendered effects by outputting sounds while thedice70 are being rolled. Thelamp222 performs rendered effects by emitting lights while thedice70 are being rolled.
Theplaying unit3 includes a playingboard3a to, which is formed to be a circular shape, roll and then stop thedice70. AnIC tag reader16, which is described later inFIGS. 6B to 9B, are provided below the playingboard3a.
Since the playingboard3a is formed to be substantially planar, as shown inFIG. 3B, thedice70 are rolled by oscillating the playingboard3a substantially in the vertical direction with respect to the horizontal direction of the playingboard3a. Then, thedice70 are stopped after the oscillation of the playingboard3a ceases. The playingboard3a is oscillated by a CPU81 (described later) driving anoscillating motor300.
Furthermore, as shown inFIG. 3B, theplaying unit3 is covered with acover member12 of which the entire upper area is made of a transparent acrylic material formed in a hemispherical shape, and regulates the rolling area of thedice70. In the present embodiment, aninfrared camera15 is provided at the top of thecover member12 to detect numbers of dots and the like (such as positions of thedice70 on the playingboard3a, types of thedice70, and numbers of dots of the dice70) of thedice70. Furthermore, thecover member12 is covered with a special film (not shown) which blocks infrared radiation. In this way when the numbers of dots of thedice70 on which an infrared absorption ink has been applied is detected with theinfrared camera15, false detection can be prevented that arises, for example, in a case where a blink rate of a light irradiated from a circumference of theplaying unit3 is fast.
FIG. 4B is an external perspective view of adie70. As shown inFIG. 4B, thedie70 is a cube of which the length of a side is 100 mm.
FIG. 5B is a development view of thedie70. As shown inFIG. 5B, the combinations of two faces opposing each other are “1 and 6”, “2 and 5”, and “3 and 4”.
FIGS. 6B to 9B show IC tag readable areas by anIC tag reader16 disposed below the playingboard3a.
Here, a way of reading information stored in the IC tag by theIC tag reader16 is described below.
TheIC tag reader16 is a non-contact type IC tag reader. For example, it is possible to read information stored in the IC tag by RFID (Radio Frequency Identification). The RFID system performs near field communication that reads and writes data stored in semi-conductor devices by an induction field or radio waves in a non-contact manner. In addition, since this technology is known conventionally and is described in Japanese Unexamined Patent Application Publication No. H8-21875, an explanation thereof is abbreviated.
In the present embodiment, a plurality of IC tags is read by a singleIC tag reader16. Under the abovementioned RFID system, an anti-collision function can be employed which can read a plurality of IC tags by a single reader. The anti-collision function includes FIFO (first in first out) type, multi-access type, and selective type, and communicates with a plurality of the IC tags sequentially. The FIFO type is a mode to communicate with a plurality of the IC tags sequentially in the order that each IC tag enters an area in which an antenna can communicate therewith. The multi-access type is a mode that is able to communicate with all the IC tags, even if there is a plurality of the IC tags simultaneously in the area in which an antenna can communicate with the IC tags. The selective type is a mode that is able to communicate with a specific IC tag among a plurality of the IC tags in the area in which an antenna can communicate therewith. By employing the abovementioned modes, it is possible to read a plurality of the IC tags with a single IC tag reader. In addition, reading the IC tags may not only be done by the non-contact type, but also a contact type. In addition, the IC tag reader is not limited thereto, and anything that is appropriately designed with the object of being read may be employed.
In the present embodiment, a readable area of theIC tag reader16 is 10 mm in substantially a vertical direction from substantially an entire horizontal face on the playingboard3a.
With reference toFIG. 6B, a face of the die70 (for example, a face of which the number of dots is six) is in contact with the playingboard3a. Furthermore, the IC tag is embedded substantially at the center of each face of the die70 (the IC tags for the faces on which the numbers of dots are “3” and “4” are not shown). AnIC tag51 is embedded substantially at the center of a face on which the number of dots is six. AnIC tag52 is embedded substantially at the center of a face on which the number of dots are five. AnIC tag53 is embedded substantially at the center of a face on which the number of dots is one. AnIC tag54 is embedded substantially at the center of a face on which the number of dots is two.
Here, only theIC tag51 exists in the readable area of theIC tag reader16. Therefore, the number of dots (in this case, “one”) of a face, opposing the face on which theIC tag51 is embedded, is determined as the number of dots of thedie70.
Furthermore, since the number of dots of a face, opposing a face on which an IC tag is embedded, is determined as the number of dots of the die70, “one” is stored, as data of the number of dots, in theIC tag51 on the face of which the number of dots is “six”. “Two” is stored, as data of the number of dots, in theIC tag52 on the face of which the number of dots is “five”. “Six” is stored, as data of the number of dots, in theIC tag53 on the face of which the number of dots is “one”. “Five” is stored, as data of the number of dots, in theIC tag54 on the face of which the number of dots is “two”. “Three” is stored, as data of the number of dots, in the IC tag (not shown) on the face of which the number of dots is “four”. Finally, “four” is stored, as data of the number of dots, in the IC tag (not shown) on the face of which the number of dots is “three”.
Furthermore, as described above, since a side of the die70 is 10 mm, it is not physically possible for anIC tag reader16 to detect more than one IC tag with respect to one die.
With reference toFIG. 7B, adie70 is inclined. However, since theIC tag51 still exists in the readable area of theIC tag reader16, the number of dots of the die70 is determined as “one”.
With respect toFIG. 8B, thedie70 is inclined at a greater angle than the case shown inFIG. 7B. Then, since there is no IC tag which exists in the readable area of theIC tag reader16, theIC tag reader16 cannot detect the number of dots of thedie70.
With reference toFIG. 9B, thedie70b is superimposed on thedie70a. In this case, neither of the IC tags55,56,57, and58, which are embedded in thedie70b, exists in the readable area of theIC tag reader16. Therefore, in this case, theIC tag reader16 cannot detect the number of dots of thedie70b.
FIG. 10B shows asheet140 attached to each face of thedie70.
As shown inFIG. 10B, on each face of the die70, thesheet140, to which infrared absorption ink is applied to identify the number of dots and the type of the die70, is provided so as to be covered by a sheet on which the number of dots is printed. According toFIG. 10B, the infrared absorption ink can be applied todots181,182,183,184,185,186, and187.
The number of dots of the die70 can be identified by a combination of the dots to which the infrared absorption ink is applied among thedots184,185,186, and187. In addition, the type of the die70 can be identified by a combination of the dots to which the infrared absorption ink is applied among thedots181,182, and183.
FIG. 11B shows an image in which thedice70, which comes to rest on the playingboard3a, are imaged substantially in the vertically upward direction using aninfrared camera15.
With reference toFIG. 11B, dots to which the infrared absorption ink is applied on each of thedice70a,70b, and70c are imaged in black. The type and the number of dots for each of thedice70a,70b, and70c are determined based on a combination of the dots to which the ink is applied. In addition, the playingboard3a is formed in a disc shape having a radius a, and each position of thedice70a,70b, and70c is detected as an x component and y component on an x-y coordinate.
FIG. 12B shows asheet150 which is attached to each face of thedice70.
As shown inFIG. 12B, acircular profile75 having a certain area on each face of thedice70 in common is depicted by way of applying the infrared absorption ink on each face of thedice70. Thesheet150 on which thecircular profile75 is depicted is provided so as to be covered by theabovementioned sheet140.
FIG. 13B shows an image in which thedie70, which comes to rest at a tilt on a playingboard3a, is imaged substantially in the vertically upward direction using theinfrared camera15.
With reference toFIG. 13B, three faces of the die70 are imaged. Therefore, it is necessary to distinguish the number of dots of which face is correct. Consequently, the number of dots having the largest area among the three faces is determined as the face that should be read. In a case of this distinction, the CPU (not shown) in theinfrared camera15 calculates the areas of thecircular profiles75 thus imaged, and distinguishes the number of dots of the face on which thecircular profile75 having the largest area among the areas thus calculated is printed as the correct number of dots.
FIG. 14B shows an example of a display screen displayed on an image display unit. As shown inFIG. 14B, animage display unit7 is a touch-panel type of liquid crystal display, on the front surface of which atouch panel35 is attached, allowing a player to perform selection such as of icons displayed on aliquid crystal screen36 by contacting thetouch panel35, e.g., with a finger.
A table-type betting board (a bet screen)40 for predicting the number of dots of thedice70 is displayed in a game at a predetermined timing on theimage display unit7.
A detailed description is now provided regarding thebet screen40. On thebet screen40 are displayed a plurality ofnormal bet areas41 and aside bet area42. The plurality ofnormal bet areas41 includes anormal bet area41A, anormal bet area41B, anormal bet area41C, anormal bet area41D, anormal bet area41E, anormal bet area41F, anormal bet area41G, and anormal bet area41H. By contacting thetouch panel35, e.g., with a finger, thenormal bet area41 is designated, and by displaying, chips in thenormal bet area41 thus designated, a normal bet operation is performed. Furthermore, by contacting thetouch panel35, e.g., with a finger, theside bet area42 is designated, and by displaying chips in theside bet area42 thus designated, a side bet operation is performed.
Aunit bet button43, are-bet button43E, a payoutresult display unit45, and a creditamount display unit46 are displayed at the right side of theside bet area42 in order from the left side.
The unitbet button unit43 is a group of buttons that are used by a player to bet chips on thenormal bet area41 and theside bet area42 designated by the player. The unitbet button unit43 is configured with four types of buttons including a 1bet button43A, a 5bet button43B, a 10bet button43C, and a 100bet button43D. It should be noted that in the case of an incorrect bet operation, the player can start a bet operation again by touching are-bet button43E.
Firstly, the player designates thenormal bet area41 or theside bet area42 using acursor47 by way of contacting thetouch panel35, e.g., with a finger. At this time, contacting the 1bet button43A, e.g., with a finger, allows for betting one chip at a time (number of chips to be bet increases one by one in the order of 1, 2, 3, every time the 1bet button43A is contacted, e.g., by a finger). Similarly, when contacting the 5bet button43B, e.g., with a finger, five chips at a time can be bet (number of chips to be bet increases five by five in the order of 5, 10, 15, every time the 5bet button43B is contacted, e.g., by a finger). Similarly, when contacting the 10bet button43C, e.g., with a finger, ten chips at a time can be bet (number of chips to be bet increases ten by ten in the order of 10, 20, 30, every time the 10bet button43C is contacted, e.g., by a finger). Similarly, when contacting the 100bet button43D, e.g., with a finger, a hundred chips at a time can be bet (number of chips to be bet increases hundred by hundred in the order of 100, 200, 300, . . . every time the 100bet button43D is contacted, e.g. by a finger). The number of chips bet up to the current time is displayed as achip mark48, and the number displayed on thechip mark48 indicates the number of bet chips.
The number of bet chips and payout credit amount for a player in a previous game are displayed in the payoutresult display unit45. The number calculated by subtracting the number of bet chips from the payout credit amount is a newly acquired credit amount for the player in the previous game.
The creditamount display unit46 displays the credit amount which the player possesses. The credit amount decreases according to the number of bet chips (1 credit amount for1 chip) when the player bets chips. If the bet chips are entitled to an award and credits are paid out, the credit amount increases in accordance with the number of paid out chips. It should be noted that the game is over when the player's credit amount becomes zero.
Thenormal bet area41 in thebet screen40 is described next. Thenormal bet areas41A and41B are portions where the player places a bet on a predicted sum of dots appearing on thedice70A to70C. In other words, the player selects thenormal bet area41A if the predicted sum falls in a range of 4 to 10, or thenormal bet area41B if the predicted sum falls in a range of 11 to 17. Odds are set to 1:1 (2 chips are paid out for 1 chip bet).
Thenormal bet area41C is a portion where the player places a bet, predicting that twodice70 have the same number of dots. In other words, the player wins an award if one of the combinations occurs, such as (1, 1), (2, 2), (3, 3), (4, 4), (5, 5), and (6, 6), and the odds are set to 1:10.
Thenormal bet area41D is a portion where the player places a bet, predicting that all three dice have the same number of dots. In other words, the player wins an award if one of the combinations occurs, such as (1, 1, 1), (2, 2, 2), (3, 3, 3), (4, 4, 4), (5, 5, 5), and (6, 6, 6), and the odds are set to 1:30.
Thebet area41E is a portion where the player places a bet on a predicted number of dots appearing commonly on all three dice. In other words, the player places a bet on one of the combinations of (1, 1, 1), (2, 2, 2), (3, 3, 3), (4, 4, 4), (5, 5, 5), or (6, 6, 6), and the odds are set to 1:180.
Thenormal bet area41F is where the player places a bet, predicting a total, a summation of dots appearing on the three dice. Odds are set according to the occurrence frequency of the total. For example, if the total is 4 or 17, odds are set to 1:60; if the total is 5 or 16, odds are set to 1:30; if the total is 6 or 15, odds are set to 1:18; if the total is 7 or 14, odds are set to 1:12; if the total is 8 or 13, odds are set to 1:8; if the total is 9 or 12, odds are set to 1:7; and if the total is 10 or 11, odds are set to 1:6.
Thebet area41G is a portion where the player places a bet on predicted dots appearing on the two dice selected from the three, and the odds are set to 1:5.
Thenormal bet area41H is a region where the player places a bet on the number of dots appearing on thedice70, and the odds are set according to the number of dots of thedice70 matching the predicted number of dots.
FIG. 15B is a block diagram showing the internal configuration of the gaming machine shown inFIG. 2B. Amain control unit80 of thegaming machine1 includes amicrocomputer85, which is configured with aCPU81,ROM82,RAM83, and abus84 that transfers data therebetween.
TheCPU81 is connected with anoscillating motor300 via an I/O interface90. Furthermore, theCPU81 is connected with atimer131, which can measure time via the I/O interface90. In addition, theCPU81 is connected with alamp222 via the I/O interface90. Thelamp222 emits various colors of light for performing various types of rendered effects, based on output signals from theCPU81. Furthermore, theCPU81 is connected with aspeaker221 via the I/O interface90 and asound output circuit231. Thespeaker221 emits various sound effects for performing various types of rendered effects, based on output signals from thesound output circuit231. Furthermore, the I/O interface90 is connected with the abovementionedinfrared camera15 and/or theIC tag reader16, thereby transmitting and receiving information in relation to the number of dots of the threedice70, which comes to rest on the playingboard3a, between theinfrared camera15 and/or theIC tag reader16.
Here, theoscillating motor300, theinfrared camera15, theIC tag reader16, thelamp222, thesound output circuit231, and thespeaker221 are provided within a singlecomposite unit220.
In addition, via acommunication interface95 connected to the I/O interface90, themain control unit80 transmits and receives data such as bet information, payout information, and the like to and from eachstation4, as well as data such as bet start instruction images, bet start instruction signals, and the like to and from the dealer useddisplay210.
Furthermore, the I/O interface90 is connected with ahistory display unit91, and themain control unit80 transmits and receives information in relation to the number of dots on the die, to and from thehistory display unit90.
ROM82 in themain control unit80 is configured to store a program for implementing basic functions of thegaming machine1; more specifically, a program for controlling various devices which drive the playingunit3, a program for controlling eachstation4, and the like, as well as a payout table, data indicating a predetermined time T, data indicating a specific value TT, and the like.
RAM83 is memory, which temporarily stores various types of data calculated byCPU81, and, for example, temporarily stores data bet information transmitted from eachstation4, information on respective number of dots that appear on thedice70 transmitted from theinfrared camera15 and/or theIC tag reader16, data relating to the results of processing executed byCPU81, and the like. A jackpot storage area is provided in theRAM83. In the jackpot storage area, the data indicating the number of playing media stored cumulatively is stored so as to correspond to each number of dots of matching dice. The data is provided to thestation4 at a predetermined timing, and a jackpot image is displayed. TheCPU81 controls theoscillating motor300, which oscillates theplaying unit3, based on data and a program stored in theROM82 and theRAM83, and oscillates the playingboard3a of theplaying unit3. Furthermore, after oscillation of the playingboard3a ceases, a control processing associated with game progression, such as confirmation processing for confirming the number of dots on each of thedice70 resting on the playingboard3a.
In addition to the control processing described above, theCPU81 has a function of executing a game by transmitting and receiving data to and from eachstation4 so as to control eachstation4. More specifically, theCPU81 accepts bet information transmitted from eachstation4. Furthermore, theCPU81 performs win determination processing based on the number of dots on thedice70 and the bet information transmitted from eachstation4, and calculates the amount of an award paid out in eachstation4 with reference to the payout table stored in theROM82.
FIG. 16B is a block diagram showing the internal configuration of the station shown inFIG. 2B. Thestation4 includes amain body100 in which animage display unit7 and the like are provided, and a gamemedia receiving device5, which is attached to themain body100. Themain body100 further includes astation control unit110 and several peripheral devices.
Thestation control unit110 includes aCPU111,ROM112, andRAM113.
ROM112 stores a program for implementing basic functions of thestation4, other various programs needed to control thestation4, a data table, and the like.
Moreover, adecision button30, apayout button31, and ahelp button32 provided in thecontrol unit6 are connected to theCPU111, respectively. TheCPU111 controls the execution of various corresponding operations in accordance with manipulation signals, which are generated in response to each button pressed by a player. More specifically, theCPU111 executes various processing, based on input signals transmitted from thecontrol unit6 in response to a player's operation which has been inputted, and the data and programs stored in theROM112 andRAM113. Subsequently, theCPU111 transmits the results to theCPU81 in themain control unit80.
In addition, theCPU111 in themain control unit80 receives instruction signals from theCPU81, and controls peripheral devices which configure thestation4. TheCPU111 performs various kinds of processing based upon the input signals supplied from thecontrol unit6 and thetouch panel35, and the data and the programs stored in theROM112 and theRAM113. Then, theCPU111 controls the peripheral devices which configure thestation4 based on the results of the processing. It should be noted that the mode whereby processing is performed is set for each processing depending on the content of the processing. For example, the former approach is applied to payout processing of game media for respective numbers of dots appearing on the dice, and the latter approach is applied to bet operation processing by a player.
Furthermore, ahopper114, which is connected to theCPU111, pays out a predetermined amount of game media through thepayout opening8, receiving the instruction signals from theCPU111.
Moreover, theimage display unit7 is connected to theCPU111 via a liquidcrystal driving circuit120. The liquidcrystal driving circuit120 includes program ROM, image ROM, an image control CPU, work RAM, a video display processor (VDP), video RAM, and the like. Here, the program ROM stores an image control program with respect to the display functions of theimage display unit7, and various kinds of selection tables. The image ROM stores dot data for creating an image to be displayed on theimage display unit7, and dot data for displaying a jackpot image, for example. In addition, the image control CPU determines an image to be displayed on theimage display unit7, selected from the dot data previously stored in the image ROM according to the image control program previously stored in the program ROM based on parameters specified by theCPU111. The work RAM is configured as a temporary storage means when executing the image control program by the image control CPU. The VDP forms an image corresponding to the display contents determined by the image control CPU and outputs the resulting image on theimage display unit7. It should be noted that the video RAM is configured as a temporary storage device used by the VDP for creating an image.
As mentioned above, thetouch panel35 is attached to the front side of theimage display unit7, and the information related to operation on thetouch panel35 is transmitted to theCPU111. Thetouch panel35 detects an input operation by the player on abet screen40 and the like. More specifically, selection of thenormal bet area41 and theside bet area42 in thebet screen40, manipulation of thebet button unit43 and the like, are performed by touching thetouch panel35, and the information thereof is transmitted to theCPU111. Then, a player's bet information is stored in theRAM113 based on the information stored. Furthermore, the bet information is transmitted to theCPU81 in themain control unit80, and stored in a bet information storage area in theRAM83.
Moreover, asound output circuit126 and aspeaker9 are connected to theCPU111. Thespeaker9 emits various sound effects for performing various kinds of rendered effects, based on output signals from thesound output circuit126. In addition, the gamemedia receiving device5, into which game media such as coins or medals are inserted, is connected to theCPU111 via adata receiving unit127. Thedata receiving unit127 receives credit signals transmitted from the gamemedia receiving device5, and theCPU111 increases a player's credit amount stored in theRAM113 based on the credit signals transmitted.
Atimer130, which can measure time, is connected to theCPU111.
Agaming board60 includes a CPU (Central Processing Unit)61,ROM65 andboot ROM62, acard slot63S compatible with amemory card63, and anIC socket64S compatible with a GAL (Generic Array Logic)64, which are connected to one another via an internal bus.
Thememory card63 comprises nonvolatile memory such as compact flash (trademark) or the like, which stores a game program and a game system program.
Furthermore, thecard slot63S has a configuration that allows thememory card63 to be detachably inserted, and is connected to theCPU111 via an IDE bus. Such an arrangement allows the kinds or content of the game provided by thestation4 to be changed by performing the following operation. More specifically, thememory card63 is first extracted from thecard slot63S, and another game program and another game system program are written to thememory card63. Then, thememory card63 thus rewritten is inserted into thecard slot63S. In addition, the kinds or content of the games provided by thestation4 can be changed by replacing thememory card63 storing a game program and a game system program with anothermemory card63 storing another game program and game system program. The game program includes a program for advancing a game and the like. The game program also includes a program related to image data and sound data outputted during a game.
TheGAL64 is one type of PLD that has a fixed OR array structure. TheGAL64 includes multiple input ports and output ports and, upon receiving predetermined data via each input port, outputs output data that corresponds to the input data via the corresponding output port. In addition, anIC socket64S has a structure that allows theGAL64 to be detachably mounted, and is connected to theCPU111 via the PCI bus.
TheCPU61, theROM65, and theboot ROM62, which are connected to one another via the internal bus, are connected to theCPU111 via the PCI bus. The PCI bus performs signal transmission between theCPU111 and thegaming board60, as well as supplying electric power from theCPU111 to thegaming board60. TheROM65 stores country identification information and an authentication program. Theboot ROM62 stores a preliminary authentication program, a program (boot code) which instructs theCPU61 to start up the preliminary authentication program, etc.
The authentication program is a program (forgery check program) for authenticating the game program and the game system program. The authentication program is defined to follow the procedure (authentication procedure) for confirming and authenticating that the game program and the game system program, which are to be acquired after the authentication, have not been forged, i.e. the procedure for authenticating the game program and the game system program. The preliminary authentication program is a program for authenticating the aforementioned authentication program. The preliminary authentication program is defined to follow the procedure for verifying that the authentication program has not been forged, i.e. the procedure for authenticating the authentication program (authentication procedure).
An instruction image display determination table is described with reference toFIG. 17B.
In Steps S11 and S19 ofFIG. 31B, the instruction image display determination table is referred to by theCPU81 upon determining whether a bet start instruction image or a bet end instruction image is displayed on thedisplay screen210a of the dealer useddisplay210.
According to this table, “X” is data for indicating that the bet start instruction image and the like is not displayed on thedisplay screen210a, and “◯” is data for indicating that the bet start instruction image and the like is displayed on thedisplay screen210a. For example, in a case in which a dealer belongs to an intermediate level, the bet start instruction image is not displayed on thedisplay screen210a, but the bet end instruction image is displayed on thedisplay screen210a. In addition, this table is stored in theROM82.
The bet existence determination table is described with reference toFIG. 18B.
TheCPU81 refers to this bet existence determination table upon determining for eachstation4 whether a bet operation is performed at eachstation4 in Step S31 ofFIG. 32B.
Data indicating whether the bet operation has been performed or not at each station number is stored in this table. “P” is data indicating that a bet operation was performed, and “A” is data indicating that a bet operation was not performed. In addition, this table is updated in every game, and stored in theRAM83.
An oscillation mode data table is described with reference toFIG. 19B.
TheCPU81 refers to this oscillation mode data table upon determining combination patterns of the oscillation modes of the playingboard3a. In addition, this table is stored in theROM82.
According to this table, in a case of apattern3, the roll ofdice70 is performed in the order of a small oscillation for six seconds, a large oscillation for four seconds, and a subtle oscillation for five seconds. Here, the order of oscillation amplitude of the playingboard3a is equal to large oscillation>small oscillation>subtle oscillation. It should be noted that the oscillation speed for the large oscillation, the small oscillation, and the subtle oscillation are all the same speed. Furthermore, the small oscillation is enough to be able to roll a die, the large oscillation is enough to jump a die, and the subtle oscillation is enough to level off a die that comes to rest at a tilt.
A rendered effect table is described with reference toFIG. 20B.
TheCPU81 refers to this rendered effect table upon determining rendered effect data in response to an oscillation pattern of the playingboard3a in Step S43 ofFIG. 33B. In addition, this table is stored in theROM82.
According to this table, oscillation modes correspond to sound types and, for example, in the case of a large oscillation, “sound2” is determined. For example, in the case of “sound2”, the sound indicating that a die jumps is outputted from thespeaker221.
It should be noted that, by way of associating an oscillation mode with a certain type of emitted light, rendered effects with a light emitting mode associated with an oscillation mode may be performed by lighting or flashing of thelamp222.
An IC tag data table is described with reference toFIG. 21B.
The IC tag data table is a table showing data asidentification data1 to3 which is created by theCPU81 based on the results of the type of dice and the number of dots on the dice, when information stored in IC tags embedded in thedice70a,70b, and70c is detected by theIC tag reader16.
According to this table, for example, when an IC tag embedded in each die is detected in the order of70c,70a, and70b, by theIC tag reader16, thedie70c is associated withidentification data1 of which the type is “red” and the number of dots is “six”, thedie70a is associated withidentification data2 of which the type is “white” and the number of dots is “three”, and thedie70b is associated withidentification data3 of which the type is “black” and the number of dots is “five”.
On the other hand, when three dice are not detected, for example, in a case where only two dice are detected, identification data is created for only 2 sets,identification data1 and2.
In addition, the data table is transmitted from theIC tag reader16 to theCPU81, and then theCPU81 receives it to analyze the number of dots on a die and the like.
An infrared camera imaging data table is described with reference toFIG. 22B.
The infrared camera imaging data table is a data table showing dot patterns of the infrared absorption inks applied to thedice70 and location data of thedice70 on the playingboard3a.
For example, regarding thedie70a shown inFIG. 11B, in the infrared camera imaging data table, the CPU (not shown) inside theinfrared camera15 stores −50 for X and 55 for Y as location data, stores “◯” for181,182,184,186, and187, to which the infrared absorption inks are being applied, and stores “X” for183 and185, which are not being applied. The same is true of thedice70b and70c.
On the other hand, as shown inFIG. 13B, in a case where a plurality of faces of thedice70 is imaged, the number of dots cannot be specified uniquely. In this case, the CPU (not shown) inside theinfrared camera15 calculates the area of theprofiles75 on the plurality of faces thus imaged, and generates the infrared camera imaging data table based on the dot patterns on the face that has a maximum area.
Therefore, even if thedice70 come to rest at a tilt and a plurality of faces of thedice70 is imaged, the number of dots can be specified uniquely.
In addition, this data table is transmitted from theinfrared camera15 to theCPU81, and then theCPU81 receives it to analyze the number of dots on a die and the like.
A dot pattern data classification table is described with reference toFIG. 23B.
According to this table, colors as the classification for thedice70 are set so as to correspond to dot combinations to which the infrared absorption ink is applied, among theabovementioned dots181 to183 inFIG. 10B. “◯” indicates that the infrared absorption ink is applied to the dot, and “X” indicates that the infrared absorption ink is not applied to the dot.
For example, in a case where the infrared camera imaging data table described inFIG. 22B is transmitted to theCPU81, theCPU81 determines the classification of thedice70 as “red” by comparing the infrared camera imaging data table with the dot pattern data classification table.
A number of dots-dot pattern data table is described with reference toFIG. 24B.
According to this table, numbers as the number of dots on thedice70 are set so as to correspond to dot combinations to which the infrared absorption ink is applied, among theabovementioned dots184 to187 inFIG. 10B. “◯” indicates that the infrared absorption ink is applied to the dot, and “X” indicates that the infrared absorption ink is not applied to the dot.
For example, in a case where the infrared camera imaging data table shown inFIG. 22B is transmitted from theinfrared camera15 to theCPU81, theCPU81 determines the number of dots on thedice70 as “five” by comparing the infrared camera imaging data table thus received with the dot pattern data classification table.
A bet start instruction image is described with reference toFIG. 25B.
The bet start instruction image is displayed by theCPU81 on thedisplay screen210a of the dealer useddisplay210 before theCPU81 accepts a bet from eachstation4.
This bet start instruction image instructs a dealer to touch a “bet start” button. When atouch panel211 detects that the dealer has touched the “bet start” button, thetouch panel211 transmits a bet start instruction signal to theCPU81 via acommunication interface95.
A bet end not recommended image is described with reference toFIG. 26B.
This bet end not recommended image is displayed by theCPU81 on thedisplay screen210a of the dealer useddisplay210 while theCPU81 accepts a bet from eachstation4.
This bet end not recommended image instructs the dealer not to touch a “bet end” button.
A bet end instruction image is described with reference toFIG. 27B.
The bet end instruction image is displayed by theCPU81 on thedisplay screen210a of the dealer useddisplay210 after elapse of a predetermined time from when theCPU81 starts accepting a bet from eachstation4.
This bet end instruction image instructs the dealer to touch the “bet end” button. When thetouch panel211 detects that the dealer has touched the “bet end” button, thetouch panel211 transmits a bet end instruction signal to theCPU81 via thecommunication interface95.
A display example on theimage display unit7 of eachstation4 is described with reference toFIG. 283.
An image shown inFIG. 28B is configured to report to eachstation4 that accepting of bets has ended. A player can recognize that the accepting of bets has ended by confirming that a message “NO MORE BETS” is displayed.
A display example on theimage display unit7 of eachstation4 is described with reference toFIG. 29B.
The image shown inFIG. 29B is configured to report to thestation4 in which a bet was not placed that a bet can be placed on a subsequent game. A player can recognize that a bet on the subsequent game is possible by confirming that a message “ABLE TO PLACE THE BET FOR THE NEXT GAME” is displayed.
Subsequently, with reference toFIGS. 30B to 34B, processing performed in the main control unit of a gaming machine according to the present embodiment is described.
FIG. 30B is a flowchart showing dice game execution processing. Initially, in Step S1, theCPU81 executes bet processing, which is described later inFIG. 31B, and in Step S3, theCPU81 executes dice rolling processing, which is described later inFIG. 33B. In Step S5, theCPU81 executes number of dots on dice detection processing, which is described later inFIG. 34B and, inStep7, executes payout processing corresponding to the number of dots, and then the flow returns to Step1.
FIG. 31B is a flowchart showing bet processing.
In Step S11, theCPU81 displays the bet start instruction image (seeFIG. 25B) on thedisplay screen210a of the dealer useddisplay210. It should be noted that, whether or not the bet start instruction image is displayed may be determined according to a dealer's level with reference to the instruction image display determination (seeFIG. 17B).
Thus, according to the dealer's level, it becomes possible to determine whether the bet start instruction image is displayed on thedisplay screen210a of the dealer useddisplay210.
In Step S13, theCPU81 determines whether the bet start instruction signal has been received from thetouch panel211 disposed on the dealer useddisplay210. In the case of a NO determination, theCPU81 returns the processing to Step S13, and in the case of a YES determination, theCPU81 advances the processing to Step S15.
In Step S15, theCPU81 transmits the bet start signal to each of thestations4. When the bet start signal is received, bet placement can be performed at eachstation4.
In Step S17, the CPU106 determines whether or not a predetermined time has elapsed. More specifically, theCPU81 starts to measure a predetermined lapse of time t by thetimer131, compares the predetermined lapse of time t with a predetermined time T1 stored in theROM82, and determines whether the predetermined lapse of time t measured by thetimer131 has reached the predetermined time T1. In the case of a NO determination, theCPU81 returns the processing to Step S17, and in the case of a YES determination, theCPU81 advances the processing to Step S19.
In Step S19, theCPU81 displays the bet end instruction image (seeFIG. 27B) on thedisplay screen210a of the dealer useddisplay210. It should be noted that, whether or not the bet end instruction image is displayed may be determined according to a dealer's level with reference to the instruction image display determination (seeFIG. 17B). In Step S21, theCPU81 determines whether the bet end instruction signal has been received from thetouch panel211 disposed on the dealer useddisplay210. In the case of a NO determination, theCPU81 returns the processing to Step S21, and in the case of a YES determination, theCPU81 advances the processing to Step S23.
In Step S23, theCPU81 transmits the bet end signal to eachstation4. When the bet end signal is received, bet placement cannot be accepted at eachstation4, and then theCPU111 inside thestation control unit110 displays an image which reports on theimage display unit7 that an accepting of bet placement has been terminated (FIG. 28B).
In Step S25, theCPU81 receives bet information from eachstation4. The bet information relates to a normal bet input and a side bet input performed at eachstation4. In addition, the bet information includes information indicating whether bet placement has been performed or not which is included in the bet existence determination table (FIG. 18B). Upon terminating the processing of Step S25, theCPU81 terminates the bet processing.
With the bet processing of the present embodiment, even an inexperienced dealer can perform start operations for bet placement and end operations according to instructional images.
FIG. 32B is a flowchart showing subsequent game bet processing.
The subsequent game bet processing is started by theCPU81 and executed parallel to the dice rolling processing inFIG. 30B when the bet processing described inFIG. 31B is terminated. Therefore, placing a bet on the subsequent game becomes possible even during the dice rolling after termination of the bet processing.
In Step S31, theCPU81 determines whether bet placement has been performed for eachstation4. More specifically, theCPU81 distinguishes stations at which bet placement has been performed from stations at which bet placement has not been performed with reference to the bet existence determination table (FIG. 18B).
In Step S33, theCPU81 transmits a bet start signal for a subsequent game to thestations4 at which bet placement has not been performed. When thestation4 receives the bet start signal for a subsequent game, theCPU111 inside thestation control unit110 displays an image which reports that bet placement for a subsequent game is possible (FIG. 29B) on theimage display unit7.
Thus, even during a game, a player who has not participated in the game can place a bet on a subsequent game.
In Step S35, theCPU81 determines whether or not a predetermined time has elapsed. More specifically, theCPU81 starts to measure a predetermined lapse of time t by thetimer131, compares the predetermined lapse of time t with a predetermined time T2 stored in theROM82, and determines whether the predetermined lapse of time t measured by thetimer131 has reached the predetermined time T2. In the case of a NO determination, theCPU81 returns the processing to Step S35, and in the case of a YES determination, theCPU81 advances the processing to Step S37.
In Step S37, theCPU81 transmits a bet end signal to thestation4 at which the bet start signal for a subsequent game has been received. When thestation4 receives the bet end signal, the player cannot place a bet on a subsequent game, and theCPU81 terminates acceptance of bet placement for a subsequent game. Upon terminating the process in Step S37, theCPU81 terminates the subsequent game bet processing.
FIG. 33B is a flowchart showing dice rolling processing. In Step S41, theCPU81 extracts an oscillation pattern (combinations of oscillation modes) data from theROM82. More specifically, theCPU81 refers to an oscillation mode data table (seeFIG. 19B) and extracts the oscillation pattern data at random.
In Step S43, theCPU81 extracts a rendered effect corresponding to an oscillation mode from theROM82. More specifically, theCPU81 refers to the rendered effect table (seeFIG. 20B) and extracts rendered effect data corresponding to an oscillation mode based on an oscillation pattern data thus extracted in Step S41.
In Step S45, theCPU81 oscillates the playingboard3a and performs a rendered effect. More specifically, theCPU81 oscillates the playingboard3a by controlling theoscillation motor300 based on the oscillation pattern data thus extracted in Step S41, and performs a rendered effect with sounds and/or lights based on rendered effect data corresponding to an oscillation mode.
Thus, since a rendered effect corresponding to an oscillation mode of the playingboard3a is performed, games do not become monotonous and interest therein can be improved. Furthermore, since an oscillation pattern is randomly determined, games do not become monotonous and interest therein can be improved.
In Step S47, theCPU81 ceases oscillation of the playingboard3a. More specifically, theCPU81 ceases the oscillation of the playingboard3a by stopping theoscillation motor300. Upon terminating the processing in Step S47, theCPU81 terminates the dice rolling processing.
FIG. 34B is a flowchart showing number of dots on dice detection processing.
In Step S71, theCPU81 determines whether identification data of the three dice has been received from theIC tag reader16. In the case of a YES determination, theCPU81 advances the processing to Step S73, and in the case of a NO determination, theCPU81 advances the processing to Step S75. More specifically, theCPU81 determines whether there are three sets of identification data, which areidentification data1 to3, in the IC tag data table (seeFIG. 21B) received from theIC tag reader16. In Step S73, theCPU81 determines the number of dots on the three dice. More specifically, theCPU81 determines the number of dots of the three dice by analyzing theidentification data1 to3. For example, in a case where the identification data is data as shown inFIG. 21B, the number of dice of which type is red is “six”, the number of dice of which type is white is “three”, and the number of dice of which type is black is “five”. Upon finishing the processing in Step S73, theCPU81 terminates the number of dots detection processing.
In Step S75, theCPU81 receives imaging data from the infrared camera. More specifically, theCPU81 receives the infrared camera imaging data table (seeFIG. 22B) for each of thedice70a,70b, and70c, from theinfrared camera15
In Step S77, theCPU81 determines numbers of dots on the dice. More specifically, theCPU81 determines positions of the dice on the playingboard3a based on the infrared camera imaging data table (seeFIG. 22B), determines types (colors) of the dice based on the infrared camera imaging data table (seeFIG. 22B) and the dot pattern data classification table (seeFIG. 23B), and determines numbers of the dice based on the infrared camera imaging data table (seeFIG. 22B) and the number of dots-dot pattern data table (seeFIG. 24B). This processing is executed for the threedice70a,70b, and70c. Upon terminating the processing in Step S77, theCPU81 terminates the number of dots detection processing.
Thus, even in a case where, for example, a die is inclined and the number of dots thereof cannot be identified by theIC tag reader16, since the number of dots can be determined using theinfrared camera15, the accuracy of detection and identification of numbers of dots can be improved.
Descriptions regarding the present embodiment have been provided above. Although a case has been described in which the number ofdice70 is three according to the present embodiment, the number of in the present invention is not limited to three and, for example, the number of the dice may be five.
In the present embodiment, although the controller of the present invention is described for a case of being configured from aCPU81 which themain controller80 includes and aCPU111 which thestation4 includes, the controller of the present invention may be configured by only a single CPU.
Although embodiments of the present invention are described above, they are merely exemplified specific examples, and the present invention is not particularly limited thereto. Specific configurations such as each means can modified appropriately. Moreover, it should be understood that the advantages described in association with the embodiments are merely a listing of most preferred advantages, and that the advantages of the present invention are by no means restricted to those described in connection with the embodiments.
Embodiments of the present invention will be described below with reference to the accompanying drawings.
Although described in detail later, as shown inFIG. 1C, theCPU81 starts a unit game, accepts a bet during a first predetermined time from each of a plurality oftouch panels35 respectively to a plurality of stations4 (Step S100), when the first predetermined time elapses (Step S200), accepts a bet for a subsequent game during a second predetermined time from each of a plurality of the touch panels35 (Step S300), and, when the second predetermined time elapses (Step S400), starts a subsequent game (Step S500).
FIG. 2C is a perspective view schematically showing an example of a gaming machine according to the embodiment of this invention.FIG. 3C is an enlarged view of a playing unit of the gaming machine shown inFIG. 2C. As shown inFIG. 2C, agaming machine1 according to the present embodiment includes ahousing2 as a main body portion, aplaying unit3 that is provided substantially at the center of the top face of thehousing2 and in which a plurality ofdice70 are rolled and stopped, a plurality ofstations4 disposed so as to surround theplaying unit3, and a dealer useddisplay210 that is positioned so as not to be visually recognizable by a player seated at eachstation4. Thestation4 includes animage display unit7. The player seated at eachstation4 can participate in a game by predicting numbers of dots on thedice70 and performing a normal bet input and a side bet input.
Thegaming machine1 includes ahousing2 as a main body portion, aplaying unit3 that is provided substantially at the center of the top face of thehousing2 and in which a plurality ofdice70 are rolled and stopped, and a plurality of stations4 (ten in this embodiment) disposed so as to surround theplaying unit3.
Thestation4 include a gamemedia receiving device5 into which game media such as medals to be used for playing the game are inserted, acontrol unit6, which is configured with multiple control buttons by which a player enters predetermined instructions, and animage display unit7, which displays images relating to a bet table. The player may participate in a game by operating thecontrol unit6 or the like while viewing the image displayed on theimage display unit7.
Apayout opening8, from which a player's game media are paid out, are provided on the sides of thehousing2 on which eachstation4 is provided. In addition, aspeaker9, which can output sound, is disposed on the upper right of theimage display unit7 on each of thestations4.
Acontrol unit6 is provided on the side part of theimage display unit7 on each of thestations4. As viewed from a position facing thestation4, in order from the left side are provided aselect button30, a payout (cash-out)button31, and ahelp button32.
Theselect button30 is a button that is pressed when confirming a bet operation after the bet operation is complete. Furthermore, in a case other than the bet operation, the button is pressed when a player confirms an input performed.
Thepayout button31 is a button which is usually pressed at the end of a game, and when thepayout button31 is pressed, game media corresponding to credits that the player has acquired is paid out from thepayout opening8.
Thehelp button32 is a button that is pressed in a case where a method of operating the game is unclear, and upon thehelp button32 being pressed, a help screen showing various kinds of operation information is displayed immediately thereafter on theimage display unit7.
Theplaying unit3 is configured so as to allow a plurality of dice to roll and stop. The present embodiment is configured to use three dice70 (dice70a,70b, and70c) at theplaying unit3.
Aspeaker221 and alamp222 are disposed around theplaying unit3. Thespeaker221 performs rendered effects by outputting sounds while thedice70 are being rolled. Thelamp222 performs rendered effects by emitting lights while thedice70 are being rolled.
Theplaying unit3 includes a playingboard3a, which is formed to be a circular shape, to roll and then stop thedice70. AnIC tag reader16, which is described later inFIGS. 6C to 9C, are provided below the playingboard3a.
Since the playingboard3a is formed to be substantially planar, as shown inFIG. 3C, thedice70 are rolled by oscillating the playingboard3a substantially in the vertical direction with respect to the horizontal direction of the playingboard3a. Then, thedice70 are stopped after the oscillation of the playingboard3a ceases. The playingboard3a is oscillated by a CPU81 (described later) driving anoscillating motor300.
Furthermore, as shown inFIG. 3C, theplaying unit3 is covered with acover member12 of which the entire upper area is made of a transparent acrylic material formed in a hemispherical shape, and regulates the rolling area of thedice70. In the present embodiment, aninfrared camera15 is provided at the top of thecover member12 to detect numbers of dots and the like (such as positions of thedice70 on the playingboard3a, types of thedice70, and numbers of dots of the dice70) of thedice70. Furthermore, thecover member12 is covered with a special film (not shown) which blocks infrared radiation. In this way when the numbers of dots of thedice70 on which an infrared absorption ink has been applied is detected with theinfrared camera15, false detection can be prevented that arises, for example, in a case where a blink rate of a light irradiated from a circumference of theplaying unit3 is fast.
FIG. 4C is an external perspective view of adie70. As shown inFIG. 4C, thedie70 is a cube of which the length of a side is 100 mm.
FIG. 5C is a development view of thedie70. As shown inFIG. 5C, the combinations of two faces opposing each other are “1 and 6”, “2 and 5”, and “3 and 4”.
FIGS. 6C to 9C show IC tag readable areas by anIC tag reader16 disposed below the playingboard3a.
Here, a way of reading information stored in the IC tag by theIC tag reader16 is described below.
TheIC tag reader16 is a non-contact type IC tag reader. For example, it is possible to read information stored in the IC tag by RFID (Radio Frequency Identification). The RFID system performs near field communication that reads and writes data stored in semi-conductor devices by an induction field or radio waves in a non-contact manner. In addition, since this technology is known conventionally and is described in Japanese Unexamined Patent Application Publication No. H8-21875, an explanation thereof is abbreviated.
In the present embodiment, a plurality of IC tags is read by a singleIC tag reader16. Under the abovementioned RFID system, an anti-collision function can be employed which can read a plurality of IC tags by a single reader. The anti-collision function includes FIFO (first in first out) type, multi-access type, and selective type, and communicates with a plurality of the IC tags sequentially. The FIFO type is a mode to communicate with a plurality of the IC tags sequentially in the order that each IC tag enters an area in which an antenna can communicate therewith. The multi-access type is a mode that is able to communicate with all the IC tags, even if there is a plurality of the IC tags simultaneously in the area in which an antenna can communicate with the IC tags. The selective type is a mode that is able to communicate with a specific IC tag among a plurality of the IC tags in the area in which an antenna can communicate therewith. By employing the abovementioned modes, it is possible to read a plurality of the IC tags with a single IC tag reader. In addition, reading the IC tags may not only be done by the non-contact type, but also a contact type. In addition, the IC tag reader is not limited thereto, and anything that is appropriately designed with the object of being read may be employed.
In the present embodiment, a readable area of theIC tag reader16 is 10 mm in substantially a vertical direction from substantially an entire horizontal face on the playingboard3a.
With reference toFIG. 6C, a face of the die70 (for example, a face of which the number of dots is six) is in contact with the playingboard3a. Furthermore, the IC tag is embedded substantially at the center of each face of the die70 (the IC tags for the faces on which the numbers of dots are “3” and “4” are not shown). AnIC tag51 is embedded substantially at the center of a face on which the number of dots is six. AnIC tag52 is embedded substantially at the center of a face on which the number of dots are five. AnIC tag53 is embedded substantially at the center of a face on which the number of dots is one. AnIC tag54 is embedded substantially at the center of a face on which the number of dots is two.
Here, only theIC tag51 exists in the readable area of theIC tag reader16. Therefore, the number of dots (in this case, “one”) of a face, opposing the face on which theIC tag51 is embedded, is determined as the number of dots of thedie70.
Furthermore, since the number of dots of a face, opposing a face on which an IC tag is embedded, is determined as the number of dots of the die70, “one” is stored, as data of the number of dots, in theIC tag51 on the face of which the number of dots is “six”. “Two” is stored, as data of the number of dots, in theIC tag52 on the face of which the number of dots is “five”. “Six” is stored, as data of the number of dots, in theIC tag53 on the face of which the number of dots is “one”. “Five” is stored, as data of the number of dots, in theIC tag54 on the face of which the number of dots is “two”. “Three” is stored, as data of the number of dots, in the IC tag (not shown) on the face of which the number of dots is “four”. Finally, “four” is stored, as data of the number of dots, in the IC tag (not shown) on the face of which the number of dots is “three”.
Furthermore, as described above, since a side of the die70 is 10 mm, it is not physically possible for anIC tag reader16 to detect more than one IC tag with respect to one die.
With reference toFIG. 7C, adie70 is inclined. However, since theIC tag51 still exists in the readable area of theIC tag reader16, the number of dots of the die70 is determined as “one”.
With respect toFIG. 8C, thedie70 is inclined at a greater angle than the case shown inFIG. 7C. Then, since there is no IC tag which exists in the readable area of theIC tag reader16, theIC tag reader16 cannot detect the number of dots of thedie70.
With reference toFIG. 9C, thedie70b is superimposed on thedie70a. In this case, neither of the IC tags55,56,57, and58, which are embedded in thedie70b, exists in the readable area of theIC tag reader16. Therefore, in this case, theIC tag reader16 cannot detect the number of dots of thedie70b.
FIG. 10C shows asheet140 attached to each face of thedie70.
As shown inFIG. 10C, on each face of the die70, thesheet140, to which infrared absorption ink is applied to identify the number of dots and the type of the die70, is provided so as to be covered by a sheet on which the number of dots is printed. According toFIG. 10C, the infrared absorption ink can be applied todots181,182,183,184,185,186, and187.
The number of dots of the die70 can be identified by a combination of the dots to which the infrared absorption ink is applied among thedots184,185,186, and187. In addition, the type of the die70 can be identified by a combination of the dots to which the infrared absorption ink is applied among thedots181,182, and183.
FIG. 11C shows an image in which thedice70, which comes to rest on the playingboard3a, are captured substantially in the vertically upward direction using aninfrared camera15.
With reference toFIG. 11C, dots to which the infrared absorption ink is applied on each of thedice70a,70b, and70c are captured in black. The type and the number of dots for each of thedice70a,70b, and70c are determined based on a combination of the dots to which the ink is applied. In addition, the playingboard3a is formed in a disc shape having a radius a, and each position of thedice70a,70b, and70c is detected as an x component and y component on an x-y coordinate.
FIG. 12C shows asheet150 which is attached to each face of thedice70.
As shown inFIG. 12C, acircular profile75 having a certain area on each face of thedice70 in common is depicted by way of applying the infrared absorption ink on each face of thedice70. Thesheet150 on which thecircular profile75 is depicted is provided so as to be covered by theabovementioned sheet140.
FIG. 13C shows an image in which thedie70, which comes to rest at a tilt on a playingboard3a, is captured substantially in the vertically upward direction using theinfrared camera15.
With reference toFIG. 13C, three faces of the die70 are captured. Therefore, it is necessary to distinguish the number of dots of which face is correct. Consequently, the number of dots having the largest area among the three faces is determined as the face that should be read. In a case of this distinction, the CPU (not shown) in theinfrared camera15 calculates the areas of thecircular profiles75 thus captured, and distinguishes the number of dots of the face on which thecircular profile75 having the largest area among the areas thus calculated is printed as the correct number of dots.
FIG. 14C shows an example of a display screen displayed on an image display unit. As shown inFIG. 14C, animage display unit7 is a touch-panel type of liquid crystal display, on the front surface of which atouch panel35 is attached, allowing a player to perform selection such as of icons displayed on aliquid crystal screen36 by contacting thetouch panel35, e.g., with a finger.
A table-type betting board (a bet screen)40 for predicting the number of dots of thedice70 is displayed in a game at a predetermined timing on theimage display unit7.
A detailed description is now provided regarding thebet screen40. On thebet screen40 are displayed a plurality ofnormal bet areas41 and aside bet area42. The plurality ofnormal bet areas41 includes anormal bet area41A, anormal bet area41B, anormal bet area41C, anormal bet area41D, anormal bet area41E, anormal bet area41F, anormal bet area41G, and anormal bet area41H. By contacting thetouch panel35, e.g., with a finger, thenormal bet area41 is designated, and by displaying chips in thenormal bet area41 thus designated, a normal bet operation is performed. Furthermore, by contacting thetouch panel35, e.g., with a finger, theside bet area42 is designated, and by displaying chips in theside bet area42 thus designated, a side bet operation is performed.
Aunit bet button43, are-bet button43E, a payoutresult display unit45, and a creditamount display unit46 are displayed at the right side of theside bet area42 in order from the left side.
The unitbet button unit43 is a group of buttons that are used by a player to bet chips on thenormal bet area41 and theside bet area42 designated by the player. The unitbet button unit43 is configured with four types of buttons including a 1bet button43A, a 5bet button43B, a 10bet button43C, and a 100bet button43D. It should be noted that in the case of an incorrect bet operation, the player can start a bet operation again by touching are-bet button43E.
Firstly, the player designates thenormal bet area41 or theside bet area42 using acursor47 by way of contacting thetouch panel35, e.g., with a finger. At this time, contacting the 1bet button43A, e.g., with a finger, allows for betting one chip at a time (number of chips to be bet increases one by one in the order of 1, 2, 3, every time the 1bet button43A is contacted, e.g., by a finger). Similarly, when contacting the 5bet button43B, e.g., with a finger, five chips at a time can be bet (number of chips to be bet increases five by five in the order of 5, 10, 15, every time the 5bet button43B is contacted, e.g., by a finger). Similarly, when contacting the 10bet button43C, e.g., with a finger, ten chips at a time can be bet (number of chips to be bet increases ten by ten in the order of 10, 20, 30, every time the 10bet button43C is contacted, e.g., by a finger). Similarly, when contacting the 100bet button43D, e.g., with a finger, a hundred chips at a time can be bet (number of chips to be bet increases hundred by hundred in the order of 100, 200, 300, . . . every time the 100bet button43D is contacted, e.g. by a finger). The number of chips bet up to the current time is displayed as achip mark48, and the number displayed on thechip mark48 indicates the number of bet chips.
The number of bet chips and payout credit amount for a player in a previous game are displayed in the payoutresult display unit45. The number calculated by subtracting the number of bet chips from the payout credit amount is a newly acquired credit amount for the player in the previous game.
The creditamount display unit46 displays the credit amount which the player possesses. The credit amount decreases according to the number of bet chips (1 credit amount for 1 chip) when the player bets chips. If the bet chips are entitled to an award and credits are paid out, the credit amount increases in accordance with the number of paid out chips. It should be noted that the game is over when the player's credit amount becomes zero.
Thenormal bet area41 in thebet screen40 is described next. Thenormal bet areas41A and41B are portions where the player places a bet on a predicted sum of dots appearing on thedice70A to70C. In other words, the player selects thenormal bet area41A if the predicted sum falls in a range of 4 to 10, or thenormal bet area41B if the predicted sum falls in a range of 11 to 17. Odds are set to 1:1 (2 chips are paid out for 1 chip bet).
Thenormal bet area41C is a portion where the player places a bet, predicting that twodice70 have the same number of dots. In other words, the player wins an award if one of the combinations occurs, such as (1, 1), (2, 2), (3, 3), (4, 4), (5, 5), and (6, 6), and the odds are set to 1:10.
Thenormal bet area41D is a portion where the player places a bet, predicting that all three dice have the same number of dots. In other words, the player wins an award if one of the combinations occurs, such as (1, 1, 1), (2, 2, 2), (3, 3, 3), (4, 4, 4), (5, 5, 5), and (6, 6, 6), and the odds are set to 1:30.
Thebet area41E is a portion where the player places a bet on a predicted number of dots appearing commonly on all three dice. In other words, the player places a bet on one of the combinations of (1, 1, 1), (2, 2, 2), (3, 3, 3), (4, 4, 4), (5, 5, 5), or (6, 6, 6), and the odds are set to 1:180.
Thenormal bet area41F is where the player places a bet, predicting a total, a summation of dots appearing on the three dice. Odds are set according to the occurrence frequency of the total. For example, if the total is 4 or 17, odds are set to 1:60; if the total is 5 or 16, odds are set to 1:30; if the total is 6 or 15, odds are set to 1:18; if the total is 7 or 14, odds are set to 1:12; if the total is 8 or 13, odds are set to 1:8; if the total is 9 or 12, odds are set to 1:7; and if the total is 10 or 11, odds are set to 1:6.
Thebet area41G is a portion where the player places a bet on predicted dots appearing on the two dice selected from the three, and the odds are set to 1:5.
Thenormal bet area41H is a region where the player places a bet on the number of dots appearing on thedice70, and the odds are set according to the number of dots of thedice70 matching the predicted number of dots.
FIG. 15C is a block diagram showing the internal configuration of the gaming machine shown inFIG. 2C. Amain control unit80 of thegaming machine1 includes amicrocomputer85, which is configured with aCPU81,ROM82,RAM83, and abus84 that transfers data therebetween.
TheCPU81 is connected with anoscillating motor300 via an. I/O interface90. Furthermore, theCPU81 is connected with atimer131, which can measure time via the I/O interface90. In addition, theCPU81 is connected with alamp222 via the I/O interface90. Thelamp222 emits various colors of light for performing various types of rendered effects, based on output signals from theCPU81. Furthermore, theCPU81 is connected with aspeaker221 via the I/O interface90 and asound output circuit231. Thespeaker221 emits various sound effects for performing various types of rendered effects, based on output signals from thesound output circuit231. Furthermore, the I/O interface90 is connected with the abovementionedinfrared camera15 and/or theIC tag reader16, thereby transmitting and receiving information in relation to the number of dots of the threedice70, which comes to rest on the playingboard3a, between theinfrared camera15 and/or theIC tag reader16.
Here, theoscillating motor300, theinfrared camera15, theIC tag reader16, thelamp222, thesound output circuit231, and thespeaker221 are provided within a singlecomposite unit220.
In addition, via acommunication interface95 connected to the I/O interface90, themain control unit80 transmits and receives data such as bet information, payout information, and the like to and from eachstation4, as well as data such as bet start instruction images, bet start instruction signals, and the like to and from the dealer useddisplay210.
Furthermore, the I/O interface90 is connected with ahistory display unit91, and themain control unit80 transmits and receives information in relation to the number of dots on the die, to and from thehistory display unit90.
ROM82 in themain control unit80 is configured to store a program for implementing basic functions of thegaming machine1; more specifically, a program for controlling various devices which drive the playingunit3, a program for controlling eachstation4, and the like, as well as a payout table, data indicating a predetermined time T, data indicating a specific value TT, and the like.
RAM83 is memory, which temporarily stores various types of data calculated byCPU81, and, for example, temporarily stores data bet information transmitted from eachstation4, information on respective number of dots that appear on thedice70 transmitted from theinfrared camera15 and/or theIC tag reader16, data relating to the results of processing executed byCPU81, and the like. A jackpot storage area is provided in theRAM83. In the jackpot storage area, the data indicating the number of playing media stored cumulatively is stored so as to correspond to each number of dots of matching dice. The data is provided to thestation4 at a predetermined timing, and a jackpot image is displayed.
TheCPU81 controls theoscillating motor300, which oscillates theplaying unit3, based on data and a program stored in theROM82 and theRAM83, and oscillates the playingboard3a of theplaying unit3. Furthermore, after oscillation of the playingboard3a ceases, a control processing associated with game progression, such as confirmation processing for confirming the number of dots on each of thedice70 resting on the playingboard3a.
In addition to the control processing described above, theCPU81 has a function of executing a game by transmitting and receiving data to and from eachstation4 so as to control eachstation4. More specifically, theCPU81 accepts bet information transmitted from eachstation4. Furthermore, theCPU81 performs win determination processing based on the number of dots on thedice70 and the bet information transmitted from eachstation4, and calculates the amount of an award paid out in eachstation4 with reference to the payout table stored in theROM82.
FIG. 16C is a block diagram showing the internal configuration of the station shown inFIG. 2C. Thestation4 includes amain body100 in which animage display unit7 and the like are provided, and a gamemedia receiving device5, which is attached to themain body100. Themain body100 further includes astation control unit110 and several peripheral devices.
Thestation control unit110 includes aCPU111,ROM112, andRAM113.
ROM112 stores a program for implementing basic functions of thestation4, other various programs needed to control thestation4, a data table, and the like.
Moreover, adecision button30, apayout button31, and ahelp button32 provided in thecontrol unit6 are connected to theCPU111, respectively. TheCPU111 controls the execution of various corresponding operations in accordance with manipulation signals, which are generated in response to each button pressed by a player. More specifically, theCPU111 executes various processing, based on input signals transmitted from thecontrol unit6 in response to a player's operation which has been inputted, and the data and programs stored in theROM112 andRAM113. Subsequently, theCPU111 transmits the results to theCPU81 in themain control unit80.
In addition, theCPU111 in themain control unit80 receives instruction signals from theCPU81, and controls peripheral devices which configure thestation4. TheCPU111 performs various kinds of processing based upon the input signals supplied from thecontrol unit6 and thetouch panel35, and the data and the programs stored in theROM112 and theRAM113. Then, theCPU111 controls the peripheral devices which configure thestation4 based on the results of the processing. It should be noted that the mode whereby processing is performed is set for each processing depending on the content of the processing. For example, the former approach is applied to payout processing of game media for respective numbers of dots appearing on the dice, and the latter approach is applied to bet operation processing by a player.
Furthermore, ahopper114, which is connected to theCPU111, pays out a predetermined amount of game media through thepayout opening8, receiving the instruction signals from theCPU111.
Moreover, theimage display unit7 is connected to theCPU111 via a liquidcrystal driving circuit120. The liquidcrystal driving circuit120 includes program ROM, image ROM, an image control CPU, work RAM, a video display processor (VDP), video RAM, and the like. Here, the program ROM stores an image control program with respect to the display functions of theimage display unit7, and various kinds of selection tables. The image ROM stores dot data for creating an image to be displayed on theimage display unit7, and dot data for displaying a jackpot image, for example. In addition, the image control CPU determines an image to be displayed on theimage display unit7, selected from the dot data previously stored in the image ROM according to the image control program previously stored in the program ROM based on parameters specified by theCPU111. The work RAM is configured as a temporary storage means when executing the image control program by the image control CPU. The VDP forms an image corresponding to the display contents determined by the image control CPU and outputs the resulting image on theimage display unit7. It should be noted that the video RAM is configured as a temporary storage device used by the VDP for creating an image.
As mentioned above, thetouch panel35 is attached to the front side of theimage display unit7, and the information related to operation on thetouch panel35 is transmitted to theCPU111. Thetouch panel35 detects an input operation by the player on abet screen40 and the like. More specifically, selection of thenormal bet area41 and theside bet area42 in thebet screen40, manipulation of thebet button unit43 and the like, are performed by touching thetouch panel35, and the information thereof is transmitted to theCPU111. Then, a player's bet information is stored in theRAM113 based on the information stored. Furthermore, the bet information is transmitted to theCPU81 in themain control unit80, and stored in a bet information storage area in theRAM83.
Moreover, asound output circuit126 and aspeaker9 are connected to theCPU111. Thespeaker9 emits various sound effects for performing various kinds of rendered effects, based on output signals from thesound output circuit126. In addition, the gamemedia receiving device5, into which game media such as coins or medals are inserted, is connected to theCPU111 via adata receiving unit127. Thedata receiving unit127 receives credit signals transmitted from the gamemedia receiving device5, and theCPU111 increases a player's credit amount stored in theRAM113 based on the credit signals transmitted.
Atimer130, which can measure time, is connected to theCPU111.
Agaming board60 includes a CPU (Central Processing Unit)61,ROM65 andboot ROM62, acard slot63S compatible with amemory card63, and anIC socket64S compatible with a GAL (Generic Array Logic)64, which are connected to one another via an internal bus.
Thememory card63 comprises nonvolatile memory such as compact flash (trademark) or the like, which stores a game program and a game system program.
Furthermore, thecard slot63S has a configuration that allows thememory card63 to be detachably inserted, and is connected to theCPU111 via an IDE bus. Such an arrangement allows the kinds or content of the game provided by thestation4 to be changed by performing the following operation. More specifically, thememory card63 is first extracted from thecard slot63S, and another game program and another game system program are written to thememory card63. Then, thememory card63 thus rewritten is inserted into thecard slot63S. In addition, the kinds or content of the games provided by thestation4 can be changed by replacing thememory card63 storing a game program and a game system program with anothermemory card63 storing another game program and game system program. The game program includes a program for advancing a game and the like. The game program also includes a program related to image data and sound data outputted during a game.
TheGAL64 is one type of PLD that has a fixed OR array structure. TheGAL64 includes multiple input ports and output ports and, upon receiving predetermined data via each input port, outputs output data that corresponds to the input data via the corresponding output port. In addition, anIC socket64S has a structure that allows theGAL64 to be detachably mounted, and is connected to theCPU111 via the PCI bus.
TheCPU61, theROM65, and theboot ROM62, which are connected to one another via the internal bus, are connected to theCPU111 via the PCI bus. The PCI bus performs signal transmission between theCPU111 and thegaming board60, as well as supplying electric power from theCPU111 to thegaming board60. TheROM65 stores country identification information and an authentication program. Theboot ROM62 stores a preliminary authentication program, a program (boot code) which instructs theCPU61 to start up the preliminary authentication program, etc.
The authentication program is a program (forgery check program) for authenticating the game program and the game system program. The authentication program is defined to follow the procedure (authentication procedure) for confirming and authenticating that the game program and the game system program, which are to be acquired after the authentication, have not been forged, i.e. the procedure for authenticating the game program and the game system program. The preliminary authentication program is a program for authenticating the aforementioned authentication program. The preliminary authentication program is defined to follow the procedure for verifying that the authentication program has not been forged, i.e. the procedure for authenticating the authentication program (authentication procedure).
An instruction image display determination table is described with reference toFIG. 17C.
In Steps S11 and S19 ofFIG. 31C, the instruction image display determination table is referred to by theCPU81 upon determining whether a bet start instruction image or a bet end instruction image is displayed on thedisplay screen210a of the dealer useddisplay210.
According to this table, “X” is data for indicating that the bet start instruction image and the like is not displayed on thedisplay screen210a, and “O” is data for indicating that the bet start instruction image and the like is displayed on thedisplay screen210a. For example, in a case in which a dealer belongs to an intermediate level, the bet start instruction image is not displayed on thedisplay screen210a, but the bet end instruction image is displayed on thedisplay screen210a. In addition, this table is stored in theROM82.
The bet existence determination table is described with reference toFIG. 18C.
TheCPU81 refers to this bet existence determination table upon determining for eachstation4 whether a bet operation is performed at eachstation4 in Step S31 ofFIG. 32C.
Data indicating whether the bet operation has been performed or not at each station number is stored in this table. “P” is data indicating that a bet operation was performed, and “A” is data indicating that a bet operation was not performed. In addition, this table is updated in every game, and stored in theRAM83.
An oscillation mode data table is described with reference toFIG. 19C.
TheCPU81 refers to this oscillation mode data table upon determining combination patterns of the oscillation modes of the playingboard3a. In addition, this table is stored in theROM82.
According to this table, in a case of apattern3, the roll ofdice70 is performed in the order of a small oscillation for six seconds, a large oscillation for four seconds, and a subtle oscillation for five seconds. Here, the order of oscillation amplitude of the playingboard3a is equal to large oscillation>small oscillation>subtle oscillation. It should be noted that the oscillation speed for the large oscillation, the small oscillation, and the subtle oscillation are all the same speed. Furthermore, the small oscillation is enough to be able to roll a die, the large oscillation is enough to jump a die, and the subtle oscillation is enough to level off a die that comes to rest at a tilt.
A rendered effect table is described with reference toFIG. 20C.
TheCPU81 refers to this rendered effect table upon determining rendered effect data in response to an oscillation pattern of the playingboard3a in Step S43 ofFIG. 33C. In addition, this table is stored in theROM82.
According to this table, oscillation modes correspond to sound types and, for example, in the case of a large oscillation, “sound2” is determined. For example, in the case of “sound2”, the sound indicating that a die jumps is outputted from thespeaker221.
It should be noted that, by way of associating an oscillation mode with a certain type of emitted light, rendered effects with a light emitting mode associated with an oscillation mode may be performed by lighting or flashing of thelamp222.
An IC tag data table is described with reference toFIG. 21C.
The IC tag data table is a table showing data asidentification data1 to3 which is created by theCPU81 based on the results of the type of dice and the number of dots on the dice, when information stored in IC tags embedded in thedice70a,70b, and70c is detected by theIC tag reader16.
According to this table, for example, when an IC tag embedded in each die is detected in the order of70c,70a, and70b, by theIC tag reader16, thedie70c is associated withidentification data1 of which the type is “red” and the number of dots is “six”, thedie70a is associated withidentification data2 of which the type is “white” and the number of dots is “three”, and thedie70b is associated withidentification data3 of which the type is “black” and the number of dots is “five”.
On the other hand, when three dice are not detected, for example, in a case where only two dice are detected, identification data is created for only 2 sets,identification data1 and2.
In addition, the data table is transmitted from theIC tag reader16 to theCPU81, and then theCPU81 receives it to analyze the number of dots on a die and the like.
An infrared camera capturing data table is described with reference toFIG. 22C.
The infrared camera capturing data table is a data table showing dot patterns of the infrared absorption inks applied to thedice70 and location data of thedice70 on the playingboard3a.
For example, regarding thedie70a shown inFIG. 11C, in the infrared camera capturing data table, the CPU (not shown) inside theinfrared camera15 stores −50 for X and 55 for Y as location data, stores “O” for181,182,184,186, and187, to which the infrared absorption inks are being applied, and stores “X” for183 and185, which are not being applied. The same is true of thedice70b and70c.
On the other hand, as shown inFIG. 13C, in a case where a plurality of faces of thedice70 is captured, the number of dots cannot be specified uniquely. In this case, the CPU (not shown) inside theinfrared camera15 calculates the area of theprofiles75 on the plurality of faces thus captured, and generates the infrared camera capturing data table based on the dot patterns on the face that has a maximum area.
Therefore, even if thedice70 come to rest at a tilt and a plurality of faces of thedice70 is captured, the number of dots can be specified uniquely.
In addition, this data table is transmitted from theinfrared camera15 to theCPU81, and then theCPU81 receives it to analyze the number of dots on a die and the like.
A dot pattern data classification table is described with reference toFIG. 23C.
According to this table, colors as the classification for thedice70 are set so as to correspond to dot combinations to which the infrared absorption ink is applied, among theabovementioned dots181 to183 inFIG. 10C. “O” indicates that the infrared absorption ink is applied to the dot, and “X” indicates that the infrared absorption ink is not applied to the dot.
For example, in a case where the infrared camera capturing data table described inFIG. 22C is transmitted to theCPU81, theCPU81 determines the classification of thedice70 as “red” by comparing the infrared camera capturing data table with the dot pattern data classification table.
A number of dots-dot pattern data table is described with reference toFIG. 24C.
According to this table, numbers as the number of dots on thedice70 are set so as to correspond to dot combinations to which the infrared absorption ink is applied, among theabovementioned dots184 to187 inFIG. 10C. “O” indicates that the infrared absorption ink is applied to the dot, and “X” indicates that the infrared absorption ink is not applied to the dot.
For example, in a case where the infrared camera capturing data table shown inFIG. 22C is transmitted from theinfrared camera15 to theCPU81, theCPU81 determines the number of dots on thedice70 as “five” by comparing the infrared camera capturing data table thus received with the dot pattern data classification table.
A bet start instruction image is described with reference toFIG. 25C.
The bet start instruction image is displayed by theCPU81 on thedisplay screen210a of the dealer useddisplay210 before theCPU81 accepts a bet from eachstation4.
This bet start instruction image instructs a dealer to touch a “bet start” button. When atouch panel211 detects that the dealer has touched the “bet start” button, thetouch panel211 transmits a bet start instruction signal to theCPU81 via acommunication interface95.
A bet end not recommended image is described with reference toFIG. 26C.
This bet end not recommended image is displayed by theCPU81 on thedisplay screen210a of the dealer useddisplay210 while theCPU81 accepts a bet from eachstation4.
This bet end not recommended image instructs the dealer not to touch a “bet end” button.
A bet end instruction image is described with reference toFIG. 27C.
The bet end instruction image is displayed by theCPU81 on thedisplay screen210a of the dealer useddisplay210 after elapse of a predetermined time from when theCPU81 starts accepting a bet from eachstation4.
This bet end instruction image instructs the dealer to touch the “bet end” button. When thetouch panel211 detects that the dealer has touched the “bet end” button, thetouch panel211 transmits a bet end instruction signal to theCPU81 via thecommunication interface95.
A display example on theimage display unit7 of eachstation4 is described with reference toFIG. 28C.
An image shown inFIG. 28C is configured to report to eachstation4 that accepting of bets has ended. A player can recognize that the accepting of bets has ended by confirming that a message “NO MORE BETS” is displayed.
A display example on theimage display unit7 of eachstation4 is described with reference toFIG. 29C.
The image shown inFIG. 29C is configured to report to thestation4 in which a bet was not placed that a bet can be placed on a subsequent game. A player can recognize that a bet on the subsequent game is possible by confirming that a message “ABLE TO PLACE THE BET FOR THE NEXT GAME” is displayed.
Subsequently, with reference toFIGS. 30C to 34C, processing performed in the main control unit of a gaming machine according to the present embodiment is described.
FIG. 30C is a flowchart showing dice game execution processing. Initially, in Step S1, theCPU81 executes bet processing, which is described later inFIG. 31C, and in Step S3, theCPU81 executes dice rolling processing, which is described later inFIG. 33C. In Step S5, theCPU81 executes number of dots on dice detection processing, which is described later inFIG. 34C and, inStep7, executes payout processing corresponding to the number of dots, and then the flow returns to Step1.
FIG. 31C is a flowchart showing bet processing.
In Step S11, theCPU81 displays the bet start instruction image (seeFIG. 25C) on thedisplay screen210a of the dealer useddisplay210. It should be noted that, whether or not the bet start instruction image is displayed may be determined according to a dealer's level with reference to the instruction image display determination (seeFIG. 17C).
Thus, according to the dealer's level, it becomes possible to determine whether the bet start instruction image is displayed on thedisplay screen210a of the dealer useddisplay210.
In Step S13, theCPU81 determines whether the bet start instruction signal has been received from thetouch panel211 disposed on the dealer useddisplay210. In the case of a NO determination, theCPU81 returns the processing to Step S13, and in the case of a YES determination, theCPU81 advances the processing to Step S15.
In Step S15, theCPU81 transmits the bet start signal to each of thestations4. When the bet start signal is received, bet placement can be performed at eachstation4.
In Step S17, the CPU106 determines whether or not a predetermined time has elapsed. More specifically, theCPU81 starts to measure a predetermined lapse of time t by thetimer131, compares the predetermined lapse of time t with a predetermined time T1 stored in theROM82, and determines whether the predetermined lapse of time t measured by thetimer131 has reached the predetermined time T1. In the case of a NO determination, theCPU81 returns the processing to Step S17, and in the case of a YES determination, theCPU81 advances the processing to Step S19.
In Step S19, theCPU81 displays the bet end instruction image (seeFIG. 27C) on thedisplay screen210a of the dealer useddisplay210. It should be noted that, whether or not the bet end instruction image is displayed may be determined according to a dealer's level with reference to the instruction image display determination (seeFIG. 17C).
In Step S21, theCPU81 determines whether the bet end instruction signal has been received from thetouch panel211 disposed on the dealer useddisplay210. In the case of a NO determination, theCPU81 returns the processing to Step S21, and in the case of a YES determination, theCPU81 advances the processing to Step S23.
In Step S23, theCPU81 transmits the bet end signal to eachstation4. When the bet end signal is received, bet placement cannot be accepted at eachstation4, and then theCPU111 inside thestation control unit110 displays an image which reports on theimage display unit7 that an accepting of bet placement has been terminated (FIG. 28C).
In Step S25, theCPU81 receives bet information from eachstation4. The bet information relates to a normal bet input and a side bet input performed at eachstation4. In addition, the bet information includes information indicating whether bet placement has been performed or not which is included in the bet existence determination table (FIG. 18C). Upon terminating the processing of Step S25, theCPU81 terminates the bet processing.
With the bet processing of the present embodiment, even an inexperienced dealer can perform start operations for bet placement and end operations according to instructional images.
FIG. 32C is a flowchart showing subsequent game bet processing.
The subsequent game bet processing is started by theCPU81 and executed parallel to the dice rolling processing inFIG. 30C when the bet processing described inFIG. 31C is terminated. Therefore, placing a bet on the subsequent game becomes possible even during the dice rolling after termination of the bet processing.
In Step S31, theCPU81 determines whether bet placement has been performed for eachstation4. More specifically, theCPU81 distinguishes stations at which bet placement has been performed from stations at which bet placement has not been performed with reference to the bet existence determination table (FIG. 18C).
In Step S33, theCPU81 transmits a bet start signal for a subsequent game to thestations4 at which bet placement has not been performed. When thestation4 receives the bet start signal for a subsequent game, theCPU111 inside thestation control unit110 displays an image which reports that bet placement for a subsequent game is possible (FIG. 29C) on theimage display unit7.
Thus, even during a game, a player who has not participated in the game can place a bet on a subsequent game.
In Step S35, theCPU81 determines whether or not a predetermined time has elapsed. More specifically, theCPU81 starts to measure a predetermined lapse of time t by thetimer131, compares the predetermined lapse of time t with a predetermined time T2 stored in theROM82, and determines whether the predetermined lapse of time t measured by thetimer131 has reached the predetermined time T2. In the case of a NO determination, theCPU81 returns the processing to Step S35, and in the case of a YES determination, theCPU81 advances the processing to Step S37.
In Step S37, theCPU81 transmits a bet end signal to thestation4 at which the bet start signal for a subsequent game has been received. When thestation4 receives the bet end signal, the player cannot place a bet on a subsequent game, and theCPU81 terminates acceptance of bet placement for a subsequent game. Upon terminating the process in Step S37, theCPU81 terminates the subsequent game bet processing.
FIG. 33C is a flowchart showing dice rolling processing.
In Step S41, theCPU81 extracts an oscillation pattern (combinations of oscillation modes) data from theROM82. More specifically, theCPU81 refers to an oscillation mode data table (seeFIG. 19C) and extracts the oscillation pattern data at random.
In Step S43, theCPU81 extracts a rendered effect corresponding to an oscillation mode from theROM82. More specifically, theCPU81 refers to the rendered effect table (seeFIG. 20C) and extracts rendered effect data corresponding to an oscillation mode based on an oscillation pattern data thus extracted in Step S41.
In Step S45, theCPU81 oscillates the playingboard3a and performs a rendered effect. More specifically, theCPU81 oscillates the playingboard3a by controlling theoscillation motor300 based on the oscillation pattern data thus extracted in Step S41, and performs a rendered effect with sounds and/or lights based on rendered effect data corresponding to an oscillation mode.
Thus, since a rendered effect corresponding to an oscillation mode of the playingboard3a is performed, games do not become monotonous and interest therein can be improved. Furthermore, since an oscillation pattern is randomly determined, games do not become monotonous and interest therein can be improved.
In Step S47, theCPU81 ceases oscillation of the playingboard3a. More specifically, theCPU81 ceases the oscillation of the playingboard3a by stopping theoscillation motor300. Upon terminating the processing in Step S47, theCPU81 terminates the dice rolling processing.
FIG. 34C is a flowchart showing number of dots on dice detection processing.
In Step S71, theCPU81 determines whether identification data of the three dice has been received from theIC tag reader16. In the case of a YES determination, theCPU81 advances the processing to Step S73, and in the case of a NO determination, theCPU81 advances the processing to Step S75. More specifically, theCPU81 determines whether there are three sets of identification data, which areidentification data1 to3, in the IC tag data table (seeFIG. 21C) received from theIC tag reader16. In Step S73, theCPU81 determines the number of dots on the three dice. More specifically, theCPU81 determines the number of dots of the three dice by analyzing theidentification data1 to3. For example, in a case where the identification data is data as shown inFIG. 21C, the number of dice of which type is red is “six”, the number of dice of which type is white is “three”, and the number of dice of which type is black is “five”. Upon finishing the processing in Step S73, theCPU81 terminates the number of dots detection processing.
In Step S75, theCPU81 receives capturing data from the infrared camera. More specifically, theCPU81 receives the infrared camera capturing data table (seeFIG. 22C) for each of thedice70a,70b, and70c, from theinfrared camera15
In Step S77, theCPU81 determines numbers of dots on the dice. More specifically, theCPU81 determines positions of the dice on the playingboard3a based on the infrared camera capturing data table (seeFIG. 22C), determines types (colors) of the dice based on the infrared camera capturing data table (seeFIG. 22C) and the dot pattern data classification table (seeFIG. 23C), and determines numbers of the dice based on the infrared camera capturing data table (seeFIG. 22C) and the number of dots-dot pattern data table (seeFIG. 24C). This processing is executed for the threedice70a,70b, and70c. Upon terminating the processing in Step S77, theCPU81 terminates the number of dots detection processing.
Thus, even in a case where, for example, a die is inclined and the number of dots thereof cannot be identified by theIC tag reader16, since the number of dots can be determined using theinfrared camera15, the accuracy of detection and identification of numbers of dots can be improved.
Descriptions regarding the present embodiment have been provided above. Although a case has been described in which the number ofdice70 is three according to the present embodiment, the number of in the present invention is not limited to three and, for example, the number of the dice may be five.
In the present embodiment, although the controller of the present invention is described for a case of being configured from aCPU81 which themain controller80 includes and aCPU111 which thestation4 includes, the controller of the present invention may be configured by only a single CPU.
Although embodiments of the present invention are described above, they are merely exemplified specific examples, and the present invention is not particularly limited thereto. Specific configurations such as each means can modified appropriately. Moreover, it should be understood that the advantages described in association with the embodiments are merely a listing of most preferred advantages, and that the advantages of the present invention are by no means restricted to those described in connection with the embodiments.
Embodiments of the present invention will be described below with reference to the accompanying drawings.
Although details are described later, as shown inFIG. 1D, aCPU81 sets a bet time for accepting a bet by a plurality oftouch panels35 that are provided to a plurality of stations4 (Step S100), accepts a bet from each of the plurality of touch panels35 (Step S200), determines whether a game start signal has been received from astation4 provided with atouch panel35 that has received a bet among the plurality of touch panels35 (Step S300), shortens the bet time in a case of accepting the game start signal (Step S400), determines whether or not the bet time has elapsed (Step S500), and starts a game when the bet time has elapsed (Step S600).
FIG. 2D is a perspective view schematically showing an example of a gaming machine according to the embodiment of this invention.FIG. 3D is an enlarged view of a playing unit of the gaming machine shown inFIG. 2D. As shown inFIG. 2D, agaming machine1 according to the present embodiment includes ahousing2 as a main body portion, aplaying unit3 that is provided substantially at the center of the top face of thehousing2 and in which a plurality ofdice70 are rolled and stopped, a plurality ofstations4 disposed so as to surround theplaying unit3, and a dealer useddisplay210 that is positioned so as not to be visually recognizable by a player seated at eachstation4. Thestation4 includes animage display unit7. The player seated at eachstation4 can participate in a game by predicting numbers of dots on thedice70 and performing a normal bet input and a side bet input.
Thegaming machine1 includes ahousing2 as a main body portion, aplaying unit3 that is provided substantially at the center of the tap face of thehousing2 and in which a plurality ofdice70 are rolled and stopped, and a plurality of stations4 (ten in this embodiment) disposed so as to surround theplaying unit3.
Thestation4 include a gamemedia receiving device5 into which game media such as medals to be used for playing the game are inserted, acontrol unit6, which is configured with multiple control buttons by which a player enters predetermined instructions, and animage display unit7, which displays images relating to a bet table. The player may participate in a game by operating thecontrol unit6 or the like while viewing the image displayed on theimage display unit7.
Apayout opening8, from which a player's game media are paid out, are provided on the sides of thehousing2 on which eachstation4 is provided. In addition, aspeaker9, which can output sound, is disposed on the upper right of theimage display unit7 on each of thestations4.
Acontrol unit6 is provided on the side part of theimage display unit7 on each of thestations4. As viewed from a position facing thestation4, in order from the left side are provided aselect button30, a payout (cash-out)button31, and ahelp button32.
Theselect button30 is a button that is pressed when confirming a bet operation after the bet operation is complete. Furthermore, in a case other than the bet operation, the button is pressed when a player confirms an input performed.
Thepayout button31 is a button which is usually pressed at the end of a game, and when thepayout button31 is pressed, game media corresponding to credits that the player has acquired is paid out from thepayout opening8.
Thehelp button32 is a button that is pressed in a case where a method of operating the game is unclear, and upon thehelp button32 being pressed, a help screen showing various kinds of operation information is displayed immediately thereafter on theimage display unit7.
Theplaying unit3 is configured so as to allow a plurality of dice to roll and stop. The present embodiment is configured to use three dice70 (dice70a,70b, and70c) at theplaying unit3.
Aspeaker221 and alamp222 are disposed around theplaying unit3. Thespeaker221 performs rendered effects by outputting sounds while thedice70 are being rolled. Thelamp222 performs rendered effects by emitting lights while thedice70 are being rolled.
As shown inFIG. 3D, theplaying unit3 includes a playingboard3a, which is formed to be a circular shape, and causes thedice70 to roll and ultimately come to rest. AnIC tag reader16, which is described later inFIGS. 6D to 9D, are provided below the playingboard3a.
Since the playingboard3a is formed to be substantially planar, thedice70 are rolled by oscillating the playingboard3a substantially in the vertical direction with respect to the horizontal direction of the playingboard3a. Then, thedice70 are stopped after the oscillation of the playingboard3a ceases. The playingboard3a is oscillated by a CPU81 (described later) driving anoscillating motor300.
Furthermore, as shown inFIG. 3D, theplaying unit3 is covered with acover member12 of which the entire upper area is made of a transparent acrylic material formed in a hemispherical shape, and regulates the rolling area of thedice70. In the present embodiment, aninfrared camera15 is provided at the top of thecover member12 to detect numbers of dots and the like (such as positions of thedice70 on the playingboard3a, types of thedice70, and numbers of dots of the dice70) of thedice70. Furthermore, thecover member12 is covered with a special film (not shown) which blocks infrared radiation. In this way when the numbers of dots of thedice70 on which an infrared absorption ink has been applied is detected with theinfrared camera15, false detection can be prevented that arises, for example, in a case where a blink rate of a light irradiated from a circumference of theplaying unit3 is fast.
FIG. 4D is an external perspective view of adie70. As shown inFIG. 4D, thedie70 is a cube of which the length of a side is 100 mm.
FIG. 5D is a development view of thedie70. As shown, inFIG. 5D, the combinations of two faces opposing each other are “1 and 6”, “2 and 5”, and “3 and 4”.
FIGS. 6D to 9D show IC tag readable areas by anIC tag reader16 disposed below the playingboard3a.
Here, a way of reading information stored in the IC tag by theIC tag reader16 is described below.
TheIC tag reader16 is a non-contact type IC tag reader. For example, it is possible to read information stored in the IC tag by RFID (Radio Frequency Identification). The RFID system performs near field communication that reads and writes data stored in semi-conductor devices by an induction field or radio waves in a non-contact manner. In addition, since this technology is known conventionally and is described in Japanese Unexamined Patent Application Publication No. H8-21875, an explanation thereof is abbreviated.
In the present embodiment, a plurality of IC tags is read by a singleIC tag reader16. Under the abovementioned RFID system, an anti-collision function can be employed which can read a plurality of IC tags by a single reader. The anti-collision function includes FIFO (first in first out) type, multi-access type, and selective type, and communicates with a plurality of the IC tags sequentially. The FIFO type is a mode to communicate with a plurality of the IC tags sequentially in the order that each IC tag enters an area in which an antenna can communicate therewith. The multi-access type is a mode that is able to communicate with all the IC tags, even if there is a plurality of the IC tags simultaneously in the area in which an antenna can communicate with the IC tags. The selective type is a mode that is able to communicate with a specific IC tag among a plurality of the IC tags in the area in which an antenna can communicate therewith. By employing the abovementioned modes, it is possible to read a plurality of the IC tags with a single IC tag reader. In addition, reading the IC tags may not only be done by the non-contact type, but also a contact type. In addition, the IC tag reader is not limited thereto, and anything that is appropriately designed with the object of being read may be employed.
In the present embodiment, a readable area of theIC tag reader16 is 10 mm in substantially a vertical direction from substantially an entire horizontal face on the playingboard3a.
With reference toFIG. 6D, a face of the die70 (for example, a face of which the number of dots is six) is in contact with the playingboard3a. Furthermore, the IC tag is embedded substantially at the center of each face of the die70 (the IC tags for the faces on which the numbers of dots are “3” and “4” are not shown). AnIC tag51 is embedded substantially at the center of a face on which the number of dots is six. AnIC tag52 is embedded substantially at the center of a face on which the number of dots are five. AnIC tag53 is embedded substantially at the center of a face on which the number of dots is one. AnIC tag54 is embedded substantially at the center of a face on which the number of dots is two.
Here, only theIC tag51 exists in the readable area of theIC tag reader16. Therefore, the number of dots (in this case, “one”) of a face, opposing the face on which theIC tag51 is embedded, is determined as the number of dots of thedie70.
Furthermore, since the number of dots of a face, opposing a face on which an IC tag is embedded, is determined as the number of dots of the die70, “one” is stored, as data of the number of dots, in theIC tag51 on the face of which the number of dots is “six”. “Two” is stored, as data of the number of dots, in theIC tag52 on the face of which the number of dots is “five”. “Six” is stored, as data of the number of dots, in theIC tag53 on the face of which the number of dots is “one”. “Five” is stored, as data of the number of dots, in theIC tag54 on the face of which the number of dots is “two”. “Three” is stored, as data of the number of dots, in the IC tag (not shown) on the face of which the number of dots is “four”. Finally, “four” is stored, as data of the number of dots, in the IC tag (not shown) on the face of which the number of dots is “three”.
Furthermore, as described above, since a side of the die70 is 10 mm, it is not physically possible for anIC tag reader16 to detect more than one IC tag with respect to one die.
With reference toFIG. 7D, adie70 is inclined. However, since theIC tag51 still exists in the readable area of theIC tag reader16, the number of dots of the die70 is determined as “one”.
With respect toFIG. 8D, thedie70 is inclined at a greater angle than the case shown inFIG. 7D. Then, since there is no IC tag which exists in the readable area of theIC tag reader16, theIC tag reader16 cannot detect the number of dots of thedie70.
With reference toFIG. 9D, thedie70b is superimposed on thedie70a. In this case, neither of the IC tags55,56,57, and58, which are embedded in thedie70b, exists in the readable area of theIC tag reader16. Therefore, in this case, theIC tag reader16 cannot detect the number of dots of thedie70b.
FIG. 10D shows asheet140 attached to each face of thedie70.
As shown inFIG. 10D, on each face of the die70, thesheet140, to which infrared absorption ink is applied to identify the number of dots and the type of the die70, is provided so as to be covered by a sheet on which the number of dots is printed. According toFIG. 10D, the infrared absorption ink can be applied todots181,182,183,184,185,186, and187.
The number of dots of the die70 can be identified by a combination of the dots to which the infrared absorption ink is applied among thedots184,185,186, and187. In addition, the type of the die70 can be identified by a combination of the dots to which the infrared absorption ink is applied among thedots181,182, and183.
FIG. 11D shows an image in which thedice70, which comes to rest on the playingboard3a, are captured substantially in the vertically upward direction using aninfrared camera15.
With reference toFIG. 11D, dots to which the infrared absorption ink is applied on each of thedice70a,70b, and70c are captured in black. The type and the number of dots for each of thedice70a,70b, and70c are determined based on a combination of the dots to which the ink is applied. In addition, the playingboard3a is formed in a disc shape having a radius a, and each position of thedice70a,70b, and70c is detected as an x component and y component on an x-y coordinate.
FIG. 12D shows asheet150 which is attached to each face of thedice70.
As shown inFIG. 12D, acircular profile75 having a certain area on each face of thedice70 in common is depicted by way of applying the infrared absorption ink on each face of thedice70. Thesheet150 on which thecircular profile75 is depicted is provided so as to be covered by theabovementioned sheet140.
FIG. 13D shows an image in which thedie70, which comes to rest at a tilt on a playingboard3a, is captured substantially in the vertically upward direction using theinfrared camera15.
With reference toFIG. 13D, three faces of the die70 are captured. Therefore, it is necessary to distinguish the number of dots of which face is correct. Consequently, the number of dots having the largest area among the three faces is determined as the face that should be read. In a case of this distinction, the CPU (not shown) in theinfrared camera15 calculates the areas of thecircular profiles75 thus captured, and distinguishes the number of dots of the face on which thecircular profile75 having the largest area among the areas thus calculated is printed as the correct number of dots.
FIG. 14D shows an example of a display screen displayed on an image display unit. As shown inFIG. 14D, animage display unit7 is a touch-panel type of liquid crystal display, on the front surface of which atouch panel35 is attached, allowing a player to perform selection such as of icons displayed on aliquid crystal screen36 by contacting thetouch panel35, e.g., with a finger.
A table-type betting board (a bet screen)40 for predicting the number of dots of thedice70 is displayed in a game at a predetermined timing on theimage display unit7.
A detailed description is now provided regarding thebet screen40. On thebet screen40 are displayed a plurality ofnormal bet areas41 and aside bet area42. The plurality ofnormal bet areas41 includes anormal bet area41A, anormal bet area41B, anormal bet area41C, anormal bet area41D, anormal bet area41E, anormal bet area41F, anormal bet area41G, and anormal bet area41H. By contacting thetouch panel35, e.g., with a finger, thenormal bet area41 is designated, and by displaying chips in thenormal bet area41 thus designated, a normal bet operation is performed. Furthermore, by contacting thetouch panel35, e.g., with a finger, theside bet area42 is designated, and by displaying chips in theside bet area42 thus designated, a side bet operation is performed.
Aunit bet button43, are-bet button43E, a payoutresult display unit45, a creditamount display unit46, and astart button49 are displayed at the right side of theside bet area42 in order from the left side.
The unitbet button unit43 is a group of buttons that are used by a player to bet chips on thenormal bet area41 and theside bet area42 designated by the player. The unitbet button unit43 is configured with four types of buttons including a 1bet button43A, a 5bet button43B, a 10bet button43C, and a 100bet button43D. It should be noted that in the case of an incorrect bet operation, the player can start a bet operation again by touching are-bet button43E. Furthermore, thestart button49 is a button for transmitting a game start signal when a player ends a bet operation. The bet operation of the player is performed within a predetermined bet time (for example, 60 seconds). More specifically, at first, the player designates thenormal bet area41 or theside bet area42 using acursor47 by way of contacting thetouch panel35, e.g., with a finger. At this time, contacting the 1bet button43A, e.g., with a finger, allows for betting one chip at a time (number of chips to be bet increases one by one in the order of 1, 2, 3, every time the 1bet button43A is contacted, e.g., by a finger). Similarly, when contacting the 5bet button43B, e.g., with a finger, five chips at a time can be bet (number of chips to be bet increases five by five in the order of 5, 10, 15, every time the 5bet button43B is contacted, e.g., by a finger). Similarly, when contacting the 10bet button43C, e.g., with a finger, ten chips at a time can be bet (number of chips to be bet increases ten by ten in the order of 10, 20, 30, every time the 10bet button43C is contacted, e.g., by a finger). Similarly, when contacting the 100bet button43D, e.g., with a finger, a hundred chips at a time can be bet (number of chips to be bet increases hundred by hundred in the order of 100, 200, 300, . . . every time the 100bet button43D is contacted, e.g. by a finger). The number of chips bet up to the current time is displayed as achip mark48, and the number displayed on thechip mark48 indicates the number of bet chips. Then, the player ends the bet operation by contacting thestart button49.
The number of bet chips and payout credit amount for a player in a previous game are displayed in the payoutresult display unit45. The number calculated by subtracting the number of bet chips from the payout credit amount is a newly acquired credit amount for the player in the previous game.
The creditamount display unit46 displays the credit amount which the player possesses. The credit amount decreases according to the number of bet chips (1 credit amount for 1 chip) when the player bets chips. If the bet chips are entitled to an award and credits are paid out, the credit amount increases in accordance with the number of paid out chips. It should be noted that the game is over when the player's credit amount becomes zero.
Thenormal bet area41 in thebet screen40 is described next. Thenormal bet areas41A and41B are portions where the player places a bet on a predicted sum of dots appearing on thedice70A to70C. In other words, the player selects thenormal bet area41A if the predicted sum falls in a range of 4 to 10, or thenormal bet area41B if the predicted sum falls in a range of 11 to 17. Odds are set to 1:1 (2 chips are paid out for 1 chip bet).
Thenormal bet area41C is a portion where the player places a bet, predicting that twodice70 have the same number of dots. In other words, the player wins an award if one of the combinations occurs, such as (1, 1), (2, 2), (3, 3), (4, 4), (5, 5), and (6, 6), and the odds are set to 1:10.
Thenormal bet area41D is a portion where the player places a bet, predicting that all three dice have the same number of dots. In other words, the player wins an award if one of the combinations occurs, such as (1, 1, 1), (2, 2, 2), (3, 3, 3), (4, 4, 4), (5, 5, 5), and (6, 6, 6), and the odds are set to 1:30.
Thebet area41E is a portion where the player places a bet on a predicted number of dots appearing commonly on all three dice. In other words, the player places a bet on one of the combinations of (1, 1), (2, 2, 2), (3, 3, 3), (4, 4, 4), (5, 5, 5), or (6, 6, 6), and the odds are set to 1:180.
Thenormal bet area41F is where the player places a bet, predicting a total, a summation of dots appearing on the three dice. Odds are set according to the occurrence frequency of the total. For example, if the total is 4 or 17, odds are set to 1:60; if the total is 5 or 16, odds are set to 1:30; if the total is 6 or 15, odds are set to 1:18; if the total is 7 or 14, odds are set to 1:12; if the total is 8 or 13, odds are set to 1:8; if the total is 9 or 12, odds are set to 1:7; and if the total is 10 or 11, odds are set to 1:6.
Thebet area41G is a portion where the player places a bet on predicted dots appearing on the two dice selected from the three, and the odds are set to 1:5.
Thenormal bet area41H is a region where the player places a bet on the number of dots appearing on thedice70, and the odds are set according to the number of dots of thedice70 matching the predicted number of dots.
FIG. 15D is a block diagram showing the internal configuration of the gaming machine shown inFIG. 2D. Amain control unit80 of thegaming machine1 includes amicrocomputer85, which is configured with aCPU81,ROM82,RAM83, and abus84 that transfers data therebetween.
TheCPU81 is connected with anoscillating motor300 via an I/O interface90. In addition, theCPU81 is connected with alamp222 via the I/O interface90. Thelamp222 emits various colors of light for performing various types of rendered effects, based on output signals from theCPU81. Furthermore, theCPU81 is connected with aspeaker221 via the I/O interface90 and asound output circuit231. Thespeaker221 emits various sound effects for performing various types of rendered effects, based on output signals from thesound output circuit231. Furthermore, the I/O interface90 is connected with the abovementionedinfrared camera15 and/or theIC tag reader16, thereby transmitting and receiving information in relation to the number of dots of the threedice70, which comes to rest on the playingboard3a, between theinfrared camera15 and/or theIC tag reader16.
Furthermore, theCPU81 is connected with atimer131, which can measure time via the I/O interface90. Thetimer131 measures a bet time by way of theCPU81.
Here, theoscillating motor300, theinfrared camera15, theIC tag reader16, thelamp222, thesound output circuit231, and thespeaker221 are provided within a singlecomposite unit220.
In addition, via acommunication interface95 connected to the I/O interface90, themain control unit80 transmits and receives data such as bet information, a game start signal, payout information, and the like to and from eachstation4, as well as data such as bet start instruction images, bet start instruction signals, and the like to and from the dealer useddisplay210.
Furthermore, the I/O interface90 is connected with ahistory display unit91, and themain control unit80 transmits and receives information in relation to the number of dots on the die, to and from thehistory display unit90.
ROM82 in themain control unit80 is configured to store a program for implementing basic functions of thegaming machine1; more specifically, a program for controlling various devices which drive the playingunit3, a program for controlling eachstation4, and the like, as well as a payout table, data indicating a predetermined time T, data indicating a specific value TT, and the like.
RAM83 is memory, which temporarily stores various types of data calculated byCPU81, and, for example, temporarily stores bet information and a game start signal transmitted from eachstation4, information on respective number of dots that appear on thedice70 transmitted from theinfrared camera15 and/or theIC tag reader16, data relating to the results of processing executed byCPU81, and the like. A jackpot storage area is provided in theRAM83. In the jackpot storage area, the data indicating the number of playing media stored cumulatively is stored so as to correspond to each number of dots of matching dice. The data is provided to thestation4 at a predetermined timing, and a jackpot image is displayed.
TheCPU81 controls theoscillating motor300, which oscillates theplaying unit3, based on data and a program stored in theROM82 and theRAM83, and oscillates the playingboard3a of theplaying unit3. Furthermore, after oscillation of the playingboard3a ceases, a control processing associated with game progression, such as confirmation processing for confirming the number of dots on each of thedice70 resting on the playingboard3a.
In addition to the control processing described above, theCPU81 performs transmission and reception of data between eachstation4, and performs control processing to control eachstation4 to cause a game to advance. More specifically, a bet time is set and theCPU81 accepts bet information transmitted from eachstation4. Then, in a case in which the game start signal has been received from thestations4 that accepted the bet information, the bet time is shortened, and control is performed to start a game when the bet time has elapsed. Furthermore, theCPU81 performs win determination processing based on the number of dots on thedice70 and the bet information transmitted from eachstation4, and calculates the amount of an award paid out in eachstation4 with reference to the payout table stored in theROM82.
FIG. 16D is a block diagram showing the internal configuration of the station shown inFIG. 2D. Thestation4 includes amain body100 in which animage display unit7 and the like are provided, and a gamemedia receiving device5, which is attached to themain body100. Themain body100 further includes astation control unit110 and several peripheral devices.
Thestation control unit110 includes aCPU111,ROM112, andRAM113.
ROM112 stores a program for implementing basic functions of thestation4, other various programs needed to control thestation4, a data table, and the like.
Moreover, adecision button30, apayout button31, and ahelp button32 provided in thecontrol unit6 are connected to theCPU111, respectively. TheCPU111 controls the execution of various corresponding operations in accordance with manipulation signals, which are generated in response to each button pressed by a player. More specifically, theCPU111 executes various processing, based on input signals transmitted from thecontrol unit6 in response to a player's operation which has been inputted, and the data and programs stored in theROM112 andRAM113. Subsequently, theCPU111 transmits the results to theCPU81 in themain control unit80.
In addition, theCPU111 in themain control unit80 receives instruction signals from theCPU81, and controls peripheral devices which configure thestation4. TheCPU111 performs various kinds of processing based upon the input signals supplied from thecontrol unit6 and thetouch panel35, and the data and the programs stored in theROM112 and theRAM113. Then, theCPU111 controls the peripheral devices which configure thestation4 based on the results of the processing. It should be noted that the mode whereby processing is performed is set for each processing depending on the content of the processing. For example, the former approach is applied to payout processing of game media, and the latter approach is applied to bet operation processing by a player.
Furthermore, ahopper114, which is connected to theCPU111, pays out a predetermined amount of game media through thepayout opening8, receiving the instruction signals from theCPU111.
Moreover, theimage display unit7 is connected to theCPU111 via a liquidcrystal driving circuit120. The liquidcrystal driving circuit120 includes program ROM, image ROM, an image control CPU, work RAM, a video display processor (VDP), video RAM, and the like. Here, the program ROM stores an image control program with respect to the display functions of theimage display unit7, and various kinds of selection tables. The image ROM stores dot data for creating an image to be displayed on theimage display unit7, and dot data for displaying a jackpot image, for example. In addition, the image control CPU determines an image to be displayed on theimage display unit7, selected from the dot data previously stored in the image ROM according to the image control program previously stored in the program ROM based on parameters specified by theCPU111. The work RAM is configured as a temporary storage means when executing the image control program by the image control CPU. The VDP forms an image corresponding to the display contents determined by the image control CPU and outputs the resulting image on theimage display unit7. It should be noted that the video RAM is configured as a temporary storage device used by the VDP for creating an image.
As mentioned above, thetouch panel35 is attached to the front side of theimage display unit7, and the information related to operation on thetouch panel35 is transmitted to theCPU111. Thetouch panel35 detects an input operation by the player on abet screen40 and the like. More specifically, selection of thenormal bet area41 and theside bet area42 in thebet screen40, manipulation of thestart button49, thebet button unit43, and the like, are performed by touching thetouch panel35, and the information thereof is transmitted to theCPU111. Then, a player's bet information is stored in theRAM113 based on the information stored. Furthermore, the bet information is transmitted to theCPU81 in themain control unit80, and stored in a bet information storage area in theRAM83.
Moreover, asound output circuit126 and aspeaker9 are connected to theCPU111. Thespeaker9 emits various sound effects for performing various kinds of rendered effects, based on output signals from thesound output circuit126. In addition, the gamemedia receiving device5, into which game media such as coins or medals are inserted, is connected to theCPU111 via adata receiving unit127. Thedata receiving unit127 receives credit signals transmitted from the gamemedia receiving device5, and theCPU111 increases a player's credit amount stored in theRAM113 based on the credit signals transmitted.
Atimer130, which can measure time, is connected to theCPU111.
Agaming board60 includes a CPU (Central Processing Unit)61,ROM65 andboot ROM62, acard slot63S compatible with amemory card63, and anIC socket64S compatible with a GAL (Generic Array Logic)64, which are connected to one another via an internal bus.
Thememory card63 comprises nonvolatile memory such as compact flash (trademark) or the like, which stores a game program and a game system program.
Furthermore, thecard slot63S has a configuration that allows thememory card63 to be detachably inserted, and is connected to the CPU ill via an IDE bus. Such an arrangement allows the kinds or content of the game provided by thestation4 to be changed by performing the following operation. More specifically, thememory card63 is first extracted from thecard slot63S, and another game program and another game system program are written to thememory card63. Then, thememory card63 thus rewritten is inserted into thecard slot63S. In addition, the kinds or content of the games provided by thestation4 can be changed by replacing thememory card63 storing a game program and a game system program with anothermemory card63 storing another game program and game system program. The game program includes a program for advancing a game and the like. The game program also includes a program related to image data and sound data outputted during a game.
TheGAL64 is one type of PLD that has a fixed OR array structure. TheGAL64 includes multiple input ports and output ports and, upon receiving predetermined data via each input port, outputs output data that corresponds to the input data via the corresponding output port. In addition, anIC socket64S has a structure that allows theGAL64 to be detachably mounted, and is connected to theCPU111 via the PCI bus.
TheCPU61, theROM65, and theboot ROM62, which are connected to one another via the internal bus, are connected to theCPU111 via the PCI bus. The PCI bus performs signal transmission between theCPU111 and thegaming board60, as well as supplying electric power from theCPU111 to thegaming board60. TheROM65 stores country identification information and an authentication program. Theboot ROM62 stores a preliminary authentication program, a program (boot code) which instructs theCPU61 to start up the preliminary authentication program, etc.
The authentication program is a program (forgery check program) for authenticating the game program and the game system program. The authentication program is defined to follow the procedure (authentication procedure) for confirming and authenticating that the game program and the game system program, which are to be acquired after the authentication, have not been forged, i.e. the procedure for authenticating the game program and the game system program. The preliminary authentication program is a program for authenticating the aforementioned authentication program. The preliminary authentication program is defined to follow the procedure for verifying that the authentication program has not been forged, i.e. the procedure for authenticating the authentication program (authentication procedure).
An instruction image display determination table is described with reference toFIG. 17D.
In Steps S11 and S19 ofFIG. 31D, the instruction image display determination table is referred to by theCPU81 upon determining whether a bet start instruction image or a bet end instruction image is displayed on thedisplay screen210a of the dealer useddisplay210.
According to this table, “X” is data for indicating that the bet start instruction image and the like is not displayed on thedisplay screen210a, and “O” is data for indicating that the bet start instruction image and the like is displayed on thedisplay screen210a. For example, in a case in which a dealer belongs to an intermediate level, the bet start instruction image is not displayed on thedisplay screen210a, but the bet end instruction image is displayed on thedisplay screen210a. In addition, this table is stored in theROM82.
The bet existence determination table is described with reference toFIG. 18D.
This bet existence determination table is updated in a case in which bet information has been received from eachstation4 in Step S13 ofFIG. 31D and in a case in which a game start signal has been received in Step S14, and theCPU81 refers to the table upon determining whether game start signals have been received from all of the stations that received bet information in Step S15.
Data indicating whether or not the bet information has been received at each station number and data indicating whether or not a game start signal has been received at each station number is stored in this table. “P” is data indicating that the bet information or a game start signal has been received, and “A” is data indicating that the bet information or a game start signal has not been received. In addition, this table is updated in every game, and stored in theRAM83.
An oscillation mode data table is described with reference toFIG. 19D.
TheCPU81 refers to this oscillation mode data table upon determining combination patterns of the oscillation modes of the playingboard3a. In addition, this table is stored in theROM82.
According to this table, in a case of apattern3, the roll ofdice70 is performed in the order of a small oscillation for six seconds, a large oscillation for four seconds, and a subtle oscillation for five seconds. Here, the order of oscillation amplitude of the playingboard3a is equal to large oscillation>small oscillation>subtle oscillation. It should be noted that the oscillation speed for the large oscillation, the small oscillation, and the subtle oscillation are all the same speed. Furthermore, the small oscillation is enough to be able to roll a die, the large oscillation is enough to jump a die, and the subtle oscillation is enough to level off a die that comes to rest at a tilt.
A rendered effect table is described with reference toFIG. 20D.
TheCPU81 refers to this rendered effect table upon determining rendered effect data in response to an oscillation pattern of the playingboard3a in Step S43 ofFIG. 33D. In addition, this table is stored in theROM82.
According to this table, oscillation modes correspond to sound types and, for example, in the case of a large oscillation, “sound2” is determined. For example, in the case of “sound2”, the sound indicating that a die jumps is outputted from thespeaker221.
It should be noted that, by way of associating an oscillation mode with a certain type of emitted light, rendered effects with a light emitting mode associated with an oscillation mode may be performed by lighting or flashing of thelamp222.
An IC tag data table is described with reference toFIG. 21D.
The IC tag data table is a table showing data asidentification data1 to3 which is created by theCPU81 based on the results of the type of dice and the number of dots on the dice, when information stored in IC tags embedded in thedice70a,70b, and70c is detected by theIC tag reader16.
According to this table, for example, when an IC tag embedded in each die is detected in the order of70c,70a, and70b, by theIC tag reader16, thedie70c is associated withidentification data1 of which the type is “red” and the number of dots is “six”, thedie70a is associated withidentification data2 of which the type is “white” and the number of dots is “three”, and thedie70b is associated withidentification data3 of which the type is “black” and the number of dots is “five”.
On the other hand, when three dice are not detected, for example, in a case where only two dice are detected, identification data is created for only 2 sets,identification data1 and2.
In addition, the data table is transmitted from theIC tag reader16 to theCPU81, and then theCPU81 receives it to analyze the number of dots on a die and the like.
An infrared camera capturing data table is described with reference toFIG. 22D.
The infrared camera capturing data table is a data table showing dot patterns of the infrared absorption inks applied to thedice70 and location data of thedice70 on the playingboard3a.
For example, regarding thedie70a shown inFIG. 11D, in the infrared camera capturing data table, the CPU (not shown) inside theinfrared camera15 stores −50 for X and 55 for Y as location data, stores “O” for181,182,184,186, and187, to which the infrared absorption inks are being applied, and stores “X” for183 and185, which are not being applied. The same is true of thedice70b and70c.
On the other hand, as shown inFIG. 13D, in a case where a plurality of faces of thedice70 is captured, the number of dots cannot be specified uniquely. In this case, the CPU (not shown) inside theinfrared camera15 calculates the area of theprofiles75 on the plurality of faces thus captured, and generates the infrared camera capturing data table based on the dot patterns on the face that has a maximum area.
Therefore, even if thedice70 come to rest at a tilt and a plurality of faces of thedice70 is captured, the number of dots can be specified uniquely.
In addition, this data table is transmitted from theinfrared camera15 to theCPU81, and then theCPU81 receives it to analyze the number of dots on a die and the like.
A dot pattern data classification table is described with reference toFIG. 23D.
According to this table, colors as the classification for thedice70 are set so as to correspond to dot combinations to which the infrared absorption ink is applied, among theabovementioned dots181 to183 inFIG. 10D. “O” indicates that the infrared absorption ink is applied to the dot, and “X” indicates that the infrared absorption ink is not applied to the dot.
For example, in a case where the infrared camera capturing data table described inFIG. 22D is transmitted to theCPU81, theCPU81 determines the classification of thedice70 as “red” by comparing the infrared camera capturing data table with the dot pattern data classification table.
A number of dots-dot pattern data table is described with reference toFIG. 24D.
According to this table, numbers as the number of dots on thedice70 are set so as to correspond to dot combinations to which the infrared absorption ink is applied, among theabovementioned dots184 to187 inFIG. 10D. “O” indicates that the infrared absorption ink is applied to the dot, and “X” indicates that the infrared absorption ink is not applied to the dot.
For example, in a case where the infrared camera capturing data table shown inFIG. 22D is transmitted from theinfrared camera15 to theCPU81, theCPU81 determines the number of dots on thedice70 as “five” by comparing the infrared camera capturing data table thus received with the dot pattern data classification table.
A bet start instruction image is described with reference toFIG. 25D.
The bet start instruction image is displayed by theCPU81 on thedisplay screen210a of the dealer useddisplay210 before theCPU81 accepts a bet from eachstation4.
This bet start instruction image instructs a dealer to touch a “bet start” button. When atouch panel211 detects that the dealer has touched the “bet start” button, thetouch panel211 transmits a bet start instruction signal to theCPU81 via acommunication interface95. Furthermore, at the upper left portion of the bet start instruction image, “BET TIME” indicating a bet time is displayed. The “BET TIME” indicates a time (in seconds) for which a bet is possible, and in this bet start instruction image, 60 is displayed as an initial setting time. Furthermore, the “BET TIME” is displayed as an image in which the time left decreases over time.
A bet time shortening period image is described with reference toFIG. 26D.
The bet time shortening period image is an image that theCPU81 displays on thedisplay screen210a of the dealer useddisplay210 when the game start signals has been received from all of thestations4 that have received bet information.
This bet time shortening period image instructs the dealer not to touch a “bet end” button. Furthermore, in the “BET TIME” of a bet end not recommended image, by the processing in Step S16 ofFIG. 31D (described later), 10 is displayed as the time for which a bet is possible after the bet time is shortened.
A bet end instruction image is described with reference toFIG. 27D.
The bet end instruction image is displayed by theCPU81 on thedisplay screen210a of the dealer useddisplay210 after elapse of a predetermined time from when theCPU81 starts accepting a bet from eachstation4. Furthermore, 0 is displayed in the “BET TIME” of the bet end not recommended image. That is, it indicates that the bet time has ended.
This bet end instruction image instructs the dealer to touch the “bet end” button. When thetouch panel211 detects that the dealer has touched the “bet end” button, thetouch panel211 transmits a bet end instruction signal to theCPU81 via thecommunication interface95.
A display example on theimage display unit7 of eachstation4 is described with reference toFIG. 28D.
The image shown inFIG. 29D reports to each of thestations4 that it is possible to bet in a game. A player can recognize that a bet on a game is possible by confirming that a message “ABLE TO PLACE THE BET” is displayed.
A display example on theimage display unit7 of eachstation4 is described with reference toFIG. 29D.
An image shown inFIG. 29D is configured to report to eachstation4 that accepting of bets has ended. A player can recognize that the accepting of bets has ended by confirming that a message “NO MORE BETS” is displayed.
Subsequently, with reference toFIGS. 30D to 34D, processing performed in the main control unit of a gaming machine according to the present embodiment is described.
FIG. 30D is a flowchart showing dice game play execution processing for which advancement is controlled by theCPU81.
Initially, in Step S1, theCPU81 executes bet processing, which is described later inFIG. 31D. Next, as game execution processing in dice game play, theCPU81 executes dice rolling processing of Step S3 and number of dots detection processing of Step S5. Next, in Step S7, theCPU81 executes payout processing corresponding to the number of dots, and then returns to Step1.
TheCPU81 refers to the oscillation mode data table (seeFIG. 19D) and randomly extracts oscillation pattern data in the game execution processing of Step S3 for the dice game play, and based on the oscillation pattern data thus extracted, refers to the rendered effect table (seeFIG. 20D) and extracts rendered effect data corresponding to an oscillation mode. Then, theCPU81 oscillates the playingboard3a by controlling theoscillation motor300 based on the oscillation pattern data thus extracted, and performs a rendered effect with sounds and/or lights based on rendered effect data corresponding to an oscillation mode.
In the number of dots on dice detection processing in Step S5 in dice game play, theCPU81 determines whether or not three sets of identification data (theidentification data1 to3) exist in the IC tag data table received from theIC tag reader16, and in a case of a determination that 3 sets of identification data are present, theCPU81 determines the number of dots on each of the three dice by analyzing theidentification data1 to3. In a case of a determination that 3 sets of identification data are present, theCPU81 receives infrared camera capturing data of each of thedice70a,70b, and70c from theinfrared camera15. Then, theCPU81 determines positions of the dice on the playingboard3a based on the infrared camera capturing data table (seeFIG. 22D), determines types (colors) of the dice based on the infrared camera capturing data table (seeFIG. 22D) and the dot pattern data classification table (seeFIG. 23D), and determines numbers of dots on the dice based on the infrared camera capturing data table (seeFIG. 22D) and the number of dots-dot pattern data table (seeFIG. 24D).
FIG. 31 is a flowchart showing bet processing.
In Step S11, theCPU81 sets a bet time. More specifically, theCPU81 performs processing that sets a predetermined bet time (for example, 60 seconds) which is compared with an elapsed time t of thetimer131, in a certain area of theRAM83.
In Step S12, theCPU81 performs control to display the bet start instruction image (seeFIG. 25D) on thedisplay screen210a of the dealer useddisplay210. Furthermore, theCPU81 starts subtracting the bet time in a case in which the bet start instruction signal has been received from thetouch panel211 by an operation of the dealer. Then, a bet operation by a player becomes possible at each of thestations4.
It should be noted that, whether or not the bet start instruction image is displayed may be determined according to a dealer's level with reference to the instruction image display determination (seeFIG. 17D). Thus, according to the dealer's level, it becomes possible to determine whether the bet start instruction image is displayed on thedisplay screen210a of the dealer useddisplay210.
In Step S13, theCPU81 performs processing to receive bet information from thestation4. More specifically, theCPU81 performs control to receive the bet information from each of a plurality oftouch panels35 that are provided to each of a plurality ofstations4. Furthermore, theCPU81 performs control to update the bet existence determination table (seeFIG. 18D) in each of thestations4 that have received bet information.
In Step S14, theCPU81 performs processing to receive the game start signal from thestation4. More specifically, theCPU81 performs control to receive the game start signal from thetouch panel35 provided to each of the plurality of thestations4. Furthermore, theCPU81 performs control to update the bet existence determination table (seeFIG. 18D) in each of thestations4 that have received the game start signal.
In Step S15, theCPU81 performs processing to determine whether a game start signal has been received from each of thestations4 that have received bet information. More specifically, theCPU81 refers to the bet existence determination table (seeFIG. 18D) and performs processing to determine whether a game start signal has been received from each of thestations4 that have received bet information. In a case of a YES determination, theCPU81 advances the processing to Step S16, and in a case of a NO determination, returns the processing to Step S14,
In Step S16, theCPU81 performs processing to shorten the bet time. More specifically, theCPU81 performs processing to subtract a predetermined number (for example, 20 seconds) from the bet time set in theRAM83 in Step S11.
Thus, according to the present embodiment, in a mass game, a gaming machine can be provided which can shorten a bet time while waiting for bets from all of the players.
It should be noted that, in the present invention, although the bet time is shortened when a game start signal has been received from each of the stations that have received bet information, the present invention is not limited thereto and, for example, the bet time can be shortened when a game start signal has been received from astation4 that first transmits bet information. Furthermore, the bet time can be shortened when a game start signal has been received from astation4 that won the highest award in a previous game. According to this, it is possible to add a novel game property in that game leadership is pursued.
In Step S17, theCPU81 performs control to display the bet time shortening period image (seeFIG. 26D) on thedisplay screen210a of the dealer useddisplay210.
In Step S18, theCPU81 determines whether or not a bet time has elapsed. More specifically, theCPU81 starts measurement of a lapse of time t using thetimer131, compares the lapse of time t with data that indicates a bet time stored in theRAM83, and determines whether the lapse of time t measured by thetimer131 has reached the bet time. In the case of a NO determination, theCPU81 returns the processing to Step S18, and in the case of a YES determination, theCPU81 advances the processing to Step S19.
In Step S19, theCPU81 displays the bet end instruction image (seeFIG. 27D) on thedisplay screen210a of the dealer useddisplay210. It should be noted that, whether or not the bet end instruction image is displayed may be determined according to a dealer's level with reference to the instruction image display determination (seeFIG. 17D).
In Step S20, theCPU81 transmits the bet end signal to eachstation4. When the bet end signal is received, bet placement cannot be accepted at eachstation4, and then theCPU111 inside thestation control unit110 displays an image which reports on theimage display unit7 that an accepting of bet placement has been terminated (FIG. 29D).
Descriptions regarding the present embodiment have been provided above. Although a case has been described in which the number ofdice70 is three according to the present embodiment, the number of in the present invention is not limited to three and, for example, the number of the dice may be five.
Furthermore, in the present embodiment, although a dice game such as SIC BO is described, the present invention is not limited thereto, and can be applied to a roulette game, card games such as baccarat, and the like.
In the present embodiment, although the controller of the present invention is described for a case of being configured from aCPU81 which themain controller80 includes and aCPU111 which thestation4 includes, the controller of the present invention may be configured by only a single CPU.
Although embodiments of the present invention are described above, they are merely exemplified specific examples, and the present invention is not particularly limited thereto. Specific configurations such as each means can modified appropriately. Moreover, it should be understood that the advantages described in association with the embodiments are merely a listing of most preferred advantages, and that the advantages of the present invention are by no means restricted to those described in connection with the embodiments.
Embodiments of the present invention are described below with reference to the accompanying drawings.
FIG. 1E is a flowchart showing a general outline of an embodiment of the present invention. Although details are described later, agame terminal3 accepts a bet and performs transmission there of to a controller2 (Step S100). Then, aCPU81 of thecontroller2 determines agame terminal3 to operate a shake button301 (Step S101). When theCPU81 of thecontroller2 detects that thegame terminal3 has operated the shake button301 (Step S102), theCPU81 causes a dicemovable unit4 to perform a shaking motion (Step S103). After performing the shaking motion, when the dice come to rest, the dicemovable unit4 detects a number of dots on the dice (Step S104), and theCPU81 of thecontroller2 determines an award according to the number of dots on the dice and causes thegame terminal3 to perform payout processing (Step S105).
<Overall Outline>
With reference toFIG. 2E, agaming system1 of the present embodiment is described.FIG. 2E is a perspective diagram schematically showing an example of thegaming system1.
Thegaming system1 of the present embodiment is configured by acontroller2,game terminals3, and a dicemovable unit4. Furthermore, ahistory display unit91 is provided at a position visually recognizable by players playing at a plurality ofgame terminals3. In the present embodiment, a gaming system that performs a Sic Bo game is explained.
Thecontroller2 controls theoverall gaming system1. Furthermore, in the present embodiment, thecontroller2 includes a dealer useddisplay210, which is used by adealer5 present as a facilitator of a game, and atouch panel211 provided at the dealer useddisplay210, and executes a control for theoverall gaming system1 according to an operation of thedealer5.
Thegame terminals3 are terminals that players operate. Thegame terminals3 accept bet operations by players sitting on chairs (not shown) provided in front of thegame terminals3, and pay out awards of games. Details thereof are described later.
The dicemovable unit4 rolls a plurality of thedice40 used in a Sic Bo game. The plurality ofdice40 is caused to roll, and an award is determined based on a combination of numbers showing on an upper face (hereinafter, a number of dots on dice) when thedice40 come to rest. In other words, a random number can be obtained by rolling a plurality of thedice40.
Thehistory display unit91 displays a history of a game, mainly a number of dots on the dice. Details thereof are described later.
<Game Terminal>
Thegame terminals3 are described with reference toFIG. 3E.FIG. 3E is a perspective diagram of thegame terminals3.
Thegame terminals3 are configured with; acabinet32 that makes a housing holding a circuit board and the like; anupper door33 on which adisplay device330, anoperation unit332, and the like are disposed; ahopper unit34 that can be a retaining device for medals or coins, and discharge medals or coins; and adetachable application unit35 at whichspeakers351, alamp unit352 and the like are disposed.
Thecabinet32 holds the circuit board and the like therein, and configures a main body of thegame terminal3. Thecabinet32 includes: asub holding portion321 that is formed below the upper door33 (hereinafter, a lower direction shown in the drawing is a lower side B); amain holding portion322 that is formed at the lower side B of thesub holding portion321; and asupport portion323 that is also formed at the further lower side B of themain holding portion322.
At the front side F (hereinafter, a front direction shown in the drawing is a front side F) of thecabinet32 and thesub holding portion321, acard insertion opening326 into which a player card which is an information storage medium of a Player Tracking System (PTS) is inserted and a playerinformation display unit327 for displaying information stored in the player card thus inserted are provided. In the player card, information relating to a player such as a player's ID is stored, and history information of a player as a holder of the player card which is inserted into thecard insertion opening326 is displayed on the playerinformation display unit327. It should be noted that, in the present embodiment, play history is also stored in the player card.
Furthermore, thecabinet32 includes afoot lamp325 on the front side F of thecabinet32 and at the lower side B of themain holding portion322. In addition, thefoot lamp325 is disposed at the front side F of thesupport portion323. Then, thefoot lamp325 irradiates light toward the lower side B so as to irradiate a region corresponding to a player's feet while the player is sitting in front of thegame terminal3.
Asupport board324 is provided at the lower side B of thecabinet32. Thissupport board324 is disposed at the lowest side B of thecabinet32 and is formed to protrude from an end of the lower side B of thesupport portion323 to the front side F.
Furthermore, at the rear side R (hereinafter, a direction of a rear face side is a rear side R) of thecabinet32, a housing light emitting unit (not shown) is provided. The housinglight emitting unit24 emits light or changes a light emitting mode according to a control signal from the CPU ill.
Theupper door33 is disposed at the upper side T of thecabinet32 so as to cover the upper side T of thecabinet32, and opens and closes so as to rotate around the end of the rear side R.
Furthermore, theupper door33 includes: adisplay device330 that mainly displays an image relating to a game; anoperation unit332 in which a player performs an operation relating to a game; acoin insertion opening333 into which a coin is inserted; and abill insertion opening334 into which a bill is inserted. In addition, ashake button301 that causes the dice to roll and aselect button302 that is pushed when selecting a bet operation after the bet operation are provided in theoperation unit332. Moreover, in a case other than the bet operation, theselect button302 is pushed when confirming an input that a player performed.
Furthermore, apayout button303 and ahelp button304 are disposed on the right side R2 of thedisplay device330 on theupper door33. Thepayout button303 is a button which is usually pushed at the end of a game, and when thepayout button303 is pushed, game media corresponding to credits that the player possesses are paid out from thecoin payout opening342. Another operation is performed by the player touching a display screen displayed on thedisplay device330. That is, since a touch-sensitive sensor is installed on the surface of thedisplay device330, various operations are recognized by the player touching by way of a so-called touch panel type.
Thehelp button304 is a button that is pushed in a case where a method of operating the game is unclear, and upon thehelp button304 being pushed, a help screen showing various types of operation information is displayed immediately thereafter on thedisplay device330.
Ahopper unit34 is disposed closer to the right side (hereinafter, a direction of a right side is a right side R2) at the lower side B of theupper door33 and thesub holding portion321. Thehopper unit34 forms a side face of the right side R2 of thegame terminal3 along with the right side R2 of thecabinet32. Thishopper unit34 is provided as a separate body from thecabinet32 and is connected to thecabinet32 through a hopper opening portion (not shown) which is opened at a face of the lower side B of thesub holding portion321.
Thehopper unit34 is formed in a vertically long shape in a thickness direction (a F-R direction). Then, at the front side F of thehopper unit34, thecoin payout opening342, which pays out coins, is formed, and the coins paid out from the coin payout opening are retained in acoin tray343.
Theapplication unit35 is disposed at a face of the upper side T of the cabinet and at the end of the rear side R. Theapplication unit35 is formed as a separate body from thecabinet32 and can be detached from the cabinet (the details thereof are described later).
In the present embodiment, theapplication unit35 includesspeakers351 and alamp unit352. That is, thespeakers351 and thelamp unit352 are detachably formed as a single unit in thegame terminal3.
<Dice movable unit>
A dicemovable unit4 is described with reference toFIGS. 2E and 4E.FIG. 4E is a perspective diagram showing a dicemovable unit4.
The dicemovable unit4 is configured so as to allow a plurality of thedice40 to roll and stop. This dicemovable unit4 includes a shakingdevice41, which is configured so that thedice40 rolling can be visually recognized, and aunit body47 that holds the shakingdevice41. In the present embodiment, the three dice40 (thedie40a, thedie40b, and thedie40c) are also used in the shakingdevice41.
Lamps42 are disposed at the dicemovable unit4. Thelamps42 perform rendered effects by emitting light while thedice40 are being rolled. Furthermore, aspeaker46 is disposed at a side of the dicemovable unit4.
The shakingdevice41 is formed in a circular shape and includes a playingboard41a that supports a plurality of thedice40, anIC tag reader43 that is embedded in the playingboard41a, and acover member44 that is disposed so as to enclose the playingboard41a from above.
Since the playingboard41a is formed to be substantially planar, as shown inFIG. 4E, thedice40 are rolled by oscillating the playingboard41a substantially in the vertical direction with respect to the horizontal direction of the playingboard41a. Then, when the oscillation of the playingboard41a stops, thedice40 rolling come to rest. The playingboard41a is oscillated by a CPU81 (described later) driving the shakingdevice41.
Furthermore, theIC tag reader43 is embedded in the surface of the playingboard41. ThisIC tag reader43 recognizes an IC tag embedded in each of the faces of thedice40. It should be noted that it is preferable for theIC tag reader43 to be embedded in the surface of the playingboard41a so as not to be visually recognized from the outside of the playingboard41a. For example, the playingboard41a is formed by disposing theIC tag reader43 at the surface of a member as a base of the playingboard41a, and then placing a member as a cover thereover.
Thecover member44 is disposed so as to cover the entire top face of the playingboard41a. In addition, thecover member44 is made of a transparent member in a substantially hemispherical shape and limits an area in which thedice40 roll. In the present embodiment, aninfrared camera45 is provided at the top of thecover member44 to detect the numbers of dots and the like (such as positions of thedice40 on the playingboard41a, classification of thedice40, and numbers of dots of the dice40) of thedice40. Furthermore, thecover member44 is covered with a special film (not shown) which blocks infrared radiation.
Thus, it can prevent theinfrared camera45 from incorrectly detecting the numbers of dots on thedice40.
A plurality of thedice40 is disposed at a space formed by the playingboard41a and thecover member44. In the present embodiment, thedice40 are substantially hexahedral and the IC tags are embedded in each face thereof. It should be noted that it is preferable for this IC tag to be embedded in the surface of thedice40 so as not to be visually recognized from the outside of thedice40. For example, thedice40 are formed by disposing the IC tag at the surface of a member as a base of thedice40, and then placing a member as a cover thereover.
TheIC tag reader43 is a non-contact type IC tag reader. For example, it is possible to read information stored in the IC tag by RFID (Radio Frequency Identification). The RFID system performs near field communication that reads and writes data stored in semi-conductor devices by an induction field or radio waves in a non-contact manner. In addition, since this technology is known conventionally and is described in Japanese Unexamined Patent Application Publication No. H8-21875, an explanation thereof is abbreviated.
In the present embodiment, a plurality of IC tags is read by a singleIC tag reader43. Under the abovementioned RFID system, an anti-collision function can be employed which can read a plurality of IC tags by a single reader. The anti-collision function includes FIFO (first in first out) type, multi-access type, and selective type, and communicates with a plurality of the IC tags sequentially. The FIFO type is a mode to communicate with a plurality of the IC tags sequentially in the order that each IC tag enters an area in which an antenna can communicate therewith. The multi-access type is a mode that is able to communicate with all the IC tags, even if there is a plurality of the IC tags simultaneously in the area in which an antenna can communicate with the IC tags. The selective type is a mode that is able to communicate with a specific IC tag among a plurality of the IC tags in the area in which an antenna can communicate therewith. By employing the abovementioned modes, it is possible to read a plurality of the IC tags with a single IC tag reader.
In addition, reading the IC tags may not only be done by the non-contact type, but also a contact type. In addition, the IC tag reader is not limited thereto, and anything that is appropriately designed with the object of being read may be employed.
Here, in the present embodiment, the number of dots of a face, opposing the face on which the IC tag is embedded, is determined as the number of dots of thedice40.
More specifically, “one” is stored as data of the number of dots in the IC tag on the face of which the number of dots is “six”. “Two” is stored as data of the number of dots in the IC tag on the face of which the number of dots is “five”. “Six” is stored as data of the number of dots in the IC tag on the face of which the number of dots is “one”. “Five” is stored as data of the number of dots in the IC tag on the face of which the number of dots is “two”. “Three” is stored as data of the number of dots in the IC tag on the face of which the number of dots is “four”. Finally, “four” is stored as data of the number of dots in the IC tag on the face of which the number of dots is “three”.
Then, in a state in which thedice40 have come to rest, theIC tag reader43 reads an IC tag on a face that is in contact with the playingboard41a (in other words, a face facing toward the lower side of the dice40). Then, since data of a number of dots for a face opposite to the face is stored in the IC tag of the face thus read, the face presently facing the upper side is recognized as a number of dots.
For example, in thedice40, in a case in which a face that is in contact with the playingboard41a is a face of which the number of dots is “six”, theIC tag reader43 reads data of an IC tag which is embedded in the face of “six”. Data of the number of dots stored in the IC tag of the face “six” is “one”, which is the number of dots on the face opposing the face of “six”, and thus the number of dots on thedice40 is recognized as “one”.
FIG. 5E is a diagram showing asheet401 attached to each face of thedice40.
As shown inFIG. 5E, on each face of thedice40, thesheet401, to which infrared absorption ink is applied to identify the number of dots and the classification of thedice40, is provided so as to be covered by a sheet on which the number of dots is printed. According toFIG. 5E, the infrared absorption ink can be applied todots181,182,183,184,185,186, and187.
The number of dots of thedice40 can be identified by a combination of the dots to which the infrared absorption ink is applied among thedots184,185,186, and187. In addition, the classification of thedice40 can be identified by a combination of the dots to which the infrared absorption ink is applied among thedots181,182, and183.
FIG. 6E shows an image in which thedice40, which come to rest on the playingboard41a, are captured substantially in the vertically upward direction using aninfrared camera45.
With reference toFIG. 6E, dots to which the infrared absorption ink is applied on each of thedice40a,40b, and40c are captured in black. The classification and the number of dots for each of thedice40a,40b, and40c are determined based on a combination of the dots to which the ink is applied. In addition, the playingboard41a is formed in a disc shape having a radius a, and each position of thedice40a,40b, and40c is detected as an x component and y component on an x-y coordinate.
<History Display Unit>
FIG. 7E is a diagram showing an example of an image displayed on a display screen of a history display unit.
On the display screen of thehistory display unit91,display areas91a,91b,91c, and91d are set for displaying cumulative amounts of four types of progressive awards.Display areas91e,91f,91g, and91h displays game histories, and in thedisplay area91e, information such as a number of dots in the last game before a present game is displayed.
“1”, “2”, “3”, “6”, and “Small” are displayed in the order from left as a displayed content in thedisplay area91e. The leftmost “1” represents a number of dots on a blue die by being displayed in blue. The second “2” from the left represents a number of dots on a red die by being displayed in red. The third “3” from the left represents a number of dots on a white die by being displayed in white. The fourth “6” from the left represents a sum total value of each of the dice (blue, red, and white). Thedisplay areas91f to91h are similar to thedisplay areas91e. In addition, “Small” is displayed, for example, in a case in which a sum total value of numbers of dots on the dice belongs to a numeral range of 4 to 10 among tow numeral ranges 4 to 10 and 11 and 17. “Big” is displayed in a case in which a sum total value of numbers of dots on the dice belongs to a numeral range of 11 to 17.
It should be noted that a plurality of luminous bodies (LEDs) (not shown) is disposed around thehistory display unit91, and this plurality of LEDs emits light in various light emitting modes according to game advancement.
Example of Display Screen
An example of a display screen displayed on thedisplay device300 of thegame terminal3 is described with reference toFIG. 8E.FIG. 8E shows an example of a display screen displayed on thedisplay device330.
As shown inFIG. 14E, thedisplay device330 in the present embodiment is a touch-panel type of liquid crystal display, on the front surface of which atouch panel331 is attached, allowing a player to perform selection such as of icons displayed on thedisplay device330 by contacting thetouch panel331, e.g., with a finger.
A table-type betting board (a bet screen), as shown inFIG. 8E, for predicting the number of dots of thedice40 is displayed in a game at a predetermined timing on thedisplay device330.
A detailed description is now provided regarding the bet screen. On the bet screen are displayed a plurality ofnormal bet areas441 and aside bet area442. The plurality ofnormal bet areas441 includes anormal bet area441A, anormal bet area441B, anormal bet area441C, anormal bet area441D, anormal bet area441E, a normal bet area441F, anormal bet area441G, and anormal bet area441H. By contacting thetouch panel331, e.g., with a finger, thenormal bet area441 is designated, and by displaying chips in thenormal bet area441 thus designated, a normal bet operation is performed. Furthermore, by contacting thetouch panel331, e.g., with a finger, theside bet area442 is designated, and by displaying chips in theside bet area442 thus designated, a side bet operation is performed.
Aunit bet button443, are-bet button443E, a payoutresult display unit445, and a creditamount display unit446 are displayed at the right side of theside bet area442 in order from the left side.
The unitbet button unit443 is a group of buttons that are used by a player to bet chips on thenormal bet area441 and theside bet area442 designated by the player. Thebet button443 is composed of a1 bet button443A, a 5 bet button443B, a 10 bet button443C, and a 100 bet button443D. It should be noted that in the case of an incorrect bet operation, the player can start a bet operation again by touching are-bet button443E.
Firstly, the player designates thenormal bet area441 or theside bet area442 using acursor447 by way of contacting thetouch panel331, e.g., with a finger. At this time, contacting the 1 bet button443A, e.g., with a finger, allows for betting one chip at a time (number of chips to be bet increases one by one in the order of 1, 2, 3, every time the 1 bet button443A is contacted, e.g., by a finger). Similarly, when contacting the 5 bet button443B, e.g., with a finger, five chips at a time can be bet (number of chips to be bet increases five by five in the order of 5, 10, 15, every time the 5 bet button443B is contacted, e.g., by a finger). Similarly, when contacting the 10 bet button443C, e.g., with a finger, ten chips at a time can be bet (number of chips to be bet increases ten by ten in the order of 10, 20, 30, every time the 10 bet button443C is contacted, e.g., by a finger). Similarly, when contacting the 100 bet button443D, e.g., with a finger, a hundred chips at a time can be bet (number of chips to be bet increases hundred by hundred in the order of 100, 200, 300, . . . every time the 100 bet button443D is contacted, e.g. by a finger). The number of chips bet up to the current time is displayed as achip mark448, and the number displayed on thechip mark448 indicates the number of bet chips.
The number of bet chips and payout credit amount for a player in a previous game are displayed in the payoutresult display unit445. A number obtained by subtracting the amount bet from the payout credits is the credits which the player has newly obtained by the previous game.
The creditamount display unit446 displays the credit amount which the player possesses. The credit count decreases according to the number of bet chips (1 credit count for 1 chip) when the player bets chips. If the bet chips are entitled to an award and credits are paid out, the credit amount increases in accordance with the number of paid out chips. It should be noted that the game is over when the player's credit count becomes zero.
Thenormal bet area441 in the bet screen is described next. Thenormal bet areas441A and441B are portions where the player places a bet on a predicted sum of dots appearing on the dice40A to40C. In other words, the player selects thenormal bet area441A if the predicted sum falls in a range of 4 to 10, or thenormal bet area441B if the predicted sum falls in a range of 11 to 17. Odds are set to 1:1 (2 chips are paid out for 1 chip bet).
Thenormal bet area441C is a portion where the player places a bet, predicting that twodice40 have the same number of dots. In other words, the player wins an award if one of the combinations occurs, such as (1, 1), (2, 2), (3, 3), (4, 4), (5, 5), and (6, 6), and the odds are set to 1:10.
Thenormal bet area441D is a portion where the player places a bet, predicting that all three dice have the same number of dots. In other words, the player wins an award if one of the combinations occurs, such as (1, 1, 1), (2, 2, 2), (3, 3, 3), (4, 4, 4), (5, 5), and (6, 6, 6), and the odds are set to 1:30.
Thebet area441E is a portion where the player places a bet on a predicted number of dots appearing commonly on all three dice. In other words, the player places a bet on one of the combinations of (1, 1, 1), (2, 2, 2), (3, 3, 3), (4, 4, 4), (5, 5, 5), or (6, 6, 6), and the odds are set to 1:180.
The normal bet area441F is where the player places a bet, predicting a total, a summation of dots appearing on the three dice. Odds are set according to the occurrence frequency of the total. For example, if the total is 4 or 17, odds are set to 1:60; if the total is 5 or 16, odds are set to 1:30; if the total is 6 or 15, odds are set to 1:18; if the total is 7 or 14, odds are set to 1:12; if the total is 8 or 13, odds are set to 1:8; if the total is 9 or 12, odds are set to 1:7; and if the total is 10 or 11, odds are set to 1:6.
Thebet area441G is a portion where the player places a bet on predicted dots appearing on the two dice selected from the three, and the odds are set to 1:5.
Thenormal bet area441H is a region where the player places a bet on the number of dots appearing on thedice40, and the odds are set according to the number of dots of thedice40 matching the predicted number of dots.
<Internal Configuration>
FIG. 9E is a block diagram showing an internal configuration of thecontroller2. Amain control unit80 of thegaming machine1 includes amicrocomputer85, which is configured with aCPU81,ROM82,RAM83, and abus84 that transfers data therebetween.
TheCPU81 is connected with a shakingdevice41 via an I/O interface90. Furthermore, theCPU81 is connected with atimer131, which can measure time via the I/O interface90. In addition, theCPU81 is connected with alamp42. Thelamp42 emits various colors of light for performing various types of rendered effects, based on output signals from theCPU81. Furthermore, theCPU81 is connected with aspeaker46 via asound output circuit461. Thespeaker46 emits various sound effects for performing various types of rendered effects, based on output signals from thesound output circuit461. Furthermore, the I/O interface90 is connected with the abovementionedinfrared camera45 and/or theIC tag reader43, thereby transmitting and receiving information in relation to the number of dots of the threedice40, which comes to rest on the playingboard41a, between theinfrared camera45 and/or theIC tag reader43. In addition, via acommunication interface95 connected to the I/O interface90, themain control unit80 transmits and receives data such as bet information, payout information, and the like to and from eachgame terminal3, as well as data such as bet start instruction images, bet start instruction signals, and the like to and from the dealer useddisplay210.
ROM82 in themain control unit80 is configured to store a program for implementing basic functions of thegaming system1; more specifically, a program for controlling various devices which drive the dicemovable unit4, a program for controlling eachtame terminal3, and the like, as well as a payout table, data indicating a predetermined time T, data indicating a specific value TT, and the like.
RAM83 is memory, which temporarily stores various types of data calculated byCPU81, and, for example, temporarily stores data bet information transmitted from eachgame terminal3, information on respective number of dots that appear on thedice40 transmitted from theinfrared camera45 and/or theIC tag reader43, data relating to the results of processing executed byCPU81, and the like.
A jackpot storage area is provided in theRAM83. In the jackpot storage area, the data indicating the number of playing media stored cumulatively is stored so as to correspond to each number of dots of matching dice. The data is provided to thegame terminal3 at a predetermined timing, and a jackpot image is displayed.
TheCPU81 controls the shakingdevice41 of the dicemovable unit4 based on data or a program stored in theROM82 or theRAM83, and oscillates the playingboard41a (shaking motion) of the dicemovable unit4. Furthermore, after the shaking motion of the playingboard41a ceases, a control processing associated with game progression, such as confirmation processing for confirming the number of dots on each of thedice40 resting on the playingboard41a is executed.
Furthermore, the I/O interface90 is connected with ahistory display unit91, and themain control unit80 transmits and receives information in relation to the number of dots on the die as game history, to and from thehistory display unit90.
Furthermore, an external large-size monitor is connected to the I/O interface90 through thecontroller400, and themain controller80 transmits and receives image data and the like to/from the external large-size monitor500. On the external large-monitor500, a game advancement, a game result, a live image of dice rolling, a demonstration screen, and the like are displayed. This attracts interest of people around the external large-size monitor500.
In addition to the control processing described above, theCPU81 has a function of executing a game by transmitting and receiving data to and from eachstation4 so as to control eachgame terminal3. More specifically, theCPU81 accepts bet information transmitted from eachgame terminal3. Furthermore, theCPU81 performs win determination processing based on the number of dots on thedice40 and the bet information transmitted from eachgame terminal3, and calculates the amount of an award paid out in eachgame terminal3 with reference to the payout table stored in theROM82.
FIG. 10E is a block diagram showing an internal configuration of thegame terminal3. Thegame terminal3 includes amain body100 in which thedisplay device330 and the like are provided and acoin sensor341 that is attached to themain body100. Themain body100 further includes aterminal control unit110 and some peripheral devices.
Theterminal control unit110 includesROM112 andRAM113.
ROM112 stores a program for implementing basic functions of thegame terminal3, other various programs needed to control thegame terminal3, a data table, and the like.
Moreover, ashake button301, aselect button302, apayout button303, and ahelp button304 are connected to theCPU111, respectively. TheCPU111 controls the execution of various corresponding operations in accordance with manipulation signals, which are generated in response to each button pressed by a player. More specifically, theCPU111 executes various processing, based on input signals provided from theshake button301, theselect button302, thepayout button303, and thehelp button304 in response to a player's operation, and data or programs stored in theROM112 andRAM113. Subsequently, theCPU111 transmits the results to theCPU81 in themain control unit80.
In addition, theCPU111 in themain control unit80 receives instruction signals from theCPU81, and controls peripheral devices which configure thegame terminal3. TheCPU111 performs various kinds of processing based upon the input signals supplied from theshake button301, theselect button302, thepayout button303, thehelp button304, and thetouch panel331, and the data or the programs stored in theROM112 and theRAM113. Then, theCPU111 controls the peripheral devices which configure thegame terminal3 based on the results of the processing. It should be noted that the mode whereby processing is performed is set for each processing depending on the content of the processing. For example, the former approach is applied to payout processing of game media for respective numbers of dots appearing on the dice, and the latter approach is applied to bet operation processing by a player.
Ahopper unit34, which is connected to theCPU111, pays out a predetermined number of game media through thecoin payout opening342 by way of the instruction signals fromCPU111.
Thedisplay device330 is connected to theCPU111 via a liquidcrystal driving circuit120. The liquidcrystal driving circuit120 includes program ROM, image ROM, an image control CPU, work RAM, a video display processor (VDP), video RAM, and the like. The program ROM stores an image control program with respect to a display on thedisplay device330 and various kinds of selection tables. The image ROM stores dot data for creating an image to be displayed on thedisplay device330, and dot data for displaying a jackpot image, for example. In addition, the image control CPU determines an image to be displayed on thedisplay device330, selected from the dot data previously stored in the image ROM according to the image control program previously stored in the program ROM based on parameters specified by theCPU111. The work RAM is configured as a temporary storage means when executing the image control program by the image control CPU. The VDP is a component for creating an image corresponding to the display contents determined by the image control CPU and for outputting the image thus created to thedisplay device330. It should be noted that the video RAM is configured as a temporary storage device used by the VDP for creating an image.
As mentioned above, thetouch panel331 is attached to the front side of thedisplay device330, and the information related to operation on thetouch panel331 is transmitted toCPU111. Thetouch panel331 detects an input operation by the player on a bet screen and the like. More specifically, selection of thenormal bet area441 and theside bet area442 in the bet screen (seeFIG. 8E), manipulation of thebet button unit443 and the like, are performed by touching thetouch panel331, and the information thereof is transmitted to theCPU111. Then, a player's bet information is stored in theRAM113 based on the information stored. Furthermore, the bet information is transmitted to theCPU81 in themain control unit80, and stored in a bet information storage area in theRAM83.
Moreover, asound output circuit126 and aspeaker351 are connected to theCPU111. Thespeaker351 emits various sound effects for performing various kinds of rendered effects, based on output signals from thesound output circuit126. In addition, thehopper unit34, into which game media such as coins or medals are inserted, is connected to theCPU111 via adata receiving unit127. Thedata receiving unit127 receives credit signals transmitted from thehopper unit34, and theCPU111 increases a player's credit amount stored in theRAM113 based on the credit signals transmitted. Atimer130, which can measure time, is connected to theCPU111.
<Each Table>
An instruction image display determination table is described with reference toFIG. 11E.
In Step S1 ofFIG. 22E and Step S7 ofFIG. 23E, the instruction image display determination table is referred to by theCPU81 upon determining whether a bet start instruction image or a bet end instruction image is displayed on thedisplay screen210a of the dealer useddisplay210.
According to this table, “X” is data for indicating that the bet start instruction image and the like is not displayed on thedisplay screen210a, and “O” is data for indicating that the bet start instruction image and the like is displayed on thedisplay screen210a. For example, in a case in which a dealer belongs to an intermediate level, the bet start instruction image is not displayed on thedisplay screen210a, but the bet end instruction image is displayed on thedisplay screen210a. In addition, this table is stored in theROM82.
The bet existence determination table is described with reference toFIG. 12E.
TheCPU81 refers to this bet existence determination table upon determining for eachgame terminal3 whether a bet operation is performed at eachgame terminal3 in Step S18 ofFIG. 24E.
Data indicating whether the bet operation has been performed or not at each game terminal number is stored in this table. “P” is data indicating that a bet operation was performed, and “A” is data indicating that a bet operation was not performed.
Furthermore, regarding the number of the game terminals at which the data “P” which indicates that a bet operation has been performed, a value indicating a bet amount is stored in a row of “Value”. In this value, a sum total of the bet amounts is stored in a case in which a plurality of bets is placed at thegame terminal3. Then, in Step S18 of theFIG. 24E, theCPU81 performs processing of comparing the values indicating the bet amounts in the “Value”, recognizing agame terminal3 that has been bet of the largest amount among thegame terminals3 that have bet, and entitling thegame terminal3 to cause a shaking motion to be started. The details of this processing are described later.
In addition, this table is updated in every game, and stored in theRAM83.
An IC tag data table is described with reference toFIG. 13E.
The IC tag data table is a table showing data asidentification data1 to3 which is created by theCPU81 based on the results of the type of dice and the number of dots on the dice, when information stored in IC tags embedded in thedice40a,40b, and40c is detected by theIC tag reader43.
According to this table, for example, when an IC tag embedded in each die is detected in the order of40c,400a, and40b, by theIC tag reader43, thedie40c is associated withidentification data1 of which the type is “red” and the number of dots is “six”, thedie40a is associated withidentification data2 of which the type is “white” and the number of dots is “three”, and thedie40b is associated withidentification data3 of which the type is “black” and the number of dots is “five”.
On the other hand, when three dice are not detected, for example, in a case where only two dice are detected, identification data is created for only 2 sets,identification data1 and2.
In addition, the data table is transmitted from theIC tag reader43 to theCPU81, and then theCPU81 receives it to analyze the number of dots on a die and the like.
An infrared camera capturing data table is described with reference toFIG. 14E.
The infrared camera capturing data table is a data table showing dot patterns of the infrared absorption inks applied to thedice40 and location data of thedice40 on the playingboard41a.
For example, regarding thedie40a shown inFIG. 6E, in the infrared camera capturing data table, the CPU (not shown) inside theinfrared camera45 stores −50 for X and 55 for Y as location data, stores “O” for181,182,184,186, and187, to which the infrared absorption inks are being applied, and stores “X” for183 and185, which are not being applied. The same is true of thedice40b and40c.
In addition, this data table is transmitted from theinfrared camera45 to theCPU81, and then theCPU81 receives it to analyze the number of dots on a die and the like.
A dot pattern data classification table is described with reference toFIG. 15E.
According to this table, colors as the classification for thedice40 are set so as to correspond to dot combinations to which the infrared absorption ink is applied, among theabovementioned dots181 to183 inFIG. 6E. “O” indicates that the infrared absorption ink is applied to the dot, and “x” indicates that the infrared absorption ink is not applied to the dot.
For example, in a case where the infrared camera capturing data table described inFIG. 14E is transmitted to theCPU81 from theinfrared camera45, theCPU81 determines the classification of thedice40 as “red” by comparing the infrared camera capturing data table with the dot pattern data classification table.
A number of dots-dot pattern data table is described with reference toFIG. 16E.
According to this table, numbers as the number of dots on thedice40 are set so as to correspond to dot combinations to which the infrared absorption ink is applied, among theabovementioned dots184 to187 inFIG. 5E. “O” indicates that the infrared absorption ink is applied to the dot, and “X” indicates that the infrared absorption ink is not applied to the dot.
For example, in a case where the infrared camera capturing data table shown inFIG. 14E is transmitted from theinfrared camera45 to theCPU81, theCPU81 determines the number of dots on thedice40 as “five” by comparing the infrared camera capturing data table thus received with the dot pattern data classification table.
Display Example
A bet start instruction image is described with reference toFIG. 17E.
The bet start instruction image is displayed by theCPU81 on thedisplay screen210a of the dealer useddisplay210 before theCPU81 accepts a bet from eachgame terminal3.
This bet start instruction image instructs a dealer to touch a “bet start” button. When atouch panel211 detects that the dealer has touched the “bet start” button, thetouch panel211 transmits a bet start instruction signal to theCPU81 via acommunication interface95.
A bet end not recommended image is described with reference toFIG. 18E.
This bet end not recommended image is displayed by theCPU81 on thedisplay screen210a of the dealer useddisplay210 while theCPU81 accepts a bet from eachgame terminal3.
This bet end not recommended image instructs the dealer not to touch a “bet end” button.
A bet end instruction image is described with reference toFIG. 19E.
The bet end instruction image is displayed by theCPU81 on thedisplay screen210a of the dealer useddisplay210 after elapse of a predetermined time from when theCPU81 starts accepting a bet from eachgame terminal3.
This bet end instruction image instructs the dealer to touch the “bet end” button. When thetouch panel211 detects that the dealer has touched the “bet end” button, thetouch panel211 transmits a bet end instruction signal to theCPU81 via thecommunication interface95.
With reference toFIG. 20E, a display example of thedisplay device30 of each of thegame terminals3 is described.
An image displayed onFIG. 20E reports to each of thegame terminal3 that acceptance of bets has ended. A player can recognize that the acceptance of bets has ended by recognizing that a message “NO MORE BETS” is displayed.
With reference toFIG. 21E, a display example on thedisplay device330 of each of thegame terminals3 is described.
An image shown inFIG. 21E shows a case in which acontroller2 entitles apredetermined game terminal3 to perform a second shaking motion, thegame terminal3 is operated by pushing theshake button301, and then the dicemovable unit4 performs the second shaking motion.
More specifically, a display is performed in which an image that is displayed while theshake button301 is operated is shaken. In the present embodiment, it is shown that the display screen illustrated inFIG. 20E is shaken.
Since almost as soon as the second shaking motion is performed, a display is performed in which a display screen of thedisplay device330 of thegame terminal3 is shaken, a player can feel an effect that has been caused by the one's operation, and another player also can simultaneously know that the dice are being shaken.
<Flow of Processing>
Subsequently, with reference toFIGS. 22E to 27E, processing of agaming system1 according to the present embodiment is described.FIGS. 22E to 26E are flowcharts showing processing of thegaming system1. Furthermore,FIG. 27E is a flowchart showing number of dots on dice detection processing ofFIG. 26E.
First, in Step S1, theCPU81 displays the bet start instruction image (seeFIG. 17E) on thedisplay screen210a of the dealer useddisplay210. It should be noted that, whether or not the bet start instruction image is displayed may be determined according to a dealer's level with reference to the instruction image display determination (seeFIG. 11E).
Thus, according to the dealer's level, it becomes possible to determine whether the bet start instruction image is displayed on thedisplay screen210a of the dealer useddisplay210.
In Step S2, theCPU81 determines whether the bet start instruction signal has been received from thetouch panel211 disposed on the dealer useddisplay210. In the case of a NO determination, theCPU81 returns the processing to Step S2, and in the case of a YES determination, theCPU81 advances the processing to Step S3. In Step S3, theCPU81 transmits the bet start signal to each of thegame terminals3. Then, theCPU111 of each of thegame terminals3 starts accepting bets upon receiving the bet start signal (Step S4).
In Step S6, theCPU81 of thecontroller2 determines whether or not a predetermined time has elapsed. More specifically, theCPU81 starts to measure a predetermined lapse of time t by thetimer131, compares the predetermined lapse of time t with a predetermined time T1 stored in theROM82, and determines whether the predetermined lapse of time t measured by thetimer131 has reached the predetermined time T1. In the case of a NO determination, theCPU81 returns the processing to Step S6, and in the case of a YES determination, theCPU81 advances the processing to Step S7 ofFIG. 23E.
In Step S7 ofFIG. 23E, theCPU81 displays the bet end instruction image (seeFIG. 18E) on thedisplay screen210a of the dealer useddisplay210. It should be noted that, whether or not the bet end instruction image is displayed may be determined according to a dealer's level with reference to the instruction image display determination (seeFIG. 11E).
In Step S8, theCPU81 determines whether the bet end instruction signal has been received from thetouch panel211 disposed on the dealer useddisplay210. In the case of a NO determination, theCPU81 returns the processing to Step S8, and in the case of a YES determination, theCPU81 advances the processing to Step S9. In Step S9, theCPU81 transmits the bet end signal to eachgame terminal3. At each of thegame terminals3, theCPU81 performs bet acceptance end processing (Step S11) upon receiving the bet end signal (Step S10). The bet acceptance end processing is processing that makes betting not possible, and in which theCPU111 in theterminal control unit110 displays on thedisplay device330 an image that notifies that the acceptance of bets shown inFIG. 20E has ended.
In Step S12, theCPU111 of thegame terminal3 transmits bet data to thecontroller2. Here, the bet data is information relating to a normal bet input and a side bet input that have been performed in each of thegame terminals3. In addition, information is included that indicates whether a bet, which is stored in the bet existence determination table shown inFIG. 12E, has been performed or not. That is, in a case in which a bet has been performed at agame terminal3, aCPU111 of thegame terminal3 transmits data indicating that a bet has been performed and data indicating an amount of the bet to thecontroller2.
In Step S13, theCPU81 of thecontroller2 receives bet information from each of thegame terminals3. Then, theCPU81 of thecontroller2 stores the bet data thus received in the RAM83 (Step S14 ofFIG. 24E).
This is the processing relating to a bet so far. Herewith, even an inexperienced dealer can perform start operations for bet placement and end operations according to instructional images.
In Step S15, theCPU81 of thecontroller2 transmits a first shaking motion start signal to the dicemovable unit4. Here, in the present embodiment, the first shaking motion indicates that a subtle oscillation of an extent the does not roll thedice40 is applied to the playingboard41a, and the first shaking motion start signal is a signal that orders starting of the first shaking motion.
Then, in Step S16, theshake device41 of the dicemovable unit4 receives the first shaking motion start signal from thecontroller2 and starts the first shaking motion (Step S17). That is, by oscillating the playingboard41a subtly, thedice40 are oscillated subtly. It should be noted that the first shaking motion is executed continuously until a second shaking motion (described later) is performed.
In Step S18, theCPU81 of thecontroller2 which transmitted the first shaking motion start signal in Step S15 reads the bet data stored in theRAM83, and compares the value. More specifically, theCPU81 compares the value indicating the amount of the bet included in the bet data and obtains the number of thegame terminal3 which represents the largest value. Then, theCPU81 determines thegame terminal3 representing the largest value as thegame terminal3 that performs the second shaking motion (Step S19).
Here, the second shaking motion refers to an oscillation of which the amplitude is larger than that of the first shaking motion and enough to be able to roll thedice40.
In Step S20, theCPU81 of thecontroller2 transmits a second shaking motion permission signal to thegame terminal3 thus determined in Step S19.
Then, theCPU111 of thegame terminal3 which has received the second shaking motion permission signal from the controller2 (Step S21) turns on a shake button lamp305 (Step S22). Thus, the player can recognize that the entitlement to perform the second shaking motion is given to the player. It should be noted that, at this time, it is preferable for an operation of theshake button301 in thegame terminals3 to which the entitlement to perform the second shaking motion is not given to become ineffective.
In Step S23 ofFIG. 25E, theCPU111 of thegame terminal3 determines whether theshake button301 has been operated. In a case of a NO determination, theCPU111 returns the processing to Step S23. In a case of a YES determination, theCPU111 advances the processing to Step S24.
In Step S24, theCPU111 of thegame terminal3 transmits an operation signal that indicates that theshake button301 has been operated. Then, theCPU81 of thecontroller2 which has received the operation signal from the game terminal3 (Step S25) transmits the second shaking motion start signal to the dicemovable unit4 and the game terminal3 (Step S26). Here, in the present embodiment, theCPU81 of thecontroller2 transmits the second shaking motion start signal to all of thegame terminals3.
Then, the dicemovable unit4 that has received the second shaking motion start signal from the controller2 (Step S27) performs the second shaking motion (Step S28). Here, in the present embodiment, the second shaking motion rolls thedice40 by causing the playingboard41a to momentarily move larger than that in the first shaking motion.
On the other hand, theCPU111 of thegame terminal3 that has received the second shaking motion start signal from the controller2 (Step S29) performs image shaking processing (Step S30). As shown inFIG. 21E, this image shaking processing is processing that gives an impression such as a momentary shake of thedisplay device330 to the player, almost as soon as the dicemovable unit4 performs the second shaking motion. In this case, it is preferable to perform this processing longer than a necessary time that the second shaking motion is performed so as not to be recognized as a display defect of thedisplay device330. It should be noted that a change may be performed in conjunction with the second shaking motion.
This allows the player who operated to feel their own operation having been actually reflected, and can psychologically lead the other players so as to raise their expectations for a result of their bet after performing the second shaking motion. Thus, this can give the players the feeling that they share live aspects.
In Step S31, the shakingdevice41 of the dicemovable unit4 performs a shake end motion. More specifically, the shake end motion is an oscillation of which the amplitude is smaller than that of the second shake motion and in which an oscillation of an extent that thedice40 are not rolled is performed for a predetermined time. For example, in a case in which thedice40 are overlapping each other or leaning at a tilt against thecover member44, the numbers of dots on thedice40 cannot be identified correctly. Therefore, by providing an oscillation of an extent that thedice40 are not rolled, the overlapping or tilting can be corrected, and thus the numbers of dots can be identified correctly.
In Step S32 ofFIG. 26E, the dicemovable unit4 performs number of dots on dice detection processing. The details thereof are described later. In Step S33, the dicemovable unit4 transmits dice information. This dice information includes information of a number of dots on thedice40 thus detected in Step S32.
When theCPU81 of thecontroller2 receives dice information from the dice movable unit4 (Step S34), theCPU81 performs award determination processing based on the dice information (Step S35). More specifically, theCPU81 of thecontroller2 refers to bet data included in the bet existence determination table stored in theRAM83 and a multiplication ratio of the bet in the game, and determines an award for each of thegame terminals3.
In Step S36, theCPU81 of thecontroller2 transmits the award data thus determined in Step S35 to thegame terminal3 and ends the present flowchart.
TheCPU111 of agame terminal3 that has received the award data from the controller2 (Step S37) performs payout processing based on the award data, and ends the present flowchart.
FIG. 27E is a flowchart showing number of dots on dice detection processing.
In Step S71, theCPU81 determines whether identification data of the three dice has been received from theIC tag reader43. In the case of a YES determination, theCPU81 advances the processing to Step S73, and in the case of a NO determination, theCPU81 advances the processing to Step S75. More specifically, theCPU81 determines whether there are three sets of identification data, which areidentification data1 to3, in the IC tag data table (seeFIG. 13E) received from theIC tag reader43.
In Step S73, theCPU81 determines the number of dots on the three dice. More specifically, theCPU81 determines the number of dots of the three dice by analyzing theidentification data1 to3. For example, in a case where the identification data is data as shown inFIG. 13E, the number of dice of which type is red is “six”, the number of dice of which type is white is “three”, and the number of dice of which type is black is “five”. Upon finishing the processing in Step S73, theCPU81 terminates the number of dots detection processing.
In Step S75, theCPU81 receives capturing data from the infrared camera. More specifically, theCPU81 receives the infrared camera capturing data table (seeFIG. 14E) for each of thedice40a,40b, and40c, from theinfrared camera45.
In Step S77, theCPU81 determines numbers of dots on the dice. More specifically, theCPU81 determines positions of the dice on theplaying board3a based on the infrared camera capturing data table (seeFIG. 14E), determines types (colors) of the dice based on the infrared camera capturing data table (seeFIG. 14E) and the dot pattern data classification table (seeFIG. 15E), and determines numbers of the dice based on the infrared camera capturing data table (seeFIG. 14E) and the number of dots-dot pattern data table (seeFIG. 16E). This processing is executed for the threedice40a,40b, and40c. Upon terminating the processing in Step S77, theCPU81 terminates the number of dots detection processing.
Thus, even in a case where, for example, a die is inclined and the number of dots thereof cannot be identified by theIC tag reader43, since the number of dots can be determined using theinfrared camera45, the accuracy of detection and identification of numbers of dots can be improved. Descriptions regarding the present embodiment have been provided above. Although a case has been described in which the number ofdice40 is three according to the present embodiment, the number of in the present invention is not limited to three and, for example, the number of the dice may be five.
In the present embodiment, although the controller of the present invention is described for a case of being configured from aCPU81 which themain controller80 includes and aCPU111 which thegame terminal3 includes, the controller of the present invention may be configured by only a single CPU.
Furthermore, as shown inFIG. 2E, in the present embodiment, although thegame terminals3 are disposed so as to face thecontroller2 that thedealer5 operates, the present invention is not limited thereto. For example, a configuration as shown inFIGS. 28E and 29E may be arranged.
FIG. 28E is a block diagram showing a modified example relating to arrangement. Agaming machine1 according to the present embodiment includes a dicemovable unit4, ahistory display unit91, and a plurality of game terminals3 (for example, 8). Then, as shown inFIG. 28E, thegame terminals3 are disposed circularly and the dicemovable unit4 is disposed in the center thereof. Furthermore, thehistory display unit4 is disposed above the dice movable unit. That is, thegame terminals3 are disposed around the dicemovable unit4 so as to surround the dicemovable unit4. Then, although thehistory display unit4 is disposed above the dicemovable unit4 so as to be visually recognized by each player playing at each of a plurality of thegame terminals3 and around thegaming system1, in this case, it is preferable to install a display device that can display a screen on both sides thereof.
FIG. 29E is a block diagram showing a modified example of arrangement. In the arrangement shown inFIG. 29E, twohistory display units91 are disposed behind the plurality of thegame terminal3 so as to be visually recognizable by each player at a plurality of thegame terminal3 or around the game device. A plurality of thegame terminals3 is disposed so as to surround the dicemovable unit4. More specifically, two station groups are provided, each of which has four game terminals, and these are disposed at locations facing each other across the dicemovable unit4. That is, players at the one four stations visually recognize the onehistory display unit91 disposed behind the other four stations, and players at the other four stations visually recognize the otherhistory display unit91 disposed behind the one fourstations4.
Furthermore, in the present embodiment, although thehistory display unit91 is installed to be separate from the external large-size monitor500, the present invention is not limited thereto. For example, a display screen which is displayed on thehistory display unit91 and a display screen which is displayed on the external large-size monitor500 may be displayed simultaneously, and it may also be configured so that a dealer switches those alternately depending on situations.
Although embodiments of the present invention are described above, they are merely exemplified specific examples, and the present invention is not particularly limited thereto. Specific configurations such as each means can be modified appropriately. Moreover, it should be understood that the advantages described in association with the embodiments are merely a listing of most preferred advantages, and that the advantages of the present invention are by no means restricted to those described in connection with the embodiments.
Embodiments of the present invention are described below with reference to the accompanying drawings.
Although details are described later, as shown inFIG. 1F, dice70 (70a,70b, and70c) are configured in three-piece structure including acore portion71 of a substantially cubic shape, anintermediate portion72 which covers theoverall core portion71, and acovering portion73 which covers the overallintermediate portion72. Thecore portion71 and theintermediate portion72 are made of foam members, and in particular, theintermediate portion72 is made of a form member with a higher foam expansion ratio than thecore portion71, i.e. a hard foam member.
Moreover, theRFID tags51 to56 are disposed at six faces of thecore member71 in a substantially cubic shape, respectively (seeFIG. 4F with respect to theRFID tags54 and56), and theRFID tags51 to56 are held in a contacted state between thecore portion71 and theintermediate portion72.
FIG. 2F is a perspective view schematically showing an example of a gaming machine according to the embodiment of this invention.FIG. 3F is an enlarged view of a playing unit of the gaming machine shown inFIG. 2F. As shown inFIG. 2F, agaming machine1 according to the present embodiment includes ahousing2 as a main body portion, aplaying unit3 that is provided substantially at the center of the top face of thehousing2 and in which a plurality ofdice70 are rolled and stopped, a plurality ofstations4 disposed so as to surround theplaying unit3, and a dealer useddisplay210 that is positioned so as not to be visually recognizable by a player seated at eachstation4. Thestation4 includes animage display unit7. A bet start instruction image or a bet end instruction image, for example, is displayed on thedisplay screen210a of the dealer useddisplay210. The player seated at eachstation4 can participate in a game by predicting numbers of dots on thedice70 and performing a normal bet input and a side bet input.
Thegaming machine1 includes ahousing2 as a main body portion, aplaying unit3 that is provided substantially at the center of the top face of thehousing2 and in which a plurality ofdice70 are rolled and come to rest, a plurality of stations4 (ten in the present embodiment) disposed so as to surround theplaying unit3, and a dealer useddisplay210 that is positioned so as not to be visually recognizable by a player seated at eachstation4.
Thestation4 include a gamemedia receiving device5 into which game media such as medals to be used for playing the game are inserted, acontrol unit6, which is configured with multiple control buttons by which a player enters predetermined instructions, and animage display unit7, which displays images relating to a bet table. The player may participate in a game by operating thecontrol unit6 or the like while viewing the image displayed on theimage display unit7.
A payout opening8, from which a player's game media are paid out, are provided on the sides of thehousing2 on which eachstation4 is provided. In addition, aspeaker9, which can output sound, is disposed on the upper right of theimage display unit7 on each of thestations4.
Acontrol unit6 is provided on the side part of theimage display unit7 on each of thestations4. As viewed from a position facing thestation4, in order from the left side are provided aselect button30, a payout (cash-out)button31, and ahelp button32.
Theselect button30 is a button that is pressed when confirming a bet operation after the bet operation is complete. Furthermore, in a case other than the bet operation, the button is pressed when a player confirms an input performed.
Thepayout button31 is a button which is usually pressed at the end of a game, and when thepayout button31 is pressed, game media corresponding to credits that the player has acquired is paid out from thepayout opening8.
Thehelp button32 is a button that is pressed in a case where a method of operating the game is unclear, and upon thehelp button32 being pressed, a help screen showing various kinds of operation information is displayed immediately thereafter on theimage display unit7.
Theplaying unit3 is configured so as to allow a plurality of dice to roll and stop. The present embodiment is configured to use three dice70 (dice70a,70b, and70c) at theplaying unit3.
Aspeaker221 and alamp222 are disposed around theplaying unit3. Thespeaker221 performs rendered effects by outputting sounds while thedice70 are being rolled. Thelamp222 performs rendered effects by emitting lights while thedice70 are being rolled.
Theplaying unit3 includes a playingboard3a to roll and then stop thedice70. AnRFID tag reader16 is provided below the playingboard3a.
Since the playingboard3a is formed to be substantially planar, as shown inFIG. 3F, thedice70 are rolled by oscillating the playingboard3a substantially in the vertical direction with respect to the horizontal direction of the playingboard3a. Then, thedice70 are stopped after the oscillation of the playingboard3a ceases. The playingboard3a is oscillated by a CPU81 (described later) driving anoscillating motor300.
Furthermore, as shown inFIG. 3F, theplaying unit3 is covered with acover member12 of which the entire upper area is made of a transparent acrylic material formed in a hemispherical shape, and regulates the rolling area of thedice70. In the present embodiment, aninfrared camera15, which detects a number of dots on thedice70, is provided at the top of thecover member12. In addition, an RFID system using an RFID tag (described later) is provided in order to detect a number of dots on thedice70.
FIG. 4F is an exploded perspective view of adie70 andFIG. 5F is a cross sectional of adie70. Thecore portion71 is a substantially cubic member which is formed by cutting off corners of the cube. At the substantially central portions of each of the faces of thedie70 of thecore portion71, concave portions are formed in order to embed the RFID tags, and the RFID tags51 to56 are disposed at each of the six concave portions. Thus, thecore portion71 is an example of a first foam member.
Theintermediate portion72 is configured by combining a firstintermediate portion72a with a secondintermediate portion72b which are larger than thecore portion71 and are formed by dividing a substantially cubic body in half. The firstintermediate portion72a and the secondintermediate portion72b have concave portions formed on the insides thereof that each fit half of thecore portion71. Then, for example, by covering thecore portion71 on which the RFID tags are embedded, by the firstintermediate portion72a from above and the secondintermediate portion72b from below, thecore portion71 is covered by theintermediate portion72. Thus, theintermediate portion72 is an example of the second foam member that covers the outside of the first foam member (the core portion71).
The coveringportion73 is configured by combining afirst covering portion73a and asecond covering portion73b, which are slightly larger than theintermediate portion72 and are formed by dividing a substantially cubic body in half. Thefirst covering portion73a and thesecond covering portion73b have concave portions formed on the insides thereof that each fit half of theintermediate portion72. For example, by covering theintermediate portion72 by thefirst covering portion73a from left and thesecond covering portion73b from right, theintermediate portion72 is covered by the coveringportion73. Thus, the coveringportion73 is an example of a covering member that covers the outside of the second foam member (the intermediate portion72).
As a foam member for configuring thecore portion71 and theintermediate portion72, polystyrene foam, polyurethane foam, and the like can be utilized. In this case, both thecore portion71 and theintermediate portion72 may be made of polystyrene foam or polyurethane foam, or the one may be made of polystyrene foam and the other may be made of polyurethane foam. Furthermore, in the present embodiment, the foam expansion ratio of thecore portion71 is 40 times to 50 times, which is soft, and foam expansion ratio of theintermediate portion72 is 3 to 4 times and a relatively hard foam member is used. Here, the foam expansion ratio is a value that indicates a multiple of expansion relative to an original volume. That is, when insert molding, for example, if the foam expansion ratio is only 40 to 50 times, the foam member cannot resist heat. Therefore, in the present embodiment, a foam expansion ratio of the outer foam member, i.e. theintermediate portion72, is set to be relatively hard at 3 to 4 times.
Thus, thecore portion71 and theintermediate portion72 are an example of the first foam member (the core portion71) and the second foam member (the intermediate portion72) made of urethane. Furthermore, thecore portion71 and theintermediate portion72 are an example of the first foam member (the core portion71) and the second foam member (the intermediate portion72) made of polystyrene foam. In addition, theintermediate portion72 is an example for the second foam member having a lower foam expansion ratio than the first foam expansion ratio with respect to the original volume. Moreover, thecore portion71 is an example for the first foam member of which the foam expansion ratio is 40 to 50 times. Additionally, theintermediate portion72 is an example for the second foam member of which the foam expansion ratio is 3 to 4 times.
Furthermore, as a member configuring the coveringportion73, ABS resin, polypropylene, urethane, and the like are applicable. Also, in the present embodiment, an object configured into a coin by covering an RFID tag with a hard member such as epoxy resin is utilized as the RFID tags51 to Therefore, since the RFID tags51 to56 have high rigidity, a member with flexibility such as urethane is applicable to members that configure thecore portion71, theintermediate portion72, and the coveringportion73. In addition, by applying urethane, it is possible to roll thedice70 easily.
It should be noted that it is possible to apply a film-type tag as the RFID tag. In this case, it is not necessary to form concave portions in thecore portion71, and it is possible to mount by attaching directly on thecore portion71. On the other hand, in order to reduce flexure of the RFID tag in thedice70, it is particularly preferable that a hard plastic member such as ABS resin is applied to the coveringportion73.
When integrating thecore portion71 with which the RFID tags51 to56 are mounted, theintermediate portion72, and the coveringportion73, as shown inFIG. 5F, the RFID tags51 to56 are retained in a state held between thecore portion71 and theintermediate portion72. In the present embodiment, thedice70 are cubic bodies having beveled sides of 88 mm, and the RFID tags51 to56 are disposed interiorly 10 mm from the surface of thedice70, i.e. the surface of the coveringportion73. Thus, the RFID tags51 to56 are an example of an RFID tag that is disposed at each face of the first foam member (the core portion71) and held between the first foam member (the core portion71) and the second foam member (the intermediate portion72).
The RFID tags51 to56 are read by theRFID tag reader16 disposed below the playingboard3a.
FIG. 6F shows an RFID tag readable areas by theRFID tag reader16 disposed below the playingboard3a.
Here, a way of reading information stored in the RFID tag by theRFID tag reader16 is described below.
TheRFID tag reader16 is a non-contact type RFID tag reader. For example, it is possible to read information stored in the RFID tag by RFID system (Radio Frequency Identification). The RFID system performs near field communication that reads and writes data stored in semi-conductor devices by an induction field or radio waves in a non-contact manner. In addition, since this technology is known conventionally and is described in Japanese Unexamined Patent Application Publication No. H8-21875, an explanation thereof is abbreviated.
In the present embodiment, a plurality of RFID tags is read by a singleRFID tag reader16. Under the abovementioned RFID system, an anti-collision function can be employed which can read a plurality of RFID tags by a single reader. The anti-collision function includes FIFO (first in first out) type, multi-access type, and selective type, and communicates with a plurality of the RFID tags sequentially. The FIFO type is a mode to communicate with a plurality of the RFID tags sequentially in the order that each RFID tag enters an area in which an antenna can communicate therewith. The multi-access type is a mode that is able to communicate with all the RFID tags, even if there is a plurality of the RFID tags simultaneously in the area in which an antenna can communicate with the RFID tags. The selective type is a mode that is able to communicate with a specific RFID tag among a plurality of the RFID tags in the area in which an antenna can communicate therewith. By employing the abovementioned modes, it is possible to read a plurality of the RFID tags with a single RFID tag reader.
In addition, reading the RFID tags may not only be done by the non-contact type, but also a contact type. In addition, the RFID tag reader is not limited thereto, and anything that is appropriately designed with the object of being read may be employed.
In the present embodiment, a readable area of theRFID tag reader16 is 10 mm in substantially a vertical direction from substantially an entire horizontal face on the playingboard3a. Therefore, in a case in which the dice come to rest, the RFID tag that is readable is only the RFID tag of the die70 corresponding to a face that faces and contacts the playingboard3a, and it is physically impossible for information of other RFID tags to be read by theRFID tag reader16.
More specifically, with reference toFIG. 6F, a face of the die70 (for example, a face of which the number of dots is six) is in contact with the playingboard3a. Furthermore, the RFID tag is embedded substantially at the center of each face of the die70 (the RFID tags for the faces on which the numbers of dots are “3” and “4” are not shown). AnRFID tag51 is embedded substantially at the center of a face on which the number of dots is six. AnRFID tag52 is embedded substantially at the center of a face on which the number of dots is five. AnRFID tag53 is embedded substantially at the center of a face on which the number of dots is one. AnRFID tag54 is embedded substantially at the center of a face on which the number of dots is two.
Furthermore, since the number of dots of a face, opposing a face on which an RFID tag is embedded, is determined as the number of dots of the die70, “one” is stored, as data of the number of dots, in theRFID tag51 on the face of which the number of dots is “six”. “Two” is stored, as data of the number of dots, in theRFID tag52 on the face of which the number of dots is “five”. “Six” is stored, as data of the number of dots, in theRFID tag53 on the face of which the number of dots is “one”. “Five” is stored, as data of the number of dots, in theRFID tag54 on the face of which the number of dots is “two”. “Three” is stored, as data of the number of dots, in the RFID tag (not shown) on the face of which the number of dots is “four”. Finally, “four” is stored, as data of the number of dots, in the RFID tag (not shown) on the face of which the number of dots is “three”.
Here, only theRFID tag51 exists in the readable area of theRFID tag reader16. Therefore, the number of dots (in this case, “one”) of a face, opposing the face on which theRFID tag51 is embedded, is determined as the number of dots of thedie70.
Theinfrared camera15 in the present embodiment includes an imaging device (CCD camera) for shooting thedice70 as an object of shooting, and detects the number of dots appearing on thedice70 based on an imaging signal from the imaging device. Therefore, it is not possible to detect the number of dots appearing on thedice70 accurately in a state in which a plurality of thedice70 are overlapping each other. However, in the present embodiment, by moving the table3a with subtle oscillation and then ceasing the table3a, even if a plurality of thedice70 is overlapping each other, it is possible to make the dice come to rest after breaking up the overlapping state of the dice. As a result of this, it is possible to detect the number of dots appearing on thedice70 accurately. Thus, in the present embodiment, accurate detections of a number of the dots can be achieved by using both theinfrared camera15 and theRFID tag reader16.
FIG. 7F shows an example of a display screen displayed on an image display unit. As shown inFIG. 7F, animage display unit7 is a touch-panel type of liquid crystal display, on the front surface of which atouch panel35 is attached, allowing a player to perform selection such as of icons displayed on aliquid crystal screen36 by contacting thetouch panel35, e.g., with a finger.
A table-type betting board (a bet screen)40 for predicting the number of dots of thedice70 is displayed in a game at a predetermined timing on theimage display unit7.
A detailed description is now provided regarding thebet screen40. On thebet screen40 are displayed a plurality ofnormal bet areas41 and aside bet area42. The plurality ofnormal bet areas41 includes anormal bet area41A, anormal bet area41B, anormal bet area41C, anormal bet area41D, anormal bet area41E, anormal bet area41F, anormal bet area41G, and anormal bet area41H. By contacting thetouch panel35, e.g., with a finger, thenormal bet area41 is designated, and by displaying chips in thenormal bet area41 thus designated, a normal bet operation is performed. Furthermore, by contacting thetouch panel35, e.g., with a finger, theside bet area42 is designated, and by displaying chips in theside bet area42 thus designated, a side bet operation is performed.
Aunit bet button43, are-bet button43E, a payoutresult display unit45, and a creditamount display unit46 are displayed at the right side of theside bet area42 in order from the left side.
The unitbet button unit43 is a group of buttons that are used by a player to bet chips on thenormal bet area41 and theside bet area42 designated by the player. The unitbet button unit43 is configured with four types of buttons including a 1bet button43A, a 5bet button43B, a 10bet button43C, and a 100bet button43D. It should be noted that in the case of an incorrect bet operation, the player can start a bet operation again by touching are-bet button43E.
Firstly, the player designates thenormal bet area41 or theside bet area42 using acursor47 by way of contacting thetouch panel35, e.g., with a finger. At this time, contacting the 1bet button43A, e.g., with a finger, allows for betting one chip at a time (number of chips to be bet increases one by one in the order of 1, 2, 3, every time the 1bet button43A is contacted, e.g., by a finger). Similarly, when contacting the 5bet button43B, e.g., with a finger, five chips at a time can be bet (number of chips to be bet increases five by five in the order of 5, 10, 15, every time the 5bet button43B is contacted, e.g., by a finger). Similarly, when contacting the 10bet button43C, e.g., with a finger, ten chips at a time can be bet (number of chips to be bet increases ten by ten in the order of 10, 20, 30, every time the 10bet button43C is contacted, e.g., by a finger). Similarly, when contacting the 100bet button43D, e.g., with a finger, a hundred chips at a time can be bet (number of chips to be bet increases hundred by hundred in the order of 100, 200, 300, . . . every time the 100bet button43D is contacted, e.g. by a finger). The number of chips bet up to the current time is displayed as achip mark48, and the number displayed on thechip mark48 indicates the number of bet chips.
The number of bet chips and payout credit amount for a player in a previous game are displayed in the payoutresult display unit45. The number calculated by subtracting the number of bet chips from the payout credit amount is a newly acquired credit amount for the player in the previous game.
The creditamount display unit46 displays the credit amount which the player possesses. The credit amount decreases according to the number of bet chips (1 credit amount for 1 chip) when the player bets chips. If the bet chips are entitled to an award and credits are paid out, the credit amount increases in accordance with the number of paid out chips. It should be noted that the game is over when the player's credit amount becomes zero.
Thenormal bet area41 in thebet screen40 is described next. Thenormal bet areas41A and41B are portions where the player places a bet on a predicted sum of dots appearing on thedice70A to70C. In other words, the player selects thenormal bet area41A if the predicted sum falls in a range of 4 to 10, or thenormal bet area41B if the predicted sum falls in a range of 11 to 17. Odds are set to 1:1 (2 chips are paid out for 1 chip bet).
Thenormal bet area41C is a portion where the player places a bet, predicting that twodice70 have the same number of dots. In other words, the player wins an award if one of the combinations occurs, such as (1, 1), (2, 2), (3, 3), (4, 4), (5, 5), and (6, 6), and the odds are set to 1:10.
Thenormal bet area41D is a portion where the player places a bet, predicting that all three dice have the same number of dots. In other words, the player wins an award if one of the combinations occurs, such as (1, 1), (2, 2, 2), (3, 3, 3), (4, 4, 4), (5, 5, 5), and (6, 6, 6), and the odds are set to 1:30.
Thebet area41E is a portion where the player places a bet on a predicted number of dots appearing commonly on all three dice. In other words, the player places a bet on one of the combinations of (1, 1, 1), (2, 2, 2), (3, 3, 3), (4, 4, 4), (5, 5, 5), or (6, 6, 6), and the odds are set to 1:180.
Thenormal bet area41F is where the player places a bet, predicting a total, a summation of dots appearing on the three dice. Odds are set according to the occurrence frequency of the total. For example, if the total is 4 or 17, odds are set to 1:60; if the total is 5 or 16, odds are set to 1:30; if the total is 6 or 15, odds are set to 1:18; if the total is 7 or 14, odds are set to 1:12; if the total is 8 or 13, odds are set to 1:8; if the total is 9 or 12, odds are set to 1:7; and if the total is 10 or 11, odds are set to 1:6.
Thebet area41G is a portion where the player places a bet on predicted dots appearing on the two dice selected from the three, and the odds are set to 1:5. Thenormal bet area41H is a region where the player places a bet on the number of dots appearing on thedice70, and the odds are set according to the number of dots of thedice70 matching the predicted number of dots.
FIG. 8F is a block diagram showing an internal configuration of the gaming machine shown inFIG. 2F. Amain control unit80 of thegaming machine1 includes amicrocomputer85, which is configured with aCPU81,ROM82,RAM83, and abus84 that transfers data therebetween.
TheCPU81 is connected with anoscillating motor300 via an I/O interface90. Furthermore, theCPU81 is connected with atimer131, which can measure time via the I/O interface90. In addition, theCPU81 is connected with alamp222 via the I/O interface90. Thelamp222 emits various colors of light for performing various types of rendered effects, based on output signals from theCPU81. Furthermore, theCPU81 is connected with aspeaker221 via the I/O interface90 and asound output circuit231. Thespeaker221 emits various sound effects for performing various types of rendered effects, based on output signals from thesound output circuit231. Furthermore, the I/O interface90 is connected with the abovementionedinfrared camera15 and/or theRFID tag reader16, thereby transmitting and receiving information in relation to the number of dots of the threedice70, which comes to rest on the playingboard3a, between theinfrared camera15 and/or theRFID tag reader16.
Here, theoscillating motor300, theinfrared camera15, theRFID tag reader16, thelamp222, thesound output circuit231, and thespeaker221 are provided within a singlecomposite unit220.
In addition, via acommunication interface95 connected to the I/O interface90, themain control unit80 transmits and receives data such as bet information, payout information, and the like to and from eachstation4, as well as data such as bet start instruction images, bet start instruction signals, and the like to and from the dealer useddisplay210.
The bet start instruction image is displayed by theCPU81 on thedisplay screen210a of the dealer useddisplay210 before theCPU81 accepts a bet from eachstation4.
This bet start instruction image instructs a dealer to touch a “bet start” button. When atouch panel211 detects that the dealer has touched the “bet start” button, thetouch panel211 transmits a bet start instruction signal to theCPU81 via acommunication interface95.
Furthermore, the I/O interface90 is connected with ahistory display unit91, and themain control unit80 transmits and receives information in relation to the number of dots on the die, to and from thehistory display unit90. It should be noted that, although thehistory display unit91 is not shown inFIG. 2F, it is installed at a position, which allows viewing by all of the players, or at a plurality of locations.
Furthermore, an external large-size monitor is connected to the I/O interface90 through thecontroller400, and themain controller80 transmits and receives image data and the like to and from the external large-size monitor500.
On the external large-monitor500, game advancement, game results, live images of dice rolling, a demonstration screen, and the like are displayed. This attracts the interest of people around the external large-size monitor500.
ROM82 in themain control unit80 is configured to store a program for implementing basic functions of thegaming machine1; more specifically, a program for controlling various devices which drive the playingunit3, a program for controlling eachstation4, and the like, as well as a payout table, data indicating a predetermined time T, data indicating a specific value TT, and the like.
RAM83 is memory, which temporarily stores various types of data calculated byCPU81, and, for example, temporarily stores data bet information transmitted from eachstation4, information on respective number of dots that appear on thedice70 transmitted from theinfrared camera15 and/or theRFID tag reader16, data relating to the results of processing executed byCPU81, and the like. A jackpot storage area is provided in theRAM83. In the jackpot storage area, the data indicating the number of playing media stored cumulatively is stored so as to correspond to each number of dots of matching dice. The data is provided to thestation4 at a predetermined timing, and a jackpot image is displayed. TheCPU81 controls theoscillating motor300, which oscillates theplaying unit3, based on data and a program stored in theROM82 and theRAM83, and oscillates the playingboard3a of theplaying unit3. Furthermore, after oscillation of the playingboard3a ceases, a control processing associated with game progression, such as confirmation processing for confirming the number of dots on each of thedice70 resting on the playingboard3a.
In addition to the control processing described above, theCPU81 has a function of executing a game by transmitting and receiving data to and from eachstation4 so as to control eachstation4. More specifically, theCPU81 accepts bet information transmitted from eachstation4. Furthermore, theCPU81 performs win determination processing based on the number of dots on thedice70 and the bet information transmitted from eachstation4, and calculates the amount of an award paid out in eachstation4 with reference to the payout table stored in theROM82.
FIG. 9F is a block diagram showing an internal configuration of a station shown inFIG. 2F. Thestation4 includes amain body100 in which animage display unit7 and the like are provided, and a gamemedia receiving device5, which is attached to themain body100. Themain body100 further includes astation control unit110 and several peripheral devices.
Thestation control unit110 includes aCPU111,ROM112, andRAM113.
ROM112 stores a program for implementing basic functions of thestation4, other various programs needed to control thestation4, a data table, and the like.
Moreover, adecision button30, apayout button31, and ahelp button32 provided in thecontrol unit6 are connected to theCPU111, respectively. TheCPU111 controls the execution of various corresponding operations in accordance with manipulation signals, which are generated in response to each button pressed by a player. More specifically, theCPU111 executes various processing, based on input signals transmitted from thecontrol unit6 in response to a player's operation which has been inputted, and the data and programs stored in theROM112 andRAM113. Subsequently, theCPU111 transmits the results to theCPU81 in themain control unit80.
In addition, theCPU111 in themain control unit80 receives instruction signals from theCPU81, and controls peripheral devices which configure thestation4. TheCPU111 performs various kinds of processing based upon the input signals supplied from thecontrol unit6 and thetouch panel35, and the data and the programs stored in theROM112 and theRAM113. Then, theCPU111 controls the peripheral devices which configure thestation4 based on the results of the processing. It should be noted that the mode whereby processing is performed is set for each processing depending on the content of the processing. For example, the former approach is applied to payout processing of game media for respective numbers of dots appearing on the dice, and the latter approach is applied to bet operation processing by a player.
Furthermore, ahopper114, which is connected to theCPU111, pays out a predetermined amount of game media through thepayout opening8, receiving the instruction signals from theCPU111.
Moreover, theimage display unit7 is connected to theCPU111 via a liquidcrystal driving circuit120. The liquidcrystal driving circuit120 includes program ROM, image ROM, an image control CPU, work RAM, a video display processor (VDP), video RAM, and the like. Here, the program ROM stores an image control program with respect to the display functions of theimage display unit7, and various kinds of selection tables. The image ROM stores dot data for creating an image to be displayed on theimage display unit7, and dot data for displaying a jackpot image, for example. In addition, the image control CPU determines an image to be displayed on theimage display unit7, selected from the dot data previously stored in the image ROM according to the image control program previously stored in the program ROM based on parameters specified by theCPU111. The work RAM is configured as a temporary storage means when executing the image control program by the image control CPU. The VDP forms an image corresponding to the display contents determined by the image control CPU and outputs the resulting image on theimage display unit7. It should be noted that the video RAM is configured as a temporary storage device used by the VDP for creating an image.
As mentioned above, thetouch panel35 is attached to the front side of theimage display unit7, and the information related to operation on thetouch panel35 is transmitted to theCPU111. Thetouch panel35 detects an input operation by the player on abet screen40 and the like more specifically, selection of thenormal bet area41 and theside bet area42 in thebet screen40, manipulation of thebet button unit43 and the like, are performed by touching thetouch panel35, and the information thereof is transmitted to theCPU111. Then, a player's bet information is stored in theRAM113 based on the information stored. Furthermore, the bet information is transmitted to theCPU81 in themain control unit80, and stored in a bet information storage area in theRAM83.
Moreover, asound output circuit126 and aspeaker9 are connected to theCPU111. Thespeaker9 emits various sound effects for performing various kinds of rendered effects, based on output signals from thesound output circuit126. In addition, the gamemedia receiving device5, into which game media such as coins or medals are inserted, is connected to theCPU111 via adata receiving unit127. Thedata receiving unit127 receives credit signals transmitted from the gamemedia receiving device5, and theCPU111 increases a player's credit amount stored in theRAM113 based on the credit signals transmitted.
Atimer130, which can measure time, is connected to theCPU111.
Agaming board60 includes a CPU (Central Processing Unit)61,ROM65 andboot ROM62, acard slot63S compatible with amemory card63, and anIC socket64S compatible with a GAL (Generic Array Logic)64, which are connected to one another via an internal bus.
Thememory card63 comprises nonvolatile memory such as compact flash (trademark) or the like, which stores a game program and a game system program.
Furthermore, thecard slot63S has a configuration that allows thememory card63 to be detachably inserted, and is connected to theCPU111 via an IDE bus. Such an arrangement allows the kinds or content of the game provided by thestation4 to be changed by performing the following operation. More specifically, thememory card63 is first extracted from thecard slot63S, and another game program and another game system program are written to thememory card63. Then, thememory card63 thus rewritten is inserted into thecard slot63S. In addition, the kinds or content of the games provided by thestation4 can be changed by replacing thememory card63 storing a game program and a game system program with anothermemory card63 storing another game program and game system program. The game program includes a program for advancing a game and the like. The game program also includes a program related to image data and sound data outputted during a game.
TheGAL64 is one type of PLD that has a fixed OR array structure. TheGAL64 includes multiple input ports and output ports and, upon receiving predetermined data via each input port, outputs output data that corresponds to the input data via the corresponding output port. In addition, anIC socket64S has a structure that allows theGAL64 to be detachably mounted, and is connected to theCPU111 via the PCI bus.
TheCPU61, theROM65, and theboot ROM62, which are connected to one another via the internal bus, are connected to theCPU111 via the PCI bus. The PCI bus performs signal transmission between theCPU111 and thegaming board60, as well as supplying electric power from theCPU111 to thegaming board60. TheROM65 stores country identification information and an authentication program. Theboot ROM62 stores a preliminary authentication program, a program (boot code) which instructs theCPU61 to start up the preliminary authentication program, etc.
The authentication program is a program (forgery check program) for authenticating the game program and the game system program. The authentication program is defined to follow the procedure (authentication procedure) for confirming and authenticating that the game program and the game system program, which are to be acquired after the authentication, have not been forged, i.e. the procedure for authenticating the game program and the game system program. The preliminary authentication program is a program for authenticating the aforementioned authentication program. The preliminary authentication program is defined to follow the procedure for verifying that the authentication program has not been forged, i.e. the procedure for authenticating the authentication program (authentication procedure).
FIG. 10F is a block diagram showing an example of a different configuration of the game device according to the present invention. It should be noted that identical numerals are used for the same members or members with the similar functions to those in the embodiments illustrated inFIGS. 1F to 9F. Thegame device1 shown inFIG. 10F is provided with acomposite unit220, thehistory display unit91, and a plurality of stations4 (e.g.,8). Thecomposite unit220 is provided with various devices (not shown) for rolls dice. Thehistory display unit91 is disposed above thecomposite unit220 so as to be visually recognizable by each player at a plurality of thestations4 or from around the game device. The plurality of thestations4 is disposed to be connected with each other around thecomposite unit220.
FIG. 11F is a block diagram showing another example of another configuration of the game device according to the present invention. The arrangement of the plurality of thestations4 and thehistory display unit91 is different from the arrangement shown inFIG. 10F. In thegame device1 shown inFIG. 11F, twohistory display units91 are disposed behind the plurality of thestations4 so as to be visually recognizable by each player at a plurality of thestations4 or from around the game device. The plurality ofstations4 is respectively disposed so as to surround thecomposite unit220. More specifically, two station groups are provided, each of which has four stations, and these are disposed at locations facing each other across thecomposite unit220. That is, players at the one of fourstations4 visually recognize thehistory display unit91 disposed behind the other fourstations4, and players at the other fourstations4 visually recognize the otherhistory display units91 disposed behind the one of fourstations4.
FIG. 12F is a diagram showing an example of an image displayed on a display screen of a history display unit. On the display screen of thehistory display unit91,display areas91a,91b,91c, and91d are set for displaying cumulative amounts of four types of progressive awards.Display areas91e,91f,91g, and91h are display areas for displaying the game history, and in thedisplay area91e, information such as a number of dots in the last game before a present game is displayed.
“1”, “2”, “3”, “6”, and “Small” are displayed in order from the left as a display content of thedisplay area91e. The leftmost “1” represents a number of dots on a blue die by being displayed in blue. The second “2” from the left represents a number of dots on a red die by being displayed in red. The third “3” from the left represents a number of dots on a white die by being displayed in white. The fourth “6” from the left represents a sum total value of each of the dice (blue, red, and white). Thedisplay areas91f to91h are similar to thedisplay areas91e. In addition, “Small” is displayed, for example, in a case in which a sum total value of numbers of dots on the dice belongs to a numeral range of 4 to 10 among twonumeral ranges 4 to 10 and 11 and 17, and “Big” is displayed in a case in which a sum total value of numbers of dots on the dice belongs to a numeral range of 11 to 17.
It should be noted that a plurality of LED luminous bodies (not shown) is disposed around thehistory display unit91 and the plurality of LED luminous bodies emit light in various light emitting modes according to game advancement and the like.
According to the present embodiment as described above, since thecore portion71 and theintermediate portion72 are made of foam members, weight reduction of the dice is possible. Furthermore, since the RFID tags51 to56 are disposed in the vicinity of the foam member with the three-piece structure of thecore portion71, theintermediate portion72, and the coveringportion73, buffering shock transmitted to the RFID tags51 to56 due to shock to the dice is possible by way of the foam member, whereby the RFID tags51 to56 can be protected. Furthermore, the RFID tags51 to56 are disposed between thecore portion71 and theintermediate portion72, and theintermediate portion72 is made of a foam member that is relatively harder than thecore member71. Therefore, an amount of deformation of theintermediate portion72 due to a shock to the dice is reduced, and the shock is absorbed into thecore portion71. As a result of this, it is possible to prevent failure such as by damage to an RFID tag due to deformation of the RFID tag along with deformation of theintermediate portion72. Thus, it is possible to provide a weight reduction in dice and dice that realize protection of the RFID tags thereof.
Furthermore, by configuring thecore portion71 and theintermediate portion72 using urethane, as well as applying a foam member for a weight reduction, elasticity of thedice70 is improved due to a property of urethane easily elastically deforming, thereby enabling dice to be provided which can be easily rolled. In this case, in particular, it is possible to provide dice that roll easily as a result of being made to bounce, by using a flexible member also for the coveringmember73. Furthermore, a weight reduction becomes possible by applying a foam member by configuring thecore portion71 and theintermediate portion72 using polystyrene foam, and rigidity of thedice70 is improved due to polystyrene foam, which is difficult to deform, whereby it is possible to provide dice in which internal RFID tags can be reliably protected. Thus, by applying specific materials such as urethane or polystyrene foam for the material properties of thecore portion71 and theintermediate portion72, an effect dependent on a specific material can be included as well as a weight reduction.
Furthermore, using a member with a foam expansion ratio of 40 to 50 times for thecore portion71 and the member with foam expansion ratio of 3 to 4 times for theintermediate portion72, the outside of the dice becomes superior in rigidity and the inside thereof superior in shock-absorbing property, whereby it is possible to provide dice of reduced weight that can reliably protect internal RFID tags thereof.
Descriptions regarding the present embodiment have been provided above. Although a case has been described in which the number ofdice70 is three according to the present embodiment, the number of in the present invention is not limited to three and, for example, the number of the dice may be five. Furthermore, the shape of dice is not limited to a cubic body. For example, it is also possible to be adapted to an eight-faceted dice, and thecore portion71 and theintermediate portion72 can be designed appropriately according to a shape of the dice.
In the present embodiment, although the controller of the present invention is described for a case of being configured from aCPU81 which themain controller80 includes and aCPU111 which thestation4 includes, the controller of the present invention may be configured by only a single CPU.
Although embodiments of the present invention are described above, they are merely exemplified specific examples, and the present invention is not particularly limited thereto. Specific configurations such as each means can be modified appropriately. Moreover, it should be understood that the advantages described in association with the embodiments are merely a listing of most preferred advantages, and that the advantages of the present invention are by no means restricted to those described in connection with the embodiments.
First Embodiment
Embodiments of the present invention will be explained hereinafter with reference to the accompanying drawings.
FIG. 1G is a flowchart showing an outline of an embodiment according to the present invention.
As described later in detail, first, aCPU81 of acontroller2 transmits a start signal for reading awireless IC tag401 to a reader62 (Step S100).
Then, theCPU81 of thecontroller2 that receives data of thewireless IC tag401 read by thereader62 calculates address information according to the unique ID of thewireless IC tag401 and a predetermined function (Step S200).
Based on the address information thus calculated, thereader62 reads number of dots information and a CRC value as error detection information from thewireless IC tag401, and sends it to the controller2 (Step S300).
TheCPU81 of thecontroller2 calculates the CRC value with the unique ID, number of dots information, and serial information stored in thewireless IC tag401 as seed values (Step S400).
Furthermore, theCPU81 compares the CRC value of thewireless IC tag401 with the CRC value calculated in Step S400 (Step S500). If the values are identical, it can be recognized that reading was correctly performed, and theCPU81 performs processing of number of dots information (Step S600, Step S700). If those values are not identical, it can be recognized that reading was not correctly performed, and read error processing is performed (Step S600, Step S800).
FIG. 2G is an overall view of agaming machine1 that provides a dice game.
Thegaming machine1 of the present embodiment includes thecontroller2,stations3, and a dicemovable unit4.
Furthermore, ahistory display unit91 and an external large-size monitor500 are provided at a location visually recognizable from where players are playing at thestations3.
Thecontroller2 controls theentire gaming machine1.
In addition, in the present embodiment, thecontroller2 includes a dealer useddisplay210 that is used by adealer5 who advances a game and atouch panel211 provided at the dealer useddisplay210, and executes control of theoverall gaming machine1 according to an operation of thedealer5.
Thestations3 are terminals that players operate.
Thestations3 accept bet operations by players sitting on chairs (not shown) provided in front of thestations3 and perform processing to payout awards of games.
Thestation3 includes animage display device31, a game media acceptance device that accepts game media such as medals inserted to aninsertion opening321 and used for a game, anoperation unit33 composed of ashake button331 to which a predetermined instruction is inputted by a player, a gameinformation display unit34 for displaying information related to a game, and the like.
The player may participate in a game by operating theoperation unit33 or the like while viewing the image displayed on theimage display device31.
In the present embodiment, ashake button331 and aselect button332 are provided at theoperation unit33.
Theshake button331 is a button for performing an instruction that allows a player to start rolling dice at a predetermined timing.
Furthermore, in a case other than the bet operation, theselect button332 is pushed for confirming the input that a player performed.
In addition, aspeaker35, which can output sound, is disposed on the upper right of theimage display device31 on each of thestations3.
A plurality of buttons is provided on the side part of theimage display device31 on each of thestations3.
More specifically, apayout button36 and ahelp button37 are disposed there.
Thepayout button36 is a button which is usually pressed at the end of a game, and when thepayout button36 is pressed, game media corresponding to credits that the player has acquired is paid out from thepayout opening322.
Thehelp button37 is a button that is pressed in a case where a method of operating the game is unclear, and upon thehelp button37 being pressed, a help screen showing various kinds of operation information is displayed immediately thereafter on theimage display device31.
Another operation is performed by the player touching a display screen displayed on theimage display device31.
Since a touch-sensitive sensor is installed on the surface of theimage display device31, various operations are recognized by the player touching through a so-called touch panel system.
The dicemovable unit4 rolls a plurality of thedice40 used in a Sic Bo game.
An award is determined based on a combination of numbers appearing on an upper face (hereinafter, defined as a number of dots) when a plurality of thedice40 is caused to roll and stop.
In other words, a random number can be obtained by rolling a plurality of thedice40.
Thehistory display unit91 is a display on which the history of a game including the number of dots of the dice is displayed.
Details thereof are described later.
The external large-size monitor500 is a display on which live images such as for advancement of a game, a demonstration screen, and the like are displayed.
<Dice Movable Unit>
The dicemovable unit4 will be explained with reference toFIGS. 3G and 7G.
FIG. 3G is a perspective diagram showing the dicemovable unit4.
FIG. 4G is a diagram illustrating a cross-section along the line A-A of the dicemovable unit4.
FIG. 5G is a perspective view showing a schematic representation of anantenna63 of a playingboard41a.
FIG. 6G is a configurational diagram of adetection device61.
FIG. 7G is a block diagram showing an internal configuration of thereader62.
The dicemovable unit4 is configured so as to allow a plurality of thedice40 to roll and stop.
This dicemovable unit4 includes a shakingdevice41 that is configured so as to cause thedice40 to roll, acover member42 that covers an upper side of the shakingdevice41 and is formed in a dome shape, and a unitmain body43 that houses the shakingdevice41.
In the present embodiment, the shakingdevice41 causes the three dice40 (thedie40a, thedie40b, and thedie40c) to roll.
Thecover member42 is disposed so as to cover the entire top face of the playingboard41a.
Furthermore, thecover member42 is made of a transparent member in a substantially hemispherical shape and limits the area in which thedice40 roll.
A plurality of thedice40 is disposed in the space formed by the playingboard41a and thecover member42.
In the present embodiment, thedice40 are substantially hexahedral and the wireless IC tags are embedded in each face thereof.
It should be noted that thiswireless IC tag401 is embedded in a surface of a die40 so as not to be visually recognized from the outside of thedie40.
For example, the die40 can be formed by disposing thewireless IC tag401 at the surface of a member as a base of the die40, and then placing a member as a cover thereover. Details thereof are described later.
The dicemovable unit4 includeslamps44.
Thelamps44 perform various rendered effects by emitting light while thedice40 are rolling.
The shakingdevice41 is formed in a substantially circular shape as viewed in a plane, supports a plurality of thedice40, and includes the playingboard41a as a field on which a plurality of thedice40 are rolled and acylinder portion45 that oscillates the playingboard41 vertically.
Since the playingboard41a is formed to be substantially planar, as shown inFIG. 4G, thedice40 are rolled by oscillating (shaking) the playingboard41a substantially in the vertical direction with respect to the horizontal direction of the playingboard41a by way of thecylinder portion45 that supports the playingboard41a from a lower face side of the playingboard41a.
Then, when the oscillation of the playingboard41a comes to rest, thedice40 rolling come to rest.
Furthermore, the playingboard41a includes a playing boardmain body411, acushion member412 that is disposed on the top face of the playing boardmain body411, an antenna base portion413 that is disposed between the playing boardmain body411 and thecushion member412 and in which the antennas63a,63b, and63c are disposed.
It is preferable for the members forming these to be made of a non-metallic member.
Since radio waves are susceptible to the interference of metal, if metal exists near thewireless IC tag401, the communication range between thereader62 and thewireless IC tag401 will be reduced, and thus it may prevent thewireless IC tag401 from being read by thereader62.
Then, the antennas63a,63b, and63c that are disposed at the antenna base portion413 are connected tofirst communication portions65a,65b, and65c through wires, respectively.
Thefirst communication portions65a,65b, and65c are each disposed on a lower face side of the playing boardmain body411.
In addition,second communication portions66 are disposed so as to oppose thefirst communication portions65a,65b, and65c.
Thesecond communication portions66a,66b, and66c are disposed on a unitmain body43 side of the dicemovable unit4.
In other words, thefirst communication portion65 and thesecond communication portion66 are disposed so as to being respectively facing at the lower face side of the playingboard41a.
This enables a stable communication state to be maintained without the relative position between thefirst communication portion65 and thesecond communication portion66 being shifted when the playingboard41a moves along with the vertical motion of thecylinder portion45.
Assuming a case of thefirst communication portion65 and thesecond communication portion66 being disposed on a side face of the playingboard41, after the playingboard41a has moved, thefirst communication portion65 and thesecond communication portion66 may not be at opposing positions, and it may not be possible to communicate therebetween.
It is possible to prevent such a state from arising by disposing thefirst communication portion65 and thesecond communication portion66 so as to be facing on a lower face side of the playingboard41a.
Thedetection device61 will be explained while referring toFIGS. 5G and 6G.
Thedetection device61 according to the present invention is provided at the dicemovable unit4 that rolls a plurality of thedice40 in a dice game of so-called Sic Bo, and is used for detecting the numbers of dots on the plurality of thedice40.
Thisdetection device61 is mainly configured with thereader62 that reads information stored in the wireless IC tags401 which are disposed on each of the faces of thedice40.
Thereader62 includes a control circuit that can be connected to a higher-level device such as a PC, a plurality of loop-shapedantennas63 that are disposed on the playingboard41a serving as a field on which the plurality ofdice40 rolls, thefirst communication portion65 that is connected to theantenna63, and thesecond communication portion66 that communicates with thefirst communication portion65.
Furthermore, a switch portion67 that switches whether electrical current is supplied to theantenna63 is provided between theantenna63 and thefirst communication portion65.
In addition, thereader62 is connected to thecontroller2.
Thereader62 reads information stored in thewireless IC tag401, and decodes and transmits the information thus read to thecontroller2.
In the present embodiment, communication between thereader62 and thewireless IC tag401 is performed by way of electromagnetic induction.
That is, thereader62 flows current to theantenna63 based on an instruction signal from thecontroller2 and transmits a predetermined command to thewireless IC tag401.
When this is done, a magnetic field is altered within the area surrounded by the loop-shapedantenna63 in which the current flows.
Accompanying the alteration of magnetic flux in this magnetic field, an electromotive force is generated within the loop antenna that is included in thewireless IC tag401, which is disposed within the area.
Herewith, electric power is transmitted to thewireless IC tag401, whereby communication with thewireless IC tag401 is performed.
In the present embodiment, threeantennas63 of thereader62 are provided and disposed so that at least a portion of each of the detection areas thereof is mutually superimposed (seeFIG. 5G).
In addition, among the threeantennas63, the antenna63a as a first antenna portion is disposed substantially at the center of the playingboard41a and is formed so as to depict a substantially circular shape.
Furthermore, the antennas63b and63c serving as second antenna portions are formed so that four areas of substantially triangular shape depict a cross shape around an apex thereof, and bottom portions of substantially triangular shape are formed with a curve so as to follow the circumference of the playingboard41a.
Therefore, the antennas63b and63c are formed so that the width of the edges thereof is larger at the outer side than the center portion of the playingboard41a.
Then, the antennas63b and63c are disposed so that the areas of substantially triangular shape thereof are disposed alternately and portions of the areas of substantially triangular shape are disposed to be mutually superimposed.
More specifically, a lateral portion of the area of substantially triangular shape of an antenna is disposed so as to be superimposed with a portion of the area of substantially triangular shape of another antenna.
In this way, the antennas63b and63c are loop antennas formed in a loop-shape so as to be the abovementioned shape.
In the present embodiment, each of the wireless IC tags401 disposed in the plurality of thedice40 is read by asingle reader62.
Under the abovementioned RFID system, an anti-collision function can be employed which can read a plurality of wireless IC tags with a single reader.
For the anti-collision function, there are FIFO (first in first out) type, multi-access type, and selective type, which communicate with a plurality of the wireless IC tags sequentially.
FIFO type is a mode to communicate with a plurality of the wireless IC tags sequentially in the order in which each wireless IC tag enters an area in which an antenna can communicate therewith. Multi-access type is a mode that is able to communicate with all of the wireless IC tags, even if there is a plurality of the wireless IC tags simultaneously in the area in which the antenna can communicate with the wireless IC tags. Selective type is a mode that is able to communicate with a specific wireless IC tag among a plurality of the wireless IC tags in the area in which the antenna can communicate therewith.
By employing the above-mentioned modes, it is possible to read a plurality of the wireless IC tags with a single reader.
Thewireless IC tag401 is configured so as to be read by thereader62 by way of radio waves or electromagnetic induction.
Thewireless IC tag401 is configured with a loop antenna and an IC chip having a control circuit, memory, a rectifying circuit, and a transmission/reception circuit, and number of dots information of the die40 is stored in the memory.
Details thereof are described later.
Thefirst communication portion65 and thesecond communication portion66 can mutually transmit and receive wirelessly.
Thefirst communication portion65 and thesecond communication portion66 are provided between theantenna63 and thereader62.
Thefirst communication portion65 is connected to theantenna63, and thesecond communication portion66 is connected to thereader62.
Accordingly, various commands transmitted from thereader62 to thewireless IC tag401, and reply information from thewireless IC tag401 received by theantenna63 are mutually transmitted and received between thefirst communication portion65 and thesecond communication portion66.
The reply information from thewireless IC tag401 is information different from the number of dots information that is stored in the memory of thewireless tag401, for example.
Thefirst communication portion65 also has a transmission circuit for transmitting electric power to theantenna63.
In addition, a switch portion67 is provided between thefirst communication portion65 and theantenna63. This switch portion67 switches whether electrical current is supplied to theantenna63.
When the switch portion67 enters an ON state, electric power is transmitted from the transmission circuit of thefirst communication portion65 to theantenna63.
In addition, in a case of the switch portion67 being in an OFF state, the electric power transmitted from the transmission circuit of thefirst communication portion65 is turned OFF.
The switch portion67 is configured by a photo MOSFET (Metal Oxide Semiconductor Field Effect Transistor) in the present embodiment.
In a photo MOSFET, a photovoltaic cell charges the gate capacitance of the FET from the light of a light emitting diode to raise the gate-to-source voltage, and the FET conducts, whereby the switch portion67 enters the ON state.
When the light emitting diode (LED) goes out, the photovoltaic cell does not simply stop charging, but rather a discharge switch inside thereof automatically activates to forcibly discharge the gate charge, and the gate-to-source voltage immediately declines, whereby the switch portion67 enters the OFF state.
If electric power were transferred to the three antennas63a,63b, and63c simultaneously at this time, these antennas may interfere with each other since the detection areas thereof are mutually superimposed.
For this reason, theantenna63 detecting thewireless IC tag401 is switched by transferring the electric power to each of the three antennas63a,63b, and63c in a predetermined order based on the instruction signal from thecontroller2.
In addition, the ON/OFF state of each switch portion67 of the antennas63a,63b, and63c is switched by thereader62 accompanying the switching of the three antennas63a,63b, and63c.
In other words, in a case of an instruction signal to supply electric power to the antenna63a is transmitted from thecontroller2 to thereader62, for example, thereader62 first sets the switch portion67a to ON through the first communication portion65a and the second communication portion66a.
Then, electric power is supplied to the antenna63a.
Furthermore, in a case of supplying electrical current to the antenna63b, thecontroller2 transmits an instruction signal to set the antenna63a to OFF and to set the antenna63b to ON.
Thereader62 thereby wirelessly communicates this signal by way of the first communication portion65a and second communication portion66a, and sets the switch portion67a to OFF.
In addition, thereader62 wirelessly communicates this signal by way of thefirst communication portion65b andsecond communication portion66b to set theswitch portion67b to ON.
Then, the antenna63a is turned OFF, and electric power is supplied to the antenna63b.
The configuration of thereader62 will be explained while referring toFIG. 7G.
FIG. 7G is a functional block diagram of thereader62.
Thereader62 is configured by acontrol circuit621,oscillation circuit622,modulation circuit623, transmittingcircuit624, receivingcircuit625, anddemodulating circuit626.
Thecontrol circuit621 performs overall control of thereader62, such as communication control with thecontroller2 and intercommunication control with the wireless IC tags401.
More specifically, it outputs encoded commands to be transmitted to the wireless IC tags401, data for writing to the memory, and the like to the modulation circuit at the required timing.
In addition, it encodes and transmits replies from the wireless IC tags401 input from the modulation circuit, memory data, and the like, to thecontroller2.
A memory circuit that stores a control program, data for applications, and the like is also included in thiscontrol circuit621.
Theoscillation circuit622 is a circuit that produces the carrier wave required in the intercommunication with the wireless IC tags401.
For example, this circuit causes oscillation at a precise frequency using a crystal oscillator or the like.
This circuit causes oscillation at a high frequency, and produces a synchronized signal with the carrier wave used by frequency dividing the high frequency.
The operating timing of the various circuits is made to be synchronous with this synchronized signal.
Themodulation circuit623 is a circuit for modulating and transmitting commands, data and the like being transmitted from thecontrol circuit621 to be overlapped on the carrier wave generated by theoscillation circuit622, to the transmittingcircuit624.
For example, amplitude shift keying, frequency shift keying, phase shift keying or the like can be employed as the modulation method.
The transmittingcircuit624 is a circuit for transmitting commands and data overlapped with the carrier wave being transmitted from themodulation circuit623 to the antenna.
The transmittingcircuit624 is further configured by an amplifier circuit for amplifying signals and a filter circuit that causes unwanted frequencies to decay and allows only the frequency to be transmitted to pass therethrough.
The receivingcircuit625 is a circuit that receives the weak carrier wave from thewireless IC tag401 entering via theantenna63, and cuts out the received carrier wave and unwanted noise.
The receivingcircuit625 is also configured by a filter circuit that allows only required signals to pass therethrough, and an amplifier circuit that amplifies only the input signals.
Therefore, in the present embodiment, communication is performed between theantenna63 and thereader62 via thefirst communication portion65 and thesecond communication portion66, which carry out wireless communication.
Consequently, it is configured to transmit and receive the signals from these communication portions in the communication performed by the transmittingcircuit624 and the receivingcircuit625.
In a case of there not being afirst communication portion65 andsecond communication portion66, transmission or reception would be performed directly through theantenna63.
Thedemodulating circuit626 demodulates and transmits commands and data from the wireless IC tags401 input from the receivingcircuit625, to thecontrol circuit621.
Thedemodulating circuit626 demodulates commands and data according to the modulation method adopted by themodulation circuit623.
In this way, thecontrol circuit621 of thereader62 modulates commands and the like with themodulation circuit623 and transmits from the transmittingcircuit624 through theantenna63, based on the instruction signals from thecontroller2.
In addition, while receiving, the carrier wave from thewireless IC tag401 is received by theantenna63, encoded data is demodulated with thedemodulating circuit626 to make a format processable by thecontroller2, and the data is transmitted to thecontroller2.
<Die>
The die40 will be explained with reference toFIG. 8G.
FIG. 8G is an exploded perspective view of thedie40.
Thedie40 is composed of acore portion402, an intermediate portion403, and a covering portion404, and the wireless IC tags401 are disposed between thecore portion402 and the intermediate portion403.
These wireless IC tags401 are disposed in each face of the die40, which have 6 faces.
Thecore portion402 is a substantially cubic member which is formed by cutting off the corners of a cube.
At the substantially central portions of each of the faces of thecore portion402, concave portions are formed in order to embed the wireless IC tags401, and thewireless IC tags401a,401b,401c,401d,401e, and401f are disposed in each of the six concave portions.
The intermediate portion403 is configured by combining a firstintermediate portion403a with a secondintermediate portion403b, which is larger than thecore portion402 and formed by dividing a substantially cubic body in half.
The firstintermediate portion403a and the secondintermediate portion403b have concave portions formed on the insides thereof that each fit half of thecore portion402.
Then, for example, by covering thecore portion402 on which the wireless IC tags401 are embedded, by the firstintermediate portion403a from above and the secondintermediate portion403b from below, thecore portion402 is covered by the intermediate portion403.
The covering portion404 is configured by combining a firstexternal portion404a and a secondexternal portion404b, which is slightly larger than the intermediate portion403 and formed by dividing a substantially cubic body in half.
Thefirst covering portion404a and thesecond covering portion404b have concave portions formed on the insides thereof that each fit half of the intermediate portion403.
For example, by covering the intermediate portion403 by thefirst covering portion404a from the left and thesecond covering portion404b from the right, the intermediate portion403 is covered by the covering portion404.
It should be noted that it is possible to apply a film-type tag as thewireless IC tag401.
In this case, it is not necessary to form concave portions in thecore portion402, and it is possible to mount by attaching directly on thecore portion402.
On the other hand, in order to reduce the flexure of the wireless IC tags in thedice40, it is particularly preferable that a hard plastic member such as ABS resin is applied as the covering portion404.
Thewireless IC tag401 can appropriately employ an active tag which embeds a battery, a passive tag operated using electric power transferred from a reader/writer, and a semi-passive tag using electric power of a battery for a sensor operation.
Furthermore, appropriate combinations for thewireless IC tag401 as a reader can be employed.
In the present embodiment, a passive tag is employed.
In addition, reading the wireless IC tags401 may not only be done by non-contact type, but also contact type.
In addition, the reader is not limited thereto, and anything that is appropriately designed with the object of being read may be employed.
The configuration of thewireless IC tag401 will be explained with reference toFIG. 9G.
FIG. 9G is a functional block diagram of thewireless IC tag401.
Thewireless IC tag401 is configured by anantenna421,voltage limiting circuit422, rectifyingcircuit423, demodulatingcircuit424,modulation circuit425,control circuit426, andmemory circuit427.
Theantenna421 is a portion that transmits and receives electric power, commands, and data transmitted from thereader62.
The antenna for thewireless IC tag401 used must be tuned to the frequency of the carrier wave.
In addition, the format of the antenna is also different according to the form of thewireless IC tag401 adopted, such as radio waves and electromagnetic induction.
For example, in a case of being electromagnetic induction type, a loop antenna that easily obtains the energy of a magnetic field is used.
In addition, in the case of being radio wave type, a dipole antenna, flat antenna, or the like that easily obtain the energy of an electric field is used.
Thevoltage limiting circuit422 is a circuit for protecting the internal circuitry of thewireless IC tag401 from excessive input.
This is because the input to theantenna421 changes from a small input near the limit at which the IC chip operates to an excessive input.
More specifically, thevoltage limiting circuit422 prevents damage to the internal circuitry by converting the surplus amount of the excessive input into heat, and dissipating to outside.
The rectifyingcircuit423 converts alternating current to direct current, and supplies an electrical source to all of the circuits of thewireless IC tag401.
This is because, although at the time of antenna input of thewireless IC tag401, it is alternating current, the IC chip operates with direct current.
Thedemodulating circuit424 is a circuit that restores commands and data overlapping the carrier wave input from thereader62 to a signal sequence of “1” or “0”.
The signal sequence thus demodulated is transmitted to thecontrol circuit426, and operations of thewireless IC tag401 are executed according to the commands from thereader62.
Themodulation circuit425 is a circuit that modulates the carrier wave with data to transmit to thereader62.
The carrier wave modulated with a reply to a command accepted from thecontrol circuit426 and data in the memory is transmitted from theantenna63 to thereader62.
Thecontrol circuit426 controls transmission and reception with thereader62 and all of the operations in thewireless IC tag401 such as batch reading and read/write to the internal memory.
In thewireless IC tag401, themodulation circuit425 encodes information stored in the memory circuit427 (source coding), and further encodes it for complying with a transmission channel (transmission coding).
Upon transmitting the information to thereader62, it is transmitted by modulating into an analog waveform.
Then, thereader62 demodulates the data thus modulated and returns it to digital waveform, and further decodes it to the original state and transmits the information to thecontroller2. Thememory circuit427 is a circuit in which the unique ID of the wireless IC tag401 (described later), number of dots information, and other information are stored.
For example, EPROM (Electrically Programmable Read Only Memory) which is of read only type, write once read many (WORM) type EEPROM (Electrically Erasable and Programmable Read Only Memory), rewritable EEPROM, FeRAM (Ferroelectric Random Access Memory), SRAM (Static Random Access Memory), and the like can be suitably applied as thememory circuit427.
Data such as that shown inFIG. 10G is stored in the memory space of thememory circuit427 of thewireless IC tag401 embedded in each face of thedie40.
In other words, the data is the unique ID, the number of dots information of a die including color information of the die40, the CRC value as error detection information, and the die serial information indicating the serial number of the die.
FIG. 10G is a table showing a summary of information stored in thememory circuit427 of thewireless IC tag401.
The wireless IC tags401 are embedded in each face of the die40, as described above.
Furthermore, in the present embodiment, there are threedice40 rolled on the playingboard41a, each given a different color.
The table shown inFIG. 10G shows the information of thewireless IC tag401 embedded in each face of the die40 that is red.
Although only one table is shown inFIG. 10G, a similar table is stored in thememory circuit427 in the other dice.
The column of “die face” indicates the number of dots depicted on the die face in which thewireless IC tag401 is embedded.
In a case of the number of dots being “1”, when the face on which “1” is depicted comes to be the top face, it is recognized that the number of dots is “1”.
In the present embodiment, thedice40 are six-sided bodies; therefore, from one to six dots are depicted on the respective faces, and dot number value indicates the number of dots.
In the column of “unique ID”, the unique ID number assigned to thewireless IC tag401 is stored.
This unique ID number is assigned by the maker that manufactured thewireless IC tag401 or the tag chip, and is written so as to be unmodifiable.
The columns of “00” to “06” indicate the addresses of the memory space.
In the present embodiment, the number of dots information and CRC value of the die are stored in any region from address “00” to “05”.
In addition, die serial information is stored in the region of the address “06”.
In the table shown inFIG. 10G, the die serial information of “xxxxxxxx” is stored therein.
Which address the number of dots information and CRC value are stored depends on the value of the unique ID field.
In other words, when the value of the unique ID field stored in thewireless IC tag401 is read by thereader62, thecontroller2 having received this information from thereader62 uses a predetermined function stored in theROM82 serving as a storage unit of thecontrol2 to calculate the value indicating the address at which the number of dots information of the die40 is stored.
Thereafter, based on the value thus calculated, thereader62 reads the number of dots information of the address indicated by this value.
It should be noted that the value calculated by thecontroller2 is the value indicating the address at which the number of dots information is stored.
In the present embodiment, the CRC value is stored in the next address to the address at which the number of dots information is stored.
Consequently, the address of the CRC value (second address information) stored in the adjacent address thereto is also identified simultaneously with the address of the number of dots information being calculated based on the unique ID.
In other words, by acquiring the unique ID, thecontroller2 can also obtain information of the address at which the CRC value is stored based on the unique ID.
Based on the address calculated from this unique ID, thereader62 reads the number of dots information of the address indicated by the value thus calculated, and further reads the value (CRC value) stored in the next address added thereto.
It should be noted that the CRC value is stored in the address “01” in the case of the number of dots information being stored in the address “05”.
In the present embodiment, number of dots information of the die at least includes the color of the die and the number of dots on a face opposing a face of the die in which thewireless IC tag401 is embedded.
That is, a value of “six” is stored in thewireless IC tag401 on the face on which the number of dots is “one”. A value of “five” is stored in thewireless IC tag401 on the face on which the number of dots is “two”. A value of “four” is stored in thewireless IC tag401 on the face on which the number of dots is “three”. A value of “three” is stored in thewireless IC tag401 on the face on which the number of dots is “four”. A value of “two” is stored in thewireless IC tag401 on the face on which the number of dots is “five”. Finally, a value of “one” is stored together with color information of die in thewireless IC tag401 on the face on which the number of dots is “six”.
For example, in a case in which a face of the die40 that is in contact with the playingboard41a is the face on which number of dots is “six”, thereader62 reads the data of theIC tag401 which is embedded in the face of “six”.
Number of dots information stored in thewireless IC tag401 on the face “six” is “one”, which is the number of dots on the face opposing the face of “six”; therefore, the number of dots on thedie40 is recognized as “one”.
In addition, the CRC value is a value calculated using a CRC value acquisition program with the unique ID, a numerical value indicating the number of dots of the die40, and die serial information as seed values.
CRC value is a value calculated by the CRC method for verifying the authenticity of data. This CRC method generates a CRC value using a cyclic algorithm (generator polynomial).
This method has a characteristic of the detection accuracy of multiple-bit soft errors being high.
In the present embodiment, it is used to determine whether the number of dots information of the die40 read by thereader62 is correct.
In the present embodiment,CRC32 method that calculates a 32-bit CRC value is used.
The CRC value acquisition program that calculates the CRC value is stored in theROM82 of thecontroller2.
Then, theCPU81 of thecontroller2 calculates the CRC value using the CRC value acquisition program from the unique ID, number of dots information, and die serial information read from thewireless IC tag401 by thereader62 and transmitted to thecontroller2.
In addition, theCPU81 compares the CRC value read from the samewireless IC tag401 and the CRC value newly calculated.
TheCPU81 recognizes the number of dots information thus read as being the correct value as a result of comparison, in the case of the two CRC values being the same value.
Controller
FIG. 11G is a block diagram showing an internal configuration of thecontroller2.
Thecontroller2 performs control of the entire game and transmits to thereader62 of the dicemovable unit4 an instruction signal to supply electric power to the antennas63a,63b, and63c.
Thecontroller2 of thegaming machine1 includes amicrocomputer85, which is mainly configured with aCPU81,ROM82,RAM83, and abus84 that transfers data therebetween.
TheCPU81 is connected with the shakingdevice41 via an I/O interface90.
Furthermore, theCPU81 is connected via the I/O interface90 with atimer131, which can measure time.
In addition, theCPU81 is connected with alamp44.
Thelamp44 emits various colors of light for performing various types of rendered effects, based on output signals from theCPU81.
Furthermore, theCPU81 is connected with aspeaker46 via asound output circuit461.
Thespeaker46 emits various sound effects for performing various types of rendered effects, based on output signals from thesound output circuit461.
Furthermore, thereader62 is connected to the I/O interface90, whereby transmission and reception of number of dots information of the threedice40 having come to rest on the playingboard41a is performed between thereader62.
In addition, a communication interface94 is connected to the I/O interface90, and via thiscommunication interface95, thecontroller2 transmits and receives data such as bet information, payout information, and the like to and from eachstation3, as well as data such as bet start instruction images, bet start instruction signals, and the like to and from the dealer useddisplay210.
TheROM82 in thecontroller2 is configured to store a program for implementing basic functions of thegaming machine1, i.e. a program for controlling various devices which drive the dicemovable unit4, a program for controlling eachstation3, and the like, as well as a payout table, data indicating a predetermined time T, data indicating a specific value TT, and the like.
TheRAM83 is memory that temporarily stores various types of data calculated by theCPU81 and, for example, temporarily stores data bet information transmitted from eachstation3, number of dots information of thedice40 transmitted from thereader62, data relating to the results of processing executed byCPU81, and the like.
A jackpot storage area is provided in theRAM83.
In the jackpot storage area, the data indicating the number of playing media stored cumulatively is stored so as to correspond to each number of dots of matching dice.
The data is provided to thestation3 at a predetermined timing, and a jackpot image is displayed based on this data.
TheCPU81 controls the shakingdevice41 of the dicemovable unit4 based on data or a program stored in theROM82 or theRAM83, and to cause the playingboard41a (a shaking motion) of the dicemovable unit4 to oscillate.
Furthermore, after the shaking motion of the playingboard41a ceases, control processing associated with game progression, such as confirmation processing for confirming the number of dots on each of thedice40 resting on the playingboard41a, is executed.
In addition, thehistory display unit91 is connected to the I/O interface90, and thecontroller2 transmits and receives number of dots information as game history, to and from thehistory display unit90.
Furthermore, an external large-size monitor500 is connected to the I/O interface90 through acontroller400, and thecontroller2 transmits and receives image data and the like to and from the external large-size monitor500.
On the external large-monitor500, game advancement, a game result, a live image of dice rolling, a demonstration screen, and the like are displayed.
This attracts the interest of people around the external large-size monitor500.
In addition to the control processing described above, theCPU81 has a function of executing a game by transmitting and receiving data to and from eachstation3 so as to control eachstation3.
More specifically, theCPU81 accepts bet information transmitted from eachstation3.
Furthermore, theCPU81 performs win determination processing based on the number of dots on thedice40 and the bet information transmitted from eachstation3, and calculates the amount of an award paid out in eachstation3 with reference to the payout table stored in theROM82.
Reading Flow of wireless IC Tag
The flow of reading the wireless IC tags401 will be explained based onFIG. 12G.
FIG. 12G is a flowchart showing the processing of performing reading of the wireless IC tags401.
In Step S1, theCPU81 of thecontroller2 performs dice rolling completion processing.
Dice rolling completion processing is processing after the playingboard41a is caused to move greatly vertically by way of thecylinder portion45, thereby causing the threedice40a,40b, and40c to roll.
More specifically, theCPU81 causes the playingboard41a to slightly oscillate vertically, by causing thecylinder portion45 to slightly move vertically.
It is thereby possible, in a case in which the threedice40a,40b, and40c come to rest in a state leaning against thecover member42 and are overlapping, to eliminate such a state.
Then, theCPU81 returns to the initial position prior to rolling the playingboard41a, and causes movement of thecylinder portion45 to stop.
In Step S2, theCPU81 of thecontroller2 transmits an instruction signal to read thewireless IC tags401 to thereader62.
Then, thecontrol circuit621 of the read62 having received the instruction signal from thecontroller2 supplies electric power to each of the three antennas63a,63b, and63c in a predetermined order, and initiates the switching of the ON state and OFF state thereof and reading (Step S3).
In Step S4, thecontrol circuit621 of thereader62 reads, by way of theantenna63 to which electric power is supplied, thewireless IC tag401 on the face on the playingboard41a side (bottom face) among the six faces of the die40 having come to rest, and transmits the information thereof to thecontroller2.
It should be noted that the information reading at this time is die serial information indicating the unique ID and serial number of thedie40.
Then, theCPU81 of thecontroller2 stores this information in a predetermined storage region of theRAM83.
In Step S5, theCPU81 of thecontroller2 performs a predetermined function calculation using the unique ID and acquires information showing the address at which the number of dots information is stored.
Furthermore, theCPU81 transmits an instruction signal to read based on the information showing the address to the reader62 (Step S6).
More specifically, the address is specified, and the instruction signal to read is transmitted to thereader62.
In Step S7, thecontrol circuit621 of thereader62 acquires number of dots information and the CRC value from thewireless IC tag401.
More specifically, thecontrol circuit621 transmits to thewireless IC tag401 a command to transmit the information stored at the address of thewireless IC tag401 specified by thecontroller2
Then, thecontrol circuit426 of thewireless IC tag401 having received this transmits the information stored at the specified address of the memory circuit427 (number of dots information) to thereader62.
In addition, thecontrol circuit426 of thewireless IC tag401 similarly transmits the CRC value stored at a subsequent number to the address number at which the number of dots information is stored to the reader62 (Step S8).
In Step S9, thecontrol circuit621 of thereader62 determines whether all of the wireless IC tags401 on the lower face side of the threedice40a,40b, and40c have been detected.
In a case of the information of the wireless IC tags401 of all three of thedice40a,40b, and40c have been read (in a case of this determination being YES), thecontrol circuit621 ends the processing of the present flowchart.
In addition, in a case of the information of the wireless IC tags401 of all three of thedice40a,40b, and40c not having been read (in a case of this determination being NO), Step S3 is advanced to.
In Step S10, theCPU81 of thecontroller2 calculates the CRC value with the unique ID, numerical value indicating the number of dots of the die40, and the die serial formation as seed values.
More specifically, theCPU81 reads a CRC value acquisition program from theROM82, and calculates the CRC value using the unique ID and die serial information stored in theRAM83 acquired from thewireless IC tag401 in Step S4, and the number of dots information (numerical value indicating the number of dots) of the die acquired in Step S7 and Step S8.
In Step S11, theCPU81 of thecontroller2 compares the CRC value stored in thewireless IC tag401 acquired in Step S7 and Step S8, with the CRC value calculated in Step S10.
In Step S12, following the processing of Step S11, theCPU81 of thecontroller2 determines whether the CRC values are the same value.
In a case of being the same value (in a case of this determination being YES), Step S13 is advanced to.
In addition, in a case of the two CRC values being different values (in a case of this determination being NO), Step S14 is advanced to.
In Step S13, theCPU81 of thecontroller2 performs number of dots information processing.
More specifically, payout is performed in a case of winning, based on the combination of the number of dots of each of the threedice40a,40b, and40c and the playing media bet. When this processing is completed, the present flowchart is completed.
In Step S14, theCPU81 of thecontroller2 performs read error processing.
For example, display of the fact that an error has occurred is performed on the dealer useddisplay210. In addition, the game prepares to be inactive, and performs processing such as of paying out the playing medium bet. When this processing is completed, the present flowchart is completed.
According to the present embodiment, the addresses in thememory circuit427 differ at which information of the number of dots is stored in the wireless IC tags401 embedded in each face of thedice40.
In addition, in order to read the number of dots information, the value indicating the address is calculated using the unique ID of thewireless IC tag401.
The unique ID is a unique value, and since the address at which the number of dots information is stored is calculated based on this, accidental reading of the number of dots information of anotherwireless IC tag401 is eliminated.
The value indicating the address is calculated using one unique ID, and even if the data of other wireless IC tags401 is called, since the number of dots information is not stored at this position, the erroneous number of dots information is not read.
Even in a case of performing batch reading, the number of dots information can be accurately acquired.
Therefore, in a case of a fraudulent act having been performed such as causing erroneous data to be read, since the fraudulent act would be revealed immediately, it becomes a deterrent to performing fraudulent acts, and thus can prevent fraudulent acts.
According to the present embodiment, the CRC value together with the number of dots information is stored in thememory circuit427 of thewireless IC tag401.
Then, thecontroller2 calculates the CRC value, and compares.
Since the CRC value basically indicates an arbitrary value, in a case of thecontroller2 calculating the CRC value based on the read data and being a different value, the data read is found not to be correct.
It can thereby be distinguished that the number of dots information is always the correct value.
According to the present embodiment, the CRC value is a value calculated with the number of dots information, unique ID and die serial information as seed values.
Since the die serial information is a characteristic value of the maker that manufactured the die, it is more difficult to predict than simply setting the number of dots information and unique ID as seed values; therefore, it is possible to prevent fake dice or wireless IC tags and fraudulent acts such as fabricating data and the like.
While an embodiment of the gaming machine according to the present invention has been described, it is to be understood that the above description is intended to be illustrative, and not restrictive, and any changes in the design may be made to specific configurations such as the various means.
Moreover, it should be understood that the advantages described in association with the embodiments are merely a listing of most preferred advantages, and that the advantages of the present invention are by no means restricted to those described in connection with the embodiments.
Although the value indicating the address is calculated by thecontroller2 in the present embodiment, it is not limited thereto.
For example, a predetermined program may be stored in thereader62, and thereader62 may calculate the value indicating the address according to the program.
Although error detection is performed using the CRC method in the present embodiment, it is not limited thereto. It may be configured so as to perform error detection using another error detection method.
In addition, although it is configured to calculate a CRC32 value in the present embodiment, it is not limited thereto.
It may be configured to a method that calculates a value of another length.
Although it is configured to use an RFID system according to electromagnetic induction in order to detect the number of dots of thedice40 in the present embodiment, it is not limited thereto.
For example, it can be configured to be radio waves, and use a method of reading data after executing a predetermined program in thewireless IC tag401 or the like.
Although the present embodiment is configured such that, in the memory region of thememory circuit427 of the wireless IC tags401, the number of dots information is respectively stored at predetermined addresses, and the CRC values are stored at subsequent addresses to the predetermined addresses, it is not limited thereto.
For example, it may be configured so as to be an address before the predetermined address, and stored at an address separated by a number of addresses.
It should be noted that, in such a case, theCPU81 of thecontroller2 not only calculates the address at which the number of dots informed is stored using the unique ID, but preferably also calculates the address at which the CRC value is stored.
Then, the function calculating the address using the unique ID is not limited to being singular, and may be a plurality such as a function for calculating the address at which the number of dots information is stored and a function for calculating the address at which the CRC value is stored.
Although it is configured so that thereader62 is only involved in transmission and reception with the wireless IC tags401 in the present embodiment, it is not limited thereto.
More specifically, it may have a writer function that can change various data stored in thewireless IC tag401.
With this function, it is possible to change the various data stored in the suitablewireless IC tag401. In this case, the data for changing is preferably stored in theROM82 of thecontroller2.
In addition, various data stored in thewireless IC tag401 can be changed at periods of a predetermined interval. Since the data can be changed in a timely manner, it is possible to prevent a fraudulent act even if thegame system1 is mad to operate for an extended time period.

Claims (9)

The invention claimed is:
1. A gaming system comprising:
a dice movable unit having a plurality of dice and a shaking device that causes the plurality of dice to roll;
a plurality of game terminals, each of the plurality of game terminals having an operation device that a player can operate; and
a controller that executes processing of:
(a) receiving bet end signals from betted terminals among the plurality of game terminals, each of the bet end signals indicating betting in a corresponding betted terminal has ended;
(b) transmitting a first shaking motion start signal, which causes a first shaking motion by the shaking device to start, to the dice movable unit;
(c) transmitting a permission signal, which permits an operation by the operation device of a predetermined game terminal of the betted terminals, to the predetermined game terminal;
(d) receiving an operation signal, which indicates that the operation device has been operated, from the predetermined game terminal; and
(e) transmitting a second shaking motion start signal, which causes a second shaking motion by the shaking device to start, to the dice movable unit in response to the operation signal;
wherein the dice movable unit
(b1) starts the first shaking motion in response having received the first shaking motion start signal from the controller; and
(e1) performs the second shaking motion, which has an amplitude larger than that of the first shaking motion, in response to having received the second shaking motion start signal from the controller.
2. A gaming system comprising:
a dice movable unit having a plurality of dice and a shaking device causes the plurality of dice to roll;
a plurality of game terminals, each of the plurality of game terminals having an operation device that a player can operate;
memory that stores bet data that indicates an amount of a bet that the game terminal has accepted; and
a controller that executes processing of:
(a) receiving bet end signals and bet data from betted terminals among the plurality of game terminals, each of the bet end signals indicating that betting in a corresponding betted terminal has ended;
(b) storing the bet data in the memory;
(c) transmitting a first shaking motion start signal that causes a first shaking motion by the shaking device to start, to the dice movable unit;
(d) comparing the bet data stored in the memory and transmitting a permission signal, which permits an operation by the operation device of one of the betted terminals that has accepted a largest bet amount, to the one of the betted terminals;
(e) receiving an operation signal, which indicates that the operation device has been operated, from the one of the betted terminals; and
(f) transmitting a second shaking motion start signal, which causes a second shaking motion by the shaking device to start, to the dice movable unit,
wherein the dice movable unit:
(b1) starts a first shaking motion in response to having received the first shaking motion start signal from the controller; and
(f1) performs the second shaking motion, which has an amplitude larger than that of the first shaking motion, in response to having received the second shaking motion start signal from the controller.
3. A gaming system comprising:
a dice movable unit having a plurality of dice and a shaking device that causes the plurality of dice to roll;
a plurality of game terminals, each of the plurality of game terminals having a display device that performs display relating to a game and an operation device that a player can operate;
memory that stores bet data indicating an amount of a bet that the game terminal has accepted; and
a controller that executes processing of:
(a) receiving bet end signals and bet data from betted terminals among the plurality of game terminals, each of the bet end signals indicating that betting in a corresponding betted terminal has ended;
(b) storing the bet data in the memory;
(c) transmitting a first shaking motion start signal, which causes a first shaking motion by the shaking device to start, to the dice movable unit;
(d) comparing the bet data stored in the memory and transmitting a permission signal, which permits an operation by the operation device of one of the betted terminals that has accepted a largest bet amount, to the one of the betted terminals;
(e) receiving an operation signal indicating that the operation device has been operated from the one of the betted terminals; and
(f) transmitting a second shaking motion start signal, which causes a second shaking motion by the shaking device to start, to the dice movable unit and the game terminal,
wherein the dice movable unit
(b1) starts a first shaking motion in response to having received the first shaking motion start signal from the controller; and
(f1) performs the second shaking motion, which has an amplitude larger than that of the first shaking motion, in response to having received the second shaking motion start signal from the controller,
wherein the game terminal
(f1) performs processing of changing an image displayed on the display device when having received the second shaking motion start signal from the controller.
4. The gaming system according toclaim 3, wherein the processing of changing the image in the processing (f2) is processing that causes an image to momentarily shake.
5. A gaming system comprising:
a dice movable unit having a plurality of dice and a shaking device that causes the plurality of dice to roll;
a plurality of game terminals, each of the plurality of game terminals having an operation device that a player can operate; and
a controller that executes processing of:
(a) receiving bet end signals from betted terminals among the plurality of game terminals, each of the bet end signals indicating betting in a corresponding betted terminal has ended;
(b) transmitting a first motion start signal, which causes a first motion by the shaking device to start, to the dice movable unit;
(c) transmitting a permission signal, which permits an operation by the operation device of a predetermined game terminal of the betted terminals, to the predetermined game terminal;
(d) receiving an operation signal, which indicates that the operation device has been operated, from the predetermined game terminal; and
(e) transmitting a second motion start signal, which causes a second motion by the shaking device to start, to the dice movable unit in response to the operation signal;
wherein the dice movable unit
(b1) starts the first motion in response having received the first motion start signal from the controller; and
(e1) performs the second motion, which is different from the first motion, in response to having received the second motion start signal from the controller.
6. A gaming system comprising:
a dice movable unit having a plurality of dice and a shaking device causes the plurality of dice to roll;
a plurality of game terminals, each of the plurality of game terminals having an operation device that a player can operate;
memory that stores bet data that indicates an amount of a bet that the game terminal has accepted; and
a controller that executes processing of:
(a) receiving bet end signals and bet data from betted terminals among the plurality of game terminals, each of the bet end signals indicating that betting in a corresponding betted terminal has ended;
(b) storing the bet data in the memory;
(c) transmitting a first motion start signal that causes a first motion by the shaking device to start, to the dice movable unit;
(d) comparing the bet data stored in the memory and transmitting a permission signal, which permits an operation by the operation device of one of the betted terminals that has accepted a largest bet amount, to the one of the betted terminals;
(e) receiving an operation signal, which indicates that the operation device has been operated, from the one of the betted terminals; and
(f) transmitting a second motion start signal, which causes a second motion by the shaking device to start, to the dice movable unit,
wherein the dice movable unit:
(b1) starts a first motion in response to having received the first motion start signal from the controller; and
(f1) performs the second motion, which is different from the first motion, in response to having received the second motion start signal from the controller.
7. A gaming system comprising:
a dice movable unit having a plurality of dice and a shaking device that causes the plurality of dice to roll;
a plurality of game terminals, each of the plurality of game terminals having a display device that performs display relating to a game and an operation device that a player can operate;
memory that stores bet data indicating an amount of a bet that the game terminal has accepted; and
a controller that executes processing of:
(a) receiving bet end signals and bet data from betted terminals among the plurality of game terminals, each of the bet end signals indicating that betting in a corresponding betted terminal has ended;
(b) storing the bet data in the memory;
(c) transmitting a first motion start signal, which causes a first motion by the shaking device to start, to the dice movable unit;
(d) comparing the bet data stored in the memory and transmitting a permission signal, which permits an operation by the operation device of one of the betted terminals that has accepted a largest bet amount, to the one of the betted terminals;
(e) receiving an operation signal indicating that the operation device has been operated from the one of the betted terminals; and
(f) transmitting a second motion start signal, which causes a second motion by the shaking device to start, to the dice movable unit and the game terminal,
wherein the dice movable unit
(b1) starts a first motion in response to having received the first motion start signal from the controller; and
(f1) performs the second motion, which is different from the first motion, in response to having received the second motion start signal from the controller,
wherein the game terminal
(f2) performs processing of changing an image displayed on the display device when having received the second motion start signal from the controller.
8. The gaming system according to claim 7, wherein the processing of changing the image in the processing (f2) is processing that causes an image to momentarily shake.
9. A gaming system comprising:
a dice movable unit having a plurality of dice and a shaking device that causes the plurality of dice to roll;
a plurality of game terminals, each of the plurality of game terminals having an operation device that a player can operate;
a controller,
wherein
(a) the controller receives bet end signals from betted terminals among the plurality of game terminals, each of the bet end signals indicating betting in a corresponding betted terminal has ended;
(b) the controller transmits a shaking motion start signal, which causes a shaking motion by the shaking device to start, to the dice movable unit;
(c) the dice movable unit starts the shaking motion in response to the shaking motion start signal from the controller, to roll the plurality of dice;
(d) the controller receives an operation signal, which indicates that the operation device has been operated, from a predetermined game terminal, and transmits a stop-causing signal, which causes stopping of the shaking motion, to the dice movable unit in response to the operation signal; and
(e) the dice movable unit stops the shaking motion after receiving the stop-causing signal.
US15/398,9612008-09-102009-09-08Gaming machine with dice shaking unit performing dice shaking motions with varying amplitudesActive2031-03-23USRE46738E1 (en)

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US9582108P2008-09-102008-09-10
US9584608P2008-09-102008-09-10
US9582808P2008-09-102008-09-10
US9616208P2008-09-112008-09-11
US9614608P2008-09-112008-09-11
US9634808P2008-09-122008-09-12
US9634408P2008-09-122008-09-12
US11479908P2008-11-142008-11-14
US13/062,717US8926438B2 (en)2008-09-102009-09-08Gaming machine with dice shaking unit performing dice shaking motions with varying amplitudes
US15/398,961USRE46738E1 (en)2008-09-102009-09-08Gaming machine with dice shaking unit performing dice shaking motions with varying amplitudes
PCT/JP2009/065643WO2010029912A1 (en)2008-09-102009-09-08Gaming machine of reduced installation area and improved visibility

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US8926438B2 (en)2015-01-06
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AU2009292542A1 (en)2010-03-18

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