US20090209339A1 - Gaming Apparatus Capable of Conversation with Player, Control Method Thereof, Gaming System Capable of Conversation with Player, and Control Method Thereof - Google Patents
Gaming Apparatus Capable of Conversation with Player, Control Method Thereof, Gaming System Capable of Conversation with Player, and Control Method Thereof Download PDFInfo
- Publication number
- US20090209339A1 US20090209339A1 US12/244,400 US24440008A US2009209339A1 US 20090209339 A1 US20090209339 A1 US 20090209339A1 US 24440008 A US24440008 A US 24440008A US 2009209339 A1 US2009209339 A1 US 2009209339A1
- Authority
- US
- United States
- Prior art keywords
- conversation
- player
- gaming
- processing
- game
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Abandoned
Links
- 238000000034 method Methods 0.000 title claims description 42
- 238000012545 processing Methods 0.000 claims abstract description 122
- 238000004891 communication Methods 0.000 claims abstract description 8
- 239000004973 liquid crystal related substance Substances 0.000 description 39
- 230000004044 response Effects 0.000 description 14
- 206010037180 Psychiatric symptoms Diseases 0.000 description 10
- 230000000694 effects Effects 0.000 description 9
- 238000001514 detection method Methods 0.000 description 6
- 238000003780 insertion Methods 0.000 description 5
- 230000037431 insertion Effects 0.000 description 5
- 238000010586 diagram Methods 0.000 description 4
- 238000005516 engineering process Methods 0.000 description 2
- 230000014509 gene expression Effects 0.000 description 2
- 238000005259 measurement Methods 0.000 description 2
- 230000006399 behavior Effects 0.000 description 1
- 230000005540 biological transmission Effects 0.000 description 1
- 230000001186 cumulative effect Effects 0.000 description 1
- HVCNNTAUBZIYCG-UHFFFAOYSA-N ethyl 2-[4-[(6-chloro-1,3-benzothiazol-2-yl)oxy]phenoxy]propanoate Chemical compound C1=CC(OC(C)C(=O)OCC)=CC=C1OC1=NC2=CC=C(Cl)C=C2S1 HVCNNTAUBZIYCG-UHFFFAOYSA-N 0.000 description 1
Images
Classifications
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3204—Player-machine interfaces
- G07F17/3209—Input means, e.g. buttons, touch screen
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3204—Player-machine interfaces
- G07F17/3211—Display means
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3225—Data transfer within a gaming system, e.g. data sent between gaming machines and users
- G07F17/3232—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
Definitions
- the present invention relates to a gaming apparatus and a gaming system, which are capable of conducting a conversation with a player by executing a conversation program, and a control method of the gaming apparatus and a control method of the gaming system.
- the present invention provides a gaming apparatus having the following configuration.
- the gaming apparatus comprises a microphone; a speaker; a communication interface communicably connected with a central controller which can communicate with an other gaming apparatus; and a controller.
- the controller is programmed to conduct the processing of: (A) recognizing a language type from a sound inputted from the microphone by executing a language recognition program, or recognizing the language type by an input from an input device; (B) executing a game; (C) transmitting to the central controller a history of the game executed in the processing (B) ; (D) receiving from the central controller a start signal to start a conversation with a player; and (E) conducting the conversation with the player by recognizing a voice inputted from the microphone, in addition to outputting a voice from the speaker by executing a conversation program corresponding to the language recognized in the processing (A), in the case that the start signal is received in the processing (D).
- the language type is recognized from a sound inputted from the microphone, or recognized by an input from the input device. Further, a conversation with the player is conducted based on the execution of a conversation program corresponding to the recognized language. Therefore, it becomes possible for the player to play a game while enjoying the conversation. Particularly, on a gaming apparatus providing a game played by a single player (game not advanced by cooperation with another player), it is highly possible that the player feels loneliness. However, by conducting a conversation, it becomes possible to dispel the loneliness.
- the gaming apparatus is communicably connected with the central controller which can communicate with another gaming apparatus.
- a game is executed and the history of the game (for example, the number of coins inserted into the gaming apparatus, or the number of coins paid out from the gaming apparatus) is transmitted to the central controller.
- the history of the game transmitted from each of the gaming apparatuses is to be stored. Then, for example, in the case that the history of the game stored in the central controller is determined to satisfy a predetermined condition, a start signal to start the conversation with the player is transmitted from the central controller to each of the gaming apparatuses.
- the conversation program corresponding to the recognized language is executed and the conversation with the player is conducted, in the case that the start signal is received from the central controller.
- conversations are started at a plurality of gaming apparatuses at once. Accordingly, as a result of the history of the game stored in the central controller satisfying the predetermined condition, the entire gaming system becomes energized at once.
- a problem is how to specify the language type.
- the language type is recognized from a sound inputted from the microphone, so that a conversation can be started smoothly. Particularly, it is possible to surprise a player who does not know that a conversation is to be conducted, by talking to suddenly.
- the language type is recognized by an input from the input device, so that a possibility of starting a conversation in a language that the player cannot understand is extremely low.
- the gaming apparatus desirably comprises the following configuration.
- the processing (E) includes (E- 1 ) outputting from the speaker a predetermined voice corresponding to a type of the start signal.
- a predetermined voice corresponding to a type of the start signal is outputted. Accordingly, it becomes possible for the player to enjoy the conversation corresponding to the type of the start signal, namely, the conversation more corresponding to the phase of the game.
- the gaming apparatus desirably comprises the following configuration.
- the gaming apparatus comprises a display, and an input device, wherein the processing (E) includes (E- 2 ) conducting the conversation with the player by recognizing the voice inputted from the microphone, in addition to displaying to the display a text relating to the conversation instead of outputting a voice from the speaker, in the case that there is an input to conduct the conversation by display from the input device.
- the processing (E) includes (E- 2 ) conducting the conversation with the player by recognizing the voice inputted from the microphone, in addition to displaying to the display a text relating to the conversation instead of outputting a voice from the speaker, in the case that there is an input to conduct the conversation by display from the input device.
- the gaming apparatus in the case that there is an input to conduct the conversation by display from the input device, the gaming apparatus conducts the conversation with the player by recognizing the voice inputted from the microphone, in addition to displaying a text relating to the conversation to the display instead of outputting a voice from the speaker. Accordingly, it becomes possible for the player to play a game quietly while enjoying the conversation.
- the present invention further provides a gaming system having the following configuration.
- the gaming system comprises a plurality of gaming apparatuses each including a microphone, a speaker and a controller, and a central controller capable of communicating with the plurality of gaming apparatuses.
- the controller included in each of the gaming apparatuses is programmed to conduct the processing of: (A) recognizing a language type from a sound inputted from the microphone by executing a language recognition program, or recognizing the language type by an input from an input device; (B) executing a game; and (C) transmitting to the central controller a history of the game executed in the processing (B).
- the central controller is programmed to conduct the processing of: (X) storing the history of the game transmitted from each of the gaming apparatuses; (Y) determining whether or not the history of the game stored in the processing (X) satisfies a predetermined condition; and (Z) transmitting to each of the gaming apparatuses a start signal to start a conversation with a player, in the case that the predetermined condition is determined to be satisfied in the processing (Y).
- the controller included in each of the gaming apparatuses is further programmed to conduct the processing of: (D) receiving the start signal from the central controller; and (E) conducting the conversation with the player by recognizing a voice inputted from the microphone, in addition to outputting a voice from the speaker by executing a conversation program corresponding to the language recognized in the processing (A), in the case that the start signal is received in the processing (D).
- the language type is recognized from a sound inputted from the microphone, or recognized by an input from the input device. Further, a conversation with the player is conducted based on the execution of a conversation program corresponding to the recognized language. Therefore, it becomes possible for the player to play a game while enjoying the conversation. Particularly, on a gaming apparatus providing a game played by a single player (game not advanced by cooperation with another player), it is highly possible that the player feels loneliness. However, by conducting a conversation, it becomes possible to dispel the loneliness.
- a plurality of the gaming apparatuses can communicate with the central controller. Further, in the gaming apparatus, a game is executed and the history of the executed game is transmitted to the central controller. In the central controller, the history of the game transmitted from each of the gaming apparatuses is stored. In the case that the stored history of the game is determined to satisfy a predetermined condition, a start signal to start the conversation with the player is transmitted to each of the gaming apparatus. In the gaming apparatus, the conversation program corresponding to the recognized language is executed and the conversation with the player is conducted, in the case that the start signal to start the conversation with the player is received from the central controller.
- a problem is how to specify the language type.
- the language type is recognized from a sound inputted from the microphone, so that a conversation can be started smoothly. Particularly, it is possible to surprise a player who does not know that a conversation is to be conducted, by talking to suddenly.
- the language type is recognized by an input from the input device, so that a possibility of starting a conversation in a language that the player cannot understand is extremely low.
- the gaming system desirably comprises the following configuration.
- the processing (E) includes (E- 1 ) outputting from the speaker a predetermined voice corresponding to a type of the start signal.
- a predetermined voice corresponding to the type of the start signal is outputted from the speaker. Accordingly, it becomes possible for a player to enjoy the conversation corresponding to the type of the start signal, namely, the conversation more corresponding to the phase in the game.
- the gaming system desirably comprises the following configuration.
- the gaming apparatus comprises a display and an input device, and the processing (E) includes (E- 2 ) conducting the conversation with the player by recognizing a voice inputted from the microphone, in addition to displaying to the display a text relating to the conversation instead of outputting a voice from the speaker, in the case that there is an input to conduct the conversation by display from the input device.
- the gaming apparatus in the case that there is an input to conduct the conversation by display from the input device, the gaming apparatus conducts the conversation with the player by recognizing the voice inputted from the microphone, in addition to displaying a text relating to the conversation to the display instead of outputting the voice from the speaker. Accordingly, it becomes possible for the player to play a game quietly while enjoying the conversation.
- the present invention further provides a control method of a gaming apparatus, the control method having the following configuration.
- control method comprising the step of: (A) recognizing a language type from a sound inputted from a microphone by executing a language recognition program, or recognizing the language type by an input from an input device; (B) executing a game; (C) transmitting a history of the game executed in the step (B) to a central controller which can communicate with another gaming apparatus; (D) receiving from the central controller a start signal to start a conversation with a player; and (E) conducting the conversation with the player by recognizing a voice inputted from the microphone, in addition to outputting a voice from the speaker by executing a conversation program corresponding to the language recognized in the step (A), in the case that the start signal is received in the step (D).
- the language type is recognized from a sound inputted from the microphone, or recognized by an input from the input device. Further, a conversation with the player is conducted based on the execution of a conversation program corresponding to the recognized language. Therefore, it becomes possible for the player to play a game while enjoying the conversation. Particularly, on a gaming apparatus providing a game played by a single player (game not advanced by cooperation with another player), it is highly possible that the player feels loneliness. However, by conducting a conversation, it becomes possible to dispel the loneliness.
- the gaming apparatus is communicably connected with the central controller which can communicate with another gaming apparatus.
- a game is executed and the history of the game (for example, the number of coins inserted into the gaming apparatus, or the number of coins paid out from the gaming apparatus) is transmitted to the central controller.
- the history of the game transmitted from each of the gaming apparatuses is to be stored. Then, for example, in the case that the history of the game stored in the central controller is determined to satisfy a predetermined condition, a start signal to start the conversation with the player is transmitted from the central controller to each of the gaming apparatuses.
- the conversation program corresponding to the recognized language is executed and the conversation with the player is conducted, in the case that the start signal is received from the central controller.
- conversations are started at a plurality of gaming apparatuses at once. Accordingly, as a result of the history of the game stored in the central controller satisfying the predetermined condition, the entire game system becomes energized at once.
- a problem is how to specify the language type.
- the language type is recognized from a sound inputted from the microphone, so that a conversation can be started smoothly. Particularly, it is possible to surprise a player who does not know that a conversation is to be conducted, by talking to suddenly.
- the language type is recognized by an input from the input device, so that a possibility of starting a conversation in a language that the player cannot understand is extremely low.
- the present invention further provides a control method of the gaming system, the control method having the following configuration.
- control method is a control method of a gaming system comprising a central controller and a plurality of gaming apparatuses connected through a communication circuit, wherein the gaming apparatus is programmed to conduct the step of: (A) recognizing a language type from a sound inputted from a microphone by executing a language recognition program, or recognizing the language type by an input from an input device; (B) executing a game; and (C) transmitting to the central controller a history of the game executed in the step (B).
- control method is a control method wherein the central controller is programmed to conduct the step of: (X) storing the history of the game transmitted from each of the gaming apparatuses; (Y) determining whether or not the history of the game stored in the step (X) satisfies a predetermined condition; and (Z) transmitting to each of the gaming apparatuses a start signal to start a conversation with a player, in the case that the predetermined condition is determined to be satisfied in the step (Y).
- control method is a control method wherein the gaming apparatus is further programmed to conduct the processing of: (D) receiving from the central controller a start signal to start a conversation with a player; and (E) conducting the conversation with the player by recognizing a voice inputted from the microphone, in addition to outputting a voice from the speaker by executing a conversation program corresponding to the language recognized in the step (A), in the case that the start signal is received in the step (D).
- the language type is recognized from a sound inputted from the microphone, or recognized by an input from the input device. Further, a conversation with the player is conducted based on the execution of a conversation program corresponding to the recognized language. Therefore, it becomes possible for the player to play a game while enjoying the conversation. Particularly, on a gaming apparatus providing a game played by a single player (game not advanced by cooperation with another player), it is highly possible that the player feels loneliness. However, by conducting a conversation, it becomes possible to dispel the loneliness.
- a plurality of the gaming apparatuses can communicate with the central controller. Further, in the gaming apparatus, a game is executed and the history of the executed game is transmitted to the central controller. In the central controller, the history of the game transmitted from each of the gaming apparatus is stored. In the case that the stored history of the game is determined to satisfy a predetermined condition, a start signal to start the conversation with the player is transmitted to each of the gaming apparatus. In the gaming apparatus, the conversation program corresponding to the recognized language is executed and the conversation with the player is conducted, in the case that the start signal to start the conversation with the player is received from the central controller.
- a problem is how to specify the language type.
- the language type is recognized from a sound inputted from the microphone, so that a conversation can be started smoothly. Particularly, it is possible to surprise a player who does not know that a conversation is to be conducted, by talking to suddenly.
- a language type is recognized by an input from the input device, so that a possibility of starting a conversation in a language that the player cannot understand is extremely low.
- FIG. 1 is a flow chart illustrating an outline of game processing conducted in a gaming system according to one embodiment of the present invention.
- FIG. 2 is an external view schematically showing a gaming system according to one embodiment of the present invention.
- FIG. 3 is a block diagram illustrating an internal configuration of the gaming system shown in FIG. 2 .
- FIG. 4 is an exemplary view of an image displayed to a front display connected with a central controller.
- FIG. 5 is a perspective view schematically showing the gaming apparatus shown in FIG. 2 .
- FIG. 6 is a block diagram illustrating an internal configuration of the gaming apparatus shown in FIG. 5 .
- FIG. 7 is an explanatory view of a storage area of a RAM provided in the gaming apparatus shown in FIG. 5 .
- FIG. 8 is an exemplary view of a GRADE image selection table.
- FIG. 9 is an exemplary view of a conversation speed determination table.
- FIG. 10 is an exemplary view of a displayable-or-not determination table.
- FIG. 11 is an exemplary view of a conversational sentence selection table.
- FIG. 12A is an exemplary view of an image displayed to a liquid crystal display provided in the gaming apparatus shown in FIG. 5 .
- FIG. 12B is another exemplary view of an image displayed to the liquid crystal display provided in the gaming apparatus shown in FIG. 5 .
- FIG. 13 is a flow chart illustrating game processing according to the present embodiment.
- FIG. 14 is a flow chart illustrating game processing according to the present embodiment.
- FIG. 15 is a flow chart illustrating game processing according to the present embodiment.
- FIG. 16 is a flow chart illustrating game processing according to the present embodiment.
- FIG. 17 is a flow chart illustrating game processing according to the present embodiment.
- FIG. 18 is a flow chart illustrating game processing according to the present embodiment.
- FIG. 19 is a flow chart illustrating language type recognition processing according to the present embodiment.
- FIG. 20 is a flow chart illustrating language type recognition processing according to the present embodiment.
- FIG. 21 is an exemplary view showing an image displayed to the liquid crystal display included in the gaming apparatus shown in FIG. 5 .
- FIG. 22 is an exemplary view showing an image displayed to the liquid crystal display included in the gaming apparatus shown in FIG. 5 .
- FIG. 23 is a flow chart illustrating belief estimation processing according to the present embodiment.
- FIG. 24 is a flow chart illustrating conversation processing according to the present embodiment.
- FIG. 25 is an exemplary view showing an image displayed to the liquid crystal display included in the gaming apparatus shown in FIG. 5 .
- FIG. 1 is a flow chart illustrating the outline of the game processing conducted in the gaming system according to an embodiment of the present invention.
- Hold'em poker is played as a game.
- a rule of the Hold'em poker will be described later.
- a type of the game conducted in the present invention is not particularly limited.
- a gaming system 1 is equipped with five gaming apparatuses 3 (see FIG. 2 ) and a central controller 40 (see FIG. 3 ).
- a CPU 41 included in the central controller 40 determines two cards to be dealt to each player, namely, to-be-dealt cards information to be transmitted to each gaming apparatus 3 , by using a random number (step S 201 ).
- the CPU 41 transmits the to-be-dealt cards information determined in step S 201 to each gaming apparatus 3 (step S 203 ).
- a CPU 51 included in the gaming apparatus 3 displays two cards to a liquid crystal display 10 based on the received to-be-dealt cards information in step S 109 (for example, see FIG. 12A ).
- step S 121 the CPU 51 accepts a bet selection.
- a player conducts the bet selection on a touch panel 11 (see FIG. 5 ).
- the bet selection refers to a selection of an action to take, out of betting a coin, betting the same amount of coins as a bet amount of a previous player (hereinafter, also refers to as “call”), increasing a betting amount (hereinafter, also refers to as “raise”) and terminating the game without betting (hereinafter, also refers to as “fold”).
- step S 123 the CPU 51 transmits information on the bet selection inputted by the player (selection information) to the CPU 41 .
- selection information includes the number of coins that the player bets, calls or raises.
- the CPU 41 included in the central controller 40 stores the number of coins included in the selection information by cumulatively adding in a RAM 42 as the number of inserted coins (step S 222 ).
- the CPU 41 stores the numbers of coins transmitted from all the gaming apparatuses 3 connected with the central controller 40 by cumulatively adding as the number of inserted coins.
- Jackpot coin corresponding to 10% of the number of inserted coins are paid out to one of the gaming apparatuses 3 as Jackpot (hereinafter, also refers to as “JP”)
- processing relating to progress of the game such as processing to bet a coin and processing to open a card in dealer's hand, is conducted.
- processing relating to progress of the game such as processing to bet a coin and processing to open a card in dealer's hand.
- step S 271 the CPU 41 included in the central controller 40 determines whether or not the number of inserted coins stored in the RAM 42 becomes equal to or more than 100000. When determining that the number of inserted coins is not equal to or more than 100000, the CPU 41 terminates the present subroutine.
- the CPU 41 transmits a conversation start signal to the gaming apparatus 3 and terminates the present subroutine.
- the CPU 51 included in the gaming apparatus 3 Upon receiving the conversation start signal (step S 168 ), the CPU 51 included in the gaming apparatus 3 sets a conversation trigger SP in a RAM 52 (step S 169 ).
- the conversation trigger SP is a trigger indicating that the number of inserted coins obtained by cumulatively adding the number of coins received from each gaming apparatus 3 becomes equal to or more than 100000, and is a trigger being an indicator to start the conversation.
- a conversation based on the number of inserted coins having reached 100000 is started (see step S 500 and step S 501 in FIG. 24 ).
- the CPU 51 starts a conversation by outputting a conversational sentence such as “You have a chance to win JP in the following games.” from speakers 16 . Thereafter, the CPU 51 terminates the present subroutine.
- a plurality of the gaming apparatuses 3 are communicably connected with the central controller 40 .
- a game is executed and the history of the game (in the present embodiment, the number of coins inserted into the gaming apparatus 3 ) is transmitted to the central controller 40 .
- the central controller 40 the history of the game transmitted from each of the gaming apparatus 3 is to be stored. Then, in the case that the history of the game stored in the central controller is determined to satisfy a predetermined condition (in the present embodiment, the total number of coins [number of inserted coins] transmitted from each gaming apparatus 3 being equal to or more than 100000) in the central controller 40 , a start signal to start the conversation with the player is transmitted from the central controller 40 to each of the gaming apparatus 3 . In the gaming apparatus 3 , the conversation with the player is conducted, in the case that the start signal is received from the central controller 40 .
- a predetermined condition in the present embodiment, the total number of coins [number of inserted coins] transmitted from each gaming apparatus 3 being equal to or more than 100000
- Hold'em poker is played as a game.
- a dealer deals two cards to each player. Each player selects an action after seeing the dealt cards, out of betting, calling, increasing a betting amount and folding (conducting a bet selection).
- the dealer opens three cards (called Flop) out of cards in hand.
- the Flop is displayed to a front display 21 , as later described.
- each player conducts the bet selection.
- the dealer opens the fourth card (called Turn). Each player conducts the bet selection.
- the dealer opens the fifth card (called River) Each player conducts the bet selection.
- FIG. 2 is an external view schematically showing a gaming system according to an embodiment of the present invention.
- FIG. 3 is a block diagram illustrating an internal configuration of the gaming system shown in FIG. 2 .
- the gaming system 1 is equipped with 5 gaming apparatuses 3 and a central controller 40 and a monitor 2 .
- the monitor 2 is equipped with: a front display 21 for displaying an image of a dealer, information about each player's game (hereinafter, also referred to as gaming information) and the like; speakers 22 placed above the front display 21 , for outputting music or an effect sound along with progress of the game; and LEDs 23 lighted when various types of effects are produced.
- the central controller 40 basically comprises a microcomputer 45 as a core, which includes the CPU 41 , the RAM 42 , a ROM 43 and a BUS 44 for transferring data mutually among these devices.
- the ROM 43 stores various types of programs for conducting processing necessary for controlling the gaming system 1 , a data table and the like. Further, the RAM 42 is a memory for temporarily storing various types of data calculated in the CPU 41 . Particularly, in the RAM 42 , there is provided an area for cumulatively storing the number of coins transmitted from each gaming apparatus 3 as the number of inserted coins.
- the CPU 41 is connected through an I/O interface 46 with an image processing circuit 47 , a voice circuit 48 , a LED drive circuit 49 and a communication interface 50 .
- the front display 21 is connected with the image processing circuit 47 .
- the speakers 22 are connected with the voice circuit 48 .
- the LEDs 23 are connected with the LED drive circuit 49 .
- Five gaming apparatuses 3 are connected with the communication interface 50 .
- the central controller 40 controls output of a signal relating to an image to be displayed to the front display 21 , and driving of the speakers 22 and the LEDs 23 .
- FIG. 4 is an exemplary view of an image displayed to a front display.
- a dealer 30 is displayed to a virtually central part of the front display 21 .
- a table 31 is displayed below the dealer 30 .
- five card images 32 indicating five cards
- a coin image 33 indicating betted coins.
- gaming information display portions 35 for displaying respective players' gaming information.
- Alphabets A to E displayed to the gaming information display portions 35 correspond to the respective gaming apparatuses 3 .
- To each of the gaming information display portions 35 there is displayed the gaming information of the player on the corresponding gaming apparatus 3 .
- the gaming information includes information on the number of bets placed until now and a bet selection of each player. Further, in the case of showdown, cards dealt to each player at the beginning of the game are displayed to the gaming information display portion 35 .
- the gaming information of the player having a turn to select a bet is displayed to the gaming information display portion 35 corresponding to the gaming apparatus 3 .
- a POT display portion 34 for displaying a total sum of coins betted at the moment.
- FIG. 5 is a perspective view schematically showing the gaming apparatus shown in FIG. 2 .
- the gaming apparatus 3 is equipped with a liquid crystal display 10 for displaying an image related to a later-described operation (see FIG. 12A ), a result of a game and the like, in the virtually center part of the upper face thereof.
- the liquid crystal display 10 corresponds to the display according to the present invention.
- On the upper face of the liquid crystal display 10 there is provided a touch panel 11 with which a player inputs an operation.
- an operation button 12 In front of the liquid crystal display 10 , there are provided an operation button 12 with which a payout operation is performed, a coin insertion slot 13 to which a coin or a medal is inserted and a microphone 17 for picking up a voice of the player.
- speakers 16 On both sides of the liquid crystal display 10 , there are provided speakers 16 (speaker 16 L, speaker 16 R).
- the microphone 17 corresponds to the microphone according to the present invention.
- the speakers 16 correspond to the speaker of the present invention.
- a bill insertion slot 14 At the upper right end of the front face of the gaming apparatus 3 , there is provided a bill insertion slot 14 to which a bill is inserted. Below the bill insertion slot 14 , there is provided a coin payout exit 15 for paying out to the player a coin or a medal corresponding to the accumulated credit when the payout operation is conducted.
- FIG. 6 is a block diagram illustrating an internal configuration of a gaming apparatus according to the present embodiment.
- the gaming apparatus 3 basically comprises a microcomputer 55 as a core, which includes the CPU 51 , the RAM 52 , a ROM 53 and a BUS 54 for transferring data mutually among these devices.
- the ROM 53 stores various types of programs for conducting processing necessary for controlling the gaming apparatus 3 , a data table and the like. Particularly, the ROM 53 stores a language recognition program for recognizing a language type and a conversation program for conducting a conversation with a player. As the language recognition program and the conversation program, conventionally known programs may be adopted. Here, the language recognition program and the conversation program are disclosed in US 2007/0094007-A1, US 2007/0094008-A1, US 2007/0094005-A1 US 2007/0094004-A1 and US 2007/0033040-A1, and therefore, detailed descriptions thereof are omitted here.
- the ROM 53 particularly stores a GRADE image selection table (see FIG. 8 ), a conversation speed determination table (see FIG. 9 ), a displayable-or-not determination table (see FIG. 10 ) and a conversational sentence selection table (see FIG. 11 ).
- image data such as a text image and a language selection image corresponding to the language type.
- the ROM 53 further stores effect image data, which is for displaying a GRADE image and corresponding to the language type.
- the ROM 53 further stores voice data and text data, which are relating to the conversation and corresponding to the language type.
- the CPU 51 , the RAM 52 and the ROM 53 configure the controller of the present invention.
- the RAM 52 is a memory capable of temporarily storing the number of credits accumulated in the gaming apparatus 3 at the moment and a various types of data calculated in the CPU 51 .
- FIG. 7 is an explanatory view of a storage area of a RAM provided in the gaming apparatus shown in FIG. 5 .
- the RAM 52 is particularly provided with a language flag storage area 52 A for storing a language flag, a conversation trigger storage area 52 B for storing a conversation trigger, a conversation speed storage area 52 C for storing information on conversation speed, a belief storage area 52 D for storing information on an estimated belief of a player, a number-of-total-payouts storage area 52 E for storing the number of total payouts, a selection information storage area 52 F for storing information on bet selection (hereinafter, also referred to as “selection information”) and a conversation mode storage area 52 G for storing a conversation mode.
- selection information information on bet selection
- the conversation mode is information indicating a mode which the player has chosen, out of a mode ( 1 ) conversation conducted by outputting a voice from the speakers 16 and recognizing a voice inputted from the microphone 17 , a mode ( 2 ) conversation conducted by displaying a text relating to the conversation to the liquid crystal display 10 and recognizing a voice inputted from the microphone 17 and a mode ( 3 ) no conversation.
- the CPU 51 is connected through an I/O interface 56 with a liquid crystal panel drive circuit 57 , a touch panel drive circuit 58 , a hopper drive circuit 59 , a payout completion signal circuit 60 , an inserted-coin detection signal circuit 67 , a bill detection signal circuit 64 , an operation signal circuit 66 , a communication interface 61 and a voice circuit 69 .
- the liquid crystal display 10 is connected with the liquid crystal panel drive circuit 57 .
- the touch panel 11 is connected with the touch panel drive circuit 58 .
- a hopper 62 is connected with the hopper drive circuit 59 .
- a coin detecting section 63 is connected with the payout completion signal circuit 60 .
- An inserted-coin detecting section 68 is connected with the inserted-coin detection signal circuit 67 .
- a bill detecting section 65 is connected with the bill detection signal circuit 64 .
- the operation button 12 is connected with the operation signal circuit 66 .
- the speakers 16 and the microphone 17 are connected with the voice circuit 69 .
- the hopper 62 is provided inside the gaming apparatus 3 and pays out a coin from the coin payout exit 15 based on a control signal outputted from the CPU 51 .
- the coin detecting section 63 is provided inside the coin payout exit 15 and transmits a signal to the CPU 51 on detecting a predetermined number of coins being paid out through the coin payout exit 15 .
- the inserted-coin detecting section 68 on detecting a coin being inserted from the coin insertion slot 13 , detects the value of the coin and transmits to the CPU 51 a detection signal indicating the detected value.
- the bill detecting section 65 on accepting a bill, detects the value of the bill and transmits to the CPU 51 a detection signal indicating the detected value.
- the operation button 12 is a button with which a payout operation is performed in the case that a payout of a coin is determined.
- FIG. 8 is an exemplary view of a GRADE image selection table.
- the GRADE image is determined based on a combination of the number of total payouts and the language flag. For example, in the case that the language flag is “English” and the number of total payouts is 999 or less, “Pawn” is selected as the GRADE image. Further, in the case that the language flag is “English” and the number of total payouts is in the range of 1000 to 4999, “Knight” is selected as the GRADE image. Furthermore, in the case that the language flag is “English” and the number of total payouts is 5000 or more, “King” is selected as the GRADE image.
- “Fu” is selected as the GRADE image.
- “Kin” is selected as the GRADE image.
- “Ou” is selected as the GRADE image.
- the GRADE image in the present embodiment corresponds to the effect image according to the present invention.
- FIG. 9 is an exemplary view of a conversation speed determination table.
- the conversation speed is determined according to the response time between the output of the voice relating to the conversation from the speakers 16 and the input of a response thereto from the microphone 17 .
- the conversation speed is determined to be “fast”.
- the conversation speed is determined to be “middle”.
- the response time is over two seconds and not over three seconds, the conversation speed is determined to be “slow”.
- FIG. 10 is an exemplary view of a displayable-or-not determination table.
- each religion is related to whether or not respective images (image A, image B, image C and image D) are displayable.
- religion 1 is related to “OK” with respect to the display of the image A, the image B and the image C, and is related to “NO” with respect to the display of the image D.
- FIG. 11 is an exemplary view of a conversational sentence selection table.
- a conversational sentence outputted at the start of a conversation is stored in a state being related to the conversation trigger.
- a plurality of conversational sentences is related to a single type of conversation trigger.
- a conversation trigger C 1 is a trigger set in the RAM 52 when the to-be-dealt cards are displayed.
- a conversation trigger C 2 is a trigger set in the RAM 52 when the player takes an action out of bet, call, raise and fold, after to-be-dealt cards are displayed.
- a conversation trigger C 3 is a trigger set in the RAM 52 when the player takes an action out of bet, call, raise and fold, after Flop is displayed.
- a conversation trigger C 4 is a trigger set in the RAM 52 when the player takes an action out of bet, call, raise and fold, after Turn is displayed.
- a conversation trigger C 5 is a trigger set in the RAM 52 when a single game is ended.
- a conversation trigger SP is a trigger indicating that the number of total payouts becomes equal to or more than the predetermined number (in the present embodiment, 1000 or more, or 5000 or more).
- the CPU 51 determines a single conversational sentence as a to-be-outputted conversational sentence by selecting a random number, out of general conversational sentences (for example, a conversational sentence B 00 and a conversational sentence B 01 ) and conversational sentences based on a gaming history on another gaming apparatus 3 (for example, a conversational sentence B 10 and a conversational sentence B 11 ).
- the gaming history on another gaming apparatus 3 is received from the central controller 40 at a predetermined timing (for example, every time a single game is ended). Examples of the gaming history received from the central controller 40 include the number of coins paid out in each gaming apparatus 3 .
- the CPU 51 refers to the selection information and determines a conversational sentence corresponding to the selection information as a to-be-outputted conversational sentence. For example, the CPU 51 selects a conversational sentence B 20 in the case that the selection information is “raise”, a conversational sentence B 21 in the case that the selection information is “fold”, and a conversational sentence B 22 in the case that the selection information is other than “raise” and “fold”, as a to-be-outputted conversational sentence.
- the CPU 51 determines whether or not the payout has been conducted, and determines a conversational sentence corresponding to the determination result as a to-be-outputted conversational sentence. For example, when determining that the payout has been conducted, the CPU 51 determines a single conversational sentence as the to-be-outputted conversational sentence, out of the conversational sentences B 50 and B 51 . Further, when determining that the payout has not been conducted, the CPU 51 determines a single conversational sentence as the to-be-outputted conversational sentence, out of the conversational sentences B 60 and B 61 .
- the CPU 51 determines a single conversational sentence as the to-be-outputted conversational sentence, out of the conversational sentences corresponding to the conversation trigger SP, by selecting the random number. In the present embodiment, the CPU 51 determines a single conversational sentence out of the conversational sentences B 70 and B 71 .
- FIG. 12A and FIG. 12B are exemplary views of images displayed to a liquid crystal display provided in a gaming apparatus.
- images shown in FIG. 12A and FIG. 12B are images displayed to the liquid crystal display in the case that “English” is set as the language flag.
- a text image 77 showing “YOUR GRADE” and a GRADE image 78 A showing a Pawn piece of chess are displayed.
- a number-of-bets display portion 71 for displaying the number of bets of the player at the moment and a number-of-total-payouts display portion 79 for displaying the total number of coins paid out to the player in the past games, starting from the left.
- the player can conduct a bet selection by touching a part corresponding to each selecting portion on the touch panel 11 .
- an instruction image 76 showing “Select the processing.” to prompt the player to conduct a bet selection.
- the GRADE image 78 A showing the Pawn piece is displayed as the GRADE image.
- a GRADE image 78 B showing a Knight piece is displayed as the GRADE image.
- a GRADE image showing a King piece is displayed as the GRADE image.
- FIGS. 13 to 18 are flow charts illustrating game processing according to the present embodiment.
- the CPU 51 determines whether or not there is remaining a credit (step S 100 ). When determining that there is not remaining the credit, the CPU 51 returns the processing to step S 100 .
- a coin can be inserted to the coin insertion slot 13 at an optional timing.
- the CPU 51 stores a credit corresponding to the inserted coin by adding to the credit being stored in the RAM 52 .
- step S 101 the CPU 51 determines whether or not the language flag is set.
- the CPU 51 When determining that the language flag is not set, the CPU 51 conducts the language type recognition processing (step S 103 ). In the processing, the CPU 51 outputs various languages such as English and Japanese from the speakers 16 (see FIG. 5 ) one by one. Then, the CPU 51 determines to which language there is a response from the microphone 17 (see FIG. 5 ), and thereby determining a language type. Thereafter, a language flag corresponding to the determined language type is set in the RAM 52 .
- the language type recognition processing will be described later with reference to FIG. 18 and FIG. 19 .
- the CPU 51 displays a text image corresponding to the language flag to the liquid crystal display 10 (step S 105 ).
- the CPU 51 displays the text image 77 (for example, see FIG. 12A ) in English in the case that the language flag is “English”, and displays the text image in Japanese in the case that the language flag is “Japanese”.
- step S 107 the CPU 51 displays an effect image corresponding to the language flag to the liquid crystal display 10 .
- the CPU 51 displays an image of a chess piece (for example, see the GRADE image 78 A in FIG. 12A ) in the case that the language flag is “English”, and displays an image of a shogi piece in the case that the language flag is “Japanese”.
- the CPU 51 reads image data corresponding to the language flag and displays an image based on the read image data to the liquid crystal display 10 .
- the CPU 51 displays various images to the liquid crystal display 10 according to the number of total payouts. More specifically, in the case that the language flag is “English” and the number of total payouts is 999 or less, for example, the CPU 51 displays a GRADE image (see the GRADE image 78 A in FIG. 12A ) showing the Pawn piece as the GRADE image.
- the CPU 51 displays a GRADE image (see the GRADE image 78 B in FIG. 12 B) showing the Knight piece as the GRADE image.
- the CPU 51 displays a GRADE image showing the King piece as the GRADE image.
- the CPU 51 varies a type of a chess piece to be displayed as the GRADE image according to the number of total payouts, in the case that the language flag is “English”.
- the CPU 51 displays a GRADE image showing “Fu” of a shogi piece as the GRADE image.
- the CPU 51 displays a GRADE image showing “Kin” of a shogi piece as the GRADE image.
- the CPU 51 displays a GRADE image showing “Ou” as the GRADE image.
- the CPU 51 waits for receiving to-be-dealt cards information from the CPU 41 included in the central controller 40 .
- the to-be-dealt cards information is information on two cards to be dealt to the player and includes numbers or alphabets, and suits.
- the CPU 41 included in the central controller 40 determines two cards to be dealt to the player, that is, the to-be-dealt cards information to be transmitted to each gaming apparatus 3 , by using a random number, when a predetermined timing (for example, a timing that one minute has elapsed since the last game is ended) has come (step S 201 ).
- a predetermined timing for example, a timing that one minute has elapsed since the last game is ended
- the CPU 41 transmits the to-be-dealt cards information determined in step S 201 to each gaming apparatus 3 (step S 203 ).
- the CPU 51 included in the gaming apparatus 3 displays, upon receiving the to-be-dealt cards information from the CPU 41 in the central controller 40 (step S 108 ), two cards to the liquid crystal display 10 based on the received to-be-dealt cards information in step S 109 (for example, see FIG. 12A ).
- step S 111 the CPU 51 sets the conversation trigger C 1 in the RAM 52 .
- the conversation trigger C 1 being set in the RAM 52
- a conversation based on the to-be-dealt cards being dealt is started in the gaming apparatus 3 .
- processing relating to the conversation will be described later with reference to FIG. 24 .
- step S 121 in FIG. 14 the CPU 51 accepts the bet selection.
- the player conducts a bet selection on the touch panel 11 .
- step S 123 the CPU 51 conducts processing of subtracting a credit corresponding to the betted coin from the credit being stored in the RAM 52 , concurrently with transmitting information (selection information) on the bet selection inputted by the player to the CPU 41 .
- the selection information includes information on the number of coins betted by the player.
- step S 125 the CPU 51 sets the conversation trigger C 2 in the RAM 52 .
- the conversation trigger C 2 being set in the RAM 52 , a conversation based on the player's selection of bet, call, raise or fold is started in the gaming apparatus 3 .
- the CPU 41 included in the central controller 40 cumulatively stores in the RAM 42 the number of coins included in the selection information as the number of inserted coins (step S 222 ). For example, in the case that information of “10 coins” is received from a single gaming apparatus 3 when the number of inserted coins stored at the moment is 1000, the CPU 41 stores in the RAM 42 the number of inserted coins as 1010. Further, for example, in the case that information of “20 coins is received from another gaming apparatus 3 thereafter, the CPU 41 stores in the RAM 42 the number of inserted coins as 1030.
- the CPU 41 displays the selection information received in step S 222 to the gaming information display portion 35 in the front display 21 (step S 223 ). Then, the CPU 41 determines three cards, which are to be Flop, and displays the cards to the front display 21 (step S 225 ). Next, in step S 231 in FIG. 15 , the CPU 41 transmits to the CPU 51 a signal for instructing an acceptance of the bet selection (selection acceptance instruction signal).
- the CPU 51 included in the gaming apparatus 3 accepts the bet selection (step S 133 ), transmits the selection information to the CPU 41 (step S 135 ) and subtracts a credit corresponding to the betted coin from the credit being stored in the RAM 52 .
- step S 137 the CPU 51 sets the conversation trigger C 3 in the RAM 52 .
- the conversation trigger C 3 being set in the RAM 52 , a conversation based on the player's selection of bet, call, raise or fold is started in the gaming apparatus 3 .
- the CPU 41 included in the central controller 40 cumulatively stores in the RAM 42 the number of coins included in the selection information as the number of inserted coins (step S 234 ).
- the CPU 41 displays the selection information received in step S 233 to the gaming information display portion 35 in the front display 21 (step S 235 ). Then, the CPU 41 determines a card, which is to be Turn, and displays the card to the front display 21 (step S 237 ).
- the CPU 41 transmits the selection acceptance instruction signal to the CPU 51 in step S 241 in FIG. 16 .
- the CPU 51 included in the gaming apparatus 3 accepts the bet selection (step S 143 ), transmits the selection information to the CPU 41 (step S 145 ) and subtracts a credit corresponding to the betted coin from the credit being stored in the RAM 52 .
- step S 147 the CPU 51 sets the conversation trigger C 4 in the RAM 52 .
- the conversation trigger C 4 being set in the RAM 52 , the conversation based on the player's selection of bet, call, raise or fold is started in the gaming apparatus 3 .
- the CPU 41 included in the central controller 40 cumulatively stores in the RAM 42 the number of coins included in the selection information as the number of inserted coins (step S 244 ).
- the CPU 41 displays the selection information received in step S 244 to the gaming information display portion 35 in the front display 21 (step S 245 ). Then, the CPU 41 determines a card, which is to be River, and displays the card to the front display 21 (step S 247 ).
- step S 251 in FIG. 17 the CPU 41 transmits the selection acceptance instruction signal to the CPU 51 .
- the CPU 51 included in the gaming apparatus 3 Upon receiving the selection acceptance instruction signal (step S 151 in FIG. 17 ), the CPU 51 included in the gaming apparatus 3 accepts a bet selection (step S 153 ), transmits the selection information to the CPU 41 (step S 155 ) and subtracts a credit corresponding to the betted coin from the credit being stored in the RAM 52 .
- the CPU 41 included in the central controller 40 cumulatively stores in the RAM 42 the number of coins included in the selection information as the number of inserted coins (step S 254 ).
- the CPU 41 displays the selection information received in step S 254 to the gaming information display portion 35 in the front display 21 (step S 255 ).
- step S 257 the CPU 41 conducts showdown processing. More specifically, the CPU 41 displays two cards dealt to the player on each gaming apparatus 3 to the gaming information display portion 35 corresponding to each gaming apparatus 3 .
- step S 259 the CPU 41 compares hands. More specifically, the CPU 41 determines the strongest hand as a hand of a single player, out of the hands which can be established by combining two cards dealt to the player and three cards among five cards displayed to the table 31 in the front display 21 . After conducting the same processing with respect to all the players remaining in the game, the CPU 41 determines the player having the strongest hand by comparing the hands of the respective players.
- step S 261 in FIG. 18 the CPU 41 transmits to the CPU 51 information indicating the total number of coins betted from respective gaming apparatuses 3 in this game (hereinafter, also refers to as payout information).
- step S 161 Upon receiving the payout information (step S 161 ), the CPU 51 included in the gaming apparatus 3 pays out a credit based on the received payout information (step S 163 ).
- the CPU 51 pays out coins in number corresponding to the number of credits stored in the RAM 52 from the coin payout exit 15 .
- step S 164 the CPU 51 updates the number of total payouts.
- the CPU 51 adds the number of paid out credits to the number of total payouts.
- step S 165 the CPU 51 sets the conversation trigger C 5 in the RAM 52 .
- the conversation trigger C 5 being set in the RAM 52 , a conversation based on the single game being ended is started in the gaming apparatus 3 .
- the CPU 41 included in the central controller 40 determines whether or not a JP flag is set in the RAM 42 (step S 263 ).
- JP flag is a flag set in the RAM 42 when the number of inserted coins becomes equal to or more than 100000.
- the CPU 41 determines by selecting the random number whether or not JP is to be won (step S 265 ).
- the CPU 41 transmits a JP payout signal to the gaming apparatus 3 (step S 267 ), and thereafter, clears the JP flag and the number of inserted coins (step S 269 ).
- the JP payout signal includes the number of payouts as the JP.
- the number of payouts as the JP is 10% of the number of inserted coins.
- step S 166 Upon receiving the JP payout signal (step S 166 ), the CPU 51 included in the gaming apparatus 3 conducts a JP payout processing (step S 167 ).
- step S 263 when determining that the JP flag is not stored in the RAM 42 in step S 263 , when determining that the JP is not to be won in step S 265 or after the processing of step S 269 , the CPU 41 included in the central controller 40 determines whether or not the number of inserted coins stored in the RAM 42 is equal to or more than 100000 (step S 271 ). When determining that the number of inserted coins is not equal to or more than 100000, the CPU 41 terminates the present subroutine. On the other hand, when determining that the number of inserted coins is equal to or more than 100000, the CPU 41 sets the JP flag in the RAM 42 (step S 273 ) and transmits the conversation start signal to the gaming apparatus 3 (step S 275 ). Thereafter, the CPU 41 terminates the game processing related to the central controller 40 .
- the CPU 51 included in the gaming apparatus 3 Upon receiving the conversation start signal (step S 168 ), the CPU 51 included in the gaming apparatus 3 sets the conversation trigger SP in the RAM 52 (step S 169 ). As a result of the conversation trigger SP being set in the RAM 52 , a conversation based on the number of inserted coins being equal to or more than 100000 is started.
- step S 170 the CPU 51 determines whether or not the credit is zero. When determining that the credit is not zero, the CPU 51 terminates the game processing according to the gaming apparatus 3 .
- the CPU 51 When determining that the credit is zero, the CPU 51 clears the language flag (step S 171 ). Next, the CPU 51 clears the number of total payouts. Then, the CPU 51 terminates the game processing according to the gaming apparatus 3 .
- FIG. 19 and FIG. 20 are flow charts each illustrating a language type recognition processing according to the present embodiment.
- the language recognition program stored in the ROM 53 is read and executed so as to advance the language type recognition processing.
- the CPU 51 outputs “Hello” in English from the speakers 16 (step S 300 ) and starts measurement of the elapsed time period T (step S 301 ).
- step S 303 the CPU 51 determines whether or not a response to “Hello” is inputted from the microphone 17 .
- the CPU 51 determines, for example, whether or not “Hello” is inputted from the microphone 17 .
- the CPU 51 stores the language flag of “English” in the language flag storage area 52 A (see FIG. 7 ) in the RAM 52 .
- the CPU 51 determines whether or not the elapsed time period T exceeds three seconds (step S 307 ). When determining that the elapsed time period T is not exceeding three seconds, the CPU 51 returns the processing to step S 303 .
- the CPU 51 When determining that the elapsed time period T is exceeding three seconds, the CPU 51 outputs a voice corresponding to “Hello” in another language “X” (for example, “Japanese”) from the speakers 16 (step S 309 ), and starts measurement of the elapsed time period T (step S 311 ).
- X another language
- Japanese Japanese
- step S 313 the CPU 51 determines whether or not a response to “Hello” in another language “X” is inputted from the microphone 17 .
- the CPU 51 determines, for example, whether or not “Hello” in another language “X” is inputted from the microphone 17 .
- the CPU 51 stores a language flag “X” in the language flag storage area 52 A (see FIG. 7 ) in the RAM 52 .
- the CPU 51 determines whether or not the elapsed time period T exceeds three seconds (step S 317 ). When determining that the elapsed time period T is not exceeding three seconds, the CPU 51 returns the processing to step S 313 .
- the CPU 51 determines the conversation speed corresponding to the elapsed time period T at the time when the response is inputted (step S 319 ). In the processing, the CPU 51 determines the conversation speed with reference to the conversation speed determination table (see FIG. 9 ) stored in the ROM 53 . Then, the CPU 51 stores information on the determined conversation speed in the conversation speed storage area 52 C (see FIG. 7 ) in the RAM 52 .
- the CPU 51 displays the language selection image to the liquid crystal display 10 (step S 321 ).
- FIG. 21 is an exemplary view showing an image displayed to the liquid crystal display included in the gaming apparatus shown in FIG. 5 .
- the image shown in FIG. 21 is the language selection image displayed in the processing of step S 321 .
- an image 90 showing an instruction to select a language type.
- an English selection image 91 for selecting English as the language type a Japanese selection image 92 for selecting Japanese as the language type and an Others selection image 93 for selecting a language other than English and Japanese are displayed starting from the left.
- the player can select the language type by touching a corresponding part on the touch panel 11 .
- the language selection image includes the image 90 , the English selection image 91 , the Japanese selection image 92 and the Others selection image 93 .
- a selection image maybe an image using a corresponding language. That is, “Japanese” shown in the Japanese selection image 92 may be displayed in Japanese.
- the CPU 51 determines whether or not there has been a selection input (step S 323 ). In the processing, the CPU 51 determines whether or not a contact by the player is detected from the touch panel 11 during a predetermined time period (for example, five seconds) since the language selection image is displayed.
- the touch panel 11 corresponds to the input device according to the present invention.
- the CPU 51 stores the language flag corresponding to the selected language type in the language flag storage area 52 A (see FIG. 7 ) in the RAM 52 (step S 325 ). For example, upon detecting a contact by the player to the part corresponding to the English selection image 91 (see FIG.
- the CPU 51 stores the language flag “English”. Further, upon detecting a contact by the player to the part corresponding to the Japanese selection image 92 (see FIG. 21 ) on the touch panel 11 , for example, the CPU 51 stores the language flag “Japanese”.
- the CPU 51 when detecting a contact by the player to the part corresponding to the Others selection image 93 , the CPU 51 further displays selection images for selecting French, German and the like. Then, when detecting a contact by the player to a part corresponding to a newly displayed selection image, the CPU 51 stores a language flag corresponding to the language in the language flag storage area 52 A (see FIG. 7 ) in the RAM 52 .
- step S 325 After the processing of step S 325 or when determining that there has not been a selection input in step S 323 , the CPU 51 conducts belief estimation processing (step S 327 ) and shifts the processing to step S 329 .
- the belief estimation processing will be described later with reference to FIG. 23 .
- step S 329 the CPU 51 displays to the liquid crystal display 10 a conversation method selection image.
- FIG. 22 is an exemplary view showing an image displayed to the liquid crystal display included in the gaming apparatus shown in FIG. 5 .
- the image shown in FIG. 22 is the conversation method selection image displayed in the processing of step S 329 .
- an image 95 for instructing the player to select a conversation mode is displayed to the upper part of the liquid crystal display 10 .
- a voice conversation image 96 A for selecting “conversation by voice” is displayed below the image 95 .
- a display conversation image 96 B for selecting “conversation by display” is displayed starting from the top.
- the player can select one of the modes by touching a corresponding part on the touch panel 11 .
- the selected mode is stored in the conversation mode storage area 52 G in the RAM 52 .
- step S 329 the CPU 51 stores the selected conversation mode in the conversation mode storage area 52 G in the RAM 52 in step S 331 , and terminates the present subroutine.
- a conversation is conducted by (1) outputting a voice from the speakers 16 and recognizing a voice inputted from the microphone 17 .
- a conversation is conducted by (2) displaying to the liquid crystal display a text relating to the conversation and recognizing a voice inputted from the microphone 17 .
- a conversation is (3) not conducted.
- FIG. 23 is a flow chart illustrating belief estimation processing according to the present embodiment.
- the CPU 51 outputs a question about a religious affiliation from the speakers 16 in step S 400 .
- the CPU 51 outputs, for example, a voice saying “What is your religious affiliation?” from the speakers 16 .
- step S 401 the CPU 51 stores a religion flag corresponding to the religion, which is inputted from the microphone 17 and recognized, in the belief storage area 52 D (see FIG. 7 ) in the RAM 52 . Then, the CPU 51 terminates the present subroutine.
- the CPU 51 refers to the religion flag when displaying an image according to the conduct of the game processing (see FIGS. 13 to 18 ).
- the CPU 51 omits display of an image, of which display is restricted by the religion flag.
- FIG. 24 is a flow chart illustrating conversation processing according to the present embodiment.
- the conversation program stored in the ROM 53 is read and executed so as to advance the conversation processing. Further, the conversation processing is a processing called and conducted at a predetermined timing separately from the game processing (see FIGS. 13 to 18 ).
- the conversation processing is conducted in the language corresponding to the language flag stored in the language flag storage area 52 A in the RAM 52 . Further, the conversation processing is conducted at a speed corresponding to information on the conversation speed stored in the conversation speed storage area 52 B in the RAM 52 . Further, in the conversation processing, a conversation is conducted following a method based on the conversation mode stored in the conversation mode storage area 52 G in the RAM 52 .
- step S 500 the CPU 51 determines whether or not a conversation trigger is stored in the conversation trigger storage area 52 B in the RAM 52 .
- the CPU 51 determines whether or not any of the conversation triggers, out of the conversation triggers C 1 , C 2 , C 3 , C 4 , C 5 and SP, is stored in the RAM 52 .
- the CPU 51 terminates the present subroutine.
- the CPU 51 When determining that the conversation trigger is stored in the RAM 52 in step S 500 , the CPU 51 outputs a conversational sentence corresponding to the conversation trigger by a method corresponding to the conversation mode, with reference to the conversational sentence selection table stored in the ROM 53 (step S 501 ). More specifically, in the case that the conversation mode is “conversation by voice”, the CPU 51 outputs a voice corresponding to the conversation trigger from the speakers 16 . Further, in the case that the conversation mode is “conversation by display”, the CPU 51 displays a text corresponding to the conversation trigger to the liquid crystal display 10 . Furthermore, in the case that the conversation mode is “no conversation”, the CPU 51 outputs nothing. At this time, the CPU 51 outputs the conversational sentence after determining the to-be-outputted conversational sentence with reference not only to the conversational sentence selection table, but also to the selection information and to the gaming history according to need.
- FIG. 25 is an exemplary view showing an image displayed to the liquid crystal display included in the gaming apparatus shown in FIG. 5 .
- the image shown in FIG. 25 is an image displayed in processing of step S 501 , in the case that the conversation mode is “conversation by display”. As shown in FIG. 25 , to the lower right part of the liquid crystal display 10 , a character image 98 and a text image 99 relating to the conversation are displayed. Further, to the center part of the liquid crystal display 10 , an image 97 indicating that the player wins the game is displayed.
- step S 503 the CPU 51 recognizes a voice inputted from the microphone 17 . Then, according to the recognized voice (conversational content), the CPU 51 outputs a voice corresponding to the recognized content from the speakers 16 or displays a text to the liquid crystal display 10 , and carries the conversation with the player on by recognizing the voice inputted from the microphone 17 (step S 505 ).
- step S 507 the CPU 51 determines whether or not there is a new conversation trigger being set or the conversation trigger being cleared. In the case that a new conversation trigger is not set and the conversation trigger is not cleared, the CPU 51 returns the processing to step S 505 and continues the conversation. On the other hand, in the case that a new conversation trigger is set or the conversation trigger is cleared, the CPU 51 terminates the present subroutine.
- the CPU 51 starts a conversation when a conversation trigger is set, starts another conversation on a new topic when a new conversation trigger is set, and terminates the conversation when the conversation trigger is cleared.
- the language type is recognized from a sound inputted from the microphone, or recognized by an input from the touch panel 11 . Further, a conversation with the player is conducted in the recognized language. Therefore, it becomes possible for the player to play a game while enjoying the conversation. Particularly, on a gaming apparatus providing a game played by a single player (game not advanced by cooperation with another player), it is highly possible that the player feels loneliness. However, by conducting a conversation, it becomes possible to dispel the loneliness.
- the control method of the gaming apparatus 3 the gaming system 1 and the control method of the gaming system 1 , it becomes possible to provide a sophisticated service by installing a conversation program on a gaming apparatus.
- a plurality of gaming apparatuses 3 are communicably connected with the central controller 40 .
- a game is executed and the history of the game (in the present embodiment, the number of coins inserted into the gaming apparatus 3 ) is transmitted to the central controller 40 .
- the central controller 40 the history of the game transmitted from each of the gaming apparatuses 3 is to be stored. Then, in the case that the history of the game stored in the central controller 40 is determined to satisfy a predetermined condition (in the present embodiment, the total number of coins transmitted from respective gaming apparatuses 3 [number of inserted coins] becomes equal to or more than 100000), a start signal to start the conversation with the player is transmitted from the central controller 40 to each of the gaming apparatuses 3 . In the gaming apparatus 3 , the conversation with the player is conducted, in the case that the start signal is received from the central controller 40 .
- a predetermined condition in the present embodiment, the total number of coins transmitted from respective gaming apparatuses 3 [number of inserted coins] becomes equal to or more than 100000
- a problem is how to specify the language type.
- the gaming apparatus 3 the control method of the gaming apparatus 3 , the gaming system 1 and the control method of the gaming system, the language type is recognized from a sound inputted from the microphone 17 , so that a conversation can be started smoothly. Particularly, it is possible to surprise a player who does not know that a conversation is to be conducted, by talking to suddenly.
- a language type is recognized by an input from the input device (touch panel 11 ), so that a possibility of starting a conversation in a language that the player cannot understand is extremely low.
- a predetermined voice is outputted from the speakers 16 , in the case that the number of inserted coins stored in the RAM 42 included in the central controller 40 becomes equal to or more than 100000. Accordingly, it becomes possible for the player to enjoy the conversation corresponding to the number of inserted coins becoming equal to or more than 100000, namely, the conversation more corresponding to the phase of the game.
- the controller in the case that there is an input to conduct the conversation by display from the input device (touch panel 11 ), the controller (CPU) conducts the conversation with the player by recognizing the voice inputted from the microphone 17 , in addition to displaying a text relating to the conversation to the liquid crystal display 10 instead of outputting the voice from the speakers 16 . Accordingly, it becomes possible for the player to enjoy the conversation without having another player listen to the voice outputted from the gaming apparatus 3 .
- a controller (CPU) which conducts the game processing also conducts the conversation processing.
- the present invention is not limited to this example.
- a controller (CPU) for conducting the game processing and a controller (CPU) for conducting the conversation processing may be provided separately.
- the controller for conducting the conversation processing may receive various kinds of information (for example, the selection information, the gaming history, the language flag, the conversation trigger, information on the conversation speed, information on the player's belief, the number of total payouts and the like) from the controller for conducting the game processing, and may conduct the conversation processing based on these information.
- the present invention there has been described a case where the number of coins inserted into the gaming apparatus 3 is used as the history of the game.
- the present invention is not limited to this example.
- the number of coins paid out to each gaming apparatus 3 may be used as the history of the game.
- By setting a predetermined condition that the cumulative total of the numbers of coins paid out to respective gaming apparatuses 3 has reached the predetermined number it becomes possible to energize the whole gaming system 1 by conducting, for example, a conversation to announce that a large number of coins are paid out in this gaming system 1 .
- a conversation may be started by outputting a voice or displaying a text, in the case that a predetermined condition is satisfied, and content thereof is not particularly limited.
- a conversation is started when a predetermined condition is satisfied, it is possible to talk to a player who does not prefer to be talked to all the time occasionally, so that such a player can also enjoy the conversation.
- the gaming apparatus 3 stores the voice data and the text data relating to the conversation.
- the central controller may store the voice data and the text data relating to a conversation.
- the voice data and the text data corresponding to a conversation may be included in the conversation start signal to be transmitted to the gaming apparatus, or alternatively, the voice data and the text data corresponding to a conversation may be transmitted to the gaming apparatus at a predetermined timing separately from the conversation start signal.
- the central controller may transmit to the gaming apparatus the voice data and the text data for all languages, and the to-be-outputted language type may be selected at the gaming apparatus side. Further, the gaming apparatus may transmit data on the language type in advance to the central controller so that the central controller stores the language type selected at each gaming apparatus, and the central controller may transmit the voice data and the text data only for the selected language type to each gaming apparatus.
- each step for deriving a single result should be understood to be self-consistent processing. Further, each step includes transmission, reception, recording and the like of electric or magnetic signals. Although, in the processing at each step, such signals have been expressed as bits, values, symbols, characters, terms, numerical characters and the like, it should be noticed that they have been merely used for convenience of description. Further, although the processing at each step was described using expressions common to human behaviors in some cases, the processes described in the present specification are to be executed by various types of devices, in principle. Further, other structures required for conducting each step will be apparent from the aforementioned description.
Landscapes
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Pinball Game Machines (AREA)
Abstract
A gaming apparatus of the present invention comprises a microphone; a speaker; a communication interface communicably connected with a central controller which can communicate with an other gaming apparatus; and a controller programmed to conduct the processing of: (A) recognizing a language type from a sound inputted from the microphone by executing a language recognition program, or recognizing the language type by an input from an input device; (B) executing a game; (C) transmitting to the central controller a history of the game; (D) receiving from the central controller a start signal to start a conversation with a player; and (E) conducting the conversation with the player by recognizing a voice inputted from the microphone, in addition to outputting a voice from the speaker by executing a conversation program corresponding to the language recognized in the processing (A), when the start signal is received in the processing (D).
Description
- This application claims priority of U.S. Provisional Application No. 61/028,814 filed on Feb. 14, 2008. The contents of this application are incorporated herein by reference in their entirety.
- 1. Field of the Invention
- The present invention relates to a gaming apparatus and a gaming system, which are capable of conducting a conversation with a player by executing a conversation program, and a control method of the gaming apparatus and a control method of the gaming system.
- 2. Discussion of the Background
- Conventionally, there exists a technology relating to a conversation program which enables recognition of a content of a voice inputted from a microphone and output of a voice response corresponding to the content. Technologies of this kind are disclosed in, for example, US 2007/0094007-A1, US 2007/0094008-A1, US 2007/0094005-A1, US 2007/0094004-A1 and US 2007/0033040-A1.
- It is objects of the present invention to provide a sophisticated service by installing a conversation program of this kind on a gaming apparatus, and to provide a gaming apparatus which enables solving of a problem newly generated in the case that a conversation program is installed on a gaming apparatus and a control method thereof.
- The contents of US 2007/0094007-A1, US 2007/0094008-A1, US 2007/0094005-A1, US 2007/0094004-A1 and US 2007/0033040-A1 are incorporated herein by reference in their entirety.
- The present invention provides a gaming apparatus having the following configuration.
- Namely, the gaming apparatus comprises a microphone; a speaker; a communication interface communicably connected with a central controller which can communicate with an other gaming apparatus; and a controller. The controller is programmed to conduct the processing of: (A) recognizing a language type from a sound inputted from the microphone by executing a language recognition program, or recognizing the language type by an input from an input device; (B) executing a game; (C) transmitting to the central controller a history of the game executed in the processing (B) ; (D) receiving from the central controller a start signal to start a conversation with a player; and (E) conducting the conversation with the player by recognizing a voice inputted from the microphone, in addition to outputting a voice from the speaker by executing a conversation program corresponding to the language recognized in the processing (A), in the case that the start signal is received in the processing (D).
- According to the gaming apparatus, the language type is recognized from a sound inputted from the microphone, or recognized by an input from the input device. Further, a conversation with the player is conducted based on the execution of a conversation program corresponding to the recognized language. Therefore, it becomes possible for the player to play a game while enjoying the conversation. Particularly, on a gaming apparatus providing a game played by a single player (game not advanced by cooperation with another player), it is highly possible that the player feels loneliness. However, by conducting a conversation, it becomes possible to dispel the loneliness.
- As above described, according to the gaming apparatus, it becomes possible to provide a sophisticated service by installing a conversation program on a gaming apparatus.
- Further, according to the gaming apparatus, the gaming apparatus is communicably connected with the central controller which can communicate with another gaming apparatus. A game is executed and the history of the game (for example, the number of coins inserted into the gaming apparatus, or the number of coins paid out from the gaming apparatus) is transmitted to the central controller.
- In the central controller, the history of the game transmitted from each of the gaming apparatuses is to be stored. Then, for example, in the case that the history of the game stored in the central controller is determined to satisfy a predetermined condition, a start signal to start the conversation with the player is transmitted from the central controller to each of the gaming apparatuses. In the gaming apparatus, the conversation program corresponding to the recognized language is executed and the conversation with the player is conducted, in the case that the start signal is received from the central controller. Namely, in the case that the history of the game stored in the central controller satisfies the predetermined condition, conversations are started at a plurality of gaming apparatuses at once. Accordingly, as a result of the history of the game stored in the central controller satisfying the predetermined condition, the entire gaming system becomes energized at once.
- Further, in the case that a conversation program is installed on a gaming apparatus, a problem is how to specify the language type. However, according to the gaming apparatus, the language type is recognized from a sound inputted from the microphone, so that a conversation can be started smoothly. Particularly, it is possible to surprise a player who does not know that a conversation is to be conducted, by talking to suddenly.
- Further, according to the gaming apparatus, the language type is recognized by an input from the input device, so that a possibility of starting a conversation in a language that the player cannot understand is extremely low.
- Further, the gaming apparatus desirably comprises the following configuration.
- The processing (E) includes (E-1) outputting from the speaker a predetermined voice corresponding to a type of the start signal.
- According to the gaming apparatus, a predetermined voice corresponding to a type of the start signal is outputted. Accordingly, it becomes possible for the player to enjoy the conversation corresponding to the type of the start signal, namely, the conversation more corresponding to the phase of the game.
- Further, the gaming apparatus desirably comprises the following configuration.
- The gaming apparatus comprises a display, and an input device, wherein the processing (E) includes (E-2) conducting the conversation with the player by recognizing the voice inputted from the microphone, in addition to displaying to the display a text relating to the conversation instead of outputting a voice from the speaker, in the case that there is an input to conduct the conversation by display from the input device.
- Among the players, there may be a player who wants to play a game quietly, although the player wants to enjoy the conversation. According to the gaming apparatus, in the case that there is an input to conduct the conversation by display from the input device, the gaming apparatus conducts the conversation with the player by recognizing the voice inputted from the microphone, in addition to displaying a text relating to the conversation to the display instead of outputting a voice from the speaker. Accordingly, it becomes possible for the player to play a game quietly while enjoying the conversation.
- The present invention further provides a gaming system having the following configuration.
- Namely, the gaming system comprises a plurality of gaming apparatuses each including a microphone, a speaker and a controller, and a central controller capable of communicating with the plurality of gaming apparatuses. The controller included in each of the gaming apparatuses is programmed to conduct the processing of: (A) recognizing a language type from a sound inputted from the microphone by executing a language recognition program, or recognizing the language type by an input from an input device; (B) executing a game; and (C) transmitting to the central controller a history of the game executed in the processing (B). The central controller is programmed to conduct the processing of: (X) storing the history of the game transmitted from each of the gaming apparatuses; (Y) determining whether or not the history of the game stored in the processing (X) satisfies a predetermined condition; and (Z) transmitting to each of the gaming apparatuses a start signal to start a conversation with a player, in the case that the predetermined condition is determined to be satisfied in the processing (Y). The controller included in each of the gaming apparatuses is further programmed to conduct the processing of: (D) receiving the start signal from the central controller; and (E) conducting the conversation with the player by recognizing a voice inputted from the microphone, in addition to outputting a voice from the speaker by executing a conversation program corresponding to the language recognized in the processing (A), in the case that the start signal is received in the processing (D).
- According to the gaming system, the language type is recognized from a sound inputted from the microphone, or recognized by an input from the input device. Further, a conversation with the player is conducted based on the execution of a conversation program corresponding to the recognized language. Therefore, it becomes possible for the player to play a game while enjoying the conversation. Particularly, on a gaming apparatus providing a game played by a single player (game not advanced by cooperation with another player), it is highly possible that the player feels loneliness. However, by conducting a conversation, it becomes possible to dispel the loneliness.
- As above described, according to the gaming system, it becomes possible to provide a sophisticated service by installing a conversation program on a gaming apparatus.
- Further, according to the gaming system, a plurality of the gaming apparatuses can communicate with the central controller. Further, in the gaming apparatus, a game is executed and the history of the executed game is transmitted to the central controller. In the central controller, the history of the game transmitted from each of the gaming apparatuses is stored. In the case that the stored history of the game is determined to satisfy a predetermined condition, a start signal to start the conversation with the player is transmitted to each of the gaming apparatus. In the gaming apparatus, the conversation program corresponding to the recognized language is executed and the conversation with the player is conducted, in the case that the start signal to start the conversation with the player is received from the central controller. Namely, in the case that the history of the game stored in the central controller satisfies the predetermined condition, conversations are started at a plurality of gaming apparatus at once. Accordingly, as a result of the history of the game stored in the central controller satisfying the predetermined condition, the entire game system becomes energized at once.
- Further, in the case that a conversation program is installed on a gaming apparatus, a problem is how to specify the language type. However, according to the gaming system, the language type is recognized from a sound inputted from the microphone, so that a conversation can be started smoothly. Particularly, it is possible to surprise a player who does not know that a conversation is to be conducted, by talking to suddenly.
- Further, according to the gaming system, the language type is recognized by an input from the input device, so that a possibility of starting a conversation in a language that the player cannot understand is extremely low.
- Further, the gaming system desirably comprises the following configuration.
- The processing (E) includes (E-1) outputting from the speaker a predetermined voice corresponding to a type of the start signal.
- According to the gaming system, a predetermined voice corresponding to the type of the start signal is outputted from the speaker. Accordingly, it becomes possible for a player to enjoy the conversation corresponding to the type of the start signal, namely, the conversation more corresponding to the phase in the game.
- Furthermore, the gaming system desirably comprises the following configuration.
- The gaming apparatus comprises a display and an input device, and the processing (E) includes (E-2) conducting the conversation with the player by recognizing a voice inputted from the microphone, in addition to displaying to the display a text relating to the conversation instead of outputting a voice from the speaker, in the case that there is an input to conduct the conversation by display from the input device.
- Among the players, there may be a player who wants to play a game quietly, although the player wants to enjoy the conversation. According to the gaming apparatus, in the case that there is an input to conduct the conversation by display from the input device, the gaming apparatus conducts the conversation with the player by recognizing the voice inputted from the microphone, in addition to displaying a text relating to the conversation to the display instead of outputting the voice from the speaker. Accordingly, it becomes possible for the player to play a game quietly while enjoying the conversation.
- The present invention further provides a control method of a gaming apparatus, the control method having the following configuration.
- Namely, the control method comprising the step of: (A) recognizing a language type from a sound inputted from a microphone by executing a language recognition program, or recognizing the language type by an input from an input device; (B) executing a game; (C) transmitting a history of the game executed in the step (B) to a central controller which can communicate with another gaming apparatus; (D) receiving from the central controller a start signal to start a conversation with a player; and (E) conducting the conversation with the player by recognizing a voice inputted from the microphone, in addition to outputting a voice from the speaker by executing a conversation program corresponding to the language recognized in the step (A), in the case that the start signal is received in the step (D).
- According to the control method of the gaming apparatus, the language type is recognized from a sound inputted from the microphone, or recognized by an input from the input device. Further, a conversation with the player is conducted based on the execution of a conversation program corresponding to the recognized language. Therefore, it becomes possible for the player to play a game while enjoying the conversation. Particularly, on a gaming apparatus providing a game played by a single player (game not advanced by cooperation with another player), it is highly possible that the player feels loneliness. However, by conducting a conversation, it becomes possible to dispel the loneliness.
- As above described, according to the gaming apparatus, it becomes possible to provide a sophisticated service by installing a conversation program on a gaming apparatus.
- Further, according to the control method of the gaming apparatus, the gaming apparatus is communicably connected with the central controller which can communicate with another gaming apparatus. A game is executed and the history of the game (for example, the number of coins inserted into the gaming apparatus, or the number of coins paid out from the gaming apparatus) is transmitted to the central controller.
- In the central controller, the history of the game transmitted from each of the gaming apparatuses is to be stored. Then, for example, in the case that the history of the game stored in the central controller is determined to satisfy a predetermined condition, a start signal to start the conversation with the player is transmitted from the central controller to each of the gaming apparatuses. In the gaming apparatus, the conversation program corresponding to the recognized language is executed and the conversation with the player is conducted, in the case that the start signal is received from the central controller. Namely, in the case that the history of the game stored in the central controller satisfies the predetermined condition, conversations are started at a plurality of gaming apparatuses at once. Accordingly, as a result of the history of the game stored in the central controller satisfying the predetermined condition, the entire game system becomes energized at once.
- Further, in the case that a conversation program is installed on a gaming apparatus, a problem is how to specify the language type. However, according to the control method of the gaming apparatus, the language type is recognized from a sound inputted from the microphone, so that a conversation can be started smoothly. Particularly, it is possible to surprise a player who does not know that a conversation is to be conducted, by talking to suddenly.
- Furthermore, according to the control method of the gaming apparatus, the language type is recognized by an input from the input device, so that a possibility of starting a conversation in a language that the player cannot understand is extremely low.
- The present invention further provides a control method of the gaming system, the control method having the following configuration.
- Namely, the control method is a control method of a gaming system comprising a central controller and a plurality of gaming apparatuses connected through a communication circuit, wherein the gaming apparatus is programmed to conduct the step of: (A) recognizing a language type from a sound inputted from a microphone by executing a language recognition program, or recognizing the language type by an input from an input device; (B) executing a game; and (C) transmitting to the central controller a history of the game executed in the step (B). Further, the control method is a control method wherein the central controller is programmed to conduct the step of: (X) storing the history of the game transmitted from each of the gaming apparatuses; (Y) determining whether or not the history of the game stored in the step (X) satisfies a predetermined condition; and (Z) transmitting to each of the gaming apparatuses a start signal to start a conversation with a player, in the case that the predetermined condition is determined to be satisfied in the step (Y). Furthermore, the control method is a control method wherein the gaming apparatus is further programmed to conduct the processing of: (D) receiving from the central controller a start signal to start a conversation with a player; and (E) conducting the conversation with the player by recognizing a voice inputted from the microphone, in addition to outputting a voice from the speaker by executing a conversation program corresponding to the language recognized in the step (A), in the case that the start signal is received in the step (D).
- According to the control method of the gaming system, the language type is recognized from a sound inputted from the microphone, or recognized by an input from the input device. Further, a conversation with the player is conducted based on the execution of a conversation program corresponding to the recognized language. Therefore, it becomes possible for the player to play a game while enjoying the conversation. Particularly, on a gaming apparatus providing a game played by a single player (game not advanced by cooperation with another player), it is highly possible that the player feels loneliness. However, by conducting a conversation, it becomes possible to dispel the loneliness.
- As above described, according to the control method of the gaming system, it becomes possible to provide a sophisticated service by installing a conversation program on a gaming apparatus.
- Further, according to the control method of the gaming system, a plurality of the gaming apparatuses can communicate with the central controller. Further, in the gaming apparatus, a game is executed and the history of the executed game is transmitted to the central controller. In the central controller, the history of the game transmitted from each of the gaming apparatus is stored. In the case that the stored history of the game is determined to satisfy a predetermined condition, a start signal to start the conversation with the player is transmitted to each of the gaming apparatus. In the gaming apparatus, the conversation program corresponding to the recognized language is executed and the conversation with the player is conducted, in the case that the start signal to start the conversation with the player is received from the central controller. Namely, in the case that the history of the game stored in the central controller satisfies the predetermined condition, conversations are started at a plurality of gaming apparatus at once. Accordingly, as a result of the history of the game stored in the central controller satisfying the predetermined condition, the entire game system becomes energized at once.
- Further, in the case that a conversation program is installed on a gaming apparatus, a problem is how to specify the language type. However, according to the gaming system, the language type is recognized from a sound inputted from the microphone, so that a conversation can be started smoothly. Particularly, it is possible to surprise a player who does not know that a conversation is to be conducted, by talking to suddenly.
- Further, according to the control method of the gaming system, a language type is recognized by an input from the input device, so that a possibility of starting a conversation in a language that the player cannot understand is extremely low.
-
FIG. 1 is a flow chart illustrating an outline of game processing conducted in a gaming system according to one embodiment of the present invention. -
FIG. 2 is an external view schematically showing a gaming system according to one embodiment of the present invention. -
FIG. 3 is a block diagram illustrating an internal configuration of the gaming system shown inFIG. 2 . -
FIG. 4 is an exemplary view of an image displayed to a front display connected with a central controller. -
FIG. 5 is a perspective view schematically showing the gaming apparatus shown inFIG. 2 . -
FIG. 6 is a block diagram illustrating an internal configuration of the gaming apparatus shown inFIG. 5 . -
FIG. 7 is an explanatory view of a storage area of a RAM provided in the gaming apparatus shown inFIG. 5 . -
FIG. 8 is an exemplary view of a GRADE image selection table. -
FIG. 9 is an exemplary view of a conversation speed determination table. -
FIG. 10 is an exemplary view of a displayable-or-not determination table. -
FIG. 11 is an exemplary view of a conversational sentence selection table. -
FIG. 12A is an exemplary view of an image displayed to a liquid crystal display provided in the gaming apparatus shown inFIG. 5 . -
FIG. 12B is another exemplary view of an image displayed to the liquid crystal display provided in the gaming apparatus shown inFIG. 5 . -
FIG. 13 is a flow chart illustrating game processing according to the present embodiment. -
FIG. 14 is a flow chart illustrating game processing according to the present embodiment. -
FIG. 15 is a flow chart illustrating game processing according to the present embodiment. -
FIG. 16 is a flow chart illustrating game processing according to the present embodiment. -
FIG. 17 is a flow chart illustrating game processing according to the present embodiment. -
FIG. 18 is a flow chart illustrating game processing according to the present embodiment. -
FIG. 19 is a flow chart illustrating language type recognition processing according to the present embodiment. -
FIG. 20 is a flow chart illustrating language type recognition processing according to the present embodiment. -
FIG. 21 is an exemplary view showing an image displayed to the liquid crystal display included in the gaming apparatus shown inFIG. 5 . -
FIG. 22 is an exemplary view showing an image displayed to the liquid crystal display included in the gaming apparatus shown inFIG. 5 . -
FIG. 23 is a flow chart illustrating belief estimation processing according to the present embodiment. -
FIG. 24 is a flow chart illustrating conversation processing according to the present embodiment. -
FIG. 25 is an exemplary view showing an image displayed to the liquid crystal display included in the gaming apparatus shown inFIG. 5 . - First, there will be described an outline of game processing conducted in a gaming system according to an embodiment of the present invention with reference to
FIG. 1 . -
FIG. 1 is a flow chart illustrating the outline of the game processing conducted in the gaming system according to an embodiment of the present invention. - In the present embodiment, there will be described a case where Hold'em poker is played as a game. A rule of the Hold'em poker will be described later. Here, a type of the game conducted in the present invention is not particularly limited.
- A
gaming system 1 is equipped with five gaming apparatuses 3 (seeFIG. 2 ) and a central controller 40 (seeFIG. 3 ). - In the case of a predetermined timing (for example, timing that one minute has elapsed since the previous game is ended), a
CPU 41 included in thecentral controller 40 determines two cards to be dealt to each player, namely, to-be-dealt cards information to be transmitted to eachgaming apparatus 3, by using a random number (step S201). - Next, the
CPU 41 transmits the to-be-dealt cards information determined in step S201 to each gaming apparatus 3 (step S203). - On the other hand, upon receiving the to-be-dealt cards information from the
CPU 41 of the central controller 40 (step S108), a CPU 51 (seeFIG. 6 ) included in thegaming apparatus 3 displays two cards to aliquid crystal display 10 based on the received to-be-dealt cards information in step S109 (for example, seeFIG. 12A ). - Next, in step S121, the
CPU 51 accepts a bet selection. In this step, a player conducts the bet selection on a touch panel 11 (seeFIG. 5 ). Here, in the present description, the bet selection refers to a selection of an action to take, out of betting a coin, betting the same amount of coins as a bet amount of a previous player (hereinafter, also refers to as “call”), increasing a betting amount (hereinafter, also refers to as “raise”) and terminating the game without betting (hereinafter, also refers to as “fold”). - Then, in step S123, the
CPU 51 transmits information on the bet selection inputted by the player (selection information) to theCPU 41. Here, the selection information includes the number of coins that the player bets, calls or raises. - On the other hand, upon receiving the selection information transmitted from the CPU 51 (step S221), the
CPU 41 included in thecentral controller 40 stores the number of coins included in the selection information by cumulatively adding in aRAM 42 as the number of inserted coins (step S222). In the processing, theCPU 41 stores the numbers of coins transmitted from all thegaming apparatuses 3 connected with thecentral controller 40 by cumulatively adding as the number of inserted coins. - Here, in the case that the number of inserted coins becomes equal to or more than 100000, a lottery is conducted in the
gaming system 1 to pay out coins corresponding to 10% of the number of inserted coins to one of thegaming apparatuses 3. Namely, in thegaming system 1, in the case that the number of inserted coins becomes equal to or more than 100000, coins corresponding to 10% of the number of inserted coins are paid out to one of thegaming apparatuses 3 as Jackpot (hereinafter, also refers to as “JP”) - Then, processing relating to progress of the game, such as processing to bet a coin and processing to open a card in dealer's hand, is conducted. During this period too, every time the selection information is transmitted from the
gaming apparatus 3 to thecentral controller 40, the number of inserted coins is cumulatively stored in theRAM 42. - Then, in step S271, the
CPU 41 included in thecentral controller 40 determines whether or not the number of inserted coins stored in theRAM 42 becomes equal to or more than 100000. When determining that the number of inserted coins is not equal to or more than 100000, theCPU 41 terminates the present subroutine. - On the other hand, when determining that the number of inserted coins is equal to or more than 100000, the
CPU 41 transmits a conversation start signal to thegaming apparatus 3 and terminates the present subroutine. - Upon receiving the conversation start signal (step S168), the
CPU 51 included in thegaming apparatus 3 sets a conversation trigger SP in a RAM 52 (step S169). - The conversation trigger SP is a trigger indicating that the number of inserted coins obtained by cumulatively adding the number of coins received from each
gaming apparatus 3 becomes equal to or more than 100000, and is a trigger being an indicator to start the conversation. As a result of the conversation trigger SP set in theRAM 52, in thegaming apparatus 3, a conversation based on the number of inserted coins having reached 100000 is started (see step S500 and step S501 inFIG. 24 ). For example, theCPU 51 starts a conversation by outputting a conversational sentence such as “You have a chance to win JP in the following games.” from speakers 16. Thereafter, the CPU51 terminates the present subroutine. - According to the
gaming apparatus 3 and thegaming system 1, a plurality of thegaming apparatuses 3 are communicably connected with thecentral controller 40. A game is executed and the history of the game (in the present embodiment, the number of coins inserted into the gaming apparatus 3) is transmitted to thecentral controller 40. - In the
central controller 40, the history of the game transmitted from each of thegaming apparatus 3 is to be stored. Then, in the case that the history of the game stored in the central controller is determined to satisfy a predetermined condition (in the present embodiment, the total number of coins [number of inserted coins] transmitted from eachgaming apparatus 3 being equal to or more than 100000) in thecentral controller 40, a start signal to start the conversation with the player is transmitted from thecentral controller 40 to each of thegaming apparatus 3. In thegaming apparatus 3, the conversation with the player is conducted, in the case that the start signal is received from thecentral controller 40. Namely, in the case that the history of the game stored in thecentral controller 40 satisfies the predetermined condition, conversations are started at a plurality ofgaming apparatuses 3 at once. Accordingly, as a result of the history of the game stored in thecentral controller 40 satisfying the predetermined condition, theentire gaming system 1 becomes energized at once. - Next, there will be described a gaming system according to an embodiment of the present invention in detail.
- In a
gaming system 1 according to the present embodiment, Hold'em poker is played as a game. - Here, a rule of Hold'em poker is described.
- In Hold'em poker, a deck of playing cards (52 cards) except a joker is used.
- First, a dealer deals two cards to each player. Each player selects an action after seeing the dealt cards, out of betting, calling, increasing a betting amount and folding (conducting a bet selection).
- Next, the dealer opens three cards (called Flop) out of cards in hand. In the
gaming system 1 according to the present embodiment, the Flop is displayed to afront display 21, as later described. Here, each player conducts the bet selection. - The dealer opens the fourth card (called Turn). Each player conducts the bet selection.
- The dealer opens the fifth card (called River) Each player conducts the bet selection.
- Then, all the cards (cards dealt at the beginning) in hands of the players remaining in the game are opened (called showdown), and then, each player forms a hand by combining two cards in hand and three cards out of five dealer's cards. Hands of the respective players are compared and all the betted coins are provided to the player who has established the strongest hand.
- As hands in Hold'em poker, there are Royal Flush, Straight Flush, Four of a Kind, Full House, Flush, Straight, Three of a Kind, Two pair, One pair and No Pair, in the order of strength.
-
FIG. 2 is an external view schematically showing a gaming system according to an embodiment of the present invention.FIG. 3 is a block diagram illustrating an internal configuration of the gaming system shown inFIG. 2 . - The
gaming system 1 according to the present embodiment is equipped with 5gaming apparatuses 3 and acentral controller 40 and amonitor 2. Themonitor 2 is equipped with: afront display 21 for displaying an image of a dealer, information about each player's game (hereinafter, also referred to as gaming information) and the like;speakers 22 placed above thefront display 21, for outputting music or an effect sound along with progress of the game; andLEDs 23 lighted when various types of effects are produced. - The
central controller 40 basically comprises amicrocomputer 45 as a core, which includes theCPU 41, theRAM 42, aROM 43 and aBUS 44 for transferring data mutually among these devices. - The
ROM 43 stores various types of programs for conducting processing necessary for controlling thegaming system 1, a data table and the like. Further, theRAM 42 is a memory for temporarily storing various types of data calculated in theCPU 41. Particularly, in theRAM 42, there is provided an area for cumulatively storing the number of coins transmitted from eachgaming apparatus 3 as the number of inserted coins. - The
CPU 41 is connected through an I/O interface 46 with animage processing circuit 47, avoice circuit 48, aLED drive circuit 49 and acommunication interface 50. Thefront display 21 is connected with theimage processing circuit 47. Thespeakers 22 are connected with thevoice circuit 48. TheLEDs 23 are connected with theLED drive circuit 49. Fivegaming apparatuses 3 are connected with thecommunication interface 50. Thecentral controller 40 controls output of a signal relating to an image to be displayed to thefront display 21, and driving of thespeakers 22 and theLEDs 23. -
FIG. 4 is an exemplary view of an image displayed to a front display. - As illustrated in
FIG. 4 , adealer 30 is displayed to a virtually central part of thefront display 21. - Below the
dealer 30, a table 31 is displayed. On the table 31, there are displayed fivecard images 32 indicating five cards and acoin image 33 indicating betted coins. - Further, below the table 31, there are provided gaming
information display portions 35 for displaying respective players' gaming information. Alphabets A to E displayed to the gaminginformation display portions 35 correspond to therespective gaming apparatuses 3. To each of the gaminginformation display portions 35, there is displayed the gaming information of the player on thecorresponding gaming apparatus 3. - The gaming information includes information on the number of bets placed until now and a bet selection of each player. Further, in the case of showdown, cards dealt to each player at the beginning of the game are displayed to the gaming
information display portion 35. - Here, in the case that there is a
gaming apparatus 3 not used for the game, the gaming information of the player having a turn to select a bet is displayed to the gaminginformation display portion 35 corresponding to thegaming apparatus 3. - At the upper right end part of the
front display 21, there is provided aPOT display portion 34 for displaying a total sum of coins betted at the moment. -
FIG. 5 is a perspective view schematically showing the gaming apparatus shown inFIG. 2 . - As illustrated in
FIG. 5 , thegaming apparatus 3 is equipped with aliquid crystal display 10 for displaying an image related to a later-described operation (seeFIG. 12A ), a result of a game and the like, in the virtually center part of the upper face thereof. Theliquid crystal display 10 corresponds to the display according to the present invention. On the upper face of theliquid crystal display 10, there is provided atouch panel 11 with which a player inputs an operation. In front of theliquid crystal display 10, there are provided anoperation button 12 with which a payout operation is performed, acoin insertion slot 13 to which a coin or a medal is inserted and amicrophone 17 for picking up a voice of the player. On both sides of theliquid crystal display 10, there are provided speakers 16 (speaker 16L,speaker 16R). Themicrophone 17 corresponds to the microphone according to the present invention. The speakers 16 correspond to the speaker of the present invention. Further, at the upper right end of the front face of thegaming apparatus 3, there is provided abill insertion slot 14 to which a bill is inserted. Below thebill insertion slot 14, there is provided acoin payout exit 15 for paying out to the player a coin or a medal corresponding to the accumulated credit when the payout operation is conducted. - Next, there will be described an internal configuration of the
gaming apparatus 3. -
FIG. 6 is a block diagram illustrating an internal configuration of a gaming apparatus according to the present embodiment. - As illustrated in
FIG. 6 , thegaming apparatus 3 basically comprises amicrocomputer 55 as a core, which includes theCPU 51, theRAM 52, aROM 53 and aBUS 54 for transferring data mutually among these devices. - The
ROM 53 stores various types of programs for conducting processing necessary for controlling thegaming apparatus 3, a data table and the like. Particularly, theROM 53 stores a language recognition program for recognizing a language type and a conversation program for conducting a conversation with a player. As the language recognition program and the conversation program, conventionally known programs may be adopted. Here, the language recognition program and the conversation program are disclosed in US 2007/0094007-A1, US 2007/0094008-A1, US 2007/0094005-A1 US 2007/0094004-A1 and US 2007/0033040-A1, and therefore, detailed descriptions thereof are omitted here. - Further, the
ROM 53 particularly stores a GRADE image selection table (seeFIG. 8 ), a conversation speed determination table (seeFIG. 9 ), a displayable-or-not determination table (seeFIG. 10 ) and a conversational sentence selection table (seeFIG. 11 ). Here, details of these tables will be described later. Furthermore, theROM 53 stores image data such as a text image and a language selection image corresponding to the language type. TheROM 53 further stores effect image data, which is for displaying a GRADE image and corresponding to the language type. TheROM 53 further stores voice data and text data, which are relating to the conversation and corresponding to the language type. Moreover, theCPU 51, theRAM 52 and theROM 53 configure the controller of the present invention. - The
RAM 52 is a memory capable of temporarily storing the number of credits accumulated in thegaming apparatus 3 at the moment and a various types of data calculated in theCPU 51. -
FIG. 7 is an explanatory view of a storage area of a RAM provided in the gaming apparatus shown inFIG. 5 . - As illustrated in
FIG. 7 , theRAM 52 is particularly provided with a languageflag storage area 52A for storing a language flag, a conversationtrigger storage area 52B for storing a conversation trigger, a conversationspeed storage area 52C for storing information on conversation speed, abelief storage area 52D for storing information on an estimated belief of a player, a number-of-total-payouts storage area 52E for storing the number of total payouts, a selectioninformation storage area 52F for storing information on bet selection (hereinafter, also referred to as “selection information”) and a conversationmode storage area 52G for storing a conversation mode. - The conversation mode is information indicating a mode which the player has chosen, out of a mode (1) conversation conducted by outputting a voice from the speakers 16 and recognizing a voice inputted from the
microphone 17, a mode (2) conversation conducted by displaying a text relating to the conversation to theliquid crystal display 10 and recognizing a voice inputted from themicrophone 17 and a mode (3) no conversation. - Further, as illustrated in
FIG. 6 , theCPU 51 is connected through an I/O interface 56 with a liquid crystalpanel drive circuit 57, a touchpanel drive circuit 58, ahopper drive circuit 59, a payoutcompletion signal circuit 60, an inserted-coindetection signal circuit 67, a billdetection signal circuit 64, anoperation signal circuit 66, acommunication interface 61 and avoice circuit 69. - The
liquid crystal display 10 is connected with the liquid crystalpanel drive circuit 57. Thetouch panel 11 is connected with the touchpanel drive circuit 58. Ahopper 62 is connected with thehopper drive circuit 59. Acoin detecting section 63 is connected with the payoutcompletion signal circuit 60. An inserted-coin detecting section 68 is connected with the inserted-coindetection signal circuit 67. Abill detecting section 65 is connected with the billdetection signal circuit 64. Theoperation button 12 is connected with theoperation signal circuit 66. The speakers 16 and themicrophone 17 are connected with thevoice circuit 69. - The
hopper 62 is provided inside thegaming apparatus 3 and pays out a coin from thecoin payout exit 15 based on a control signal outputted from theCPU 51. - The
coin detecting section 63 is provided inside thecoin payout exit 15 and transmits a signal to theCPU 51 on detecting a predetermined number of coins being paid out through thecoin payout exit 15. - The inserted-
coin detecting section 68, on detecting a coin being inserted from thecoin insertion slot 13, detects the value of the coin and transmits to the CPU 51 a detection signal indicating the detected value. - The
bill detecting section 65, on accepting a bill, detects the value of the bill and transmits to the CPU 51 a detection signal indicating the detected value. Theoperation button 12 is a button with which a payout operation is performed in the case that a payout of a coin is determined. -
FIG. 8 is an exemplary view of a GRADE image selection table. - As illustrated in
FIG. 8 , the GRADE image is determined based on a combination of the number of total payouts and the language flag. For example, in the case that the language flag is “English” and the number of total payouts is 999 or less, “Pawn” is selected as the GRADE image. Further, in the case that the language flag is “English” and the number of total payouts is in the range of 1000 to 4999, “Knight” is selected as the GRADE image. Furthermore, in the case that the language flag is “English” and the number of total payouts is 5000 or more, “King” is selected as the GRADE image. - On the other hand, for example, in the case that the language flag is “Japanese” and the number of total payouts is 999 or less, “Fu” is selected as the GRADE image. Further, in the case that the language flag is “Japanese” and the number of total payouts in the range of 1000 to 4999, “Kin” is selected as the GRADE image. Furthermore, in the case that the language flag is “Japanese” and the number of total payouts is 5000 or more, “Ou” is selected as the GRADE image.
- The GRADE image in the present embodiment corresponds to the effect image according to the present invention.
-
FIG. 9 is an exemplary view of a conversation speed determination table. - As illustrated in
FIG. 9 , the conversation speed is determined according to the response time between the output of the voice relating to the conversation from the speakers 16 and the input of a response thereto from themicrophone 17. For example, in the case that the response time is one second or less, the conversation speed is determined to be “fast”. Further, in the case that the response time is over one second and not over two seconds, the conversation speed is determined to be “middle”. Furthermore, the response time is over two seconds and not over three seconds, the conversation speed is determined to be “slow”. -
FIG. 10 is an exemplary view of a displayable-or-not determination table. - As illustrated in
FIG. 10 , in the displayable-or-not determination table, each religion is related to whether or not respective images (image A, image B, image C and image D) are displayable. For example,religion 1 is related to “OK” with respect to the display of the image A, the image B and the image C, and is related to “NO” with respect to the display of the image D. -
FIG. 11 is an exemplary view of a conversational sentence selection table. - As illustrated in
FIG. 11 , a conversational sentence outputted at the start of a conversation is stored in a state being related to the conversation trigger. In the present embodiment, a plurality of conversational sentences is related to a single type of conversation trigger. - A conversation trigger C1 is a trigger set in the
RAM 52 when the to-be-dealt cards are displayed. - A conversation trigger C2 is a trigger set in the
RAM 52 when the player takes an action out of bet, call, raise and fold, after to-be-dealt cards are displayed. - A conversation trigger C3 is a trigger set in the
RAM 52 when the player takes an action out of bet, call, raise and fold, after Flop is displayed. - A conversation trigger C4 is a trigger set in the
RAM 52 when the player takes an action out of bet, call, raise and fold, after Turn is displayed. - A conversation trigger C5 is a trigger set in the
RAM 52 when a single game is ended. - A conversation trigger SP is a trigger indicating that the number of total payouts becomes equal to or more than the predetermined number (in the present embodiment, 1000 or more, or 5000 or more).
- In the case that the conversation trigger C1 is set, the
CPU 51 determines a single conversational sentence as a to-be-outputted conversational sentence by selecting a random number, out of general conversational sentences (for example, a conversational sentence B00 and a conversational sentence B01) and conversational sentences based on a gaming history on another gaming apparatus 3 (for example, a conversational sentence B10 and a conversational sentence B11). Here, the gaming history on anothergaming apparatus 3 is received from thecentral controller 40 at a predetermined timing (for example, every time a single game is ended). Examples of the gaming history received from thecentral controller 40 include the number of coins paid out in eachgaming apparatus 3. - In the case that the conversation trigger C2 is set, the
CPU 51 refers to the selection information and determines a conversational sentence corresponding to the selection information as a to-be-outputted conversational sentence. For example, theCPU 51 selects a conversational sentence B20 in the case that the selection information is “raise”, a conversational sentence B21 in the case that the selection information is “fold”, and a conversational sentence B22 in the case that the selection information is other than “raise” and “fold”, as a to-be-outputted conversational sentence. - In the case that the conversation trigger C5 is set, the
CPU 51 determines whether or not the payout has been conducted, and determines a conversational sentence corresponding to the determination result as a to-be-outputted conversational sentence. For example, when determining that the payout has been conducted, theCPU 51 determines a single conversational sentence as the to-be-outputted conversational sentence, out of the conversational sentences B50 and B51. Further, when determining that the payout has not been conducted, theCPU 51 determines a single conversational sentence as the to-be-outputted conversational sentence, out of the conversational sentences B60 and B61. - In the case that the conversation trigger SP is set, the
CPU 51 determines a single conversational sentence as the to-be-outputted conversational sentence, out of the conversational sentences corresponding to the conversation trigger SP, by selecting the random number. In the present embodiment, theCPU 51 determines a single conversational sentence out of the conversational sentences B70 and B71. -
FIG. 12A andFIG. 12B are exemplary views of images displayed to a liquid crystal display provided in a gaming apparatus. - Here, images shown in
FIG. 12A andFIG. 12B are images displayed to the liquid crystal display in the case that “English” is set as the language flag. - As illustrated in
FIG. 12A , to the upper right side of theliquid crystal display 10, atext image 77 showing “YOUR GRADE” and aGRADE image 78A showing a Pawn piece of chess are displayed. - In the left side of the
liquid crystal display 10, twocard images 70 showing two cards to be dealt to the player at the beginning of the game are displayed. - Under the
card images 70, there are provided a number-of-bets display portion 71 for displaying the number of bets of the player at the moment and a number-of-total-payouts display portion 79 for displaying the total number of coins paid out to the player in the past games, starting from the left. - In the right side of the
liquid crystal display 10, there are provided abet selecting portion 72 for selecting “bet”, acall selecting portion 73 for selecting “call”, araise selecting portion 74 for selecting “raise” and afold selecting portion 75 for selecting “fold”, when a bet selection is conducted. The player can conduct a bet selection by touching a part corresponding to each selecting portion on thetouch panel 11. - To the center part of the
liquid crystal display 10, there is displayed aninstruction image 76 showing “Select the processing.” to prompt the player to conduct a bet selection. - In the case that the number of total payouts is 999 or less, as illustrated in
FIG. 12A , theGRADE image 78A showing the Pawn piece is displayed as the GRADE image. On the other hand, in the case that the number of total payouts is in the range of 1000 to 4999, as illustrated inFIG. 12B , aGRADE image 78B showing a Knight piece is displayed as the GRADE image. Further, although not shown, in the case that the number of total payouts is 5000 or more, a GRADE image showing a King piece is displayed as the GRADE image. - Next, there will be described game processing conducted in the
gaming system 1. -
FIGS. 13 to 18 are flow charts illustrating game processing according to the present embodiment. - First, the
CPU 51 determines whether or not there is remaining a credit (step S100). When determining that there is not remaining the credit, theCPU 51 returns the processing to step S100. Here, in the present embodiment, a coin can be inserted to thecoin insertion slot 13 at an optional timing. When determining that the inserted-coin detecting section 68 detects a coin, theCPU 51 stores a credit corresponding to the inserted coin by adding to the credit being stored in theRAM 52. - When determining that there is remaining the credit in step S100, the
CPU 51 determines whether or not the language flag is set (step S101). - When determining that the language flag is not set, the
CPU 51 conducts the language type recognition processing (step S103). In the processing, theCPU 51 outputs various languages such as English and Japanese from the speakers 16 (seeFIG. 5 ) one by one. Then, theCPU 51 determines to which language there is a response from the microphone 17 (seeFIG. 5 ), and thereby determining a language type. Thereafter, a language flag corresponding to the determined language type is set in theRAM 52. Here, a detail of the language type recognition processing will be described later with reference toFIG. 18 andFIG. 19 . - When determining that the language flag is not set in step S101 or after conducting the processing of step S103, the
CPU 51 displays a text image corresponding to the language flag to the liquid crystal display 10 (step S105). In the processing, for example, theCPU 51 displays the text image 77 (for example, seeFIG. 12A ) in English in the case that the language flag is “English”, and displays the text image in Japanese in the case that the language flag is “Japanese”. - Next, in step S107, the
CPU 51 displays an effect image corresponding to the language flag to theliquid crystal display 10. In the processing, for example, theCPU 51 displays an image of a chess piece (for example, see theGRADE image 78A inFIG. 12A ) in the case that the language flag is “English”, and displays an image of a shogi piece in the case that the language flag is “Japanese”. As above described, theCPU 51 reads image data corresponding to the language flag and displays an image based on the read image data to theliquid crystal display 10. - At this time, the
CPU 51 displays various images to theliquid crystal display 10 according to the number of total payouts. More specifically, in the case that the language flag is “English” and the number of total payouts is 999 or less, for example, theCPU 51 displays a GRADE image (see theGRADE image 78A inFIG. 12A ) showing the Pawn piece as the GRADE image. - Further, in the case that the language flag is “English” and the number of total payouts is in the range of 1000 to 4999, the
CPU 51 displays a GRADE image (see theGRADE image 78B inFIG. 12 B) showing the Knight piece as the GRADE image. - Furthermore, in the case that the language flag is “English” and the number of total payouts is 5000 or more, the
CPU 51 displays a GRADE image showing the King piece as the GRADE image. - As above described, the
CPU 51 varies a type of a chess piece to be displayed as the GRADE image according to the number of total payouts, in the case that the language flag is “English”. - On the other hand, in the case that the language flag is “Japanese” and the number of total payouts is 999 or less, for example, the
CPU 51 displays a GRADE image showing “Fu” of a shogi piece as the GRADE image. - Further, in the case that the language flag is “Japanese” and the number of total payouts is in the range of 1000 to 4999, the
CPU 51 displays a GRADE image showing “Kin” of a shogi piece as the GRADE image. - Furthermore, in the case that the language flag is “Japanese” and the number of total payouts is 5000 or more, the
CPU 51 displays a GRADE image showing “Ou” as the GRADE image. - After the processing of step S107, the
CPU 51 waits for receiving to-be-dealt cards information from theCPU 41 included in thecentral controller 40. The to-be-dealt cards information is information on two cards to be dealt to the player and includes numbers or alphabets, and suits. - The
CPU 41 included in thecentral controller 40 determines two cards to be dealt to the player, that is, the to-be-dealt cards information to be transmitted to eachgaming apparatus 3, by using a random number, when a predetermined timing (for example, a timing that one minute has elapsed since the last game is ended) has come (step S201). - Next, the
CPU 41 transmits the to-be-dealt cards information determined in step S201 to each gaming apparatus 3 (step S203). - On the other hand, the
CPU 51 included in thegaming apparatus 3 displays, upon receiving the to-be-dealt cards information from theCPU 41 in the central controller 40 (step S108), two cards to theliquid crystal display 10 based on the received to-be-dealt cards information in step S109 (for example, seeFIG. 12A ). - Next, in step S111, the
CPU 51 sets the conversation trigger C1 in theRAM 52. As a result of the conversation trigger C1 being set in theRAM 52, a conversation based on the to-be-dealt cards being dealt is started in thegaming apparatus 3. Here, processing relating to the conversation will be described later with reference toFIG. 24 . - Next, in step S121 in
FIG. 14 , theCPU 51 accepts the bet selection. In this step, the player conducts a bet selection on thetouch panel 11. - In step S123, the
CPU 51 conducts processing of subtracting a credit corresponding to the betted coin from the credit being stored in theRAM 52, concurrently with transmitting information (selection information) on the bet selection inputted by the player to theCPU 41. The selection information includes information on the number of coins betted by the player. - In step S125, the
CPU 51 sets the conversation trigger C2 in theRAM 52. As a result of the conversation trigger C2 being set in theRAM 52, a conversation based on the player's selection of bet, call, raise or fold is started in thegaming apparatus 3. - On the other hand, upon receiving the selection information transmitted from the CPU 51 (step S221), the
CPU 41 included in thecentral controller 40 cumulatively stores in theRAM 42 the number of coins included in the selection information as the number of inserted coins (step S222). For example, in the case that information of “10 coins” is received from asingle gaming apparatus 3 when the number of inserted coins stored at the moment is 1000, theCPU 41 stores in theRAM 42 the number of inserted coins as 1010. Further, for example, in the case that information of “20 coins is received from anothergaming apparatus 3 thereafter, theCPU 41 stores in theRAM 42 the number of inserted coins as 1030. - Next, the
CPU 41 displays the selection information received in step S222 to the gaminginformation display portion 35 in the front display 21 (step S223). Then, theCPU 41 determines three cards, which are to be Flop, and displays the cards to the front display 21 (step S225). Next, in step S231 inFIG. 15 , theCPU 41 transmits to the CPU 51 a signal for instructing an acceptance of the bet selection (selection acceptance instruction signal). - On receiving the selection acceptance instruction signal (step S131 in
FIG. 15 ), theCPU 51 included in thegaming apparatus 3 accepts the bet selection (step S133), transmits the selection information to the CPU 41 (step S135) and subtracts a credit corresponding to the betted coin from the credit being stored in theRAM 52. - Next, in step S137, the
CPU 51 sets the conversation trigger C3 in theRAM 52. As a result of the conversation trigger C3 being set in theRAM 52, a conversation based on the player's selection of bet, call, raise or fold is started in thegaming apparatus 3. - On the other hand, upon receiving the selection information transmitted from the CPU 51 (step S233), the
CPU 41 included in thecentral controller 40 cumulatively stores in theRAM 42 the number of coins included in the selection information as the number of inserted coins (step S234). - Next, the
CPU 41 displays the selection information received in step S233 to the gaminginformation display portion 35 in the front display 21 (step S235). Then, theCPU 41 determines a card, which is to be Turn, and displays the card to the front display 21 (step S237). - Next, the
CPU 41 transmits the selection acceptance instruction signal to theCPU 51 in step S241 inFIG. 16 . - On receiving the selection acceptance instruction signal (step S141 in
FIG. 16 ), theCPU 51 included in thegaming apparatus 3 accepts the bet selection (step S143), transmits the selection information to the CPU 41 (step S145) and subtracts a credit corresponding to the betted coin from the credit being stored in theRAM 52. - Next, in step S147, the
CPU 51 sets the conversation trigger C4 in theRAM 52. As a result of the conversation trigger C4 being set in theRAM 52, the conversation based on the player's selection of bet, call, raise or fold is started in thegaming apparatus 3. - On the other hand, upon receiving the selection information transmitted from the CPU 51 (step S243), the
CPU 41 included in thecentral controller 40 cumulatively stores in theRAM 42 the number of coins included in the selection information as the number of inserted coins (step S244). - Next, the
CPU 41 displays the selection information received in step S244 to the gaminginformation display portion 35 in the front display 21 (step S245). Then, theCPU 41 determines a card, which is to be River, and displays the card to the front display 21 (step S247). - Next, in step S251 in
FIG. 17 , theCPU 41 transmits the selection acceptance instruction signal to theCPU 51. - Upon receiving the selection acceptance instruction signal (step S151 in
FIG. 17 ), theCPU 51 included in thegaming apparatus 3 accepts a bet selection (step S153), transmits the selection information to the CPU 41 (step S155) and subtracts a credit corresponding to the betted coin from the credit being stored in theRAM 52. - On the other hand, upon receiving the selection information transmitted from the CPU 51 (step S253), the
CPU 41 included in thecentral controller 40 cumulatively stores in theRAM 42 the number of coins included in the selection information as the number of inserted coins (step S254). - Next, the
CPU 41 displays the selection information received in step S254 to the gaminginformation display portion 35 in the front display 21 (step S255). - In step S257, the
CPU 41 conducts showdown processing. More specifically, theCPU 41 displays two cards dealt to the player on eachgaming apparatus 3 to the gaminginformation display portion 35 corresponding to eachgaming apparatus 3. - In step S259, the
CPU 41 compares hands. More specifically, theCPU 41 determines the strongest hand as a hand of a single player, out of the hands which can be established by combining two cards dealt to the player and three cards among five cards displayed to the table 31 in thefront display 21. After conducting the same processing with respect to all the players remaining in the game, theCPU 41 determines the player having the strongest hand by comparing the hands of the respective players. - In step S261 in
FIG. 18 , theCPU 41 transmits to theCPU 51 information indicating the total number of coins betted fromrespective gaming apparatuses 3 in this game (hereinafter, also refers to as payout information). - Upon receiving the payout information (step S161), the
CPU 51 included in thegaming apparatus 3 pays out a credit based on the received payout information (step S163). Here, in the case that theoperation button 12 is pressed, theCPU 51 pays out coins in number corresponding to the number of credits stored in theRAM 52 from thecoin payout exit 15. - Next, in step S164, the
CPU 51 updates the number of total payouts. In the processing, theCPU 51 adds the number of paid out credits to the number of total payouts. - In step S165, the
CPU 51 sets the conversation trigger C5 in theRAM 52. As a result of the conversation trigger C5 being set in theRAM 52, a conversation based on the single game being ended is started in thegaming apparatus 3. - On the other hand, after transmitting the payout information in step S261, the
CPU 41 included in thecentral controller 40 determines whether or not a JP flag is set in the RAM 42 (step S263). JP flag is a flag set in theRAM 42 when the number of inserted coins becomes equal to or more than 100000. When determining that the JP flag is stored in theRAM 42, theCPU 41 determines by selecting the random number whether or not JP is to be won (step S265). When determining that the JP is to be won, theCPU 41 transmits a JP payout signal to the gaming apparatus 3 (step S267), and thereafter, clears the JP flag and the number of inserted coins (step S269). The JP payout signal includes the number of payouts as the JP. Here, the number of payouts as the JP is 10% of the number of inserted coins. - Upon receiving the JP payout signal (step S166), the
CPU 51 included in thegaming apparatus 3 conducts a JP payout processing (step S167). - On the other hand, when determining that the JP flag is not stored in the
RAM 42 in step S263, when determining that the JP is not to be won in step S265 or after the processing of step S269, theCPU 41 included in thecentral controller 40 determines whether or not the number of inserted coins stored in theRAM 42 is equal to or more than 100000 (step S271). When determining that the number of inserted coins is not equal to or more than 100000, theCPU 41 terminates the present subroutine. On the other hand, when determining that the number of inserted coins is equal to or more than 100000, theCPU 41 sets the JP flag in the RAM 42 (step S273) and transmits the conversation start signal to the gaming apparatus 3 (step S275). Thereafter, theCPU 41 terminates the game processing related to thecentral controller 40. - Upon receiving the conversation start signal (step S168), the
CPU 51 included in thegaming apparatus 3 sets the conversation trigger SP in the RAM 52 (step S169). As a result of the conversation trigger SP being set in theRAM 52, a conversation based on the number of inserted coins being equal to or more than 100000 is started. - Next, in step S170, the
CPU 51 determines whether or not the credit is zero. When determining that the credit is not zero, theCPU 51 terminates the game processing according to thegaming apparatus 3. - When determining that the credit is zero, the
CPU 51 clears the language flag (step S171). Next, theCPU 51 clears the number of total payouts. Then, theCPU 51 terminates the game processing according to thegaming apparatus 3. -
FIG. 19 andFIG. 20 are flow charts each illustrating a language type recognition processing according to the present embodiment. - The language recognition program stored in the
ROM 53 is read and executed so as to advance the language type recognition processing. - First, the
CPU 51 outputs “Hello” in English from the speakers 16 (step S300) and starts measurement of the elapsed time period T (step S301). - Next, in step S303, the
CPU 51 determines whether or not a response to “Hello” is inputted from themicrophone 17. In the processing, theCPU 51 determines, for example, whether or not “Hello” is inputted from themicrophone 17. When determining that a response to “Hello” is inputted from themicrophone 17, theCPU 51 stores the language flag of “English” in the languageflag storage area 52A (seeFIG. 7 ) in theRAM 52. - When determining that a response to “Hello” is not inputted from the
microphone 17, theCPU 51 determines whether or not the elapsed time period T exceeds three seconds (step S307). When determining that the elapsed time period T is not exceeding three seconds, theCPU 51 returns the processing to step S303. - When determining that the elapsed time period T is exceeding three seconds, the
CPU 51 outputs a voice corresponding to “Hello” in another language “X” (for example, “Japanese”) from the speakers 16 (step S309), and starts measurement of the elapsed time period T (step S311). - Next, in step S313, the
CPU 51 determines whether or not a response to “Hello” in another language “X” is inputted from themicrophone 17. In the processing, theCPU 51 determines, for example, whether or not “Hello” in another language “X” is inputted from themicrophone 17. When determining that a response to “Hello” in another language “X” is inputted from themicrophone 17, theCPU 51 stores a language flag “X” in the languageflag storage area 52A (seeFIG. 7 ) in theRAM 52. - When determining that a response to “Hello” in another language “X” has not been inputted from the
microphone 17, theCPU 51 determines whether or not the elapsed time period T exceeds three seconds (step S317). When determining that the elapsed time period T is not exceeding three seconds, theCPU 51 returns the processing to step S313. - After the processing of step S305 or after the processing of step S315, the
CPU 51 determines the conversation speed corresponding to the elapsed time period T at the time when the response is inputted (step S319). In the processing, theCPU 51 determines the conversation speed with reference to the conversation speed determination table (seeFIG. 9 ) stored in theROM 53. Then, theCPU 51 stores information on the determined conversation speed in the conversationspeed storage area 52C (seeFIG. 7 ) in theRAM 52. - When determining that the elapsed time period T is exceeding three seconds in step S317 or after the processing of step S319, the
CPU 51 displays the language selection image to the liquid crystal display 10 (step S321). -
FIG. 21 is an exemplary view showing an image displayed to the liquid crystal display included in the gaming apparatus shown inFIG. 5 . - The image shown in
FIG. 21 is the language selection image displayed in the processing of step S321. As shown inFIG. 21 , to the center part of theliquid crystal display 10, there is displayed animage 90 showing an instruction to select a language type. Further, below theimage 90, anEnglish selection image 91 for selecting English as the language type, aJapanese selection image 92 for selecting Japanese as the language type and anOthers selection image 93 for selecting a language other than English and Japanese are displayed starting from the left. The player can select the language type by touching a corresponding part on thetouch panel 11. Here, in the present embodiment, the language selection image includes theimage 90, theEnglish selection image 91, theJapanese selection image 92 and theOthers selection image 93. Further, a selection image maybe an image using a corresponding language. That is, “Japanese” shown in theJapanese selection image 92 may be displayed in Japanese. - After the processing of step S321, the
CPU 51 determines whether or not there has been a selection input (step S323). In the processing, theCPU 51 determines whether or not a contact by the player is detected from thetouch panel 11 during a predetermined time period (for example, five seconds) since the language selection image is displayed. Thetouch panel 11 corresponds to the input device according to the present invention. When determining that there has been the selection input, theCPU 51 stores the language flag corresponding to the selected language type in the languageflag storage area 52A (seeFIG. 7 ) in the RAM 52 (step S325). For example, upon detecting a contact by the player to the part corresponding to the English selection image 91 (seeFIG. 21 ) on thetouch panel 11, theCPU 51 stores the language flag “English”. Further, upon detecting a contact by the player to the part corresponding to the Japanese selection image 92 (seeFIG. 21 ) on thetouch panel 11, for example, theCPU 51 stores the language flag “Japanese”. - Here, when detecting a contact by the player to the part corresponding to the
Others selection image 93, theCPU 51 further displays selection images for selecting French, German and the like. Then, when detecting a contact by the player to a part corresponding to a newly displayed selection image, theCPU 51 stores a language flag corresponding to the language in the languageflag storage area 52A (seeFIG. 7 ) in theRAM 52. - After the processing of step S325 or when determining that there has not been a selection input in step S323, the
CPU 51 conducts belief estimation processing (step S327) and shifts the processing to step S329. The belief estimation processing will be described later with reference toFIG. 23 . - In step S329, the
CPU 51 displays to the liquid crystal display 10 a conversation method selection image. -
FIG. 22 is an exemplary view showing an image displayed to the liquid crystal display included in the gaming apparatus shown inFIG. 5 . - The image shown in
FIG. 22 is the conversation method selection image displayed in the processing of step S329. As shown inFIG. 22 , to the upper part of theliquid crystal display 10, animage 95 for instructing the player to select a conversation mode is displayed. Further, below theimage 95, avoice conversation image 96A for selecting “conversation by voice”, adisplay conversation image 96B for selecting “conversation by display” and a noconversation image 96C for selecting “no conversation” are displayed starting from the top. The player can select one of the modes by touching a corresponding part on thetouch panel 11. The selected mode is stored in the conversationmode storage area 52G in theRAM 52. - After the processing of step S329, the
CPU 51 stores the selected conversation mode in the conversationmode storage area 52G in theRAM 52 in step S331, and terminates the present subroutine. Here, in the case that “conversation by voice” is selected in step S329, a conversation is conducted by (1) outputting a voice from the speakers 16 and recognizing a voice inputted from themicrophone 17. Further, in the case that “conversation by display” is selected, a conversation is conducted by (2) displaying to the liquid crystal display a text relating to the conversation and recognizing a voice inputted from themicrophone 17. Furthermore, in the case that “no conversation” is selected, a conversation is (3) not conducted. -
FIG. 23 is a flow chart illustrating belief estimation processing according to the present embodiment. - First, the
CPU 51 outputs a question about a religious affiliation from the speakers 16 in step S400. In the processing, theCPU 51 outputs, for example, a voice saying “What is your religious affiliation?” from the speakers 16. - Next, in step S401, the
CPU 51 stores a religion flag corresponding to the religion, which is inputted from themicrophone 17 and recognized, in thebelief storage area 52D (seeFIG. 7 ) in theRAM 52. Then, theCPU 51 terminates the present subroutine. - The
CPU 51 refers to the religion flag when displaying an image according to the conduct of the game processing (seeFIGS. 13 to 18 ). TheCPU 51 omits display of an image, of which display is restricted by the religion flag. -
FIG. 24 is a flow chart illustrating conversation processing according to the present embodiment. - The conversation program stored in the
ROM 53 is read and executed so as to advance the conversation processing. Further, the conversation processing is a processing called and conducted at a predetermined timing separately from the game processing (seeFIGS. 13 to 18 ). - Here, the conversation processing is conducted in the language corresponding to the language flag stored in the language
flag storage area 52A in theRAM 52. Further, the conversation processing is conducted at a speed corresponding to information on the conversation speed stored in the conversationspeed storage area 52B in theRAM 52. Further, in the conversation processing, a conversation is conducted following a method based on the conversation mode stored in the conversationmode storage area 52G in theRAM 52. - First, in step S500, the
CPU 51 determines whether or not a conversation trigger is stored in the conversationtrigger storage area 52B in theRAM 52. In the processing, theCPU 51 determines whether or not any of the conversation triggers, out of the conversation triggers C1, C2, C3, C4, C5 and SP, is stored in theRAM 52. When determining that the conversation trigger is not stored in theRAM 52, theCPU 51 terminates the present subroutine. - When determining that the conversation trigger is stored in the
RAM 52 in step S500, theCPU 51 outputs a conversational sentence corresponding to the conversation trigger by a method corresponding to the conversation mode, with reference to the conversational sentence selection table stored in the ROM 53 (step S501). More specifically, in the case that the conversation mode is “conversation by voice”, theCPU 51 outputs a voice corresponding to the conversation trigger from the speakers 16. Further, in the case that the conversation mode is “conversation by display”, theCPU 51 displays a text corresponding to the conversation trigger to theliquid crystal display 10. Furthermore, in the case that the conversation mode is “no conversation”, theCPU 51 outputs nothing. At this time, theCPU 51 outputs the conversational sentence after determining the to-be-outputted conversational sentence with reference not only to the conversational sentence selection table, but also to the selection information and to the gaming history according to need. -
FIG. 25 is an exemplary view showing an image displayed to the liquid crystal display included in the gaming apparatus shown inFIG. 5 . - The image shown in
FIG. 25 is an image displayed in processing of step S501, in the case that the conversation mode is “conversation by display”. As shown inFIG. 25 , to the lower right part of theliquid crystal display 10, acharacter image 98 and atext image 99 relating to the conversation are displayed. Further, to the center part of theliquid crystal display 10, animage 97 indicating that the player wins the game is displayed. - Next, in step S503, the
CPU 51 recognizes a voice inputted from themicrophone 17. Then, according to the recognized voice (conversational content), theCPU 51 outputs a voice corresponding to the recognized content from the speakers 16 or displays a text to theliquid crystal display 10, and carries the conversation with the player on by recognizing the voice inputted from the microphone 17 (step S505). - Next, in step S507, the
CPU 51 determines whether or not there is a new conversation trigger being set or the conversation trigger being cleared. In the case that a new conversation trigger is not set and the conversation trigger is not cleared, theCPU 51 returns the processing to step S505 and continues the conversation. On the other hand, in the case that a new conversation trigger is set or the conversation trigger is cleared, theCPU 51 terminates the present subroutine. - Accordingly, the
CPU 51 starts a conversation when a conversation trigger is set, starts another conversation on a new topic when a new conversation trigger is set, and terminates the conversation when the conversation trigger is cleared. - According to the
gaming apparatus 3, the control method of thegaming apparatus 3, thegaming system 1 and the control method of thegaming system 1, the language type is recognized from a sound inputted from the microphone, or recognized by an input from thetouch panel 11. Further, a conversation with the player is conducted in the recognized language. Therefore, it becomes possible for the player to play a game while enjoying the conversation. Particularly, on a gaming apparatus providing a game played by a single player (game not advanced by cooperation with another player), it is highly possible that the player feels loneliness. However, by conducting a conversation, it becomes possible to dispel the loneliness. - As above described, according to the
gaming apparatus 3, the control method of thegaming apparatus 3, thegaming system 1 and the control method of thegaming system 1, it becomes possible to provide a sophisticated service by installing a conversation program on a gaming apparatus. - Further, a plurality of
gaming apparatuses 3 are communicably connected with thecentral controller 40. A game is executed and the history of the game (in the present embodiment, the number of coins inserted into the gaming apparatus 3) is transmitted to thecentral controller 40. - In the
central controller 40, the history of the game transmitted from each of thegaming apparatuses 3 is to be stored. Then, in the case that the history of the game stored in thecentral controller 40 is determined to satisfy a predetermined condition (in the present embodiment, the total number of coins transmitted from respective gaming apparatuses 3 [number of inserted coins] becomes equal to or more than 100000), a start signal to start the conversation with the player is transmitted from thecentral controller 40 to each of thegaming apparatuses 3. In thegaming apparatus 3, the conversation with the player is conducted, in the case that the start signal is received from thecentral controller 40. Namely, in the case that the history of the game stored in thecentral controller 40 satisfies the predetermined condition, conversations are started at a plurality ofgaming apparatuses 3 at once. Accordingly, as a result of the history of the game stored in thecentral controller 40 satisfying the predetermined condition, theentire game system 1 becomes energized at once. - Further, in the case that a conversation program is installed on a gaming apparatus, a problem is how to specify the language type. However, according to the
gaming apparatus 3, the control method of thegaming apparatus 3, thegaming system 1 and the control method of the gaming system, the language type is recognized from a sound inputted from themicrophone 17, so that a conversation can be started smoothly. Particularly, it is possible to surprise a player who does not know that a conversation is to be conducted, by talking to suddenly. - Furthermore, according to the
gaming apparatus 3, the control method of thegaming apparatus 3, thegaming system 1 and the control method of thegaming system 1, a language type is recognized by an input from the input device (touch panel 11), so that a possibility of starting a conversation in a language that the player cannot understand is extremely low. - Further, according to the
gaming apparatus 3 and thegaming system 1, a predetermined voice is outputted from the speakers 16, in the case that the number of inserted coins stored in theRAM 42 included in thecentral controller 40 becomes equal to or more than 100000. Accordingly, it becomes possible for the player to enjoy the conversation corresponding to the number of inserted coins becoming equal to or more than 100000, namely, the conversation more corresponding to the phase of the game. - Among the players, there may be a player who wants to play a game quietly, although the player wants to enjoy the conversation. According to the
gaming apparatus 3 and thegaming system 1, in the case that there is an input to conduct the conversation by display from the input device (touch panel 11), the controller (CPU) conducts the conversation with the player by recognizing the voice inputted from themicrophone 17, in addition to displaying a text relating to the conversation to theliquid crystal display 10 instead of outputting the voice from the speakers 16. Accordingly, it becomes possible for the player to enjoy the conversation without having another player listen to the voice outputted from thegaming apparatus 3. - In the present embodiment, there has been described a case where a controller (CPU) which conducts the game processing also conducts the conversation processing. However, the present invention is not limited to this example. A controller (CPU) for conducting the game processing and a controller (CPU) for conducting the conversation processing may be provided separately. In such a configuration, the controller for conducting the conversation processing may receive various kinds of information (for example, the selection information, the gaming history, the language flag, the conversation trigger, information on the conversation speed, information on the player's belief, the number of total payouts and the like) from the controller for conducting the game processing, and may conduct the conversation processing based on these information.
- In the present embodiment, there has been described a case where the number of coins inserted into the
gaming apparatus 3 is used as the history of the game. However, the present invention is not limited to this example. For example, the number of coins paid out to eachgaming apparatus 3 may be used as the history of the game. By setting a predetermined condition that the cumulative total of the numbers of coins paid out torespective gaming apparatuses 3 has reached the predetermined number, it becomes possible to energize thewhole gaming system 1 by conducting, for example, a conversation to announce that a large number of coins are paid out in thisgaming system 1. As above described, in the present invention, it is possible to set a history of the game and a predetermined condition so as to correspond to the conversation to be generated. Further, when the history of the game and the predetermined condition are set so as to correspond to the conversation to be generated, it is possible to select the setting as appropriate. - In the present invention, it is desirable to output a predetermined voice or to display a predetermined text, in the case that a predetermined condition (the number of inserted coins of total payouts being equal to or more than a predetermined number) is satisfied as in the present embodiment. However, in the present invention, a conversation may be started by outputting a voice or displaying a text, in the case that a predetermined condition is satisfied, and content thereof is not particularly limited. In the case that a conversation is started when a predetermined condition is satisfied, it is possible to talk to a player who does not prefer to be talked to all the time occasionally, so that such a player can also enjoy the conversation.
- In the present embodiment, there has been described a case where the
gaming apparatus 3 stores the voice data and the text data relating to the conversation. However, the present invention is not limited to this example. The central controller may store the voice data and the text data relating to a conversation. In the case of such a configuration, the voice data and the text data corresponding to a conversation may be included in the conversation start signal to be transmitted to the gaming apparatus, or alternatively, the voice data and the text data corresponding to a conversation may be transmitted to the gaming apparatus at a predetermined timing separately from the conversation start signal. - Further, in the case of a configuration that the voice data and the text data corresponding to a conversation is transmitted from the central controller to the gaming apparatus, the central controller may transmit to the gaming apparatus the voice data and the text data for all languages, and the to-be-outputted language type may be selected at the gaming apparatus side. Further, the gaming apparatus may transmit data on the language type in advance to the central controller so that the central controller stores the language type selected at each gaming apparatus, and the central controller may transmit the voice data and the text data only for the selected language type to each gaming apparatus.
- Although the embodiments of the present invention have been described with reference to embodiments thereof, these embodiments merely illustrate concrete examples, not restrict the present invention. The concrete structures of respective means and the like can be designed and changed as required. Furthermore, there have been merely described most preferable effects of the present invention, as the effects of the present invention, in the embodiments of the present invention. The effects of the present invention are not limited to those described in the embodiments of the present invention.
- Further, in the aforementioned detailed description, characteristic portions have been mainly described, for ease of understanding the present invention. The present invention is not limited to the embodiments described in the aforementioned detailed description, but can be also applied to other embodiments over a wider range of applications. Further, the terms and phrases used in the present specification have been used for clearly describing the present invention, not for limiting the interpretation of the present invention. Further, those skilled in the art will easily conceive other structures, systems, methods and the like which are included in the concept of the present invention, from the concept of the present invention described in the present specification. Accordingly, the description of the claims is intended to include equivalent structures that fall within the technical scope of the invention. Further, the abstract aims at enabling engineers and the like who belong to the present technical field but are not familiar with the patent office and public institutions, the patent, law terms and technical terms to immediately understand the technical content and the essence of the present application through brief studies. Accordingly, the abstract is not intended to restrict the scope of the invention which should be evaluated from the description of the claims. It is desirable that literatures and the like which have been already disclosed are sufficiently studied and understood, in order to sufficiently understand the objects of the present invention and the specific effects of the present invention.
- In the aforementioned detailed description, there have been described processes to be executed by computers. The aforementioned description and expressions have been described for the sake of enabling those skilled in the art to understand the present invention most effectively. In the present specification, each step for deriving a single result should be understood to be self-consistent processing. Further, each step includes transmission, reception, recording and the like of electric or magnetic signals. Although, in the processing at each step, such signals have been expressed as bits, values, symbols, characters, terms, numerical characters and the like, it should be noticed that they have been merely used for convenience of description. Further, although the processing at each step was described using expressions common to human behaviors in some cases, the processes described in the present specification are to be executed by various types of devices, in principle. Further, other structures required for conducting each step will be apparent from the aforementioned description.
Claims (8)
1. A gaming apparatus comprising:
a microphone;
a speaker;
a communication interface communicably connected with a central controller which can communicate with an other gaming apparatus; and
a controller, said controller programmed to conduct the processing of:
(A) recognizing a language type from a sound inputted from said microphone by executing a language recognition program, or recognizing the language type by an input from an input device;
(B) executing a game;
(C) transmitting to said central controller a history of the game executed in said processing (B);
(D) receiving from said central controller a start signal to start a conversation with a player; and
(E) conducting the conversation with the player by recognizing a voice inputted from said microphone, in addition to outputting a voice from said speaker by executing a conversation program corresponding to the language recognized in said processing (A), in the case that said start signal is received in said processing (D).
2. The gaming apparatus according to claim 1 , wherein
said processing (E) includes
(E-1) outputting from said speaker a predetermined voice corresponding to a type of said start signal.
3. The gaming apparatus according to claim 1 comprising:
a display; and
an input device,
wherein
said processing (E) includes
(E-2) conducting the conversation with the player by recognizing the voice inputted from said microphone, in addition to displaying to said display a text relating to the conversation instead of outputting a voice from said speaker, in the case that there is an input to conduct the conversation by display from said input device.
4. A gaming system comprising:
a plurality of gaming apparatuses each including a microphone, a speaker and a controller; and
a central controller capable of communicating with said plurality of gaming apparatuses;
wherein
the controller included in each of said gaming apparatuses is programmed to conduct the processing of:
(A) recognizing a language type from a sound inputted from said microphone by executing a language recognition program, or recognizing the language type by an input from an input device;
(B) executing a game; and
(C) transmitting to said central controller a history of the game executed in said processing (B), and
said central controller is programmed to conduct the processing of:
(X) storing the history of the game transmitted from each of said gaming apparatuses;
(Y) determining whether or not the history of the game stored in said processing (X) satisfies a predetermined condition; and
(Z) transmitting to each of said gaming apparatuses a start signal to start a conversation with a player, in the case that said predetermined condition is determined to be satisfied in said processing (Y), and
said controller included in each of said gaming apparatuses is further programmed to conduct the processing of:
(D) receiving said start signal from said central controller; and
(E) conducting the conversation with the player by recognizing a voice inputted from said microphone, in addition to outputting a voice from said speaker by executing a conversation program corresponding to the language recognized in said processing (A), in the case that said start signal is received in said processing (D).
5. The gaming system according to claim 4 ,
wherein
said processing (E) includes
(E-1) outputting from said speaker a predetermined voice corresponding to a type of said start signal.
6. The gaming system according to claim 4 ,
wherein
said gaming apparatus comprises a display and an input device, and
said processing (E) includes
(E-2) conducting the conversation with the player by recognizing the voice inputted from said microphone, in addition to displaying to said display a text relating to the conversation instead of outputting a voice from said speaker, in the case that there is an input to conduct the conversation by display from said input device.
7. A control method of a gaming apparatus, said control method comprising the step of:
(A) recognizing a language type from a sound inputted from a microphone by executing a language recognition program, or recognizing the language type by an input from an input device;
(B) executing a game;
(C) transmitting a history of the game executed in said step (B) to a central controller which can communicate with an other gaming apparatus;
(D) receiving from said central controller a start signal to start a conversation with a player; and
(E) conducting the conversation with the player by recognizing a voice inputted from said microphone, in addition to outputting a voice from said speaker by executing a conversation program corresponding to the language recognized in said step (A), in the case that said start signal is received in said step (D).
8. A control method of a gaming system comprising a central controller and a plurality of gaming apparatuses connected through a communication circuit,
wherein
said gaming apparatus is programmed to conduct the step of:
(A) recognizing a language type from a sound inputted from a microphone by executing a language recognition program, or recognizing the language type by an input from an input device;
(B) executing a game; and
(C) transmitting to said central controller a history of the game executed in said step (B), and
said central controller is programmed to conduct the step of:
(X) storing the history of the game transmitted from each of said gaming apparatuses;
(Y) determining whether or not the history of the game stored in said step (X) satisfies a predetermined condition; and
(Z) transmitting to each of said gaming apparatuses a start signal to start a conversation with a player, in the case that said predetermined condition is determined to be satisfied in said step (Y), and
said gaming apparatus is further programmed to conduct the processing of:
(D) receiving from said central controller a start signal to start a conversation with a player; and
(E) conducting the conversation with the player by recognizing a voice inputted from said microphone, in addition to outputting a voice from said speaker by executing a conversation program corresponding to the language recognized in said step (A), in the case that said start signal is received in said step (D).
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US12/244,400 US20090209339A1 (en) | 2008-02-14 | 2008-10-02 | Gaming Apparatus Capable of Conversation with Player, Control Method Thereof, Gaming System Capable of Conversation with Player, and Control Method Thereof |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US2881408P | 2008-02-14 | 2008-02-14 | |
US12/244,400 US20090209339A1 (en) | 2008-02-14 | 2008-10-02 | Gaming Apparatus Capable of Conversation with Player, Control Method Thereof, Gaming System Capable of Conversation with Player, and Control Method Thereof |
Publications (1)
Publication Number | Publication Date |
---|---|
US20090209339A1 true US20090209339A1 (en) | 2009-08-20 |
Family
ID=40955635
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US12/244,400 Abandoned US20090209339A1 (en) | 2008-02-14 | 2008-10-02 | Gaming Apparatus Capable of Conversation with Player, Control Method Thereof, Gaming System Capable of Conversation with Player, and Control Method Thereof |
Country Status (1)
Country | Link |
---|---|
US (1) | US20090209339A1 (en) |
Cited By (14)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20090215513A1 (en) * | 2008-02-25 | 2009-08-27 | Aruze Gaming America, Inc. | Gaming Machine. Gaming System with Interactive Feature and Control Method Thereof |
US8390670B1 (en) | 2008-11-24 | 2013-03-05 | Shindig, Inc. | Multiparty communications systems and methods that optimize communications based on mode and available bandwidth |
WO2013124519A1 (en) | 2012-02-22 | 2013-08-29 | Nokia Corporation | Predictive service access |
US8647206B1 (en) | 2009-01-15 | 2014-02-11 | Shindig, Inc. | Systems and methods for interfacing video games and user communications |
US9401937B1 (en) | 2008-11-24 | 2016-07-26 | Shindig, Inc. | Systems and methods for facilitating communications amongst multiple users |
US9711181B2 (en) | 2014-07-25 | 2017-07-18 | Shindig. Inc. | Systems and methods for creating, editing and publishing recorded videos |
US9712579B2 (en) | 2009-04-01 | 2017-07-18 | Shindig. Inc. | Systems and methods for creating and publishing customizable images from within online events |
US9733333B2 (en) | 2014-05-08 | 2017-08-15 | Shindig, Inc. | Systems and methods for monitoring participant attentiveness within events and group assortments |
US9734410B2 (en) | 2015-01-23 | 2017-08-15 | Shindig, Inc. | Systems and methods for analyzing facial expressions within an online classroom to gauge participant attentiveness |
US9779708B2 (en) | 2009-04-24 | 2017-10-03 | Shinding, Inc. | Networks of portable electronic devices that collectively generate sound |
US9947366B2 (en) | 2009-04-01 | 2018-04-17 | Shindig, Inc. | Group portraits composed using video chat systems |
US9952751B2 (en) | 2014-04-17 | 2018-04-24 | Shindig, Inc. | Systems and methods for forming group communications within an online event |
US10133916B2 (en) | 2016-09-07 | 2018-11-20 | Steven M. Gottlieb | Image and identity validation in video chat events |
US10271010B2 (en) | 2013-10-31 | 2019-04-23 | Shindig, Inc. | Systems and methods for controlling the display of content |
Citations (14)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US6487531B1 (en) * | 1999-07-06 | 2002-11-26 | Carol A. Tosaya | Signal injection coupling into the human vocal tract for robust audible and inaudible voice recognition |
US20030144055A1 (en) * | 2001-12-28 | 2003-07-31 | Baining Guo | Conversational interface agent |
US20050032575A1 (en) * | 2003-08-05 | 2005-02-10 | Igt | Digital signal processor based generation and control of electronic signals in a gaming machine |
US20060058102A1 (en) * | 2004-09-10 | 2006-03-16 | Nguyen Binh T | Apparatus and methods for wireless gaming communications |
US20060063575A1 (en) * | 2003-03-10 | 2006-03-23 | Cyberscan Technology, Inc. | Dynamic theming of a gaming system |
US20060178209A1 (en) * | 2004-06-16 | 2006-08-10 | Shultz Larry M | Electronic gaming using speech-recognition |
US20060189367A1 (en) * | 2005-02-22 | 2006-08-24 | Igt | Harm minimization interfaces and services on a gaming machine |
US20070033040A1 (en) * | 2002-04-11 | 2007-02-08 | Shengyang Huang | Conversation control system and conversation control method |
US20070094007A1 (en) * | 2005-10-21 | 2007-04-26 | Aruze Corp. | Conversation controller |
US20070094005A1 (en) * | 2005-10-21 | 2007-04-26 | Aruze Corporation | Conversation control apparatus |
US20070094008A1 (en) * | 2005-10-21 | 2007-04-26 | Aruze Corp. | Conversation control apparatus |
US20070094004A1 (en) * | 2005-10-21 | 2007-04-26 | Aruze Corp. | Conversation controller |
US20070243930A1 (en) * | 2006-04-12 | 2007-10-18 | Gary Zalewski | System and method for using user's audio environment to select advertising |
US20080076557A1 (en) * | 2003-06-24 | 2008-03-27 | Dave Anderson | Methods And Systems For Establishing Games With Automation Using Verbal Communication |
-
2008
- 2008-10-02 US US12/244,400 patent/US20090209339A1/en not_active Abandoned
Patent Citations (14)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US6487531B1 (en) * | 1999-07-06 | 2002-11-26 | Carol A. Tosaya | Signal injection coupling into the human vocal tract for robust audible and inaudible voice recognition |
US20030144055A1 (en) * | 2001-12-28 | 2003-07-31 | Baining Guo | Conversational interface agent |
US20070033040A1 (en) * | 2002-04-11 | 2007-02-08 | Shengyang Huang | Conversation control system and conversation control method |
US20060063575A1 (en) * | 2003-03-10 | 2006-03-23 | Cyberscan Technology, Inc. | Dynamic theming of a gaming system |
US20080076557A1 (en) * | 2003-06-24 | 2008-03-27 | Dave Anderson | Methods And Systems For Establishing Games With Automation Using Verbal Communication |
US20050032575A1 (en) * | 2003-08-05 | 2005-02-10 | Igt | Digital signal processor based generation and control of electronic signals in a gaming machine |
US20060178209A1 (en) * | 2004-06-16 | 2006-08-10 | Shultz Larry M | Electronic gaming using speech-recognition |
US20060058102A1 (en) * | 2004-09-10 | 2006-03-16 | Nguyen Binh T | Apparatus and methods for wireless gaming communications |
US20060189367A1 (en) * | 2005-02-22 | 2006-08-24 | Igt | Harm minimization interfaces and services on a gaming machine |
US20070094005A1 (en) * | 2005-10-21 | 2007-04-26 | Aruze Corporation | Conversation control apparatus |
US20070094008A1 (en) * | 2005-10-21 | 2007-04-26 | Aruze Corp. | Conversation control apparatus |
US20070094004A1 (en) * | 2005-10-21 | 2007-04-26 | Aruze Corp. | Conversation controller |
US20070094007A1 (en) * | 2005-10-21 | 2007-04-26 | Aruze Corp. | Conversation controller |
US20070243930A1 (en) * | 2006-04-12 | 2007-10-18 | Gary Zalewski | System and method for using user's audio environment to select advertising |
Cited By (26)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20090215513A1 (en) * | 2008-02-25 | 2009-08-27 | Aruze Gaming America, Inc. | Gaming Machine. Gaming System with Interactive Feature and Control Method Thereof |
US9401937B1 (en) | 2008-11-24 | 2016-07-26 | Shindig, Inc. | Systems and methods for facilitating communications amongst multiple users |
US9782675B2 (en) * | 2008-11-24 | 2017-10-10 | Shindig, Inc. | Systems and methods for interfacing video games and user communications |
US10542237B2 (en) | 2008-11-24 | 2020-01-21 | Shindig, Inc. | Systems and methods for facilitating communications amongst multiple users |
US9661270B2 (en) | 2008-11-24 | 2017-05-23 | Shindig, Inc. | Multiparty communications systems and methods that optimize communications based on mode and available bandwidth |
US8902272B1 (en) | 2008-11-24 | 2014-12-02 | Shindig, Inc. | Multiparty communications systems and methods that employ composite communications |
US8917310B2 (en) | 2008-11-24 | 2014-12-23 | Shindig, Inc. | Multiparty communications systems and methods that optimize communications based on mode and available bandwidth |
US20150054911A1 (en) * | 2008-11-24 | 2015-02-26 | Steven M. Gottlieb | Systems and methods for interfacing video games and user communications |
US9041768B1 (en) | 2008-11-24 | 2015-05-26 | Shindig, Inc. | Multiparty communications systems and methods that utilize multiple modes of communication |
US8405702B1 (en) | 2008-11-24 | 2013-03-26 | Shindig, Inc. | Multiparty communications systems and methods that utilize multiple modes of communication |
US9215412B2 (en) | 2008-11-24 | 2015-12-15 | Shindig, Inc. | Multiparty communications systems and methods that optimize communications based on mode and available bandwidth |
US9357169B2 (en) | 2008-11-24 | 2016-05-31 | Shindig, Inc. | Multiparty communications and methods that utilize multiple modes of communication |
US8390670B1 (en) | 2008-11-24 | 2013-03-05 | Shindig, Inc. | Multiparty communications systems and methods that optimize communications based on mode and available bandwidth |
US8647206B1 (en) | 2009-01-15 | 2014-02-11 | Shindig, Inc. | Systems and methods for interfacing video games and user communications |
US9737804B2 (en) | 2009-01-15 | 2017-08-22 | Shindig, Inc. | Systems and methods for interfacing video games and user communications |
US9124760B2 (en) | 2009-01-15 | 2015-09-01 | Shindig, Inc. | Systems and methods for interfacing video games and user communications |
US9712579B2 (en) | 2009-04-01 | 2017-07-18 | Shindig. Inc. | Systems and methods for creating and publishing customizable images from within online events |
US9947366B2 (en) | 2009-04-01 | 2018-04-17 | Shindig, Inc. | Group portraits composed using video chat systems |
US9779708B2 (en) | 2009-04-24 | 2017-10-03 | Shinding, Inc. | Networks of portable electronic devices that collectively generate sound |
WO2013124519A1 (en) | 2012-02-22 | 2013-08-29 | Nokia Corporation | Predictive service access |
US10271010B2 (en) | 2013-10-31 | 2019-04-23 | Shindig, Inc. | Systems and methods for controlling the display of content |
US9952751B2 (en) | 2014-04-17 | 2018-04-24 | Shindig, Inc. | Systems and methods for forming group communications within an online event |
US9733333B2 (en) | 2014-05-08 | 2017-08-15 | Shindig, Inc. | Systems and methods for monitoring participant attentiveness within events and group assortments |
US9711181B2 (en) | 2014-07-25 | 2017-07-18 | Shindig. Inc. | Systems and methods for creating, editing and publishing recorded videos |
US9734410B2 (en) | 2015-01-23 | 2017-08-15 | Shindig, Inc. | Systems and methods for analyzing facial expressions within an online classroom to gauge participant attentiveness |
US10133916B2 (en) | 2016-09-07 | 2018-11-20 | Steven M. Gottlieb | Image and identity validation in video chat events |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US20090209339A1 (en) | Gaming Apparatus Capable of Conversation with Player, Control Method Thereof, Gaming System Capable of Conversation with Player, and Control Method Thereof | |
US20080224401A1 (en) | Gaming Method And Gaming Machine Accepting Side Bet | |
US8182323B2 (en) | Gaming method and gaming machine accepting side bet | |
US20090209341A1 (en) | Gaming Apparatus Capable of Conversation with Player and Control Method Thereof | |
US20080200247A1 (en) | Game system having main display viewable by a plurality of players | |
US20080217856A1 (en) | Gaming Method And Gaming Machine Accepting Side Bet | |
US20100062820A1 (en) | Gaming Machine Accepting Side Bet And Gaming Method | |
JP2009285369A (en) | Game machine and game system | |
JP2009285359A (en) | Game machine and game system | |
US20080227542A1 (en) | Game system having a plurality of stations provided with display units | |
US20090209340A1 (en) | Gaming Apparatus Capable of Conversation with Player and Control Method Thereof | |
US20090210217A1 (en) | Gaming Apparatus Capable of Conversation with Player and Control Method Thereof | |
US8900050B2 (en) | Gaming machine for executing battle game between gaming terminals | |
US20090209338A1 (en) | Gaming Apparatus Capable of Conversation with Player and Control Method Thereof | |
JP2009045311A (en) | Gaming machines with different payouts before and during the race | |
US8123603B2 (en) | Gaming machine allowing player to select dealer and control method thereof | |
US20090247296A1 (en) | Gaming Apparatus Capable of Conversation with Player and Control Method Thereof | |
US20090227309A1 (en) | Playing Method Of Card Game And Game Machine | |
US8262449B2 (en) | Playing method of card game and game machine | |
JP2009285367A (en) | Game machine and game system | |
JP2001198281A (en) | Game machine | |
US20080220838A1 (en) | Gaming Method And Gaming Machine Accepting Side Bet | |
JP2018011679A (en) | Game machine | |
US20080176631A1 (en) | Gaming machine providing an award corresponding to the number of played games within a predetermined time limit | |
JP5976083B2 (en) | Game machine |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
AS | Assignment |
Owner name: ARUZE GAMING AMERICA, INC., NEVADA Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:OKADA, KAZUO;REEL/FRAME:021972/0478 Effective date: 20081212 |
|
STCB | Information on status: application discontinuation |
Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION |