[go: up one dir, main page]
More Web Proxy on the site http://driver.im/

US20090209340A1 - Gaming Apparatus Capable of Conversation with Player and Control Method Thereof - Google Patents

Gaming Apparatus Capable of Conversation with Player and Control Method Thereof Download PDF

Info

Publication number
US20090209340A1
US20090209340A1 US12/244,473 US24447308A US2009209340A1 US 20090209340 A1 US20090209340 A1 US 20090209340A1 US 24447308 A US24447308 A US 24447308A US 2009209340 A1 US2009209340 A1 US 2009209340A1
Authority
US
United States
Prior art keywords
conversation
player
processing
gaming apparatus
cpu
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
Application number
US12/244,473
Inventor
Kazuo Okada
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Aruze Gaming America Inc
Original Assignee
Aruze Gaming America Inc
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Application filed by Aruze Gaming America Inc filed Critical Aruze Gaming America Inc
Priority to US12/244,473 priority Critical patent/US20090209340A1/en
Assigned to ARUZE GAMING AMERICA, INC. reassignment ARUZE GAMING AMERICA, INC. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: OKADA, KAZUO
Publication of US20090209340A1 publication Critical patent/US20090209340A1/en
Abandoned legal-status Critical Current

Links

Images

Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3209Input means, e.g. buttons, touch screen
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3211Display means
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3216Construction aspects of a gaming system, e.g. housing, seats, ergonomic aspects
    • G07F17/322Casino tables, e.g. tables having integrated screens, chip detection means
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3232Data 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 capable of conducting a conversation with a player by executing a conversation program and a control method thereof.
  • Objects of the present invention are 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 present invention provides a gaming apparatus having the following configuration.
  • the gaming apparatus comprises a microphone; a speaker; 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; (B) executing a game; (C) determining whether or not a history of the game executed in the processing (B) satisfies a predetermined condition; and (D) conducting a conversation with a 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 determining in the processing (C) that the predetermined condition is satisfied.
  • the language type is recognized from a sound inputted from the microphone. 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 game is executed and a history of the executed game (for example, the number of coins inserted into the gaming apparatus, the number of coins paid out from the gaming apparatus and the accumulated number of coins as a progressive jackpot) is determined whether or not to satisfy a predetermined condition (for example, the number of coins inserted into the gaming apparatus having reached the predetermined number, the number of coins paid out from the gaming apparatus having reached the predetermined number, and the accumulated number of coins as a progressive jackpot having reached the predetermined number). Then, when the history of the game is determined to satisfy the predetermined condition, a conversation program corresponding to the recognized language is executed, so that a conversation with a player is conducted.
  • a predetermined condition for example, the number of coins inserted into the gaming apparatus having reached the predetermined number, the number of coins paid out from the gaming apparatus having reached the predetermined number, and the accumulated number of coins as a progressive jackpot having reached the predetermined number.
  • a conversation is conducted when the player enters some sort of phase in the game, such as a phase that a history of the game satisfies a predetermined condition. Accordingly, the player can concentrate on the game and enjoy the conversation, in some sort of phase in the game, to share a joy in the phase.
  • 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 gaming apparatus desirably comprises the following configuration.
  • the processing (D) includes (D-1) outputting a predetermined voice from the speaker, when determining in the processing (C) that the predetermined condition is satisfied.
  • the gaming apparatus when the predetermined condition is determined to be satisfied, a predetermined voice is outputted from the speaker. Accordingly, it becomes possible for a player to enjoy the conversation corresponding to the predetermined condition being satisfied, namely, the conversation more corresponding to the phase in the game.
  • the gaming apparatus desirably comprises the following configuration.
  • the gaming apparatus comprises: a display; and an input device, wherein the processing (D) includes (D-2) conducting a conversation with a 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 processing (D) includes (D-2) conducting a conversation with a 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 players there may be a player who does not want another player to listen to the voice outputted from the gaming apparatus, although the player wants to enjoy the conversation.
  • the player is afraid that the voice of celebration outputted from the gaming apparatus on which the player plays might annoy a player on the next seat, when the game is going against the player on the next seat, so that the player cannot fully enjoy the conversation.
  • 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 enjoy the conversation without having another player listen to the voice outputted from the gaming apparatus.
  • the present invention provides a gaming apparatus having the following configuration.
  • the gaming apparatus comprises a microphone; a speaker; an input device; and a controller.
  • the controller is programmed to conduct the processing of: (A) recognizing a language type by an input from the input device; (B) executing a game; (C) determining whether or not a history of the game executed in the processing (B) satisfies a predetermined condition; and (D) conducting a conversation with a 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 determining in the processing (C) that the predetermined condition is satisfied.
  • the language type is 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 game is executed and a history of the executed game is determined whether or not to satisfy a predetermined condition. Then, when the history of the game is determined to satisfy the predetermined condition, a conversation program corresponding to the recognized language is executed, so that a conversation with a player is conducted.
  • a conversation is conducted when the player enters some sort of phase in the game, such as a phase that a history of the game satisfies a predetermined condition. Accordingly, the player can concentrate on the game and enjoy the conversation, in some sort of phase in the game, to share a joy in the phase.
  • a problem is how to specify the language type.
  • 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.
  • the gaming apparatus desirably comprises the following configuration.
  • the processing (D) includes (D-1) outputting a predetermined voice from the speaker, when determining in the processing (C) that the predetermined condition is satisfied.
  • the gaming apparatus when the predetermined condition is determined to be satisfied, a predetermined voice is outputted from the speaker. Accordingly, it becomes possible for a player to enjoy the conversation corresponding to the predetermined condition being satisfied, namely, the conversation more corresponding to the phase in the game.
  • the gaming apparatus desirably comprises the following configuration.
  • the gaming apparatus comprises a display, wherein the processing (D) includes (D-2) conducting a conversation with a 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 a conversation by display from the input device.
  • the processing (D) includes (D-2) conducting a conversation with a 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 a conversation by display from the input device.
  • the players there may be a player who does not want another player to listen to the voice outputted from the gaming apparatus, although the player wants to enjoy the conversation.
  • the player is afraid that the voice of celebration outputted from the gaming apparatus on which the player plays might annoy a player on the next seat, when the game is going against the player on the next seat, so that the player cannot fully enjoy the conversation.
  • 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 enjoy the conversation without having another player listen to the voice outputted from the gaming apparatus.
  • the present invention provides a control method of a gaming apparatus, the method having the following configuration.
  • the control method of a gaming apparatus comprises the step of: (A) recognizing a language type from a sound inputted from a microphone by executing a language recognition program; (B) executing a game; (C) determining whether or not a history of the game executed in the processing (B) satisfies a predetermined condition; and (D) conducting a conversation with a player by recognizing a voice inputted from the microphone, in addition to outputting a voice from a speaker by executing a conversation program corresponding to the language recognized in the processing (A), when determining in the processing (C) that the predetermined condition is satisfied.
  • the language type is recognized from a sound inputted from the microphone. 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 game is executed and a history of the executed game is determined whether or not to satisfy a predetermined condition. Then, when the history of the game is determined to satisfy the predetermined condition, a conversation program corresponding to the recognized language is executed, so that a conversation with a player is conducted.
  • a conversation is conducted when the player enters some sort of phase in the game, such as a phase that a history of the game satisfies a predetermined condition. Accordingly, the player can concentrate on the game and enjoy the conversation, in some sort of phase in the game, to share a joy in the phase.
  • 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 present invention further provides a control method of a gaming apparatus, the method having the following configuration.
  • the control method of a gaming apparatus comprises the step of: (A) recognizing a language type by an input from an input device; (B) executing a game; (C) determining whether or not a history of the game executed in said processing (B) satisfies a predetermined condition; and (D) conducting a conversation with a player by recognizing a voice inputted from the microphone, in addition to outputting a voice from a speaker by executing a conversation program corresponding to the language recognized in said processing (A), when determining in said processing (C) that said predetermined condition is satisfied.
  • the language type is 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 game is executed and a history of the executed game is determined whether or not to satisfy a predetermined condition. Then, when the history of the game is determined to satisfy the predetermined condition, a conversation program corresponding to the recognized language is executed, so that a conversation with a player is conducted.
  • a conversation is conducted when the player enters some sort of phase in the game, such as a phase that a history of the game satisfies a predetermined condition. Accordingly, the player can concentrate on the game and enjoy the conversation, in some sort of phase in the game, to share a joy in the phase.
  • a problem is how to specify the language type.
  • 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 apparatus 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 apparatus 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.
  • the CPU 51 (see FIG. 6 ) provided in a gaming apparatus 3 firstly determines, when a game is started, whether or not a language flag is set (step S 101 ).
  • the language flag is an indicator to determine a language to which an effect image or a text image to be displayed to a liquid crystal display 10 is corresponding (see FIG. 5 ).
  • the CPU 51 When determining that the language flag is not set, the CPU 51 conducts language type recognition processing (step S 103 ). In the processing, The CPU 51 outputs various languages such as English and Japanese from speakers 16 (see FIG. 5 ) one by one. Then, the CPU 51 determines to which language there is a response from a microphone 17 (see FIG. 5 ), and thereby determining a language type. Thereafter, a language flag corresponding to the determined language type is set in a RAM 52 . The language flag is referred, so that the conversation between the gaming apparatus 3 and the player is conducted in the language corresponding to the language flag.
  • the CPU 51 displays a to-be-dealt card to the liquid crystal display 10 in step S 109 .
  • the to-be-dealt card is a card dealt to a player in Hold'em poker.
  • step S 111 the CPU 51 sets a conversation trigger C 1 in the RAM 52 .
  • the conversation trigger C 1 is a trigger indicating that the to-be-dealt card is displayed and being an indicator to start conversation.
  • a conversation based on the to-be-dealt card being dealt is started in the gaming apparatus 3 (see steps S 500 and S 501 in FIG. 24 ).
  • a conversational sentence such as “How's it going today?” and “Good luck to you.” is outputted from the speakers 16 , so that the conversation is started.
  • the conversation is conducted in the language corresponding to the set language flag.
  • 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.
  • a conversation trigger corresponding to each processing is set. This causes the conversation based on each processing started.
  • step S 163 the CPU 51 conducts payout processing.
  • the CPU 51 pays out a predetermined number of coins from a coin payout exit 15 (see FIG. 5 ), in the case that the strongest hand is established.
  • step S 165 the CPU 51 updates the number of total payouts.
  • the CPU 51 stores the number of coins paid out in step S 163 by adding to the number of total payouts stored in the RAM 52 .
  • the number of total payouts refers to the number of coin-outs cumulatively added in a plurality of times of the games, and it is cumulatively added until the number of credits becomes zero, and is reset to zero when the number of credits becomes zero.
  • the number of total payouts corresponds to the history of the game according to the present invention.
  • step S 167 the CPU 51 determines whether or not the number of total payouts is equal to or more than the predetermined number.
  • the CPU 51 terminates the present subroutine.
  • the CPU 51 sets the conversation trigger SP in the RAM 52 .
  • the conversation trigger SP is a trigger indicating that the number of total payouts is equal to or more than the predetermined number (in the present embodiment, 1000 or more, or 5000 or more), and is a trigger to start a conversation.
  • a conversation based on the number of total payouts being equal to or more than the predetermined number is started in the gaming apparatus 3 (see step S 500 and step S 501 in FIG. 24 ).
  • the CPU 51 starts the conversation by outputting a conversational sentence such as “Congratulation on getting 1000 coins.” from the speakers 16 . Then the CPU 51 terminates the present subroutine.
  • a language type is recognized from a sound inputted from the microphone 17 . Then, the conversation with the player is conducted in the recognized language. Accordingly, it becomes possible for the player to play the game while enjoying the conversation. Particularly, on the gaming apparatus 3 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 game is executed and a history of the executed game (in the present embodiment, the number of total payouts) is determined whether or not to satisfy a predetermined condition (in the present embodiment, the number of total payouts being equal to or more than the predetermined number). Then, when the history of the game is determined to satisfy the predetermined condition, a conversation with a player is conducted in the recognized language.
  • the players playing games on the gaming apparatuses there may be a player who does not prefer to be talked to all the time so as to concentrate on the game. Namely, a mere install of the conversation program on the gaming apparatus may cause a problem that a player avoids playing a game on the gaming apparatus because of a bothering conversation.
  • a conversation is conducted when the number of total payouts becomes equal to or more than the predetermined number and when the player enters some sort of phase in the game. Accordingly, the player can concentrate on the game and enjoy the conversation, in some sort of phase in the game, to share a joy in the phase.
  • a problem is how to specify the language type.
  • 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.
  • 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 a coin (hereinafter, also simply refers to as “bet”), 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”).
  • this selection is referred to as 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 apparatus 3 according to the present embodiment is connected to a network
  • the present invention is also applicable to a stand-alone type gaming apparatus which is not connected to a network.
  • the gaming system 1 is equipped with five 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 a CPU 41 , a 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 .
  • 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 are 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 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), and is a trigger set in the RAM 52 when a single game is ended.
  • 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 BOO 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 refers to the number of total payouts stored in the number-of-total-payouts storage area 52 E and determines a conversational sentence corresponding to the number of total payouts. For example, the CPU 51 selects a conversational sentence B 50 or a conversational sentence B 51 in the case that the number of total payouts is equal to or more than 1000 (equal to or less than 4999), and a conversational sentence B 60 or a conversational sentence B 61 in the case that the number of total payouts is equal to or more than 5000, as a to-be-outputted conversational sentence.
  • 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 on the bet selection inputted by the player (selection information) 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 displays, upon receiving the selection information transmitted from the CPU 51 (step S 221 ), the received selection information to the gaming information display portion 35 in the front display 21 (step S 223 ), and cumulatively adds the number of credits corresponding to the betted coins to the number of credits stored in the RAM 42 .
  • the CPU 41 determines three cards, which are to be Flop, and displays the cards to the front display 21 (step S 225 ).
  • 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 displays the received selection information to the gaming information display portion 35 in the front display 21 (step S 235 ), and cumulatively adds the number of credits corresponding to the betted coins to the number of credits stored in the RAM 42 .
  • 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 displays the received selection information to the gaming information display portion 35 in the front display 21 (step S 245 ), and cumulatively adds the number of credits corresponding to the betted coins to the number of credits stored in the RAM 42 . 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 displays the received selection information to the gaming information display portion 35 in the front display 21 (step S 255 ), and cumulatively adds the number of credits corresponding to the betted coins to the number of credits stored in the RAM 42 .
  • 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 information on the number of payouts (hereinafter, also referred to as payout information) to the CPU 51 . More specifically, the CPU 41 transmits information on an amount of the credit cumulatively stored in the RAM 42 to the CPU 51 . After conducting the processing of step S 261 , the CPU 41 terminates the game processing according to the central controller 40 .
  • 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 165 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 167 the CPU 51 determines whether or not the number of total payouts is equal to or more than the predetermined number. In the processing, the CPU 51 determines whether or not the number of total payouts becomes equal to or more than the predetermined number for the first time after the reset of the number of total payouts to zero. When determining that the number of total payouts is not equal to or more than the predetermined number, the CPU 51 terminates the present subroutine.
  • the CPU 51 sets the conversation trigger SP in the RAM 52 .
  • the conversation trigger SP is set in the RAM 52 .
  • a conversation based on the number of total payouts being equal to or more than the predetermined number is started in the gaming apparatus 3 .
  • step S 169 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 flowcharts 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 (step S 305 ).
  • 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 (step S 315 ).
  • 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 may be 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 the 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 . In the processing, 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 and C 5 , is stored in the RAM 52 . When determining that the conversation trigger is not 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. 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.
  • a game is executed and a history of the executed game (in the present embodiment, the number of total payouts) is determined whether or not to satisfy a predetermined condition (in the present embodiment, the number of total payouts being equal to or more than the predetermined number). Then, when the history of the game is determined to satisfy the predetermined condition, a conversation with a player is conducted in the recognized language.
  • a conversation is conducted when the number of total payouts becomes equal to or more than the predetermined number and when the player enters some sort of phase in the game. Accordingly, the player can concentrate on the game and enjoy the conversation, in some sort of phase in the game, to share a joy in the phase.
  • a problem is how to specify the language type.
  • 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 total payouts is equal to or more than the predetermined number. Accordingly, it becomes possible for the player to enjoy the conversation corresponding to the number of total payouts being equal to or more than the predetermined number, namely, conversation more corresponding to the phase in the game.
  • the players there may be a player who does not want another player to listen to the voice outputted from the gaming apparatus, although the player wants to enjoy the conversation.
  • the player is afraid that the voice of celebration outputted from the gaming apparatus on which the player plays might annoy a player on the next seat, when the game is going against the player on the next seat, so that the player cannot fully enjoy the conversation.
  • the gaming apparatus 3 in the case that there is an input to conduct the conversation by display from the input device (touch panel 11 ), the gaming apparatus 3 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, information on the selection information, the gaming history, the language flag, the conversation trigger and 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 total payouts is used as the history of the game.
  • the present invention is not limited to the example.
  • the cumulative number of coins inserted by a single player may be used as the history of the game.
  • by setting a predetermined condition that the cumulative number of coins inserted by the single player reaches a predetermined number it becomes possible to conduct a conversation, for example, to comfort the disappointed player who has inserted a large number of coins.
  • 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.
  • 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)
  • Slot Machines And Peripheral Devices (AREA)

Abstract

A gaming apparatus of the present invention comprises a microphone; a speaker; 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; (B) executing a game; (C) determining whether or not a history of the game executed in the processing (B) satisfies a predetermined condition; and (D) conducting a conversation with a 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 determining in the processing (C) that the predetermined condition is satisfied.

Description

    CROSS-REFERENCE TO RELATED APPLICATIONS
  • This application claims priority of U.S. Provisional Application No. 61/028,789 filed on Feb. 14, 2008. The contents of this application are incorporated herein by reference in their entirety.
  • BACKGROUND OF THE INVENTION
  • 1. Field of the Invention
  • The present invention relates to a gaming apparatus capable of conducting a conversation with a player by executing a conversation program and a control method thereof.
  • 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.
  • Objects of the present invention are 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.
  • SUMMARY OF THE INVENTION
  • The present invention provides a gaming apparatus having the following configuration.
  • Namely, the gaming apparatus comprises a microphone; a speaker; 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; (B) executing a game; (C) determining whether or not a history of the game executed in the processing (B) satisfies a predetermined condition; and (D) conducting a conversation with a 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 determining in the processing (C) that the predetermined condition is satisfied.
  • According to the gaming apparatus, the language type is recognized from a sound inputted from the microphone. 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, a game is executed and a history of the executed game (for example, the number of coins inserted into the gaming apparatus, the number of coins paid out from the gaming apparatus and the accumulated number of coins as a progressive jackpot) is determined whether or not to satisfy a predetermined condition (for example, the number of coins inserted into the gaming apparatus having reached the predetermined number, the number of coins paid out from the gaming apparatus having reached the predetermined number, and the accumulated number of coins as a progressive jackpot having reached the predetermined number). Then, when the history of the game is determined to satisfy the predetermined condition, a conversation program corresponding to the recognized language is executed, so that a conversation with a player is conducted.
  • Among the players playing games on the gaming apparatuses, there may be a player who does not prefer to be talked to all the time so as to concentrate on the game. Namely, a mere install of the conversation program on the gaming apparatus may cause a problem that a player avoids playing a game on the gaming apparatus because of a bothering conversation. However, in the above-mentioned gaming apparatus, a conversation is conducted when the player enters some sort of phase in the game, such as a phase that a history of the game satisfies a predetermined condition. Accordingly, the player can concentrate on the game and enjoy the conversation, in some sort of phase in the game, to share a joy in the phase.
  • 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, the gaming apparatus desirably comprises the following configuration.
  • The processing (D) includes (D-1) outputting a predetermined voice from the speaker, when determining in the processing (C) that the predetermined condition is satisfied.
  • According to the gaming apparatus, when the predetermined condition is determined to be satisfied, a predetermined voice is outputted from the speaker. Accordingly, it becomes possible for a player to enjoy the conversation corresponding to the predetermined condition being satisfied, namely, the conversation more corresponding to the phase in the game.
  • Furthermore, the gaming apparatus desirably comprises the following configuration.
  • The gaming apparatus comprises: a display; and an input device, wherein the processing (D) includes (D-2) conducting a conversation with a 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 does not want another player to listen to the voice outputted from the gaming apparatus, although the player wants to enjoy the conversation. For example, there may be a case where the player is afraid that the voice of celebration outputted from the gaming apparatus on which the player plays might annoy a player on the next seat, when the game is going against the player on the next seat, so that the player cannot fully enjoy the conversation.
  • However, according to the above-mentioned 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 enjoy the conversation without having another player listen to the voice outputted from the gaming apparatus.
  • Moreover, the present invention provides a gaming apparatus having the following configuration.
  • Namely, the gaming apparatus comprises a microphone; a speaker; an input device; and a controller. The controller is programmed to conduct the processing of: (A) recognizing a language type by an input from the input device; (B) executing a game; (C) determining whether or not a history of the game executed in the processing (B) satisfies a predetermined condition; and (D) conducting a conversation with a 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 determining in the processing (C) that the predetermined condition is satisfied.
  • According to the gaming apparatus, the language type is 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, a game is executed and a history of the executed game is determined whether or not to satisfy a predetermined condition. Then, when the history of the game is determined to satisfy the predetermined condition, a conversation program corresponding to the recognized language is executed, so that a conversation with a player is conducted.
  • Among the players playing games on the gaming apparatuses, there may be a player who does not prefer to be talked to all the time so as to concentrate on the game. Namely, a mere install of the conversation program on the gaming apparatus may cause a problem that a player avoids playing a game on the gaming apparatus because of a bothering conversation. However, in the above-mentioned gaming apparatus, a conversation is conducted when the player enters some sort of phase in the game, such as a phase that a history of the game satisfies a predetermined condition. Accordingly, the player can concentrate on the game and enjoy the conversation, in some sort of phase in the game, to share a joy in the phase.
  • Furthermore, 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, 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.
  • Further, the gaming apparatus desirably comprises the following configuration.
  • The processing (D) includes (D-1) outputting a predetermined voice from the speaker, when determining in the processing (C) that the predetermined condition is satisfied.
  • According to the gaming apparatus, when the predetermined condition is determined to be satisfied, a predetermined voice is outputted from the speaker. Accordingly, it becomes possible for a player to enjoy the conversation corresponding to the predetermined condition being satisfied, namely, the conversation more corresponding to the phase in the game.
  • Furthermore, the gaming apparatus desirably comprises the following configuration.
  • The gaming apparatus comprises a display, wherein the processing (D) includes (D-2) conducting a conversation with a 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 a conversation by display from the input device.
  • Among the players, there may be a player who does not want another player to listen to the voice outputted from the gaming apparatus, although the player wants to enjoy the conversation. For example, there may be a case where the player is afraid that the voice of celebration outputted from the gaming apparatus on which the player plays might annoy a player on the next seat, when the game is going against the player on the next seat, so that the player cannot fully enjoy the conversation.
  • However, according to the above-mentioned 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 enjoy the conversation without having another player listen to the voice outputted from the gaming apparatus.
  • Moreover, the present invention provides a control method of a gaming apparatus, the method having the following configuration.
  • Namely, the control method of a gaming apparatus comprises the step of: (A) recognizing a language type from a sound inputted from a microphone by executing a language recognition program; (B) executing a game; (C) determining whether or not a history of the game executed in the processing (B) satisfies a predetermined condition; and (D) conducting a conversation with a player by recognizing a voice inputted from the microphone, in addition to outputting a voice from a speaker by executing a conversation program corresponding to the language recognized in the processing (A), when determining in the processing (C) that the predetermined condition is satisfied.
  • According to the control method of the gaming apparatus, the language type is recognized from a sound inputted from the microphone. 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 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, a game is executed and a history of the executed game is determined whether or not to satisfy a predetermined condition. Then, when the history of the game is determined to satisfy the predetermined condition, a conversation program corresponding to the recognized language is executed, so that a conversation with a player is conducted.
  • Among the players playing games on the gaming apparatuses, there may be a player who does not prefer to be talked to all the time so as to concentrate on the game. Namely, a mere install of the conversation program on the gaming apparatus may cause a problem that a player avoids playing a game on the gaming apparatus because of a bothering conversation. However, in the control method of the gaming apparatus, a conversation is conducted when the player enters some sort of phase in the game, such as a phase that a history of the game satisfies a predetermined condition. Accordingly, the player can concentrate on the game and enjoy the conversation, in some sort of phase in the game, to share a joy in the phase.
  • 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.
  • The present invention further provides a control method of a gaming apparatus, the method having the following configuration.
  • The control method of a gaming apparatus comprises the step of: (A) recognizing a language type by an input from an input device; (B) executing a game; (C) determining whether or not a history of the game executed in said processing (B) satisfies a predetermined condition; and (D) conducting a conversation with a player by recognizing a voice inputted from the microphone, in addition to outputting a voice from a speaker by executing a conversation program corresponding to the language recognized in said processing (A), when determining in said processing (C) that said predetermined condition is satisfied.
  • According to the control method of the gaming apparatus, the language type is 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 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, a game is executed and a history of the executed game is determined whether or not to satisfy a predetermined condition. Then, when the history of the game is determined to satisfy the predetermined condition, a conversation program corresponding to the recognized language is executed, so that a conversation with a player is conducted.
  • Among the players playing games on the gaming apparatuses, there may be a player who does not prefer to be talked to all the time so as to concentrate on the game. Namely, a mere install of the conversation program on the gaming apparatus may cause a problem that a player avoids playing a game on the gaming apparatus because of a bothering conversation. However, in the control method of the gaming apparatus, a conversation is conducted when the player enters some sort of phase in the game, such as a phase that a history of the game satisfies a predetermined condition. Accordingly, the player can concentrate on the game and enjoy the conversation, in some sort of phase in the game, to share a joy in the phase.
  • Furthermore, 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, 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.
  • As above described, according to the present invention, it is possible to provide a sophisticated service by installing a conversation program 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.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a flow chart illustrating an outline of game processing conducted in a gaming apparatus 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.
  • DESCRIPTION OF THE EMBODIMENTS
  • First, there will be described an outline of game processing conducted in a gaming apparatus 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 apparatus 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.
  • CPU 51 (see FIG. 6) provided in a gaming apparatus 3 firstly determines, when a game is started, whether or not a language flag is set (step S101). The language flag is an indicator to determine a language to which an effect image or a text image to be displayed to a liquid crystal display 10 is corresponding (see FIG. 5).
  • When determining that the language flag is not set, the CPU 51 conducts language type recognition processing (step S103). In the processing, The CPU 51 outputs various languages such as English and Japanese from speakers 16 (see FIG. 5) one by one. Then, the CPU 51 determines to which language there is a response from a microphone 17 (see FIG. 5), and thereby determining a language type. Thereafter, a language flag corresponding to the determined language type is set in a RAM 52. The language flag is referred, so that the conversation between the gaming apparatus 3 and the player is conducted in the language corresponding to the language flag.
  • When determining that the language flag is set in step S101 or after the processing of step S103, the CPU 51 displays a to-be-dealt card to the liquid crystal display 10 in step S109. The to-be-dealt card is a card dealt to a player in Hold'em poker.
  • Next, in step S111, the CPU 51 sets a conversation trigger C1 in the RAM 52. The conversation trigger C1 is a trigger indicating that the to-be-dealt card is displayed and being an indicator to start conversation. As a result of the conversation trigger C1 being set in the RAM 52, a conversation based on the to-be-dealt card being dealt is started in the gaming apparatus 3 (see steps S500 and S501 in FIG. 24). For example, a conversational sentence such as “How's it going today?” and “Good luck to you.” is outputted from the speakers 16, so that the conversation is started. Here, the conversation is conducted in the language corresponding to the set language flag.
  • Thereafter, 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, for each predetermined processing being conducted, a conversation trigger corresponding to each processing is set. This causes the conversation based on each processing started.
  • Then, in step S163, the CPU 51 conducts payout processing. In this processing, the CPU 51 pays out a predetermined number of coins from a coin payout exit 15 (see FIG. 5), in the case that the strongest hand is established.
  • Next, in step S165, the CPU 51 updates the number of total payouts. In the processing, the CPU 51 stores the number of coins paid out in step S163 by adding to the number of total payouts stored in the RAM 52. The number of total payouts refers to the number of coin-outs cumulatively added in a plurality of times of the games, and it is cumulatively added until the number of credits becomes zero, and is reset to zero when the number of credits becomes zero. The number of total payouts corresponds to the history of the game according to the present invention.
  • Next, in step S167, the CPU 51 determines whether or not the number of total payouts is equal to or more than the predetermined number. When determining that the number of total payouts is not equal to or more than the predetermined number, the CPU 51 terminates the present subroutine. On the other hand, when determining that the number of total payouts is equal to or more than the predetermined number, the CPU 51 sets the conversation trigger SP in the RAM 52. The conversation trigger SP is a trigger indicating that the number of total payouts is equal to or more than the predetermined number (in the present embodiment, 1000 or more, or 5000 or more), and is a trigger to start a conversation.
  • As a result of the conversation trigger SP being set in the RAM 52, a conversation based on the number of total payouts being equal to or more than the predetermined number is started in the gaming apparatus 3 (see step S500 and step S501 in FIG. 24). For example, the CPU 51 starts the conversation by outputting a conversational sentence such as “Congratulation on getting 1000 coins.” from the speakers 16. Then the CPU 51 terminates the present subroutine.
  • According to the gaming apparatus 3, a language type is recognized from a sound inputted from the microphone 17. Then, the conversation with the player is conducted in the recognized language. Accordingly, it becomes possible for the player to play the game while enjoying the conversation. Particularly, on the gaming apparatus 3 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, it becomes possible to provide a sophisticated service by installing a conversation program on the gaming apparatus 3.
  • Further, according to the gaming apparatus 3, a game is executed and a history of the executed game (in the present embodiment, the number of total payouts) is determined whether or not to satisfy a predetermined condition (in the present embodiment, the number of total payouts being equal to or more than the predetermined number). Then, when the history of the game is determined to satisfy the predetermined condition, a conversation with a player is conducted in the recognized language.
  • Among the players playing games on the gaming apparatuses, there may be a player who does not prefer to be talked to all the time so as to concentrate on the game. Namely, a mere install of the conversation program on the gaming apparatus may cause a problem that a player avoids playing a game on the gaming apparatus because of a bothering conversation. However, in the gaming apparatus 3, a conversation is conducted when the number of total payouts becomes equal to or more than the predetermined number and when the player enters some sort of phase in the game. Accordingly, the player can concentrate on the game and enjoy the conversation, in some sort of phase in the game, to share a joy in the phase.
  • 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 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.
  • 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 a coin (hereinafter, also simply refers to as “bet”), 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”). In the following, this selection is referred to as 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 a front 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 in FIG. 2. Here, while the gaming apparatus 3 according to the present embodiment is connected to a network, the present invention is also applicable to a stand-alone type gaming apparatus which is not connected to a network.
  • The gaming system 1 according to the present embodiment is equipped with five 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 a CPU 41, a 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.
  • 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.
  • As illustrated in FIG. 4, a dealer 30 is displayed to a virtually central part of the front display 21.
  • Below the dealer 30, a table 31 is displayed. On the table 31, there are displayed five card images 32 indicating five cards and a coin 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 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.
  • 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 gaming information display portion 35 corresponding to the gaming apparatus 3.
  • At the upper right end part of the front display 21, there is provided 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.
  • As illustrated in FIG. 5, 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. 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. On both sides of the liquid crystal display 10, there are provided speakers 16 (speaker 16L, speaker 16R). The microphone 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 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.
  • 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, 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.
  • Further, 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). Here, details of these tables will be described later. Furthermore, the ROM 53 stores 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. Moreover, 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.
  • As illustrated in FIG. 7, the RAM 52 is particularly provided with a language flag storage area 52A for storing a language flag, a conversation trigger storage area 52B for storing a conversation trigger, a conversation speed storage area 52C for storing information on conversation speed, a belief 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 selection information storage area 52F for storing information on bet selection (hereinafter, also referred to as “selection information”) and a conversation mode 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 the liquid crystal display 10 and recognizing a voice inputted from the microphone 17 and a mode (3) no conversation.
  • Further, as illustrated in FIG. 6, 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.
  • 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 the microphone 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 are 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 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), and is a trigger set in the RAM 52 when a single game is ended.
  • 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 BOO 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 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.
  • 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, the CPU 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 SP is set, the CPU 51 refers to the number of total payouts stored in the number-of-total-payouts storage area 52E and determines a conversational sentence corresponding to the number of total payouts. For example, the CPU 51 selects a conversational sentence B50 or a conversational sentence B51 in the case that the number of total payouts is equal to or more than 1000 (equal to or less than 4999), and a conversational sentence B60 or a conversational sentence B61 in the case that the number of total payouts is equal to or more than 5000, as a to-be-outputted conversational sentence.
  • FIG. 12A and FIG. 12B are exemplary views of images displayed to a liquid crystal display provided in a gaming apparatus.
  • Here, 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.
  • As illustrated in FIG. 12A, to the upper right side of the liquid crystal display 10, a text image 77 showing “YOUR GRADE” and a GRADE image 78A showing a Pawn piece of chess are displayed.
  • In the left side of the liquid crystal display 10, two card 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 a bet selecting portion 72 for selecting “bet”, a call selecting portion 73 for selecting “call”, a raise selecting portion 74 for selecting “raise” and a fold 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 the touch panel 11.
  • To the center part of the liquid crystal display 10, there is displayed an instruction 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, the GRADE 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 in FIG. 12B, a GRADE 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, the CPU 51 returns the processing to step S100. Here, in the present embodiment, a coin can be inserted to the coin insertion slot 13 at an optional timing. When determining that the inserted-coin detecting section 68 detects a coin, the CPU 51 stores a credit corresponding to the inserted coin by adding to the credit being stored in the RAM 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, 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. Here, a detail of the language type recognition processing will be described later with reference to FIG. 18 and FIG. 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, 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”.
  • Next, in step S107, the CPU 51 displays an effect image corresponding to the language flag to the liquid crystal display 10. In the processing, for example, the CPU 51 displays an image of a chess piece (for example, see the GRADE image 78A 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”. As above described, 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.
  • At this time, 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 78A in FIG. 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 the GRADE image 78B in FIG. 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 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 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 the gaming apparatus 3 displays, upon receiving the to-be-dealt cards information from the CPU 41 in the central controller 40 (step S108), two cards to the liquid crystal display 10 based on the received to-be-dealt cards information in step S109 (for example, see FIG. 12A).
  • Next, in step S111, the CPU 51 sets the conversation trigger C1 in the RAM 52. As a result of the conversation trigger C1 being set in the RAM 52, a conversation based on the to-be-dealt cards being dealt is started in the gaming apparatus 3. Here, processing relating to the conversation will be described later with reference to FIG. 24.
  • Next, in step S121 in FIG. 14, the CPU 51 accepts the bet selection. In this step, the player conducts a bet selection on the touch 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 the RAM 52, concurrently with transmitting information on the bet selection inputted by the player (selection information) to the CPU 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 the RAM 52. As a result of the conversation trigger C2 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.
  • On the other hand, the CPU 41 included in the central controller 40 displays, upon receiving the selection information transmitted from the CPU 51 (step S221), the received selection information to the gaming information display portion 35 in the front display 21 (step S223), and cumulatively adds the number of credits corresponding to the betted coins to the number of credits stored in the RAM 42. Next, the CPU 41 determines three cards, which are to be Flop, and displays the cards to the front display 21 (step S225).
  • Next, in step S231 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).
  • On receiving the selection acceptance instruction signal (step S131 in FIG. 15), the CPU 51 included in the gaming 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 the RAM 52.
  • Next, in step S137, the CPU 51 sets the conversation trigger C3 in the RAM 52. As a result of the conversation trigger C3 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.
  • On the other hand, upon receiving the selection information transmitted from the CPU 51 (step S233), the CPU 41 included in the central controller 40 displays the received selection information to the gaming information display portion 35 in the front display 21 (step S235), and cumulatively adds the number of credits corresponding to the betted coins to the number of credits stored in the RAM 42. Next, the CPU 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 the CPU 51 in step S241 in FIG. 16.
  • On receiving the selection acceptance instruction signal (step S141 in FIG. 16), the CPU 51 included in the gaming 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 the RAM 52.
  • Next, in step S147, the CPU 51 sets the conversation trigger C4 in the RAM 52. As a result of the conversation trigger C4 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.
  • On the other hand, upon receiving the selection information transmitted from the CPU 51 (step S243), the CPU 41 included in the central controller 40 displays the received selection information to the gaming information display portion 35 in the front display 21 (step S245), and cumulatively adds the number of credits corresponding to the betted coins to the number of credits stored in the RAM 42. Then, the CPU 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, the CPU 41 transmits the selection acceptance instruction signal to the CPU 51.
  • Upon receiving the selection acceptance instruction signal (step S151 in FIG. 17), the CPU 51 included in the gaming 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 the RAM 52.
  • On the other hand, upon receiving the selection information transmitted from the CPU 51 (step S253), the CPU 41 included in the central controller 40 displays the received selection information to the gaming information display portion 35 in the front display 21 (step S255), and cumulatively adds the number of credits corresponding to the betted coins to the number of credits stored in the RAM 42.
  • Next, in step S257, 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.
  • Next, in step S259, 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.
  • Next, in step S261 in FIG. 18, the CPU 41 transmits information on the number of payouts (hereinafter, also referred to as payout information) to the CPU 51. More specifically, the CPU 41 transmits information on an amount of the credit cumulatively stored in the RAM 42 to the CPU 51. After conducting the processing of step S261, the CPU 41 terminates the game processing according to the central controller 40.
  • Upon receiving the payout information (step S161), the CPU 51 included in the gaming apparatus 3 pays out a credit based on the received payout information (step S163). Here, in the case that the operation button 12 is pressed, 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.
  • Next, in step S165, the CPU 51 updates the number of total payouts. In the processing, the CPU 51 adds the number of paid out credits to the number of total payouts.
  • Next, in step S167, the CPU 51 determines whether or not the number of total payouts is equal to or more than the predetermined number. In the processing, the CPU 51 determines whether or not the number of total payouts becomes equal to or more than the predetermined number for the first time after the reset of the number of total payouts to zero. When determining that the number of total payouts is not equal to or more than the predetermined number, the CPU 51 terminates the present subroutine.
  • On the other hand, when determining that the number of total payouts is equal to or more than the predetermined number, the CPU 51 sets the conversation trigger SP in the RAM 52. As a result of the conversation trigger SP being set in the RAM 52, a conversation based on the number of total payouts being equal to or more than the predetermined number (in the present embodiment, 1000 or more, or 5000 or more) is started in the gaming apparatus 3.
  • Next, in step S169, 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.
  • When determining that the credit is zero, the CPU 51 clears the language flag (step S171). 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 flowcharts 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 S 300) 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 the microphone 17. In the processing, the CPU 51 determines, for example, whether or not “Hello” is inputted from the microphone 17. When determining that a response to “Hello” is inputted from the microphone 17, the CPU 51 stores the language flag of “English” in the language flag storage area 52A (see FIG. 7) in the RAM 52 (step S305).
  • When determining that a response to “Hello” is not inputted from the microphone 17, the CPU 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, the CPU 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 the microphone 17. In the processing, the CPU 51 determines, for example, whether or not “Hello” in another language “X” is inputted from the microphone 17. When determining that a response to “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 52A (see FIG. 7) in the RAM 52 (step S315).
  • When determining that a response to “Hello” in another language “X” has not been inputted from the microphone 17, the CPU 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, the CPU 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, 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 52C (see FIG. 7) in the RAM 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 in FIG. 5.
  • The image shown in FIG. 21 is the language selection image displayed in the processing of step S321. As shown in FIG. 21, to the center part of the liquid crystal display 10, there is displayed an image 90 showing an instruction to select a language type. Further, below the image 90, 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. Here, in the present embodiment, the language selection image includes the image 90, the English selection image 91, the Japanese selection image 92 and the Others selection image 93. Further, a selection image may be an image using a corresponding language. That is, “Japanese” shown in the Japanese 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, 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. When determining that there has been the selection input, the CPU 51 stores the language flag corresponding to the selected language type in the language flag storage area 52A (see FIG. 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 (see FIG. 21) on the touch panel 11, 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”.
  • Here, 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 52A (see FIG. 7) in the RAM 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 the belief estimation processing (step S327) and shifts the processing to step S329. The belief estimation processing will be described later with reference to FIG. 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 in FIG. 5.
  • The image shown in FIG. 22 is the conversation method selection image displayed in the processing of step S329. As shown in FIG. 22, to the upper part of the liquid crystal display 10, an image 95 for instructing the player to select a conversation mode is displayed. Further, below the image 95, a voice conversation image 96A for selecting “conversation by voice”, a display conversation image 96B for selecting “conversation by display” and a no conversation 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 the touch panel 11. The selected mode is stored in the conversation mode storage area 52G in the RAM 52.
  • After the processing of step S329, the CPU 51 stores the selected conversation mode in the conversation mode storage area 52G in the RAM 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 the microphone 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 the microphone 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, the CPU 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 the microphone 17 and recognized, in the belief storage area 52D (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).
  • Here, the conversation processing is conducted in the language corresponding to the language flag stored in the language flag storage area 52A 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 52B 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 52G in the RAM 52.
  • First, in step S500, the CPU 51 determines whether or not a conversation trigger is stored in the conversation trigger storage area 52B in the RAM 52. In the processing, the CPU 51 determines whether or not any of the conversation triggers, out of the conversation triggers C1, C2, C3, C4 and C5, is stored in the RAM 52. When determining that the conversation trigger is not stored in the RAM 52, the CPU 51 terminates the present subroutine.
  • When determining that the conversation trigger is stored in the RAM 52 in step S500, 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 S501). 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 S501, 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.
  • Next, in step S503, 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 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, the CPU 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, the CPU 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 and the control method of the gaming apparatus 3, the language type is recognized from a sound inputted from the microphone. 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 and the control method of the gaming apparatus 3, it becomes possible to provide a sophisticated service by installing a conversation program on a gaming apparatus.
  • Further, according to the gaming apparatus 3 and the control method of the gaming apparatus 3, a game is executed and a history of the executed game (in the present embodiment, the number of total payouts) is determined whether or not to satisfy a predetermined condition (in the present embodiment, the number of total payouts being equal to or more than the predetermined number). Then, when the history of the game is determined to satisfy the predetermined condition, a conversation with a player is conducted in the recognized language.
  • Among the players playing games on the gaming apparatuses, there may be a player who does not prefer to be talked to all the time so as to concentrate on the game. Namely, a mere install of the conversation program on the gaming apparatus may cause a problem that a player avoids playing a game on the gaming apparatus because of a bothering conversation. However, in the gaming apparatus 3 and the control method of the gaming apparatus 3, a conversation is conducted when the number of total payouts becomes equal to or more than the predetermined number and when the player enters some sort of phase in the game. Accordingly, the player can concentrate on the game and enjoy the conversation, in some sort of phase in the game, to share a joy in the phase.
  • 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 and the control method of the gaming apparatus 3, 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.
  • Furthermore, according to the gaming apparatus 3 and the control method of the gaming apparatus 3, 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.
  • Moreover, according to the gaming apparatus 3, a predetermined voice is outputted from the speakers 16 in the case that the number of total payouts is equal to or more than the predetermined number. Accordingly, it becomes possible for the player to enjoy the conversation corresponding to the number of total payouts being equal to or more than the predetermined number, namely, conversation more corresponding to the phase in the game.
  • Among the players, there may be a player who does not want another player to listen to the voice outputted from the gaming apparatus, although the player wants to enjoy the conversation. For example, there may be a case where the player is afraid that the voice of celebration outputted from the gaming apparatus on which the player plays might annoy a player on the next seat, when the game is going against the player on the next seat, so that the player cannot fully enjoy the conversation.
  • However, according to the gaming apparatus 3, in the case that there is an input to conduct the conversation by display from the input device (touch panel 11), the gaming apparatus 3 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.
  • 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, information on the selection information, the gaming history, the language flag, the conversation trigger and 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 total payouts is used as the history of the game. However, the present invention is not limited to the example. For example, the cumulative number of coins inserted by a single player may be used as the history of the game. Then, by setting a predetermined condition that the cumulative number of coins inserted by the single player reaches a predetermined number, it becomes possible to conduct a conversation, for example, to comfort the disappointed player who has inserted a large number of coins. 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 total payouts being equal to or more than a predetermine 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.
  • 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; 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;
(B) executing a game;
(C) determining whether or not a history of the game executed in said processing (B) satisfies a predetermined condition; and
(D) conducting a conversation with a 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), when determining in said processing (C) that said predetermined condition is satisfied.
2. The gaming apparatus according to claim 1,
wherein
said processing (D) includes
(D-1) outputting a predetermined voice from said speaker, when determining in said processing (C) that said predetermined condition is satisfied.
3. The gaming apparatus according to claim 1, said gaming apparatus comprising:
a display; and
an input device,
wherein
said processing (D) includes
(D-2) conducting a conversation with a player by recognizing a 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 apparatus comprising:
a microphone;
a speaker;
an input device; and
a controller,
said controller programmed to conduct the processing of:
(A) recognizing a language type by an input from said input device;
(B) executing a game;
(C) determining whether or not a history of the game executed in said processing (B) satisfies a predetermined condition; and
(D) conducting a conversation with a 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), when determining in said processing (C) that said predetermined condition is satisfied.
5. The gaming apparatus according to claim 4,
wherein
said processing (D) includes
(D-1) outputting a predetermined voice from said speaker, when determining in said processing (C) that said predetermined condition is satisfied.
6. The gaming apparatus according to claim 4, said gaming apparatus comprising
a display,
wherein
said processing (D) includes
(D-2) conducting a conversation with a player by recognizing a 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, 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;
(B) executing a game;
(C) determining whether or not a history of the game executed in said processing (B) satisfies a predetermined condition; and
(D) conducting a conversation with a player by recognizing a voice inputted from the microphone, in addition to outputting a voice from a speaker by executing a conversation program corresponding to the language recognized in said processing (A), when determining in said processing (C) that said predetermined condition is satisfied.
8. A control method of a gaming apparatus, the control method comprising the step of:
(A) recognizing a language type by an input from an input device;
(B) executing a game;
(C) determining whether or not a history of the game executed in said processing (B) satisfies a predetermined condition; and
(D) conducting a conversation with a player by recognizing a voice inputted from the microphone, in addition to outputting a voice from a speaker by executing a conversation program corresponding to the language recognized in said processing (A), when determining in said processing (C) that said predetermined condition is satisfied.
US12/244,473 2008-02-14 2008-10-02 Gaming Apparatus Capable of Conversation with Player and Control Method Thereof Abandoned US20090209340A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
US12/244,473 US20090209340A1 (en) 2008-02-14 2008-10-02 Gaming Apparatus Capable of Conversation with Player and Control Method Thereof

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US2878908P 2008-02-14 2008-02-14
US12/244,473 US20090209340A1 (en) 2008-02-14 2008-10-02 Gaming Apparatus Capable of Conversation with Player and Control Method Thereof

Publications (1)

Publication Number Publication Date
US20090209340A1 true US20090209340A1 (en) 2009-08-20

Family

ID=40955636

Family Applications (1)

Application Number Title Priority Date Filing Date
US12/244,473 Abandoned US20090209340A1 (en) 2008-02-14 2008-10-02 Gaming Apparatus Capable of Conversation with Player and Control Method Thereof

Country Status (1)

Country Link
US (1) US20090209340A1 (en)

Cited By (2)

* Cited by examiner, † Cited by third party
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
WO2014004376A2 (en) 2012-06-26 2014-01-03 Del Mar Pharmaceuticals Methods for treating tyrosine-kinase-inhibitor-resistant malignancies in patients with genetic polymorphisms or ahi1 dysregulations or mutations employing dianhydrogalactitol, diacetyldianhydrogalactitol, dibromodulcitol, or analogs or derivatives thereof

Citations (14)

* Cited by examiner, † Cited by third party
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
US20070094004A1 (en) * 2005-10-21 2007-04-26 Aruze Corp. Conversation controller
US20070094007A1 (en) * 2005-10-21 2007-04-26 Aruze Corp. Conversation controller
US20070094008A1 (en) * 2005-10-21 2007-04-26 Aruze Corp. Conversation control apparatus
US20070094005A1 (en) * 2005-10-21 2007-04-26 Aruze Corporation Conversation control apparatus
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

Patent Citations (14)

* Cited by examiner, † Cited by third party
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
US20070094007A1 (en) * 2005-10-21 2007-04-26 Aruze Corp. Conversation controller
US20070094008A1 (en) * 2005-10-21 2007-04-26 Aruze Corp. Conversation control apparatus
US20070094005A1 (en) * 2005-10-21 2007-04-26 Aruze Corporation 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

Cited By (2)

* Cited by examiner, † Cited by third party
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
WO2014004376A2 (en) 2012-06-26 2014-01-03 Del Mar Pharmaceuticals Methods for treating tyrosine-kinase-inhibitor-resistant malignancies in patients with genetic polymorphisms or ahi1 dysregulations or mutations employing dianhydrogalactitol, diacetyldianhydrogalactitol, dibromodulcitol, or analogs or derivatives thereof

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
US8182323B2 (en) Gaming method and gaming machine accepting side bet
WO2006039349A3 (en) Wagering game system with progressive-award denomination selection feature
US20090209341A1 (en) Gaming Apparatus Capable of Conversation with Player and Control Method Thereof
US20080217856A1 (en) Gaming Method And Gaming Machine Accepting Side Bet
US20080200247A1 (en) Game system having main display viewable by a plurality of players
US20100062820A1 (en) Gaming Machine Accepting Side Bet And Gaming Method
JP2009285369A (en) Game machine and game system
JP2009285359A (en) Game machine and game system
US20090209340A1 (en) Gaming Apparatus Capable of Conversation with Player and Control Method Thereof
US20080227542A1 (en) Game system having a plurality of stations provided with display units
US20080197571A1 (en) Gaming method and gaming machine accepting side bet
US20090210217A1 (en) Gaming Apparatus Capable of Conversation with Player and Control Method Thereof
US20090209338A1 (en) Gaming Apparatus Capable of Conversation with Player and Control Method Thereof
US20090247296A1 (en) Gaming Apparatus Capable of Conversation with Player and Control Method Thereof
US8123603B2 (en) Gaming machine allowing player to select dealer and control method thereof
US20090227309A1 (en) Playing Method Of Card Game And Game Machine
US20080200227A1 (en) Gaming method and gaming machine accepting side bet
JP6414829B2 (en) Game machine
US20070241504A1 (en) Poker game
US20080220838A1 (en) Gaming Method And Gaming Machine Accepting Side Bet
AU2008200809A1 (en) Gaming method and gaming machine accepting side bet
JP2018011679A (en) Game machine
US20080217852A1 (en) Gaming Method And Gaming Machine Accepting Side Bet
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:021972/0331

Effective date: 20081212

STCB Information on status: application discontinuation

Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION