Gaming Machine Limiting Output Conversation Voice and Control Method Thereof

A gaming machine generates and outputs a reply sentence in accordance with a player voice recognized, executes a first game based on an operation of a player, and executes a second game different from the first game when a result of the first game meets a predetermined condition. When the first game is executed, the gaming machine prohibits an output of the reply sentence. When the second game is executed, the gaming machine outputs the reply sentence.

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Description
CROSS REFERENCE TO RELATED APPLICATION

The present application claims priority from provisional application No. 61/027,186, which was filed on Feb. 8, 2008, the entire disclosure of which is herein incorporated by reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The invention relates to a gaming machine that has a plurality of games and limits an output conversation voice in a predetermined game and a control method thereof.

2. Description of Related Art

There are many conventional gaming machines that improve an entertainment characteristic, such as slot machine, dice game, roulette and the like. For example, a slot machine disclosed in a U.S. Pat. No. 6,604,999B2, U.S. Patent Publication No. 2002065124A1 or U.S. Patent Publication No. 20040053676A1 pays out the predetermined number of game media when symbols stopped on a winning line constitute a predetermined combination. In such a slot machine, an effect is performed which causes an expectation for a payout of a game medium. For example, a background image is changed or various characters are enabled to show up, thereby causing a player to expect a win. Like this, an effect of causing a player to have an expectation and the like is a main factor of increasing an entertainment characteristic of a gaming machine.

However, the effect as described above is not new, so that it is impossible to provide a player with an unexpectation.

In the meantime, U.S. Patent Publication Nos. 20070094007, 20070094008, 20070094005 and 20070094004 disclose conversation control devices capable of sequentially outputting to a user a story or topic having a series of streams prepared in advance while responding to utterance contents of the user.

An object of the invention is to provide a gaming machine in which the above conversation control device is provided to output to a player a reply sentence corresponding to a change of a game value, which is accompanied with a game, with respect to utterance contents of the player, thereby providing an entertainment characteristic that has not been provided to the prior art, and a control method of the gaming machine.

SUMMARY OF THE INVENTION

The invention provides a gaming machine including: a conversation generation device that recognizes a player voice and generates a reply sentence in accordance with the recognized voice; a plurality of gaming terminals each of which has an input device to which a voice is inputted and an output device that outputs a voice; a first game that is based on an operation of a player in each of the gaming terminals; a second game that is different from the first game; and a controller that is programmed to operate as described in the following steps of (a1) to (a4).

Specifically, the controller operates:

(a1) to execute the first game;

(a2) when an execution result of the first game meets a predetermined condition, to execute the second game;

(a3) when the first game is executed, to prohibit an output of the reply sentence by the conversation generation device; and

(a4) when the second game is executed, in the event that the player voice is inputted to the input device, to enable the conversation generation device to generate the reply sentence relating to the player voice, and to output the reply sentence, as a voice, from the output device of the gaming terminal to which the player voice is inputted.

According to the above structure, a first game is executed, based on an operation of a player. When an execution result of the first game meets a predetermined condition, a second game different from the first game is executed. When the first game is executed, a reply sentence relating to a player voice recognized by a conversation generation device is prohibited from being outputted. When the second game is executed, the conversation generation device is enabled to generate a reply sentence relating to the voice and the reply sentence is outputted as a voice from an output device of a gaming terminal to which the player voice is inputted.

Thus, an output of a reply sentence relating to a player voice is limited to a case where the second game is executed. As a result, since it is possible to limit the noise of a game arcade in which the gaming machine is equipped, it is possible to further improve a new entertainment characteristic that a reply sentence based on a player voice is outputted.

The invention provides a gaming machine including: a conversation generation device that recognizes a player voice and generates a reply sentence in accordance with the voice recognized; a plurality of gaming terminals each of which has an input device to which a voice is inputted and an output device that outputs a voice; a first game that is based on an operation of a player in each of the gaming terminals; a second game that is different from the first game; and a controller that is programmed to operate as described in the following steps of (b1) to (b5).

Specifically, the controller operates:

(b1) to execute the first game;

(b2) when an execution result of the first game meets a predetermined condition, to execute the second game;

(b3) when the first game is executed, to prohibit an output of the reply sentence by the conversation generation device;

(b4) when the second game is executed, in the event that the player voice is inputted to the input device, to enable the conversation generation device to generate the reply sentence relating to the player voice, and to output the reply sentence as a voice from the output device of the gaming terminal to which the player voice is inputted; and

(b5) when a result of the first game meets the predetermined condition, in the event that a game in predetermined another gaming terminal is the second game, to prohibit an execution of the second game.

According to the above structure, a first game is executed, based on an operation of a player. When an execution result of the first game meets a predetermined condition, a second game different from the first game is executed. When the first game is executed, a reply sentence relating to a player voice recognized by a conversation generation device is prohibited from being outputted. When the second game is executed, the conversation generation device is enabled to generate a reply sentence relating to the voice and the reply sentence is outputted as a voice from an output device of a gaming terminal to which the player voice is inputted. When a result of the first game meets the predetermined condition, in the event that a game in predetermined another gaming terminal is the second game, an execution of the second game is prohibited.

Thus, an output of a reply sentence relating to a player voice is limited to a case where the second game is executed. As a result, since it is possible to limit the noise of a game arcade in which the gaming machine is equipped and to limit a voice for another player who plays the second game in the same gaming machine, it is possible to further improve a new entertainment characteristic that a reply sentence based on a player voice is outputted.

The invention provides a gaming machine including: a conversation generation device that recognizes a player voice and generates a reply sentence in accordance with the voice recognized; a plurality of gaming terminals each of which has an input device to which a voice is inputted and an output device that outputs a voice; a first game that is based on an operation of a player in each of the gaming terminals; a second game that is different from the first game; and a controller that is programmed to operate as described in the following steps of (c1) to (c6).

Specifically, the controller operates:

(c1) to execute the first game;

(c2) when an execution result of the first game meets a predetermined condition, to execute the second game;

(c3) when the first game is executed, to prohibit an output of the reply sentence by the conversation generation device;

(c4) when the second game is executed, in the event that the player voice is inputted to the input device, to enable the conversation generation device to generate the reply sentence relating to the player voice, and to output the reply sentence as a voice from the output device of the gaming terminal to which the player voice is inputted;

(c5) when a result of the first game meets the predetermined condition, in the event that a game in predetermined another gaming terminal is the second game, to prohibit an execution of the second game and to store that a result of the first game meets the predetermined condition; and

(c6) to execute the second game based on the storing at a predetermined timing.

According to the above structure, a first game is executed, based on an operation of a player. When an execution result of the first game meets a predetermined condition, a second game different from the first game is executed. When the first game is executed, a reply sentence relating to a player voice recognized by a conversation generation device is prohibited from being outputted. When the second game is executed, the conversation generation device is enabled to generate a reply sentence relating to the voice and the reply sentence is outputted as a voice from an output device of a gaming terminal to which the player voice is inputted. When a result of the first game meets the predetermined condition, in the event that a game in predetermined another gaming terminal is the second game, an execution of the second game is prohibited and it is stored that a result of the first game meets the predetermined condition. The second game is executed in a game execution means, based on the storing at a predetermined timing.

Thus, an output of a reply sentence relating to a player voice is limited to a case where the second game is executed. As a result, since it is possible to limit the noise of a game arcade in which the gaming machine is equipped and to limit a voice for another player who plays the second game in the same gaming machine, it is possible to further improve a new entertainment characteristic that a reply sentence based on a player voice is outputted.

In addition, when an execution of the second game is prohibited even when a predetermined condition is satisfied, it is stored that the predetermined condition is satisfied, and the second game is executed at a predetermined timing. As a result, it is possible to reduce the deterioration of a new entertainment characteristic.

The invention provides a control method of a gaming machine using a conversation generation device that recognizes a player voice and generates a reply sentence in accordance with the voice recognized; a plurality of gaming terminals each of which has an input device to which a voice is inputted and an output device that outputs a voice; a first game that is based on an operation of a player in each of the gaming terminals; and a second game that is different from the first game, the method including the steps of: executing the first game; when an execution result of the first game meets a predetermined condition, executing the second game; when the first game is executed, prohibiting an output of the reply sentence by the conversation generation device; and when the second game is executed, in the event that the player voice is inputted to the input device, enabling the conversation generation device to generate the reply sentence relating to the player voice, and outputting the reply sentence as a voice from the output device of the gaming terminal to which the player voice is inputted.

According to the above control method, a first game is executed, based on an operation of a player. When an execution result of the first game meets a predetermined condition, a second game different from the first game is executed. When the first game is executed, a conversation generation device is prohibited from outputting a reply sentence relating to a player voice recognized. When the second game is executed, the conversation generation device is enabled to generate a reply sentence relating to the voice and the reply sentence is outputted as a voice from an output device of a gaming terminal to which the player voice is inputted.

Thus, an output of a reply sentence relating to a player voice is limited to a case where the second game is executed. As a result, since it is possible to limit the noise of a game arcade in which the gaming machine is equipped, it is possible to further improve a new entertainment characteristic that a reply sentence based on a player voice is outputted.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates an operating state of a roulette gaming machine;

FIG. 2 is a block diagram of a roulette gaming machine;

FIG. 3 is an external perspective view showing an outlined structure of a roulette gaming machine;

FIG. 4 is a plan view of a roulette wheel;

FIG. 5 is a block diagram schematically showing a control system of a roulette gaming machine;

FIG. 6 is a block diagram schematically showing a control system of a station

FIG. 7 shows a payout management table;

FIG. 8 shows a station management table;

FIG. 9 shows a game management table;

FIG. 10 illustrates a display state of an image display device;

FIG. 11 illustrates a display state of an image display device;

FIG. 12 illustrates a display state of an image display device;

FIG. 13 is a flow chart of a first game process routine that is performed in a station;

FIG. 14 is a flow chart of a second game process routine that is performed in a station;

FIG. 15 is a flow chart of a first game process routine that is performed in a server;

FIG. 16 is a flow chart of a second game process routine that is performed in a server; and

FIG. 17 is a flow chart of a conversation control process routine.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

Hereinafter, an embodiment of the invention will be described with reference to FIGS. 1 to 17.

A gaming machine is structured to have a conversation only in a predetermined game. In other words, the gaming machine includes a conversation generation device that recognizes a player voice and generates a reply sentence in accordance with the voice recognized; a plurality of gaming terminals each of which has an input device to which a voice is inputted and an output device that outputs a voice; a first game that is based on an operation of a player in each of the gaming terminals; a second game that is different from the first game; and a controller that is programmed to operate as described in the following steps of (a1) to (a4).

To be more specific, as shown in FIGS. 1 and 2, a gaming machine 101 includes a conversation generation unit 140 functioning as a conversation generation device that recognizes a player voice and generates a reply sentence in accordance with the voice recognized; a plurality of terminal devices 102 (stations 4) each of which has a voice input unit 121 (microphone 9) functioning as an input device to which a voice is inputted and a voice output unit 122 (speaker 10) functioning as an output device that outputs a voice; a first game execution unit 132 (roulette unit 3) that executes a first game based on an operation of a player in each of the terminal devices 102; a second game execution unit 133 that executes a second game different from the first game when an execution result of the first game meets a predetermined condition; and a conversation prohibition execution unit 143 that prohibits an output of a reply sentence by the conversation generation unit 140 when the first game is executed. When the second game is executed, in the event that a player voice is inputted to the voice input unit 121, the conversation generation unit 140 generates a reply sentence relating to the player voice. The voice output unit 122 outputs the reply sentence as a voice in the terminal device 102 to which the player voice is inputted.

A controller 130 is configured to execute a program that operates as described in the followings steps of (a1) to (a4). Specifically, in the step of (a1), the controller executes a first game. In the step of (a2), when an execution result of the first game meets a predetermined condition, the controller executes a second game. In the step of (a3), when the first game is executed, the controller prohibits an output of a reply sentence by the conversation generation unit 140. In the step of (a4), when the second game is executed, in the event that a player voice is inputted to the voice input unit 121, the controller enables the conversation generation unit 140 to generate a reply sentence relating to the player voice, and outputs the reply sentence as a voice from the voice output unit 122 of the terminal device 102 to which the player voice is inputted.

Thus, an output of a reply sentence relating to a player voice is limited to a case where the second game is executed. As a result, since it is possible to limit the noise of a game arcade in which the gaming machine 101 is equipped, it is possible to further improve a new entertainment characteristic that a reply sentence based on a player voice is outputted.

Here, the “gaming machine” 101 is a multi-participant type. The multi-participant type may include, for example a machine (roulette gaming machine 1 and the like) that executes a roulette game, a horse race game, a motorboat race game, a bicycle race game and the like, on condition that many players take part in the game. Furthermore, the gaming machines such as slot machine in which one player takes part in a game may be associated with each other in data communication manner, thereby constituting a multi-participant type gaming machine.

The “player voice” means a sound that is uttered by a player. An effect resulting from an input of a player voice may be any of a game progress, an acquirement of game information, a generation of an effect and the like.

One or all of the “first game” and the “second game” may be a game of a multi-participant type. In addition, the “first game” and the “second game” may be a game that is executed by a mechanical operation, a game that is executed by an electrical operation, or a game that is executed by a combination of mechanical and electrical operations. The game to be executed by a mechanical operation may include a game using a roulette unit 3 that rotates or moves a ball or wheel that is actually made. The game to be executed by an electrical operation may include a game that displays an image of a ball or wheel on a display device such as liquid crystal display, thereby virtually rotating or moving it.

The “terminal device 102” may be a game-dedicated terminal device (station 4) or an information processing device such as universal personal computer, as long as it can receive an input by a player for the purpose of a game execution and award a payout. The “image data” may be still image data or moving image data. In addition, the contents of the image data are the number of the terminal device 102, an input (bet) area, game information, an effect image and the like. The “display device 124” may be provided in each of the terminal devices 102 or may be a large screen display common to all the terminal devices 102. For example, the display device 104 may include a liquid crystal display device, a CRT (Cathode-Ray Tube) device, a plasma display device and the like.

The “execution result of a game” is a state in which a winning can be made by execution of a unit game. In this embodiment, the “execution result of a game” may be also referred to as a “game result.” For example, for a roulette game in which a ball is rolled on a wheel, a mark attached to the wheel, which corresponds to a stop position of the ball, is an execution result. For a slot game, a stop aspect of symbols rearranged is an execution result. In the meantime, the “rearrangement” means arranging the symbols again after dismissing the arrangement of the symbols. The “arrangement” means a state in which the symbols are visible to an exterior player.

The “unit game” is a series of operations from a reception state (bet time) of an input (bet) to a state (game time, payout time) in which a win can be made. For example, for a roulette game, the unit game includes a bet time in which a bet is received, a game time in which a ball is rolled and then stopped and a payout time of a payout process in which a game value is awarded as a payout.

The “game value” includes a medal, a coin, a gaming ball, money, bill, a magnetic card and the like. A “base payout” is a payout that is awarded based on an execution result of a game and a game value bet. For example, for a roulette game, the base payout is a payout that is determined on the basis of a payout rate, which is set for a bet area corresponding to a mark (win mark) corresponding to a stop position of a ball after rolling the ball in a roulette unit, and a game value, which is a bet-number bet on the bet area.

The gaming machine 101 structured as described above executes a control method including the steps of: executing a first game; when an execution result of the first game meets a predetermined condition, executing a second game; when the first game is executed, prohibiting an output of a reply sentence by the conversation generation unit 140; and when the second game is executed, in the event that a player voice is inputted to the voice input unit 121, enabling the conversation generation unit 140 to generate a reply sentence relating to the player voice, and outputting the reply sentence as a voice from the output means of the terminal device 102 to which the player voice is inputted.

Thus, an output of a reply sentence relating to a player voice is limited to a case where the second game is executed. As a result, since it is possible to limit the noise of a game arcade in which the gaming machine 101 is equipped, it is possible to further improve a new entertainment characteristic that a reply sentence based on a player voice is outputted.

In addition, when a result of a first game meets a predetermined condition, in the event that a game performed in predetermined another terminal device 102 is a second game, the gaming machine 101 is structured to prohibit an execution of the second game. In other words, as shown in FIG. 2, the gaming machine 101 further includes a second game determination unit 144 that determines whether a game in predetermined another terminal device 102 is a second game or not when a result of a first game meets a predetermined condition, and a controller 103 that is programmed to operate as described in the followings steps of (b1) to (b5).

In the step of (b1), the controller executes a first game. In the step of (b2), when an execution result of the first game meets a predetermined condition, the controller executes the second game. In the step of (b3), when the first game is executed, the controller prohibits an output of a reply sentence by the conversation generation unit 140. In the step of (b4), when the second game is executed, in the event that a player voice is inputted to the voice input unit 121, the controller enables the conversation generation unit 140 to generate a reply sentence relating to the player voice, and outputs the reply sentence as a voice from the voice output unit 122 of the terminal device 102 to which the player voice is inputted. In the step of (b5), when a result of the first game meets the predetermined condition, in the event that a game performed in predetermined another gaming terminal is the second game, the controller prohibits an execution of the second game.

Thus, an output of a reply sentence relating to a player voice is limited to a case where the second game is executed. As a result, since it is possible to limit the noise of a game arcade in which the gaming machine 101 is equipped and to limit a voice for another player who plays the second game in the same gaming machine 101, it is possible to further improve a new entertainment characteristic that a reply sentence based on a player voice is outputted.

In addition, when a result of a first game meets a predetermined condition, in the event that a game performed in predetermined another gaming terminal 102 is a second game, the gaming machine 101 is structured to store that a result of the first game meets the predetermined condition, and to execute the second game based on the storing at a predetermined timing. In other words, as shown in FIG. 2, the gaming machine 101 further includes a first game result memory 133 that, when a result of a first game meets a predetermined condition, in the event that a game in predetermined another gaming terminal is a second game, stores that a result of the first game meets the predetermined condition, and a controller 133 that is programmed to operate as described in the following steps of (c1) to (c6).

In the step of (c1), the controller executes a first game. In the step of (c2), when an execution result of the first game meets a predetermined condition, the controller executes a second game. In the step of (c3), when the first game is executed, the controller prohibits an output of a reply sentence by the conversation generation unit 140. In the step of (c4), when the second game is executed, in the event that a player voice is inputted to the voice input unit 121, the controller enables the conversation generation unit 140 to generate a reply sentence relating to the player voice, and outputs the reply sentence as a voice from the voice output unit 122 of the terminal device 102 to which the player voice is inputted. In the step of (c5), when a result of the first game meets the predetermined condition, in the event that a game in predetermined another gaming terminal is the second game, the controller prohibits an execution of the second game and stores that a result of the first game meets the predetermined condition in the first game result memory 133. In the step of (c6), the controller executes the second game based on the information stored in the first game result memory 133 at a predetermined timing.

Thus, an output of a reply sentence relating to a player voice is limited to a case where the second game is executed. As a result, since it is possible to limit the noise of a game arcade in which the gaming machine 101 is equipped and to limit a voice for another player who plays the second game in the same gaming machine, it is possible to further improve a new entertainment characteristic that a reply sentence based on a player voice is outputted.

In addition, when an execution of the second game is prohibited even when a predetermined condition is satisfied, it is stored that the predetermined condition is satisfied, and the second game is executed at a predetermined timing. As a result, it is possible to reduce the deterioration of a new entertainment characteristic.

(Structure of the Controller 103)

As shown in FIG. 2, the gaming machine 101 includes many terminal devices 102 and a controller 103.

Each of the terminal devices 102 has a voice input unit 121, a voice output unit 122, an input device 123 and a display device 124.

The voice input unit 121 is structured in such a manner that it is inputted with a player voice and transmits the inputted voice to the controller 103, as digital data. The voice output unit 122 is structured to output the digital data transmitted from the controller 103 to the outside, as a voice. The input device 123 is structured to receive an operation of a player and to transmit it to the controller 103, as an operation signal. The display device 124 displays the number of the terminal device 102, an input (bet) area, game information, an effect image and the like.

The controller 103 includes an input contents memory 131, a first game execution unit 132, a first game result memory 133, a first game payout memory 134, a first game result determination unit 135, a second game execution unit 136, a second game result memory 137, a second game payout award unit 138, a display control unit 139, a conversation generation unit 140, a conversation data memory 141, an input voice memory 142 and a conversation prohibition execution unit 143.

The input contents memory 131 is associated with the input device 123 of the terminal device 102. The input contents memory 131 has functions of receiving an operation signal from the input device 123 operated by a player and storing the operation contents included in the operation signal.

The first game execution unit 132 has functions of acquiring the operation contents of a player, which are stored in the input contents memory 131, and executing a first game based on the operation contents. When the first game includes a game to be executed by a mechanical operation, the first game execution unit 132 functions as a control means that controls the mechanical operation.

The first game result memory 133 has a function of storing an execution result of the first game that is executed by the first game execution unit 132. Here, the result of the game may be an execution result of a game that is executed by the first game execution unit 132 based on the operation contents inputted by an operation of a player, or an execution result of a comparison of an execution result of the first game execution unit 132 and operation contents of a player.

The first game payout award unit 134 has a function of awarding a payout to a player, based on a result of a first game, which is stored in the first game result memory 133. For example, when a result of a game conforms to a predetermined result, a game value as a payout is awarded to a player.

The first game result determination unit 135 has a function of determining whether a result of a first game, which is stored in the first game result memory 133, satisfies a predetermined condition. For example, the predetermined condition may relate to any of a unit game-number, a payout, operation contents of a player and the like.

The second game execution unit 136 has a function of executing a second game, based on a determination result of the first game result determination unit 135. In other words, when a result of a first game satisfies a predetermined condition, the second game execution unit 136 executes a second game. When a second game includes a game to be executed by a mechanical operation, the second game execution unit 136 functions as a control means that controls the mechanical operation.

The second game result memory 137 has a function of storing a result of a first game that is executed by the second game execution unit 136. Here, the result of the game may be an execution result of a game that is executed by the second game execution unit 136 based on the operation contents inputted by an operation of a player, or an execution result of a comparison of a result of a game executed by the second game execution unit 136 and operation contents.

The second game payout award unit 138 has a function of awarding a payout to a player, based on a result of a second game, which is stored in the second game result memory 137. For example, when a result of a game conforms to a predetermined result, a game value as a payout is awarded to a player.

The display control unit 139 is associated with the display device 124. The display control unit 139 has a function of displaying an input (bet) area, game information, an effect image and the like on the display device 124, based on execution contents of a first game and a second game. In addition, although not shown, the display control unit may display information based on the first game result memory 133 and the second game result memory 137, or may display information based on payouts that are awarded by the first game payout award unit 134 and the second game payout award unit 138.

The input voice memory 142 is associated with the voice input unit 121. The input voice memory 142 has a function of storing a voice inputted to the voice input unit 121, as digital data. The conversation generation unit 140 is associated with the voice output unit 122. The conversation generation unit 140 analyzes a voice signal stored in the input voice memory 142 and generates a reply sentence based on the voice signal. In the conversation data memory 141, voice recognition dictionary data corresponding to voices to be inputted to the voice input unit 121 and data of candidates of reply sentences corresponding to voices inputted are correspondingly stored. In other words, the conversation generation unit 140 is structured to acquire a voice signal from the input voice memory 142 in which a voice signal inputted to the voice input unit 121 is stored, to compare the voice signal with the voice recognition dictionary data stored in the conversation data memory 141 and to generate reply sentence data from the candidate data of a reply sentence that is made to correspond to a result of the comparison.

The conversation prohibition execution unit 143 has functions of acquiring a current game situation from the first game execution unit 132 and prohibiting the conversation generation unit 140 from generating a reply sentence, when a first game is being executed, as a result of the acquirement. Thereby, except a case where a first game is executed, the conversation generation unit 140 generates a reply sentence and the reply sentence is outputted from the voice output unit 122, as a voice.

In the meantime, although it is determined whether a first game is being executed from the first game execution unit, it may be possible that it is determined whether a second game is being executed from the second game execution unit and it is determined that a timing except a case where a second game is being executed is a timing at which a first game is being executed. In this case, only when a second game is being executed, the conversation generation unit 140 generates a reply sentence and the reply sentence is outputted from the voice output unit 122, as a voice.

In addition, the controller 103 may include a second game determination unit 144 and a corresponding terminal setting unit 145.

In the corresponding terminal setting unit 145, the other terminal devices 102 are preset for one terminal device 102. In the meantime, the other terminal device 102 corresponding to one terminal device 102 may be one or more.

The second game determination unit 144 has a function of determining whether any of the other terminal devices 102 set in the corresponding terminal setting unit 145 has already started a second game when a result of a first game satisfies a predetermined condition of starting the second game in any one terminal device 102. When any of the other terminal devices 102 preset has already started a second game, the second game execution unit 136 prohibits the one terminal device 102 from executing a second game. Meanwhile, the second game determination unit 144 may have a function of determining whether all the other terminal devices 102 have already started a second game.

In addition, when a second game is prohibited, the situation that a predetermined condition of starting a second game as a result of a first game is satisfied may be stored in the first game result memory as history data and a second game may be executed at a predetermined timing based on the first game result memory. The predetermined timing may be a timing at which a second game is executed when a unit game of a first game is over later, or may be a timing at which a second game is executed after the predetermined number of unit games is over.

Each block of the controller 103 may be embodied in hardware or software, as required.

(Operations of the Controller 103)

With the above structure, an operation of the controller 103 will be described.

First, a player inputs an operation to the input device 123. The operation contents are transmitted and stored in the input contents memory 131, as an operation signal. The first game execution unit 132 acquires the operation contents of a player stored in the input contents memory 131. The first game execution unit 132 executes a first game, based on the operation contents. The situation of the first game is appropriately transmitted to the display control unit 139 and is displayed as an image on the display device 124 of the terminal device 102 with which a player plays a game.

Meantime, when the first game execution unit 132 executes the first game, the conversation prohibition execution unit 143 prohibits the conversation generation unit 140 from generating a reply sentence.

The first game execution unit 132 transmits an execution result of the first game to the first game result memory 133. After that, the first game payout award unit 134 awards a payout of the first game to a player, based on the execution result of the first game stored in the first game result memory 133.

In addition, the first game result determination unit 135 determines whether the result of the first game stored in the first game result memory 133 satisfies a predetermined condition. When the result of the first game does not satisfy a predetermined condition, a unit game of the first game is re-executed. In the meantime, when the result of the first game satisfies a predetermined condition, the second game determination unit 144 acquires from the corresponding terminal setting unit 145 the information indicating which of the other terminal devices 102 correspond to the terminal device 102 with which a player plays a game. Furthermore, the second game determination unit 144 determines whether any one of the other terminal devices 102 acquired executes a second game.

As a determination result of the second game determination unit 144, when one or more of the terminal devices 102 execute a second game, the information indicating that a predetermined condition is satisfied as the result of the first game is stored as history data in the first game result memory 133. After that, the second game execution unit 136 executes a second game at a predetermined timing.

In the meantime, as a determination result of the second game determination unit 144, when all the terminal devices 102 do not execute a second game, the second game execution unit 136 executes a second game different from the first game. The situation of the second game is appropriately transmitted to the display control unit 139 and is displayed as an image on the display device 124 of the terminal device 102 with which a player plays a game.

The second game execution unit 136 stores a result of the second game in the second game result memory 137. The second game payout award unit 138 awards a payout of the second game to a player, based on the result of the second game stored in the second game result memory 137.

In the meantime, when the second game execution unit 136 executes a second game, in the event that a player voice is inputted to the voice input unit 121 of the terminal device 102, the player voice is stored as a voice signal in the input voice memory 142. The conversation generation unit 140 generates data of a reply sentence relating to the player voice, based on the voice signal stored in the input voice memory 142 and the data stored in the conversation data memory 141. After that, a reply sentence is outputted from the voice output unit 122, as a voice based on the reply sentence data generated.

(Mechanical Structure: Schematic Structure)

In the followings, it will be specifically described a case where the gaming machine 101 is applied to a roulette gaming machine 1. FIG. 3 is an external perspective view showing a schematic structure of a roulette gaming machine 1 according to an embodiment. The roulette gaming machine 1 has a cabinet 2, a roulette unit 3, stations 4 and an electric light indicator 5. The cabinet 2 fixes the roulette unit 3, the stations 4 and the electric light indicator 5 at predetermined positions and protects a device equipped therein such as electronic substrate. The roulette gaming machine 1 executes a roulette game as a first game and executes a slot game as a second game.

The roulette unit 3 is disposed about at a central part of an upper surface of the cabinet 2. The stations 4 correspond to the terminal devices 102 of FIG. 2 and are disposed around the roulette unit 2. To be more specific, the 12 stations 4 are disposed to surround the roulette unit 3. The station 4 functions as a bet unit for receiving a bet operation of a player and a payout unit for paying out a medal. The bet operation is an operation that a player expecting a win number of the roulette unit 3 inputs the contents such as number corresponding to the expected win number.

The electric light indicator 5 has a JP amount indicator 15. The JP amount indicator 15 is mounted on a top of the electric light indicator 5. Thereby, the JP amount indicator 15 allows all players who play a game in the stations 4 to see the contents of display with naked eyes.

The JP amount indicator 15 displays a jackpot (JP) amount that is a special payout. Here, the roulette gaming machine 1 accumulates 0.5% of credits that are bet in a roulette game using a BET screen in the twelve stations 4 and stores the accumulated credit as a jackpot. The credit of the jackpot is paid out to a predetermined station 4 when a special payout is made. Meanwhile, the “win” means that a winning is made.

In addition, the roulette gaming machine 1 has a server 13. The server 13 corresponds to the controller 103 of FIG. 2. The server 13 is disposed at a corner part 12 of the cabinet 2. The server 13 is received in an inner space of the corner part 12. The inner space of the corner part 12 can be opened/shut by means of a corner door 14 having an authentication key attached. The corner door 14 is typically shut so that a player cannot operate the server 13. In the meantime, in the operation of the server 13, the corner door 14 is opened by operating an authentication key. Thereby, the server 13 is operated from the outside of the cabinet 2, so that the roulette gaming machine 1 can be variously set.

(Mechanical Structure: Roulette Unit 3)

A structure of the roulette unit 3 will be described with reference to FIG. 4. FIG. 4 is a plan view of the roulette unit 3 according to an embodiment. The roulette unit 3 includes a frame 21 fixed to the cabinet 2 and a wheel 22 disposed at an inner side of the frame 21. As shown in FIG. 3, an entire upper part of the roulette unit 3 is covered by means of a hemisphere cover member 28 made of transparent acryl.

As shown in FIG. 4, the wheel 22 is received in the frame 21 and its upper surface is exposed to the outside. The wheel 22 is horizontally disposed so that a center axis of rotation thereof is identical to a vertical direction, and is supported to freely rotate so that a center point thereof is a rotation center. The wheel 22 has many numbered pockets 23 (38 pockets in this embodiment). The numbered pockets 23 are disposed in a ring shape at a periphery of an upper surface of the wheel 22. Each of the numbered pockets 23 is shaped in a recess shape having a size and a depth capable of receiving a ball 27.

Further, the wheel 22 has many numbered display plates 25. The numbered display plates 25 are set same as the numbered pockets 23. The numbered display plates 25 display each number of “00,” “0” and “1” to “36” as figure letters. Each of the numbered display plates 25 is disposed at the periphery of the respective numbered pockets 23. Thereby, the numbered pockets 23 are given with any number of “00,” “0” and “1” to “36” of the numbered display plates 25.

The frame 21 that the wheel 22 is disposed at the center of the frame is inclined downward at a small degree from the periphery to the wheel 22. The frame 21 has a guide wall 29. The guide wall 29 is disposed between the periphery of the frame 21 and the wheel 22. The guide wall 29 guides an inserted ball 27 against centrifugal force, thereby allowing the ball 28 to roll.

In addition, the frame 21 has a ball insertion slot 36. The ball insertion slot 36 is opened to the wheel 22. The ball insertion slot 36 is associated with a ball insertion device (not shown) that is equipped in the frame 21. The ball insertion device is structured to insert the ball 27 from the ball insertion slot 36 onto the wheel 22.

Further, the roulette unit 3 has a win determining device 86 of FIG. 5 and a ball collection device (not shown). The win determining device 86 and the ball collection device are disposed below the wheel 22. The win determining device 86 is a device for determining the numbered pocket 23 into which the ball 27 is received. Further, the roulette unit 3 has the ball collection device that is not shown. The ball collection device is a device for collecting the ball 27 on the wheel 22 after a roulette game is over. In the meantime, since the ball insertion device, the win determining device and the ball collection device have been already known, the detailed descriptions thereof will be omitted.

In the roulette device 3 structured as described above, when a ball 27 is introduced on the frame 21 by the ball insertion device, the guide wall 29 guises the ball 27 against the centrifugal force of the ball 27, thereby enabling the ball 27 to roll. When the centrifugal force is decreased as the rotation speed of the ball 27 is lowered, the ball 27 is rolled down along the inclined surface of the frame 21, is moved to the inside and reaches the wheel 22 being rotated. The ball 27, which is rolling-introduced onto the wheel 22, passes over the numbered plates 25 at the periphery of the wheel 22 and then is received in any one of the numbered pockets 23. As a result, the number indicated on the numbered display plate 25 corresponding to the numbered pocket 23 having the ball 27 received therein is determined by the win determining device 86, so that a win number is determined.

(Mechanical Structure: Server 13)

As shown in FIG. 3, the server 13 is equipped in a space opened at a wall surface of the cabinet 2. The sever 13 is associated with each station 4. The server 13 transmits a command signal to each of the stations 4, thereby initiatively controlling each station 4 and progressing a game. In addition, the server 13 performs a maintenance operation for the roulette gaming device 1, in addition to the control on a game of the roulette gaming device 1.

A liquid crystal display 32 and a keyboard 33 are associated with the server 13, as shown in FIG. 5. The liquid crystal display 32 displays a menu screen (not shown) or maintenance screen (not shown). In addition, the keyboard 33 is an operating means having several keys disposed thereon. In a state that a menu screen or maintenance screen is displayed on the liquid crystal display 32, when an operator operates the keyboard 33, the maintenance operation as well as various settings in the roulette gaming device 1 can be made.

(Mechanical Structure: Station 4)

As shown in FIG. 3, the station 4 has a medal insertion slot 6, a control unit 7 and an image display device 8. The medal insertion slot 6 is used to insert money or a game medium to be used in a game such as chip, medal and the like. The control unit 7 has several operating parts such as control button and the like. The operating parts are used to input an instruction by a player. The image display device 8 displays an image relating to a game and has a game area that receives a bet operation of a player. Thereby, the image display device 8 enables a player to operate the touch panel or control unit 7 while displaying an image to the player.

The control unit 7 is disposed at a side of the image display device 8. The control unit 7 has buttons each of which is operated by a player. To be more specific, as shown in FIG. 6, the control unit 7 has a BET decision button 47, a cashout button 48 and a help button 49. The BET decision button 47, the cashout button 48 and the help button 49 are sequentially disposed from left, seen from a position opposite to the station 4.

The BET decision button 47 is a button that is pushed when deciding a bet after a bet operation is carried out by means of the image display device 8, which will be described later. Then, a bet is decided, and a win is made when the bet is made on the number indicated on the numbered display plate 25 corresponding to the numbered pocket 23 into which a ball 27 is received in the roulette unit 3 during a game. When a win is made, the credits corresponding to the number of chips bet are added to the credits that a player possesses currently. In the meantime, the bet operation will be more specifically described later.

The cashout button 48 is a button that is pushed typically when a game is over. When the cashout button 48 is pushed, the medals (typically, one medal for one credit), which correspond to the credits obtained through a game and the like and currently possessed by a player, are cashed out from a medal payout slot 9. The help button 49 is a button that is pushed when an operation method of a game is unclear, for example. When the help button 49 is pushed, a help screen that displays a variety of information on the image display device 8 is displayed.

The image display device 8 is a liquid crystal display of a touch panel type having a touch panel 50 attached to a front thereof. When an icon displayed on a liquid crystal screen is pushed with a finger and the like, the icon is selected. The display screen to be displayed on the image display device 8 will be specifically described later.

In addition, as shown in FIG. 3, the respective stations 4 have medal payout slots 9, speakers 10, WIN lamps 11 and microphones 16. The medal payout slots 9 are disposed at the sides of the cabinet 2. The speakers 10 are disposed above a right side of the image display device 8. The WIN lamps 11 are disposed at sides of the speakers 10. The speakers 10 are used to output a music or effect music relating to a roulette game. The WIN lamps 11 are turned on when a bet number (“00,” “0” and “1” to “35” in this embodiment) wins in the station 4.

The microphones 16 are disposed above the control unit 7. The microphone 16 enables a voice, which is uttered by a player, to be inputted. The voice inputted to the microphone 16 is inputted to the station 4, as a voice signal. In addition, the speaker 10 enables a reply sentence relating to the voice inputted to the microphone 16 to be outputted as a voice.

In the meantime, the WIN lamps 11 are disposed at positions that can be seen from all the stations 4 (12 stations in this embodiment). Thereby, the WIN lamps 11 enable another player to easily check a lighting state during the game in the same roulette gaming machine 1.

A medal sensor (not shown) is provided in the medal insertion slot 6. The medal sensor validates a medal inserted into the medal insertion slot 6 and counts the inserted medal. In addition, the medal payout slot 9 is associated with a hopper (not shown). The hopper pays out the predetermined number of medals from the medal payout slot 9.

(Electrical Structure: Server 13)

FIG. 5 is a block diagram that schematically shows a control system of a roulette gaming machine. As shown in FIG. 5, the roulette gaming machine 1 includes a server 13 and many stations 4 (12 stations in this embodiment) associated with the server 13. The server 13 is associated with the roulette unit 3 and the electric light indicator 5. In the meantime, a control system of the station 4 will be specifically described later.

In addition, the server 13 includes a server control CPU 81 functioning as a calculation device and control device performing an entire control of the server 13, a ROM 82, a RAM 83, a timer 84 associated with the server control CPU 81, a liquid crystal display 32 associated with the CPU through a liquid crystal driving circuit 85 and a keyboard 33.

The server control CPU 81 executes a variety of processes, based on input signals supplied from the respective stations 4 and data or program stored in the ROM 82 and the RAM 83. Thereby, the serve control CPU 81 transmits a command signal to the stations 4 based on execution results of the processes, thereby initiatively controlling the respective stations 4 and progressing a game. Further, the server control CPU 81 drives a drive motor provided to the roulette unit 3, thereby shooting a ball 27 or rotating the wheel 22. Furthermore, the server control CPU 81 controls the win determining device 86, thereby determining a win number based on a dropped position of the ball. Then, based on the win number obtained and the bet information transmitted from the respective stations 4, the server control CPU performs a win determination of the chips bet and calculates the credit-number to be paid out in each of the stations 4.

The ROM 82 consists of a semiconductor memory, for example. The ROM 82 stores a program for implementing basic functions of the roulette gaming machine 1, a payout rate for a roulette game (the number of credits to be paid out per one chip when a win is made), a program for initiatively controlling the respective stations 4, and the like.

The RAM 83 temporarily stores the bet information of chips to be supplied from the respective stations 4, a win number of the roulette unit 3 determined by a sensor, a JP amount that is accumulated up to now, data relating to a result of a process that is executed by the server control CPU 81, and the like.

Further, the server control CPU 81 is associated with the timer 84 that measures time. The time information of the timer 84 is transmitted to the server control CPU 81. The server control CPU 81 rotates the wheel 22 or introduces the ball 27, based on the time information of the timer 84, which will be described later.

In addition, the server control CPU 81 is associated with the electric light indicator 5. The server control CPU 81 controls light emission of a light emitting means such as LED to perform an effect by an electric spectacular and to display predetermined letters on the electric light indicator 5. Furthermore, the server control CPU 81 displays the JP amount, which is accumulated up to now, on the JP amount indicator 15 of the electric light indicator 5.

In addition, the ROM 82 is provided with a payout credit memory area in which a payout rate relating to a roulette game using a BET screen 61 is stored. The payout credit memory area stores data of a bet type or payout rate in a form of a payout management table shown in FIG. 7. The payout management table will be specifically described later.

Furthermore, the RAM 83 is provided with a bet information memory area in which the bet information of a player who is playing a game is stored. The bet information memory area stores data of bet information or participation object in a form of a station management table shown in FIG. 8. The station management table will be specifically described later. Further, the RAM 83 is provided with a win number memory area in which a win number of the roulette unit 3 determined by the win determining device is stored, a JP accumulation memory area 83 in which a pool amount having pooled 0.5% of the credits bet on a BET screen 61 is stored, and the like. In the meantime, the bet information is information about a bet that is made using the stations 4, such as the bet area 72 indicated on the BET screen 61, the number of chips bet (bet-number) and bet type.

(Electrical Structure: Station 4)

In the followings, a structure of a control system of the station 4 will be described. FIG. 6 is a block diagram that schematically shows a control system of the station according to an embodiment. In the meantime, the twelve stations 4 have a same structure, so that one station 4 will be described as an example.

The station 4 consists of a station control unit 90 and several peripheral devices. The station control unit 90 includes a station control CPU 91, a ROM 92 and a RAM 93. The ROM 92 consists of a semiconductor memory, for example. The ROM 92 stores a program for implementing basic functions of the station 4, various programs necessary for controlling the station 4, a data table and the like. In addition, the RAM 93 is a memory that temporarily stores various data calculated in the station control CPU 91, the number of credits that are currently possessed by a player (i.e., stored in the station 4), a bet situation of chips by a player, and the like.

In addition, the station control CPU 91 is associated with a BET decision button 47, a cashout button 48 and a help button 49, which are equipped in the control unit 7. Based on operation signals outputted as the respective buttons are pushed, the station control CPU 91 performs a control so as to execute the corresponding operations. To be more specific, based on an input signal that is inputted from the control unit 7 as an operation of a player is received and the data or program stored in the ROM 92 and the RAM 93, the station control CPU executes a variety of processes and transmits the results thereof to the server control CPU 81. In the meantime, the station control CPU 91 receives a command signal from the server control CPU 81, controls the peripheral devices constituting the station 4 and progresses a roulette game in the station 4. In addition, the station control CPU 91 executes a variety of processes, based on an input signal that is inputted from the control unit 7 as an operation of a player is received and the data or program stored in the ROM 92 and the RAM 93, depending on contents of process, controls the peripheral devices constituting the station 4 based on the process results and progresses a roulette game in the station 4.

In addition, the station control CPU 91 is associated with a hopper 94. The hopper 94 pays out the predetermined number of medals from the medal payout slot 9 in accordance with a command signal from the station control CPU 91. Furthermore, the station control CPU 91 is associated with an image display device 8 through a liquid crystal driving circuit 95. With regard to this, the liquid crystal driving circuit 95 consists of a program ROM, an image ROM, an image control CPU, a work RAM, a VDP (video display processor), a video RAM and the like. The program ROM stores an image control program for display on the image display device 8, a variety of selection tables and the like.

In addition, the image ROM stores dot data for forming an image to be displayed on the image display device 8, for example. The image control CPU determines an image to be displayed on the image display device 8 from the dot data previously stored in the image ROM, in accordance with an image control program previously stored in the program ROM, based on parameters set in the station control PCU 91. In addition, the work RAM consists of a temporary memory means used when the image control program is executed in the image control CPU. In addition, the VDP forms an image relating to contents of display determined in the image control CPU and outputs the image on the image display device 8. In the meantime, the video RAM consists of a temporary memory means used when an image is formed in the VDP.

In addition, a touch panel 50 is attached on a front of the image display device 8. Operation information of the touch panel 50 is transmitted to the station control CPU 91. On the touch panel 50, a player makes a bet operation with chips in the BET screen 61. To be more specific, a player operates the touch panel 50 with regard to a selection of the bet area 72, an operation of a unit BET button 61 and the like, and the operation information is transmitted to the station control CPU 91. Based on the information, the current bet information of a player (abet area indicated in the BET screen 61 and the number of chips bet) is stored in the RAM 93 at all times. Furthermore, the bet information is transmitted to the server control CPU 81 and is stored in the bet information memory area of the RAM 83.

Furthermore, a sound output circuit 96 and a speaker 10 are associated with the station control CPU 91. The speaker 10 generates a variety of effect sounds when performing various effects, based on an output signal from the sound output circuit 96.

Furthermore, a sound input circuit 98 and a microphone 16 are associated with the station control CPU 91. The microphone 16 is inputted with a voice from the outside and transmits the voice as a voice signal to the station control CPU 91 through the sound input circuit 98.

In addition, a medal sensor 97 is associated with the station control CPU 91. The medal sensor 97 detects medals inserted from the medal insertion slot 6, calculates the inserted medals and transmits a result thereof to the station control CPU 91. The station control CPU 91 increases the credit-number possessed by a player, which is stored in the RAM 93, based on the transmitted signal.

In addition, a WIN lamp 11 is associated with the station control CPU 91. When the chip bet on the BET screen 61 is determined to make a win or JP, the station control CPU 91 turns on the WIN lamp 11 in a predetermined color.

In addition, the station control CPU 91 is associated with a conversation control device 151. The conversation control device 151 outputs a reply to a player utterance and makes a conversation with a player. Meantime, since the conversation control device 151 has been already known, the detailed description thereof will be simplified. The conversation control device 151 includes a conversation control IC 152, a voice recognition unit 153, a voice recognition dictionary memory 154, a sentence analysis unit 155, a conversation database 156, a program ROM 157 for conversation and a work RAM 158 for conversation.

The program ROM 157 for conversation stores a variety of programs, such as a program that recognizes a voice signal resulting from a player utterance. The program is loaded on the work RAM 158 for conversation and then is executed by the conversation control IC 152.

The voice recognition dictionary memory 154 stores a character string signal corresponding to a standard voice signal. In addition, the voice recognition unit 153 specifies utterance contents of a player as a character string signal, based on a voice signal from the microphone 16. To be more specific, when a voice signal is inputted from the microphone 16, the voice recognition unit 153 compares the voice signal with a dictionary stored in the voice recognition dictionary memory 154 and outputs to the conversation control IC 152 a character string signal as a result of the voice recognition inferred from the voice signal. For example, when a player inputs a voice of “Please, start” to the microphone 16, a voice signal of “Please, start” is compared to the dictionary stored in the voice recognition dictionary memory 154 and is converted into a character string signal of “Please, start.”

The sentence analysis unit 155 analyzes the character string specified in the voice recognition unit 153. The sentence analysis unit 155 is configured to paragraph a series of character strings specified in the voice recognition unit 153 every one phrase. The one phrase means one paragraph sentence in which the character string is paragraphed in detail as much as possible while not destroying a grammatical meaning. Based on the character string of one paragraphed phrase, each morpheme constituting the minimal unit of a character string is sampled as temporary word information from the character string of the one phrase. For example, the character string signal of “Please, start” is analyzed as a character string signal group of “Please” and “start” by the sentence analysis unit 155. Here, in this embodiment, the morpheme means the minimal unit of a word structure represented by a character string. The minimal unit of the word structure may include a part of speech, such as noun, adjective, verb and the like, for example.

The conversation database 156 stores a “keyword”, which is predicted to be included in an utterance to be inputted from a player, in relation to a reply sentence corresponding to the “keyword.” For example, a keyword of “start” is related to a reply sentence of “rotation!” When a character string signal group of “Please” and “start” is retrieved in the conversation database 156, a reply sentence of “rotation!” is outputted.

(Data Table)

In the followings, a payout management table of FIG. 7 will be described. The data of the payout management table is stored in the ROM 82 of the server 13 shown in FIG. 5. The payout management table has a column of numbers, a column of types and a column of payout rates. The data of numbers such as “1,” “2,” “3” and the like are stored in the column of numbers. The data showing bet types such as “Straight,” “Split,” “Street” and the like are stored in the column of bet types. The bet types will be specifically described later. The data showing the payout rates such as “35:1,” “17:1,” “11:1” and the like are stored in the column of payout rates, correspondingly to the bet types. Thereby, when a bet is made in a bet type of “Straight,” 35 pieces will be paid out per 1 piece bet.

In the followings, a station management table of FIG. 8 will be described. In the meantime, the station management table corresponds to the bet memory 121 of FIG. 2. The station management table is stored in the RAM 83 of the server 13 shown in FIG. 5. The station management table has a column of stations, a column of bet information having a column of bet types and a column of bet-numbers and a column of participation objects. The column of stations stores the machine number data inherent to each station 4. The column of bet types stores the bet type data such as “Straight.” The column of bet-numbers stores the number of pieces bet such as “20.” The column of participation objects stores the data showing whether a participation object has a possibility that a special payout will be awarded thereto. In the meantime, the “1” in the column of participation objects shows that it is set as a participation object and “0” shows that it is not set as a participation object.

Thereby, for example, in the station 4 having a machine number of “1,” a bet is made for each of the bet types of “Straight” and “Corner,” a bet pattern has a bet-number of “20” for each bet type and it is shown the participation object of “1.” In addition, in the station 4 having a machine number of “2”, a bet is made for the bet type of “Red,” a bet pattern has a bet-number of “15” for the bet type and it is shown the non-participation object of “0.”

In the followings, a game management table of FIG. 9 will be described. The game management table manages that the station 4 will execute a first game or second game. The data of the game management table is stored in the RAM 83 of the server 13 shown in FIG. 5. In the meantime, the game management table may be stored in a memory device such as hard disk connected to the outside of the server 13.

The game management table has a column of stations and a column of game types. The column of stations stores identification numbers that identify the stations 4. The column of game types stores game types indicating that a current game is a first game or second game.

To be more specific, when a second game execution signal, which will be described later, is transmitted to the server 13 from the station 4, a game type corresponding to the identification number of the station 4 included in the second game execution signal is updated to a “second game.” In addition, when a second game end signal, which will be described later, is transmitted, a game type corresponding to the identification number of the station 4 included in the second game end signal is updated to a “first game.”

(Display States of the Image Display Device 8)

In the followings, display states of the image display device 8 will be specifically described with reference to FIGS. 10 to 12. FIG. 10 shows a state in which a player makes a bet manually in a roulette game as a first game. On a display screen of the state, a BET screen 61 having a table-type betting board 60 is displayed. A player can operate the BET screen 61 to bet a chip using the credits possessed.

In the table-type betting board 60 that is displayed on the BET screen 61, the 38 numbers of “0,” “00” and “1” to “36” are arranged in a grid form. In addition, special bet areas for indicating “odd number,” “even number,” “types of colors of numbered display plates (red or black)” and “a predetermined range of numbers (for example, “1” to “12”) to bet a chip are also arranged in a grid form.

At a lower part of the table-type betting board 60, a result history indicator 65, unit BET buttons 66, a cashout result indicator 67 and a credit-number indicator 68 are sequentially displayed from left of the screen. The result history indicator 65 displays, in a list form, results of win numbers up to the previous games (here, one game is a series of operations that a player performs a bet in each of the stations 4, a ball 27 is dropped in the numbered pocket 23 and a credit is paid out based on a win number). At this time, when one game is over, a win number is additionally displayed from top and a history of maximum 16 win numbers can be checked.

The unit BET buttons 66 are provided for a player to bet a chip on bet areas 72 (above the grids of number and mark or above lines forming a grid) indicated by the player. The unit BET buttons 66 consist of a 1 BET button 66A, a 5 BET button 66B, a 10 BET button 66C and a 100 BET button 66D. A player first pushes the screen with a finger, thereby indicating a bet area 72, on which a bet is made, with a cursor 70. At this state, when the player pushes the 1 BET button 66A, the player bets a chip in a unit of one piece (whenever the 1 BET button 66A is pushed with a finger, the bet-number is increased in an order of “1,” “2,” “3” . . . ). In addition, when the player pushes the 5 BET button 66B, the player bets chips in a unit of five pieces (whenever the 5 BET button 66B is pushed with a finger, the bet-number is increased in an order of “5,” “10,” “15” . . . ). In addition, when the player pushes the 10 BET button 66C, the player bets chips in a unit of ten pieces (whenever the 10 BET button 66C is pushed with a finger, the bet-number is increased in an order of “10,” “20,” “30”). Furthermore, In addition, when the player pushes the 100 BET button 66D, the player can bet chips in a unit of 100 pieces (whenever the 100 BET button 66D is pushed with a finger, the bet-number is increased in an order of “100,” “200,” “300”). Accordingly, even when many chips are bet, an operation thereof can be simplified.

In addition, the cashout result indicator 67 displays the number of chips bet by a player in a previous game and the cashout credit-number. Here, the subtraction of the bet-number from the cashout credit-number results in a credit-number that is newly obtained by a player in a previous game.

Furthermore, the credit-number indicator 68 displays the number of credits possessed by a current player. When a chip is bet, the credit-number is decreased in proportional to the bet-number (one credit for one bet). In addition, when a win is determined for the chip bet and the cashout of credits is performed, the credit-number is increased as the cashout-number. In the meantime, when the credit-number possessed by a player is 0, the game is over.

A BET time indicator 69 is disposed above the table-type betting board 60. The BET time indicator 69 displays a remaining time period for which a player can make a bet. When a bet operation is received, “20” is displayed and the number is decreased by 1 every one second. When the number is “0,” a bet operation is not received. In addition, in each of the stations 4, when the bet time of the player is 5 seconds, the ball insertion apparatus is driven to insert the ball 27 on the roulette wheel.

Furthermore, a JP indicator 73, which displays the credit-number of JP accumulated up to now, is disposed at the right of the BET time indicator 69. Here, the JP indicator 73 displays a value to which 0.5% of credits bet in the twelve stations 4 is accumulatively added and is common to all the stations 4. The credits are also common to the other roulette gaming machine 1 associated through a communication line (not shown) and are accumulated from the respective stations 4 of all the roulette gaming machines 1. When a special payout, which is carried out in combination with a roulette game under predetermined condition, is determined to win, a win of JP is determined and the credits accumulated are paid out. In the meantime, the credit-number of JP that is accumulated up to now is also displayed on the JP amount indicator 15 of the electric light display unit 5, in addition to the JP indicator 73.

In addition, a cursor 70 showing the bet area 72 currently selected by a player is displayed on the table-type betting board 60. Additionally, a chip mark 71 showing the number of chips that are bet up to now and the bet area 72 is displayed and the number shown on the chip mark 71 indicates the number of chips bet.

When a player wants to individually bet the bet elements in the BET screen 71 structured as described above, the player indicates a bet area 72 to be bet (above the grids of number and mark or above lines forming a grid) on the screen and directly pushes it with a finger. As a result, the cursor 70 is moved to the bet area 72 indicated. Then, when the respective unit buttons of the unit BET buttons 66 (1 BET button 66A, 5 BET button 66B, 10 BET button 66C, 100 BET button 66D) are pushed, the chips as the unit number are bet on the bet area 72 indicated. For example, when the 10 BET button 66C is pushed four times, the 5 BET button 66B is pushed one time and the 1 BET button 66A is pushed three times, 48 chips can be bet.

FIG. 11 shows a display state of the image display device 8 in a slot game that is a second game. A second game is executed when a result of a roulette game that is a first game meets a predetermined condition. When a second game is started, an image of a second game symbol indicator 62 is displayed on a lower left of the image display device 8, in addition to the display state of the image display device 8, which is used in the first game, as shown in FIG. 11.

A letter of “CHANGE SLOT” is displayed near to the second game symbol indicator 62. When a participation object is set, the second game symbol indicator 62 variably displays second game symbols and stops a second game symbol determined, in a period for which one second game symbol is randomly selected and determined among many types of second game symbols. To be more specific, as shown in FIGS. 1 and 12, in a slot game, four types of image data, i.e., “MEGA,” “MAJOR,” “MINI” and “LOSS” are change-displayed sequentially on the second game symbol indicator 62. A condition of starting the change-display, i.e., a condition of setting a participation object is that no payout is performed for 20 games in a roulette game. The second game is performed 10 times (10 games), in which one game is until a second game symbol is stopped. In addition, in this embodiment, one bet is required every one game. However, the invention is not limited thereto.

In the meantime, “MEGA”, “MAJOR”, “MINI” and “LOSS” indicate a payout degree. In other words, “MEGA” means a maximum payout-number (for example, 100 pieces), “MAJOR” means a middle degree of a payout-number (for example, 10 pieces), “MINI” means a small degree of a payout-number (for example, one piece) and “LOSS” means no payout.

The second game is started when a player pushes the 1 BET button 66A. In addition, the second game can be canceled by uttering “Cancel” before the 1 BET button 66A is pushed. As shown in FIG. 1, after a player pushes the 1 BET button 66A and then a voice of “Speak Start, and rotation is started” is outputted from the speaker 16, when the player speaks “Start,” a voice of “rotation” is outputted from the speaker 16 and the second game symbols are variably displayed on the second game symbol indicator 62 (refer to FIG. 12).

Then, after a voice of “Speak Stop, and stop is made!” is outputted from the speaker 16, when a player speaks “Stop,” the variable display of the second game symbols on the second game symbol indicator 62 is stopped. A game value as a payout is awarded to the player in accordance with the second game symbol stopped.

In this embodiment, the second game is structured in such a manner that the game is progressed in a conversation type when a player utters. In addition, in a second game, when a player utters, a variety of information such as game information, gaming method and the like are provided.

(Bet Types)

In the followings, the bet types in the roulette game will be described with reference to the table-type betting board 60 of FIG. 10. For example, the chip mark 71 of “7”, which is put on the grid of “18”, indicates that 7 chips are bet on the number “18.” Like this, the bet type in which a bet is made on one number only is referred to as a “Straight bet.”

The chip mark 71 of “1”, which is put on an intersection of the grids of “5,” “6,” “8” and “9”, indicates that one chip is bet while covering the four numbers of “5,” “6,” “8” and “9.” Like this, the bet type in which a bet is made while covering the four numbers is referred to as a “Corner bet.”

In addition, there is a bet type of “Split bet” in which a bet is made while covering two numbers above a line between the two numbers. In addition, there is a bet type of “Street bet” in which a bet is made while covering three numbers (for example, “13,” “14” and “15”) at ends of the one row of the numbers (one column in the vertical direction). In addition, there is a bet type of “Five bet” in which a bet is made while covering five numbers of “0,” “00,” “1,” “2” and “3” above a line between “00” and “3.”

There is a bet type of “Line bet” in which a bet is made while covering six numbers (for example, “13,” “14,” “15,” “16,” “17” and “18”) between two rows of the numbers (two columns in the vertical direction). There is a bet type of “Column bet” in which a bet is made while covering 12 numbers above the grid of “2 to 1”. There is a bet type of “Dozen bet” in which a bet is made while covering 12 numbers above the grids of “1st 12,” “2nd 12” and “3rd 12”, respectively.

Furthermore, there is a bet type of “Red or Black bet” in which a bet is made on the color of the numbered plate (“red” or “black”) using the six grids provided at the lowest end of the table-type betting board 60. There is a bet type of “Odd or Even bet” in which a bet is made on the odd or even numbers. There is a bet type of “Low or High bet” in which a bet is made while 18 numbers using the numbers of 18 or less or 19 or more. Here, the bet types have different payouts (payout rates) of the credits per one chip, which are awarded when the chip bet is determined to win.

(Processing Operations)

In the followings, the operations will be described, based on a game processing program of the server that is executed by means of the server control CPU 81 of the roulette gaming machine 1, and a game processing program of the station that is executed by the station control CPU 91 of the station 4. In the meantime, the respective programs that are shown in flow charts are stored in the ROM 82 or RAM 83 of the server 13 or the ROM 92 or RAM 93 of the station 4 and executed by the server control CPU 81 or station control CPU 91.

(First Game Process that is Performed in the Station)

In the followings, a first game process that is performed by the station control CPU 91 in the station will be described with reference to FIG. 13. Firstly, it is determined whether a medal or bill is inserted by a player, based on a detection signal of the medal sensor 97 (S1). When a medal or bill is not inserted (S1, NO), this routine is ended, the step of S1 is repeatedly executed and a wait state is kept until a medal or bill is inserted.

In the meantime, when a medal or bill is inserted (S1, YES), the credit data of an amount of money corresponding to the number of pieces inserted is recorded in the RAM 93, so that the credit is added (S2). Then, a medal detection signal indicating that a medal or bill is inserted is transmitted to the server 13 (S3).

After that, in the image display device 8 of the station 4, the BET screen 61 of FIG. 10 is displayed and a bet time is started for which a player can bet a chip (S4). Then, a bet operation is received (S5). Thereby, a player who takes part in a game can operate the touch panel 50 during the bet time for which a bet can be received, thereby betting a chip on a BET area 72 relating to a number that the player expects. Meantime, since the detailed bet type using the BET screen 61 has been already explained, the descriptions thereof will be omitted.

In addition, the player can take part in a game in the course of the game after the bet time is started. In the roulette gaming machine 1 of this embodiment, maximum 12 players can play a game. Furthermore, when this time game is carried out following the previous game, a bet operation is received just after the previous game is over.

When a bet operation is performed, a bet information signal including the contents of the bet operation is transmitted to the server 13 (S6). After that, it is determined whether the bet time is over (S7). When the bet time is not over (S7, NO), the process progresses to the step of S5 and the reception state of a bet operation is sustained. When a bet time end signal is received from the server 13, an image indicating that the bet time is over is displayed on the image display device 8 of the station 4 and the reception of a bet operation on the touch panel 50 is ended (S8).

Then, when a win number signal, which is a game result of the roulette game, is received from the server 13, a display process of emphasizing the win number is performed, so that an effect for notifying the win number in the roulette game is carried out (S9). Then, when a payout result signal is received from the server 13, the credits are paid out based on the payout result signal. To be more specific, the credit data of a base payout and a special payout are recorded in the RAM 93, respectively. Then, when the cashout button 48 is pushed, the medals relating to the credit-number currently stored in the RAM 93 are cashed out from the medal payout slot 9 (S10).

Then, it is determined whether a payout has been awarded (S11). When a payout has been awarded (S11, YES), a game count is reset “0” (S12) and a wait state is made until a unit game end signal is received from the server 13 and a unit game is over (S16). Then, this routine is ended. Here, the “game count” it to count the number of unit games of the first game in which a payout has not been continuously awarded. The “game count” is stored in the RAM 93.

In the meantime, when a payout has not been awarded (S11, NO), 1 is added to the game count stored in the RAM 93 (S13). Meanwhile, when a game count has not been stored, an area of a game count is secured in the RAM 93 and 1 is stored therein. Then, it is determined whether the game count stored in the RAM 93 is 20 (S14). When the game count is not 20 (S14, NO), a wait state is made until a unit game is over (S16). Then, this routine is ended. When the game count is 20 (S14, YES), a second game flag is set “ON” (S15) and a wait state is made until a unit game is over (S16). Then, this routine is ended.

Here, the “second game flag” is set “ON” when a predetermined condition is satisfied in a first game. The “second game flag” is stored in the RAM 93 and has a status of “ON” or “OFF.” Although not shown, a second game flag is determined before a first game is started. When a second game flag is “ON,” a second game can be started.

In this embodiment, the condition of starting a second game is that the number of unit games of the first game is 20 in which a payout has not been continuously awarded. However, the invention is not limited thereto.

(Second Game Process that is Performed in the Station)

In the followings, a second game process that is performed by the station control CPU 91 in the station will be described with reference to FIG. 14. The second game process that is performed in the station is executed before the first game process is performed in the station.

First, it is determined whether the second game flag is “ON” or not (A1). As described above, the second game flag is stored in the RAM 93 and is set “ON” when a predetermined condition is satisfied in the first game of the previous time. When the second game flag is not “ON” (A1, NO), this routine is ended. When the second game flag is “ON” (A1, YES), it is determined whether a second game is executed in the stations 4 of both sides of the station 4 in which this routine is being executed (A2). To be more specific, a request signal is transmitted to the server 13 and a second game situation signal is received from the server 13. Here, the “request signal” is a signal including an identification number that identifies the station 4. In addition, the “second game situation signal” is a signal including the information indicating whether the stations at both sides of the station 4 having the identification number transmitted execute a second game. Through the “second game situation signal,” it is determined whether a second game is executed in the stations 4 at both sides. When any one of the stations 4 at both sides executes a second game (A2, YES), an effect image indicating that a second game cannot be currently executed is displayed on the image display device 8 (A3). In addition, here, an image indicating that a second game can be re-executed at a predetermined next timing may be displayed. Then, this routine is ended and the first game process routine that is performed in the station, which is shown in FIG. 13, is executed.

Like this, since the side station 8 executes the second game, the second game flag is “ON” even when the second game cannot be executed, so that a second game can be executed again when this routine is executed later. Thereby, since the excessive stress is not applied to a player, it is possible to reduce the deterioration of a new entertainment characteristic that a reply sentence based on a player voice is outputted.

When the stations 4 at both sides do not execute a second game (A2, NO), a “second game execution signal” is transmitted to the server 13 (A4). Here, the second game execution signal indicates that a second game is being executed in the station 4 and includes the identification number of the station 4. After that, a conversation permission flag is set “ON” (A5). Here, the “conversation permission flag” allows a player to have a conversation with a station 4 and is stored in the RAM 93. The “conversation permission flag” has a status of “ON” or “OFF.” When the “conversation permission flag” has a status of “OFF,” a conversation between a player and a station 4 is prohibited.

Then, it is determined whether or not to participate in a second game (A6). To be more specific, it is determined whether the 1 BET button 66A is operated to make a bet or not. In addition, the second game can be canceled by an utterance of a player. When it is determined to participate in a second game (A6, YES), a second game-number is counted (A7). The second game-number count is stored in the RAM 93. Then, as shown in FIGS. 1 and 12, a slot image is variably displayed on the second game symbol indictor 62 (A8). To be more specific, as shown in FIGS. 1 and 12, the image data of four types, i.e., “MEGA,” “MAJOR,” “MINI” and “LOSS” are sequentially change-displayed on the second game symbol indicator 62, which is accompanied with an utterance of a player. After that, the variable display of the slot image is stopped (A9), which is accompanied with an utterance of a player, and a payout relating to the second game symbols stopped is performed (A10).

After that, it is determined whether the second game is over the predetermined number of times (10 times in this embodiment) (A11). To be more specific, the determination is made by referring to the count of the second game-number stored in the RAM 93. When the second game is not over the predetermined number of times (A11, NO), the steps of A6 to A11 are repeated. When the second game is over the predetermined number of times, the conversation permission flag stored in the RAM 93 is set “OFF” (A12) and a “second game end signal” is transmitted to the server 13 (A13). The “second game end signal” is a signal indicating that a second game is over in the station 4 and includes the identification number of the station 4 and the like. Then, the second game flag stored in the RAM 93 is set “OFF” (A13) and this routine is ended.

In the meantime, when it is determined not to participate in a second game (A6, NO), the steps of A12 to A14 are executed and this routine is then ended.

Like this, when a result of a first game meets a predetermined condition, in the event that any one of the stations 4 at both sides executes a second game, an execution of a second game is prohibited. As a result, since it is possible to limit a voice for another player who plays the second game in the same gaming machine, it is possible to further improve a new entertainment characteristic that a reply sentence based on a player voice is outputted.

(First Game Process that is Performed in the Server)

In the followings, a first game process that is performed by the sever control CPU 81 in the server will be described with reference to FIG. 15. It is determined whether a player inserts a coin or bill by receiving a medal detection signal transmitted from the station 4 (B1). When a medal detection signal is not received (B1, NO), this routine is ended. Thereby, the step of B1 is repeated until a medal and the like is inserted in the station 1.

When a medal and the like is inserted in the station 3 (B1, YES), it is started a measure of a bet time period that is a reception period for which a player can make a bet, from the time at which the first player inserts a medal or bill (B2). In the meantime, when this time game is executed following the previous game, a bet time is started just after the previous game is over. A player who takes part in a game can operate the touch panel 50 for the bet time period, thereby betting the chips on the bet area 72 related to the number that the player expects.

Then, it is determined whether the remaining bet time is 5 seconds (B3). In the meantime, the remaining bet time is also displayed on the image display apparatus 8 by means of the BET time indicator 69. When it is determined that the remaining bet time does not 5 seconds (B3, NO), the step of S3 is re-executed, so that the wait state is kept until the remaining bet time is 5 seconds. Meantime, when it is determined that the remaining bet time is 5 seconds (B3, YES), a roulette lottery process is executed in the roulette unit 3.

To be more specific, the ball insertion apparatus is driven, so that the ball 27 is inserted into the roulette wheel (B4). Then, the driving motor is driven, so that the wheel 22 is rotated at a predetermined rotation speed in a direction opposite to the ball insertion direction. The inserted ball 27 rolls on the roulette wheel along the guide wall 29. Then, when the rotation speed is lowered and the centrifugal force is thus reduced, the ball is dropped along the inclined surface of the frame 21 and thus reaches the wheel 22 being rotated (refer to FIG. 4). The ball 27, which reaches the wheel 22, continues to pass over the numbered display plates 25 at the periphery of the wheel 22 and is introduced into one of the numbered pockets 23 and the number (any one of “00,” “0” and “1” to “36” in FIG. 4) shown on the numbered display plate 25 corresponding to the numbered pocket 23 into which the ball 27 is introduced becomes a win number.

When the roulette lottery process is carried out as described above, a bet information signal is received from the station 4 (B5). The bet-number and the bet type included in the bet information signal are registered in the station management table (B6). Then, it is determined whether the bet time is over (B7). When it is determined that the bet time is not over (B7, NO), the wait state continues until the bet time is over. In the meantime, when it is determined that the bet time is over (B7, YES), a bet time end signal is transmitted to the station 4 (B8).

Then, a jackpot accumulation process is executed (B9). To be more specific, the bet information made by a player in each of the stations 4, i.e., the information of the indicated bet area 72 and the number of chips (bet-number) bet on the indicated bet area 72 and the bet type is received and stored in the bet information memory area of the RAM 83. Then, the credits, which correspond to 0.5% of the total credits bet in the respective stations 4, are accumulated and added to the JP amount that is recorded in the JP accumulation memory area 83V of the RAM 83. Correspondingly to this, the display of the JP amount indicator 15 and the JP indicator 73 is updated.

Then, when the ball 27 is received in the numbered pocket 23 in the roulette unit 3, the win determining device 86 is driven. Then, it is determined which numbered pocket 23 the ball 27 is received. Thereby, it is detected a win number of the roulette unit 3 in this time game (B10).

Then, the win number signal including the information of the win number is transmitted to the respective stations 4 (B11). Then, the bet information and the win number of the respective stations 4 are used to determine whether the chips bet in the respective stations 4 win or not (B12). Continuously, a payout calculation process is executed. In the payout calculation process, the win chips bet on the win number are recognized in each station 4 and a sum of the payouts of the credits to be paid out to the respective stations 4 is calculated with the payout rates for each bet area 72, which are stored in the ROM 82 in a payout management table form, i.e., the credit-number to be paid out per one chip (one bet) (B13).

Then, it is executed a process of transmitting a payout result signal including a payout result of the credits of the roulette game, based on the payout calculation process. To be more specific, the payout result signal including the credit data of a base payout corresponding to the payout amount of the roulette game is transmitted to the station control CPU 91 of the station 4 that wins in the roulette game (B14).

Then, the ball collection device provided below the wheel 22 is driven, so that the ball 27 on the wheel 22 is collected. The collected ball 27 will be inserted in the wheel 22 of the roulette unit 3 in a next or more game (B15). Then, a unit game end signal is transmitted to the station 4 (B16) and this routine is ended.

(Second Game Process that is Performed in the Server)

In the followings, a second game process that is performed by the server control CPU 81 in the server will be described with reference to FIG. 16. This process routine can be executed in parallel for each of the stations 4.

First, it is determined whether a request signal is received from the station 4 (C1). When a request signal is not received from the station 4 (C1, NO), this routine is ended. When a request signal is received from the station 4 (C1, YES), a second game situation signal is transmitted to the station having transmitted the request signal (C2). To be more specific, it is determined whether any one of the stations 4 at both sides executes the second game, and a second game situation signal including a result of the determination is transmitted to the station 4.

After a wait state, it is determined whether a second game execution signal is received from the station 4 (C3). To be more specific, when any one of the stations 4 at both sides executes a second game, a second game execution signal is not received from the station 4. In addition, when all the stations 4 at both sides do not execute a second game, a second game execution signal is received from the station 4. When a second game execution signal is not received from the station 4 (C3, NO), this routine is ended. When a second game execution signal is received from the station 4 (C3, YES), the information indicating that the station 4 having transmitted the second game execution signal is executing a second game is stored in the RAM 83, correspondingly to the identification number of the station 4 (C3).

Then, after a wait state, it is determined whether a second game end signal is received from the station 4 (C5). When a second game end signal is not received from the station 4 (C5, NO), the step of C5 is repeated. In addition, when a second game end signal is received from the station 4 (C5, YES), the information indicating that the station 4 having transmitted the second game end signal ends a second game and does not execute a second game is stored in the RAM 83, correspondingly to the identification number of the station 4 (C6), and this routine is ended.

(Conversation Control Process)

In the followings, a conversation control process that is executed by the station control CPI 91 will be described with reference to FIG. 17. First, it is determined whether a voice uttered by a player is inputted to the microphone 16 (D1). When a voice uttered by a player is not inputted to the microphone 16 (D1, NO), this routine is ended. When a voice uttered by a player is inputted to the microphone 16 (D1, YES), it is determined whether a conversation permission flag stored in the RAM 93 is “ON” or not (D2). When a conversation permission flag is not “ON” (D2, NO), this routine is ended. In other words, when a conversation permission flag is not “ON,” a second game is not executed. Accordingly, a reply sentence relating to a player voice is prohibited from being generated.

In the meantime, when a conversation permission flag is “ON” (D2, YES), a reply sentence relating to a player voice is generated and outputted (D3) and this routine is ended. In other words, when a conversation permission flag is “ON,” a second game is executed. Accordingly, a reply sentence relating to a player voice is not prohibited from being generated.

Like this, an output of a reply sentence relating to a player voice is limited to a case where a second game is executed. As a result, since it is possible to limit the noise of a game arcade in which the roulette gaming machine 1 is equipped, it is possible to further improve a new entertainment characteristic that a reply sentence based on a player voice is outputted.

Although the above descriptions have been provided with regard to the characteristic parts so as to understand the invention more easily, the invention is not limited to the embodiment as described above and can be applied to the other embodiments and the applicable scope should be construed as broadly as possible. Furthermore, the terms and phraseology used in the specification have been used to correctly illustrate the invention, not to limit it. In addition, it will be understood by those skilled in the art that the other structures, systems, methods and the like included in the spirit of the invention can be easily derived from the spirit of the invention described in the specification. Accordingly, it should be considered that the invention covers equivalent structures thereof without departing from the spirit and scope of the invention as defined in the following claims. Further, the abstract is provided so that an intellectual property office and a general public institution or one skilled in the art who is not familiar with patent and legal or professional terminology can quickly analyze the technical features and essences of the invention through a simple investigation. Accordingly, the abstract is not intended to limit the scope of the invention that should be evaluated by the claims. In addition, it is required to sufficiently refer to the documents that have been already disclosed, so as to fully understand the objects and effects of the invention.

The above descriptions include a process that is executed on a computer or computer network. The above descriptions and expressions have been provided so that the one skilled in the art can understand the invention most effectively. In the specification, the respective steps used to induce one result or blocks having a predetermined processing function should be understood as a process having no self-contradiction. In addition, the electrical or magnetic signal is transmitted/received and written in the respective steps or blocks. Although the processes in the respective steps or blocks embody the signal as a bit, value, symbol character, term, number and the like, it should be noted that these have been used for the convenience of descriptions. Further, although the processes in the respective steps or blocks have been often described as an expression common to a human action, the process described in the specification is executed by a variety of devices in principle. In addition, the other structures necessary for the respective steps or blocks are apparent from the above descriptions.

Claims

1. A gaming machine comprising:

a conversation generation device that recognizes a player voice and generates a reply sentence in accordance with the voice recognized;
a plurality of gaming terminals each of which has an input device to which a voice is inputted and an output device that outputs a voice;
a first game that is based on an operation of a player in each of the gaming terminals;
a second game that is different from the first game; and
a controller that operates:
(a1) to execute the first game;
(a2) when an execution result of the first game meets a predetermined condition, to execute the second game;
(a3) when the first game is executed, to prohibit an output of the reply sentence by the conversation generation device; and
(a4) when the second game is executed, in the event that the player voice is inputted to the input device, to enable the conversation generation device to generate the reply sentence relating to the player voice, and to output the reply sentence, as a voice, from the output device of the gaming terminal to which the player voice is inputted.

2. A gaming machine comprising:

a conversation generation device that recognizes a player voice and generates a reply sentence in accordance with the voice recognized;
a plurality of gaming terminals each of which has an input device to which a voice is inputted and an output device that outputs a voice;
a first game that is based on an operation of a player in each of the gaming terminals;
a second game that is different from the first game; and
a controller that operates:
(a1) to execute the first game;
(a2) when an execution result of the first game meets a predetermined condition, to execute the second game;
(a3) when the first game is executed, to prohibit an output of the reply sentence by the conversation generation device;
(a4) when the second game is executed, in the event that the player voice is inputted to the input device, to enable the conversation generation device to generate the reply sentence relating to the player voice, and to output the reply sentence as a voice from the output device of the gaming terminal to which the player voice is inputted; and
(a5) when a result of the first game meets the predetermined condition, in the event that a game in predetermined another gaming terminal is the second game, to prohibit an execution of the second game.

3. A gaming machine comprising:

a conversation generation device that recognizes a player voice and generates a reply sentence in accordance with the voice recognized;
a plurality of gaming terminals each of which has an input device to which a voice is inputted and an output device that outputs a voice;
a first game that is based on an operation of a player in each of the gaming terminals;
a second game that is different from the first game; and
a controller that operates:
(a1) to execute the first game;
(a2) when an execution result of the first game meets a predetermined condition, to execute the second game;
(a3) when the first game is executed, to prohibit an output of the reply sentence by the conversation generation device;
(a4) when the second game is executed, in the event that the player voice is inputted to the input device, to enable the conversation generation device to generate the reply sentence relating to the player voice, and to output the reply sentence as a voice from the output device of the gaming terminal to which the player voice is inputted;
(a5) when a result of the first game meets the predetermined condition, in the event that a game in predetermined another gaming terminal is the second game, to prohibit an execution of the second game and to store that a result of the first game have met the predetermined condition; and
(a6) to execute the second game based on the storing at a predetermined timing.

4. A control method of a gaming machine using a conversation generation device that recognizes a player voice and generates a reply sentence in accordance with the voice recognized; a plurality of gaming terminals each of which has an input device to which a voice is inputted and an output device that outputs a voice; a first game that is based on an operation of a player in each of the gaming terminals; and a second game that is different from the first game, the method comprising the steps of:

executing the first game;
when an execution result of the first game meets a predetermined condition, executing the second game;
when the first game is executed, prohibiting an output of the reply sentence by the conversation generation device; and
when the second game is executed, in the event that the player voice is inputted to the input device, enabling the conversation generation device to generate the reply sentence relating to the player voice, and outputting the reply sentence as a voice from the output device of the gaming terminal to which the player voice is inputted.
Patent History
Publication number: 20090203443
Type: Application
Filed: Jan 23, 2009
Publication Date: Aug 13, 2009
Applicant: Aruze Gaming America, Inc. (Las Vegas, NV)
Inventor: Kazuo OKADA (Tokyo)
Application Number: 12/358,920
Classifications
Current U.S. Class: Player-actuated Control Structure (e.g., Brain-wave Or Body Signal, Bar-code Wand, Foot Pedal, Etc.) (463/36)
International Classification: A63F 9/24 (20060101);