Gaming Apparatus Capable of Conversation with Player and Control Method Thereof
A gaming apparatus of the present invention comprises a microphone; a speaker; and a controller. The controller is programmed to conduct the processing of: (A) recognizing a language type from a sound inputted from the microphone by executing a language recognition program; (B) executing a game; (C) determining whether or not a history of the game executed in the processing (B) satisfies a predetermined condition; and (D) conducting a conversation with a player by recognizing a voice inputted from the microphone, in addition to outputting a voice from the speaker by executing a conversation program corresponding to the language recognized in the processing (A), when determining in the processing (C) that the predetermined condition is satisfied.
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This application claims priority of U.S. Provisional Application No. 61/028,789 filed on Feb. 14, 2008. The contents of this application are incorporated herein by reference in their entirety.
BACKGROUND OF THE INVENTION1. Field of the Invention
The present invention relates to a gaming apparatus capable of conducting a conversation with a player by executing a conversation program and a control method thereof.
2. Discussion of the Background
Conventionally, there exists a technology relating to a conversation program which enables recognition of a content of a voice inputted from a microphone and output of a voice response corresponding to the content. Technologies of this kind are disclosed in, for example, US 2007/0094007-A1, US 2007/0094008-A1, US 2007/0094005-A1, US 2007/0094004-A1 and US 2007/0033040-A1.
Objects of the present invention are to provide a sophisticated service by installing a conversation program of this kind on a gaming apparatus, and to provide a gaming apparatus which enables solving of a problem newly generated in the case that a conversation program is installed on a gaming apparatus and a control method thereof.
The contents of US 2007/0094007-A1, US 2007/0094008-A1, US 2007/0094005-A1, US 2007/0094004-A1 and US 2007/0033040-A1 are incorporated herein by reference in their entirety.
SUMMARY OF THE INVENTIONThe present invention provides a gaming apparatus having the following configuration.
Namely, the gaming apparatus comprises a microphone; a speaker; and a controller. The controller is programmed to conduct the processing of: (A) recognizing a language type from a sound inputted from the microphone by executing a language recognition program; (B) executing a game; (C) determining whether or not a history of the game executed in the processing (B) satisfies a predetermined condition; and (D) conducting a conversation with a player by recognizing a voice inputted from the microphone, in addition to outputting a voice from the speaker by executing a conversation program corresponding to the language recognized in the processing (A), when determining in the processing (C) that the predetermined condition is satisfied.
According to the gaming apparatus, the language type is recognized from a sound inputted from the microphone. Further, a conversation with the player is conducted based on the execution of a conversation program corresponding to the recognized language. Therefore, it becomes possible for the player to play a game while enjoying the conversation. Particularly, on a gaming apparatus providing a game played by a single player (game not advanced by cooperation with another player), it is highly possible that the player feels loneliness. However, by conducting a conversation, it becomes possible to dispel the loneliness.
As above described, according to the gaming apparatus, it becomes possible to provide a sophisticated service by installing a conversation program on a gaming apparatus.
Further, according to the gaming apparatus, a game is executed and a history of the executed game (for example, the number of coins inserted into the gaming apparatus, the number of coins paid out from the gaming apparatus and the accumulated number of coins as a progressive jackpot) is determined whether or not to satisfy a predetermined condition (for example, the number of coins inserted into the gaming apparatus having reached the predetermined number, the number of coins paid out from the gaming apparatus having reached the predetermined number, and the accumulated number of coins as a progressive jackpot having reached the predetermined number). Then, when the history of the game is determined to satisfy the predetermined condition, a conversation program corresponding to the recognized language is executed, so that a conversation with a player is conducted.
Among the players playing games on the gaming apparatuses, there may be a player who does not prefer to be talked to all the time so as to concentrate on the game. Namely, a mere install of the conversation program on the gaming apparatus may cause a problem that a player avoids playing a game on the gaming apparatus because of a bothering conversation. However, in the above-mentioned gaming apparatus, a conversation is conducted when the player enters some sort of phase in the game, such as a phase that a history of the game satisfies a predetermined condition. Accordingly, the player can concentrate on the game and enjoy the conversation, in some sort of phase in the game, to share a joy in the phase.
Further, in the case that a conversation program is installed on a gaming apparatus, a problem is how to specify the language type. However, according to the gaming apparatus, the language type is recognized from a sound inputted from the microphone, so that a conversation can be started smoothly. Particularly, it is possible to surprise a player who does not know that a conversation is to be conducted, by talking to suddenly.
Further, the gaming apparatus desirably comprises the following configuration.
The processing (D) includes (D-1) outputting a predetermined voice from the speaker, when determining in the processing (C) that the predetermined condition is satisfied.
According to the gaming apparatus, when the predetermined condition is determined to be satisfied, a predetermined voice is outputted from the speaker. Accordingly, it becomes possible for a player to enjoy the conversation corresponding to the predetermined condition being satisfied, namely, the conversation more corresponding to the phase in the game.
Furthermore, the gaming apparatus desirably comprises the following configuration.
The gaming apparatus comprises: a display; and an input device, wherein the processing (D) includes (D-2) conducting a conversation with a player by recognizing a voice inputted from the microphone, in addition to displaying to the display a text relating to the conversation instead of outputting a voice from the speaker, in the case that there is an input to conduct the conversation by display from the input device.
Among the players, there may be a player who does not want another player to listen to the voice outputted from the gaming apparatus, although the player wants to enjoy the conversation. For example, there may be a case where the player is afraid that the voice of celebration outputted from the gaming apparatus on which the player plays might annoy a player on the next seat, when the game is going against the player on the next seat, so that the player cannot fully enjoy the conversation.
However, according to the above-mentioned gaming apparatus, in the case that there is an input to conduct the conversation by display from the input device, the gaming apparatus conducts the conversation with the player by recognizing the voice inputted from the microphone, in addition to displaying a text relating to the conversation to the display instead of outputting the voice from the speaker. Accordingly, it becomes possible for the player to enjoy the conversation without having another player listen to the voice outputted from the gaming apparatus.
Moreover, the present invention provides a gaming apparatus having the following configuration.
Namely, the gaming apparatus comprises a microphone; a speaker; an input device; and a controller. The controller is programmed to conduct the processing of: (A) recognizing a language type by an input from the input device; (B) executing a game; (C) determining whether or not a history of the game executed in the processing (B) satisfies a predetermined condition; and (D) conducting a conversation with a player by recognizing a voice inputted from the microphone, in addition to outputting a voice from the speaker by executing a conversation program corresponding to the language recognized in the processing (A), when determining in the processing (C) that the predetermined condition is satisfied.
According to the gaming apparatus, the language type is recognized by an input from the input device. Further, a conversation with the player is conducted based on the execution of a conversation program corresponding to the recognized language. Therefore, it becomes possible for the player to play a game while enjoying the conversation. Particularly, on a gaming apparatus providing a game played by a single player (game not advanced by cooperation with another player), it is highly possible that the player feels loneliness. However, by conducting a conversation, it becomes possible to dispel the loneliness.
As above described, according to the gaming apparatus, it becomes possible to provide a sophisticated service by installing a conversation program on a gaming apparatus.
Further, according to the gaming apparatus, a game is executed and a history of the executed game is determined whether or not to satisfy a predetermined condition. Then, when the history of the game is determined to satisfy the predetermined condition, a conversation program corresponding to the recognized language is executed, so that a conversation with a player is conducted.
Among the players playing games on the gaming apparatuses, there may be a player who does not prefer to be talked to all the time so as to concentrate on the game. Namely, a mere install of the conversation program on the gaming apparatus may cause a problem that a player avoids playing a game on the gaming apparatus because of a bothering conversation. However, in the above-mentioned gaming apparatus, a conversation is conducted when the player enters some sort of phase in the game, such as a phase that a history of the game satisfies a predetermined condition. Accordingly, the player can concentrate on the game and enjoy the conversation, in some sort of phase in the game, to share a joy in the phase.
Furthermore, in the case that a conversation program is installed on a gaming apparatus, a problem is how to specify the language type. However, according to the gaming apparatus, a language type is recognized by an input from the input device, so that a possibility of starting a conversation in a language that the player cannot understand is extremely low.
Further, the gaming apparatus desirably comprises the following configuration.
The processing (D) includes (D-1) outputting a predetermined voice from the speaker, when determining in the processing (C) that the predetermined condition is satisfied.
According to the gaming apparatus, when the predetermined condition is determined to be satisfied, a predetermined voice is outputted from the speaker. Accordingly, it becomes possible for a player to enjoy the conversation corresponding to the predetermined condition being satisfied, namely, the conversation more corresponding to the phase in the game.
Furthermore, the gaming apparatus desirably comprises the following configuration.
The gaming apparatus comprises a display, wherein the processing (D) includes (D-2) conducting a conversation with a player by recognizing a voice inputted from the microphone, in addition to displaying to the display a text relating to the conversation instead of outputting a voice from the speaker, in the case that there is an input to conduct a conversation by display from the input device.
Among the players, there may be a player who does not want another player to listen to the voice outputted from the gaming apparatus, although the player wants to enjoy the conversation. For example, there may be a case where the player is afraid that the voice of celebration outputted from the gaming apparatus on which the player plays might annoy a player on the next seat, when the game is going against the player on the next seat, so that the player cannot fully enjoy the conversation.
However, according to the above-mentioned gaming apparatus, in the case that there is an input to conduct the conversation by display from the input device, the gaming apparatus conducts the conversation with the player by recognizing the voice inputted from the microphone, in addition to displaying a text relating to the conversation to the display instead of outputting the voice from the speaker. Accordingly, it becomes possible for the player to enjoy the conversation without having another player listen to the voice outputted from the gaming apparatus.
Moreover, the present invention provides a control method of a gaming apparatus, the method having the following configuration.
Namely, the control method of a gaming apparatus comprises the step of: (A) recognizing a language type from a sound inputted from a microphone by executing a language recognition program; (B) executing a game; (C) determining whether or not a history of the game executed in the processing (B) satisfies a predetermined condition; and (D) conducting a conversation with a player by recognizing a voice inputted from the microphone, in addition to outputting a voice from a speaker by executing a conversation program corresponding to the language recognized in the processing (A), when determining in the processing (C) that the predetermined condition is satisfied.
According to the control method of the gaming apparatus, the language type is recognized from a sound inputted from the microphone. Further, a conversation with the player is conducted based on the execution of a conversation program corresponding to the recognized language. Therefore, it becomes possible for the player to play a game while enjoying the conversation. Particularly, on a gaming apparatus providing a game played by a single player (game not advanced by cooperation with another player), it is highly possible that the player feels loneliness. However, by conducting a conversation, it becomes possible to dispel the loneliness.
As above described, according to the control method of the gaming apparatus, it becomes possible to provide a sophisticated service by installing a conversation program on a gaming apparatus.
Further, according to the control method of the gaming apparatus, a game is executed and a history of the executed game is determined whether or not to satisfy a predetermined condition. Then, when the history of the game is determined to satisfy the predetermined condition, a conversation program corresponding to the recognized language is executed, so that a conversation with a player is conducted.
Among the players playing games on the gaming apparatuses, there may be a player who does not prefer to be talked to all the time so as to concentrate on the game. Namely, a mere install of the conversation program on the gaming apparatus may cause a problem that a player avoids playing a game on the gaming apparatus because of a bothering conversation. However, in the control method of the gaming apparatus, a conversation is conducted when the player enters some sort of phase in the game, such as a phase that a history of the game satisfies a predetermined condition. Accordingly, the player can concentrate on the game and enjoy the conversation, in some sort of phase in the game, to share a joy in the phase.
Further, in the case that a conversation program is installed on a gaming apparatus, a problem is how to specify the language type. However, according to the control method of the gaming apparatus, the language type is recognized from a sound inputted from the microphone, so that a conversation can be started smoothly. Particularly, it is possible to surprise a player who does not know that a conversation is to be conducted, by talking to suddenly.
The present invention further provides a control method of a gaming apparatus, the method having the following configuration.
The control method of a gaming apparatus comprises the step of: (A) recognizing a language type by an input from an input device; (B) executing a game; (C) determining whether or not a history of the game executed in said processing (B) satisfies a predetermined condition; and (D) conducting a conversation with a player by recognizing a voice inputted from the microphone, in addition to outputting a voice from a speaker by executing a conversation program corresponding to the language recognized in said processing (A), when determining in said processing (C) that said predetermined condition is satisfied.
According to the control method of the gaming apparatus, the language type is recognized by an input from the input device. Further, a conversation with the player is conducted based on the execution of a conversation program corresponding to the recognized language. Therefore, it becomes possible for the player to play a game while enjoying the conversation. Particularly, on a gaming apparatus providing a game played by a single player (game not advanced by cooperation with another player), it is highly possible that the player feels loneliness. However, by conducting a conversation, it becomes possible to dispel the loneliness.
As above described, according to the control method of the gaming apparatus, it becomes possible to provide a sophisticated service by installing a conversation program on a gaming apparatus.
Further, according to the control method of the gaming apparatus, a game is executed and a history of the executed game is determined whether or not to satisfy a predetermined condition. Then, when the history of the game is determined to satisfy the predetermined condition, a conversation program corresponding to the recognized language is executed, so that a conversation with a player is conducted.
Among the players playing games on the gaming apparatuses, there may be a player who does not prefer to be talked to all the time so as to concentrate on the game. Namely, a mere install of the conversation program on the gaming apparatus may cause a problem that a player avoids playing a game on the gaming apparatus because of a bothering conversation. However, in the control method of the gaming apparatus, a conversation is conducted when the player enters some sort of phase in the game, such as a phase that a history of the game satisfies a predetermined condition. Accordingly, the player can concentrate on the game and enjoy the conversation, in some sort of phase in the game, to share a joy in the phase.
Furthermore, in the case that a conversation program is installed on a gaming apparatus, a problem is how to specify the language type. However, according to the gaming apparatus, a language type is recognized by an input from the input device, so that a possibility of starting a conversation in a language that the player cannot understand is extremely low.
As above described, according to the present invention, it is possible to provide a sophisticated service by installing a conversation program on a gaming apparatus, and to provide a gaming apparatus which enables solving of a problem newly generated in the case that a conversation program is installed on a gaming apparatus and a control method thereof.
First, there will be described an outline of game processing conducted in a gaming apparatus according to an embodiment of the present invention with reference to
In the present embodiment, there will be described a case where Hold'em poker is played as a game. A rule of the Hold'em poker will be described later. Here, a type of the game conducted in the present invention is not particularly limited.
CPU 51 (see
When determining that the language flag is not set, the CPU 51 conducts language type recognition processing (step S103). In the processing, The CPU 51 outputs various languages such as English and Japanese from speakers 16 (see
When determining that the language flag is set in step S101 or after the processing of step S103, the CPU 51 displays a to-be-dealt card to the liquid crystal display 10 in step S109. The to-be-dealt card is a card dealt to a player in Hold'em poker.
Next, in step S111, the CPU 51 sets a conversation trigger C1 in the RAM 52. The conversation trigger C1 is a trigger indicating that the to-be-dealt card is displayed and being an indicator to start conversation. As a result of the conversation trigger C1 being set in the RAM 52, a conversation based on the to-be-dealt card being dealt is started in the gaming apparatus 3 (see steps S500 and S501 in
Thereafter, processing relating to progress of the game such as processing to bet a coin and processing to open a card in dealer's hand is conducted. During this period too, for each predetermined processing being conducted, a conversation trigger corresponding to each processing is set. This causes the conversation based on each processing started.
Then, in step S163, the CPU 51 conducts payout processing. In this processing, the CPU 51 pays out a predetermined number of coins from a coin payout exit 15 (see
Next, in step S165, the CPU 51 updates the number of total payouts. In the processing, the CPU 51 stores the number of coins paid out in step S163 by adding to the number of total payouts stored in the RAM 52. The number of total payouts refers to the number of coin-outs cumulatively added in a plurality of times of the games, and it is cumulatively added until the number of credits becomes zero, and is reset to zero when the number of credits becomes zero. The number of total payouts corresponds to the history of the game according to the present invention.
Next, in step S167, the CPU 51 determines whether or not the number of total payouts is equal to or more than the predetermined number. When determining that the number of total payouts is not equal to or more than the predetermined number, the CPU 51 terminates the present subroutine. On the other hand, when determining that the number of total payouts is equal to or more than the predetermined number, the CPU 51 sets the conversation trigger SP in the RAM 52. The conversation trigger SP is a trigger indicating that the number of total payouts is equal to or more than the predetermined number (in the present embodiment, 1000 or more, or 5000 or more), and is a trigger to start a conversation.
As a result of the conversation trigger SP being set in the RAM 52, a conversation based on the number of total payouts being equal to or more than the predetermined number is started in the gaming apparatus 3 (see step S500 and step S501 in
According to the gaming apparatus 3, a language type is recognized from a sound inputted from the microphone 17. Then, the conversation with the player is conducted in the recognized language. Accordingly, it becomes possible for the player to play the game while enjoying the conversation. Particularly, on the gaming apparatus 3 providing a game played by a single player (game not advanced by cooperation with another player), it is highly possible that the player feels loneliness. However, by conducting a conversation, it becomes possible to dispel the loneliness.
As above described, according to the gaming apparatus 3, it becomes possible to provide a sophisticated service by installing a conversation program on the gaming apparatus 3.
Further, according to the gaming apparatus 3, a game is executed and a history of the executed game (in the present embodiment, the number of total payouts) is determined whether or not to satisfy a predetermined condition (in the present embodiment, the number of total payouts being equal to or more than the predetermined number). Then, when the history of the game is determined to satisfy the predetermined condition, a conversation with a player is conducted in the recognized language.
Among the players playing games on the gaming apparatuses, there may be a player who does not prefer to be talked to all the time so as to concentrate on the game. Namely, a mere install of the conversation program on the gaming apparatus may cause a problem that a player avoids playing a game on the gaming apparatus because of a bothering conversation. However, in the gaming apparatus 3, a conversation is conducted when the number of total payouts becomes equal to or more than the predetermined number and when the player enters some sort of phase in the game. Accordingly, the player can concentrate on the game and enjoy the conversation, in some sort of phase in the game, to share a joy in the phase.
Further, in the case that a conversation program is installed on a gaming apparatus, a problem is how to specify the language type. However, according to the gaming apparatus 3, the language type is recognized from a sound inputted from the microphone 17, so that a conversation can be started smoothly. Particularly, it is possible to surprise a player who does not know that a conversation is to be conducted, by talking to suddenly.
Next, there will be described a gaming system according to an embodiment of the present invention in detail.
In a gaming system 1 according to the present embodiment, Hold'em poker is played as a game.
Here, a rule of Hold'em poker is described.
In Hold'em poker, a deck of playing cards (52 cards) except a joker is used.
First, a dealer deals two cards to each player. Each player selects an action after seeing the dealt cards, out of betting a coin (hereinafter, also simply refers to as “bet”), betting the same amount of coins as a bet amount of a previous player (hereinafter, also refers to as “call”), increasing a betting amount (hereinafter, also refers to as “raise”) and terminating the game without betting (hereinafter, also refers to as “fold”). In the following, this selection is referred to as a bet selection.
Next, the dealer opens three cards (called Flop) out of cards in hand. In the gaming system 1 according to the present embodiment, the Flop is displayed to a front display 21, as later described. Here, each player conducts the bet selection.
The dealer opens the fourth card (called Turn). Each player conducts the bet selection.
The dealer opens the fifth card (called River). Each player conducts the bet selection.
Then, all the cards (cards dealt at the beginning) in hands of the players remaining in the game are opened (called showdown), and then, each player forms a hand by combining two cards in hand and three cards out of five dealer's cards. Hands of the respective players are compared and all the betted coins are provided to the player who has established the strongest hand.
As hands in Hold'em poker, there are Royal Flush, Straight Flush, Four of a Kind, Full House, Flush, Straight, Three of a Kind, Two pair, One pair and No Pair, in the order of strength.
The gaming system 1 according to the present embodiment is equipped with five gaming apparatuses 3 and a central controller 40 and a monitor 2. The monitor 2 is equipped with: a front display 21 for displaying an image of a dealer, information about each player's game (hereinafter, also referred to as gaming information) and the like; speakers 22 placed above the front display 21, for outputting music or an effect sound along with progress of the game; and LEDs 23 lighted when various types of effects are produced.
The central controller 40 basically comprises a microcomputer 45 as a core, which includes a CPU 41, a RAM 42, a ROM 43 and a BUS 44 for transferring data mutually among these devices.
The ROM 43 stores various types of programs for conducting processing necessary for controlling the gaming system 1, a data table and the like. Further, the RAM 42 is a memory for temporarily storing various types of data calculated in the CPU 41.
The CPU 41 is connected through an I/O interface 46 with an image processing circuit 47, a voice circuit 48, a LED drive circuit 49 and a communication interface 50. The front display 21 is connected with the image processing circuit 47. The speakers 22 are connected with the voice circuit 48. The LEDs 23 are connected with the LED drive circuit 49. Five gaming apparatuses 3 are connected with the communication interface 50. The central controller 40 controls output of a signal relating to an image to be displayed to the front display 21, and driving of the speakers 22 and the LEDs 23.
As illustrated in
Below the dealer 30, a table 31 is displayed. On the table 31, there are displayed five card images 32 indicating five cards and a coin image 33 indicating betted coins.
Further, below the table 31, there are provided gaming information display portions 35 for displaying respective players' gaming information. Alphabets A to E displayed to the gaming information display portions 35 correspond to the respective gaming apparatuses 3. To each of the gaming information display portions 35, there is displayed the gaming information of the player on the corresponding gaming apparatus 3.
The gaming information includes information on the number of bets placed until now and a bet selection of each player. Further, in the case of showdown, cards dealt to each player at the beginning of the game are displayed to the gaming information display portion 35.
Here, in the case that there is a gaming apparatus 3 not used for the game, the gaming information of the player having a turn to select a bet is displayed to the gaming information display portion 35 corresponding to the gaming apparatus 3.
At the upper right end part of the front display 21, there is provided a POT display portion 34 for displaying a total sum of coins betted at the moment.
As illustrated in
Next, there will be described an internal configuration of the gaming apparatus 3.
As illustrated in
The ROM 53 stores various types of programs for conducting processing necessary for controlling the gaming apparatus 3, a data table and the like. Particularly, the ROM 53 stores a language recognition program for recognizing a language type and a conversation program for conducting a conversation with a player. As the language recognition program and the conversation program, conventionally known programs may be adopted. Here, the language recognition program and the conversation program are disclosed in US 2007/0094007-A1, US 2007/0094008-A1, US 2007/0094005-A1, US 2007/0094004-A1 and US 2007/0033040-A1, and therefore, detailed descriptions thereof are omitted here.
Further, the ROM 53 particularly stores a GRADE image selection table (see
The RAM 52 is a memory capable of temporarily storing the number of credits accumulated in the gaming apparatus 3 at the moment and a various types of data calculated in the CPU 51.
As illustrated in
The conversation mode is information indicating a mode which the player has chosen, out of a mode (1) conversation conducted by outputting a voice from the speakers 16 and recognizing a voice inputted from the microphone 17, a mode (2) conversation conducted by displaying a text relating to the conversation to the liquid crystal display 10 and recognizing a voice inputted from the microphone 17 and a mode (3) no conversation.
Further, as illustrated in
The liquid crystal display 10 is connected with the liquid crystal panel drive circuit 57. The touch panel 11 is connected with the touch panel drive circuit 58. A hopper 62 is connected with the hopper drive circuit 59. A coin detecting section 63 is connected with the payout completion signal circuit 60. An inserted-coin detecting section 68 is connected with the inserted-coin detection signal circuit 67. A bill detecting section 65 is connected with the bill detection signal circuit 64. The operation button 12 is connected with the operation signal circuit 66. The speakers 16 and the microphone 17 are connected with the voice circuit 69.
The hopper 62 is provided inside the gaming apparatus 3 and pays out a coin from the coin payout exit 15 based on a control signal outputted from the CPU 51.
The coin detecting section 63 is provided inside the coin payout exit 15 and transmits a signal to the CPU 51 on detecting a predetermined number of coins being paid out through the coin payout exit 15.
The inserted-coin detecting section 68, on detecting a coin being inserted from the coin insertion slot 13, detects the value of the coin and transmits to the CPU 51 a detection signal indicating the detected value.
The bill detecting section 65, on accepting a bill, detects the value of the bill and transmits to the CPU 51 a detection signal indicating the detected value.
The operation button 12 is a button with which a payout operation is performed in the case that a payout of a coin is determined.
As illustrated in
On the other hand, for example, in the case that the language flag is “Japanese” and the number of total payouts is 999 or less, “Fu” is selected as the GRADE image. Further, in the case that the language flag is “Japanese” and the number of total payouts in the range of 1000 to 4999, “Kin” is selected as the GRADE image. Furthermore, in the case that the language flag is “Japanese” and the number of total payouts is 5000 or more, “Ou” is selected as the GRADE image.
The GRADE image in the present embodiment corresponds to the effect image according to the present invention.
As illustrated in
As illustrated in
As illustrated in
A conversation trigger C1 is a trigger set in the RAM 52 when the to-be-dealt cards are displayed.
A conversation trigger C2 is a trigger set in the RAM 52 when the player takes an action out of bet, call, raise and fold, after to-be-dealt cards are displayed.
A conversation trigger C3 is a trigger set in the RAM 52 when the player takes an action out of bet, call, raise and fold, after Flop is displayed.
A conversation trigger C4 is a trigger set in the RAM 52 when the player takes an action out of bet, call, raise and fold, after Turn is displayed.
A conversation trigger SP is a trigger indicating that the number of total payouts becomes equal to or more than the predetermined number (in the present embodiment, 1000 or more, or 5000 or more), and is a trigger set in the RAM 52 when a single game is ended.
In the case that the conversation trigger C1 is set, the CPU 51 determines a single conversational sentence as a to-be-outputted conversational sentence by selecting a random number, out of general conversational sentences (for example, a conversational sentence BOO and a conversational sentence B01) and conversational sentences based on a gaming history on another gaming apparatus 3 (for example, a conversational sentence B10 and a conversational sentence B11). Here, the gaming history on another gaming apparatus 3 is received from the central controller 40 at a predetermined timing (for example, every time a single game is ended). Examples of the gaming history received from the central controller 40 include the number of coins paid out in each gaming apparatus 3.
In the case that the conversation trigger C2 is set, the CPU 51 refers to the selection information and determines a conversational sentence corresponding to the selection information as a to-be-outputted conversational sentence. For example, the CPU 51 selects a conversational sentence B20 in the case that the selection information is “raise”, a conversational sentence B21 in the case that the selection information is “fold”, and a conversational sentence B22 in the case that the selection information is other than “raise” and “fold”, as a to-be-outputted conversational sentence.
In the case that the conversation trigger SP is set, the CPU 51 refers to the number of total payouts stored in the number-of-total-payouts storage area 52E and determines a conversational sentence corresponding to the number of total payouts. For example, the CPU 51 selects a conversational sentence B50 or a conversational sentence B51 in the case that the number of total payouts is equal to or more than 1000 (equal to or less than 4999), and a conversational sentence B60 or a conversational sentence B61 in the case that the number of total payouts is equal to or more than 5000, as a to-be-outputted conversational sentence.
Here, images shown in
As illustrated in
In the left side of the liquid crystal display 10, two card images 70 showing two cards to be dealt to the player at the beginning of the game are displayed.
Under the card images 70, there are provided a number-of-bets display portion 71 for displaying the number of bets of the player at the moment and a number-of-total-payouts display portion 79 for displaying the total number of coins paid out to the player in the past games, starting from the left.
In the right side of the liquid crystal display 10, there are provided a bet selecting portion 72 for selecting “bet”, a call selecting portion 73 for selecting “call”, a raise selecting portion 74 for selecting “raise” and a fold selecting portion 75 for selecting “fold”, when a bet selection is conducted. The player can conduct a bet selection by touching a part corresponding to each selecting portion on the touch panel 11.
To the center part of the liquid crystal display 10, there is displayed an instruction image 76 showing “Select the processing.” to prompt the player to conduct a bet selection.
In the case that the number of total payouts is 999 or less, as illustrated in
Next, there will be described game processing conducted in the gaming system 1.
First, the CPU 51 determines whether or not there is remaining a credit (step S100). When determining that there is not remaining the credit, the CPU 51 returns the processing to step S100. Here, in the present embodiment, a coin can be inserted to the coin insertion slot 13 at an optional timing. When determining that the inserted-coin detecting section 68 detects a coin, the CPU 51 stores a credit corresponding to the inserted coin by adding to the credit being stored in the RAM 52.
When determining that there is remaining the credit in step S100, the CPU 51 determines whether or not the language flag is set (step S101).
When determining that the language flag is not set, the CPU 51 conducts the language type recognition processing (step S103). In the processing, the CPU 51 outputs various languages such as English and Japanese from the speakers 16 (see
When determining that the language flag is not set in step S101 or after conducting the processing of step S103, the CPU 51 displays a text image corresponding to the language flag to the liquid crystal display 10 (step S105). In the processing, for example, the CPU 51 displays the text image 77 (for example, see
Next, in step S107, the CPU 51 displays an effect image corresponding to the language flag to the liquid crystal display 10. In the processing, for example, the CPU 51 displays an image of a chess piece (for example, see the GRADE image 78A in
At this time, the CPU 51 displays various images to the liquid crystal display 10 according to the number of total payouts. More specifically, in the case that the language flag is “English” and the number of total payouts is 999 or less, for example, the CPU 51 displays a GRADE image (see the GRADE image 78A in
Further, in the case that the language flag is “English” and the number of total payouts is in the range of 1000 to 4999, the CPU 51 displays a GRADE image (see the GRADE image 78B in
Furthermore, in the case that the language flag is “English” and the number of total payouts is 5000 or more, the CPU 51 displays a GRADE image showing the King piece as the GRADE image.
As above described, the CPU 51 varies a type of a chess piece to be displayed as the GRADE image according to the number of total payouts, in the case that the language flag is “English”.
On the other hand, in the case that the language flag is “Japanese” and the number of total payouts is 999 or less, for example, the CPU 51 displays a GRADE image showing “Fu” of a shogi piece as the GRADE image.
Further, in the case that the language flag is “Japanese” and the number of total payouts is in the range of 1000 to 4999, the CPU 51 displays a GRADE image showing “Kin” of a shogi piece as the GRADE image.
Furthermore, in the case that the language flag is “Japanese” and the number of total payouts is 5000 or more, the CPU 51 displays a GRADE image showing “Ou” as the GRADE image.
After the processing of step S107, the CPU 51 waits for receiving to-be-dealt cards information from the CPU 41 included in the central controller 40. The to-be-dealt cards information is information on two cards to be dealt to the player and includes numbers or alphabets, and suits.
The CPU 41 included in the central controller 40 determines two cards to be dealt to the player, that is, the to-be-dealt cards information to be transmitted to each gaming apparatus 3, by using a random number, when a predetermined timing (for example, a timing that one minute has elapsed since the last game is ended) has come (step S201).
Next, the CPU 41 transmits the to-be-dealt cards information determined in step S201 to each gaming apparatus 3 (step S203).
On the other hand, the CPU 51 included in the gaming apparatus 3 displays, upon receiving the to-be-dealt cards information from the CPU 41 in the central controller 40 (step S108), two cards to the liquid crystal display 10 based on the received to-be-dealt cards information in step S109 (for example, see
Next, in step S111, the CPU 51 sets the conversation trigger C1 in the RAM 52. As a result of the conversation trigger C1 being set in the RAM 52, a conversation based on the to-be-dealt cards being dealt is started in the gaming apparatus 3. Here, processing relating to the conversation will be described later with reference to
Next, in step S121 in
In step S123, the CPU 51 conducts processing of subtracting a credit corresponding to the betted coin from the credit being stored in the RAM 52, concurrently with transmitting information on the bet selection inputted by the player (selection information) to the CPU 41. The selection information includes information on the number of coins betted by the player.
In step S125, the CPU 51 sets the conversation trigger C2 in the RAM 52. As a result of the conversation trigger C2 being set in the RAM 52, a conversation based on the player's selection of bet, call, raise or fold is started in the gaming apparatus 3.
On the other hand, the CPU 41 included in the central controller 40 displays, upon receiving the selection information transmitted from the CPU 51 (step S221), the received selection information to the gaming information display portion 35 in the front display 21 (step S223), and cumulatively adds the number of credits corresponding to the betted coins to the number of credits stored in the RAM 42. Next, the CPU 41 determines three cards, which are to be Flop, and displays the cards to the front display 21 (step S225).
Next, in step S231 in
On receiving the selection acceptance instruction signal (step S131 in
Next, in step S137, the CPU 51 sets the conversation trigger C3 in the RAM 52. As a result of the conversation trigger C3 being set in the RAM 52, a conversation based on the player's selection of bet, call, raise or fold is started in the gaming apparatus 3.
On the other hand, upon receiving the selection information transmitted from the CPU 51 (step S233), the CPU 41 included in the central controller 40 displays the received selection information to the gaming information display portion 35 in the front display 21 (step S235), and cumulatively adds the number of credits corresponding to the betted coins to the number of credits stored in the RAM 42. Next, the CPU 41 determines a card, which is to be Turn, and displays the card to the front display 21 (step S237).
Next, the CPU 41 transmits the selection acceptance instruction signal to the CPU 51 in step S241 in
On receiving the selection acceptance instruction signal (step S141 in
Next, in step S147, the CPU 51 sets the conversation trigger C4 in the RAM 52. As a result of the conversation trigger C4 being set in the RAM 52, the conversation based on the player's selection of bet, call, raise or fold is started in the gaming apparatus 3.
On the other hand, upon receiving the selection information transmitted from the CPU 51 (step S243), the CPU 41 included in the central controller 40 displays the received selection information to the gaming information display portion 35 in the front display 21 (step S245), and cumulatively adds the number of credits corresponding to the betted coins to the number of credits stored in the RAM 42. Then, the CPU 41 determines a card, which is to be River, and displays the card to the front display 21 (step S247).
Next, in step S251 in
Upon receiving the selection acceptance instruction signal (step S151 in
On the other hand, upon receiving the selection information transmitted from the CPU 51 (step S253), the CPU 41 included in the central controller 40 displays the received selection information to the gaming information display portion 35 in the front display 21 (step S255), and cumulatively adds the number of credits corresponding to the betted coins to the number of credits stored in the RAM 42.
Next, in step S257, the CPU 41 conducts showdown processing. More specifically, the CPU 41 displays two cards dealt to the player on each gaming apparatus 3 to the gaming information display portion 35 corresponding to each gaming apparatus 3.
Next, in step S259, the CPU 41 compares hands. More specifically, the CPU 41 determines the strongest hand as a hand of a single player, out of the hands which can be established by combining two cards dealt to the player and three cards among five cards displayed to the table 31 in the front display 21. After conducting the same processing with respect to all the players remaining in the game, the CPU 41 determines the player having the strongest hand by comparing the hands of the respective players.
Next, in step S261 in
Upon receiving the payout information (step S161), the CPU 51 included in the gaming apparatus 3 pays out a credit based on the received payout information (step S163). Here, in the case that the operation button 12 is pressed, the CPU 51 pays out coins in number corresponding to the number of credits stored in the RAM 52 from the coin payout exit 15.
Next, in step S165, the CPU 51 updates the number of total payouts. In the processing, the CPU 51 adds the number of paid out credits to the number of total payouts.
Next, in step S167, the CPU 51 determines whether or not the number of total payouts is equal to or more than the predetermined number. In the processing, the CPU 51 determines whether or not the number of total payouts becomes equal to or more than the predetermined number for the first time after the reset of the number of total payouts to zero. When determining that the number of total payouts is not equal to or more than the predetermined number, the CPU 51 terminates the present subroutine.
On the other hand, when determining that the number of total payouts is equal to or more than the predetermined number, the CPU 51 sets the conversation trigger SP in the RAM 52. As a result of the conversation trigger SP being set in the RAM 52, a conversation based on the number of total payouts being equal to or more than the predetermined number (in the present embodiment, 1000 or more, or 5000 or more) is started in the gaming apparatus 3.
Next, in step S169, the CPU 51 determines whether or not the credit is zero. When determining that the credit is not zero, the CPU 51 terminates the game processing according to the gaming apparatus 3.
When determining that the credit is zero, the CPU 51 clears the language flag (step S171). Next, the CPU 51 clears the number of total payouts. Then, the CPU 51 terminates the game processing according to the gaming apparatus 3.
The language recognition program stored in the ROM 53 is read and executed so as to advance the language type recognition processing.
First, the CPU 51 outputs “Hello” in English from the speakers 16 (step S 300) and starts measurement of the elapsed time period T (step S301).
Next, in step S303, the CPU 51 determines whether or not a response to “Hello” is inputted from the microphone 17. In the processing, the CPU 51 determines, for example, whether or not “Hello” is inputted from the microphone 17. When determining that a response to “Hello” is inputted from the microphone 17, the CPU 51 stores the language flag of “English” in the language flag storage area 52A (see
When determining that a response to “Hello” is not inputted from the microphone 17, the CPU 51 determines whether or not the elapsed time period T exceeds three seconds (step S307). When determining that the elapsed time period T is not exceeding three seconds, the CPU 51 returns the processing to step S303.
When determining that the elapsed time period T is exceeding three seconds, the CPU 51 outputs a voice corresponding to “Hello” in another language “X” (for example, “Japanese”) from the speakers 16 (step S309), and starts measurement of the elapsed time period T (step S311).
Next, in step S313, the CPU 51 determines whether or not a response to “Hello” in another language “X” is inputted from the microphone 17. In the processing, the CPU 51 determines, for example, whether or not “Hello” in another language “X” is inputted from the microphone 17. When determining that a response to “Hello” in another language “X” is inputted from the microphone 17, the CPU 51 stores a language flag “X” in the language flag storage area 52A (see
When determining that a response to “Hello” in another language “X” has not been inputted from the microphone 17, the CPU 51 determines whether or not the elapsed time period T exceeds three seconds (step S317). When determining that the elapsed time period T is not exceeding three seconds, the CPU 51 returns the processing to step S313.
After the processing of step S305 or after the processing of step S315, the CPU 51 determines the conversation speed corresponding to the elapsed time period T at the time when the response is inputted (step S319). In the processing, the CPU 51 determines the conversation speed with reference to the conversation speed determination table (see
When determining that the elapsed time period T is exceeding three seconds in step S317 or after the processing of step S319, the CPU 51 displays the language selection image to the liquid crystal display 10 (step S321).
The image shown in
After the processing of step S321, the CPU 51 determines whether or not there has been a selection input (step S323). In the processing, the CPU 51 determines whether or not a contact by the player is detected from the touch panel 11 during a predetermined time period (for example, five seconds) since the language selection image is displayed. The touch panel 11 corresponds to the input device according to the present invention. When determining that there has been the selection input, the CPU 51 stores the language flag corresponding to the selected language type in the language flag storage area 52A (see
Here, when detecting a contact by the player to the part corresponding to the Others selection image 93, the CPU 51 further displays selection images for selecting French, German and the like. Then, when detecting a contact by the player to a part corresponding to a newly displayed selection image, the CPU 51 stores a language flag corresponding to the language in the language flag storage area 52A (see
After the processing of step S325 or when determining that there has not been a selection input in step S323, the CPU 51 conducts the belief estimation processing (step S327) and shifts the processing to step S329. The belief estimation processing will be described later with reference to
In step S329, the CPU 51 displays to the liquid crystal display 10 a conversation method selection image.
The image shown in
After the processing of step S329, the CPU 51 stores the selected conversation mode in the conversation mode storage area 52G in the RAM 52 in step S331, and terminates the present subroutine. Here, in the case that “conversation by voice” is selected in step S329, a conversation is conducted by (1) outputting a voice from the speakers 16 and recognizing a voice inputted from the microphone 17. Further, in the case that “conversation by display” is selected, a conversation is conducted by (2) displaying to the liquid crystal display a text relating to the conversation and recognizing a voice inputted from the microphone 17. Furthermore, in the case that “no conversation” is selected, a conversation is (3) not conducted.
First, the CPU 51 outputs a question about a religious affiliation from the speakers 16 in step S400. In the processing, the CPU 51 outputs, for example, a voice saying “What is your religious affiliation?” from the speakers 16.
Next, in step S401, the CPU 51 stores a religion flag corresponding to the religion, which is inputted from the microphone 17 and recognized, in the belief storage area 52D (see
The CPU 51 refers to the religion flag when displaying an image according to the conduct of the game processing (see
The conversation program stored in the ROM 53 is read and executed so as to advance the conversation processing. Further, the conversation processing is a processing called and conducted at a predetermined timing separately from the game processing (see
Here, the conversation processing is conducted in the language corresponding to the language flag stored in the language flag storage area 52A in the RAM 52. Further, the conversation processing is conducted at a speed corresponding to information on the conversation speed stored in the conversation speed storage area 52B in the RAM 52. Further, in the conversation processing, a conversation is conducted following a method based on the conversation mode stored in the conversation mode storage area 52G in the RAM 52.
First, in step S500, the CPU 51 determines whether or not a conversation trigger is stored in the conversation trigger storage area 52B in the RAM 52. In the processing, the CPU 51 determines whether or not any of the conversation triggers, out of the conversation triggers C1, C2, C3, C4 and C5, is stored in the RAM 52. When determining that the conversation trigger is not stored in the RAM 52, the CPU 51 terminates the present subroutine.
When determining that the conversation trigger is stored in the RAM 52 in step S500, the CPU 51 outputs a conversational sentence corresponding to the conversation trigger by a method corresponding to the conversation mode, with reference to the conversational sentence selection table stored in the ROM 53 (step S501). More specifically, in the case that the conversation mode is “conversation by voice”, the CPU 51 outputs a voice corresponding to the conversation trigger from the speakers 16. Further, in the case that the conversation mode is “conversation by display”, the CPU 51 displays a text corresponding to the conversation trigger to the liquid crystal display 10. Furthermore, in the case that the conversation mode is “no conversation”, the CPU 51 outputs nothing. At this time, the CPU 51 outputs the conversational sentence after determining the to-be-outputted conversational sentence with reference not only to the conversational sentence selection table, but also to the selection information and to the gaming history according to need.
The image shown in
Next, in step S503, the CPU 51 recognizes a voice inputted from the microphone 17. Then, according to the recognized voice (conversational content), the CPU 51 outputs a voice corresponding to the recognized content from the speakers 16 or displays a text to the liquid crystal display 10, and carries the conversation with the player on by recognizing the voice inputted from the microphone 17 (step S505).
Next, in step S507, the CPU 51 determines whether or not there is a new conversation trigger being set or the conversation trigger being cleared. In the case that a new conversation trigger is not set and the conversation trigger is not cleared, the CPU 51 returns the processing to step S505 and continues the conversation. On the other hand, in the case that a new conversation trigger is set or the conversation trigger is cleared, the CPU 51 terminates the present subroutine.
Accordingly, the CPU 51 starts a conversation when a conversation trigger is set, starts another conversation on a new topic when a new conversation trigger is set, and terminates the conversation when the conversation trigger is cleared.
According to the gaming apparatus 3 and the control method of the gaming apparatus 3, the language type is recognized from a sound inputted from the microphone. Further, a conversation with the player is conducted in the recognized language. Therefore, it becomes possible for the player to play a game while enjoying the conversation. Particularly, on a gaming apparatus providing a game played by a single player (game not advanced by cooperation with another player), it is highly possible that the player feels loneliness. However, by conducting a conversation, it becomes possible to dispel the loneliness.
As above described, according to the gaming apparatus 3 and the control method of the gaming apparatus 3, it becomes possible to provide a sophisticated service by installing a conversation program on a gaming apparatus.
Further, according to the gaming apparatus 3 and the control method of the gaming apparatus 3, a game is executed and a history of the executed game (in the present embodiment, the number of total payouts) is determined whether or not to satisfy a predetermined condition (in the present embodiment, the number of total payouts being equal to or more than the predetermined number). Then, when the history of the game is determined to satisfy the predetermined condition, a conversation with a player is conducted in the recognized language.
Among the players playing games on the gaming apparatuses, there may be a player who does not prefer to be talked to all the time so as to concentrate on the game. Namely, a mere install of the conversation program on the gaming apparatus may cause a problem that a player avoids playing a game on the gaming apparatus because of a bothering conversation. However, in the gaming apparatus 3 and the control method of the gaming apparatus 3, a conversation is conducted when the number of total payouts becomes equal to or more than the predetermined number and when the player enters some sort of phase in the game. Accordingly, the player can concentrate on the game and enjoy the conversation, in some sort of phase in the game, to share a joy in the phase.
Further, in the case that a conversation program is installed on a gaming apparatus, a problem is how to specify the language type. However, according to the gaming apparatus 3 and the control method of the gaming apparatus 3, the language type is recognized from a sound inputted from the microphone 17, so that a conversation can be started smoothly. Particularly, it is possible to surprise a player who does not know that a conversation is to be conducted, by talking to suddenly.
Furthermore, according to the gaming apparatus 3 and the control method of the gaming apparatus 3, a language type is recognized by an input from the input device (touch panel 11), so that a possibility of starting a conversation in a language that the player cannot understand is extremely low.
Moreover, according to the gaming apparatus 3, a predetermined voice is outputted from the speakers 16 in the case that the number of total payouts is equal to or more than the predetermined number. Accordingly, it becomes possible for the player to enjoy the conversation corresponding to the number of total payouts being equal to or more than the predetermined number, namely, conversation more corresponding to the phase in the game.
Among the players, there may be a player who does not want another player to listen to the voice outputted from the gaming apparatus, although the player wants to enjoy the conversation. For example, there may be a case where the player is afraid that the voice of celebration outputted from the gaming apparatus on which the player plays might annoy a player on the next seat, when the game is going against the player on the next seat, so that the player cannot fully enjoy the conversation.
However, according to the gaming apparatus 3, in the case that there is an input to conduct the conversation by display from the input device (touch panel 11), the gaming apparatus 3 conducts the conversation with the player by recognizing the voice inputted from the microphone 17, in addition to displaying a text relating to the conversation to the liquid crystal display 10 instead of outputting the voice from the speakers 16. Accordingly, it becomes possible for the player to enjoy the conversation without having another player listen to the voice outputted from the gaming apparatus 3.
In the present embodiment, there has been described a case where a controller (CPU) which conducts the game processing also conducts the conversation processing. However, the present invention is not limited to this example. A controller (CPU) for conducting the game processing and a controller (CPU) for conducting the conversation processing may be provided separately. In such a configuration, the controller for conducting the conversation processing may receive various kinds of information (for example, information on the selection information, the gaming history, the language flag, the conversation trigger and the conversation speed, information on the player's belief, the number of total payouts and the like) from the controller for conducting the game processing, and may conduct the conversation processing based on these information.
In the present embodiment, there has been described a case where the number of total payouts is used as the history of the game. However, the present invention is not limited to the example. For example, the cumulative number of coins inserted by a single player may be used as the history of the game. Then, by setting a predetermined condition that the cumulative number of coins inserted by the single player reaches a predetermined number, it becomes possible to conduct a conversation, for example, to comfort the disappointed player who has inserted a large number of coins. As above described, in the present invention, it is possible to set a history of the game and a predetermined condition so as to correspond to the conversation to be generated. Further, when the history of the game and the predetermined condition are set so as to correspond to the conversation to be generated, it is possible to select the setting as appropriate.
In the present invention, it is desirable to output a predetermined voice or to display a predetermined text, in the case that a predetermined condition (the number of total payouts being equal to or more than a predetermine number) is satisfied as in the present embodiment. However, in the present invention, a conversation may be started by outputting a voice or displaying a text, in the case that a predetermined condition is satisfied, and content thereof is not particularly limited. In the case that a conversation is started when a predetermined condition is satisfied, it is possible to talk to a player who does not prefer to be talked to all the time occasionally, so that such a player can also enjoy the conversation.
Although the embodiments of the present invention have been described with reference to embodiments thereof, these embodiments merely illustrate concrete examples, not restrict the present invention. The concrete structures of respective means and the like can be designed and changed as required. Furthermore, there have been merely described most preferable effects of the present invention, as the effects of the present invention, in the embodiments of the present invention. The effects of the present invention are not limited to those described in the embodiments of the present invention.
Further, in the aforementioned detailed description, characteristic portions have been mainly described, for ease of understanding the present invention. The present invention is not limited to the embodiments described in the aforementioned detailed description, but can be also applied to other embodiments over a wider range of applications. Further, the terms and phrases used in the present specification have been used for clearly describing the present invention, not for limiting the interpretation of the present invention. Further, those skilled in the art will easily conceive other structures, systems, methods and the like which are included in the concept of the present invention, from the concept of the present invention described in the present specification. Accordingly, the description of the claims is intended to include equivalent structures that fall within the technical scope of the invention. Further, the abstract aims at enabling engineers and the like who belong to the present technical field but are not familiar with the patent office and public institutions, the patent, law terms and technical terms to immediately understand the technical content and the essence of the present application through brief studies. Accordingly, the abstract is not intended to restrict the scope of the invention which should be evaluated from the description of the claims. It is desirable that literatures and the like which have been already disclosed are sufficiently studied and understood, in order to sufficiently understand the objects of the present invention and the specific effects of the present invention.
In the aforementioned detailed description, there have been described processes to be executed by computers. The aforementioned description and expressions have been described for the sake of enabling those skilled in the art to understand the present invention most effectively. In the present specification, each step for deriving a single result should be understood to be self-consistent processing. Further, each step includes transmission, reception, recording and the like of electric or magnetic signals. Although, in the processing at each step, such signals have been expressed as bits, values, symbols, characters, terms, numerical characters and the like, it should be noticed that they have been merely used for convenience of description. Further, although the processing at each step was described using expressions common to human behaviors in some cases, the processes described in the present specification are to be executed by various types of devices, in principle. Further, other structures required for conducting each step will be apparent from the aforementioned description.
Claims
1. A gaming apparatus comprising:
- a microphone;
- a speaker; and
- a controller,
- said controller programmed to conduct the processing of:
- (A) recognizing a language type from a sound inputted from said microphone by executing a language recognition program;
- (B) executing a game;
- (C) determining whether or not a history of the game executed in said processing (B) satisfies a predetermined condition; and
- (D) conducting a conversation with a player by recognizing a voice inputted from said microphone, in addition to outputting a voice from said speaker by executing a conversation program corresponding to the language recognized in said processing (A), when determining in said processing (C) that said predetermined condition is satisfied.
2. The gaming apparatus according to claim 1,
- wherein
- said processing (D) includes
- (D-1) outputting a predetermined voice from said speaker, when determining in said processing (C) that said predetermined condition is satisfied.
3. The gaming apparatus according to claim 1, said gaming apparatus comprising:
- a display; and
- an input device,
- wherein
- said processing (D) includes
- (D-2) conducting a conversation with a player by recognizing a voice inputted from said microphone, in addition to displaying to said display a text relating to the conversation instead of outputting a voice from said speaker, in the case that there is an input to conduct the conversation by display from said input device.
4. A gaming apparatus comprising:
- a microphone;
- a speaker;
- an input device; and
- a controller,
- said controller programmed to conduct the processing of:
- (A) recognizing a language type by an input from said input device;
- (B) executing a game;
- (C) determining whether or not a history of the game executed in said processing (B) satisfies a predetermined condition; and
- (D) conducting a conversation with a player by recognizing a voice inputted from said microphone, in addition to outputting a voice from said speaker by executing a conversation program corresponding to the language recognized in said processing (A), when determining in said processing (C) that said predetermined condition is satisfied.
5. The gaming apparatus according to claim 4,
- wherein
- said processing (D) includes
- (D-1) outputting a predetermined voice from said speaker, when determining in said processing (C) that said predetermined condition is satisfied.
6. The gaming apparatus according to claim 4, said gaming apparatus comprising
- a display,
- wherein
- said processing (D) includes
- (D-2) conducting a conversation with a player by recognizing a voice inputted from said microphone, in addition to displaying to said display a text relating to the conversation instead of outputting a voice from said speaker, in the case that there is an input to conduct the conversation by display from said input device.
7. A control method of a gaming apparatus, the control method comprising the step of:
- (A) recognizing a language type from a sound inputted from a microphone by executing a language recognition program;
- (B) executing a game;
- (C) determining whether or not a history of the game executed in said processing (B) satisfies a predetermined condition; and
- (D) conducting a conversation with a player by recognizing a voice inputted from the microphone, in addition to outputting a voice from a speaker by executing a conversation program corresponding to the language recognized in said processing (A), when determining in said processing (C) that said predetermined condition is satisfied.
8. A control method of a gaming apparatus, the control method comprising the step of:
- (A) recognizing a language type by an input from an input device;
- (B) executing a game;
- (C) determining whether or not a history of the game executed in said processing (B) satisfies a predetermined condition; and
- (D) conducting a conversation with a player by recognizing a voice inputted from the microphone, in addition to outputting a voice from a speaker by executing a conversation program corresponding to the language recognized in said processing (A), when determining in said processing (C) that said predetermined condition is satisfied.
Type: Application
Filed: Oct 2, 2008
Publication Date: Aug 20, 2009
Applicant: ARUZE GAMING AMERICA, INC. (Las Vegas, NV)
Inventor: Kazuo OKADA (Tokyo)
Application Number: 12/244,473