EP0810014A1 - Recreation hall managing system - Google Patents

Recreation hall managing system Download PDF

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Publication number
EP0810014A1
EP0810014A1 EP95909106A EP95909106A EP0810014A1 EP 0810014 A1 EP0810014 A1 EP 0810014A1 EP 95909106 A EP95909106 A EP 95909106A EP 95909106 A EP95909106 A EP 95909106A EP 0810014 A1 EP0810014 A1 EP 0810014A1
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EP
European Patent Office
Prior art keywords
section
image
image information
illegal act
display
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
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EP95909106A
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German (de)
French (fr)
Inventor
Takatoshi C/O K.K. Ace Denken Takemoto
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Ace Denken KK
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Ace Denken KK
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Application filed by Ace Denken KK filed Critical Ace Denken KK
Publication of EP0810014A1 publication Critical patent/EP0810014A1/en
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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements

Definitions

  • This invention relates to a game house management system for a game house having a plurality of gaming machines, in particular, a game house management system for which security is important.
  • metal body detecting devices such as those described in the Official Gazettes of Japanese Patent Application Publication Hei 2-279186 (Laid Open), Japanese Patent Application Hei 2-244898 and Japanese Patent Application Publication Hei 4-122375 (Laid-Open), and pachinko ball detecting devices are disclosed in these Official Gazettes.
  • the present invention provides a game house management system which includes a plurality of gaming machines, each comprising a game executing section for executing a game, a detecting section for detecting an illegal act during the game, and a delivery section for delivering a notice that the detecting section has detected an illegal act; and a management device comprising a receiving section for receiving the notice from the delivery section of each gaming machine that an illegal act was detected, a storing section for previously storing therein an external contact point to which a notice that the receiving section has received the notice that the illegal act was detected is forwarded upon the reception, and a communication section for reporting that the illegal act was detected to the external contact point stored in the storing section.
  • the present invention provides a game house management system which includes a plurality of gaming machines each comprising a game executing section for executing a game, a detecting section for detecting an illegal act during the game, a delivery section for delivering a notice that the detecting section has detected the illegal act, an image input section for taking in image information from an image information source, and an image delivery section for delivering the image information inputted by the image input section; and a management device comprising a receive section for receiving a notice from the delivering section of each gaming machine that the illegal act was detected, an image receiving section for receiving the image information delivered from the image delivery section of each gaming machine, an accumulating section for accumulating the image information delivered from the image delivery section of a gaming machine in which the illegal act was detected and received by the image receiving section when the receiving section received the notice that the illegal act was detected, and a display section for displaying the image information accumulated in the accumulating section.
  • the game executing section executes a game
  • the detecting section detects an illegal act during the game.
  • the delivering section delivers a notice to the management device that the illegal act was detected by the detecting section, upon the detection.
  • the receiving section receives the notice from the delivering section of each gaming machine that the illegal act was detected.
  • the storing section previously stores therein an external contact point to which a notice that the receiving section received the notice that the illegal act was detected is forwarded upon the reception.
  • the communication section reports to the external contact point stored in the storing section that the illegal act was detected when the receiving section received the notice that the illegal act was detected.
  • the gaming machine further includes the image input section for inputting image information and the image delivery section for delivering the image information inputted from the image input section
  • the management device further includes the image receiving section for receiving the image information delivered from the image delivery section of each gaming machine
  • the communication section can further deliver the image information received at the image receiving section at the same time as the report, and the display section can display and output, when the receiving section receives the notice that the illegal act was detected, the identification information of a gaming machine in which the illegal act was carried out and the image information delivered from the delivering section of the gaming machine as well as the notice that the illegal act was detected so as to specify the player who carried out the illegal act.
  • the management device further includes the accumulating section for accumulating the image information delivered from the image delivery section of the gaming machine in which the illegal act was detected and received by the image receiving section, and the display section for displaying the image information accumulated in the accumulating section
  • the accumulating section may further accumulate predetermined identification information of the gaming machine in which the illegal act was carried out in correspondence with the image information, and further has a counting section for counting the frequency of occurrence of illegal acts on a daily basis, and the display section may display the frequency counted by the counting section on the daily basis. In this way, it is possible to display occurrence frequencies of illegal acts on a daily basis, on a machine basis and a machine type basis.
  • the present invention can be applied to gaming machines which control an image display, such as slot machines, pachinko machines, and video game machines.
  • gaming machines which control an image display
  • slot machines will be discussed.
  • an image input section for inputting an image is placed in a main unit of a slot machine, the appearances of a player is captured and taken into the slot machine, and after image processing is performed, image information of the captured appearance is displayed in place of a specific symbol pattern so that the inputted image information is delivered to the below-described game house management device.
  • Fig. 1 is an external view of the slot machine in the embodiment, wherein a display section 110 can be placed on a game board 101.
  • the display section 110 is a display means such as a CRT or liquid crystal display; a plurality of display windows for showing one or more rows of various symbols in the slot machine are displayed and a background can be displayed on the outside of each slot.
  • the display section 110 displays a plurality of symbol rows as with conventional rotating drums and can move and change the symbols in sequence for changing and displaying the symbols as if they had rotated. It may comprise display means for each row.
  • the display section 110 may display a win combination line and when the symbol combination matches a predetermined complete symbol pattern, it may display information indicating the event.
  • a CCD (Charged Coupled Device) camera section 121 as means for picking up the image of an object, and illumination means 120, such as a flash, are placed on the game board 101 for enabling the appearances of a player, etc., to be captured and inputted.
  • An input/output section 102 can comprise an input/output section 102b for inputting medals, balls, bills, and coins used with normal slot machines, or the amount of money and the number of medals, and an input/output section 102b for inputting/outputting gaming storage media for playing games, such as IC cards, FD (floppy disk), and CD-ROM storing image information, etc., described below.
  • a number-of-won-media display section 103 is a display means for displaying the number of game play media paid out to the player for a winning game play (hereinafter referred to as number of won media), or the number paid out to the player for a winning game play, such as the amount of money when the symbols on the slot machine are complete as predetermined symbols.
  • a number-of-taken-in-media-for-gaming display section 104 is a display means for displaying the number of game play media or the amount of money input through the input/output section 102b.
  • a taken-in-media-for-gaming selection switch 105 is a specification switch for a player to specify the number of game play media or an amount of money for a bet when playing a game. For example, the player can use the switch for specification so that a combination line for winning can be set in response to the number of medals.
  • a number-of-internally-held-media display section 106 is a display means for displaying the number of game play media or the amount of money, etc., held in the slot machine if the number of won media is not outputted.
  • a settlement switch 107 is a specification switch for specifying settlement of the number of game play media held in the slot machine at the end of playing. For example, if the settlement switch 107 is pressed, as many game play media as held in the slot machine are outputted, or when a card is used, the number held in the slot machine can be stored on the card having a storing means and this card can be dispensed.
  • a start lever 108 is a specification means for accepting a start instruction for rotation display of symbols on the slot machine.
  • Game stop switches 109 which are provided in one-to-one correspondence with the rows, are specification means for accepting a game stop instruction. When a game stop instruction is accepted through one of the game stop switches 109, the corresponding symbol change is stopped at a predetermined stop timing.
  • It may be adapted to stop naturally after a lapse of a predetermined time after rotation display starts, without providing the game stop switches 109. Further, only one game stop switch 109 may be provided without being provided in one-to-one correspondence with the rows, and upon acceptance of a stop instruction through the game stop switch 109, the symbol changes may be stopped in a predetermined sequential order.
  • Fig. 4 is a block diagram of a display-type slot machine.
  • the slot machine comprises a game control unit 403 for controlling game progress, a display control unit 401 for simulating a slot rotation state, an interface board unit 404 connected to various input/output units, a CCD (Charged Coupled Device) camera section 121 as means for picking up the image of an object, which is an image input unit for inputting an image, an image processing unit 420 for processing an image inputted through the CCD camera section 121 and outputting image information to the display control unit 401, and a display section 110 for displaying symbols and backgrounds.
  • the game control unit 403 and the display control unit 401 are separate units each having a CPU.
  • the slot machine may further include a print section 421 such as a printer being connected to the image processing unit 420 for printing out input image information.
  • the game control unit 403 may comprise a card reader/writer 310 for reading/writing a card of a storage medium for storing image information. Image information inputted through another image input unit can be previously stored on the card, and when a player plays a game, the card can be mounted on the card reader/writer 310 for reading the image information. Further, information such as the number of game play media may be written onto the card.
  • the interface board unit 404 to which the input/output section 102, the specification switches, the display means, etc., are connected, is controlled by the game control unit 403.
  • the specification switches comprise at least the start lever 108 of start instruction means for accepting a game start instruction and instructing the display control unit 401 to change symbol display for each row and the stop instruction means 109 for accepting a stop instruction for stopping the symbol change for each row and instructing the display control unit 401 to stop the symbol change.
  • the slot machine may further include a loudspeaker 405 for producing a sound when symbols are complete, etc.
  • a still-video camera, a television camera, etc. may be used as the image pick-up means; a color camera may also be used.
  • an image may be read by a scanner, etc., as an image input section.
  • image information may be transmitted via a communication line for input.
  • a storage medium for storing image information may be inserted into the input/output section 102a for reading the image information from the storage medium.
  • the CCD camera section 121 inputs an image at a specific timing and sends the input image to the image processing unit 420. It is placed on the game board of the slot machine as shown in Fig. 1, and can previously focus on the player's position when he or she plays a game.
  • the CCD camera section 121 may be provided with an automatic focusing function.
  • the slot machine may further include an illumination means 120, such as a flash being connected to the CCD camera section 121, for illuminating an object.
  • the image taking-in time in the CCD camera section 121 will be discussed later.
  • the image processing unit 420 processes image information inputted through the CCD camera section 121 and outputs the processed image information to the display control unit 401.
  • the image processing unit 420 processes the input image information to a predetermined information size and sends the resultant image information. If the size of information inputted through the CCD camera section 121 is fixed, the image information may be sent to the display control unit 401 as it is.
  • the game control unit 403 controls game progress centrally in accordance with a program stored in a ROM, and transmits slot rotation and stop instructions to the display control unit 401 via a parallel communication interface 402, thereby effecting game progress.
  • the game control unit 403 determines whether the combination of the symbols displayed at predetermined positions of the display means matches a predetermined symbol combination.
  • the display control unit 401 stores various symbol patterns in a ROM and background pictures in a VRAM (Video Random Access Memory) for changing the symbol display mode of each display window.
  • a plurality of display operation modes for each display window can be provided, such as a stop mode, an acceleration mode, a constant speed rotation mode, and a deceleration mode.
  • the ROM may be formed detachably or may use an ultraviolet ray erasable programmable read-only memory (EPROM) or an electrically erasable programmable read-only memory (EEPROM).
  • the display control unit 401 stores image information outputted from the image processing unit 420 in a RAM and switches reading of the symbol patterns stored in the ROM and the image information stored in the RAM at a specific timing. For example, the image information stored in the RAM is read instead of reading a specific symbol from the ROM, whereby the image information inputted through the CCD camera section 121 can be displayed instead of displaying the specific symbol. The switching time and the switching method will be discussed later.
  • the display section 110 displays a background picture stored in the VRAM and a symbol pattern in each display mode, in an overlapped manner.
  • the display control unit 401 may display the image information stored in the RAM on the display section 110 or on the second display section 110A as it is. For example, when an image is input, the input image may be displayed on the display section 110 enabling the player to check it.
  • the image information inputted to be stored in the RAM may be erased when the settlement switch 107 is pressed.
  • a writing section for writing image information on a storage medium and an issuing section for issuing the storage medium on which the image information is written may be further provided with the gaming machine. In this case, when the settlement switch 107 is pressed, the image information inputted to be stored in the RAM may be written on the storage medium, and then, the storage medium with the information may be issued to be outputted.
  • the image input time is when a specific condition is satisfied.
  • the specific condition is predefined in the game control unit 403 or the image processing unit 420.
  • the present embodiment assumes that an image is inputted when a player continues to play games for a given time at the slot machine. As a result, since the player often changes gaming machine within a short period of time, the image of a player who has played a game for the given time is inputted, while the image of a player who changes the gaming machine within a short period of time is not inputted.
  • the game control unit 403 which can detect a player playing a game or not playing a game, detects that a game play has continued for a specific time after the transition is made from the non-gaming state to the gaming state. For example, the game control unit 403 can detect it by monitoring game play media used for the gaming. In this case, the specific time is set to, for example, one minute and if game play is continued for one minute, the game control unit 403 instructs the CCD camera section 121 to input an image through the image processing unit 420.
  • the game play media used for gaming, or the number of game times, is counted, and when the value counted during the specific time from the non-gaming state reaches a predetermined value, the game control unit 403 may instruct the CCD camera section 121 to input an image. In this case, if the count does not reach the predetermined value during the specific time, image input is suppressed.
  • the game control unit 403 sets a non-gaming state after a lapse of a specific time after the game is over, and further instructs the image processing unit 420 to erase the input image.
  • the CCD camera section 121 When the CCD camera section 121 is instructed to input an image, it starts shooting. After shooting, the CCD camera section 121 sends the image information to the image processing unit 420. For a color image, R, G, B signals, a luminance signal, and a synchronizing signal are sent for one frame, as the image information. For the television camera, an NTSC (National Television System Committee) signal is outputted.
  • NTSC National Television System Committee
  • the game control unit 403 may inform the player that he or she will be shot by outputting a predetermined message by voice through the loudspeaker 405 or displaying the message on the display section 110.
  • a cancel button 123 can be provided, as shown in Fig. 1, as inhibition specification means for accepting an inhibition instruction to the effect that an image is inhibited from being inputted during a specific time after the informing.
  • an image is inputted; when the player presses the cancel button 123, image input is suppressed.
  • an image input specification button 122 of specification means for enabling image information to be inputted may be provided on the front of the gaming machine and when the button 122 is pressed, an image may be inputted.
  • the player may press the image input specification button 122 only when he or she wants to display his or her appearances in place of a specific symbol pattern.
  • the image input specification button 122 is connected to the interface board unit 404 shown in Fig. 4 and when the button is pressed, a signal is sent to the game control unit 403.
  • the game control unit 403 instructs the CCD camera section 121 to input an image through the image processing unit 420.
  • Another specific condition for the image input time may be defined as a condition such that when a player faces the gaming machine for a given time, an image is to be inputted.
  • a radiation section 2122 for radiating a signal of laser, infrared rays, etc., in a specific direction and a light receiving section 2123, such as a photo detector for receiving reflection of the signal from the specific direction may be provided in front of the gaming machine, as shown in Fig. 8, and the specific condition may be defined as the time at which infrared rays have been received by the light receiving section 2123 for a specific time.
  • the radiation section 2122 can comprise a laser diode or infrared light emitting diode for always radiating infrared rays toward the position where a player is assumed to exist when he or she plays a game, and when the light receiving section 2123 has received infrared rays for the specific time, the player can be detected as existing at the position.
  • the radiation section 2122 may be located on the seat and the light receiving section 2123 may be located in an opposed position rather than them being disposed in front of the gaming machine.
  • the radiation section 2122 and the light receiving section 2123 are connected to the interface board unit 404 shown in Fig. 4 and can be controlled by the game control unit 403.
  • image information can be inputted at the specific timing.
  • Fig. 3 is a block diagram of the image processing unit.
  • the image processing unit 420 comprises an image processing processor 4230, a ROM (read only memory) 4200 of an auxiliary storage for storing image processing programs, a RAM (random access memory) 4210 for accumulating image information, and a CPU 4220 of a control section.
  • a digital signal processor DSP
  • DSP digital signal processor
  • the CPU 4220 sends an address and write instruction to the RAM 4210 for storing the image information.
  • an image information for example, a player's face can be inputted.
  • the image processing processor 4230 is started for performing image processing. It enlarges, reduces, or compresses the image information outputted from the CCD camera section 121 so as to put the image information in one frame in the display control unit 401 for the display control unit 401 to display the image information on the display section 110.
  • the image information outputted from the CCD camera section 121 may be trimmed.
  • the image processing processor 4230 can perform at least one of an enlargement process for enlarging the read image information to a specific size, a reduction process for reducing the read image information to a specific size, a compression process for compressing the read image information to a specific size, and a trimming process for trimming the read image information to a specific size, as the image processing.
  • the image information inputted through the CCD camera section 121 is displayed in place of a specific symbol pattern, the image information is reduced so as to become equal to the information size of symbol information stored in the ROM contained in the display control unit 401.
  • To display the image information inputted from the CCD camera section 121 on the entire display section it is compressed to 1-frame image information in the display section 110.
  • the image processing processor 4230 may perform image processing such as smoothing, noise removal, and deletion of a background other than the player's face. It stores the image information in the RAM 4210 after processing. Otherwise, it may store the taken-in image information in the RAM 4210 maintaining the condition before image processing.
  • the CPU 4220 sends the processed image information to the display control unit 401. If the size of image information inputted through the CCD camera section 121 is equal to the image information size that can be handled by the display control unit 401, the image processing may be skipped. By thus performing processing, the image information inputted through the CCD camera section 121 can be sent to the display control unit 401.
  • the print section 421 is connected to the image processing unit 420, after image processing is performed for read image information, the image information read from the print section 421 may be printed out.
  • the image processing unit 420 causes the print section 421 to make a hard copy. To allow a player to check read image information, it may be outputted on the display section 110 or on the second display section 110A.
  • the display control unit 401 comprises a VRAM for storing therein background pictures for switching screens at high speed, a display data ROM 1010 for storing therein display data of symbol portions of the slot machine, an image data RAM 1150 for storing therein image information outputted from the image processing unit 420, and an address generation section for outputting in sequence, for each frame, the display data ROM 1010 addresses of the symbols to be displayed in one frame in order for each frame to read out symbols or images from the display data ROM 1010 and the image data RAM 1150.
  • the configuration of display control for one display window in the display control unit 401 is as shown in Fig. 5, and to perform display control of three display windows, display control of each display window can be switched in a time-division manner.
  • display on the display section 110 is performed for each row of each display window and that a predetermined area is displayed as the display area of each row, wherein about four symbols can be displayed at the same time, for example.
  • the display section 110 updates display for a frame span of a given period every 1/60 or 1/30 seconds (V-syc period) and executes line scanning for each frame.
  • the display control unit 401 reads symbols displayed in the display area of each row and displays the same symbols in the stop mode.
  • the rotation operation moves the display positions of the symbols displayed in the display area of each row. That is, when reading symbols from the ROM, the display control unit 401 shifts the read top position by a movement distance for each frame for reading the symbols displayed in the range of the display area and reads the symbols in a predetermined order, thereby displaying the symbols as if they had rotated. Further, in the embodiment, the movement distance is varied depending on the acceleration mode, constant speed mode, or deceleration mode. In the acceleration mode, a change is made from a still picture pattern read to a flow-condition pattern read.
  • the address generation section comprises: 2) an address counter 1020, 3) a display start position address buffer 1030, 4) a data counter 1040, 5) a number-of-display-data-bytes buffer 1050, 6) an address and number-of-data generation section 1100, and 7) a change-over switch 1160, as shown below.
  • Fig. 6 is an illustration showing the template.
  • the template 1110 can comprise, for example, a stop mode showing a display stop state, an acceleration mode showing a rotating display state with acceleration, a constant speed rotation operation mode showing a rotating display state at a constant speed, and a decelerating mode showing a rotating display state with deceleration.
  • the stop mode symbols do not move and the same symbol is updated every frame.
  • each display window makes the transition to the acceleration mode and the speed is accelerated until a predetermined symbol movement speed is reached.
  • the predetermined symbol movement speed is reached (or a given time has elapsed)
  • the transition is made to the constant speed mode.
  • an operation stop signal is accepted from the microprocessor 408, the operation is decelerated at a predetermined deceleration speed.
  • the stop mode is entered.
  • FIG. 6 (iv) A data configuration example of a template table is shown in Fig. 6 (iv), wherein (a) denotes the read start position of the symbol displayed at the top stage of the display section in the display data ROM 1010 storing the displayed symbol.
  • the read start position and the number of data bytes for each frame are stored in the template. Symbols can be displayed as if they had rotated by shifting the read start position little by little for each template. The shift amount corresponds to the movement distance of the symbol display position for each frame. The rotation speed can be varied from one display section to another by providing the template for each display section.
  • the address and number-of-data generation section 1100 further includes, as shown in Fig. 7, a symbol register 1210 for storing therein the start address for each symbol pattern and a symbol pointer 1200 serving as a pointer to the symbol register 1210.
  • the symbol pointer 1200 points to the symbol at the top stage on each display window and is incremented according to the template contents. That is, when the flag indicates display of a new symbol pattern, the symbol pointer 1200 is updated so as to point to the next symbol.
  • the symbol register 1210 holds the symbol pattern start address for each display order. For example, if the display order is defined to display the symbol arrangement as shown in Fig. 9, the address for each symbol stored in the display data ROM 1010 is stored in the symbol register 1210 in relation to the symbol arrangement order.
  • the address and number-of-data generation section 1100 reads the start address of the symbol pattern stored in the symbol register 1210 pointed to by the symbol pointer 1200 for each frame, looks up in the symbol template 1110, and adds the read start position and the symbol pattern start address, thereby generating the read start address.
  • the number of bytes of the symbol to be displayed is the read data amount in the symbol template 1110.
  • a move pointer is provided to point to the template table position.
  • the move pointer can be constructed of a counter for indicating the display template read position. It counts up in sequence with the display timing as a clock and when counting up to the last template, it returns to 0.
  • the data read from the template table is temporarily accumulated in a temporary work area.
  • the address generation section generates addresses, symbol data is read from the display data ROM 1010, and image information can be read from the image data RAM 1150 instead of a specific symbol.
  • the start address stored in the symbol register 1210 shown in Fig. 7 may be rewritten without providing the change-over switch 1160.
  • the address assigned to the display data ROM 1010 and the address assigned to the image data RAM 1150 are made separate to prevent them from overlapping each other.
  • start address "A1" stored in the symbol register 1210 is held in another register provided, and the start address of the image data RAM 1150 is held instead in the symbol register 1210.
  • the held start address "A1" may be restored to the symbol register 1210.
  • the address line from the address counter 1020 is connected to both the image data RAM 1150 and the display data ROM 1010. The image information inputted instead of a specific symbol can also be displayed in such a manner.
  • the change time is the change timing specified for the change-over switch; in the embodiment, it is specified by the game control unit 403, but another control section may be provided for the purpose.
  • change detection means for detecting a specific condition being satisfied is provided and when the change detection means detects the condition, a change is made so as to display the image information output from the image processing unit 420 instead of a specific symbol.
  • a first specific condition is satisfied when data is stored in the display data RAM 1150 after image processing by the image processing unit 420.
  • the change detection means detects data being stored in the display data RAM 1150, then outputs a change instruction so as to display the image information outputted from the image processing unit 420 instead of a specific symbol.
  • the change instruction is outputted, for example, if instead of a specific symbol, such as the symbol "7" with the address A1 as the start address shown in Fig. 10, the address corresponding to the symbol "7" is specified, the change-over switch 1160 instructs data to be read from the image data RAM 1150. In this way, with the conditions predefined, it is possible to change the image information to be a specific symbol soon after the image processing following the image input.
  • a second specific condition is as follows: An image change specification button 124 of specification means for specifying permission to change the image information is further provided.
  • the change detection means detects the time at which a permission instruction is given through the specification means. For example, after an image is inputted and the input image information is outputted from the print section 421, a player checks the image information as described above, then presses the image change specification button 124. In response to this, a change is made so as to display the image information output from the image processing unit 420 instead of a specific symbol. In this way, it is possible to display the inputted image information when a player wishes so that the player can be highly motivated to participate in the game and can enjoy the game more.
  • a third specific condition is as follows: A plurality of types of symbol are displayed and controlled at a plurality of positions as image information.
  • the game control unit 403 comprises determination means for determining whether or not a combination of the symbols displayed at the positions is a predetermined symbol combination.
  • the change detection means detects the specific condition when the determination means determines that the combination of the symbols displayed at the positions is the predetermined symbol combination. For example, when three display windows exist, if, as a predetermined symbol combination, the symbols displayed at the centers of the display windows are the same, a change can be made so as to read data from the image data RAM 1150. The same change may be made, when two of the three display windows are stopped and symbols are displayed in an operating manner only on one display window.
  • a change may be made so as to read data from the image data RAM 1150. In this way, it is possible to switch to the inputted image information when the symbols form a predetermined symbol combination, and the player can enjoy the game more.
  • image information inputted instead of a specific symbol is displayed in the embodiment
  • image information inputted instead of any other display information may be displayed.
  • input image information may be displayed on the entire display section 110 instead of display window and symbol display.
  • the front view shown in Fig. 11 is provided by extracting the display portion of a pachinko machine, etc., and its peripheral portion.
  • the display control unit 401 may control so as to display the symbols at the positions and indicate selection of the gaming line by using input image information.
  • the gaming lines are defined as 35a, 35b, 35c, 35d, and 35e.
  • the display section 110 may be provided with an area 600 for each gaming line and the input image information may be displayed in the areas 600 corresponding to the selected gaming lines. If the gaming lines are selected, the input image information can be displayed in the areas 600 as shown in Fig. 12 (B).
  • FIG. 14 is a block diagram of the hardware for displaying an input image as a background.
  • V-RAM 1420 or V-RAM 1400 of background storage means shown in Fig. 14 are stored in V-RAM 1420 or V-RAM 1400 of background storage means shown in Fig. 14 as background pictures. Additional one or more V-RAMs of background storage means may be provided. In the embodiment, a plurality of different backgrounds are provided. In this case, the V-RAM is provided for each background or one V-RAM is divided into regions for use. In Fig. 14, the V-RAM 1420 is provided for the betting lines indicating selected gaming lines. The V-RAM 1420 constitutes win combination storage means for the betting lines and a win display, and previously stores the betting lines and win display corresponding to the bet rates.
  • the V-RAM 1400 stores background data other than the betting lines or win display; input image information may be stored in the V-RAM 1400 for indicating selection of gaming lines.
  • V-RAM 1410 is symbol storage means for storing display window symbols, and may compromise a ROM as described above. The symbol storage means, the background storage means, and the win combination storage means are output controlled by display control means.
  • the image information outputted from the image processing unit 420 shown in Fig. 3 is stored in a predetermined area of the V-RAM 1400.
  • the data stored in the V-RAM 1420 has all frame data displayed on the display screen and the betting lines and win display are stored as high data and others as low data.
  • a gate circuit 1460 allows data outputted from other V-RAMs to take precedence over the low data portion, whereby video signals output from the V-RAMs can be changed by the data itself stored in the V-RAM 1420.
  • the data stored in the V-RAM 1420 is displayed taking precedence over any other data.
  • the V-RAM 1400 stores background data and reading of the V-RAM 1400 and V-RAM 1410 is controlled by a display window display timing circuit 1430.
  • the symbol data stored in the V-RAM 1410 is read taking precedence over the background data in the V-RAM 1400 as instructed by the display window display timing circuit 1430 of the display control means.
  • the V-RAM 1410 is read when an address is specified by the display control unit; when the address is specified, the V-RAM 1410 is read taking precedence over the V-RAM 1400 and when no address is specified, data in the V-RAM 1400 is read.
  • the V-RAM 1400 is read out, whenever necessary, as instructed from a sequential counter (not shown).
  • the top addresses are prestored in a betting line table corresponding to the identification numbers of the betting lines and win display responsive to the bet rates.
  • the game control unit specifies the betting line table based on the betting line identification number so as to indicate the betting line or win display, and the top address corresponding to the identification number is read. A predetermined V-RAM 1420 area is read starting at the top address and the corresponding betting line or win display is displayed.
  • input image information is read from the V-RAM 1400 in response to the selected gaming line.
  • the input image information can be displayed in the areas 600 as shown in Fig. 12 (B).
  • 1-frame image information is prestored in a predetermined area of the V-RAM 1400 from the image processing unit 420 and can be read at a specific time for displaying the input image information on the entire display section 110.
  • the input image information may also be displayed in a specific area of a background other than symbol display.
  • a player may specify the image information to be changed.
  • the background may be divided into regions and region specification means or the like may be provided for each region for the player to specify the region in which the input image information is to be displayed, whereby the input image information can be displayed in the specified region.
  • the player may also be able to specify a specific symbol. In this case, for example, a plurality of types of symbol are displayed and specification of any symbol can be accepted.
  • a symbol specification section 610 as shown in Fig. 13 may be provided on the front of the gaming machine for allowing a player to specify one of the symbols for displaying input image information instead of the specified symbol. Accordingly, the player can select a symbol to be changed so that he or she can enjoy the game more.
  • a plurality of image information icons to be used for replacement may be defined.
  • a plurality of different image information icons are inputted through the camera section 121 and may be displayed for selection in a second display section which displays nine image information having an appearance as shown in Fig. 13.
  • the second display section is provided with an input image selection section for accepting a selecting instruction to read in any of the image information icons from the outside. Accordingly, the player can select image information which he or she likes so that he or she can enjoy the game more.
  • the image processing unit may convert the image information accepted through the image input section into image information of different specific sizes. More than one specific condition for the image change is defined and one of the image information icons of specific sizes is defined as the read image information for each specific condition defined.
  • a display section 110 such as a CRT or liquid crystal display
  • illumination means 120 such as a flash connected to the CCD camera section 121 for illuminating an object
  • the hardware configuration can be similar to that of the slot machine discussed above, and game progress control conforming to pachinko games may be performed by a game control unit 403.
  • FIG. 15 is a block diagram of the image input system.
  • an image inputted through the CCD camera section 121 is processed and stored on a storage medium, which is then mounted on the gaming machine for reading the image information, whereby the image information stored on the storage medium is displayed instead of a specific symbol as described above.
  • the image input system may be provided at an entrance of the game house so that the player can use the system only when he or she wants to use the system. Accordingly, it is not required to provide the image input system for each gaming machine.
  • the image input system comprises a CCD (Charge Coupled Device) camera section 121 of image picking-up means, an image processing unit 420 for processing an image inputted through the CCD camera section 121 and outputting the image information to a display control unit 401, an image write section 1500 for storing input image information on a storage medium, a display section 1510 for monitoring the input image information, and an input section 1530 for accepting an instruction such as an image information taking-in instruction. It may further include a print section 421 such as a printer connected to the image processing unit 420 for printing out the input image information.
  • the CCD camera section 121 may be provided with an automatic focusing function.
  • the image input system may further include illumination means 120 such as a flash connected to the CCD camera section 121 for illuminating an object. It may comprise a card issuing unit for issuing cards.
  • the image write section 1500 comprises a card mounting section 1520 for mounting a storage medium such as an IC card and writes image information outputted from the image processing unit 420 into a predetermined area. It may further include a read section for reading information stored on the card.
  • the display section 1510 such as a CRT or liquid crystal display, displays input image information for a player to check it.
  • the input section 1530 accepts an image taking-in instruction, specification of a write area of a storage medium, an image size, etc., and sends them to the image processing unit 420.
  • image information for a specific area and a specific capacity may be predefined in the image processing unit 420.
  • the input section 1530 may be provided with the cancel button 123, etc., disposed on the front of the slot machine described above.
  • a display section may be provided on a card for displaying input image information as visible information. For example, a photo showing the appearance of the card holder is displayed on the display section of the card.
  • the card may also serve as a card for storing credit information such as the number of game play media held so far, a gaming house membership card (for storing information concerning the card holder), or the like.
  • the card also serves as a gaming house membership card, once image information is inputted to be written on the gaming house membership card, the player may use the card again next time he or she comes to the gaming house.
  • the CCD camera section 121 and the image processing unit 420 have the functions as described above.
  • the gaming house comprises an image information read section for reading cards.
  • An input/output section 102a is provided as shown in Figs. 1 and 4, and an input/output section 102 is provided with a card reader/writer 311 as shown in Fig. 4 for reading/writing information from/onto a card inserted therein.
  • the CCD camera section 121 starts shooting. After shooting, the CCD camera section 121 sends image information to the image processing unit 420. Before shooting, the image processing unit 420 may inform the player that he or she will be shot by outputting a predetermined voice message through a loudspeaker provided, or by displaying the message on the display section 1510.
  • the input image information is displayed on the display section 1510.
  • the image processing unit 420 processes the input image information as described above, and after the image processing, the image information is stored in RAM.
  • the image processing unit 402 performs the image processing so as to output image information reduced for display, instead of a specific symbol and image information for display, on the entire display section 110 of the gaming machine.
  • the image processing unit 420 transfers the image information to the image write section 1500, which then writes the image information onto a card and outputs the card.
  • the player When playing a game, the player can mount the card on the card reader/writer 311 of the gaming machine for reading the image information.
  • the image information read from the card is written into a specific area of the image data RAM 1150 or the V-RAM 1400 of the display control unit 401, and the display control unit 401 performs control as described above.
  • the gaming machine may be provided with a taking-out button within the specification means, for accepting an instruction for taking out the card inserted in an insertion slot, for taking out the card when the game is over; upon acceptance of the instruction, the card may be ejected.
  • image information can be inputted and displayed instead of gaming image information. If a card in which image information has been stored is once issued, the player may use the card to allow the image information to be stored in the card to be displayed instead of a symbol, without inputting the image information. If the image information to be stored in the card is to be changed, the image information to be stored in the card may be re-written.
  • image information can be inputted and displayed instead of gaming image information, whereby the player can have a sense of taking part in a game and can enjoy playing a game. Therefore, the game house having the gaming machines of the invention can also expect an increase in the number of players.
  • FIG. 16 is a block diagram showing a gaming machine according to the other embodiment.
  • a case where inputted image information is displayed on a card as visible information will be described.
  • a gaming machine 10 changes displayed symbols in synchronization with game play for carrying out game play progress.
  • the game play refers to a symbol match game executed on a display screen of a slot machine, a pachinko slot (a pachinko gaming machine having similar symbol display mechanism to a slot machine), etc., a role playing game using characters appearing on a video game, or the like.
  • the gaming machine which changes displayed symbols for carrying out game play progress comprises a video camera 24 for inputting image data 22, a face position specification lamp indication section 33 for specifying the direction in which the video camera 24 shoots a player, symbol change means 20 for generating symbol data 21 used for game play and changing symbols based on the symbol data 21, game play control means 38 for reading stored game play programs in sequence and outputting a game play control signal 30 for controlling the game play progress to the symbol change means 20, a composite screen display section 35 for receiving the symbol data 21 from the symbol change means 20 and displaying symbols used for game play, a recyclable card 26 form/into which data can be read/written and which is reusable, and a card control section 39 for reading/writing data from/into the recyclable card 26.
  • the video camera 24 and the face position specification lamp indication section 33 for specifying the direction in which a player is shot are disposed close to the gaming machine.
  • CCDs or an image pick-up tube can be used as the video camera 24.
  • Either digital or analog signals can be used for video signals.
  • An analog video camera 24 would be able to reduce machine costs.
  • a digital video camera 24 would be able to provide a compact camera, enable high-speed data transmission, and facilitate brightness control and white balance adjustment, improving maintainability of the gaming machine.
  • DSP digital signal processor
  • the symbol change means 20, which generates symbol data 21 used for game play and changes symbols based on the symbol data 21, comprises a line drawing creation section 30 for generating a line drawing as a reduced image 23 which has a lower data amount with respect to the image data 22 input through the video camera 24 and a screen construction section 34 for generating symbol data 21 based on the line drawing and outputting it to the composite screen display section 35.
  • the symbol change means 20 is provided by an electronic circuit using a microprocessor.
  • a digital signal processor (DSP) and a flash memory are effective means for enhancing the efficiency of image processing such as contour detection processing and line cut correction processing.
  • facial expressions of a player, etc., input through the video camera 24 can be used as a symbol or facial expressions of a character so that the player can enjoy the game.
  • the line drawing creation section 30, which generates a line drawing as a reduced image 23, comprises a line cut correction section 31 for adjusting the image density and a contour detection section 32 for enhancing contour lines and generating a line drawing (reduced image 23) using image data resulting from the line cut correction.
  • the image construction section 34 receives a game play control signal 40 from the game play control means 38 and a reduced image 23 from the line drawing creation section 30, generates symbol data 21, and outputs it to the composite screen display section 35.
  • the game play control means 38 comprises a game play software section 37 for storing a control program of game play command input, screen display, voice output, etc., and a game play signal generation section 36 for reading the program for carrying out game play progress.
  • a microprocessor and RAM provide the function of the line cut correction section 31 and the contour detection section 32.
  • Image processing of line cut correction, contour detection, etc., is executed in software.
  • the recyclable card 26 has all or part colored in a color that stands out with respect to white and comprises on the colored surface, a recyclable display layer, which can be re-written, made of an organic compound which becomes cloudy with a crystal coagulating upon application of heat at one specific temperature and becomes transparent with the crystal diffusing upon application of heat at another given temperature.
  • the card control section 39 visually writes the reduced image 23 used for the game play onto the surface of the recyclable card 26 at a player's request or at game play adjustment in response to an instruction from the game play control means 38, etc., and it is used in a state in which it is connected to the game play control means 38.
  • the recyclable card 26 is inserted for use into a card slot (not shown) made in the card control section 39.
  • a back coating layer is laminated on the surface of a plastic card base forming the recyclable card 26. It may be formed of a colored film, an aluminum film, etc., in addition to pigments. Predetermined entries are made on the surface of the recyclable card 26 in thermally colored ink.
  • the thermally colored ink is used widely and generally for thermal copy paper, etc., and is made of a compound which is normally transparent and is heated to present a given color.
  • a recyclable display layer made of an organic compound which becomes cloudy with a crystal coagulating upon application of heat at one specific temperature and becomes transparent with the crystal diffusing upon application of heat at another given temperature is laminated on the surface of the back coating layer.
  • it comprises an organic compound of a higher fatty acid such as a behenic acid, a lauric acid, or a stearic acid dispersed in a polymeric matrix material of vinylidene chloride, etc., to which a small amount of a surface active agent, etc., is added.
  • the recyclable display layer When the recyclable display layer is heated at a specific temperature (100°C or high), namely, a write temperature, particles of the organic compound change to be polycrystalline, generating irregular reflection, thus making the layer cloudy and visible.
  • a specific temperature 100°C or high
  • the layer is heated at another specific temperature (70-95°C), namely, an erasure temperature
  • the crystal becomes monocrystalline and diffuses, thus making the layer transparent.
  • the recyclable display layer is used in a state after its full face has been heated at the erasure temperature, namely, a state in which the entire recyclable display layer becomes transparent.
  • a specific portion of such a recyclable display layer is formed with a write area for writing or erasing symbol data 35.
  • a thermal head disposed in the card control section 39 for writing or erasing symbol data 35 on a recyclable card 26 is of high-temperature duration type allowing heating temperatures to be controlled in two steps.
  • the thermal head is heated to the write temperature for writing the symbol data 35 into the write area; to erase the symbol data 35 in the write area, the thermal head is heated to the erasure temperature and is controlled so as to locally trace the symbol data 35 only.
  • the card control section 39 visually writes the reduced image 23 used for the game play onto the surface of the recyclable card 26 at a player's request or at the time of game play adjustment in response to an instruction from the game play control means 38, etc.
  • the gaming machine such as a slot machine for generating symbol data 21 for symbols on drums made of liquid crystal display units and changing symbols based on the symbol data 21, but the invention is not thus limited and can also be applied widely to gaming machines for making a game play progress with symbols, such as machines for changing facial expressions etc., of characters such as the heroes appearing in role playing games and shooting games installed on computer gaming machines.
  • the symbol data 21 is symbols displayed on the display screen of a slot machine, a pachinko slot machine, etc., or facial expressions of a character appearing on a game played on a computer gaming machine.
  • the image data 22 is inputted through the video camera 24 and outputted to the symbol change means 20. Also, the image data 22 previously stored on an image data base 25 may be read and output to the image construction section 34.
  • the face position specification lamp indication section 33 specifies the direction in which the video camera 24 shoots a player. The player faces the video camera 24 attached to the gaming machine 10 in accordance with an instruction of the face position specification lamp indication section 33 so that his or her facial expressions, etc., can be shot only from the front or from three directions of the front, left and right.
  • a horizontal row arrangement of three lamps is used for the instruction on the face position specification lamp indication section 33 of the embodiment.
  • the player directs his or her face toward the lamp which is lit, whereby his or her facial expressions can be input as image data 22.
  • the image construction section 34 receives a game play control signal 40 from the game play control means 38 and a reduced image 23 from the line drawing creation section 30, generates symbol data 21, and outputs it to the composite screen display section 35.
  • a liquid crystal display unit is used as the composite screen display section 35. It displays a composite image of a game play signal, for making a game play progress, generated by the game play signal generation section 36 and the symbol data 21, whereby the game play ability can be improved.
  • the image data base 25 may be located in the game play software section 37, for example.
  • stored image data 22, etc. can be used as the symbols or the facial expressions of characters, whereby the symbol data 21 can be used as symbols displayed on the display screen of a slot machine, pachinko slot machine, etc., and facial expressions of a character appearing on a game played on a computer gaming machine, thus improving the game play ability.
  • the image data 22 read from the image data base 25 is outputted to the game play signal generation section 36 and is subjected to predetermined data processing, then outputted to the image construction section 34 as a game play control signal 40.
  • predetermined data processing for the read image data 22 reduced image processing may be performed for outputting the resultant reduced image to the image construction section 34 as a game play control signal 40.
  • the symbol change means 20 of the embodiment performs line drawing processing for the image data 22 as reduced image processing for reducing the amount of the image data 22.
  • the line drawing processing can be performed by combining line cut correction processing and contour detection processing. It is executed by the line cut correction section 31 and the contour detection section 32. A line drawing is used as the reduced image 23.
  • Density conversion processing for the optical density of the image data 22 is used as the line cut correction processing.
  • Density conversion processing is used mainly for enhancing the contrast, and, for example, there is a method for converting the density so that a density histogram in which the vertical axis shows the density and the horizontal axis shows the number of pixels having the density becomes flat with regard to the inputted image information.
  • the contrast is enhanced.
  • Differential enhancement processing and edge detection processing are used as the contour detection processing, whereby a binary image is generated from the image data 22 for use as the reduced image 23.
  • a two-dimensional structure extracting encoding method in which edge information of an image is extracted to be encoded, may be used.
  • Contours are extracted from image information by the edge information so that the contours and the other smooth components are divided to be encoded.
  • an encoding algorithm disclosed in "Sketch Based Coding", by Carlsson may be used.
  • reducing processing refers to processing in which an image is converted to another image having less data capacity but which can be recognized sufficiently.
  • the image data 22 is binary-1-bit coded, for example, according to a predetermined image density threshold value.
  • the data amount of analog image data such as a video signal or digital image data, for example, coded as 16 bits can be reduced.
  • the amount of 1-frame image data is about several 10 KB and a transfer time of about several ms is enough to transfer 1-frame of symbol data from the image memory to the video memory. Even if game play progress is made using moving pictures as with a slot machine or a computer gaming machine with a liquid crystal display unit, the data transfer time does not limit the moving picture display speed and the game play ability can be improved so that the data transfer duration can be reduced.
  • the recyclable card 26 is inserted into the card slot (not shown) provided in the card control section 39 for use.
  • the card control section 39 visually writes the reduced image 23 used for the game play onto the recyclable display layer formed on the surface of the recyclable card 26 in response to an instruction from the game play control means 38, etc., at a player's request or at the time of game play adjustment, whereby the player can record his or her facial expressions used for the game play, the facial expressions of the character, or the like, on the surface of the recyclable card 26, and the game play ability can be improved.
  • the recyclable card 26 is inserted into the card slot (not shown) provided in the card control section 39 for use.
  • the thermal head attached to the card control section 39 is adjusted to the write temperature (100°C or higher) and the write area is heated by the thermal head to form digits, shapes, etc. Then, only the heated portion of the write area becomes cloudy and the symbol data 35 is written.
  • the thermal head is adjusted to the erasure temperature (70-95°C) and only the symbol data 35 clear for the gaming house of the authorized user is locally traced and heated by the thermal head.
  • the symbol data 35 heated at the erasure temperature and becomes transparent or invisible so that it can be reused.
  • the gaming machine according to the present invention performs line drawing processing for the image data 22 as reduced image processing for reducing the amount of the image data 22, and thus processing can be performed with a small-capacity image memory of about several 10 KB and a small-capacity video memory of about several 10 KB; the gaming machine of the embodiment can hold and display a larger amount of symbol data than another gaming machine having the same storage capacity.
  • the amount of 1-frame image data can be reduced to about several 10 KB and a transfer time of about several ms becomes enough to transfer 1-frame symbol data from the image memory to the video memory. Even if game play progress is made using moving pictures, as with a slot machine or a computer gaming machine with a liquid crystal display unit, the data transfer time does not limit the moving picture display speed, the game play operation speed is not impaired, and the game play ability can be improved.
  • image information of a player inputted through each gaming machine is delivered to a management device which manages the game house so that the management device manages the image information of the player playing games at each gaming machine.
  • An abnormality detection device may be further provided to each gaming machine so as to report an abnormality to the management device when the abnormality is detected. For example, in a case where a player carries out an illegal act such as guiding a metal ball to a winning hole using a magnet, if a magnet detection device is provided as the abnormality detection device, the illegal act can be detected.
  • Fig. 17 shows the overall structure of the input image management system of the present embodiment.
  • each gaming machine 10A-10L is connected to a management system 200 in a bus configuration.
  • Each of the gaming machines 10A-10L is a gaming machine having an image input device such as a camera section 121, as shown in Figs. 1 or 2, and a player's appearance can be inputted as image information.
  • Each of the gaming machine 10A-10L further includes an image transmission section 425 for transmitting processed image information, and is connected to an image processing unit 420 for performing processing to the inputted image, as shown in Fig. 4, and is connected to the management system 200 via a bus line 220, as shown in Fig. 17.
  • the management system 200 is connected to each of the plurality of gaming machines 10A-10L via the bus line 220 and receives image information delivered from each of the gaming machines.
  • the management system 200 comprises, as shown in a rough block diagram of Fig. 22, a receiving section 2201 connected to each of the plurality of gaming machines 10A-10L via the bus line and for receiving transmitted image information, an image processing unit 2202 for performing image processing to the image information received at the receiving section 2201, a display control unit 2203 for controlling display of the image information processed at the image processing unit 2202, a management unit 2204 for managing the image information transmitted from each of the gaming machines, a display section 2206 controlled by the display control unit 2203 for displaying and outputting the image information, a print section 2207 for printing and outputting the image information, a memory 2205 for storing the image information therein, and an input section 2208 such as a key board.
  • the management system 200 adds identification information (image number) to every item of transmitted image information so as to manage the image information on a gaming machine basis.
  • the transmission section 425 of each of the gaming machines and the receiving section 2201 of the management device can receive image information in accordance with a predetermined protocol. For example, using a polling method, a polling signal is sent to each of the gaming machines from the receiving section 2201 of the management system 200, and each gaming machine responds to the polling signal sent from the management device when it inputs new image information (for example, as described above, image information inputted after the image input instruction button 122 shown in Fig. 1 is pressed may be the newly inputted image information) so as to transmit the image information.
  • each gaming machine may further include a memory for accumulating image information.
  • a protocol such as CSMA/CD (Carrier Sense Multiple Access with Collision Detection) method may be utilized.
  • the image information to be transmitted may be reduced or compressed at the image processing unit 420 of each gaming machine. In this way, the image information is transmitted from each gaming machine.
  • the receiving section 2201 receives the transmitted image information.
  • the received image information is delivered to the image processing unit 2202, and if the image information is compressed, the image information is extended. Furthermore, if necessary, the image processing unit 2202 may perform reducing processing for the image information.
  • the management unit 2204 adds the identification information to the image information processed at the image processing unit 2202 so that the processed image information is accumulated in an address region in the memory 2205, which corresponds to the identification information of the image information. If the image information is compressed, the compressed image information may be accumulated in the memory 2205 via the management unit 2204 as it is, without any image processing by the image processing unit 2202.
  • the management unit 2204 of the management system 200 may include a management table 2210 as shown in Fig. 23 to display the management table 2210 on the display section.
  • the management table can be accumulated in the memory 2205 of the management system 200 shown in Fig. 2.
  • the management table 2210 is provided to each gaming machine, and the identification information (image number) of the image information of a player playing a game at each gaming machine is stored therein.
  • the identification information of the image information of a player may be, for example, a serial number based on the sequential order of being transmitted and may be cleared every day.
  • each gaming machine As information transmitted from each gaming machine, besides the image information, the number of game play media used in a game (inserted into a gaming machine) (hereafter, the number of inserted balls) and the number of game play media paid out from the gaming machine as a prize (hereafter, the number of paid-out balls) for every player who played at the gaming machine, and game-start time and game-end time of every player may be delivered.
  • each count value is delivered by counting the detection signal detected by a media flow-out detection sensor for detecting the pay-out of the game play media and a media detection sensor for detecting the insertion of the game play media as shown in Fig. 4.
  • the game-start time may be the time when the image input instruction button 122 shown in Fig. 1 is pressed, and the game-end time may be the time when the adjustment switch 107 shown in Fig. 4 is pressed.
  • the game-end time may be the time when the adjustment switch 107 shown in Fig. 4 is pressed.
  • a radiation section 2122 and a light receiving section 2123 are provided, it is possible to obtain the game-start time and the game-end time by detecting the existence of the player using the radiation section 2122 and the light receiving section 2123.
  • an illegal act detecting device may be provided in each gaming machine.
  • a metal detection matrix sensor is provided to a gaming machine so as to detect an illegal act by detecting an abnormal locus of an inserted game play medium being a metal body.
  • an illegal act there is known an act of guiding a metal body to a winning hole by intentionally curving the direction of movement of the metal body from outside using a magnet or the like. If an illegal act is detected by such an illegal act detecting device, a notice that the illegal act was detected is delivered to the management device. When the management device receives the notice, the management device displays or prints out the identification information of the gaming machine and the image information of the appearance of the player playing a game at the gaming machine together with information indicating the occurrence of the illegal act.
  • a management table 2710 as shown in Fig. 27 may be accumulated for a fixed period, for example, for a month, to be subjected to statistical processing.
  • the input date and the type of the gaming machine if there are a plurality of gaming machines, may be stored in the management table 2710.
  • the statistics processing for example, as shown in Fig. 28(a), the frequency of the occurrence of illegal acts of the gaming machine basis may be calculated to be displayed, and if the types of the gaming machines are registered for each gaming machine, as shown in Fig. 28 (b) the frequency of the occurrence of illegal acts on the machine type basis may be calculated to be displayed.
  • the frequency of the occurrence of illegal acts on a daily basis may be calculated to be displayed. Accordingly, the abnormality occurrence frequency can be analyzed.
  • the arrangement of the gaming machines in the game house may be displayed to color each gaming machine in accordance with its frequency as shown in Fig. 29.
  • the frequency of the occurrence of illegal acts according to the position where the gaming machine is arranged by varying colors in accordance with the frequencies.
  • the image information can be accumulated to correspond to the image number registered in the management table 2710 shown in Fig. 27.
  • the accumulated image information can be a reference for the image information of the player who carried out the illegal act, for example, by reading out only the image information to which an abnormality flag is set from the management table 2710 to list up and display the information.
  • the current usage status of the gaming machines in the game house and the image information of the players using the gaming machines are displayed on the display section 2206.
  • the gaming machine 10I is unused.
  • the image information of the player at the gaming machine 10I is displayed via the display processing unit 2202, the management unit 2204 and the display control unit 2203, as shown in Fig. 19. According to this, the player who is playing at the gaming machine at each timing can be specified.
  • a touch panel may be provided as the input section 2208.
  • a next-screen change instruction 230 or the like is provided so that if the next-screen change instruction 230 is touched on the screen, the display screen is changed to a predetermined next screen.
  • the display screen can be switched to be a display screen showing the used status of the gaming machine 10A, as shown in Fig. 20.
  • the image information of the players, the game play times, the numbers of inserted balls, the numbers of paid-out balls, the abnormality flags or the like can be displayed. As s result of this, it is possible to specify the used status of each gaming machine as well as the player who played games at the gaming machine.
  • the management unit 2204 controls the display section to change the color of the identification information of the gaming machine to which the illegal act was carried out to show that the illegal act was carried out or to indicate "an abnormality had occurred", as shown in Fig. 19. Moreover, as shown in Fig. 22, if a sound output section 2209 is further provided, a predetermined alarm sound may be outputted.
  • image information indicating the appearance of the player as well as the identification information of the gaming machine may be displayed in full-screen.
  • the management unit 2204 controls the image processing unit 2202 to enlarge the image information of the player at the gaming machine to which the illegal act was carried out at that time, so that the enlarged image information is displayed on the display section 2206 via the display control unit 2203.
  • the print section 2207 may produce a hard copy of the displayed information to be outputted.
  • image information of the player playing games at the gaming machine at the time the illegal act was carried out is displayed and outputted so that a manager of the game house can specify the player who carried out the illegal act in accordance with the image information. In this way, such an intensive management of the inputted image is useful for crime prevention.
  • a notice that the illegal act has been detected may be forwarded to a predetermined external contact point such as a police station.
  • icons 2110 and 2120 as shown in Fig. 21 are provided so that the illegal act is reported to a police station or the other branches of the game house in accordance with an instruction through the icons.
  • the image information delivered from the image transmission section of the gaming machine in which the illegal act is detected may additionally be delivered.
  • Fig. 24 shows an illustration showing the concept of the input image management system
  • Fig. 25 shows a contact point storing section 2500 for storing contact points therein
  • Fig. 26 shows a format storing section 2600 for contact.
  • FIG. 24 the structure of the input image management system as shown in Figs. 17 and 22 is conceptually shown.
  • each gaming machine in a game house having a plurality of gaming machines 10, each gaming machine is connected to the management system 200 in a bus configuration.
  • a plurality of gaming machines constitute a gaming machine island, and a controller 2430 for intensively Controlling a plurality of gaming machine islands may be provided.
  • the controller 2430 is capable of multiplexing image information and an abnormality detection signal from each gaming machine, and delivering them to the management system 200 via the bus line 220.
  • the management device is connected to the plurality of gaming machines via the bus line 220 so as to receive the image information and the abnormality detection signal transmitted from each gaming machine.
  • the management system 200 may be further provided with a communication section 2440 for communicating with outside and a reading device 2420 for reading out information stored in a storage medium such as a CD-ROM, as shown in Fig. 24, in addition to the structure shown in Fig. 22.
  • a communication section 2440 for example, a modem for delivering image information and data, a message output section and a telephone for outputting a message, a facsimile for delivering image information and data, may be included.
  • image information 2400 delivered from each gaming machine as shown in Fig. 18 and image information 2410 of a player delivered from the gaming machine in the case of an illegal act, as shown in Fig. 21, may be displayed on the display section.
  • External contact points are registered in advance in the contact point storing section 2500, as shown in Fig. 25.
  • the contact point storing section 2500 is provided within a memory 2205 shown in Fig. 22, and the contact points are inputted to be registered through input section 2208.
  • telephone numbers and facsimile numbers of police stations and other branches of the game house may be registered. It is possible for the other branches to take precautions against illegal acts upon receiving such a notice, and to be cautious when the player comes there if the image information of the player is received.
  • Icons for each contact point stored in the contact point storing section 2500 may be provided, as shown in Fig. 21.
  • the icons include a function such as a reception section for receiving an instruction as to whether or not to report that an illegal act was detected via the communication section 2440 when a display of detecting an illegal act is output on the display section 2206. Accordingly, when an instruction not to report that the illegal act was detected has been received, it is possible to stop the report using the icons.
  • the icons may be used for reporting when an instruction to report that the illegal act was detected has been received.
  • the delivery format may be registered in advance in the format storing section 2600, as shown in Fig. 26.
  • the information to be delivered is registered as voice messages as shown in format No. 1 or No. 2 in Fig. 26 so that it can be delivered together with necessary information such as the time of occurrence.
  • image information of a fixed form to be delivered is registered as shown in a format No. 10 in Fig. 26 so that it can be delivered together with the time of occurrence and the image information of a player delivered from the gaming machine when the illegal act occurred and other necessary information.
  • the format in which the information is to be delivered may be selected through the icons at the time of the report.
  • the manager of the game house can specify the player who carried out the illegal act in accordance with the image information.
  • Such an intensive management of the inputted images can be used for crime prevention.
  • an icon 2130 for making reference to the player who carried out the illegal act is provided so that upon operation of the icon, only the image information to which an abnormality flag is set in the management table 2710 shown in Fig. 27 is read out, so as to be displayed in a list as shown in Fig. 30.
  • a switch instruction icon 3010 for switching to a previous-month reference may be provided so as to make reference to previous months by going back sequentially. Accordingly, in a case of the occurrence of an illegal act, it is possible to make reference to the list of the players who carried out illegal acts and find someone who repeatedly carries out illegal acts. When reporting to the police station or the like, it may determine to instruct as to whether or not to report after the inquiries.
  • the image information can be inputted to be displayed instead of the image information concerning the game.
  • players can enjoy the participation and play games enjoyably. Accordingly, the game house having the gaming machines of the present invention may expect an increase in the number of players.
  • the present invention can be applied to a security system. Furthermore, when an illegal act is detected, it is possible to take measures concerning the situation immediately, and in a case of delivering the image information of the player who carried out the illegal act, it is possible to specify the player.
  • the present invention in a game house management system, it is possible to report to the outside upon detection of an illegal act.
  • the illegal act has been detected, it is possible to take immediate measures concerning the situation, and furthermore, in a case of delivering the image information of the player who carried out the illegal act, it is possible to specify the player.
  • by accumulating the image information of the players who carried out illegal acts it is possible to read out the accumulated image information so as to make reference to the players who carried out the illegal acts.

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Abstract

In each of a number of gaming machines, a game executing section executes a game, and a detecting section detects an illegal act during the game. A delivery section delivers a notice that the detecting section has detected the illegal act to a management device, upon detection. In the management device, a receiving section receives a notice that the illegal act has been detected delivered from each delivery section. A storing section stores therein, in advance, an external contact point to which the notice that the receiving section has received the notice that the illegal act has been detected, is forwarded upon reception. A communication section reports the notice that the illegal act has been detected to the external contact point stored in the storing section when the receiving section receives the notice that the illegal act has been detected.
As a result of this, it is possible to report to the outside when an illegal act has been detected in a game house management system.

Description

    TECHNICAL FIELD
  • This invention relates to a game house management system for a game house having a plurality of gaming machines, in particular, a game house management system for which security is important.
  • BACKGROUND TECHNIQUE
  • In many game houses having a plurality of gaming machines, for example, systems for detecting an illegal act by a player are adopted so as to deter such illegal acts.
  • For example, in a pachinko (Japanese pinball) machine using pachinko balls being a metal body, it is necessary to detect such an illegal act as guiding pachinko balls with a magnet or the like. Thus, there is a method for detecting an illegal act by detecting a locus of a metal body to determine whether or not the locus is abnormal.
  • Conventionally, there are metal body detecting devices such as those described in the Official Gazettes of Japanese Patent Application Publication Hei 2-279186 (Laid Open), Japanese Patent Application Hei 2-244898 and Japanese Patent Application Publication Hei 4-122375 (Laid-Open), and pachinko ball detecting devices are disclosed in these Official Gazettes.
  • According to the above-mentioned prior arts, it is possible to detect an illegal act, but what action is taken after an illegal act is detected is not considered.
  • In addition, even though a gaming machine on which an illegal act is performed can be detected, it is difficult to specify a player who performed the illegal act after he or she has left the gaming machine.
  • DISCLOSURE OF THE INVENTION
  • An object of the present invention is to provide a game house management system which is capable of reporting out an illegal act when it is detected. Another object of the present invention is to provide a game house management system which is capable of specifying a player who performed an illegal act.
  • In order to accomplish the above objects, the present invention provides a game house management system which includes a plurality of gaming machines, each comprising a game executing section for executing a game, a detecting section for detecting an illegal act during the game, and a delivery section for delivering a notice that the detecting section has detected an illegal act; and a management device comprising a receiving section for receiving the notice from the delivery section of each gaming machine that an illegal act was detected, a storing section for previously storing therein an external contact point to which a notice that the receiving section has received the notice that the illegal act was detected is forwarded upon the reception, and a communication section for reporting that the illegal act was detected to the external contact point stored in the storing section.
  • Furthermore, the present invention provides a game house management system which includes a plurality of gaming machines each comprising a game executing section for executing a game, a detecting section for detecting an illegal act during the game, a delivery section for delivering a notice that the detecting section has detected the illegal act, an image input section for taking in image information from an image information source, and an image delivery section for delivering the image information inputted by the image input section; and a management device comprising a receive section for receiving a notice from the delivering section of each gaming machine that the illegal act was detected, an image receiving section for receiving the image information delivered from the image delivery section of each gaming machine, an accumulating section for accumulating the image information delivered from the image delivery section of a gaming machine in which the illegal act was detected and received by the image receiving section when the receiving section received the notice that the illegal act was detected, and a display section for displaying the image information accumulated in the accumulating section.
  • Now, the operation of the present invention will be described below.
  • In each of the gaming machines, the game executing section executes a game, and the detecting section detects an illegal act during the game. The delivering section delivers a notice to the management device that the illegal act was detected by the detecting section, upon the detection.
  • In the management device, the receiving section receives the notice from the delivering section of each gaming machine that the illegal act was detected. The storing section previously stores therein an external contact point to which a notice that the receiving section received the notice that the illegal act was detected is forwarded upon the reception.
  • The communication section reports to the external contact point stored in the storing section that the illegal act was detected when the receiving section received the notice that the illegal act was detected.
  • In this way, when an illegal act is detected, it is possible to report to a predetermined contact point, for example, a police station or another game house, so that the illegal act can be coped with more quickly.
  • In a case where the gaming machine further includes the image input section for inputting image information and the image delivery section for delivering the image information inputted from the image input section, and the management device further includes the image receiving section for receiving the image information delivered from the image delivery section of each gaming machine, it is possible to input a player's appearance as image information through the image input section such as a camera, for example. Accordingly, the communication section can further deliver the image information received at the image receiving section at the same time as the report, and the display section can display and output, when the receiving section receives the notice that the illegal act was detected, the identification information of a gaming machine in which the illegal act was carried out and the image information delivered from the delivering section of the gaming machine as well as the notice that the illegal act was detected so as to specify the player who carried out the illegal act.
  • Furthermore, in a case where the management device further includes the accumulating section for accumulating the image information delivered from the image delivery section of the gaming machine in which the illegal act was detected and received by the image receiving section, and the display section for displaying the image information accumulated in the accumulating section, it is possible to allow the image information accumulated in the accumulating section to be edited and analyzed. Accordingly, it is possible to display a list of those who carried out an illegal act. In addition, for example, the accumulating section may further accumulate predetermined identification information of the gaming machine in which the illegal act was carried out in correspondence with the image information, and further has a counting section for counting the frequency of occurrence of illegal acts on a daily basis, and the display section may display the frequency counted by the counting section on the daily basis. In this way, it is possible to display occurrence frequencies of illegal acts on a daily basis, on a machine basis and a machine type basis.
  • BRIEF DESCRIPTION OF THE DRAWINGS
    • FIG. 1 is an external view of a slot machine in an embodiment;
    • FIG. 2 is a front view of a pachinko machine in the embodiment;
    • FIG. 3 is a block diagram of an image processing unit in the embodiment;
    • FIG. 4 is a block diagram of a slot machine in the embodiment;
    • FIG. 5 is a block diagram of a display control unit in the embodiment;
    • FIG. 6 is an illustration of the template configuration in the embodiment;
    • FIG. 7 is an illustration of the address generation operation in the embodiment;
    • FIG. 8 is another front view of the slot machine in the embodiment;
    • FIG. 9 is an illustration showing an example of symbol arrangement in the embodiment;
    • FIG. 10 is an illustration showing the storage contents in memories in the embodiment;
    • FIG. 11 is another front view of the slot machine in the embodiment;
    • FIG. 12 is a display illustration of a display section of the slot machine in the embodiment;
    • FIG. 13 is an illustration showing a display example of a symbol specification section in the embodiment;
    • FIG. 14 is a block diagram of a display control unit in the embodiment;
    • FIG. 15 is a block diagram of an image input system in the embodiment;
    • FIG. 16 is an image input game system in another embodiment;
    • FIG. 17 is a structural view of a game house to which the present invention is applied as a security system in said another embodiment;
    • FIG. 18 is an illustration showing an example of a display in a management device to which the present invention is applied as a security system in said another embodiment;
    • FIG. 19 is an illustration showing an example of the display in the management device to which the present invention is applied as a security system in said another embodiment;
    • FIG. 20 is an illustration showing an example of a display in a management device to which the present invention is applied as a security system in said another embodiment;
    • FIG. 21 is an illustration showing an example of a display in a management device to which the present invention is applied as a security system in said another embodiment;
    • FIG. 22 is a block diagram of a case in which the present invention is applied as a security system in said another embodiment;
    • FIG. 23 is an illustration showing a management table of a case in which the present invention is applied as a security system in said another embodiment;
    • FIG. 24 is an illustration showing a concept of a management system of a case where the present invention is applied as a security system in said another embodiment;
    • FIG. 25 is an illustration showing a contact point storing section in said another embodiment;
    • FIG. 26 is an illustration showing a format storing section in said another embodiment;
    • FIG. 27 is an illustration showing a management table of a case in which the present invention is applied as a security system in said another embodiment;
    • FIG. 28 is an illustration showing an example of a screen displaying a monthly report of a case where the present invention is applied as a security system in said another embodiment;
    • FIG. 29 is an illustration showing an example of a screen displaying the number of occurrences of illegal acts in a case where the present invention is applied as a security system in said another embodiment; and
    • FIG. 30 is an illustration showing an example of a screen displaying a list of those who carried out illegal acts in a case where the present invention is applied as a security system in said another embodiment.
    DESCRIPTION OF PREFERRED EMBODIMENT
  • Referring now to the accompanying drawings, there will be shown embodiments of the invention.
  • The present invention can be applied to gaming machines which control an image display, such as slot machines, pachinko machines, and video game machines. In an embodiment of the present invention, slot machines will be discussed. In the present embodiment, an image input section for inputting an image is placed in a main unit of a slot machine, the appearances of a player is captured and taken into the slot machine, and after image processing is performed, image information of the captured appearance is displayed in place of a specific symbol pattern so that the inputted image information is delivered to the below-described game house management device.
  • Fig. 1 is an external view of the slot machine in the embodiment, wherein a display section 110 can be placed on a game board 101. The display section 110 is a display means such as a CRT or liquid crystal display; a plurality of display windows for showing one or more rows of various symbols in the slot machine are displayed and a background can be displayed on the outside of each slot. The display section 110 displays a plurality of symbol rows as with conventional rotating drums and can move and change the symbols in sequence for changing and displaying the symbols as if they had rotated. It may comprise display means for each row. When a player plays a game, the display section 110 may display a win combination line and when the symbol combination matches a predetermined complete symbol pattern, it may display information indicating the event. A CCD (Charged Coupled Device) camera section 121, as means for picking up the image of an object, and illumination means 120, such as a flash, are placed on the game board 101 for enabling the appearances of a player, etc., to be captured and inputted. A second display section 110A for displaying image information of an object captured with the camera section 121, and a display control section for causing the second display section to display it, may be provided in addition to the display section 110 for displaying image information.
  • An input/output section 102 can comprise an input/output section 102b for inputting medals, balls, bills, and coins used with normal slot machines, or the amount of money and the number of medals, and an input/output section 102b for inputting/outputting gaming storage media for playing games, such as IC cards, FD (floppy disk), and CD-ROM storing image information, etc., described below. A number-of-won-media display section 103 is a display means for displaying the number of game play media paid out to the player for a winning game play (hereinafter referred to as number of won media), or the number paid out to the player for a winning game play, such as the amount of money when the symbols on the slot machine are complete as predetermined symbols. A number-of-taken-in-media-for-gaming display section 104 is a display means for displaying the number of game play media or the amount of money input through the input/output section 102b. A taken-in-media-for-gaming selection switch 105 is a specification switch for a player to specify the number of game play media or an amount of money for a bet when playing a game. For example, the player can use the switch for specification so that a combination line for winning can be set in response to the number of medals. A number-of-internally-held-media display section 106 is a display means for displaying the number of game play media or the amount of money, etc., held in the slot machine if the number of won media is not outputted. A settlement switch 107 is a specification switch for specifying settlement of the number of game play media held in the slot machine at the end of playing. For example, if the settlement switch 107 is pressed, as many game play media as held in the slot machine are outputted, or when a card is used, the number held in the slot machine can be stored on the card having a storing means and this card can be dispensed. A start lever 108 is a specification means for accepting a start instruction for rotation display of symbols on the slot machine. Game stop switches 109, which are provided in one-to-one correspondence with the rows, are specification means for accepting a game stop instruction. When a game stop instruction is accepted through one of the game stop switches 109, the corresponding symbol change is stopped at a predetermined stop timing. It may be adapted to stop naturally after a lapse of a predetermined time after rotation display starts, without providing the game stop switches 109. Further, only one game stop switch 109 may be provided without being provided in one-to-one correspondence with the rows, and upon acceptance of a stop instruction through the game stop switch 109, the symbol changes may be stopped in a predetermined sequential order.
  • Next, the detailed internal configuration in the embodiment will be discussed with reference to Fig. 4, which is a block diagram of a display-type slot machine.
  • In Fig. 4, the slot machine comprises a game control unit 403 for controlling game progress, a display control unit 401 for simulating a slot rotation state, an interface board unit 404 connected to various input/output units, a CCD (Charged Coupled Device) camera section 121 as means for picking up the image of an object, which is an image input unit for inputting an image, an image processing unit 420 for processing an image inputted through the CCD camera section 121 and outputting image information to the display control unit 401, and a display section 110 for displaying symbols and backgrounds. In Fig. 4, the game control unit 403 and the display control unit 401 are separate units each having a CPU. The slot machine may further include a print section 421 such as a printer being connected to the image processing unit 420 for printing out input image information. The game control unit 403 may comprise a card reader/writer 310 for reading/writing a card of a storage medium for storing image information. Image information inputted through another image input unit can be previously stored on the card, and when a player plays a game, the card can be mounted on the card reader/writer 310 for reading the image information. Further, information such as the number of game play media may be written onto the card.
  • The interface board unit 404, to which the input/output section 102, the specification switches, the display means, etc., are connected, is controlled by the game control unit 403. The specification switches comprise at least the start lever 108 of start instruction means for accepting a game start instruction and instructing the display control unit 401 to change symbol display for each row and the stop instruction means 109 for accepting a stop instruction for stopping the symbol change for each row and instructing the display control unit 401 to stop the symbol change. The slot machine may further include a loudspeaker 405 for producing a sound when symbols are complete, etc.
  • In addition to the CCD camera section 121, a still-video camera, a television camera, etc., may be used as the image pick-up means; a color camera may also be used. Further, an image may be read by a scanner, etc., as an image input section. Further, image information may be transmitted via a communication line for input. A storage medium for storing image information may be inserted into the input/output section 102a for reading the image information from the storage medium. The CCD camera section 121 inputs an image at a specific timing and sends the input image to the image processing unit 420. It is placed on the game board of the slot machine as shown in Fig. 1, and can previously focus on the player's position when he or she plays a game. For example, if a chair or the like is provided in front of the slot machine, focusing can be previously obtained at a position when the player sits on the chair. The CCD camera section 121 may be provided with an automatic focusing function. The slot machine may further include an illumination means 120, such as a flash being connected to the CCD camera section 121, for illuminating an object. The image taking-in time in the CCD camera section 121 will be discussed later. The image processing unit 420 processes image information inputted through the CCD camera section 121 and outputs the processed image information to the display control unit 401. The image processing unit 420 processes the input image information to a predetermined information size and sends the resultant image information. If the size of information inputted through the CCD camera section 121 is fixed, the image information may be sent to the display control unit 401 as it is.
  • In the entire system operation, the game control unit 403 controls game progress centrally in accordance with a program stored in a ROM, and transmits slot rotation and stop instructions to the display control unit 401 via a parallel communication interface 402, thereby effecting game progress. When slot rotation stops, the game control unit 403 determines whether the combination of the symbols displayed at predetermined positions of the display means matches a predetermined symbol combination. To display symbols as if they had rotated, the display control unit 401 stores various symbol patterns in a ROM and background pictures in a VRAM (Video Random Access Memory) for changing the symbol display mode of each display window. A plurality of display operation modes for each display window can be provided, such as a stop mode, an acceleration mode, a constant speed rotation mode, and a deceleration mode. Symbol data in each mode is transmitted to the display section 110 in frame span units. The ROM may be formed detachably or may use an ultraviolet ray erasable programmable read-only memory (EPROM) or an electrically erasable programmable read-only memory (EEPROM). The display control unit 401 stores image information outputted from the image processing unit 420 in a RAM and switches reading of the symbol patterns stored in the ROM and the image information stored in the RAM at a specific timing. For example, the image information stored in the RAM is read instead of reading a specific symbol from the ROM, whereby the image information inputted through the CCD camera section 121 can be displayed instead of displaying the specific symbol. The switching time and the switching method will be discussed later. The display section 110 displays a background picture stored in the VRAM and a symbol pattern in each display mode, in an overlapped manner. The display control unit 401 may display the image information stored in the RAM on the display section 110 or on the second display section 110A as it is. For example, when an image is input, the input image may be displayed on the display section 110 enabling the player to check it. The image information inputted to be stored in the RAM may be erased when the settlement switch 107 is pressed. In addition, a writing section for writing image information on a storage medium and an issuing section for issuing the storage medium on which the image information is written may be further provided with the gaming machine. In this case, when the settlement switch 107 is pressed, the image information inputted to be stored in the RAM may be written on the storage medium, and then, the storage medium with the information may be issued to be outputted.
  • Next, the image input time and the image input method will be discussed.
  • The image input time is when a specific condition is satisfied. The specific condition is predefined in the game control unit 403 or the image processing unit 420. The present embodiment assumes that an image is inputted when a player continues to play games for a given time at the slot machine. As a result, since the player often changes gaming machine within a short period of time, the image of a player who has played a game for the given time is inputted, while the image of a player who changes the gaming machine within a short period of time is not inputted.
  • The game control unit 403, which can detect a player playing a game or not playing a game, detects that a game play has continued for a specific time after the transition is made from the non-gaming state to the gaming state. For example, the game control unit 403 can detect it by monitoring game play media used for the gaming. In this case, the specific time is set to, for example, one minute and if game play is continued for one minute, the game control unit 403 instructs the CCD camera section 121 to input an image through the image processing unit 420. The game play media used for gaming, or the number of game times, is counted, and when the value counted during the specific time from the non-gaming state reaches a predetermined value, the game control unit 403 may instruct the CCD camera section 121 to input an image. In this case, if the count does not reach the predetermined value during the specific time, image input is suppressed.
  • Then, the game control unit 403 sets a non-gaming state after a lapse of a specific time after the game is over, and further instructs the image processing unit 420 to erase the input image.
  • When the CCD camera section 121 is instructed to input an image, it starts shooting. After shooting, the CCD camera section 121 sends the image information to the image processing unit 420. For a color image, R, G, B signals, a luminance signal, and a synchronizing signal are sent for one frame, as the image information. For the television camera, an NTSC (National Television System Committee) signal is outputted.
  • Before shooting, the game control unit 403 may inform the player that he or she will be shot by outputting a predetermined message by voice through the loudspeaker 405 or displaying the message on the display section 110. Further, a cancel button 123 can be provided, as shown in Fig. 1, as inhibition specification means for accepting an inhibition instruction to the effect that an image is inhibited from being inputted during a specific time after the informing. When the player does not press the cancel button 123 during the specific time after the informing, an image is inputted; when the player presses the cancel button 123, image input is suppressed.
  • Another specific condition for the image input time may be predefined as follows: For example, as shown in Fig. 1, an image input specification button 122 of specification means for enabling image information to be inputted may be provided on the front of the gaming machine and when the button 122 is pressed, an image may be inputted. In this case, the player may press the image input specification button 122 only when he or she wants to display his or her appearances in place of a specific symbol pattern. The image input specification button 122 is connected to the interface board unit 404 shown in Fig. 4 and when the button is pressed, a signal is sent to the game control unit 403. When receiving the signal from the image input specification button 122, the game control unit 403 instructs the CCD camera section 121 to input an image through the image processing unit 420.
  • Another specific condition for the image input time may be defined as a condition such that when a player faces the gaming machine for a given time, an image is to be inputted. In this case, a radiation section 2122 for radiating a signal of laser, infrared rays, etc., in a specific direction and a light receiving section 2123, such as a photo detector for receiving reflection of the signal from the specific direction, may be provided in front of the gaming machine, as shown in Fig. 8, and the specific condition may be defined as the time at which infrared rays have been received by the light receiving section 2123 for a specific time. In this case, the radiation section 2122 can comprise a laser diode or infrared light emitting diode for always radiating infrared rays toward the position where a player is assumed to exist when he or she plays a game, and when the light receiving section 2123 has received infrared rays for the specific time, the player can be detected as existing at the position. For example, when a seat or the like is placed in front of the gaming machine, the radiation section 2122 may be located on the seat and the light receiving section 2123 may be located in an opposed position rather than them being disposed in front of the gaming machine. In this case, when a player does not exist, light is received and when a player exists, light is not received. Therefore, when no light is received for a specific time, a player can be determined to exist. The radiation section 2122 and the light receiving section 2123 are connected to the interface board unit 404 shown in Fig. 4 and can be controlled by the game control unit 403.
  • Thus, image information can be inputted at the specific timing.
  • Next, image processing will be discussed with reference to Fig. 3, which is a block diagram of the image processing unit.
  • In Fig. 3, the image processing unit 420 comprises an image processing processor 4230, a ROM (read only memory) 4200 of an auxiliary storage for storing image processing programs, a RAM (random access memory) 4210 for accumulating image information, and a CPU 4220 of a control section. As the image processing processor 4230, a digital signal processor (DSP) may be used.
  • When image information is outputted from the CCD camera section 121, the CPU 4220 sends an address and write instruction to the RAM 4210 for storing the image information. As an image information, for example, a player's face can be inputted. Next, the image processing processor 4230 is started for performing image processing. It enlarges, reduces, or compresses the image information outputted from the CCD camera section 121 so as to put the image information in one frame in the display control unit 401 for the display control unit 401 to display the image information on the display section 110. The image information outputted from the CCD camera section 121 may be trimmed. That is, the image processing processor 4230 can perform at least one of an enlargement process for enlarging the read image information to a specific size, a reduction process for reducing the read image information to a specific size, a compression process for compressing the read image information to a specific size, and a trimming process for trimming the read image information to a specific size, as the image processing. In the embodiment, since the image information inputted through the CCD camera section 121 is displayed in place of a specific symbol pattern, the image information is reduced so as to become equal to the information size of symbol information stored in the ROM contained in the display control unit 401. To display the image information inputted from the CCD camera section 121 on the entire display section, it is compressed to 1-frame image information in the display section 110. Further, the image processing processor 4230 may perform image processing such as smoothing, noise removal, and deletion of a background other than the player's face. It stores the image information in the RAM 4210 after processing. Otherwise, it may store the taken-in image information in the RAM 4210 maintaining the condition before image processing. After the termination of the image processing, the CPU 4220 sends the processed image information to the display control unit 401. If the size of image information inputted through the CCD camera section 121 is equal to the image information size that can be handled by the display control unit 401, the image processing may be skipped. By thus performing processing, the image information inputted through the CCD camera section 121 can be sent to the display control unit 401.
  • As shown in Fig. 4, if the print section 421 is connected to the image processing unit 420, after image processing is performed for read image information, the image information read from the print section 421 may be printed out. In this case, the image processing unit 420 causes the print section 421 to make a hard copy. To allow a player to check read image information, it may be outputted on the display section 110 or on the second display section 110A.
  • Next, the configuration of the display control unit 401 will be discussed with reference to Fig. 5, which is a block diagram of the display control unit. The display control unit 401 comprises a VRAM for storing therein background pictures for switching screens at high speed, a display data ROM 1010 for storing therein display data of symbol portions of the slot machine, an image data RAM 1150 for storing therein image information outputted from the image processing unit 420, and an address generation section for outputting in sequence, for each frame, the display data ROM 1010 addresses of the symbols to be displayed in one frame in order for each frame to read out symbols or images from the display data ROM 1010 and the image data RAM 1150.
  • In the present embodiment, the configuration of display control for one display window in the display control unit 401 is as shown in Fig. 5, and to perform display control of three display windows, display control of each display window can be switched in a time-division manner. Assume that display on the display section 110 is performed for each row of each display window and that a predetermined area is displayed as the display area of each row, wherein about four symbols can be displayed at the same time, for example. The display section 110 updates display for a frame span of a given period every 1/60 or 1/30 seconds (V-syc period) and executes line scanning for each frame. The display control unit 401 reads symbols displayed in the display area of each row and displays the same symbols in the stop mode. During the rotation operation, it moves the display positions of the symbols displayed in the display area of each row. That is, when reading symbols from the ROM, the display control unit 401 shifts the read top position by a movement distance for each frame for reading the symbols displayed in the range of the display area and reads the symbols in a predetermined order, thereby displaying the symbols as if they had rotated. Further, in the embodiment, the movement distance is varied depending on the acceleration mode, constant speed mode, or deceleration mode. In the acceleration mode, a change is made from a still picture pattern read to a flow-condition pattern read.
  • The address generation section comprises: 2) an address counter 1020, 3) a display start position address buffer 1030, 4) a data counter 1040, 5) a number-of-display-data-bytes buffer 1050, 6) an address and number-of-data generation section 1100, and 7) a change-over switch 1160, as shown below.
    • 1) All symbol data to be displayed is stored in the display data ROM 1010. In this case, the display data ROM 1010 may store therein the symbol data patterns to be displayed for each display window or one display data ROM 1010 may be provided for all display windows. For example, a plurality of data patterns are stored in the display data ROM 1010 as shown in Fig. 10. Image information sent out from the image processing unit 420 is stored in a predetermined address of the image data RAM 1150 as shown in Fig. 10. To display the image information sent out from the image processing unit 420 in place of a specific symbol, the image information is stored in the image data RAM 1150 area having the same address as the address of the specific symbol pattern stored in the display data ROM 1010. The image data RAM 1150 is provided only with the area for storing therein the image information sent out from the image processing unit 420 (corresponding to the data capacity of one symbol pattern).
    • 2) The address counter 1020 is a counter for reading out the contents of the display data ROM 1010. The read start address is loaded into the address counter 1020, which then counts up (or down) in sequence in response to a character read clock.
    • 3) The display start position address buffer 1030 is a buffer for storing therein the read start address of the next symbol to be displayed. Upon completion of displaying the preceding symbol, data is loaded into the address counter. The read start address is generated by the address and number-of-data generation section 1100 described below, and is sent out on a system data bus.
    • 4) The data counter 1040 is a counter for checking how many bytes (or words) of a display pattern are to be displayed. The number of data bytes (words) in the number-of-display-data-bytes (words) buffer is loaded into the data counter 1040, which then counts down in response to a character read clock. When the number reaches 0, a carry signal is outputted, a load signal is outputted from a one-shot circuit 1060, and new data is loaded.
    • 5) The number-of-display-data-bytes buffer 1050 is a buffer for storing therein data defining the number of bytes (words) of the next symbol to be displayed. When the data counter reaches 0, the number is read into the data counter.
    • 6) The address and number-of-data generation section 1100 generates the read start address and the number of bytes of the symbol to be displayed. Thus, it comprises a template 1110 provided for each frame for storing at least the read start position of the symbol displayed at the top stage of the display section in one frame, the read data amount, and a flag indicating whether or not a new symbol pattern is to be displayed.
    • 7) The change-over switch 1160 is change-over means for changing information read from the display data ROM 1010 and information read from the image data RAM 1150. A change instruction is issued by the game control unit 403 as described below. For the address of a specific symbol specified from the address counter, the memory to be accessed is changed by the change-over switch 1160 in response to the change instruction.
  • Fig. 6 is an illustration showing the template. As shown here, the template 1110 can comprise, for example, a stop mode showing a display stop state, an acceleration mode showing a rotating display state with acceleration, a constant speed rotation operation mode showing a rotating display state at a constant speed, and a decelerating mode showing a rotating display state with deceleration. In the stop mode, symbols do not move and the same symbol is updated every frame. As described below, when an operation start signal is accepted from a microprocessor 408, each display window makes the transition to the acceleration mode and the speed is accelerated until a predetermined symbol movement speed is reached. When the predetermined symbol movement speed is reached (or a given time has elapsed), the transition is made to the constant speed mode. When an operation stop signal is accepted from the microprocessor 408, the operation is decelerated at a predetermined deceleration speed. When a predetermined symbol movement speed is reached (or a given time has elapsed), the stop mode is entered.
  • A data configuration example of a template table is shown in Fig. 6 (iv), wherein (a) denotes the read start position of the symbol displayed at the top stage of the display section in the display data ROM 1010 storing the displayed symbol. The read start position (a) indicates a bias value; when the start position for each symbol pattern stored in the display data ROM 1010 is assumed to be 0, the number of rasters from the start position to the read start position ( number of rasters = total number of bytes of one symbol / 16
    Figure imgb0001
    ) is indicated. This makes it possible to determine what position of the symbol display is to be started. Further, (b) denotes the number of display data bytes read in one frame.
  • Thus, the read start position and the number of data bytes for each frame are stored in the template. Symbols can be displayed as if they had rotated by shifting the read start position little by little for each template. The shift amount corresponds to the movement distance of the symbol display position for each frame. The rotation speed can be varied from one display section to another by providing the template for each display section.
  • The address and number-of-data generation section 1100 further includes, as shown in Fig. 7, a symbol register 1210 for storing therein the start address for each symbol pattern and a symbol pointer 1200 serving as a pointer to the symbol register 1210. The symbol pointer 1200 points to the symbol at the top stage on each display window and is incremented according to the template contents. That is, when the flag indicates display of a new symbol pattern, the symbol pointer 1200 is updated so as to point to the next symbol. The symbol register 1210 holds the symbol pattern start address for each display order. For example, if the display order is defined to display the symbol arrangement as shown in Fig. 9, the address for each symbol stored in the display data ROM 1010 is stored in the symbol register 1210 in relation to the symbol arrangement order.
  • As shown in Fig. 7, the address and number-of-data generation section 1100 reads the start address of the symbol pattern stored in the symbol register 1210 pointed to by the symbol pointer 1200 for each frame, looks up in the symbol template 1110, and adds the read start position and the symbol pattern start address, thereby generating the read start address. The number of bytes of the symbol to be displayed is the read data amount in the symbol template 1110.
  • Next, a template processing procedure will be discussed with reference to Fig. 6, wherein a move pointer is provided to point to the template table position. The move pointer can be constructed of a counter for indicating the display template read position. It counts up in sequence with the display timing as a clock and when counting up to the last template, it returns to 0. The data read from the template table is temporarily accumulated in a temporary work area.
    • (1) After the power of the pachinko machine is turned on or when an instruction is received from the microprocessor, the display control unit 401 repeats reading of template SSDT0 (stop mode).
    • (2) Upon acceptance of an operation start signal from the microprocessor, the template is set to SSDT1, template SSDT1 data is expanded, and the data expanded for the next frame is written into the temporary area.
    • (3) Each time the frame is updated (namely, each time the display timing arrives), the template is set to SSDT2, SSDT3, ..., and this sequence is repeated.
    • (4) Upon completion of the acceleration template process, the transition is made to the constant speed template process and this process is repeated in a similar manner (a loop of CNDT14 to CNDT0 is repeated).
  • Next, the display operation in Fig. 5 will be discussed.
    • 1. The address and number-of-data generation section 1100 refers to the template as described above, generates the 〈read start address〉 and 〈number of display data bytes〉 of the symbol to be displayed as a 1-frame table, stores the read start address in the display start position address buffer 1030, and stores the number of display data bytes in the number-of-display-data-bytes buffer.
    • 2. The read start address and the number of display data bytes are loaded into the address counter and the data counter conforming to the display timing.
    • 3. In the current frame, the address and number-of-data-bytes generation section creates a table of data to be displayed in the next frame.
    • 4. The data counter 1040 and the address counter 1020 operate according to clocks and data is read from the memory according to the address indicated by the address counter 1020.
    • 5. The change-over switch 1160 operates so that data is normally read from the display data ROM 1010 and that to display image information outputted from the image processing unit 420 in place of a specific symbol, data is read from the image data RAM 1150.
  • Thus, the address generation section generates addresses, symbol data is read from the display data ROM 1010, and image information can be read from the image data RAM 1150 instead of a specific symbol.
  • As another configuration, the start address stored in the symbol register 1210 shown in Fig. 7 may be rewritten without providing the change-over switch 1160. In this case, the address assigned to the display data ROM 1010 and the address assigned to the image data RAM 1150 are made separate to prevent them from overlapping each other. For example, start address "A1" stored in the symbol register 1210 is held in another register provided, and the start address of the image data RAM 1150 is held instead in the symbol register 1210. To restore the former specific symbol, the held start address "A1" may be restored to the symbol register 1210. In this case, the address line from the address counter 1020 is connected to both the image data RAM 1150 and the display data ROM 1010. The image information inputted instead of a specific symbol can also be displayed in such a manner.
  • Next, the change time for displaying the image information outputted from the image processing unit 420 instead of a specific symbol will be discussed. The change time is the change timing specified for the change-over switch; in the embodiment, it is specified by the game control unit 403, but another control section may be provided for the purpose.
  • To specify the change time, change detection means for detecting a specific condition being satisfied is provided and when the change detection means detects the condition, a change is made so as to display the image information output from the image processing unit 420 instead of a specific symbol.
  • The following conditions may be predefined as the specific condition:
  • A first specific condition is satisfied when data is stored in the display data RAM 1150 after image processing by the image processing unit 420. In this case, the change detection means detects data being stored in the display data RAM 1150, then outputs a change instruction so as to display the image information outputted from the image processing unit 420 instead of a specific symbol. When the change instruction is outputted, for example, if instead of a specific symbol, such as the symbol "7" with the address A1 as the start address shown in Fig. 10, the address corresponding to the symbol "7" is specified, the change-over switch 1160 instructs data to be read from the image data RAM 1150. In this way, with the conditions predefined, it is possible to change the image information to be a specific symbol soon after the image processing following the image input.
  • A second specific condition is as follows: An image change specification button 124 of specification means for specifying permission to change the image information is further provided. The change detection means detects the time at which a permission instruction is given through the specification means. For example, after an image is inputted and the input image information is outputted from the print section 421, a player checks the image information as described above, then presses the image change specification button 124. In response to this, a change is made so as to display the image information output from the image processing unit 420 instead of a specific symbol. In this way, it is possible to display the inputted image information when a player wishes so that the player can be highly motivated to participate in the game and can enjoy the game more.
  • A third specific condition is as follows: A plurality of types of symbol are displayed and controlled at a plurality of positions as image information. The game control unit 403 comprises determination means for determining whether or not a combination of the symbols displayed at the positions is a predetermined symbol combination. The change detection means detects the specific condition when the determination means determines that the combination of the symbols displayed at the positions is the predetermined symbol combination. For example, when three display windows exist, if, as a predetermined symbol combination, the symbols displayed at the centers of the display windows are the same, a change can be made so as to read data from the image data RAM 1150. The same change may be made, when two of the three display windows are stopped and symbols are displayed in an operating manner only on one display window. If the same symbol as the symbol displayed at the center of each stopped display window is displayed on the operating display window as a predetermined symbol combination, a change may be made so as to read data from the image data RAM 1150. In this way, it is possible to switch to the inputted image information when the symbols form a predetermined symbol combination, and the player can enjoy the game more.
  • By thus predefining the change conditions, a change can be made if the defined condition is satisfied.
  • Although the image information inputted instead of a specific symbol is displayed in the embodiment, image information inputted instead of any other display information may be displayed. For example, as shown in Fig. 11, input image information may be displayed on the entire display section 110 instead of display window and symbol display. The front view shown in Fig. 11 is provided by extracting the display portion of a pachinko machine, etc., and its peripheral portion.
  • If a plurality of gaming lines each having a combination of symbols at a plurality of positions are defined in the game control unit 403 and at least one or more of the gaming lines are selected and the display control unit 401 is instructed to indicate selection of the gaming line, the display control unit 401 may control so as to display the symbols at the positions and indicate selection of the gaming line by using input image information. For example, as shown in Fig. 12, the gaming lines are defined as 35a, 35b, 35c, 35d, and 35e. To indicate gaming line selection when a player selects one or more of the gaming lines or one or more of the gaming lines are selected in response to the number of input game play media, the display section 110 may be provided with an area 600 for each gaming line and the input image information may be displayed in the areas 600 corresponding to the selected gaming lines. If the gaming lines are selected, the input image information can be displayed in the areas 600 as shown in Fig. 12 (B).
  • Next, the hardware configuration for displaying the input image other than a specific symbol as described above will be discussed with reference to Fig. 14, which is a block diagram of the hardware for displaying an input image as a background.
  • Images other than symbol display in display window portions, such as the gaming lines as shown in Fig. 12, are stored in V-RAM 1420 or V-RAM 1400 of background storage means shown in Fig. 14 as background pictures. Additional one or more V-RAMs of background storage means may be provided. In the embodiment, a plurality of different backgrounds are provided. In this case, the V-RAM is provided for each background or one V-RAM is divided into regions for use. In Fig. 14, the V-RAM 1420 is provided for the betting lines indicating selected gaming lines. The V-RAM 1420 constitutes win combination storage means for the betting lines and a win display, and previously stores the betting lines and win display corresponding to the bet rates. The V-RAM 1400 stores background data other than the betting lines or win display; input image information may be stored in the V-RAM 1400 for indicating selection of gaming lines. V-RAM 1410 is symbol storage means for storing display window symbols, and may compromise a ROM as described above. The symbol storage means, the background storage means, and the win combination storage means are output controlled by display control means.
  • To display input image information on the entire display section 110 instead of display window and symbol display as shown in Fig. 11 and discussed above, or to indicate the gaming lines and selection thereof as shown in Fig. 12, the image information outputted from the image processing unit 420 shown in Fig. 3 is stored in a predetermined area of the V-RAM 1400. The data stored in the V-RAM 1420 has all frame data displayed on the display screen and the betting lines and win display are stored as high data and others as low data. A gate circuit 1460 allows data outputted from other V-RAMs to take precedence over the low data portion, whereby video signals output from the V-RAMs can be changed by the data itself stored in the V-RAM 1420. In the circuitry shown in Fig. 14, the data stored in the V-RAM 1420 is displayed taking precedence over any other data. The V-RAM 1400 stores background data and reading of the V-RAM 1400 and V-RAM 1410 is controlled by a display window display timing circuit 1430.
  • In Fig. 14, the symbol data stored in the V-RAM 1410 is read taking precedence over the background data in the V-RAM 1400 as instructed by the display window display timing circuit 1430 of the display control means. The V-RAM 1410 is read when an address is specified by the display control unit; when the address is specified, the V-RAM 1410 is read taking precedence over the V-RAM 1400 and when no address is specified, data in the V-RAM 1400 is read. The V-RAM 1400 is read out, whenever necessary, as instructed from a sequential counter (not shown). The top addresses are prestored in a betting line table corresponding to the identification numbers of the betting lines and win display responsive to the bet rates. To read the V-RAM 1420, the game control unit specifies the betting line table based on the betting line identification number so as to indicate the betting line or win display, and the top address corresponding to the identification number is read. A predetermined V-RAM 1420 area is read starting at the top address and the corresponding betting line or win display is displayed. Likewise, input image information is read from the V-RAM 1400 in response to the selected gaming line. Thus, when one or more gaming lines are selected, the input image information can be displayed in the areas 600 as shown in Fig. 12 (B). To display input image information on the entire display section 110 instead of display window and symbol display as shown in Fig. 11, 1-frame image information is prestored in a predetermined area of the V-RAM 1400 from the image processing unit 420 and can be read at a specific time for displaying the input image information on the entire display section 110.
  • The input image information may also be displayed in a specific area of a background other than symbol display.
  • Further, a player may specify the image information to be changed. For example, the background may be divided into regions and region specification means or the like may be provided for each region for the player to specify the region in which the input image information is to be displayed, whereby the input image information can be displayed in the specified region. The player may also be able to specify a specific symbol. In this case, for example, a plurality of types of symbol are displayed and specification of any symbol can be accepted. A symbol specification section 610 as shown in Fig. 13 may be provided on the front of the gaming machine for allowing a player to specify one of the symbols for displaying input image information instead of the specified symbol. Accordingly, the player can select a symbol to be changed so that he or she can enjoy the game more.
  • A plurality of image information icons to be used for replacement may be defined. For example, a plurality of different image information icons are inputted through the camera section 121 and may be displayed for selection in a second display section which displays nine image information having an appearance as shown in Fig. 13. Further, the second display section is provided with an input image selection section for accepting a selecting instruction to read in any of the image information icons from the outside. Accordingly, the player can select image information which he or she likes so that he or she can enjoy the game more.
  • Further, the image processing unit may convert the image information accepted through the image input section into image information of different specific sizes. More than one specific condition for the image change is defined and one of the image information icons of specific sizes is defined as the read image information for each specific condition defined.
  • Thus, by predefining a specific condition for input, when the specific condition is satisfied, input image information can be displayed instead of specific image information.
  • Although we have discussed the invention for the slot machine in the embodiment, it may be applied to a pachinko machine as shown in Fig. 2, which is an external view of the pachinko machine. In Fig. 2, a display section 110 such as a CRT or liquid crystal display, a CCD (charge Coupled Device) camera section 121 of means for picking up an image of an object, and illumination means 120, such as a flash connected to the CCD camera section 121 for illuminating an object, are placed on a game board 101. The hardware configuration can be similar to that of the slot machine discussed above, and game progress control conforming to pachinko games may be performed by a game control unit 403.
  • Next, an embodiment wherein an image input system is not integral with a gaming machine will be discussed with reference to Fig. 15, which is a block diagram of the image input system. In the embodiment, an image inputted through the CCD camera section 121 is processed and stored on a storage medium, which is then mounted on the gaming machine for reading the image information, whereby the image information stored on the storage medium is displayed instead of a specific symbol as described above. In this case, the image input system may be provided at an entrance of the game house so that the player can use the system only when he or she wants to use the system. Accordingly, it is not required to provide the image input system for each gaming machine.
  • In Fig. 15, the image input system comprises a CCD (Charge Coupled Device) camera section 121 of image picking-up means, an image processing unit 420 for processing an image inputted through the CCD camera section 121 and outputting the image information to a display control unit 401, an image write section 1500 for storing input image information on a storage medium, a display section 1510 for monitoring the input image information, and an input section 1530 for accepting an instruction such as an image information taking-in instruction. It may further include a print section 421 such as a printer connected to the image processing unit 420 for printing out the input image information. The CCD camera section 121 may be provided with an automatic focusing function. The image input system may further include illumination means 120 such as a flash connected to the CCD camera section 121 for illuminating an object. It may comprise a card issuing unit for issuing cards.
  • The image write section 1500 comprises a card mounting section 1520 for mounting a storage medium such as an IC card and writes image information outputted from the image processing unit 420 into a predetermined area. It may further include a read section for reading information stored on the card.
  • The display section 1510, such as a CRT or liquid crystal display, displays input image information for a player to check it.
  • The input section 1530 accepts an image taking-in instruction, specification of a write area of a storage medium, an image size, etc., and sends them to the image processing unit 420. For the write area of a storage medium and the image size, image information for a specific area and a specific capacity may be predefined in the image processing unit 420. The input section 1530 may be provided with the cancel button 123, etc., disposed on the front of the slot machine described above.
  • Further, a display section may be provided on a card for displaying input image information as visible information. For example, a photo showing the appearance of the card holder is displayed on the display section of the card. The card may also serve as a card for storing credit information such as the number of game play media held so far, a gaming house membership card (for storing information concerning the card holder), or the like. In a case where the card also serves as a gaming house membership card, once image information is inputted to be written on the gaming house membership card, the player may use the card again next time he or she comes to the gaming house.
  • The CCD camera section 121 and the image processing unit 420 have the functions as described above.
  • In this case, the gaming house comprises an image information read section for reading cards. An input/output section 102a is provided as shown in Figs. 1 and 4, and an input/output section 102 is provided with a card reader/writer 311 as shown in Fig. 4 for reading/writing information from/onto a card inserted therein.
  • In Fig. 15, when an image taking-in instruction is received at the input section 1530, the CCD camera section 121 starts shooting. After shooting, the CCD camera section 121 sends image information to the image processing unit 420. Before shooting, the image processing unit 420 may inform the player that he or she will be shot by outputting a predetermined voice message through a loudspeaker provided, or by displaying the message on the display section 1510.
  • After shooting, the input image information is displayed on the display section 1510. After the player checks the image information on the display section 1510, the image processing unit 420 processes the input image information as described above, and after the image processing, the image information is stored in RAM. For example, the image processing unit 402 performs the image processing so as to output image information reduced for display, instead of a specific symbol and image information for display, on the entire display section 110 of the gaming machine.
  • Then, when an instruction for writing the information onto a storage medium is accepted through the input section 1530 or after the image processing is completed, the image processing unit 420 transfers the image information to the image write section 1500, which then writes the image information onto a card and outputs the card.
  • When playing a game, the player can mount the card on the card reader/writer 311 of the gaming machine for reading the image information. The image information read from the card is written into a specific area of the image data RAM 1150 or the V-RAM 1400 of the display control unit 401, and the display control unit 401 performs control as described above. The gaming machine may be provided with a taking-out button within the specification means, for accepting an instruction for taking out the card inserted in an insertion slot, for taking out the card when the game is over; upon acceptance of the instruction, the card may be ejected.
  • By performing the operation as described above, image information can be inputted and displayed instead of gaming image information. If a card in which image information has been stored is once issued, the player may use the card to allow the image information to be stored in the card to be displayed instead of a symbol, without inputting the image information. If the image information to be stored in the card is to be changed, the image information to be stored in the card may be re-written.
  • As we have discussed, according to the present invention, image information can be inputted and displayed instead of gaming image information, whereby the player can have a sense of taking part in a game and can enjoy playing a game. Therefore, the game house having the gaming machines of the invention can also expect an increase in the number of players.
  • Next, another embodiment will be discussed. Fig. 16 is a block diagram showing a gaming machine according to the other embodiment. In the present embodiment, a case where inputted image information is displayed on a card as visible information will be described.
  • As shown in Fig. 16, a gaming machine 10 changes displayed symbols in synchronization with game play for carrying out game play progress. The game play refers to a symbol match game executed on a display screen of a slot machine, a pachinko slot (a pachinko gaming machine having similar symbol display mechanism to a slot machine), etc., a role playing game using characters appearing on a video game, or the like.
  • The gaming machine which changes displayed symbols for carrying out game play progress comprises a video camera 24 for inputting image data 22, a face position specification lamp indication section 33 for specifying the direction in which the video camera 24 shoots a player, symbol change means 20 for generating symbol data 21 used for game play and changing symbols based on the symbol data 21, game play control means 38 for reading stored game play programs in sequence and outputting a game play control signal 30 for controlling the game play progress to the symbol change means 20, a composite screen display section 35 for receiving the symbol data 21 from the symbol change means 20 and displaying symbols used for game play, a recyclable card 26 form/into which data can be read/written and which is reusable, and a card control section 39 for reading/writing data from/into the recyclable card 26.
  • The video camera 24 and the face position specification lamp indication section 33 for specifying the direction in which a player is shot are disposed close to the gaming machine.
  • CCDs or an image pick-up tube (Chalnicon, vidicon, or the like) can be used as the video camera 24. Either digital or analog signals can be used for video signals. An analog video camera 24 would be able to reduce machine costs. A digital video camera 24 would be able to provide a compact camera, enable high-speed data transmission, and facilitate brightness control and white balance adjustment, improving maintainability of the gaming machine.
  • Further, if a digital signal processor (DSP) is used to enhance the efficiency of image processing such as contour detection processing and line cut correction processing, use of digital signals as output of the video camera would improve the processing efficiency. In the embodiment, good image characteristics can be provided as a result of using a digital CCD video camera.
  • The symbol change means 20, which generates symbol data 21 used for game play and changes symbols based on the symbol data 21, comprises a line drawing creation section 30 for generating a line drawing as a reduced image 23 which has a lower data amount with respect to the image data 22 input through the video camera 24 and a screen construction section 34 for generating symbol data 21 based on the line drawing and outputting it to the composite screen display section 35.
  • In the embodiment, the symbol change means 20 is provided by an electronic circuit using a microprocessor. A digital signal processor (DSP) and a flash memory are effective means for enhancing the efficiency of image processing such as contour detection processing and line cut correction processing.
  • Then, for example, facial expressions of a player, etc., input through the video camera 24 can be used as a symbol or facial expressions of a character so that the player can enjoy the game.
  • The line drawing creation section 30, which generates a line drawing as a reduced image 23, comprises a line cut correction section 31 for adjusting the image density and a contour detection section 32 for enhancing contour lines and generating a line drawing (reduced image 23) using image data resulting from the line cut correction.
  • The image construction section 34 receives a game play control signal 40 from the game play control means 38 and a reduced image 23 from the line drawing creation section 30, generates symbol data 21, and outputs it to the composite screen display section 35.
  • The game play control means 38 comprises a game play software section 37 for storing a control program of game play command input, screen display, voice output, etc., and a game play signal generation section 36 for reading the program for carrying out game play progress.
  • In the embodiment, a microprocessor and RAM provide the function of the line cut correction section 31 and the contour detection section 32. Image processing of line cut correction, contour detection, etc., is executed in software.
  • The recyclable card 26 has all or part colored in a color that stands out with respect to white and comprises on the colored surface, a recyclable display layer, which can be re-written, made of an organic compound which becomes cloudy with a crystal coagulating upon application of heat at one specific temperature and becomes transparent with the crystal diffusing upon application of heat at another given temperature.
  • The card control section 39 visually writes the reduced image 23 used for the game play onto the surface of the recyclable card 26 at a player's request or at game play adjustment in response to an instruction from the game play control means 38, etc., and it is used in a state in which it is connected to the game play control means 38. The recyclable card 26 is inserted for use into a card slot (not shown) made in the card control section 39.
  • A back coating layer is laminated on the surface of a plastic card base forming the recyclable card 26. It may be formed of a colored film, an aluminum film, etc., in addition to pigments. Predetermined entries are made on the surface of the recyclable card 26 in thermally colored ink.
  • The thermally colored ink is used widely and generally for thermal copy paper, etc., and is made of a compound which is normally transparent and is heated to present a given color.
  • A recyclable display layer made of an organic compound which becomes cloudy with a crystal coagulating upon application of heat at one specific temperature and becomes transparent with the crystal diffusing upon application of heat at another given temperature is laminated on the surface of the back coating layer. For example, it comprises an organic compound of a higher fatty acid such as a behenic acid, a lauric acid, or a stearic acid dispersed in a polymeric matrix material of vinylidene chloride, etc., to which a small amount of a surface active agent, etc., is added.
  • When the recyclable display layer is heated at a specific temperature (100°C or high), namely, a write temperature, particles of the organic compound change to be polycrystalline, generating irregular reflection, thus making the layer cloudy and visible. On the other hand, when the layer is heated at another specific temperature (70-95°C), namely, an erasure temperature, the crystal becomes monocrystalline and diffuses, thus making the layer transparent.
  • Normally, the recyclable display layer is used in a state after its full face has been heated at the erasure temperature, namely, a state in which the entire recyclable display layer becomes transparent. A specific portion of such a recyclable display layer is formed with a write area for writing or erasing symbol data 35.
  • A thermal head disposed in the card control section 39 for writing or erasing symbol data 35 on a recyclable card 26 is of high-temperature duration type allowing heating temperatures to be controlled in two steps.
  • The thermal head is heated to the write temperature for writing the symbol data 35 into the write area; to erase the symbol data 35 in the write area, the thermal head is heated to the erasure temperature and is controlled so as to locally trace the symbol data 35 only.
  • The card control section 39 visually writes the reduced image 23 used for the game play onto the surface of the recyclable card 26 at a player's request or at the time of game play adjustment in response to an instruction from the game play control means 38, etc.
  • In the embodiment, we have discussed the gaming machine such as a slot machine for generating symbol data 21 for symbols on drums made of liquid crystal display units and changing symbols based on the symbol data 21, but the invention is not thus limited and can also be applied widely to gaming machines for making a game play progress with symbols, such as machines for changing facial expressions etc., of characters such as the heroes appearing in role playing games and shooting games installed on computer gaming machines.
  • Next, the operation will be discussed.
  • The symbol data 21 is symbols displayed on the display screen of a slot machine, a pachinko slot machine, etc., or facial expressions of a character appearing on a game played on a computer gaming machine.
  • The image data 22 is inputted through the video camera 24 and outputted to the symbol change means 20. Also, the image data 22 previously stored on an image data base 25 may be read and output to the image construction section 34.
  • The face position specification lamp indication section 33 specifies the direction in which the video camera 24 shoots a player. The player faces the video camera 24 attached to the gaming machine 10 in accordance with an instruction of the face position specification lamp indication section 33 so that his or her facial expressions, etc., can be shot only from the front or from three directions of the front, left and right.
  • A horizontal row arrangement of three lamps is used for the instruction on the face position specification lamp indication section 33 of the embodiment. The player directs his or her face toward the lamp which is lit, whereby his or her facial expressions can be input as image data 22.
  • The image construction section 34 receives a game play control signal 40 from the game play control means 38 and a reduced image 23 from the line drawing creation section 30, generates symbol data 21, and outputs it to the composite screen display section 35.
  • In the embodiment, a liquid crystal display unit is used as the composite screen display section 35. It displays a composite image of a game play signal, for making a game play progress, generated by the game play signal generation section 36 and the symbol data 21, whereby the game play ability can be improved.
  • The image data base 25 may be located in the game play software section 37, for example. In the embodiment, stored image data 22, etc., can be used as the symbols or the facial expressions of characters, whereby the symbol data 21 can be used as symbols displayed on the display screen of a slot machine, pachinko slot machine, etc., and facial expressions of a character appearing on a game played on a computer gaming machine, thus improving the game play ability.
  • The image data 22 read from the image data base 25 is outputted to the game play signal generation section 36 and is subjected to predetermined data processing, then outputted to the image construction section 34 as a game play control signal 40. As the predetermined data processing for the read image data 22, reduced image processing may be performed for outputting the resultant reduced image to the image construction section 34 as a game play control signal 40.
  • The symbol change means 20 of the embodiment performs line drawing processing for the image data 22 as reduced image processing for reducing the amount of the image data 22. The line drawing processing can be performed by combining line cut correction processing and contour detection processing. It is executed by the line cut correction section 31 and the contour detection section 32. A line drawing is used as the reduced image 23.
  • Density conversion processing for the optical density of the image data 22 is used as the line cut correction processing. Density conversion processing is used mainly for enhancing the contrast, and, for example, there is a method for converting the density so that a density histogram in which the vertical axis shows the density and the horizontal axis shows the number of pixels having the density becomes flat with regard to the inputted image information. As a result of the processing, the contrast is enhanced. Differential enhancement processing and edge detection processing are used as the contour detection processing, whereby a binary image is generated from the image data 22 for use as the reduced image 23. For example, a two-dimensional structure extracting encoding method, in which edge information of an image is extracted to be encoded, may be used. Contours are extracted from image information by the edge information so that the contours and the other smooth components are divided to be encoded. As encoding based on the contours, an encoding algorithm disclosed in "Sketch Based Coding", by Carlsson, may be used. In the present embodiment, reducing processing refers to processing in which an image is converted to another image having less data capacity but which can be recognized sufficiently.
  • When the symbol change means 20 performs line drawing processing by contour enhancement for the image data 22, the image data 22 is binary-1-bit coded, for example, according to a predetermined image density threshold value. The data amount of analog image data such as a video signal or digital image data, for example, coded as 16 bits can be reduced.
  • Since line drawing processing is performed for the image data 22 as reduced image processing for reducing the amount of the image data 22, a small-capacity image memory of about several 10 KB or a small-capacity video memory of about several 10 KB is sufficient, so that the memory size can be reduced.
  • The amount of 1-frame image data is about several 10 KB and a transfer time of about several ms is enough to transfer 1-frame of symbol data from the image memory to the video memory. Even if game play progress is made using moving pictures as with a slot machine or a computer gaming machine with a liquid crystal display unit, the data transfer time does not limit the moving picture display speed and the game play ability can be improved so that the data transfer duration can be reduced.
  • Further, high-speed image processing and high-speed data transmission technique are not required due to synchronization of the transfer time with the moving picture display speed, which results in reducing machine costs.
  • Necessary items on the recyclable card 26 can be visually and repeatedly recorded and erased. The recyclable card 26 is inserted into the card slot (not shown) provided in the card control section 39 for use.
  • The card control section 39 visually writes the reduced image 23 used for the game play onto the recyclable display layer formed on the surface of the recyclable card 26 in response to an instruction from the game play control means 38, etc., at a player's request or at the time of game play adjustment, whereby the player can record his or her facial expressions used for the game play, the facial expressions of the character, or the like, on the surface of the recyclable card 26, and the game play ability can be improved. The recyclable card 26 is inserted into the card slot (not shown) provided in the card control section 39 for use. To write the symbol data 35 onto the recyclable display layer of the recyclable card 26, first the thermal head attached to the card control section 39 is adjusted to the write temperature (100°C or higher) and the write area is heated by the thermal head to form digits, shapes, etc. Then, only the heated portion of the write area becomes cloudy and the symbol data 35 is written.
  • On the other hand, to erase the symbol data 35, the thermal head is adjusted to the erasure temperature (70-95°C) and only the symbol data 35 clear for the gaming house of the authorized user is locally traced and heated by the thermal head. The symbol data 35 heated at the erasure temperature and becomes transparent or invisible so that it can be reused.
  • The gaming machine according to the present invention performs line drawing processing for the image data 22 as reduced image processing for reducing the amount of the image data 22, and thus processing can be performed with a small-capacity image memory of about several 10 KB and a small-capacity video memory of about several 10 KB; the gaming machine of the embodiment can hold and display a larger amount of symbol data than another gaming machine having the same storage capacity.
  • The amount of 1-frame image data can be reduced to about several 10 KB and a transfer time of about several ms becomes enough to transfer 1-frame symbol data from the image memory to the video memory. Even if game play progress is made using moving pictures, as with a slot machine or a computer gaming machine with a liquid crystal display unit, the data transfer time does not limit the moving picture display speed, the game play operation speed is not impaired, and the game play ability can be improved.
  • Likewise, high-speed image processing and high-speed data transmission techniques are not required due to the synchronization of the transfer time with the moving picture display speed, which results in reducing machine costs.
  • Next, an embodiment of the input image management system in a case where the inputted image is utilized in a security system will be described.
  • In the present embodiment, image information of a player inputted through each gaming machine is delivered to a management device which manages the game house so that the management device manages the image information of the player playing games at each gaming machine. An abnormality detection device may be further provided to each gaming machine so as to report an abnormality to the management device when the abnormality is detected. For example, in a case where a player carries out an illegal act such as guiding a metal ball to a winning hole using a magnet, if a magnet detection device is provided as the abnormality detection device, the illegal act can be detected.
  • With reference to Figs. 17-23, the present embodiment will be described below.
  • Fig. 17 shows the overall structure of the input image management system of the present embodiment. In Fig. 17, in a game house having a plurality of gaming machines 10A-10L, each gaming machine 10A-10L is connected to a management system 200 in a bus configuration. Each of the gaming machines 10A-10L is a gaming machine having an image input device such as a camera section 121, as shown in Figs. 1 or 2, and a player's appearance can be inputted as image information. Each of the gaming machine 10A-10L further includes an image transmission section 425 for transmitting processed image information, and is connected to an image processing unit 420 for performing processing to the inputted image, as shown in Fig. 4, and is connected to the management system 200 via a bus line 220, as shown in Fig. 17. The management system 200 is connected to each of the plurality of gaming machines 10A-10L via the bus line 220 and receives image information delivered from each of the gaming machines.
  • The management system 200 comprises, as shown in a rough block diagram of Fig. 22, a receiving section 2201 connected to each of the plurality of gaming machines 10A-10L via the bus line and for receiving transmitted image information, an image processing unit 2202 for performing image processing to the image information received at the receiving section 2201, a display control unit 2203 for controlling display of the image information processed at the image processing unit 2202, a management unit 2204 for managing the image information transmitted from each of the gaming machines, a display section 2206 controlled by the display control unit 2203 for displaying and outputting the image information, a print section 2207 for printing and outputting the image information, a memory 2205 for storing the image information therein, and an input section 2208 such as a key board. The management system 200 adds identification information (image number) to every item of transmitted image information so as to manage the image information on a gaming machine basis.
  • The transmission section 425 of each of the gaming machines and the receiving section 2201 of the management device can receive image information in accordance with a predetermined protocol. For example, using a polling method, a polling signal is sent to each of the gaming machines from the receiving section 2201 of the management system 200, and each gaming machine responds to the polling signal sent from the management device when it inputs new image information (for example, as described above, image information inputted after the image input instruction button 122 shown in Fig. 1 is pressed may be the newly inputted image information) so as to transmit the image information. In this case, each gaming machine may further include a memory for accumulating image information. A protocol such as CSMA/CD (Carrier Sense Multiple Access with Collision Detection) method may be utilized.
  • The image information to be transmitted may be reduced or compressed at the image processing unit 420 of each gaming machine. In this way, the image information is transmitted from each gaming machine.
  • In the management system 200, the receiving section 2201 receives the transmitted image information. The received image information is delivered to the image processing unit 2202, and if the image information is compressed, the image information is extended. Furthermore, if necessary, the image processing unit 2202 may perform reducing processing for the image information. The management unit 2204 adds the identification information to the image information processed at the image processing unit 2202 so that the processed image information is accumulated in an address region in the memory 2205, which corresponds to the identification information of the image information. If the image information is compressed, the compressed image information may be accumulated in the memory 2205 via the management unit 2204 as it is, without any image processing by the image processing unit 2202.
  • The management unit 2204 of the management system 200 may include a management table 2210 as shown in Fig. 23 to display the management table 2210 on the display section. The management table can be accumulated in the memory 2205 of the management system 200 shown in Fig. 2. In Fig. 23, the management table 2210 is provided to each gaming machine, and the identification information (image number) of the image information of a player playing a game at each gaming machine is stored therein. The identification information of the image information of a player may be, for example, a serial number based on the sequential order of being transmitted and may be cleared every day. As information transmitted from each gaming machine, besides the image information, the number of game play media used in a game (inserted into a gaming machine) (hereafter, the number of inserted balls) and the number of game play media paid out from the gaming machine as a prize (hereafter, the number of paid-out balls) for every player who played at the gaming machine, and game-start time and game-end time of every player may be delivered. With regard to the numbers of inserted balls and paid-out balls, each count value is delivered by counting the detection signal detected by a media flow-out detection sensor for detecting the pay-out of the game play media and a media detection sensor for detecting the insertion of the game play media as shown in Fig. 4. Furthermore, with regard to the game-start time and the game-end time, as described above, the game-start time may be the time when the image input instruction button 122 shown in Fig. 1 is pressed, and the game-end time may be the time when the adjustment switch 107 shown in Fig. 4 is pressed. Alternatively, as shown in Fig. 8, in a case where a radiation section 2122 and a light receiving section 2123 are provided, it is possible to obtain the game-start time and the game-end time by detecting the existence of the player using the radiation section 2122 and the light receiving section 2123.
  • In addition, an illegal act detecting device may be provided in each gaming machine. As the illegal act detecting device, as described in International Publication WO92/09344 pamphlet, a metal detection matrix sensor is provided to a gaming machine so as to detect an illegal act by detecting an abnormal locus of an inserted game play medium being a metal body. As an illegal act, there is known an act of guiding a metal body to a winning hole by intentionally curving the direction of movement of the metal body from outside using a magnet or the like. If an illegal act is detected by such an illegal act detecting device, a notice that the illegal act was detected is delivered to the management device. When the management device receives the notice, the management device displays or prints out the identification information of the gaming machine and the image information of the appearance of the player playing a game at the gaming machine together with information indicating the occurrence of the illegal act.
  • In addition, a management table 2710 as shown in Fig. 27 may be accumulated for a fixed period, for example, for a month, to be subjected to statistical processing. In this case, the input date and the type of the gaming machine, if there are a plurality of gaming machines, may be stored in the management table 2710. As the statistics processing, for example, as shown in Fig. 28(a), the frequency of the occurrence of illegal acts of the gaming machine basis may be calculated to be displayed, and if the types of the gaming machines are registered for each gaming machine, as shown in Fig. 28 (b) the frequency of the occurrence of illegal acts on the machine type basis may be calculated to be displayed. In addition, as shown in Fig. 28 (c), the frequency of the occurrence of illegal acts on a daily basis may be calculated to be displayed. Accordingly, the abnormality occurrence frequency can be analyzed.
  • Furthermore, for displaying the frequency of occurrence of illegal acts on the gaming machine basis, as shown in Fig. 28(a), the arrangement of the gaming machines in the game house may be displayed to color each gaming machine in accordance with its frequency as shown in Fig. 29. For example, in the game house having the gaming machines 10A-10L, it is possible to see at a glance the frequency of the occurrence of illegal acts according to the position where the gaming machine is arranged by varying colors in accordance with the frequencies.
  • The image information can be accumulated to correspond to the image number registered in the management table 2710 shown in Fig. 27. The accumulated image information can be a reference for the image information of the player who carried out the illegal act, for example, by reading out only the image information to which an abnormality flag is set from the management table 2710 to list up and display the information.
  • Next, with reference to display examples of the display section 2206 in the management system 200, the management method of the gaming machines in the management device will be described. The display examples of the display section 2206 of the management system 200 will be shown in Figs. 18-21.
  • As shown in Figs. 18 and 19, the current usage status of the gaming machines in the game house and the image information of the players using the gaming machines are displayed on the display section 2206. For example, as shown in Fig. 18, at the time 16:00, the gaming machine 10I is unused. However, when new image information is transmitted from the gaming machine and it is received at the receiving section 2201 of the management system 200, the image information of the player at the gaming machine 10I is displayed via the display processing unit 2202, the management unit 2204 and the display control unit 2203, as shown in Fig. 19. According to this, the player who is playing at the gaming machine at each timing can be specified.
  • On a front surface of the display of the display section 2206, a touch panel may be provided as the input section 2208. In this case, for example, as shown in Figs. 18 and 19, a next-screen change instruction 230 or the like is provided so that if the next-screen change instruction 230 is touched on the screen, the display screen is changed to a predetermined next screen. In the present embodiment, for example, in a case where the next-screen change instruction 230 is touched after the identification information of the gaming machine such as the gaming machine 10A and so on, the display screen can be switched to be a display screen showing the used status of the gaming machine 10A, as shown in Fig. 20. In Fig. 20, as the used status of the gaming machine 10A during the day, the image information of the players, the game play times, the numbers of inserted balls, the numbers of paid-out balls, the abnormality flags or the like can be displayed. As s result of this, it is possible to specify the used status of each gaming machine as well as the player who played games at the gaming machine.
  • Furthermore, when it is reported that an illegal act has been detected, the management unit 2204 controls the display section to change the color of the identification information of the gaming machine to which the illegal act was carried out to show that the illegal act was carried out or to indicate "an abnormality had occurred", as shown in Fig. 19. Moreover, as shown in Fig. 22, if a sound output section 2209 is further provided, a predetermined alarm sound may be outputted.
  • In a case where an illegal act has occurred, as shown in Fig. 21, image information indicating the appearance of the player as well as the identification information of the gaming machine may be displayed in full-screen. In this case, the management unit 2204 controls the image processing unit 2202 to enlarge the image information of the player at the gaming machine to which the illegal act was carried out at that time, so that the enlarged image information is displayed on the display section 2206 via the display control unit 2203. The print section 2207 may produce a hard copy of the displayed information to be outputted.
  • In this way, in a case where an illegal act occurs, image information of the player playing games at the gaming machine at the time the illegal act was carried out is displayed and outputted so that a manager of the game house can specify the player who carried out the illegal act in accordance with the image information. In this way, such an intensive management of the inputted image is useful for crime prevention.
  • In a case where an illegal act occurs, a notice that the illegal act has been detected may be forwarded to a predetermined external contact point such as a police station. In this case, for example, icons 2110 and 2120 as shown in Fig. 21 are provided so that the illegal act is reported to a police station or the other branches of the game house in accordance with an instruction through the icons. When reporting the illegal act, the image information delivered from the image transmission section of the gaming machine in which the illegal act is detected may additionally be delivered.
  • An embodiment of this case will be described with reference to Figs. 24, 25 and 26. Fig. 24 shows an illustration showing the concept of the input image management system, Fig. 25 shows a contact point storing section 2500 for storing contact points therein, and Fig. 26 shows a format storing section 2600 for contact.
  • In Fig. 24, the structure of the input image management system as shown in Figs. 17 and 22 is conceptually shown. In Fig. 24, in a game house having a plurality of gaming machines 10, each gaming machine is connected to the management system 200 in a bus configuration. A plurality of gaming machines constitute a gaming machine island, and a controller 2430 for intensively Controlling a plurality of gaming machine islands may be provided. The controller 2430 is capable of multiplexing image information and an abnormality detection signal from each gaming machine, and delivering them to the management system 200 via the bus line 220. The management device is connected to the plurality of gaming machines via the bus line 220 so as to receive the image information and the abnormality detection signal transmitted from each gaming machine.
  • The management system 200 may be further provided with a communication section 2440 for communicating with outside and a reading device 2420 for reading out information stored in a storage medium such as a CD-ROM, as shown in Fig. 24, in addition to the structure shown in Fig. 22. As the communication section 2440, for example, a modem for delivering image information and data, a message output section and a telephone for outputting a message, a facsimile for delivering image information and data, may be included. As shown in Fig. 24, both image information 2400 delivered from each gaming machine as shown in Fig. 18 and image information 2410 of a player delivered from the gaming machine in the case of an illegal act, as shown in Fig. 21, may be displayed on the display section.
  • External contact points are registered in advance in the contact point storing section 2500, as shown in Fig. 25. The contact point storing section 2500 is provided within a memory 2205 shown in Fig. 22, and the contact points are inputted to be registered through input section 2208. As the external contact points, telephone numbers and facsimile numbers of police stations and other branches of the game house may be registered. It is possible for the other branches to take precautions against illegal acts upon receiving such a notice, and to be cautious when the player comes there if the image information of the player is received.
  • Icons for each contact point stored in the contact point storing section 2500 may be provided, as shown in Fig. 21. In this case, the icons include a function such as a reception section for receiving an instruction as to whether or not to report that an illegal act was detected via the communication section 2440 when a display of detecting an illegal act is output on the display section 2206. Accordingly, when an instruction not to report that the illegal act was detected has been received, it is possible to stop the report using the icons. Alternatively, the icons may be used for reporting when an instruction to report that the illegal act was detected has been received.
  • With regard to information to be delivered from the communication section 2440, its delivery format may be registered in advance in the format storing section 2600, as shown in Fig. 26. For example, in a case of the communication section 2400 being a message output section and a telephone, the information to be delivered is registered as voice messages as shown in format No. 1 or No. 2 in Fig. 26 so that it can be delivered together with necessary information such as the time of occurrence. In addition, in a case of the communication section 2400 being a modem or a facsimile which is capable of delivering image information and data, image information of a fixed form to be delivered is registered as shown in a format No. 10 in Fig. 26 so that it can be delivered together with the time of occurrence and the image information of a player delivered from the gaming machine when the illegal act occurred and other necessary information. The format in which the information is to be delivered may be selected through the icons at the time of the report.
  • In this way, when an illegal act occurs, since the image information of the player who is playing a game at the gaming machine at the time the illegal act is carried out is displayed and outputted, the manager of the game house can specify the player who carried out the illegal act in accordance with the image information. Such an intensive management of the inputted images can be used for crime prevention. In a case where an illegal act is detected, it is possible to immediately report to a predetermined contact point such as a police station.
  • As described above, in a case of making reference to image information of the player who carried out the illegal act, for example, as shown in Fig. 21, an icon 2130 for making reference to the player who carried out the illegal act is provided so that upon operation of the icon, only the image information to which an abnormality flag is set in the management table 2710 shown in Fig. 27 is read out, so as to be displayed in a list as shown in Fig. 30. Alternatively, a switch instruction icon 3010 for switching to a previous-month reference may be provided so as to make reference to previous months by going back sequentially. Accordingly, in a case of the occurrence of an illegal act, it is possible to make reference to the list of the players who carried out illegal acts and find someone who repeatedly carries out illegal acts. When reporting to the police station or the like, it may determine to instruct as to whether or not to report after the inquiries.
  • As described above, according to the present embodiment, the image information can be inputted to be displayed instead of the image information concerning the game. As a result of this, players can enjoy the participation and play games enjoyably. Accordingly, the game house having the gaming machines of the present invention may expect an increase in the number of players.
  • By the management of the image information, the present invention can be applied to a security system. Furthermore, when an illegal act is detected, it is possible to take measures concerning the situation immediately, and in a case of delivering the image information of the player who carried out the illegal act, it is possible to specify the player.
  • As described above, according to the present invention, in a game house management system, it is possible to report to the outside upon detection of an illegal act. In a case where the illegal act has been detected, it is possible to take immediate measures concerning the situation, and furthermore, in a case of delivering the image information of the player who carried out the illegal act, it is possible to specify the player. In addition, by accumulating the image information of the players who carried out illegal acts, it is possible to read out the accumulated image information so as to make reference to the players who carried out the illegal acts.

Claims (19)

  1. A game house management system, including:
    a plurality of gaming machines each comprising:
    a game executing section for executing a game;
    a detecting section for detecting an illegal act during the game; and
    a delivery section for delivering a notice that said detection section has detected the illegal act, and
    a management device comprising:
    a receiving section for receiving a notice from said delivery section of each gaming machine that the illegal act has been detected;
    a storing section for previously storing an external contact point to which a notice that said receiving section has received the notice that the illegal act has been detected is forwarded when the receiving section receives the notice; and
    a communication section for reporting the notice that the illegal act has been detected to the external contact point, which is stored in said storing section, when the receiving section receives the notice.
  2. The game house management system according to Claim 1, wherein:
    each of said plurality of gaming machine further comprises:
    an image input section for taking in image information from an image information source; and
    an image delivery section for delivering the image information inputted through the image input section, and
    said management device further comprises an image receiving section for receiving the image information delivered from said image delivery section of each gaming machine, wherein said communication section further delivers, when it reports the notice, the image information delivered from said image delivery section of a gaming machine which has detected an illegal act, when said receiving section receives a notice that the illegal act has been detected.
  3. The game house management system according to Claim 1, wherein:
    said management device further comprises:
    a display section for displaying and outputting that the illegal act has been detected when said receiving section receives the notice that the illegal act has been detected; and
    an accepting section for accepting an instruction as to whether or not to report the notice that the illegal act has been detected via said communication section when said display section displays and outputs that the illegal act has been detected, and
    said communication section suppresses reporting when said receiving section receives an instruction not to report that the illegal act has been detected.
  4. The game house management system according to Claim 3, wherein:
    each of said plurality of gaming machines further comprises:
    an image input section for taking in image information from an image information source; and
    an image delivery section for delivering the image information inputted through said image input section,
    said management device further comprises an image receiving section for receiving the image information delivered from said image delivery section of each gaming machine, and
    said display section further displays the image information received at said image receiving section.
  5. The game house management system according to Claim 4, wherein:
    each of said plurality of gaming machine has predetermined identification information attached thereto; and
    said display section displays the image information together with the identification information of the gaming machine which delivered the image information.
  6. The game house management system according to Claim 5, wherein:
    said display section displays the identification information of the gaming machine in which the illegal act was carried out and the image information delivered from the delivery section of the gaming machine together with the notice, when said receiving section receives the notice that the illegal act has been detected.
  7. The game house management system according to Claim 4, wherein said display section enlarges and displays the image information delivered from the image delivery section of the gaming machine which detected the illegal act when said receiving section receives the notice that the illegal act has been detected.
  8. The game house management system according to Claim 1, further comprising an input section for inputting the external contact point to be stored in said storing section.
  9. The game house management system according to Claim 1, wherein said storing section stores therein a telephone number of a police station as the external contact point.
  10. The game house management system according to Claim 1, wherein said storing section stores therein telephone numbers of other branches of the game house as external contact points.
  11. The game house management system according to Claim 4, further comprising a print section for printing and outputting the image information received at said receiving section.
  12. A management device in a game house having a plurality of gaming machines each of which detects an illegal act during a game and delivers a notice that the illegal act has been detected, wherein:
    said management device comprises:
    a receiving section for receiving a notice delivered from each of said gaming machines that the illegal act has been detected;
    a storing section for storing therein, in advance, an external contact point to which a notice that said receiving section has received the notice that the illegal act has been detected is forwarded when the receiving section receives the notice; and
    a communication section for reporting the notice that the illegal act has been detected to the external contact point stored in said storing section when said receiving section receives the notice that the illegal act has been detected.
  13. A game house management system having:
    a plurality of gaming machines each comprising:
    a game executing section for executing a game;
    a detecting section for detecting an illegal act during the game;
    a delivery section for delivering a notice that said detecting section has detected the illegal act;
    an image input section for taking in image information from an image information source; and
    an image delivery section for delivering the image information inputted through said image input section, and
    a management device comprising:
    a receiving section for receiving a notice that the illegal act has been detected delivered from said delivery section of each gaming machine;
    an image receiving section for receiving the image information delivered from said image delivery section of each gaming machine;
    an accumulating section for accumulating the image information delivered from said image delivery section of a gaming machine in which said illegal act has been detected and received by said image receiving section; and
    a display section for displaying said image information accumulated at said accumulating section.
  14. The game house management system according to Claim 13, wherein:
    said accumulating section further accumulates date and time when the illegal act was detected in correspondence with the image information; and
    said display section displays the date and time accumulated in said accumulating section as well as the image information.
  15. The game house management system according to Claim 13, further comprising an instruction section for instructing to display the image information to be accumulated in said accumulating section on said display section.
  16. The game house management system according to Claim 14 further comprising a counting section for counting a frequency of occurrence of the illegal acts on a daily basis accumulated in said accumulating section, wherein said display section displays the frequency counted by said counting section on said daily basis.
  17. The game house management system according to Claim 14, wherein:
    said accumulating section further accumulates predetermined identification information of the gaming machine in which the illegal act occurred in correspondence with the image information;
    said management device further includes a counting section for counting a frequency of occurrence of the illegal acts on a gaming machine basis accumulated in said accumulating section; and
    said display section displays the frequency counted by said counting section on the basis of the identification information of said gaming machine.
  18. The game house management system according to Claim 17, wherein said display section displays an arrangement of said plurality of gaming machines in the game house and displays said frequency in a display mode which corresponds to the frequency, which was predetermined for the arrangement of the gaming machines.
  19. The game house management system according to Claim 14, wherein:
    said accumulating section further accumulates a predetermined game type of said gaming machine in which the illegal act occurred in correspondence with the image information;
    said management device further includes a counting section for counting a frequency of occurrence of the illegal acts on the game type basis accumulated in said accumulating section; and
    said display section displays the frequency counted by said counting section on the game type basis.
EP95909106A 1995-02-17 1995-02-17 Recreation hall managing system Withdrawn EP0810014A1 (en)

Applications Claiming Priority (1)

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PCT/JP1995/000226 WO1996025210A1 (en) 1995-02-17 1995-02-17 Recreation hall managing system

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EP0810014A1 true EP0810014A1 (en) 1997-12-03

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EP95909106A Withdrawn EP0810014A1 (en) 1995-02-17 1995-02-17 Recreation hall managing system

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EP (1) EP0810014A1 (en)
JP (1) JP3468525B2 (en)
AU (1) AU1717995A (en)
WO (1) WO1996025210A1 (en)

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EP1542177A1 (en) * 2003-12-12 2005-06-15 Aruze Corp. Gaming machine, gaming server and gaming system
CN103021091A (en) * 2011-08-09 2013-04-03 环球娱乐株式会社 Gaming terminal and method of providing notification

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JP4143285B2 (en) * 2001-10-18 2008-09-03 株式会社コナミデジタルエンタテインメント GAME SERVER DEVICE, GAME MANAGEMENT METHOD, AND GAME MANAGEMENT PROGRAM
JP2004016735A (en) * 2002-06-20 2004-01-22 Sun Corp Abnormality reporting apparatus
JP2003265852A (en) * 2003-03-10 2003-09-24 Konami Co Ltd Game server device, game management method and game management program
JP2009006111A (en) * 2007-05-31 2009-01-15 Daito Hanbai Kk Game parlor management system
JP5702751B2 (en) 2012-05-18 2015-04-15 株式会社ユニバーサルエンターテインメント Game equipment

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JPS62378A (en) * 1985-06-25 1987-01-06 株式会社大一商会 Pinball supply and stop apparatus of pinball game machine
JPH0438981A (en) * 1990-06-02 1992-02-10 San Commun:Kk Data transmission method of game device
JP3002910B2 (en) * 1991-05-15 2000-01-24 ナダ電子株式会社 Game media amount recording method
JP3076665B2 (en) * 1992-04-21 2000-08-14 東芝テック株式会社 Cash register
JPH06259444A (en) * 1993-03-04 1994-09-16 Konami Kk Managing device for business game machine

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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP1542177A1 (en) * 2003-12-12 2005-06-15 Aruze Corp. Gaming machine, gaming server and gaming system
CN103021091A (en) * 2011-08-09 2013-04-03 环球娱乐株式会社 Gaming terminal and method of providing notification

Also Published As

Publication number Publication date
WO1996025210A1 (en) 1996-08-22
JP3468525B2 (en) 2003-11-17
AU1717995A (en) 1996-09-04

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