US20080085752A1 - Game system including slot machines and game control method thereof - Google Patents
Game system including slot machines and game control method thereof Download PDFInfo
- Publication number
- US20080085752A1 US20080085752A1 US11/725,473 US72547307A US2008085752A1 US 20080085752 A1 US20080085752 A1 US 20080085752A1 US 72547307 A US72547307 A US 72547307A US 2008085752 A1 US2008085752 A1 US 2008085752A1
- Authority
- US
- United States
- Prior art keywords
- data
- points
- cellular phone
- credits
- player
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Abandoned
Links
Images
Classifications
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
Definitions
- the present invention relates to a game system including slot machines and a game control method thereof.
- the present invention provides such a novel service in which cellular phones and slot machines are coupled.
- a slot machine includes: a communication interface that can communicate with a cellular phone of a player; a memory for storing number-of-credits data indicating the number of credits in a game executed on the slot machine, and predetermined conversion rate data for converting points data indicating predetermined points, stored in the cellular phone of the player, into the number-of-credits data; and a game controller for receiving the points data to be converted into the number-of-credits data from the cellular phone of the player, and converting the received points data into the number-of-credits data based on the predetermined conversion rate data stored in the memory.
- the predetermined points data to be converted into the number-of-credits data of the game executed in the slot machine is received from the cellular phone of the player, and the received points data is converted into the number-of-credits data based on the predetermined conversion rate data stored in the memory.
- a slot machine includes: a first communication interface that can communicate with a cellular phone of a player; a memory for storing number-of-credits data indicating the number of credits of a game executed in the slot machine, and predetermined conversion rate data for converting points data indicating predetermined points, stored in the cellular phone of the player, into the number-of-credits data; a second communication interface that can communicate with a points management server for managing the points data for each cellular phone ID for identifying the cellular phone of the player; and a game controller for receiving first authentication data including at least the cellular phone ID and the points data from the cellular phone of the player, receiving second authentication data including at least the cellular phone ID and the points data from the points management server, receiving the points data to be converted into the number-of-credits data from the cellular phone of the player under a condition where the points data associated with the cellular phone ID included in the received first authentication data and the points data associated with the cellular phone ID included in the received second authentication data are equal
- the first authentication data including at least the cellular phone ID and the points data
- the second authentication data including at least the cellular phone ID and the points data
- the points management server the points data to be converted into the number-of-credits data is received from the cellular phone of the player under a condition where both sets of points data are equal to each other, and the received points data is converted into the number-of-credits data based on the predetermined conversion rate data stored in the memory.
- a slot machine includes: a first communication interface that can communicate with a cellular phone of a player; a memory for storing number-of-credits data indicating the number of credits of a game executed in the slot machine, and predetermined conversion rate data for converting point data indicating predetermined points stored in the cellular phone of the player into the number-of-credits data; a second communication interface that can communicate with a points management server for managing the points data for each cellular phone ID for identifying the cellular phone of the player; a third communication interface that can communicate with a conversion rate management server for storing the predetermined conversion rate data for each type of a plurality of currencies; and a game controller for receiving, from the cellular phone of the player, first authentication data including at least type-of-currency data indicating a type of currency corresponding to the points data, the cellular phone ID, and the points data, receiving second authentication data including at least the cellular phone ID and the points data from the points management server, receiving, from the conversion rate management server
- the first authentication data including at least the type-of-currency data, the cellular phone ID, and the points data is received from the cellular phone of the player
- the second authentication data including at least the cellular phone ID and the points data is received from the points management server
- the predetermined conversion rate data corresponding to the type of currency is received from the conversion rate management server under the condition where both of the points data are equal to each other
- the predetermined conversion rate data stored in the memory is updated
- the points data to be converted into the number-of-credits data is received form the cellular phone of the player
- the received points data is converted into the number-of-credits data based on the updated predetermined conversion rate data.
- FIG. 1 is a block diagram showing a construction formed of slot machines according to an embodiment of the present invention and instruments connected to the slot machines;
- FIG. 2 is a perspective view showing the slot machine according to the embodiment of the present invention.
- FIG. 3 is an enlarged front view enlargedly showing display areas of the slot machine according to the embodiment of the present invention.
- FIG. 4 is a block diagram showing an electric construction of a controller of a video reel slot machine according to the embodiment of the present invention
- FIG. 5 is a perspective view showing a schematic construction of a liquid crystal display of the slot machine according to the embodiment of the present invention in a state of being viewed from a back surface side;
- FIG. 6 is an exploded perspective view showing a construction of a part of the liquid crystal display shown in FIG. 5 ;
- FIG. 7 is a block diagram showing an electric construction of a controller of a mechanical reel slot machine according to the embodiment of the present invention.
- FIG. 8 is a block diagram showing an electric construction of a display/input controller of the slot machine according to the embodiment of the present invention.
- FIGS. 9A and 9B are flowcharts showing flow of a processing operation in the slot machine according to the embodiment of the present invention.
- FIG. 10 is a view showing a configuration of a first authentication data table according to the embodiment of the present invention.
- FIG. 11 is a view showing a configuration of a second authentication data table according to the embodiment of the present invention.
- FIG. 12 is a view showing an error message screen according to the embodiment of the present invention.
- FIG. 13 is a view showing a configuration of a conversion rate table according to the embodiment of the present invention.
- FIG. 14 is a view showing a conversion points input screen according to the embodiment of the present invention.
- FIG. 1 is a block diagram showing a configuration formed of slot machines 13 according to the present invention, and instruments connected to the slot machines 13 .
- a cellular phone 300 a points management server 400 , and a conversion rate management server 500 are connected to the slot machines 13 through a network 600 .
- cellular phones 300 of players are connectable to the slot machines 13 through wireless transmitting/receiving parts 171 (refer to FIG. 2 ). A connection method for the cellular phones 300 of the players will be described later.
- Each of the cellular phones 300 of the players transmits, to the slot machine 13 , points data for adding credits of a game executed in the slot machine 13 .
- an IC chip (not shown) is mounted for storing the points data and making wireless communication with the slot machine 13 .
- the points management server 400 stores a plurality of game programs to be downloaded, which are to be executed by the cellular phones 300 of the players.
- the cellular phone 300 of the player downloads a program executable by the cellular phone from the points management server 400 through the network 600 .
- a payment of cash necessary to download the program includes payment by electronic money and by credit.
- Types of currencies, such as “Dollar”, “Yen”, and “Euro”, are selectable by operating the cellular phone 300 .
- a cellular phone ID for identifying the cellular phone 300 and an initial points are given to the cellular phone 300 by the points management server 400 .
- the value of the points data changes by executing the game thus downloaded.
- An ending condition of the game is that the value of the points data becomes zero, or that the player performs an operation for ending the game, and points data at the time of ending the game is stored in a storage part of the cellular phone 300 .
- the data stored in the storage part of the cellular phone 300 at this time of ending the tame corresponds to a part of contents shown in a first authentication table (refer to FIG. 10 ), which are the cellular phone ID, an address of the points management server 400 , and the currency type of the cash paid out when the game program is downloaded.
- the points management server 400 stores a second authentication table (refer to FIG. 11 ).
- the cellular phone 300 transmits total points of the first authentication table to the points management server 400 together with the cellular phone ID.
- the points management server 400 stores the received total points and cellular phone ID in the second authentication table. In this way, the total points acquired by the cellular phone 300 can be managed by the points management server, and under a condition that the total points stored by the cellular phone 300 and the total points stored by the points management server always match, it can be authenticated that the total points stored by the cellular phone 300 has a correct value.
- the cellular phone 300 transmits the total points stored thereby to the points management server 400 together with the cellular phone ID.
- the points management server 400 transmits an error message to the cellular phone 300 together with the total points, and rewrites the total points stored by the cellular phone 300 after the cellular phone 300 displays the error message and displays the fact that the total points will be rewritten.
- the conversion rate management server 500 stores a conversion rate table (refer to FIG. 13 ) for use in converting the points data into the credits in the slot machine 13 .
- Each slot machine 13 is a slot machine which allows the player to play a basic game. Moreover, the slot machine 13 converts the points data into the credits by receiving the points data from the cellular phone 300 of the player. In order to perform such conversion, the slot machine 13 receives data of a conversion rate from the conversion rate management server 500 . A method of the conversion will be described later.
- the player transmits the points data stored in the cellular phone 300 to the slot machine 13 , thus making it possible to convert the points data into the credits and to play the basic game. Accordingly, the player can purchase the credits easily. Therefore, enjoyment of the game is enhanced.
- FIG. 2 is a perspective view showing the slot machine 13 according to the present invention.
- the slot machine 13 includes a cabinet 20 and a main door 42 .
- a surface of the cabinet 20 which faces the player, is made open.
- a variety of constituent members is provided, which include a controller 100 (refer to FIG. 4 and FIG. 7 ) for electrically controlling the slot machine 13 , a hopper 44 (refer to FIG. 4 and FIG. 7 ) for controlling insertion, reservation and disbursement (payout) of coins (game media), and the like.
- the game media are not limited to coins, and for example, may include medals, tokens, electronic money, or information of electronic value (credit) equivalent thereto.
- the main door 42 is a member for covering the inside of the cabinet 20 so that the inside cannot be exposed to the outside. At an approximate center of the main door 42 , a liquid crystal display 30 is provided.
- the liquid crystal display 30 is for displaying a variety of images regarding the game, which include effect images and the like. The player advances the game while visually recognizing the variety of images displayed on the liquid crystal display 30 .
- the liquid crystal display 30 includes a transparent liquid crystal panel 34 (refer to FIG. 5 and FIG. 6 ).
- the transparent liquid crystal panel 34 is capable of switching partially or entirely between a transparent state and an opaque state, and is capable of displaying the variety of images. Note that a detailed configuration of the liquid crystal display 30 will be described later.
- the slot machine 13 is composed of video reels
- five virtual reels are displayed on the liquid crystal display 30 .
- the video reels are reels to be displayed as images on the liquid crystal display 30 in place of mechanical reels.
- the respective symbols which are “BONUS”, “WILD”, “TREASURE BOX”, “GOLDEN MASK”, “HOLY CUP”, “COMPASS & MAP”, “SNAKE”, “A”, “K”, “Q”, “J”, and “10”, are displayed together with images as if the reels were rotating.
- the slot machine 13 is composed of the mechanical reels
- five mechanical reels 3 A, 3 B, 3 C, 3 D and 3 E (refer to FIG. 3 and FIG. 5 ), each of which has an outer circumferential surface on which the plural types of symbols are drawn, are rotatably provided side by side and in line.
- the mechanical reels 3 A to 3 E are composed to display the plural symbols together with stepping motors 45 A, 45 B, 45 C, 45 D and 45 E (refer to FIG. 7 ) and the like, to be described later.
- the plural types of symbols as described above, which are necessary for the basic game are drawn.
- the variety of symbols of the respective mechanical reels 3 A to 3 E become visually recognizable when the transparent liquid crystal panel 34 turns to the transparent state.
- a substantially horizontal operating part 21 is provided below the liquid crystal display 30 .
- a coin insertion slot 22 for inserting the coins into the slot machine 13 is provided.
- a BET switch 23 for deciding which of lines L 1 , L 2 , L 3 , L 4 , L 5 , L 6 , L 7 , L 8 , and L 9 for giving nine prizes to be described later are to be validated, and for selecting the number of coins as the game media to be bet on the line for giving the validated prize (hereinafter, simply referred to as a “winning line”); and a spin/repeat/bet switch 24 for replaying the game without changing the number of coins bet on the above-described winning line in a game before the current one.
- the BET switch 23 or the spin/repeat/bet switch 24 is pressed, and the number of coins to be bet on the above-described winning line is thereby
- a start switch 25 for receiving a starting operation of the basic game for each game from the player is provided on a left side of the BET switch 23 .
- a depressing operation for either one of the start switch 25 and the spin/repeat/bet switch 24 becomes a trigger of the start of the game, and the above-described five mechanical reels 3 A to 3 E start to rotate.
- a cash-out switch 26 is provided in the vicinity of the coin insertion slot 22 .
- the inserted coins are paid out from a coin payout port 27 opened on a lower portion of a front surface of the main door 42 .
- the paid-out coins are amassed in a coin tray 28 .
- sound transmitting ports 29 for transmitting, to the outside of cabinet 20 , effect sounds emitted from speakers 41 (refer to FIG. 4 and FIG. 7 ), housed in the inside of the cabinet 20 , are provided.
- a substantially vertical connecting part 121 is provided below the operating part 21 .
- a holder 170 is provided on a right side of the connecting part 121 .
- the holder 170 is constructed so that the cellular phone 300 of the player can be fixed thereto, and is provided with a wireless transmitting/receiving part 171 that can wirelessly communicate with the cellular phone 300 of the player.
- the cellular phone 300 of the player is fixed to the holder 170 , and the cellular phone 300 of the player and the slot machine 13 are thereby connected to each other through the wireless transmitting/receiving part 171 .
- the cellular phone 300 of the player does not have to be brought into contact with the wireless transmitting/receiving part 171 , and just needs to be fixed while maintaining a predetermined distance at which the communication is possible. Note that the cellular phone 300 can communicate with the slot machine 13 if maintaining the predetermined distance at which the communication is possible even if not being fixed to the holder 170 .
- an IC card reader/writer (not shown) for transmitting and receiving information to and from the IC chip (not shown) mounted on the cellular phone 300 of the player is provided.
- the transmission and reception of the information are performed by an electromagnetic wave transmitted from the IC card reader/writer.
- FIG. 3 is an enlarged view showing display areas of the slot machine 13 .
- the liquid crystal display 30 of the slot machine 13 includes a front panel 31 and the transparent liquid crystal panel 34 (refer to FIG. 5 and FIG. 6 ) provided on a back surface of the front panel 31 .
- the front panel 31 is includes a transparent display surface 31 a and a picture pattern-formed area 31 b on which a picture pattern is formed. Image information displayed on the transparent liquid crystal panel 34 provided on the back surface of the front panel 31 can be visually recognized through the display surface 31 a of the front panel 31 .
- the transparent liquid crystal panel 34 when an area of the above-described transparent liquid crystal display panel 34 is in the transparent state, the respective symbols of the five mechanical reels 3 A to 3 E arranged behind the transparent liquid crystal panel 34 can be visually recognized through the display surface 31 a .
- the transparent liquid crystal panel 34 when the slot machine 13 is composed of the video reels, the transparent liquid crystal panel 34 may be turned to the opaque state, and the image reels may be displayed thereon, or alternatively, only a liquid crystal panel, not the transparent liquid crystal panel 34 , may be used.
- a variety of display parts which are a number-of-payouts display part 48 , a number-of-credits display part 49 , and a number-of-BETs display part 50 are provided. Note that, in the picture pattern-formed area 31 b of the front panel, a portion thereof covering fronts of the above-described variety of display parts 48 to 50 is transparent, through which display contents of the variety of display parts 48 to 50 are visually recognizable.
- the slot machine 13 includes the lines L 1 to L 9 for giving the nine prizes.
- Each of the lines L 1 to L 9 for giving the respective prizes is extended so as to pass through one symbol of each of the mechanical reels 3 A to 3 E when all the mechanical reels 3 A to 3 E stop rotating, or when the five video reels stop.
- the number-of-payouts display part 48 is for displaying the number of paid-out coins when a combination for giving the prize is established along the winning line.
- the number-of-credits display part 49 is for displaying the number of credited coins stored in the slot machine 13 .
- the number-of-BETs display part 50 is for displaying the number of BETs as the number of coins bet on the above-described winning line.
- the various types of display parts 48 to 50 are configured to include 7-segment displays. Alternatively, images of the various display parts 48 to 50 may be adapted to be displayed on the transparent liquid crystal panel 34 .
- FIG. 4 is a block diagram showing an electrical configuration of the controller 100 of the slot machine 13 including the video reels. Note that the slot machine 13 including the mechanical reels is shown in FIG. 7 , to be described later.
- the controller 100 of the slot machine 13 is a microcomputer, and includes an interface circuit group 102 , an input/output bus 104 , a CPU 106 , a ROM 108 , a RAM 110 , a communication interface circuit 111 , a random number generator 112 , a speaker drive circuit 122 , a hopper drive circuit 124 , a display part drive circuit 128 , and a display/input controller 140 .
- the interface circuit group 102 is connected to the input/output bus 104 , and the input/output bus 104 receives and outputs a data signal or an address signal from and to the CPU 106 .
- the start switch 25 is connected to the interface circuit group 102 .
- a start signal outputted from the start switch 25 is converted into a predetermined signal in the interface circuit group 102 , and then supplied to the input/output bus 104 .
- the spin/repeat/bet switch 24 , and the cash-out switch 26 are also connected to the interface circuit group 102 , the BET switch 23 .
- the respective switching signals outputted from these switches 23 , 24 and 26 are also supplied to the interface circuit group 102 , converted into predetermined signals by the interface circuit group 102 , and then supplied to the input/output bus 104 .
- a coin sensor 43 is also connected to the interface circuit group 102 .
- the coin sensor 43 is a sensor for detecting the coins inserted into the coin insertion slot 22 , and is provided in association with the coin insertion slot 22 .
- a sensing signal outputted from the coin sensor 43 is also supplied to the interface circuit group 102 , converted into a predetermined signal by the interface circuit group 102 , and then supplied to the input/output bus 104 .
- the wireless transmitting/receiving part 171 is also connected to the interface circuit group 102 .
- the wireless transmitting/receiving part 171 is provided in the holder 170 , and transmits and receives the data to and from the cellular phone 300 of the player.
- the ROM 108 and the RAM 110 are connected to the input/output bus 104 .
- the CPU 106 reads a basic game program and executes the basic game when the starting operation of the basic game is received through the start switch 25 .
- the basic game program is programmed so that the liquid crystal display 30 can be allowed through the display/input controller 140 to display the start of scrolling of the symbols of the five video reels, and then to display halting of the five video reels, so as to rearrange the symbols of the five video reels, and so that, when a combination of the symbols stopped at that time is shown on the winning line and represents a specific combination for awarding the prize, coins corresponding to the specific combination for awarding the prize can be paid out.
- a control program for comprehensively controlling the slot machine 13 a program for executing a routine shown in FIGS. 9A and 9B (hereinafter, referred to as a “routine execution program”), initial data for executing the control program, and a variety of data tables for use in a decision process, are stored.
- the routine execution program includes the above-described basic game program and the like.
- the RAM 110 temporarily stores flags, values of variables, and the like, for use in the above-described control program.
- the communication interface circuit 111 is also connected to the input/output bus 104 .
- the communication interface circuit 111 is a circuit for making communications with the points management server 400 and the conversion rate management server 500 through the network 600 , including a variety of LAN networks.
- the CPU 106 via the communication interface circuit 111 , receives conversion rate data (refer to FIG. 13 ) from the conversion rate management server 500 , and second authentication data (refer to FIG. 11 ) from the points management server 400 .
- the random number generator 112 is also connected.
- the random number generator 112 generates random numbers contained in numeric values within a fixed range, for example, “0” to “65535 (2 16 ⁇ 1)”.
- the random number generator 112 may be configured so as to generate the random numbers by computational processes of the CPU 106 .
- the display part drive circuit 128 for driving the above-described variety of display parts 48 to 50 is also connected to the input/output bus 104 .
- the CPU 106 controls movements of the above-described variety of display parts 48 to 50 through the display part drive circuit 128 in response to an occurrence of a predetermined event.
- the speaker drive circuit 122 for driving the speakers 41 is also connected to the input/output bus 104 .
- the CPU 106 reads out sound data stored in the ROM 108 , and transmits the readout sound data to the speaker drive circuit 122 through the input/output bus 104 . In this way, predetermined effect sounds are emitted from the speakers 41 .
- the hopper drive circuit 124 for driving the hopper 44 is also connected to the input/output bus 104 .
- the CPU 106 Upon receiving a cash-out signal from the cash-out switch 26 , the CPU 106 outputs a drive signal to the hopper drive circuit 124 through the input/output bus 104 . In this way, the hopper 44 pays out coins equivalent to the residual number of credits at that point in time, which is stored in a predetermined memory area of the RAM 110 .
- the display/input controller 140 is also connected to the input/output bus 104 .
- the CPU 106 creates an image display instruction corresponding to a state of the game and a result of the game, and outputs the created image display instruction to the display/input controller 140 through the input/output bus 104 .
- the display/input controller 140 Upon receiving the image display instruction from the CPU 106 , the display/input controller 140 creates a drive signal for driving the liquid crystal display 30 based on the image display instruction thus received, and outputs the created drive signal to the liquid crystal display 30 . In this way, a predetermined image is displayed on the transparent liquid crystal panel 34 of the liquid crystal display 30 .
- the display/input controller 140 transmits, as an input signal, a signal inputted on a touch panel 32 on the liquid crystal display 30 to the CPU 106 through the input/output bus 104 .
- FIG. 5 and FIG. 6 are views showing the construction of the liquid crystal display 30 of the slot machine 13 .
- the liquid crystal display 30 displays a game image regarding the basic game.
- the liquid crystal display 30 is composed of a front panel 31 including the touch panel 32 and a display plate 33 , the transparent liquid crystal panel 34 , a light guide plate 35 , a reflection film 36 , fluorescent lamps 37 a , 37 b , 38 a and 38 b as so-called white light sources, lamp holders 39 a , 39 b , 39 c , 39 d , 39 e , 39 f , 39 g and 39 h , and a table carrier package (TCP) on which an IC for driving the transparent liquid crystal panel is mounted.
- TCP table carrier package
- the TCP is composed of a flexible board (not shown) connected to a terminal part of the transparent liquid crystal panel 34 , and the like.
- the liquid crystal display 30 is provided on a front side of the display areas of the mechanical reels 3 A to 3 E (on a front side of the display surface 31 a ) so as to straddle the mechanical reels 3 A to 3 E.
- the mechanical reels 3 A to 3 E and the liquid crystal display 30 are provided so as to be spaced from each other at a predetermined interval. Note that, in the case of the video reels, the image reels are displayed on the liquid crystal display 30 in place of the mechanical reels 3 A to 3 E.
- the touch panel 32 is composed of a transparent member.
- the display plate 33 is composed of a transparent member.
- the picture pattern and the like are formed at a position corresponding to an area between the display plate 33 and the above-described variety of display parts 48 to 50 , and the like.
- the area of the display plate 33 where the picture pattern and the like are formed, is the picture pattern-formed area 31 b on the front panel 31
- an area of the display plate 33 where the picture pattern and the like are not formed, is the display surface 31 a on the front panel 31 (refer to FIG. 3 ).
- the entire surface of the front panel 31 may be made as the display surface 31 a without forming the picture pattern-formed area 31 b on the front panel 31 .
- the picture pattern just needs not to be formed on the display plate 33 , or the display plate 33 just needs to be omitted.
- FIG. 5 and FIG. 6 an electric circuit and the like for operating the variety of display parts 48 to 50 arranged on a back surface side of the display plate 33 is not shown.
- the transparent liquid crystal panel 34 is formed by sealing liquid crystal into a gap between a transparent substrate such as a glass plate on which a thin-film transistor layer is formed and a transparent substrate opposite thereto.
- a display mode of the transparent liquid crystal panel 34 is set to be normally white.
- the normally white display mode indicates that the display turns white in a state where the liquid crystal is not activated (light transmitting to a display surface side is visually recognizable from the outside).
- the transparent liquid crystal panel 34 set to be normally white is employed, and thus variation display and still display of the respective symbols of the mechanical reels 3 A to 3 E can be visually recognized even if a situation where the liquid crystal cannot be activated occurs. Accordingly, the player can continue the game. Specifically, even if such a situation as described above occurs, the game in which the rearrangement of the symbols of the respective mechanical reels 3 A to 3 E is mainly necessary can be played.
- the light guide plate 35 is for guiding the light from the florescent lamps 37 a and 37 b to the transparent liquid crystal panel 34 (in other words, for illuminating the transparent liquid crystal panel 34 ), and is composed of a transparent member (having a light guide function) of acrylic resin or the like, which is provided on a back side of the transparent liquid crystal panel 34 and has a thickness of, for example, approximately 2 cm.
- the reflection film 36 for example, a white polyester film or an aluminum thin film is used, on which a silver-deposited film is formed.
- the reflection film 36 reflects the light guided into the light guide plate 35 toward a front surface side of the light guide plate 35 .
- the reflection film 36 is composed of a reflection area 36 A and a non-reflection area (transmission area) 36 B.
- the non-reflection area 36 B is formed of a transparent material, and provided on an area including a part of the front panel 31 , which covers fronts of the mechanical reels 3 A to 3 E.
- the fluorescent lamps 37 a and 37 b are arranged along an upper end part and lower end part of the light guide plate 35 , and both ends thereof are supported by the lamp holders 39 a , 39 b , 39 g and 39 h .
- Light irradiated from the fluorescent lamps 37 a and 37 b is reflected on the reflection area 36 A of the reflection film 36 , and illuminates the transparent liquid crystal panel 34 .
- the fluorescent lamps 38 a and 38 b are arranged toward the mechanical reels 3 A to 3 E at an upper position and a lower position on a back side of the reflection film 36 , and both ends thereof are supported by the lamp holders 39 c , 39 d , 30 e and 39 f .
- the transparent liquid crystal panel 34 is illuminated by the light irradiated from the fluorescent lamps 37 a and 37 b , and further reflected on the reflection area 36 A of the reflection film 36 , and the light irradiated from the fluorescent lamps 38 a and 38 b , further reflected on the surfaces of the mechanical reels 3 A to 3 E, and made incident onto the non-reflection area 36 B.
- the area of the liquid crystal display 30 which corresponds to the non-reflection area 36 B of the reflection film 36 , is an area switched between the transparent state and the opaque state depending on whether or not the liquid crystal is activated.
- the area of the liquid crystal display 30 which corresponds to the reflection area 36 A of the reflection film 36 , turns to the opaque state no matter whether or not the liquid crystal is activated.
- the entire area of the display screen of the liquid crystal display 30 may be made as the area switched between the transparent state and the opaque state.
- the reflection film 36 just needs to be made entirely as the non-reflection area 36 B, or the reflection film 36 just needs to be omitted.
- FIG. 7 is a block diagram showing an electric construction of the controller 100 of the slot machine 13 with the mechanical reels.
- the controller 100 of the slot machine 13 is a microcomputer, and includes the interface circuit group 102 , the input/output bus 104 , the CPU 106 , the ROM 108 , the RAM 110 , the communication interface circuit 111 , the random number generator 112 , a motor drive circuit 120 , the speaker drive circuit 122 , the hopper drive circuit 124 , the display part drive circuit 128 , and the display/input controller 140 .
- the construction in this case is mostly the same as that in the case of the video reels described in FIG. 4 , a description will be made here only of parts different from those in the case of the video reels described in FIG. 4 .
- a reel position detection circuit 46 is connected to the interface circuit group 102 .
- the reel position detection circuit 46 is a circuit for detecting rotational positions of the respective mechanical reels 3 A to 3 E based on pulse signals from reel position detection sensors (not shown). Such detection signals from the reel position detection circuit 46 are also supplied to the interface circuit group 102 , converted into predetermined signals by the interface circuit group 102 , and then supplied to the input/output bus 104 .
- the CPU 106 reads out a basic game program and executes the basic game on an occasion that the starting operation of the basic game is received through the start switch 25 .
- the basic game program is programmed so that the respective stepping motors 45 A to 45 E can be allowed to be driven to rotate all the mechanical reels 3 A to 3 E, thereby starting to scroll the symbols of the reels 3 A to 3 E, and the respective stepping motors 45 A to 45 E can be allowed to then stop driving to stop the rotations of all the mechanical reels 3 A to 3 E, thereby rearranging the symbols of the reels 3 A to 3 E, and so that, when a combination of the symbols stopped at that time is shown on the winning line and represents a specific combination for giving the prize, coins corresponding to the specific combination for giving the prize can be paid out.
- the motor drive circuit 120 for driving the stepping motors 45 A to 45 E is also connected.
- the CPU 106 controls movements of the stepping motors 45 A to 45 E through the motor drive circuit 120 in response to an occurrence of a predetermined event.
- FIG. 8 is a block diagram showing an electric construction of the display/input controller 140 of the slot machine 13 .
- the display/input controller 140 of the slot machine 13 is a sub-microcomputer for performing image display processing and control for an input from the touch panel 32 .
- the display/input controller 140 includes an interface circuit 142 , an input/output bus 144 , a CPU 146 , a ROM 148 , a RAM 150 , a VDP 152 , a video RAM 154 , an image data ROM 156 , a drive circuit 158 , and a touch panel control circuit 160 .
- the interface circuit 142 is connected to the input/output bus 144 .
- the image display instruction outputted from the CPU 106 on the above-described controller 100 side is supplied to-the input/output bus 144 through the interface circuit 142 .
- the input/output bus 144 receives and outputs a data signal or an address signal from and to the CPU 146 .
- the ROM 148 and the RAM 150 are connected to the input/output bus 144 .
- the ROM 148 a display control program for creating a drive signal supplied to the liquid crystal display 30 based on the image display instruction from the CPU 106 on the above-described controller 100 side is stored.
- the RAM 150 flags, values of variables, and the like for use in the above-described display control program are stored.
- the VDP 152 is a processing device including so-called sprite circuit, screen circuit, pallet circuit, and the like, and capable of performing a variety of processing for displaying an image on the liquid crystal display 30 .
- the VDP 152 is connected to the video RAM 154 for storing image data corresponding to the image display instruction from the CPU 106 on the above-described controller 100 side, and the image data ROM 156 storing a variety of image data including an effect image data as described above, and the like.
- the VDP 152 is also connected to the drive circuit 158 outputting a drive signal for driving the liquid crystal display 30 .
- the above-described CPU 146 reads out and executes the display control program stored in the ROM 148 , and thereby allows the video RAM 154 to store the image data displayed on the liquid crystal display 30 in response to the image display instruction from the CPU 106 on the above-described controller 100 side.
- the image display instruction includes a variety of image display instructions including a display instruction for the above-described effect image.
- the image data ROM 156 stores a variety of image data including the data of the above-described effect image, and the like.
- the touch panel control circuit 160 transmits, as an input signal, a signal inputted on the touch panel 32 on the liquid crystal display 30 to the CPU 106 through the input/output bus 144 .
- FIGS. 9A and 9B are flowcharts showing a series of processing from a start of the conversion of the points data into the credits, to an end thereof, which is executed by the controller 100 of the slot machine 13 .
- Step S 1 the CPU 106 determines whether or not the slot machine 13 can communicate with the cellular phone 300 .
- the CPU 106 moves the processing to Step S 2 .
- the CPU 106 performs the determination of S 1 one more times. Specifically, the CPU 106 determines whether or not the wireless transmitting/receiving part 171 provided in the holder 170 can communicate with the cellular phone 300 of the player.
- Step S 2 the CPU 106 receives the first authentication data, and moves the processing to Step S 3 .
- the CPU 106 receives the respective items (the cellular phone ID, the total points data, a server address (an address of the points management server 400 ), and the type of currency) stored in the first authentication table (refer to FIG. 10 ) from the cellular phone 300 through the wireless transmitting/receiving part 171 , and stores the respective items in the RAM 110 .
- the first authentication table shown in FIG. 10 stores the total points acquired by executing the game, the address of the points management server 400 , and the type of currency of the cash paid at the time of downloading for each cellular phone ID allocated in the case where the cellular phone 300 downloads the game program from the points management server 400 .
- the total points data is “5000”
- the server address is “aaa”
- the type of currency is “Yen”.
- Step S 3 the CPU 106 receives the second authentication data, and moves the processing to Step S 4 .
- the CPU 106 accesses the points management server 400 based on the address of the points management server 400 , which is received through the communication interface circuit 111 in Step S 2 , receives the respective items (the cellular phone ID, the total points data) stored in the second authentication data table (refer to FIG. 11 ), and stores the respective items in the RAM 110 .
- the second authentication data table shown in FIG. 11 stores the total points acquired by executing the game for each cellular phone ID allocated in the case where the cellular phone 300 downloads the game program from the points management server 400 .
- the total points data is “5000”.
- Step S 4 the CPU 106 determines whether or not the total points data included in the first authentication data table and the total points data included in the second authentication data table are equal to each other. When both of the total points data are equal to each other, the CPU 106 moves the processing to Step S 6 . When both of the total points data are not equal to each other, the CPU 106 moves the processing to Step S 5 . Specifically, the CPU 106 determines whether or not the total points received from the cellular phone 300 and the total points received from the points management server 400 among the total points for the same cellular phone ID, which are stored in the RAM 110 , are equal to each other.
- Step S 4 it is determined whether or not the total points stored in the cellular phone 300 has a correct value. For example, when the determination is made for the cellular phone ID “A001” with reference to FIG. 10 and FIG. 11 , the total points thereof stored in both of the tables are 5000, which are equal to each other. Accordingly, it is authenticated that, for the cellular phone ID “A001”, the total points data stored in the cellular phone 300 has a correct value.
- Step S 5 the CPU 106 displays an error message screen (refer to FIG. 12 ), and ends the processing.
- the error message screen shown in FIG. 12 is a screen displayed when the total points stored in the cellular phone 300 has an erroneous value.
- a message to the effect “The stored points data has an error. Access the points management server, and reacquire correct points.” is displayed.
- Step S 6 the CPU 106 receives the conversion rate data corresponding to the data on the type of currency, and moves the processing to Step S 7 .
- the CPU 106 transmits, to the conversion rate management server 500 , such currency type data received from the cellular phone 300 , receives the conversion rate corresponding to the currency type data from the conversion rate table (refer to FIG. 13 ) stored by the conversion rate management server 500 , and stores the conversion rate in the RAM 110 .
- the conversion rate management server 500 such currency type data received from the cellular phone 300
- the conversion rate table (refer to FIG. 13 ) stored by the conversion rate management server 500
- the conversion rate table (refer to FIG. 13 ) stored by the conversion rate management server 500
- the conversion rate table (refer to FIG. 13 ) stored by the conversion rate management server 500
- the conversion rate table (refer to FIG. 13 ) stored by the conversion rate management server 500
- the CPU 106 receives “10” as the conversion rate with reference to the conversion rate table of FIG. 13 .
- values of points data necessary to obtain one credit after conversion are stored. For example, when the type of currency is “Yen”, 10 points are necessary to obtain one credit after the conversion.
- Step S 7 the CPU 106 updates the conversion rate data, and moves the processing to Step S 8 . Specifically, the CPU 106 overwrites the received conversion rate data onto the conversion rate data stored in the RAM 110 . In such a way, it is made possible to convert the points data into data on the number of credits by the conversion rate according to the type of currency paid when the cellular phone 300 downloads the game.
- Step S 8 the CPU 106 displays a conversion points input screen (refer to FIG. 14 ), and moves the processing to Step S 9 .
- the conversion points input screen shown in FIG. 14 is a screen for allowing the player to enter the points to be converted into the number of credits.
- the conversion points input screen is displayed on the liquid crystal display 30 by the CPU 106 through the display/input controller 140 .
- the player can enter the conversion points by operating a ten key 201 by hand 200 , and can decide the conversion points by operating a conversion decision switch 203 thereby.
- the player can clear the entered conversion points by operating a clear switch 202 by hand 200 .
- the CPU 106 displays the points necessary to obtain one credit after the conversion and the maximum convertible points (the total points stored by the cellular phone 300 ). For example, in the case of a cellular phone 300 with the cellular phone ID “A001”, as described above, the points necessary to obtain one credit after the conversion are “10”, and the maximum convertible points are “5000”.
- Step S 9 the CPU 106 receives the input of the conversion points, and moves the processing to Step S 10 . Specifically, the CPU 106 receives the input of the conversion points through the display/input controller 140 in such a manner that the ten key 201 provided on the liquid crystal display 30 is operated by hand 200 on the conversion points input screen (refer to FIG. 14 ).
- Step S 10 the CPU 106 determines whether or not the conversion decision switch 203 is operated, moves the processing to Step S 11 when such an operation is performed, and performs the determination of S 10 one more time when the operation is not performed. Specifically, the CPU 106 determines whether or not the conversion decision switch 203 provided on the liquid crystal display 30 is operated on the conversion points input screen (refer to FIG. 14 ) by hand 200 . When the conversion decision switch 203 is operated, the conversion points is decided, and the inputted conversion points data is stored in the RAM 110 .
- Step S 11 the CPU 106 determines whether or not a value of the inputted conversion points data is the maximum convertible points or less. When the value is the maximum convertible points or less, the CPU 106 moves the processing to Step S 12 . When the value is not the maximum convertible points or less, the CPU 106 moves the processing to Step S 9 . Specifically, the CPU 106 compares a value of the total points data received from the points management server 400 , which is the maximum convertible points data, with a value of the inputted conversion points data.
- Step S 12 the CPU 106 makes a request to transmit the conversion points data, and moves the processing to Step S 13 . Specifically, the CPU 106 transmits, to the cellular phone 300 , data requesting transmission of the conversion points data stored in the RAM 110 in Step S 10 .
- Step S 13 the CPU 106 receives the conversion points data, and moves the processing to Step S 14 .
- the CPU 106 receives the requested conversion points data from the cellular phone 300 , and stores the received conversion points data in the RAM 110 .
- the CPU 106 transmits, to the cellular phone 300 , data for subtracting the conversion points from the points stored by the cellular phone 300 .
- Step S 14 the CPU 106 converts the received points data into number-of-credits data based on the updated conversion rate data. Specifically, the CPU 106 converts the points data received in Step S 13 into the number-of-credits data based on the conversion rate data updated in Step S 7 . For example, “1000 points” are converted on the conversion points input screen shown in FIG. 14 , “100 credits” are added since “10” points are necessary per credit.
- the CPU 106 stores the converted number-of-credits data in the RAM 110 , adds the converted number-of-credits data to the number-of-credits data already stored in the RAM 110 , and displays the number-of-credits data thus obtained on the number-of-credits display part 49 . Thereafter, the CPU 106 ends this processing.
- the conversion rate table shown in FIG. 13 is stored in the conversion rate management server 500 , and the conversion rate changes with time for each type of currency.
- the conversion rate is determined based on an exchange rate that changes in real time. For example, with regard to “Dollar” and “Yen”, it is supposed that the conversion points per credit is “10 points”, and that each of “100 yen” and “one dollar (100 yen per dollar)” is necessary in order to purchase 10 points. Moreover, it is supposed that one dollar becomes equivalent to 120 yen owing to subsequent fluctuations of the exchange rate. Then, 100 yen become equivalent to 0.83 dollars, and specifically, 100 yen which have previously been equivalent to one dollar become equivalent to 0.83 dollars. Accordingly, the value of the dollar rises. Hence, in the conversion rate management server 500 , the conversion points of “Dollar” per one credit is obtained as “8.3 points” from a multiplication of 10 points by 0.83 based on the current exchange rate.
- the current exchange rate is reflected in the conversion rate table.
- the points data can be converted into the number-of-credits data based on the conversion rate data on which the current exchange rate is reflected.
- the conversion rate management server 500 receives the exchange rate changed in real time from a predetermined server (not shown), and stores the exchange rate.
- the CPU 106 can change the conversion rate by a change of the conversion points per credit for a specific type of currency, which is a different method from the change of the conversion rate based on the exchange rate.
- the CPU 106 changes the conversion points per credit from “10 points,” to “15 points”, and thereby converts the points data for “Dollar”, “Euro”, and the like, which correspond to “15 points”, into the number-of-credits data based on the current exchange rate.
- the conversion rate data may be stored in advance in the conversion rate table for each type of currency.
- the player transmits the points data stored in the cellular phone 300 to the slot machine 13 , thus making it possible to convert the points data into the credits to play the basic game. Accordingly, the player can purchase the credits easily. Therefore, the fun of the game is enhanced.
- the total points acquired by executing the game is stored in the points management server 400 , and when the points data is converted into the credits, the points data can be converted after it is authenticated that the total points stored by the cellular phone 300 have a correct value. Accordingly, for example, undesirable situations such as the total points being incorrectly rewritten can be avoided.
- the points data can be converted into the credits while reflecting therein the exchange rate changed in real time for each type of currency of the cash paid when the game is downloaded. Accordingly, the variety of options for selecting the type of currency for downloading the game is widened. Therefore, the fun of the game is enhanced.
- the data transfer between the cellular phone 300 and the slot machine 13 is performed by using an IC card (IC chip) of a non-contact mode, and thus communication speed is significantly accelerated as compared with the case of making the communication through a cellular phone network. Accordingly, the player can purchase the credits easily, and the fun of the game is enhanced.
- IC card IC chip
- the points can be acquired by executing the game played offline after the cellular phone 300 downloads the game in this embodiment, the points may be acquired by playing an online game.
- the data transfer between the cellular phone 300 of the player and the slot machine 13 may be performed through the cellular phone network (not shown).
- an external connection terminal (not shown) may be provided in the slot machine 13 (not shown), and connected to the cellular phone 300 of the player.
Landscapes
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Slot Machines And Peripheral Devices (AREA)
Abstract
A slot machine includes: a communication interface that can communicate with a cellular phone of a player; and a game controller for receiving, from the cellular phone of the player, predetermined points data to be converted into number-of-credits data of a game executed in the slot machine, and converting the received points data into the number-of-credits data based on predetermined conversion rate data stored in a memory.
Description
- 1. Field of the Invention
- The present invention relates to a game system including slot machines and a game control method thereof.
- 2. Related Art
- In recent years, an online game played by using mobile terminals such as cellular phones has been known (for example, refer to WO 2003/017214, WO 2003/027792, and the like). It is possible for players to purchase a commodity product by points acquired by playing the online game, and to exchange the points for cash. Accordingly, the players can obtain economic gains depending on a result of the game. Moreover, a similar situation is possible also in a game played offline by downloading a game program to a cellular phone.
- The present invention provides such a novel service in which cellular phones and slot machines are coupled.
- In a first aspect of the present invention, a slot machine includes: a communication interface that can communicate with a cellular phone of a player; a memory for storing number-of-credits data indicating the number of credits in a game executed on the slot machine, and predetermined conversion rate data for converting points data indicating predetermined points, stored in the cellular phone of the player, into the number-of-credits data; and a game controller for receiving the points data to be converted into the number-of-credits data from the cellular phone of the player, and converting the received points data into the number-of-credits data based on the predetermined conversion rate data stored in the memory.
- In the slot machine of the first aspect of the present invention, the predetermined points data to be converted into the number-of-credits data of the game executed in the slot machine is received from the cellular phone of the player, and the received points data is converted into the number-of-credits data based on the predetermined conversion rate data stored in the memory.
- In a second aspect of the present invention a slot machine includes: a first communication interface that can communicate with a cellular phone of a player; a memory for storing number-of-credits data indicating the number of credits of a game executed in the slot machine, and predetermined conversion rate data for converting points data indicating predetermined points, stored in the cellular phone of the player, into the number-of-credits data; a second communication interface that can communicate with a points management server for managing the points data for each cellular phone ID for identifying the cellular phone of the player; and a game controller for receiving first authentication data including at least the cellular phone ID and the points data from the cellular phone of the player, receiving second authentication data including at least the cellular phone ID and the points data from the points management server, receiving the points data to be converted into the number-of-credits data from the cellular phone of the player under a condition where the points data associated with the cellular phone ID included in the received first authentication data and the points data associated with the cellular phone ID included in the received second authentication data are equal to each other, and converting the received points data into the number-of-credits data based on the predetermined conversion rate data stored in the memory.
- In the slot machine of the second aspect of the present invention, the first authentication data, including at least the cellular phone ID and the points data, is received from the cellular phone of the player, the second authentication data, including at least the cellular phone ID and the points data, is received from the points management server, the points data to be converted into the number-of-credits data is received from the cellular phone of the player under a condition where both sets of points data are equal to each other, and the received points data is converted into the number-of-credits data based on the predetermined conversion rate data stored in the memory.
- In a third aspect of the present invention a slot machine includes: a first communication interface that can communicate with a cellular phone of a player; a memory for storing number-of-credits data indicating the number of credits of a game executed in the slot machine, and predetermined conversion rate data for converting point data indicating predetermined points stored in the cellular phone of the player into the number-of-credits data; a second communication interface that can communicate with a points management server for managing the points data for each cellular phone ID for identifying the cellular phone of the player; a third communication interface that can communicate with a conversion rate management server for storing the predetermined conversion rate data for each type of a plurality of currencies; and a game controller for receiving, from the cellular phone of the player, first authentication data including at least type-of-currency data indicating a type of currency corresponding to the points data, the cellular phone ID, and the points data, receiving second authentication data including at least the cellular phone ID and the points data from the points management server, receiving, from the conversion rate management server, the predetermined conversion rate data corresponding to the type-of-currency data received from the cellular phone of the player under a condition where the points data associated with the cellular phone ID included in the received first authentication data and the points data associated with the cellular phone ID included in the received second authentication data are equal to each other, updating the predetermined conversion rate data stored in the memory by the received predetermined conversion rate data, receiving the points data to be converted into the number-of-credits data from the cellular phone of the player, and converting the received points data into the number-of-credits data based on the updated predetermined conversion rate data.
- In the slot machine of the third aspect of the present invention, the first authentication data including at least the type-of-currency data, the cellular phone ID, and the points data is received from the cellular phone of the player, the second authentication data including at least the cellular phone ID and the points data is received from the points management server, the predetermined conversion rate data corresponding to the type of currency is received from the conversion rate management server under the condition where both of the points data are equal to each other, the predetermined conversion rate data stored in the memory is updated, the points data to be converted into the number-of-credits data is received form the cellular phone of the player, and the received points data is converted into the number-of-credits data based on the updated predetermined conversion rate data.
-
FIG. 1 is a block diagram showing a construction formed of slot machines according to an embodiment of the present invention and instruments connected to the slot machines; -
FIG. 2 is a perspective view showing the slot machine according to the embodiment of the present invention; -
FIG. 3 is an enlarged front view enlargedly showing display areas of the slot machine according to the embodiment of the present invention; -
FIG. 4 is a block diagram showing an electric construction of a controller of a video reel slot machine according to the embodiment of the present invention; -
FIG. 5 is a perspective view showing a schematic construction of a liquid crystal display of the slot machine according to the embodiment of the present invention in a state of being viewed from a back surface side; -
FIG. 6 is an exploded perspective view showing a construction of a part of the liquid crystal display shown inFIG. 5 ; -
FIG. 7 is a block diagram showing an electric construction of a controller of a mechanical reel slot machine according to the embodiment of the present invention; -
FIG. 8 is a block diagram showing an electric construction of a display/input controller of the slot machine according to the embodiment of the present invention; -
FIGS. 9A and 9B are flowcharts showing flow of a processing operation in the slot machine according to the embodiment of the present invention; -
FIG. 10 is a view showing a configuration of a first authentication data table according to the embodiment of the present invention; -
FIG. 11 is a view showing a configuration of a second authentication data table according to the embodiment of the present invention; -
FIG. 12 is a view showing an error message screen according to the embodiment of the present invention; -
FIG. 13 is a view showing a configuration of a conversion rate table according to the embodiment of the present invention; and -
FIG. 14 is a view showing a conversion points input screen according to the embodiment of the present invention. -
FIG. 1 is a block diagram showing a configuration formed ofslot machines 13 according to the present invention, and instruments connected to theslot machines 13. InFIG. 1 , acellular phone 300, apoints management server 400, and a conversionrate management server 500 are connected to theslot machines 13 through anetwork 600. Moreover,cellular phones 300 of players are connectable to theslot machines 13 through wireless transmitting/receiving parts 171 (refer toFIG. 2 ). A connection method for thecellular phones 300 of the players will be described later. - Each of the
cellular phones 300 of the players transmits, to theslot machine 13, points data for adding credits of a game executed in theslot machine 13. On thecellular phone 300 of the player, an IC chip (not shown) is mounted for storing the points data and making wireless communication with theslot machine 13. - The
points management server 400 stores a plurality of game programs to be downloaded, which are to be executed by thecellular phones 300 of the players. - A description will be given of an example of a method by which a player's
cellular phone 300 acquires points. Thecellular phone 300 of the player downloads a program executable by the cellular phone from thepoints management server 400 through thenetwork 600. A payment of cash necessary to download the program includes payment by electronic money and by credit. Types of currencies, such as “Dollar”, “Yen”, and “Euro”, are selectable by operating thecellular phone 300. When thecellular phone 300 downloads the game program, a cellular phone ID for identifying thecellular phone 300 and an initial points are given to thecellular phone 300 by thepoints management server 400. The value of the points data changes by executing the game thus downloaded. An ending condition of the game is that the value of the points data becomes zero, or that the player performs an operation for ending the game, and points data at the time of ending the game is stored in a storage part of thecellular phone 300. The data stored in the storage part of thecellular phone 300 at this time of ending the tame corresponds to a part of contents shown in a first authentication table (refer toFIG. 10 ), which are the cellular phone ID, an address of thepoints management server 400, and the currency type of the cash paid out when the game program is downloaded. - The
points management server 400 stores a second authentication table (refer toFIG. 11 ). Here, under a condition that the game is ended, thecellular phone 300 transmits total points of the first authentication table to thepoints management server 400 together with the cellular phone ID. Thepoints management server 400 stores the received total points and cellular phone ID in the second authentication table. In this way, the total points acquired by thecellular phone 300 can be managed by the points management server, and under a condition that the total points stored by thecellular phone 300 and the total points stored by the points management server always match, it can be authenticated that the total points stored by thecellular phone 300 has a correct value. - When the player resumes the game, the
cellular phone 300 transmits the total points stored thereby to thepoints management server 400 together with the cellular phone ID. In this process, when the total points stored by thepoints management server 400 and thecellular phone 300 are different from each other, rewriting processing for replacing the total points stored by thecellular phone 300 by the total points stored by thepoints management server 400 takes place. In this processing, thepoints management server 400 transmits an error message to thecellular phone 300 together with the total points, and rewrites the total points stored by thecellular phone 300 after thecellular phone 300 displays the error message and displays the fact that the total points will be rewritten. - The conversion
rate management server 500 stores a conversion rate table (refer toFIG. 13 ) for use in converting the points data into the credits in theslot machine 13. - Each
slot machine 13 is a slot machine which allows the player to play a basic game. Moreover, theslot machine 13 converts the points data into the credits by receiving the points data from thecellular phone 300 of the player. In order to perform such conversion, theslot machine 13 receives data of a conversion rate from the conversionrate management server 500. A method of the conversion will be described later. - As described above, the player transmits the points data stored in the
cellular phone 300 to theslot machine 13, thus making it possible to convert the points data into the credits and to play the basic game. Accordingly, the player can purchase the credits easily. Therefore, enjoyment of the game is enhanced. -
FIG. 2 is a perspective view showing theslot machine 13 according to the present invention. Theslot machine 13 includes acabinet 20 and amain door 42. A surface of thecabinet 20, which faces the player, is made open. In thecabinet 20, a variety of constituent members is provided, which include a controller 100 (refer toFIG. 4 andFIG. 7 ) for electrically controlling theslot machine 13, a hopper 44 (refer toFIG. 4 andFIG. 7 ) for controlling insertion, reservation and disbursement (payout) of coins (game media), and the like. The game media are not limited to coins, and for example, may include medals, tokens, electronic money, or information of electronic value (credit) equivalent thereto. - The
main door 42 is a member for covering the inside of thecabinet 20 so that the inside cannot be exposed to the outside. At an approximate center of themain door 42, aliquid crystal display 30 is provided. - The
liquid crystal display 30 is for displaying a variety of images regarding the game, which include effect images and the like. The player advances the game while visually recognizing the variety of images displayed on theliquid crystal display 30. Theliquid crystal display 30 includes a transparent liquid crystal panel 34 (refer toFIG. 5 andFIG. 6 ). The transparentliquid crystal panel 34 is capable of switching partially or entirely between a transparent state and an opaque state, and is capable of displaying the variety of images. Note that a detailed configuration of theliquid crystal display 30 will be described later. - In cases in which the
slot machine 13 is composed of video reels, five virtual reels are displayed on theliquid crystal display 30. Note that the video reels are reels to be displayed as images on theliquid crystal display 30 in place of mechanical reels. As plural types of symbols necessary for the basic game, the respective symbols, which are “BONUS”, “WILD”, “TREASURE BOX”, “GOLDEN MASK”, “HOLY CUP”, “COMPASS & MAP”, “SNAKE”, “A”, “K”, “Q”, “J”, and “10”, are displayed together with images as if the reels were rotating. - Meanwhile, in cases in which the
slot machine 13 is composed of the mechanical reels, on a back surface side of theliquid crystal display 30, fivemechanical reels FIG. 3 andFIG. 5 ), each of which has an outer circumferential surface on which the plural types of symbols are drawn, are rotatably provided side by side and in line. Themechanical reels 3A to 3E are composed to display the plural symbols together with steppingmotors FIG. 7 ) and the like, to be described later. On outer circumferential surfaces of themechanical reels 3A to 3E, the plural types of symbols as described above, which are necessary for the basic game, are drawn. The variety of symbols of the respectivemechanical reels 3A to 3E become visually recognizable when the transparentliquid crystal panel 34 turns to the transparent state. - A substantially
horizontal operating part 21 is provided below theliquid crystal display 30. On a right side of the operatingpart 21, acoin insertion slot 22 for inserting the coins into theslot machine 13 is provided. On the other hand, on a left side of the operatingpart 21, there are provided: aBET switch 23 for deciding which of lines L1, L2, L3, L4, L5, L6, L7, L8, and L9 for giving nine prizes to be described later are to be validated, and for selecting the number of coins as the game media to be bet on the line for giving the validated prize (hereinafter, simply referred to as a “winning line”); and a spin/repeat/bet switch 24 for replaying the game without changing the number of coins bet on the above-described winning line in a game before the current one. TheBET switch 23 or the spin/repeat/bet switch 24 is pressed, and the number of coins to be bet on the above-described winning line is thereby decided in response to such a pressing operation. - In the above-described
operating part 21, astart switch 25 for receiving a starting operation of the basic game for each game from the player is provided on a left side of theBET switch 23. A depressing operation for either one of thestart switch 25 and the spin/repeat/bet switch 24 becomes a trigger of the start of the game, and the above-described fivemechanical reels 3A to 3E start to rotate. - On the other hand, in the above-described
operating part 21, a cash-out switch 26 is provided in the vicinity of thecoin insertion slot 22. When the player presses the cash-out switch 26, the inserted coins are paid out from acoin payout port 27 opened on a lower portion of a front surface of themain door 42. Then, the paid-out coins are amassed in acoin tray 28. Above thecoin tray 28 and on both right and left sides of thecoin payout port 27,sound transmitting ports 29 for transmitting, to the outside ofcabinet 20, effect sounds emitted from speakers 41 (refer toFIG. 4 andFIG. 7 ), housed in the inside of thecabinet 20, are provided. - A substantially vertical connecting
part 121 is provided below the operatingpart 21. On a right side of the connectingpart 121, aholder 170 is provided. Theholder 170 is constructed so that thecellular phone 300 of the player can be fixed thereto, and is provided with a wireless transmitting/receivingpart 171 that can wirelessly communicate with thecellular phone 300 of the player. - The
cellular phone 300 of the player is fixed to theholder 170, and thecellular phone 300 of the player and theslot machine 13 are thereby connected to each other through the wireless transmitting/receivingpart 171. Thecellular phone 300 of the player does not have to be brought into contact with the wireless transmitting/receivingpart 171, and just needs to be fixed while maintaining a predetermined distance at which the communication is possible. Note that thecellular phone 300 can communicate with theslot machine 13 if maintaining the predetermined distance at which the communication is possible even if not being fixed to theholder 170. In the wireless transmitting/receivingpart 171, an IC card reader/writer (not shown) for transmitting and receiving information to and from the IC chip (not shown) mounted on thecellular phone 300 of the player is provided. The transmission and reception of the information are performed by an electromagnetic wave transmitted from the IC card reader/writer. -
FIG. 3 is an enlarged view showing display areas of theslot machine 13. Theliquid crystal display 30 of theslot machine 13 includes afront panel 31 and the transparent liquid crystal panel 34 (refer toFIG. 5 andFIG. 6 ) provided on a back surface of thefront panel 31. Thefront panel 31 is includes atransparent display surface 31 a and a picture pattern-formedarea 31 b on which a picture pattern is formed. Image information displayed on the transparentliquid crystal panel 34 provided on the back surface of thefront panel 31 can be visually recognized through thedisplay surface 31 a of thefront panel 31. On the other hand, when an area of the above-described transparent liquidcrystal display panel 34 is in the transparent state, the respective symbols of the fivemechanical reels 3A to 3E arranged behind the transparentliquid crystal panel 34 can be visually recognized through thedisplay surface 31 a. Note that, when theslot machine 13 is composed of the video reels, the transparentliquid crystal panel 34 may be turned to the opaque state, and the image reels may be displayed thereon, or alternatively, only a liquid crystal panel, not the transparentliquid crystal panel 34, may be used. - On a back surface side of a left side of the
liquid crystal display 30, a variety of display parts which are a number-of-payouts display part 48, a number-of-credits display part 49, and a number-of-BETs display part 50 are provided. Note that, in the picture pattern-formedarea 31 b of the front panel, a portion thereof covering fronts of the above-described variety ofdisplay parts 48 to 50 is transparent, through which display contents of the variety ofdisplay parts 48 to 50 are visually recognizable. - As shown in
FIG. 3 , theslot machine 13 includes the lines L1 to L9 for giving the nine prizes. Each of the lines L1 to L9 for giving the respective prizes is extended so as to pass through one symbol of each of themechanical reels 3A to 3E when all themechanical reels 3A to 3E stop rotating, or when the five video reels stop. - When the above-described
BET switch 23 is pressed once, for example, the line L3 for giving the third prize, the line L5 for giving the fifth prize, and the line L7 for giving the seventh prize are validated, and one coin is captured as a credit medal. - When the above-described
BET switch 23 is pressed twice, in addition to the above-described three lines, for example, the line L1 for giving the first prize, the line L4 for giving the fourth prize, and the line L8 for giving the eighth prize are validated, and two coins are taken as credit medals. - When the above-described BET switches 23 are pressed three times, in addition to the above-described six lines, for example, the line L2 for giving the second prize, the line L6 for giving the sixth prize, and the line L9 for giving the ninth prize are validated, and three coins are captured as the credit medals.
- The number-of-
payouts display part 48 is for displaying the number of paid-out coins when a combination for giving the prize is established along the winning line. The number-of-credits display part 49 is for displaying the number of credited coins stored in theslot machine 13. The number-of-BETs display part 50 is for displaying the number of BETs as the number of coins bet on the above-described winning line. The various types ofdisplay parts 48 to 50 are configured to include 7-segment displays. Alternatively, images of thevarious display parts 48 to 50 may be adapted to be displayed on the transparentliquid crystal panel 34. -
FIG. 4 is a block diagram showing an electrical configuration of thecontroller 100 of theslot machine 13 including the video reels. Note that theslot machine 13 including the mechanical reels is shown inFIG. 7 , to be described later. As shown inFIG. 4 , thecontroller 100 of theslot machine 13 is a microcomputer, and includes aninterface circuit group 102, an input/output bus 104, aCPU 106, aROM 108, aRAM 110, acommunication interface circuit 111, arandom number generator 112, aspeaker drive circuit 122, ahopper drive circuit 124, a displaypart drive circuit 128, and a display/input controller 140. - The
interface circuit group 102 is connected to the input/output bus 104, and the input/output bus 104 receives and outputs a data signal or an address signal from and to theCPU 106. - The
start switch 25 is connected to theinterface circuit group 102. A start signal outputted from thestart switch 25 is converted into a predetermined signal in theinterface circuit group 102, and then supplied to the input/output bus 104. - The spin/repeat/
bet switch 24, and the cash-out switch 26 are also connected to theinterface circuit group 102, theBET switch 23. The respective switching signals outputted from theseswitches interface circuit group 102, converted into predetermined signals by theinterface circuit group 102, and then supplied to the input/output bus 104. - A
coin sensor 43 is also connected to theinterface circuit group 102. Thecoin sensor 43 is a sensor for detecting the coins inserted into thecoin insertion slot 22, and is provided in association with thecoin insertion slot 22. A sensing signal outputted from thecoin sensor 43 is also supplied to theinterface circuit group 102, converted into a predetermined signal by theinterface circuit group 102, and then supplied to the input/output bus 104. - The wireless transmitting/receiving
part 171 is also connected to theinterface circuit group 102. The wireless transmitting/receivingpart 171 is provided in theholder 170, and transmits and receives the data to and from thecellular phone 300 of the player. - The
ROM 108 and theRAM 110 are connected to the input/output bus 104. - The
CPU 106 reads a basic game program and executes the basic game when the starting operation of the basic game is received through thestart switch 25. The basic game program is programmed so that theliquid crystal display 30 can be allowed through the display/input controller 140 to display the start of scrolling of the symbols of the five video reels, and then to display halting of the five video reels, so as to rearrange the symbols of the five video reels, and so that, when a combination of the symbols stopped at that time is shown on the winning line and represents a specific combination for awarding the prize, coins corresponding to the specific combination for awarding the prize can be paid out. - In the
ROM 108, a control program for comprehensively controlling theslot machine 13, a program for executing a routine shown inFIGS. 9A and 9B (hereinafter, referred to as a “routine execution program”), initial data for executing the control program, and a variety of data tables for use in a decision process, are stored. Note that the routine execution program includes the above-described basic game program and the like. TheRAM 110 temporarily stores flags, values of variables, and the like, for use in the above-described control program. - The
communication interface circuit 111 is also connected to the input/output bus 104. Thecommunication interface circuit 111 is a circuit for making communications with thepoints management server 400 and the conversionrate management server 500 through thenetwork 600, including a variety of LAN networks. In this embodiment, via thecommunication interface circuit 111, theCPU 106 receives conversion rate data (refer toFIG. 13 ) from the conversionrate management server 500, and second authentication data (refer toFIG. 11 ) from thepoints management server 400. - To the input/
output bus 104, therandom number generator 112 is also connected. Therandom number generator 112 generates random numbers contained in numeric values within a fixed range, for example, “0” to “65535 (216−1)”. Alternatively, therandom number generator 112 may be configured so as to generate the random numbers by computational processes of theCPU 106. - The display
part drive circuit 128 for driving the above-described variety ofdisplay parts 48 to 50 is also connected to the input/output bus 104. TheCPU 106 controls movements of the above-described variety ofdisplay parts 48 to 50 through the displaypart drive circuit 128 in response to an occurrence of a predetermined event. - The
speaker drive circuit 122 for driving thespeakers 41 is also connected to the input/output bus 104. TheCPU 106 reads out sound data stored in theROM 108, and transmits the readout sound data to thespeaker drive circuit 122 through the input/output bus 104. In this way, predetermined effect sounds are emitted from thespeakers 41. - The
hopper drive circuit 124 for driving thehopper 44 is also connected to the input/output bus 104. Upon receiving a cash-out signal from the cash-out switch 26, theCPU 106 outputs a drive signal to thehopper drive circuit 124 through the input/output bus 104. In this way, thehopper 44 pays out coins equivalent to the residual number of credits at that point in time, which is stored in a predetermined memory area of theRAM 110. - The display/
input controller 140 is also connected to the input/output bus 104. TheCPU 106 creates an image display instruction corresponding to a state of the game and a result of the game, and outputs the created image display instruction to the display/input controller 140 through the input/output bus 104. Upon receiving the image display instruction from theCPU 106, the display/input controller 140 creates a drive signal for driving theliquid crystal display 30 based on the image display instruction thus received, and outputs the created drive signal to theliquid crystal display 30. In this way, a predetermined image is displayed on the transparentliquid crystal panel 34 of theliquid crystal display 30. The display/input controller 140 transmits, as an input signal, a signal inputted on atouch panel 32 on theliquid crystal display 30 to theCPU 106 through the input/output bus 104. -
FIG. 5 andFIG. 6 are views showing the construction of theliquid crystal display 30 of theslot machine 13. Theliquid crystal display 30 displays a game image regarding the basic game. Thus, theliquid crystal display 30 is composed of afront panel 31 including thetouch panel 32 and adisplay plate 33, the transparentliquid crystal panel 34, alight guide plate 35, areflection film 36,fluorescent lamps lamp holders FIG. 5 andFIG. 6 , the TCP is composed of a flexible board (not shown) connected to a terminal part of the transparentliquid crystal panel 34, and the like. - The
liquid crystal display 30 is provided on a front side of the display areas of themechanical reels 3A to 3E (on a front side of thedisplay surface 31 a) so as to straddle themechanical reels 3A to 3E. Themechanical reels 3A to 3E and theliquid crystal display 30 are provided so as to be spaced from each other at a predetermined interval. Note that, in the case of the video reels, the image reels are displayed on theliquid crystal display 30 in place of themechanical reels 3A to 3E. - The
touch panel 32 is composed of a transparent member. Thedisplay plate 33 is composed of a transparent member. On thedisplay plate 33, the picture pattern and the like are formed at a position corresponding to an area between thedisplay plate 33 and the above-described variety ofdisplay parts 48 to 50, and the like. Specifically, the area of thedisplay plate 33, where the picture pattern and the like are formed, is the picture pattern-formedarea 31 b on thefront panel 31, and on the other hand, an area of thedisplay plate 33, where the picture pattern and the like are not formed, is thedisplay surface 31 a on the front panel 31 (refer toFIG. 3 ). Alternatively, the entire surface of thefront panel 31 may be made as thedisplay surface 31 a without forming the picture pattern-formedarea 31 b on thefront panel 31. In this case, the picture pattern just needs not to be formed on thedisplay plate 33, or thedisplay plate 33 just needs to be omitted. - In
FIG. 5 andFIG. 6 , an electric circuit and the like for operating the variety ofdisplay parts 48 to 50 arranged on a back surface side of thedisplay plate 33 is not shown. - The transparent
liquid crystal panel 34 is formed by sealing liquid crystal into a gap between a transparent substrate such as a glass plate on which a thin-film transistor layer is formed and a transparent substrate opposite thereto. A display mode of the transparentliquid crystal panel 34 is set to be normally white. The normally white display mode indicates that the display turns white in a state where the liquid crystal is not activated (light transmitting to a display surface side is visually recognizable from the outside). As described above, the transparentliquid crystal panel 34 set to be normally white is employed, and thus variation display and still display of the respective symbols of themechanical reels 3A to 3E can be visually recognized even if a situation where the liquid crystal cannot be activated occurs. Accordingly, the player can continue the game. Specifically, even if such a situation as described above occurs, the game in which the rearrangement of the symbols of the respectivemechanical reels 3A to 3E is mainly necessary can be played. - The
light guide plate 35 is for guiding the light from theflorescent lamps liquid crystal panel 34 and has a thickness of, for example, approximately 2 cm. - For the
reflection film 36, for example, a white polyester film or an aluminum thin film is used, on which a silver-deposited film is formed. Thereflection film 36 reflects the light guided into thelight guide plate 35 toward a front surface side of thelight guide plate 35. Thereflection film 36 is composed of areflection area 36A and a non-reflection area (transmission area) 36B. Thenon-reflection area 36B is formed of a transparent material, and provided on an area including a part of thefront panel 31, which covers fronts of themechanical reels 3A to 3E. - The
fluorescent lamps light guide plate 35, and both ends thereof are supported by thelamp holders fluorescent lamps reflection area 36A of thereflection film 36, and illuminates the transparentliquid crystal panel 34. On the other hand, thefluorescent lamps mechanical reels 3A to 3E at an upper position and a lower position on a back side of thereflection film 36, and both ends thereof are supported by thelamp holders fluorescent lamps mechanical reels 3A to 3E, and made incident onto thenon-reflection area 36B illuminates the transparentliquid crystal panel 34. As described above, in theliquid crystal display 30, the transparentliquid crystal panel 34 is illuminated by the light irradiated from thefluorescent lamps reflection area 36A of thereflection film 36, and the light irradiated from thefluorescent lamps mechanical reels 3A to 3E, and made incident onto thenon-reflection area 36B. Hence, the area of theliquid crystal display 30, which corresponds to thenon-reflection area 36B of thereflection film 36, is an area switched between the transparent state and the opaque state depending on whether or not the liquid crystal is activated. On the other hand, the area of theliquid crystal display 30, which corresponds to thereflection area 36A of thereflection film 36, turns to the opaque state no matter whether or not the liquid crystal is activated. - In the
slot machine 13, only the partial area of the display surface of theliquid crystal display 30 is made as the area switched between the transparent state and the opaque state. However, the entire area of the display screen of theliquid crystal display 30 may be made as the area switched between the transparent state and the opaque state. As described above, when the entire area of theliquid crystal display 30 is made as the area switched to the transparent state or the opaque state, thereflection film 36 just needs to be made entirely as thenon-reflection area 36B, or thereflection film 36 just needs to be omitted. -
FIG. 7 is a block diagram showing an electric construction of thecontroller 100 of theslot machine 13 with the mechanical reels. As shown inFIG. 7 , thecontroller 100 of theslot machine 13 is a microcomputer, and includes theinterface circuit group 102, the input/output bus 104, theCPU 106, theROM 108, theRAM 110, thecommunication interface circuit 111, therandom number generator 112, amotor drive circuit 120, thespeaker drive circuit 122, thehopper drive circuit 124, the displaypart drive circuit 128, and the display/input controller 140. Note that, since the construction in this case is mostly the same as that in the case of the video reels described inFIG. 4 , a description will be made here only of parts different from those in the case of the video reels described inFIG. 4 . - To the
interface circuit group 102, a reelposition detection circuit 46 is connected. The reelposition detection circuit 46 is a circuit for detecting rotational positions of the respectivemechanical reels 3A to 3E based on pulse signals from reel position detection sensors (not shown). Such detection signals from the reelposition detection circuit 46 are also supplied to theinterface circuit group 102, converted into predetermined signals by theinterface circuit group 102, and then supplied to the input/output bus 104. - The
CPU 106 reads out a basic game program and executes the basic game on an occasion that the starting operation of the basic game is received through thestart switch 25. The basic game program is programmed so that therespective stepping motors 45A to 45E can be allowed to be driven to rotate all themechanical reels 3A to 3E, thereby starting to scroll the symbols of thereels 3A to 3E, and therespective stepping motors 45A to 45E can be allowed to then stop driving to stop the rotations of all themechanical reels 3A to 3E, thereby rearranging the symbols of thereels 3A to 3E, and so that, when a combination of the symbols stopped at that time is shown on the winning line and represents a specific combination for giving the prize, coins corresponding to the specific combination for giving the prize can be paid out. - To the input/
output bus 104, themotor drive circuit 120 for driving thestepping motors 45A to 45E is also connected. TheCPU 106 controls movements of thestepping motors 45A to 45E through themotor drive circuit 120 in response to an occurrence of a predetermined event. -
FIG. 8 is a block diagram showing an electric construction of the display/input controller 140 of theslot machine 13. The display/input controller 140 of theslot machine 13 is a sub-microcomputer for performing image display processing and control for an input from thetouch panel 32. The display/input controller 140 includes aninterface circuit 142, an input/output bus 144, aCPU 146, aROM 148, aRAM 150, aVDP 152, avideo RAM 154, animage data ROM 156, adrive circuit 158, and a touchpanel control circuit 160. - The
interface circuit 142 is connected to the input/output bus 144. The image display instruction outputted from theCPU 106 on the above-describedcontroller 100 side is supplied to-the input/output bus 144 through theinterface circuit 142. The input/output bus 144 receives and outputs a data signal or an address signal from and to theCPU 146. - To the input/
output bus 144, theROM 148 and theRAM 150 are connected. In theROM 148, a display control program for creating a drive signal supplied to theliquid crystal display 30 based on the image display instruction from theCPU 106 on the above-describedcontroller 100 side is stored. On the other hand, in theRAM 150, flags, values of variables, and the like for use in the above-described display control program are stored. - To the input/
output bus 144, theVDP 152 is also connected. TheVDP 152 is a processing device including so-called sprite circuit, screen circuit, pallet circuit, and the like, and capable of performing a variety of processing for displaying an image on theliquid crystal display 30. TheVDP 152 is connected to thevideo RAM 154 for storing image data corresponding to the image display instruction from theCPU 106 on the above-describedcontroller 100 side, and theimage data ROM 156 storing a variety of image data including an effect image data as described above, and the like. Moreover, theVDP 152 is also connected to thedrive circuit 158 outputting a drive signal for driving theliquid crystal display 30. - The above-described
CPU 146 reads out and executes the display control program stored in theROM 148, and thereby allows thevideo RAM 154 to store the image data displayed on theliquid crystal display 30 in response to the image display instruction from theCPU 106 on the above-describedcontroller 100 side. The image display instruction includes a variety of image display instructions including a display instruction for the above-described effect image. - The
image data ROM 156 stores a variety of image data including the data of the above-described effect image, and the like. - The touch
panel control circuit 160 transmits, as an input signal, a signal inputted on thetouch panel 32 on theliquid crystal display 30 to theCPU 106 through the input/output bus 144. -
FIGS. 9A and 9B are flowcharts showing a series of processing from a start of the conversion of the points data into the credits, to an end thereof, which is executed by thecontroller 100 of theslot machine 13. - In Step S1, the
CPU 106 determines whether or not theslot machine 13 can communicate with thecellular phone 300. When theslot machine 13 ¥can communicate, theCPU 106 moves the processing to Step S2. When theslot machine 13 cannot communicate, theCPU 106 performs the determination of S1 one more times. Specifically, theCPU 106 determines whether or not the wireless transmitting/receivingpart 171 provided in theholder 170 can communicate with thecellular phone 300 of the player. - In Step S2, the
CPU 106 receives the first authentication data, and moves the processing to Step S3. Specifically, theCPU 106 receives the respective items (the cellular phone ID, the total points data, a server address (an address of the points management server 400), and the type of currency) stored in the first authentication table (refer toFIG. 10 ) from thecellular phone 300 through the wireless transmitting/receivingpart 171, and stores the respective items in theRAM 110. - Here, as described above, the first authentication table shown in
FIG. 10 stores the total points acquired by executing the game, the address of thepoints management server 400, and the type of currency of the cash paid at the time of downloading for each cellular phone ID allocated in the case where thecellular phone 300 downloads the game program from thepoints management server 400. For example, for a cellular phone ID “A001”, the total points data is “5000”, the server address (the address of the points management server 400) is “aaa”, and the type of currency is “Yen”. - Returning to
FIG. 9A , in Step S3, theCPU 106 receives the second authentication data, and moves the processing to Step S4. Specifically, theCPU 106 accesses thepoints management server 400 based on the address of thepoints management server 400, which is received through thecommunication interface circuit 111 in Step S2, receives the respective items (the cellular phone ID, the total points data) stored in the second authentication data table (refer toFIG. 11 ), and stores the respective items in theRAM 110. - Here, as described above, the second authentication data table shown in
FIG. 11 stores the total points acquired by executing the game for each cellular phone ID allocated in the case where thecellular phone 300 downloads the game program from thepoints management server 400. For example, for the cellular phone ID “A001”, the total points data is “5000”. - Returning to
FIG. 9A , in Step S4, theCPU 106 determines whether or not the total points data included in the first authentication data table and the total points data included in the second authentication data table are equal to each other. When both of the total points data are equal to each other, theCPU 106 moves the processing to Step S6. When both of the total points data are not equal to each other, theCPU 106 moves the processing to Step S5. Specifically, theCPU 106 determines whether or not the total points received from thecellular phone 300 and the total points received from thepoints management server 400 among the total points for the same cellular phone ID, which are stored in theRAM 110, are equal to each other. By performing the processing of Step S4, it is determined whether or not the total points stored in thecellular phone 300 has a correct value. For example, when the determination is made for the cellular phone ID “A001” with reference toFIG. 10 andFIG. 11 , the total points thereof stored in both of the tables are 5000, which are equal to each other. Accordingly, it is authenticated that, for the cellular phone ID “A001”, the total points data stored in thecellular phone 300 has a correct value. - In Step S5, the
CPU 106 displays an error message screen (refer toFIG. 12 ), and ends the processing. Here, the error message screen shown inFIG. 12 is a screen displayed when the total points stored in thecellular phone 300 has an erroneous value. On the error message screen, a message to the effect “The stored points data has an error. Access the points management server, and reacquire correct points.” is displayed. - In Step S6, the
CPU 106 receives the conversion rate data corresponding to the data on the type of currency, and moves the processing to Step S7. Specifically, theCPU 106 transmits, to the conversionrate management server 500, such currency type data received from thecellular phone 300, receives the conversion rate corresponding to the currency type data from the conversion rate table (refer toFIG. 13 ) stored by the conversionrate management server 500, and stores the conversion rate in theRAM 110. For example, when the cellular phone ID is “A001”, the type of currency, which is received from thecellular phone 300, is “Yen”, and theCPU 106 receives “10” as the conversion rate with reference to the conversion rate table ofFIG. 13 . - Here, in the conversion rate table shown in
FIG. 13 , values of points data necessary to obtain one credit after conversion are stored. For example, when the type of currency is “Yen”, 10 points are necessary to obtain one credit after the conversion. - Returning to
FIG. 9A , in Step S7, theCPU 106 updates the conversion rate data, and moves the processing to Step S8. Specifically, theCPU 106 overwrites the received conversion rate data onto the conversion rate data stored in theRAM 110. In such a way, it is made possible to convert the points data into data on the number of credits by the conversion rate according to the type of currency paid when thecellular phone 300 downloads the game. - In Step S8, the
CPU 106 displays a conversion points input screen (refer toFIG. 14 ), and moves the processing to Step S9. - Here, the conversion points input screen shown in
FIG. 14 is a screen for allowing the player to enter the points to be converted into the number of credits. The conversion points input screen is displayed on theliquid crystal display 30 by theCPU 106 through the display/input controller 140. When the conversion points input screen is displayed, the player can enter the conversion points by operating a ten key 201 byhand 200, and can decide the conversion points by operating aconversion decision switch 203 thereby. Note that the player can clear the entered conversion points by operating aclear switch 202 byhand 200. - Moreover, the
CPU 106 displays the points necessary to obtain one credit after the conversion and the maximum convertible points (the total points stored by the cellular phone 300). For example, in the case of acellular phone 300 with the cellular phone ID “A001”, as described above, the points necessary to obtain one credit after the conversion are “10”, and the maximum convertible points are “5000”. - Returning to
FIG. 9A , in Step S9, theCPU 106 receives the input of the conversion points, and moves the processing to Step S10. Specifically, theCPU 106 receives the input of the conversion points through the display/input controller 140 in such a manner that the ten key 201 provided on theliquid crystal display 30 is operated byhand 200 on the conversion points input screen (refer toFIG. 14 ). - In Step S10, the
CPU 106 determines whether or not theconversion decision switch 203 is operated, moves the processing to Step S11 when such an operation is performed, and performs the determination of S10 one more time when the operation is not performed. Specifically, theCPU 106 determines whether or not theconversion decision switch 203 provided on theliquid crystal display 30 is operated on the conversion points input screen (refer toFIG. 14 ) byhand 200. When theconversion decision switch 203 is operated, the conversion points is decided, and the inputted conversion points data is stored in theRAM 110. - In Step S11, the
CPU 106 determines whether or not a value of the inputted conversion points data is the maximum convertible points or less. When the value is the maximum convertible points or less, theCPU 106 moves the processing to Step S12. When the value is not the maximum convertible points or less, theCPU 106 moves the processing to Step S9. Specifically, theCPU 106 compares a value of the total points data received from thepoints management server 400, which is the maximum convertible points data, with a value of the inputted conversion points data. - In Step S12, the
CPU 106 makes a request to transmit the conversion points data, and moves the processing to Step S13. Specifically, theCPU 106 transmits, to thecellular phone 300, data requesting transmission of the conversion points data stored in theRAM 110 in Step S10. - In Step S13, the
CPU 106 receives the conversion points data, and moves the processing to Step S14. Specifically, theCPU 106 receives the requested conversion points data from thecellular phone 300, and stores the received conversion points data in theRAM 110. Moreover, theCPU 106 transmits, to thecellular phone 300, data for subtracting the conversion points from the points stored by thecellular phone 300. - In Step S14, the
CPU 106 converts the received points data into number-of-credits data based on the updated conversion rate data. Specifically, theCPU 106 converts the points data received in Step S13 into the number-of-credits data based on the conversion rate data updated in Step S7. For example, “1000 points” are converted on the conversion points input screen shown inFIG. 14 , “100 credits” are added since “10” points are necessary per credit. TheCPU 106 stores the converted number-of-credits data in theRAM 110, adds the converted number-of-credits data to the number-of-credits data already stored in theRAM 110, and displays the number-of-credits data thus obtained on the number-of-credits display part 49. Thereafter, theCPU 106 ends this processing. - Note that the conversion rate table shown in
FIG. 13 is stored in the conversionrate management server 500, and the conversion rate changes with time for each type of currency. The conversion rate is determined based on an exchange rate that changes in real time. For example, with regard to “Dollar” and “Yen”, it is supposed that the conversion points per credit is “10 points”, and that each of “100 yen” and “one dollar (100 yen per dollar)” is necessary in order to purchase 10 points. Moreover, it is supposed that one dollar becomes equivalent to 120 yen owing to subsequent fluctuations of the exchange rate. Then, 100 yen become equivalent to 0.83 dollars, and specifically, 100 yen which have previously been equivalent to one dollar become equivalent to 0.83 dollars. Accordingly, the value of the dollar rises. Hence, in the conversionrate management server 500, the conversion points of “Dollar” per one credit is obtained as “8.3 points” from a multiplication of 10 points by 0.83 based on the current exchange rate. - In such a way, the current exchange rate is reflected in the conversion rate table. Hence, also in the
slot machine 13, the points data can be converted into the number-of-credits data based on the conversion rate data on which the current exchange rate is reflected. - Note that the conversion
rate management server 500 receives the exchange rate changed in real time from a predetermined server (not shown), and stores the exchange rate. - Moreover, the
CPU 106 can change the conversion rate by a change of the conversion points per credit for a specific type of currency, which is a different method from the change of the conversion rate based on the exchange rate. - For example, for “Yen” (the specific type of currency), the
CPU 106 changes the conversion points per credit from “10 points,” to “15 points”, and thereby converts the points data for “Dollar”, “Euro”, and the like, which correspond to “15 points”, into the number-of-credits data based on the current exchange rate. - Note that the conversion rate data may be stored in advance in the conversion rate table for each type of currency.
- As described above, in this embodiment, the player transmits the points data stored in the
cellular phone 300 to theslot machine 13, thus making it possible to convert the points data into the credits to play the basic game. Accordingly, the player can purchase the credits easily. Therefore, the fun of the game is enhanced. - Moreover, the total points acquired by executing the game is stored in the
points management server 400, and when the points data is converted into the credits, the points data can be converted after it is authenticated that the total points stored by thecellular phone 300 have a correct value. Accordingly, for example, undesirable situations such as the total points being incorrectly rewritten can be avoided. - Furthermore, the points data can be converted into the credits while reflecting therein the exchange rate changed in real time for each type of currency of the cash paid when the game is downloaded. Accordingly, the variety of options for selecting the type of currency for downloading the game is widened. Therefore, the fun of the game is enhanced.
- Still further, the data transfer between the
cellular phone 300 and theslot machine 13 is performed by using an IC card (IC chip) of a non-contact mode, and thus communication speed is significantly accelerated as compared with the case of making the communication through a cellular phone network. Accordingly, the player can purchase the credits easily, and the fun of the game is enhanced. - The description has been made above of the embodiment of the game system according to the present invention; however, the embodiment merely illustrates a specific example, and does not particularly limit the present invention. It is possible to appropriately change specific configurations of each means and the like. Moreover, the effects described in the embodiment of the present invention are merely a list of the most suitable effects generated from the present invention, and the effects derived from the present invention are not limited to the effects described in the embodiment of the present invention.
- For example, though the points can be acquired by executing the game played offline after the
cellular phone 300 downloads the game in this embodiment, the points may be acquired by playing an online game. - Moreover, the data transfer between the
cellular phone 300 of the player and theslot machine 13 may be performed through the cellular phone network (not shown). Furthermore, an external connection terminal (not shown) may be provided in the slot machine 13 (not shown), and connected to thecellular phone 300 of the player.
Claims (6)
1. A slot machine, comprising:
a communication interface that can communicate with a cellular phone of a player;
a memory for storing number-of-credits data indicating the number of credits of a game executed in the slot machine, and predetermined conversion rate data for converting points data, indicating predetermined points stored in the cellular phone of the player, into the number-of-credits data; and
a game controller for receiving the points data to be converted into the number-of-credits data, from the cellular phone of the player, and converting the received points data into the number-of-credits data based on the predetermined conversion rate data stored in the memory.
2. A slot machine, comprising:
a first communication interface that can communicate with a cellular phone of a player;
a memory for storing number-of-credits data indicating the number of credits of a game executed in the slot machine, and predetermined conversion rate data for converting points data, indicating predetermined points stored in the cellular phone of the player, into the number-of-credits data;
a second communication interface that can communicate with a points management server for managing the points data for each, cellular phone ID that identifies the cellular phone of the player; and
a game controller for receiving first authentication data including at least the cellular phone ID and the points data from the cellular phone of the player, receiving second authentication data including at least the cellular phone ID and the points data from the points management server, receiving the points data to be converted into the number-of-credits data, from the cellular phone of the player under a condition where the points data associated with the cellular phone ID included in the received first authentication data and the points data associated with the cellular phone ID included in the received second authentication data are equal to each other, and converting the received points data into the number-of-credits data based on the predetermined conversion rate data stored in the memory.
3. A slot machine, comprising:
a first communication interface that can communicate with a cellular phone of a player;
a memory for storing number-of-credits data indicating the number of credits of a game executed in the slot machine, and predetermined conversion rate data for converting points data, indicating predetermined points stored in the cellular phone of the player, into the number-of-credits data;
a second communication interface that can communicate with a points management server for managing the points data for each cellular phone ID for identifying the cellular phone of the player;
a third communication interface that can communicate with a conversion rate management server for storing the predetermined conversion rate data for each type of a plurality of currencies; and
a game controller for receiving, from the cellular phone of the player, first authentication data including at least type-of-currency data indicating a type of currency corresponding to the points data, the cellular phone ID, and the points data, receiving second authentication data including at least the cellular phone ID and the points data from the points management server, receiving, from the conversion rate management server, the predetermined conversion rate data corresponding to the type-of-currency data received from the cellular phone of the player under a condition where the points data associated with the cellular phone ID included in the received first authentication data and the points data associated with the cellular phone ID included in the received second authentication data are equal to each other, updating the predetermined conversion rate data stored in the memory by the received predetermined conversion rate data, receiving the points data to be converted into the number-of-credits data from the cellular phone of the player, and converting the received points data into the number-of-credits data based on the updated predetermined conversion rate data.
4. A game control method by which a game controller advances a game in a slot machine including a communication interface that can communicate with a cellular phone of a player, and a memory for storing number-of-credits data indicating the number of credits of the game executed in the slot machine, and predetermined conversion rate data for converting points data indicating predetermined points stored in the cellular phone of the player into the number-of-credits data,
the game control method comprising the steps of:
receiving the points data to be converted into the number-of-credits data from the cellular phone of the player; and
converting the received points data into the number-of-credits data based on the predetermined conversion rate data stored in the memory.
5. A game control method by which a game controller advances a game in a slot machine including a first communication interface that can communicate with a cellular phone of a player, a memory for storing number-of-credits data indicating the number of credits of the game executed in the slot machine, and predetermined conversion rate data for converting points data, indicating predetermined points stored in the cellular phone of the player, into the number-of-credits data, and a second communication interface that can communicate with a points management server for managing the points data for each cellular phone ID that identifies the cellular phone of the player,
the game control method comprising the steps of:
receiving first authentication data including at least the cellular phone ID and the points data from the cellular phone of the player;
receiving second authentication data including at least the cellular phone ID and the points data from the points management server;
receiving the points data to be converted into the number-of-credits data from the cellular phone of the player under a condition where the points data associated with the cellular phone ID included in the received first authentication data and the points data associated with the cellular phone ID included in the received second authentication data are equal to each other; and
converting the received points data into the number-of-credits data based on the predetermined conversion rate data stored in the memory.
6. A game control method by which a game controller advances a game in a slot machine including a first communication interface that can communicate with a cellular phone of a player, a memory for storing number-of-credits data indicating the number of credits of the game executed in the slot machine, and predetermined conversion rate data for converting points data, indicating predetermined points stored in the cellular phone of the player, into the number-of-credits data, a second communication interface that can communicate with a points management server for managing the points data for each cellular phone ID for identifying the cellular phone of the player, and a third communication interface that can communicate with a conversion rate management server for storing the predetermined conversion rate data for each type of a plurality of currencies,
the game control method comprising the steps of:
receiving, from the cellular phone of the player, first authentication data including at least type-of-currency data indicating a type of currency corresponding to the points data, the cellular phone ID, and the points data;
receiving second authentication data including at least the cellular phone ID and the points data from the points management server;
receiving, from the conversion rate management server, the predetermined conversion rate data corresponding to the type-of-currency data received from the cellular phone of the player under a condition where the points data associated with the cellular phone ID included in the received first authentication data and the points data associated with the cellular phone ID included in the received second authentication data are equal to each other;
updating the predetermined conversion rate data stored in the memory by the received predetermined conversion rate data;
receiving the points data to be converted into the number-of-credits data from the cellular phone of the player; and
converting the received points data into the number-of-credits data based on the updated predetermined conversion rate data.
Priority Applications (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US11/725,473 US20080085752A1 (en) | 2006-10-06 | 2007-03-20 | Game system including slot machines and game control method thereof |
AU2007221799A AU2007221799A1 (en) | 2006-10-06 | 2007-10-03 | Game system including slot machines and game control method thereof |
JP2007262190A JP2008237877A (en) | 2006-10-06 | 2007-10-05 | Slot machine, and game control method for slot machine |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US84978506P | 2006-10-06 | 2006-10-06 | |
US11/725,473 US20080085752A1 (en) | 2006-10-06 | 2007-03-20 | Game system including slot machines and game control method thereof |
Publications (1)
Publication Number | Publication Date |
---|---|
US20080085752A1 true US20080085752A1 (en) | 2008-04-10 |
Family
ID=39275361
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US11/725,473 Abandoned US20080085752A1 (en) | 2006-10-06 | 2007-03-20 | Game system including slot machines and game control method thereof |
Country Status (3)
Country | Link |
---|---|
US (1) | US20080085752A1 (en) |
JP (1) | JP2008237877A (en) |
AU (1) | AU2007221799A1 (en) |
Cited By (18)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20080139319A1 (en) * | 2006-12-08 | 2008-06-12 | Aruze Gaming America, Inc. | Game delivery server, gaming system, and controlling method for game delivery server |
US20090163269A1 (en) * | 2007-12-20 | 2009-06-25 | Junichi Yamagishi | Electronic betting system |
US20150238857A1 (en) * | 2010-08-13 | 2015-08-27 | Cfph, Llc | Multi-process communication regarding gaming information |
US20160210572A1 (en) * | 2014-06-30 | 2016-07-21 | Ahmed Farouk Shaaban | System and method for budgeting and cash flow forecasting |
US20170069169A1 (en) * | 2011-09-30 | 2017-03-09 | Igt | Gaming system and method for rewarding players |
US20180137717A1 (en) * | 2012-07-11 | 2018-05-17 | Igt | Method and apparatus for offering a mobile device version of an electronic gaming machine game at the electronic gaming machine |
CN108550228A (en) * | 2017-03-21 | 2018-09-18 | 万代股份有限公司 | Game device, information preservation medium and program |
US10332155B2 (en) | 2007-03-08 | 2019-06-25 | Cfph, Llc | Systems and methods for determining an amount of time an object is worn |
US10347076B2 (en) | 2004-02-25 | 2019-07-09 | Interactive Games Llc | Network based control of remote system for enabling, disabling, and controlling gaming |
US10391397B2 (en) | 2004-02-25 | 2019-08-27 | Interactive Games, Llc | System and method for wireless gaming with location determination |
US10406446B2 (en) | 2010-08-13 | 2019-09-10 | Interactive Games Llc | Multi-process communication regarding gaming information |
US10460566B2 (en) | 2005-07-08 | 2019-10-29 | Cfph, Llc | System and method for peer-to-peer wireless gaming |
US10515511B2 (en) | 2004-02-25 | 2019-12-24 | Interactive Games Llc | Network based control of electronic devices for gaming |
US10535221B2 (en) | 2006-10-26 | 2020-01-14 | Interactive Games Llc | System and method for wireless gaming with location determination |
US10546107B2 (en) | 2006-11-15 | 2020-01-28 | Cfph, Llc | Biometric access sensitivity |
US10706673B2 (en) | 2006-11-14 | 2020-07-07 | Cfph, Llc | Biometric access data encryption |
US11017630B2 (en) | 2012-02-28 | 2021-05-25 | Cfph, Llc | Gaming through mobile or other devices |
US11568699B2 (en) * | 2019-02-04 | 2023-01-31 | Universal Entertainment Corporation | Banknote processing system |
Families Citing this family (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP6443844B2 (en) * | 2016-11-11 | 2018-12-26 | 株式会社レディオシステム | Mahjong performance management system using portable information terminal |
JP6991741B2 (en) * | 2017-05-23 | 2022-02-03 | 株式会社タイトー | Server and management program |
JP7137076B2 (en) * | 2019-02-13 | 2022-09-14 | サミー株式会社 | online gaming system |
Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20020151358A1 (en) * | 1996-12-30 | 2002-10-17 | Walker Jay S. | System and method for automated play of multiple gaming devices |
US20040185937A1 (en) * | 2003-03-04 | 2004-09-23 | Aruze Corporation | Wireless communication terminal unit, gaming machine, information managing apparatus and gaming system |
US20040219983A1 (en) * | 2000-03-22 | 2004-11-04 | Giobbi John J. | Portable data unit for communicating with gaming machine over wireless link |
US20060025222A1 (en) * | 2004-07-27 | 2006-02-02 | Aruze Corp. | Gaming machine, service providing system, server and mobile device |
US7611409B2 (en) * | 2001-09-20 | 2009-11-03 | Igt | Method and apparatus for registering a mobile device with a gaming machine |
-
2007
- 2007-03-20 US US11/725,473 patent/US20080085752A1/en not_active Abandoned
- 2007-10-03 AU AU2007221799A patent/AU2007221799A1/en not_active Abandoned
- 2007-10-05 JP JP2007262190A patent/JP2008237877A/en active Pending
Patent Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20020151358A1 (en) * | 1996-12-30 | 2002-10-17 | Walker Jay S. | System and method for automated play of multiple gaming devices |
US20040219983A1 (en) * | 2000-03-22 | 2004-11-04 | Giobbi John J. | Portable data unit for communicating with gaming machine over wireless link |
US7611409B2 (en) * | 2001-09-20 | 2009-11-03 | Igt | Method and apparatus for registering a mobile device with a gaming machine |
US20040185937A1 (en) * | 2003-03-04 | 2004-09-23 | Aruze Corporation | Wireless communication terminal unit, gaming machine, information managing apparatus and gaming system |
US20060025222A1 (en) * | 2004-07-27 | 2006-02-02 | Aruze Corp. | Gaming machine, service providing system, server and mobile device |
Cited By (29)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US10347076B2 (en) | 2004-02-25 | 2019-07-09 | Interactive Games Llc | Network based control of remote system for enabling, disabling, and controlling gaming |
US11024115B2 (en) | 2004-02-25 | 2021-06-01 | Interactive Games Llc | Network based control of remote system for enabling, disabling, and controlling gaming |
US10653952B2 (en) | 2004-02-25 | 2020-05-19 | Interactive Games Llc | System and method for wireless gaming with location determination |
US10515511B2 (en) | 2004-02-25 | 2019-12-24 | Interactive Games Llc | Network based control of electronic devices for gaming |
US10391397B2 (en) | 2004-02-25 | 2019-08-27 | Interactive Games, Llc | System and method for wireless gaming with location determination |
US10733847B2 (en) | 2005-07-08 | 2020-08-04 | Cfph, Llc | System and method for gaming |
US10460566B2 (en) | 2005-07-08 | 2019-10-29 | Cfph, Llc | System and method for peer-to-peer wireless gaming |
US10510214B2 (en) | 2005-07-08 | 2019-12-17 | Cfph, Llc | System and method for peer-to-peer wireless gaming |
US11069185B2 (en) | 2005-07-08 | 2021-07-20 | Interactive Games Llc | System and method for wireless gaming system with user profiles |
US11017628B2 (en) | 2006-10-26 | 2021-05-25 | Interactive Games Llc | System and method for wireless gaming with location determination |
US10535221B2 (en) | 2006-10-26 | 2020-01-14 | Interactive Games Llc | System and method for wireless gaming with location determination |
US10706673B2 (en) | 2006-11-14 | 2020-07-07 | Cfph, Llc | Biometric access data encryption |
US10546107B2 (en) | 2006-11-15 | 2020-01-28 | Cfph, Llc | Biometric access sensitivity |
US11182462B2 (en) | 2006-11-15 | 2021-11-23 | Cfph, Llc | Biometric access sensitivity |
US8721447B2 (en) * | 2006-12-08 | 2014-05-13 | Aruze Gaming America, Inc. | Game delivery server, gaming system, and controlling method for game delivery server |
US20080139319A1 (en) * | 2006-12-08 | 2008-06-12 | Aruze Gaming America, Inc. | Game delivery server, gaming system, and controlling method for game delivery server |
US10332155B2 (en) | 2007-03-08 | 2019-06-25 | Cfph, Llc | Systems and methods for determining an amount of time an object is worn |
US20090163269A1 (en) * | 2007-12-20 | 2009-06-25 | Junichi Yamagishi | Electronic betting system |
US10406446B2 (en) | 2010-08-13 | 2019-09-10 | Interactive Games Llc | Multi-process communication regarding gaming information |
US20150238857A1 (en) * | 2010-08-13 | 2015-08-27 | Cfph, Llc | Multi-process communication regarding gaming information |
US10744416B2 (en) | 2010-08-13 | 2020-08-18 | Interactive Games Llc | Multi-process communication regarding gaming information |
US20170069169A1 (en) * | 2011-09-30 | 2017-03-09 | Igt | Gaming system and method for rewarding players |
US10121319B2 (en) * | 2011-09-30 | 2018-11-06 | Igt | Gaming system and method for rewarding players |
US11017630B2 (en) | 2012-02-28 | 2021-05-25 | Cfph, Llc | Gaming through mobile or other devices |
US10529175B2 (en) * | 2012-07-11 | 2020-01-07 | Igt | Method and apparatus for offering a mobile device version of an electronic gaming machine game at the electronic gaming machine |
US20180137717A1 (en) * | 2012-07-11 | 2018-05-17 | Igt | Method and apparatus for offering a mobile device version of an electronic gaming machine game at the electronic gaming machine |
US20160210572A1 (en) * | 2014-06-30 | 2016-07-21 | Ahmed Farouk Shaaban | System and method for budgeting and cash flow forecasting |
CN108550228A (en) * | 2017-03-21 | 2018-09-18 | 万代股份有限公司 | Game device, information preservation medium and program |
US11568699B2 (en) * | 2019-02-04 | 2023-01-31 | Universal Entertainment Corporation | Banknote processing system |
Also Published As
Publication number | Publication date |
---|---|
AU2007221799A1 (en) | 2008-04-24 |
JP2008237877A (en) | 2008-10-09 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US20080085752A1 (en) | Game system including slot machines and game control method thereof | |
US20080058065A1 (en) | Game system including slot machines and game control method thereof | |
US20080070671A1 (en) | Slot machines and playing method thereof | |
US20080300047A1 (en) | Gaming Machine And Gaming System Allowing Purchase Of Credits By Means Of Card | |
US20080085751A1 (en) | Game system including slot machines and game control method thereof | |
US20080085753A1 (en) | Game system including slot machines and control method thereof | |
US20080287186A1 (en) | Gaming machine determining one progressive award among a plurality of types of progressive awards | |
US20090117981A1 (en) | Game System Including Slot Machines And Game Control Method Thereof | |
JP2008183018A (en) | Slot machine and playing method of slot machine | |
US20080242394A1 (en) | Gaming machine determining a symbol to be rearranged in every game | |
JP2008154665A (en) | Game machine | |
US10949839B2 (en) | Information processing apparatus and conversion apparatus | |
JP2009106497A (en) | Game machine and game system | |
US11908278B2 (en) | Information processing apparatus | |
JP2008148789A (en) | Slot machine and playing method of slot machine | |
JP2008148775A (en) | Slot machine and playing method of slot machine | |
US11227467B2 (en) | Information processing apparatus executable in a user selectable medium of exchange | |
JP5243709B2 (en) | Game machine, server and game system | |
US10909807B2 (en) | Management apparatus | |
US20090117980A1 (en) | Game System Including Slot Machines And Game Control Method Thereof | |
JP2008148771A (en) | Slot machine and its play method | |
US20090191940A1 (en) | Slot machine and control method thereof | |
JP2009055943A (en) | Game machine | |
US11915557B2 (en) | Information processing apparatus | |
US20080070687A1 (en) | Slot machines and playing method thereof |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
AS | Assignment |
Owner name: ARUZE GAMING AMERICA, INC., NEVADA Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:OKADA, KAZUO;REEL/FRAME:020108/0114 Effective date: 20071109 |
|
STCB | Information on status: application discontinuation |
Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION |