WO1996025210A1 - Recreation hall managing system - Google Patents
Recreation hall managing system Download PDFInfo
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- WO1996025210A1 WO1996025210A1 PCT/JP1995/000226 JP9500226W WO9625210A1 WO 1996025210 A1 WO1996025210 A1 WO 1996025210A1 JP 9500226 W JP9500226 W JP 9500226W WO 9625210 A1 WO9625210 A1 WO 9625210A1
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- unit
- image
- game
- image information
- display
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- 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
Definitions
- the present invention relates to a game arcade management system in a game arcade having a plurality of game devices, and more particularly to a game arcade management system for security.
- BACKGROUND ART In a game arcade having a plurality of gaming machines, for example, equipment for detecting impropriety by a player is often introduced to prevent improper operation.
- a metal object detecting device for such a purpose is disclosed in Japanese Patent Application Laid-Open No. 2-27991 / 86, Japanese Patent Application No. 2-244894 / 1995 and Japanese Patent Application Laid-Open No. 4-112 / 1990.
- Japanese Patent Publication No. 23375 discloses a pachinko ball detecting device.
- the above-described conventional technology can detect fraudulent acts, but does not consider what processing is to be performed when fraudulent acts are detected.
- the purpose of the present invention is to provide a game arcade management system that can notify an outsider when fraudulent activity is detected.
- the purpose is to provide a game management system that can identify the player who went.
- the present invention provides a game execution unit for executing a game, a detection unit for detecting a fraudulent activity in the game, and a notification when the detection unit detects the fraudulent activity.
- a plurality of gaming devices each comprising:
- a receiving unit that receives a notification that fraudulent activity sent from each of the sending units has been detected, and, when a notification that fraudulent activity has been detected is received by the receiving unit, sends a notification to that effect.
- a storage unit that stores in advance an external contact to be performed, and the external contact stored in the storage unit when a notification that an improper operation has been detected is received by the receiving unit. And a communication unit for reporting that fraud has been detected.
- a game execution unit that executes the game; a detection unit that detects a fraudulent activity in the game; a sending unit that sends a notification when the detection unit detects the fraudulent activity;
- a plurality of gaming machines each comprising: an image input unit for capturing image information; and an image transmission unit for transmitting image information input by the image input unit.
- a receiving unit that receives a notification that fraudulent activity sent from each of the sending units has been detected, an image receiving unit that receives image information sent from each of the image sending units, When a notification that an illegal act has been detected is received, an accumulation is performed that accumulates image information transmitted from the image transmission unit of the gaming device that has detected the illegal operation and received by the image reception unit. And a display device for displaying the image information stored in the storage portion.
- the game execution unit executes the game
- the detection unit detects an illegal action in the game.
- the sending unit sends the fact to the management device when the detecting unit detects the misconduct.
- the receiving unit receives a notification indicating that an illegal act transmitted from each of the transmitting units has been detected.
- the storage unit stores, in advance, an external contact to which a notification to that effect is received when a notification that fraudulent activity has been detected is received by the receiving unit.
- the communication unit receives a notification that the fraudulent activity has been detected. P95 / 00226
- the game device further includes an image input unit that inputs image information, and an image transmission unit that transmits image information input by the image input unit.
- an image receiving unit for receiving the transmitted image information is further provided.
- the appearance of the player can be input as image information by an image input unit such as a camera.
- the communication unit further transmits the image information received by the image reception unit at the time of the notification, and the display unit notifies the reception unit that the fraudulent activity has been detected. Can be displayed and displayed together with the identification information of the gaming device in which the illegal act was performed and the image information transmitted from the transmitting unit of the gaming device. Player can be identified.
- the management device stores the image information transmitted from the image transmission unit of the gaming device that has detected the misconduct and received by the image reception unit, and the storage unit stores the image information in the storage unit.
- the storage unit stores, in association with the image information, predetermined identification information of the gaming machine in which the fraud has occurred, and a frequency of occurrence of fraud for each date of the date and time stored in the storage unit.
- the display may further include a counting unit that counts the number of times, and the display unit displays the frequency counted by the counting unit for each date.
- FIG. 1 is an external view of a slot machine according to the present embodiment.
- FIG. 2 is a front view of a pachinko game machine according to the present embodiment.
- FIG. 4 is a block diagram of the slot machine according to the present embodiment.
- FIG. 5 is a block diagram of the display control unit according to the present embodiment.
- FIG. 6 is an explanatory diagram of the configuration of the template in the present embodiment
- FIG. 7 is an explanatory diagram of an address generation operation in the present embodiment
- FIG. 8 is a slot machine in the present embodiment.
- FIG. 9 is an explanatory view showing an example of a picture arrangement in the present embodiment
- FIG. 10 is an explanatory view showing the storage contents of the storage device in the present embodiment
- FIG. 11 is a diagram showing the slot system in this embodiment.
- FIG. 12 is a display explanatory view of a display unit of the slot machine in the present embodiment
- FIG. 13 is a display example of a picture designating unit in the present embodiment.
- Show FIG. 14 is an explanatory diagram
- FIG. 14 is a configuration diagram of a display control unit in the present embodiment
- FIG. 15 is a configuration diagram of an image input system in the present embodiment
- FIG. FIG. 17 is a configuration diagram of an image input game system according to another embodiment.
- FIG. 17 is a configuration diagram of a game arcade when applied to a security system according to another embodiment.
- FIG. 19 is an explanatory diagram showing an example of a screen of a management device when applied to a security system according to another embodiment.
- FIG. 19 is a diagram illustrating a management device when applied to a security system according to another embodiment.
- FIG. 20 is an explanatory diagram showing an example of a screen.
- FIG. 20 is an explanatory diagram showing an example of a screen of a management device when applied to the security system in another embodiment
- FIG. 21 is an explanatory diagram of another embodiment.
- Security system FIG. 22 is an explanatory diagram showing an example of a screen of the management device in the case where FIG. 22 is a block diagram when applied to a security system in another embodiment, and FIG.
- FIG. 24 is an explanatory diagram of a management table when applied to the security system in the embodiment.
- FIG. 24 is an explanatory diagram showing the concept of the management system when applied to the security system in another embodiment.
- FIG. 25 is an explanatory diagram of a contact storage unit in another embodiment.
- FIG. 26 is an explanatory diagram of a format storage unit in another embodiment. Is an explanatory diagram of a management table when applied to a security system in another embodiment.
- FIG. 28 is a screen of a monthly report when applied to a security system in another embodiment. It is explanatory drawing which shows an example, 29 is a security key in another embodiment.
- Fig. 30 is an explanatory diagram showing an example of a screen of the number of occurrences when applied to a security system, and Fig. 30 is an explanatory diagram showing an example of a screen of surprise to a fraudster when applied to a security system in another embodiment. It is.
- the present invention can be applied to a game device for controlling image display, and examples of the game device include a slot machine, a bachinko game machine, and a television game machine.
- a slot machine will be described.
- an image input unit for inputting an image is arranged on the slot machine body, and the image of the appearance of the player is captured and captured after image processing, and the image information of the captured image is replaced with a specific pattern. , And the image information input to the game hall management device described later is transmitted.
- FIG. 1 shows an external view of this embodiment.
- a game surface 101 can be provided with a display unit 110.
- the display section 110 is a display means such as a display or a liquid crystal, and displays a plurality of slots showing one or more rows of various patterns on the slot machine. A background can be displayed outside the unit.
- a plurality of picture rows are displayed in the same manner as in the case of the conventional rotating drum, and the picture is rotated by moving the picture and switching the picture sequentially. The image can be changed and displayed.
- the display unit 110 may include a display unit for each column.
- a line of a poor combination may be displayed at the time of a game, or a display may be displayed so as to indicate that the pattern combination has been completed when the pattern combination is aligned with a predetermined pattern.
- game surface 1 0 1 The camera is equipped with a CCD (Charge Coupled Dev icd) camera section 121 of imaging means for capturing an image of a subject, and a lighting means 120 such as a flash, for photographing the appearance of the player. Can be entered.
- a second display unit 11 OA for displaying image information of a subject captured by the force camera unit 121, and a second display unit
- a display control unit and a display control unit may be provided.
- the input / output unit 102 is provided with an input / output unit 102 b for inputting medals, balls, bills and coins used in a normal slot machine, or an amount or the number of medals.
- An input / output unit 102b for inputting / outputting a game storage medium for playing a game such as an IC card, FD, or CD-ROM, which stores image information to be described later, can be provided.
- the number-of-prize-mediums display section 103 also indicates the number of game media to be paid out as poor when the slot machine patterns are arranged in a predetermined pattern (hereinafter referred to as the number of reward media). Is a display means for displaying the number to be paid out as a prize such as an amount.
- the game take-in medium number display section 104 is a display means for displaying the number or amount of the game medium input from the input / output section 102 b.
- the game intake medium selection SW 105 is an instruction switch for instructing the number or amount of the game medium to be multiplied at the time of a game.For example, a betting line indicating a combination of a plurality of patterns is used. If there is more than one, it can be instructed that this betting line can be set according to the number of medals.
- Internal media number display section 106 is awarded media When the number is not output, it is a display means for displaying the number or amount of game media or the like held in the slot machine.
- the settlement SW 107 is an instruction switch for instructing the settlement of the number of game media held therein when the game is over. For example, when the clearing SW 107 is pressed, the number of game media is output as many as the number held internally, or in the case of a card having storage means, the number held internally is counted as the number of game media. And pay them out.
- the starting lever 108 is an instruction means for receiving an instruction to start the rotation display of the pattern of the slot machine.
- the game stop SW 109 is provided in correspondence with each column, and is an instruction unit for receiving an instruction to stop the game. When the game stop instruction is received by the game stop SW 1 09, the change of each pattern is stopped at a predetermined stop timing.
- the game may be stopped naturally after a predetermined time has elapsed after the start of the rotation display without providing the game stop SW 109.
- the game stop SW 109 instead of providing a game stop SW 1 09 for each row, only one game stop SW 1 09 is provided, and a stop instruction is received by the game stop SW 1 09.
- the change of the pattern may be stopped in a predetermined order.
- FIG. Figure 4 shows a block diagram of the configuration of the display-type slot machine.
- the slot machine simulates a game control unit 403 that controls the progress of the game and a slot rotation aspect.
- a display control unit 401 to be rated an interface board unit 104 connected to various input Z output devices, and an image input device for inputting an image.
- a processing unit 420 and a display 110 for displaying a picture and a background are provided.
- the game control unit 403 and the display control unit 401 are independent units each having a CPU.
- a printing unit 421 such as a printer connected to the image processing unit 420 for printing out the input image information may be further provided.
- the game control unit 403 may be provided with a card reader / writer 310 for reading a card of a storage medium for storing image information.
- This card stores image information input by another image input device, and can be loaded with a card reader / writer 310 during a game to read the image information. Further, information such as the number of game media may be added to the card.
- the interface board unit 404 connects the input / output unit 102, various instruction switches, display means, and the like, and is controlled by the game control unit 403.
- the instruction switch receives a start instruction for instructing the start of the game, and instructs the display control unit 401 to change the display of the picture for each row.
- the start lever of the start instructing means for instructing the start and the stop instruction to instruct the display control unit 401 to stop in order to stop the change of the picture for each row It is provided with at least instruction means 109 and.
- the slot machine may be provided with a speech power 405 for outputting a sound when the picture is completed.
- an electronic still camera, a television camera, or the like may be used in addition to the CCD camera unit 121, or a camera that can handle only one color may be used.
- an image may be read by a scanner or the like as the image input unit.
- image information may be transferred and input via a communication line.
- a storage medium for storing image information may be inserted into the input / output unit 102 a so that the image information is read from the storage medium and input.
- the CCD camera section 121 inputs an image at a specific time, and sends the input image to the image processing unit 420. As shown in Fig.
- the CCD camera section 121 is placed on the game surface of the slot machine, and focuses in advance on the position that exists when the player plays the game. Can be.
- the CCD camera section 121 may be provided with an automatic focusing function.
- an illumination means 120 such as a flash for illuminating the subject may be further provided, which is connected to the CCD camera section 121. The timing of capturing an image in the CCD camera section 121 will be described later.
- the image processing unit 420 processes the image information input by the CCD camera unit 121, and outputs the processed image information to the display control unit 401.
- the image processing unit 420 processes the input image information into a predetermined amount of information and sends it out. If the amount of information input by the CCD camera unit 121 is a fixed amount, the information may be sent to the display control unit 401 as it is.
- the overall movement of the system is as follows.
- the game control unit 403 mainly controls the progress of the game according to the program stored in the ROM, and the display control unit 401
- the game is advanced by transmitting the instructions of the slot rotation and the stop via the normal communication interface 402.
- the game control unit 403 determines that the combination of the pictures displayed at the predetermined position of the display means matches the combination of the predetermined pictures.
- the display control unit 401 stores various pattern patterns in R0M in order to display various patterns as if they are rotating, and stores them in VRAM (Video Random Access Memory).
- VRAM Video Random Access Memory
- the display operation status of each slot can be set in multiple states, such as stop mode, acceleration mode, constant speed rotation mode, and deceleration mode.
- ROM may be configured to be removable Alternatively, the R ⁇ M may use a rewritable, ultraviolet erasable PROM (EPROM) or electrically erasable PROM (EEPROM).
- EPROM ultraviolet erasable PROM
- EEPROM electrically erasable PROM
- the display control unit 401 stores the image information output from the image processing unit 420 in RAM, and stores the image pattern stored in ROM and the image information stored in RAM. Switching reading at a specific time. For example, instead of reading a specific picture from ROM, image information stored in RAM is read.
- image information input by the CCD camera unit 121 can be displayed.
- the switching timing and switching method will be described later.
- the display control unit 410 may display the image information stored in the RAM on the display unit 110 or the second display unit 11OA as it is. For example, at the time of image input, the input image may be displayed on the display unit 110 so that the player can confirm the input image. Further, the image information input and stored in the RAM may be erased when the checkout switch 107 is pressed.
- the gaming machine may further include a writing unit for writing the image information on the storage medium and an issuing unit for issuing the storage medium on which the image information is written.
- a writing unit for writing the image information on the storage medium
- an issuing unit for issuing the storage medium on which the image information is written.
- the timing of image input is when a specific condition is satisfied, and the specific condition is specified in advance in the game control unit 403 or the image processing unit 420.
- a case will be described in which a player inputs an image when the player plays a game for a certain period of time on a slot machine. In this way, since the player often changes the gaming machine base in a short time, it is possible to input an image of the player who has played the game for a certain period of time. For a player who changes the platform of the gaming machine with time, image input can be prevented.
- the game control unit 403 can detect whether or not a game is being played, the state changes from a state in which the game is not played to a state in which the game is played, and the game is played for a specified time. Detect this. For example, in the game control unit 403, this state can be detected by monitoring the game media used in the game. In this case, for example, when the specific time is set to one minute and the game is continuously performed for one minute, the game control unit 403 sends the CCD camera via the image processing unit 420 to the CCD camera. Instruction to input images. In addition, by counting the number of game media or the number of games used in a game, the value counted during a specific time from a state in which no game is played is determined in advance. You may be instructed to input an image when you reach the value. In this case, if the value does not reach the predetermined value within the specified time, do not input.
- the game control unit 403 sets a state in which the game is not played after a lapse of a specific time from the end of the game, and furthermore, the image control unit 403 erases the input image. Instruct processing unit 420.
- the CCD camera unit 121 sends the image information to the image processing unit 420 after shooting.
- image information In the case of color image information, one frame of R, G, B signals, luminance signal and synchronization signal is transmitted.
- NTSSCfH National Television System Committee 3 ⁇ 4: Output.
- the game control unit 403 may notify the player that shooting is to be performed.
- a notification method it is possible to output a predetermined message through the speaker 405 or output an audio message to the display unit 110.
- a cancel button 123 is provided as a non-permission instruction means for receiving a non-permission instruction for not permitting image input for a specific time after the notification, as shown in FIG. After that, when the cancel button 1 2 3 is not pressed for a specific time, an image is input, and when the cancel button 1 2 3 is pressed, the image is not input. I can do it.
- an image input instruction button 122 of an instruction means for permitting input of image information is provided on the front of the gaming device, and the image input instruction button 122 is pressed. At this time, image input may be performed. In this case, the player only needs to press the image input instruction buttons 122 only when the player wants to display his / her appearance instead of a specific pattern.
- the image input instruction button 122 is connected to the interface board unit 404 shown in FIG. 4, and a signal is sent to the game control unit 403 when the button is pressed.
- the CCD camera section 122 is transmitted via the image processing unit 420 so as to perform image input. To instruct.
- a radiating section 2 1 2 2 that emits a signal such as a laser or an infrared ray in a specific direction and a reflection of a signal from a specific direction are received on the front of the game device.
- a light receiving section 2 1 2 3 such as a photodetector may be provided, and a specific condition may be that infrared light is received by the light receiving section 2 1 2 3 for a specific time.
- the radiating section 2 1 2 2 is provided with a laser diode or an infrared emitting diode, and is directed to a position where a player will be present when playing a game.
- the signal is reflected by the player at the position where the game is played on the gaming device, and the signal is reflected to the player at the specified time. Can be detected.
- the position where the radiating section 2 1 2 2 and the light receiving section 2 1 2 3 are provided is not limited to the front of the gaming machine, for example, when a seat is arranged in front of the gaming machine, the radiating section 2 1 22 may be provided, and the light receiving section 2 1 2 3 may be provided at the opposing position.
- the radiating section 2 122 and the light receiving section 2 123 are connected to the interface board unit 4104 shown in FIG. 4, and the radiating section 2 1 2 in the game control unit 4 03 is connected. 2 and the light receiving section 2 1 2 3 can be controlled.
- image information can be input at a specific time.
- FIG. Figure 3 shows a block diagram of the image processing unit.
- the image processing unit 420 includes an image processing processor 432 and an auxiliary storage device R 0 M (Read Only Memory) 420 that stores a program for performing image processing. 0, a RAM (Random Access Memory) 4210 for storing image information, and a CPU 4220 of a control unit.
- a digital signal processor (DSP) can be used as the processor 432 for image processing.
- the CPU 420 executes an address and a write instruction in the RAM 420 to store the image information.
- the image information for example, the face of a game player can be input.
- the image processing processor 4 230 is activated to perform image processing.
- the image processor 4230 the image information sent from the CCD force camera section 121 is displayed on the display section 110 by the display control unit 401 as image processing.
- the image information is enlarged, reduced or compressed so as to fit in one frame in the display control unit 401. Further, the image information sent from the CCD camera section 121 may be trimmed.
- At least one processing can be performed.
- the image information input from the CCD camera unit 121 is displayed instead of the specific pattern, so the information of the pattern information stored in the ROM provided in the display control unit 401 is displayed. Reduce to equal volume.
- compression is performed so that the image information for one frame of the display unit 110 is obtained.
- the image processing processor 430 may perform image processing such as smoothing / noise removal and removal of a background other than the face.
- the image processor 4230 stores the processed image information in the RAM 4210.
- the captured image information may be stored in the RA 4210 as pixel information before image processing is performed.
- the CPU 422 sends the processed image information to the display control unit 401. If the image information input from the CCD camera section 121 is equal to the amount of image information that can be handled by the display control unit 401, the image processing may not be performed. By performing the processing as described above, the image information input by the CCD camera unit 121 can be transmitted to the display control unit 401.
- the image information is fetched from the printing unit 421 after the image information is fetched and processed.
- the printed image information may be printed out.
- the image processing unit 4 20 performs hard copy on the print section 4 2 1.
- the display unit 1 allows the player to check the captured image information.
- the display may be output to 10 or the second display section 11OA.
- the display control unit 401 has a VRAM for storing the background image and a display data ROM unit 11010 for storing the display data of the picture portion of the slot machine in order to switch the screen at high speed.
- Image data RA1150 to store the image information output from the image processing unit 420, and to read a pattern or image from the display data ROM 1100 and the image data RAMI150.
- an address generating unit for sequentially outputting the address of 10 for each frame.
- the configuration of display control for one slot in the display control unit 401 is shown.
- each slot is controlled. Can be controlled by switching the display control on a time-division basis.
- the display on the display unit 110 is displayed for each column of each slot, and the display area of each column displays a predetermined area, for example, an area that can display about four symbols at the same time. It is assumed that there is.
- the display unit 110 displays a frame span (V—syc) at a fixed interval of 1 60 seconds or 1 Z 30 seconds. The display is updated at intervals, and line scanning is performed for each frame.
- the display control unit 401 reads the symbols to be displayed in the display area of each column for each frame, and displays the same symbols in the stop mode. During the rotation operation, the display position of the symbol displayed in the display area of each column is moved. In other words, the display control unit 401, when reading the symbols from the ROM, shifts the starting position of the reading for each frame by the moving amount and shifts the symbols displayed within the display area. By reading out the symbols and reading out the symbols sequentially in a predetermined order, the display is performed as if rotating. Further, in this embodiment, the movement amount is changed between the acceleration mode, the constant speed mode, and the deceleration mode. In the acceleration mode, the mode is switched from reading of a still image pattern to reading of a flowing state pattern.
- the address generation section is as follows: 1) Address counter section 1002, 3) Display start position address buffer 1 0 3 0, 4) Data counter 1 0 4 0, 4) Number of display data A buffer 1 0 5 0 is provided with an address and data number generator 1 1 0 0 and a switch 1 1 6 0.
- All the design data to be displayed is stored in the display data ROM section 1100.
- the display data ROM section 11010 stores the pattern data pattern to be displayed in each slot for each slot or all the slots.
- a single display data ROM section 11010 may be provided for this.
- display data ROM section 1 0 1 0 In this case, as shown in FIG. 10, multiple types of data patterns are stored.
- the image data RAMI 150 the image information transmitted from the image processing unit 420 is stored in a predetermined address area as shown in FIG.
- the specific design pattern stored in the display data ROM section 100 The image information is stored in the area of the image data RAMI 150 provided with the address and the same address.
- the image data RAMI 150 contains only the area for storing the image information sent from the image processing unit 420.
- the address counter section 1 0 2 0 is a counter for reading the contents of the display data ROM 1 0 1 0.
- the read start address is loaded and the address read section is used for the character read clock. So count up sequentially
- the display start position address buffer 1030 is a buffer that stores the read start address of the symbol to be displayed next. When the previous symbol is displayed, the data is read. Loaded to the address counter. The read start address is generated in an address and data number generating section 11010 described later, and transmitted via the system data path.
- 4Data counter 1 0 4 0 is a counter that monitors the number of displayed patterns (or cards) to be displayed. The number of data in the buffer is loaded, and when it is down-counted by the character reading clock and becomes 0, a carry signal is output and the one-shot circuit A load signal is output from 1060 and new data is loaded.
- the display data number buffer 1 050 is a buffer that stores data that specifies the number of bytes (or words) of the next pattern to be displayed, and the data counter. When the value becomes 0, the data is read into the data center.
- the address and data number generating section 1100 generates the reading start address and the number of bytes of the symbol to be displayed. For this reason, it is provided corresponding to the frame, and whether to display the reading start position, the read data amount, and the new symbol pattern of the symbol to be displayed at the top of the display section in one frame. It has a template 110 that stores at least a flag indicating whether or not the flag is present.
- the switching switch 1 16 0 is a switching means for switching between reading information from the display data ROM section 1 10 0 or reading information from the image data RAMI 1 50. This is the switch.
- the switching instruction is issued from the game control unit 403, as described later.
- the storage device to be accessed is switched by the switching switch 1160 according to the switching instruction for the specific pattern address specified by the address counter 1 0 2 0 .
- FIG. 6 is an explanatory diagram showing a template.
- the template 1 1 1 10 A stop mode indicating a stopped state, an acceleration mode indicating a display state in which the motor rotates at a constant speed, a constant speed rotation operation mode indicating a display state in which the motor rotates at a constant speed, and Each mode of deceleration mode can be provided to indicate the display state of rotating at a slow speed.
- the stop mode the same symbol is updated every frame without moving the symbol.
- each slot also shifts to the acceleration mode until the predetermined pattern moving speed is reached. Speed up.
- the mode shifts to the constant speed mode, and when the operation stop signal is received from the micro processor 408, The motor decelerates at a predetermined deceleration speed, and enters a stop mode when a predetermined symbol movement speed is reached (or after a certain time elapses).
- Fig. 6 (iv) shows an example of the data structure of the template table.
- (a) indicates the reading start position of the symbol displayed at the top of the display section of the display data ROM section 110 of the symbol to be displayed.
- the read start position (a) indicates a bias value, and when the start position of each symbol pattern stored in the display data ROM section 110 is set to 0, the read position is read from the start position.
- (B) indicates the number of display data to be read in one frame.
- the read head position and the number of data are stored in the template for each frame.
- By gradually shifting the reading start position for each template it is possible to make the rotation start.
- This shift amount corresponds to the shift amount of the symbol display position for each frame.
- by preparing a template for each display unit it is possible to vary the rotation speed for each display unit.
- a symbol register 1210 storing a start address for each symbol pattern, and the symbol register And a symbol pointer 1200 acting as a pointer of 1 210.
- the symbol pointer 1200 indicates the uppermost symbol in each slot, and is incremented according to the contents of the template. That is, when the flag indicates that a new symbol pattern is to be displayed, the symbol pointer 1 200 is updated to point to the next symbol. .
- the symbol register 1210 holds the start address of the symbol pattern for each display order. For example, if it is specified that the display order is to be displayed in a symbol arrangement as shown in FIG. 9, the addresses of each symbol stored in the display data ROM section 11010 are made to correspond to the symbol arrangement order. And store it in the symbol register 1 210.
- Starter The address is read, and the read start address is generated by adding the read start position and the start address of the symbol pattern by referring to the symbol template 1 110.
- the number of bytes of the symbol to be displayed is the read data amount of the symbol template 111.
- a move pointer is provided to indicate the position of the template table.
- the move pointer can be composed of a counter that indicates the read position of the display template.
- the display timing is used as a clock, and the display time is counted up to the last template. It returns to 0 when it counts up. Data read from the template table is temporarily stored in the work temporary.
- the display control unit 401 repeats the SSDT 0 (stop mode) of the template after the pachinko game machine is powered on or when instructed by the micro processor. read out.
- the address and number-of-data generation section 1100 refers to the template as described above, and sets the read start address of the symbol to be displayed and the ⁇ number of displayed data> for one frame. Generate as a table and set the read start address to the display start position address buffer 10
- the address and data number generation unit creates a table of data to be displayed in the next frame.
- the data counter 1004 and the address counter 1020 operate according to the clock, and the data counter 1020 and the address counter 1020 operate from the storage device according to the address specified by the address counter 1020. The data is read.
- the switching switch 1160 normally reads data from the display data ROM section 11010 and sends it out from the image processing unit 420 instead of a specific pattern. Switch to reading data from image data RAMI 150 when displaying image information. As described above, the address is generated by the address generation unit, the symbol data is read from the display data ROM 1010, and the symbol data is substituted for the specific symbol. Image information can be read from the image data RAMI150.
- the start address stored in the symbol register 1210 shown in FIG. 7 may be rewritten without providing the switching switch 1160.
- the address assigned to the display data ROM 11010 and the address assigned to the image data RAM l150 are different from each other. Make sure that the dresses do not overlap.
- the start address “A 1J” stored in the symbol register 1 210 is stored in another register, and the image data RAMI 150 0 is stored in the symbol register 1 210 instead. If it is desired to return to the original specific design, the retained start address ⁇ A 1 ”may be returned to the design register 1 210. .
- an address line is connected to both the image data RAM 150 and the display data ROM 110. In this way, the input image information can be displayed instead of the specific symbol.
- This switching time is a switching timing instructed to the above-mentioned switching switch 116, and in this embodiment, is instructed by the game control unit 400. But, The control may be performed by providing another control unit.
- a switching detecting means for detecting that a specific condition is satisfied is provided, and when the detection is performed by the switching detecting means, an image is displayed instead of a specific pattern. The switching is performed so that the image information sent from the processing unit 420 is displayed.
- the first specific condition is defined as satisfying the specific condition when data is stored in the display data RAM150 after the image processing in the image processing unit 420 described above.
- the switching detection means detects that data has been stored in the display data RAMI 150, and after the detection, the switching from the image processing unit 420 is performed instead of a specific pattern. Instructs switching so that the transmitted image information is displayed.
- the switching switch 1160 when there is a switching instruction, a specific symbol, for example, a symbol "7" starting from address A1 shown in FIG. 10 is replaced with a symbol "7".
- an address instruction corresponding to the symbol "7” an instruction to read from the image data RAMI150 is issued.
- an image switching instruction button 124 of the instruction means for instructing permission to exchange the image information is further provided.
- the switching detection unit detects when there is a permission instruction from the instruction unit. For example, as described above, after the image is input, after the input image information is output from the printing unit 421, the player confirms the image information, and then presses the image switching instruction button 1 24. Instead, the display is switched to display the image information sent from the image processing unit 420. In this way, when the player intends, the input image information can be displayed, and the player can have a better participation axiety and enjoy playing the game. Can be.
- a plurality of symbols are displayed and controlled at a plurality of positions as image information, and the game control unit 4003 preliminarily determines a combination of the symbols displayed at the plurality of positions.
- a determination means for determining whether or not the combination is a predetermined symbol is provided, and the switching detection means determines a specific condition in advance with a combination of the symbols displayed at the plurality of positions by the determination means.
- the combination is a combination of symbols. For example, if there are three slots with a predetermined combination of symbols, and if the symbol displayed in the center of each slot displays the same type of symbol, the image data is read from RAMI150. It can be switched to do so.
- the input image information is displayed in place of the specific symbol, but the input image information may be displayed in place of other display information.
- the input image information may be displayed on the entire display unit 110 in place of the slot and symbol display.
- FIG. 1 shows the display part of a pachinko game machine and other parts around it.
- a plurality of game target lines (betting lines), which are combinations of symbols at a plurality of positions, are defined, and at least one of the plurality of game target lines is specified.
- the display control unit 401 sets the symbol Control may be performed so as to be displayed at a plurality of positions, and the fact that the game target line is selected may be indicated by the input image information.
- the game target lines are 35a, 35b, 35c, 35d, and 35e. It is specified as follows.
- an area 600 is displayed on the display unit 110 to indicate the selection. 0 may be provided for each game target line, and the input image information described above may be displayed in an area 600 corresponding to the selected game target line. When selected, the image information input in the area 600 can be displayed as shown in FIG. 12 (B).
- FIG. 14 shows a hardware configuration diagram when an input image is displayed as a background.
- V-RAMI 420 or V-RAMI of the background storage means shown in Fig. 14 is used as a background image. It is stored in 400. V-RAM as background storage means may be further provided with one or more. This embodiment has a plurality of different backgrounds. In this case, V-RAM may be provided for each background, or one V-RAM may be divided into regions and used. In Figure 14, a V-RAM 1420 is prepared for the betting line that indicates the selected game target line.
- V—RAMI 420 is a poor combination storage means for betting line and hit display, and is displayed on the display screen according to betting rate and hit display. Are stored in advance.
- V-RAMI 400 stores background data other than the betting line and the hit display, and stores the input image information to indicate that the game target line has been selected. You may do so.
- V—RAMI 410 is a symbol storage means, in which a symbol of the slot is stored, and which may be constituted by a ROM as described above. The output of the symbol storage means, the background storage means and the winning combination storage means is controlled by the display control means. You.
- image information input to the entire display unit 110 is displayed.
- V The data stored in RAI 420 contains all the frame data shown on the display screen, the betting line and the corresponding display are high data, and the rest are low. It is stored as data. In the mouth data portion, the output from the other V-RAM is given priority by the gate circuit 144. This allows
- the data stored in 420 is displayed with the highest priority. Also,
- V—RAM 140 stores background data, and reading from V—RAMI 400 and V—RAM 140 is controlled by slot display timing circuit 144 Is done.
- V—RAMI 410 In FIG. 14, in accordance with an instruction from the slot display timing circuit 144 0 of the display control means, the symbol data shown in V—RAMI 410 is the background of V—RAMI 400. Read out prior to data. V—RAMI 410 is read by an address from the display control unit. As a result, when an instruction is issued, the data is read out prior to the V—RAM 1400, and when there is no instruction, the data in the V—RAM 1400 is read out. V—Readout of RAMI 400 is output as directed by a sequential counter (not shown). V—Betty that has a head address for each betting line corresponding to the betting rate and the corresponding identification number stored in the RAMI 420 in advance. It is stored in the storage table.
- V—Read out of RAM 144 is directed from the game control unit to the betting line table based on the betting line identification number to indicate the betting line or the display. And reads the corresponding start address.
- a predetermined V-RAMI 420 area is read from the head address, and a corresponding betting line or a corresponding display is displayed.
- the input image information is read out according to the selected game target line. As shown in FIG. 2 (B), the image information input to the area 600 can be displayed.
- the image processing unit 420 when displaying the input image information on the entire display unit 110 instead of displaying the slot and the symbol, the image processing unit 420 is used.
- the image information for one frame is stored in a predetermined area of V—RAMI 00, and the image information is read out at a specific time, and the display unit 1
- the input image information can be displayed on the entirety of the image. Further, the input image information may be displayed in a specific area of the background other than the symbol display.
- the player may specify the image information to be changed.
- the background is divided into regions, and a designation means for designating each region is provided, and a region in which the input image information is to be displayed is designated by the player to enter the designated region.
- the input image information may be displayed.
- the player may be able to specify a specific symbol. In this case, for example, as shown in FIG. 13, it is possible to display a plurality of types of symbols and accept designation of any of the symbols. , And the inputted image information may be displayed in place of the design specified by the player. As a result, the player can select a pattern to be changed, so that the player can enjoy the game more enjoyably.Also, a plurality of pieces of image information to be replaced can be specified. Good.
- a plurality of different pieces of image information are input from the camera section 121, and a second display section for displaying nine pieces of image information having an appearance as shown in FIG. 13 is provided.
- the display unit may display the plurality of types of image information for which selection is permitted.
- an input image selection unit is provided in the second display unit, and an instruction to select which image information of a plurality of types of image information to read out is received from outside.
- the image processing unit may convert the image information received by the image input unit into a plurality of different specific amounts of image information.
- a plurality of specific conditions for image switching are defined, and for each of the specified specific conditions, one piece of image information is read out of a plurality of specific amounts of image information.
- a slot machine may be used for a pachinko game machine.
- Figure 2 shows an external view of the pachinko game machine.
- a game surface 110 1 includes a display unit 110 such as a display or a liquid crystal display, a CCD (Charge Coupled Dev icd) camera unit 121 of an imaging unit for imaging an object, and a CCD.
- An illumination means 120 such as a flash for illuminating the subject can be arranged, which is connected to the camera section 121.
- the hardware configuration can have the same configuration as that of the slot machine described above, and the game control in the game control unit 403 may be controlled in accordance with the pachinko game. .
- FIG. 1 shows a configuration diagram of the image input system.
- the image input by the CCD camera unit 121 is image-processed and stored in a storage medium, and the storage medium is mounted on a game device to read out image information. Similar to the above, the image information stored in the storage medium is displayed instead of the specific picture.
- an image input system can be provided at the entrance of the game hall, etc., and used only when a player wants to use this system. ⁇ Also, each game machine has an image input device. There is no need to provide them.
- the image input system is a display control unit that performs image processing on an image input by a CCD (Charge Coupled Devicd) camera unit 121 of the imaging unit and an image input by the CCD camera unit 122.
- CCD Charge Coupled Devicd
- An image processing unit for outputting image information to an image processing unit and an image writing unit for storing the input image information in a storage medium
- a printing unit 421 such as a printer connected to the image processing unit 420 and printing out the input image information may be further provided.
- the CCD force lens section 121 may be provided with an automatic focus function.
- an illumination means 120 such as a flash for illuminating the subject may be provided, which is connected to the CCD camera section 121.
- the image input system may be provided in a card issuing device that issues a card.
- the image writing section 1500 has a card mounting section 1502 for mounting a storage medium such as an IC card, and pre-determines image information sent from the image processing unit 420. Write in the area that has been set. Further, the image writing section 1500 may include a reading section for reading card information.
- the display unit 15010 is a display device such as a display or a liquid crystal display, and displays input image information for confirmation.
- the input section 15030 receives an instruction for image capture, a write area of a storage medium, an image size, and the like, and sends it to the image processing unit 420.
- the write area and image size of the storage medium a specific area and a specific amount of image information may be defined in the image processing unit 420 in advance.
- the input section 1530 may be provided with a cancel button 123 provided on the front surface of the slot machine described above.
- the card may be provided with a display unit for displaying the input image information as visible information. On the display unit, for example, a photograph of a feature is displayed on a card.
- this card is a card that stores credits such as the number of game media used in the past, and a member card of a game arcade (stores information on card holders). May also be used. If it also serves as a member card, enter the image information once, write the image information to the member card, and then When you visit the amusement arcade, you can use the member card.
- the CCD camera unit 121 and the image processing unit 420 have the same functions as described above.
- the game device includes an image information reading unit that reads a card.
- an input / output unit 102 a is provided, and a card is inserted into the input / output unit 102 to read and write card information, as shown in FIG.
- a reader / writer 3 1 1 is provided.
- the CCD camera unit 121 which starts shooting, receives image information after shooting. Send it to the image processing unit 420.
- the image processing unit 420 may notify the player that the shooting is to be performed.
- a speaker is provided, and the speaker sends a new message. The voice output of a predetermined message can be performed, or the fact can be displayed on the display section 150.
- the input image information is displayed on the display section 150.
- the input image information is subjected to the same image processing as described above in the image processing unit 420, and the image information is stored in the RAM after the image processing.
- image processing unit 420 for example, image information reduced so as to display in place of a specific pattern and image information displayed in the entire display unit 110 of the game device are displayed. Out Perform image processing as if to press.
- the input unit 1503 may receive an instruction to write information to the storage medium, or after the image processing is completed, the image processing unit 420 may send the image information to the image writing unit 1500. Then, the image writing section 1500 writes the image information on the card and outputs the card.
- the player can attach the card to the card reader / writer 311 of the game device and read the image information.
- the image information read from the card is written to a specific area of the image data RAMI 150 or V—RAM 140 0 of the display control unit 401, and the display control unit 401 is displayed. In, the same control as described above is performed.
- the gaming machine is provided with a removal button for an instruction means for receiving instructions for removing the card inserted in the insertion section.
- a card may be output when an instruction is received.
- image information can be input and the input image information can be displayed instead of the image information relating to the game.
- using the card allows the image information to be stored on the card instead of a pattern without inputting the image information. It can be displayed. If the user wants to change the image information stored in the card, the image information stored in the card may be rewritten.
- FIG. 16 is a block diagram showing a gaming machine according to another embodiment.
- an embodiment will be described in which input image information is displayed as visible information on a card.
- the gaming machine 10 changes and displays a picture in synchronization with the game and proceeds with the game.
- a game is a picture matching game played on a slot machine and a pachislot (a pachinko game machine that has the same pattern display function as a slot machine) and the appearance of characters in computer games. This is a role-playing game using humans.
- a gaming machine that displays a game with a changed pattern and progresses the game includes a video camera 24 for inputting image data 22 and a face that indicates the direction in which the video camera 24 shoots the player.
- Lamp display section for position designation 33 pattern changing means 20 for generating pattern data 21 for use in the game and replacing the pattern based on the pattern data 21, and sequentially reading the built-in game program
- Game control means 38 for outputting a game control signal 40 for outputting and controlling the progress of the game to the pattern changing means 20; and receiving the pattern data 21 from the pattern changing means 20.
- a composite screen display section 35 that displays the pattern used for reading, a recyclable card 26 that can read and write data and that can be reused, and reads and writes data of the recycled card 26 And a card control unit 39 for Become.
- the position designation lamp display section 33 is provided near the gaming machine.
- the video camera 24 can use a CCD or an image pickup tube (such as a carnico or vidicon).
- the video signal can be digital or analog.
- Using an analog video camera 2 can reduce equipment costs.
- a digital video camera 24 can be used to compact the power camera itself and the power camera itself, realizing high-speed data transmission, and further improving the brightness of the camera. Adjustment of trolls and white balance is easy, and the maintainability of the gaming machine is improved.
- DSP digital signal processor
- the picture changing means 20 is for generating picture data 21 for use in a game and replacing pictures based on the picture data 21, and the picture data 2 inputted from the video camera 24. 2, a line drawing creation unit 30 for generating a line drawing as a reduced image 23 with a reduced data capacity, and picture data 21 based on the line drawing to generate a composite screen display And a screen composition section 3 for outputting to the section 35.
- the picture changing means 20 is realized by an electronic circuit using a microprocessor. It is an effective means to use a digital resolution signal processor (DSP) or flash memory to increase the processing efficiency of image processing such as contour detection processing and line break correction processing.
- DSP digital resolution signal processor
- the facial expression of the player input from the video camera 24 can be used as the pattern or the facial expression of the characters in the character, and the player can enjoy playing the game. You can do it.
- the line drawing creating unit 30 generates a line drawing as the reduced image 23, and uses a line break correcting unit 31 for adjusting image density and image data corrected for the line break. And a contour detection unit 32 for generating a line drawing (reduced image 23) by emphasizing the line.
- the screen forming unit 34 receives the game control signal 40 from the game control means 38 and the reduced image 23 from the line drawing creating unit 30 to generate picture data 21, and displays the picture data 21 on the composite screen display unit 35. Installed to output.
- the game control means 38 reads out the game software section 37 in which a program for controlling a command input of a game, a screen display, a sound output, and the like is recorded, and reads the program.
- a game signal generator 36 for advancing the game is provided.
- the functions of the line break correction unit 31 and the contour detection unit 32 are realized by a micro processor and a RAM. line Image processing such as cut correction and contour detection is executed on software.
- the recycled card 26 is colored, in whole or in part, with a color that is nowadays to a white color.
- the crystals aggregate and become cloudy, while And a rewritable recycling display layer made of an organic compound in which the crystal diffuses and becomes transparent when heated at a predetermined temperature.
- the card control unit 39 transmits the reduced image 23 used for the game to the surface of the recycling card 26 at the time of a request from the player or the settlement of the game in accordance with an instruction from the game control means 38 or the like.
- the game control means 38 is visually connected to the game control means 38 and is used.
- the recycled card 26 is used by being inserted into a card slot (not shown) provided in the card control unit 39.
- a knock coating layer is laminated on the surface of the plastic card base that constitutes the recycled card 26.
- This back coating layer may be formed of a colored film, an aluminum film, or the like, in addition to various pigments. Prescribed items are marked on the surface of the recycling card 26 by thermochromic ink.
- thermochromic ink is widely used in heat-sensitive copying paper and the like, and is generally colorless and transparent, but is a compound which develops a color to give a certain color when heated. It is composed of: On the surface side of the back coating layer, a crystal formed of an organic compound is formed by agglomeration and turbidity when heated at one specific temperature, while the crystal diffuses and becomes transparent when heated at another predetermined temperature. Cycle display layers are stacked.
- the recycled display layer is formed by dispersing an organic compound such as behenic acid, lauric acid, or higher fatty acid such as stearic acid in a polymer matrix material such as vinylidene chloride. In addition, a small amount of a surfactant or the like is added.
- the recycle display layer When the recycle display layer is heated at a specific temperature (1 ° C. or higher), that is, at a writing temperature, the particles of the organic compound are turned into polycrystals and irregular reflection occurs. On the other hand, when heated at another specific temperature (70 to 95 ° C.), that is, at the erasing temperature, the crystal becomes a single crystal and diffuses, so that the crystal becomes transparent.
- the recycled display layer is used after the entire surface is heated at the erasing temperature, that is, in a state where the recycled display layer is entirely transparent.
- a writing area for erasing or erasing the picture data 35 is provided.
- the thermal head which is installed in the card controller 39 and writes or erases the picture data 35 on or from the recycle card 26, has a high temperature that can control the heating temperature in two stages. It is a durable type.
- the thermal head heats the write area to the write temperature While erasing the pattern data 35, when erasing the pattern data 35 in the writing area, only the pattern data 35 heated to the erasing temperature and to be erased is locally traced.
- the equipment is controlled as follows.
- the card control unit 39 recycles the pre-deleted demagnified image 23 used for the game at the time of a player's request or a game settlement according to an instruction from the game control means 38 or the like. It is written on the surface of the eye.
- pattern data 21 is generated for a pattern on a drum made of a liquid crystal display unit, such as a slot machine, and the pattern data is generated based on the pattern data 21.
- the exchange is shown, the present invention is not limited to this.Appears in a gaming machine that promotes a game using a pattern, for example, a role-playing game or a playing game of a computer game machine. It can also be widely applied to devices that replace the facial expressions of characters such as protagonists.
- the picture data 21 is a picture displayed on a display screen of a slot machine or a pachislot, or a facial expression of a character in a game of a computer game machine.
- the image data 22 is input from the video camera 24 and output to the picture changing means 20.
- the image data 22 previously stored in the image database 25 may be read and output to the image forming unit 34 for use.
- the face position designation lamp display section 33 indicates the direction in which the video camera 24 photographs the player.
- the player faces the video camera 24 provided in the gaming machine 10 from the front only or from the front and left and right three directions. You can shoot facial expressions.
- the instruction on the face position designation lamp display section 33 of this embodiment uses three lamps arranged in one horizontal line. By pointing the face in the direction in which the lamp is lit, the facial expression can be captured as image data 22.
- the screen forming section 34 receives the game control signal 40 from the game control means 38 and the reduced image 23 from the line drawing creating section 30 to generate picture data 21, and generates a composite screen display section 35. Output to
- a liquid crystal display unit is used as the composite screen display unit 35.
- the liquid crystal display unit displays a game signal generated by the game signal generation unit 36 for advancing the game and picture data 21 in a combined state. Thereby, the playability can be improved.
- the image database 25 may be provided, for example, in the game software section 37.
- the stored image data 22 and the like can be used as the expression of the picture or the face of the character.
- the picture data 21 is used as a picture displayed on a display screen of a slot machine, a pachislot, or the like, or as a facial expression of a character in a game of a computer game machine. And playability Can be improved.
- the image data 22 read out from the image database 25 is output to the game signal generation unit 36, and after a predetermined data processing, the image data 22 is output as the game control signal 40 to the image formation unit 3. Output to 4.
- the reduced image processing is executed as the predetermined data processing on the read image data 22, and the reduced image is output to the image forming unit 34 as a game control signal 40. May be.
- line drawing processing is performed on the image data 22 as reduced image processing for reducing the amount of the image data 22.
- the line drawing processing can be realized by combining the line break correction processing and the contour detection processing.
- the line drawing process is executed by the line break correction unit 31 and the contour detection unit 32.
- a line drawing is used as the reduced image 23.
- the angle conversion processing for the optical sharpness of the image data 22 is used.
- the density conversion process is mainly performed to emphasize the contrast. For example, a density histogram is obtained by taking the density of the input image information and the number of pixels having the intensity on the vertical axis. For example, there is a method of converting the concentration so that the surface is flattened. This emphasizes the contrast.
- differential enhancement processing and edge detection processing are used as the contour detection processing. Through these processes, a binarized image is generated from the image data 22, and the binarized image is used as the reduced image 23. For example, a two-dimensional structure extraction encoding method that encodes by extracting edge information of an image may be used. It can be.
- Edges can be used to extract contours from image information, and then encode the contours and other smooth components.
- an encoding algorithm of Sketch Based Coding by Carlsson can be used.
- the reduction processing refers to conversion into an image that can be sufficiently perceived by the object while reducing the data volume.
- the image data 22 is, for example, binarized 1-bit with a predetermined image density threshold. Will be encoded. It is possible to reduce the data amount of analog image data such as a video signal or digital image data that has been encoded, for example, with 16 bits.
- line drawing processing is performed as reduced image processing for reducing the amount of data of image data 22 with respect to image data 22.
- a small-capacity image memory and a small-capacity video memory of about 10 kB are required, and the memory can be reduced in size.
- the image data for one image has a data volume of several tens of kilobytes, and the transfer time of several milliseconds for transferring one image data from the image memory to the video memory.
- the transfer time does not limit the display speed of the moving image even if the game is advanced using a moving image such as a slot machine or a computer game machine using a liquid crystal display unit. , Shorten data transfer time Can be realized.
- the recycling card 26 can be used to record and erase necessary information visually and repeatedly, and is reused. It is inserted into a card slot provided in the card controller 39 (not shown) for use.
- the card control unit 39 transmits the reduced image 23 used for the game to the surface of the recycling card 26 at the time of a request from the player or the settlement of the game in accordance with an instruction from the game control means 38 or the like.
- Visually write on the recycling display layer provided at This allows the player to record the facial expression of the player used in the game, the facial expression of the character in the character, and the like on the surface of the recycling force 26. , It is possible to improve the playability.
- the recycled card 26 is used by being inserted into a card slot (not shown) provided in the card controller 39.
- the thermal head provided in the card control unit 39 is set to the writing temperature (100 degrees Celsius). (° C or higher), and heated by the thermal head to the number and shape in the writing area. Then, the writing area becomes cloudy only in the heated handwriting portion, and the pattern data 35 is drawn.
- the thermal head To the erasing temperature (from 70 to 95 degrees Celsius), and the thermal head allows only the clear pattern data 35 to be displayed to the amusement store that is an authorized user.
- the image data 35 heated by the erasing temperature which is heated by tracing locally, becomes transparent and invisible, and can be reused.
- the line drawing processing is performed as the reduced image processing for reducing the amount of image data 22 with respect to the image data 22, the data capacity is reduced. It can be processed with a small-capacity image memory of several tens of kilobytes or a small-capacity video memory of several tens of kilobytes, and can be used with a gaming machine with the same storage capacity. Can store and display a lot of picture data.
- one image data can be reduced to several tens of kilobytes of data, and several milliseconds are required when transferring one picture data from image memory to video memory.
- the transfer time is sufficient, and the transfer time limits the video display speed even when playing a game using a video such as a slot machine using a liquid crystal display unit or a computer game machine. Without reducing the operation speed of the game, the game performance can be improved.
- the image information of the player input for each gaming machine is transmitted to a management device that manages the inside of the game arcade, and the image information of the player playing the game for each gaming machine is transmitted to the management device. to manage.
- an abnormality detection device may be further provided for each gaming machine, and when an abnormality is detected, the management device may be notified of the abnormality. For example, if a player engages in fraudulent activities such as guiding a metal ball to a winning opening using a magnet or the like during a game, if a magnet detection device is provided as an abnormality detection device, Fraud can be detected.
- FIG. 17 shows an overall configuration diagram of the input image management system in the present embodiment.
- each of the gaming machines 1OA to 10L is connected to a management device 200 in a bus shape.
- Each of the gaming machines 10A to 10L is a gaming machine equipped with an image input device such as the camera unit 121, as shown in FIG. 1 or FIG.
- the appearance of the player can be input as image information. Further, as shown in FIG.
- each of the gaming machines 10A to 10L further includes an image transmitting unit 425 for transmitting image information obtained by processing the image, and It is connected to an image processing unit 420 that performs processing and, as shown in FIG. 17, is connected to a management device 200 via a nosline 220.
- management The device 200 is connected to each of the plurality of gaming machines 10A to 10L via the bus line 220, and receives image information transmitted from each gaming machine.
- the management device 200 is connected to each of a plurality of gaming machines 10A to 10L via a nosline 220 as shown in a schematic block diagram in FIG.
- Receiving unit 2201 that receives the received image information
- image processing unit 2202 that performs image processing on the image information received by the receiving unit 2201
- image processing unit 2202 Display control unit 2203 for displaying and controlling the image information processed in the above, a management unit 222 for managing the image information transmitted from each gaming machine, and a display control unit 220.
- a display unit 2206 for displaying and outputting image information, a printing unit 2207 for printing and outputting image information, a memory 222 for storing image information, and a keyboard.
- an input unit 2202 such as a password.
- the management device 200 manages image information for each game machine by adding identification information (image No.) to each image information transmitted from each game machine.
- the transmitting unit 4 25 of each gaming machine and the receiving unit 2 201 of the management device can receive image information according to a predetermined protocol. For example, using the polling method, a polling is transmitted from the receiving unit 222 of the management device 200 to each of the gaming machines, and each of the gaming devices transmits new image information. When input (for example, as described above, the image information input after the image input instruction button 122 shown in FIG. It can be the newly input image information), and it can respond to the transmitted polling and send the image information. In this case, each gaming machine can be further provided with memory for storing image information. In addition, a protocol such as the CSMAZCD (Carrier Sense Multiple Access with Color Detection) method may be used.
- CSMAZCD Carrier Sense Multiple Access with Color Detection
- the image information to be transmitted may be reduced or compressed in the image processing unit 420 of each gaming machine. In this way, image information is transmitted from each gaming machine.
- the received image information is received in the receiving unit 2201.
- the received image information is sent to the image processing unit 222, and if the image information is compressed in the image processing unit 222, the image is expanded. .
- the image processing unit 222 may perform a reduction process of the image information if necessary.
- Image information processed by the image processing unit 222 is added with image information identification information by the management unit 222, and corresponds to the image information identification information of the memory 222. It is stored in the address area where the error occurs. If the compression processing has been performed, the image processing unit 222 does not perform the image processing, and the compression processing is performed on the memory 220 via the management unit 222.
- the image information may be stored as it is.
- the management unit 222 of the management device 200 has the configuration shown in Figure 23. Such a management table 222 may be provided, and the management table 222 may be displayed on the display unit.
- the management table can be stored in the memory 222 of the management device 200 shown in FIG.
- a management table 222 is provided for each gaming machine, and stores identification information (image No.) of image information of a player who is playing a game in each gaming machine.
- the identification information of the image information of the player for example, the serial number can be used as the identification information in the order of transmission, and can be cleared every day.
- the information transmitted from each gaming machine includes the number of gaming media (input to the gaming machine) used for each player at each gaming machine (hereinafter referred to as the number of balls inserted). ), The number of gaming media that have paid out gaming media from the gaming machine as a prize (hereinafter referred to as the number of balls), and the game start time and end time for each player. You may do so.
- the number of incoming and outgoing balls is calculated based on the detection signals detected by the media outflow detection sensor that detects payout of game media and the media detection sensor that detects input of game media, as shown in Fig. 4. By counting, each count value can be sent.
- the game start time and the end time are defined as the time when the image input instruction button 122 shown in FIG. 1 is instructed as the start time, and the settlement switch shown in FIG.
- the time when the switch 107 is pressed may be used as the end time.
- the radiating section 2 122 and the light receiving section 221 3 are provided, the radiating section 2 122 and the light transmitting section 2 123, Detecting the presence of a player PC / JP95 / 00226
- each gaming machine may be provided with a fraud detector for detecting fraud.
- a fraud detector for detecting fraud.
- a game machine is equipped with a gold detection matrix sensor as described in the pamphlet.
- a gold detection matrix sensor By detecting an abnormal trajectory of a metal game medium, fraudulent activity can be detected. Examples of misconduct include, for example, deliberately bending the direction of movement of a metal body with a magnet or the like from the outside to induce a prize.
- Such a fraud detector is provided, and when a fraudulent activity is detected, the fact is sent to the management device.
- the management device receives a notification that fraudulent activity has been detected, the management device transmits the identification information of the gaming machine and the image information of the appearance of the player playing the game on the gaming machine. It can be displayed or printed out along with the information indicating the fact.
- a management table 2710 as shown in FIG. 27 may be accumulated for a certain period of time, for example, every month, and the accumulated information may be statistically processed.
- the management table 2710 may further store the input date and the model name when there are a plurality of gaming machines.
- the statistical processing for example, as shown in Fig. 28 (a), the frequency of occurrence of fraudulent activity is counted and displayed for each gaming device, If the type of gaming device is registered for each gaming device, the frequency of fraudulent activity can be counted and displayed for each model, as shown in Figure 28 (b). You. Also, as shown in Fig. 28 (c), the frequency of occurrence of fraud can be counted and displayed for each date. As a result, the frequency of occurrence of an abnormality can be analyzed.
- each gaming device may be color-coded by frequency.
- each gaming device may be color-coded by frequency. For example, in a game arcade equipped with gaming machines from 10A to 10L, by changing the color of the display etc. for each frequency, illegal activities due to the placement position of the gaming machines may occur. The frequency can be grasped.
- image information can be stored in association with the image No. registered in the management table 2710 shown in FIG.
- image information can be stored in association with the image No. registered in the management table 2710 shown in FIG.
- the stored image information can be illegal. It is possible to refer to the image information of the player who performed the action.
- FIGS. 18 to 21 show examples of display screens of the display unit 220 in the management apparatus 200.
- FIG. 18 and 19 the display unit 2206 displays the current use status of the gaming machine in the amusement arcade and the image information of the player using the gaming machine. Is displayed.
- the gaming machine 10I is in an unused state, and new image information is transmitted from the gaming machine and the management device 200 As shown in FIG. 19, when the receiving section 222 receives the image information of the player of the gaming machine 100I, the display processing unit 222, the management unit 222, and Displayed via control unit 2203. Thereby, the player of the gaming machine at each time can be specified.
- a touch panel may be provided as an input unit 220 on the front surface of the display of the display unit 222.
- a next screen switching instruction 230 is provided, and the next screen switching instruction 230 on the screen is touched.
- the screen can be switched to the next screen determined in advance.
- the next screen switching instruction 230 is touched after the identification information of the gaming machine such as the gaming machine 10 A is touched, FIG.
- Such a game machine can be switched to a screen display showing the usage status of 1 OA.
- the image information of the player, the game time, the number of incoming balls, the number of outgoing balls, abnormal flags, etc. are displayed. Can be. As a result, the player who has played the game can be specified together with the usage status of each gaming machine.
- the management unit 222 receives a notification that fraudulent activity has been detected, as shown in Fig. 19, the management unit 222 The identification information can be changed in display color to indicate that a fraud has occurred, or the display of “abnormality occurred” can be performed. In addition, as shown in FIG. 22, when a sound output unit 222 is further provided, a predetermined tao sound may be output.
- image information indicating the appearance of the player is displayed on the screen together with the identification information of the gaming machine. Is also good.
- the management unit 222 causes the image processing unit 222 to perform a process of enlarging the image information of the player at the present time in the gaming machine in which the misconduct has been performed. Display is displayed on the display unit 220 through the 203. Also, the display information may be hard-copied and output from the print unit 222.
- a notification to the effect that the fraudulent activity has been detected may be sent to a predetermined external contact such as the police.
- Icons 211 and 210 can be provided so that you can notify the police and other branches if you give instructions.
- the image information transmitted from the image transmission unit of the gaming machine that has detected the misconduct may be further transmitted.
- FIG. 24 shows an explanatory diagram showing the concept of the input image management system.
- FIG. 25 shows a contact storage section 2500 for storing contact information.
- FIG. 26 shows a contact form. Indicates the mat storage unit 260.
- FIG. 24 conceptually shows the configuration of the input image management system as shown in FIGS. 17 and 22.
- each gaming machine in a game arcade having a plurality of gaming machines 10, each gaming machine is connected to a management device 200 in a bus shape.
- an island may be configured by a plurality of gaming machines, and a controller 2430 for controlling the plurality of islands collectively may be provided.
- the controller 2430 can multiplex the image information and the abnormality detection signal from each of the gaming devices, and transmit the multiplexed information to the management device 200 via the bus line 220.
- the management device 200 is connected to a plurality of gaming machines via the bus line 220 and receives image information and an abnormality detection signal transmitted from each gaming machine.
- the management device 200 includes, in addition to the configuration shown in FIG.
- a communication unit 2440 that communicates with the outside as shown in FIG. D—A reading device 2420 for reading storage information from a storage medium such as a ROM can be provided.
- Examples of the communication unit 2440 include communication such as a modem that sends out image information and data, a message output unit and a telephone that outputs messages, and a fax that sends out image information and data.
- Equipment can be provided.
- the display unit has image information 2400 sent from each gaming device as shown in FIG. 18 and an abnormality as shown in FIG. 21. In this case, the image information 2410 of the player sent from the gaming device may be displayed together.
- the contact is registered in advance in a contact storage section 2500.
- the contact storage section 250 is provided in the memory 222 shown in FIG. 22 and can be registered by the input section 222.
- Phone numbers, fax numbers, etc. of the police department and branches of other amusement arcades can be registered as contact information. At other amusement arcades, if these reports are received, they will be alerted to fraudulent activities, and if they receive image information of a player, they will be alerted when they visit another amusement arcade. You can do it.
- an icon as shown in FIG. 21 can be provided for each contact stored in the contact storage unit 2500.
- the icon when the icon is displayed on the display unit 2206 indicating that the fraudulent activity has been detected, the icon notifies the user that the fraudulent activity has been detected via the communication unit 240. Reception accepting instructions on whether or not It has the function of the unit.
- the icon it is possible to deter not to make a report when receiving an instruction not to make a report that fraud has been detected.
- a notification may be made when an instruction to notify that fraud has been detected is received by an icon.
- the information to be sent from the communication unit 2440 must be registered in advance in the format storage unit 2600 as the format to be sent. It can be.
- the communication section 244 is a message output section and a telephone
- the information to be transmitted is expressed as a message as shown in Format Nos. 1 and 2 shown in FIG. And can be sent together with necessary information such as the time of occurrence.
- the standard image information to be transmitted is Can be registered, and the time of occurrence, when the abnormality occurs, the image information of the player transmitted from the gaming device and the necessary information can be transmitted.
- the format to be sent may be selected at the time of notification using an icon or the like.
- the present embodiment it is possible to input image information and display the input image information instead of the image information relating to the game. As a result, the player has a feeling of participation and can enjoy playing the game. Therefore, it is possible to expect an increase in the number of players even in the hall where the game machine of the present invention is installed.
- the player can be specified.
- a notification can be made to the outside.
- prompt action can be taken, and when image information of a fraudulent player is transmitted, the player can be identified. It becomes possible. Also, by storing the image information of the player who has committed the wrongdoing, it is possible to read out the stored image information and contact the wrongdoer.
Abstract
Description
Claims
Priority Applications (4)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
PCT/JP1995/000226 WO1996025210A1 (en) | 1995-02-17 | 1995-02-17 | Recreation hall managing system |
AU17179/95A AU1717995A (en) | 1995-02-17 | 1995-02-17 | Recreation hall managing system |
JP52481796A JP3468525B2 (en) | 1995-02-17 | 1995-02-17 | Playground management system |
EP95909106A EP0810014A1 (en) | 1995-02-17 | 1995-02-17 | Recreation hall managing system |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
PCT/JP1995/000226 WO1996025210A1 (en) | 1995-02-17 | 1995-02-17 | Recreation hall managing system |
Publications (1)
Publication Number | Publication Date |
---|---|
WO1996025210A1 true WO1996025210A1 (en) | 1996-08-22 |
Family
ID=14125643
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP1995/000226 WO1996025210A1 (en) | 1995-02-17 | 1995-02-17 | Recreation hall managing system |
Country Status (4)
Country | Link |
---|---|
EP (1) | EP0810014A1 (en) |
JP (1) | JP3468525B2 (en) |
AU (1) | AU1717995A (en) |
WO (1) | WO1996025210A1 (en) |
Cited By (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2003117246A (en) * | 2001-10-18 | 2003-04-22 | Konami Co Ltd | Game server, and method and program for managing game |
JP2003265852A (en) * | 2003-03-10 | 2003-09-24 | Konami Co Ltd | Game server device, game management method and game management program |
JP2004016735A (en) * | 2002-06-20 | 2004-01-22 | Sun Corp | Abnormality reporting apparatus |
WO2013172112A1 (en) * | 2012-05-18 | 2013-11-21 | 株式会社ユニバーサルエンターテインメント | Gaming device |
Families Citing this family (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2005168898A (en) * | 2003-12-12 | 2005-06-30 | Aruze Corp | Game machine, game server and game system |
JP2009006111A (en) * | 2007-05-31 | 2009-01-15 | Daito Hanbai Kk | Game parlor management system |
JP2013034714A (en) * | 2011-08-09 | 2013-02-21 | Universal Entertainment Corp | Game terminal and method of providing notification |
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JPS62378A (en) * | 1985-06-25 | 1987-01-06 | 株式会社大一商会 | Pinball supply and stop apparatus of pinball game machine |
JPH0438981A (en) * | 1990-06-02 | 1992-02-10 | San Commun:Kk | Data transmission method of game device |
JPH04338477A (en) * | 1991-05-15 | 1992-11-25 | Nada Denshi Kk | Game medium amount recording method |
JPH05298555A (en) * | 1992-04-21 | 1993-11-12 | Tokyo Electric Co Ltd | Cash register |
JPH06259444A (en) * | 1993-03-04 | 1994-09-16 | Konami Kk | Managing device for business game machine |
-
1995
- 1995-02-17 JP JP52481796A patent/JP3468525B2/en not_active Ceased
- 1995-02-17 WO PCT/JP1995/000226 patent/WO1996025210A1/en not_active Application Discontinuation
- 1995-02-17 EP EP95909106A patent/EP0810014A1/en not_active Withdrawn
- 1995-02-17 AU AU17179/95A patent/AU1717995A/en not_active Abandoned
Patent Citations (5)
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JPS62378A (en) * | 1985-06-25 | 1987-01-06 | 株式会社大一商会 | Pinball supply and stop apparatus of pinball game machine |
JPH0438981A (en) * | 1990-06-02 | 1992-02-10 | San Commun:Kk | Data transmission method of game device |
JPH04338477A (en) * | 1991-05-15 | 1992-11-25 | Nada Denshi Kk | Game medium amount recording method |
JPH05298555A (en) * | 1992-04-21 | 1993-11-12 | Tokyo Electric Co Ltd | Cash register |
JPH06259444A (en) * | 1993-03-04 | 1994-09-16 | Konami Kk | Managing device for business game machine |
Cited By (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2003117246A (en) * | 2001-10-18 | 2003-04-22 | Konami Co Ltd | Game server, and method and program for managing game |
JP2004016735A (en) * | 2002-06-20 | 2004-01-22 | Sun Corp | Abnormality reporting apparatus |
JP2003265852A (en) * | 2003-03-10 | 2003-09-24 | Konami Co Ltd | Game server device, game management method and game management program |
WO2013172112A1 (en) * | 2012-05-18 | 2013-11-21 | 株式会社ユニバーサルエンターテインメント | Gaming device |
US9669301B2 (en) | 2012-05-18 | 2017-06-06 | Universal Entertainment Corporation | Peripheral device for use with a gaming machine to image the face of a player |
Also Published As
Publication number | Publication date |
---|---|
JP3468525B2 (en) | 2003-11-17 |
EP0810014A1 (en) | 1997-12-03 |
AU1717995A (en) | 1996-09-04 |
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