WO2017072839A1 - ゲームシステムおよび画像表示方法 - Google Patents
ゲームシステムおよび画像表示方法 Download PDFInfo
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- WO2017072839A1 WO2017072839A1 PCT/JP2015/080151 JP2015080151W WO2017072839A1 WO 2017072839 A1 WO2017072839 A1 WO 2017072839A1 JP 2015080151 W JP2015080151 W JP 2015080151W WO 2017072839 A1 WO2017072839 A1 WO 2017072839A1
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- Prior art keywords
- image
- win
- display
- history
- highlighting
- Prior art date
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F1/00—Card games
- A63F1/06—Card games appurtenances
- A63F1/18—Score computers; Miscellaneous indicators
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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
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3204—Player-machine interfaces
- G07F17/3211—Display means
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
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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
- G07F17/3286—Type of games
- G07F17/3293—Card games, e.g. poker, canasta, black jack
Definitions
- the present invention relates to a game device and a card game device.
- a game device has been developed that allows a traditional card game to be played electronically by a computer.
- Baccarat which is one of the representative card games, is a game in which a user predicts and wins a card game between a bunker (master role) and a player (customer role). Users simply expect the game to win or lose and are gaining popularity at casinos around the world due to their ease of use.
- the dealer distributes 2 to 3 playing cards to each of the bunker and player according to a certain rule, and the dealer with the total number of cards distributed close to “9” wins.
- the user makes a bet in anticipation of whether the banker wins (BANKER), the player wins (PLAYER), or whether the game ends in a draw (Tie).
- the bet amount can be arbitrarily designated by each user, and when the user's prediction is made, a payout corresponding to the bet amount is obtained.
- a game device is disclosed in which the baccarat is configured to be playable electronically (see, for example, Patent Document 1).
- a user operating a terminal device can select and execute any one of a plurality of game devices.
- the user selects a game device based on selection criteria such as which game device is advantageous or enjoyable for the user.
- the period during which the user can select the game device is limited to a limited betting period before the card distribution starts. It is generally difficult to find and select game devices that seem to meet the selection criteria intuitively in such a short period.
- the expectation value is further increased, and the willingness to participate in the game is increased.
- the present invention has been made in view of the above circumstances, and a game system that makes it easy for a player to select a game by assisting a user in selecting a game when a plurality of games can be selected.
- An object is to provide an image display method.
- a game system includes a game progress control unit that advances a plurality of games, a win / loss history management unit that manages each win / loss history of the plurality of games, An image generation unit that generates a game image including a win / loss history image representing a win / loss history, wherein the win / loss history management unit determines whether the win / loss history matches a predetermined highlight display condition, and the highlight display Emphasis is displayed on the winning / losing history image corresponding to the winning / losing history determined to meet the condition.
- an image display method of a game system includes a step of progressing a plurality of games, a step of managing a win / loss history of each of the plurality of games, and a win / loss representing the win / loss history.
- Generating a game image including a history image In the step of managing the winning / losing history, it is determined whether the winning / losing history matches a predetermined highlighting condition, and in the step of generating the game image, it is determined that the highlighting condition is met.
- the highlight display is executed on the winning / losing history image corresponding to the winning / losing history.
- the present invention preferably comprises the following aspects.
- a highlight display condition storage unit that stores a highlight display condition in advance, and a highlight display condition input unit that inputs a new highlight display condition and stores the highlight display condition in the highlight display condition storage unit.
- the unit determines whether the winning / losing history matches one or more highlighting conditions stored in the highlighting condition storage unit.
- the game progress control unit advances the plurality of games in synchronization.
- the emphasis display adds an emphasis image for predetermined emphasis to the corresponding win / loss history image.
- the highlighting changes a display mode of an icon indicating a winning / losing history displayed at a position that matches the highlighting condition in the corresponding winning / losing history image.
- the display mode of the icon is as follows: 1) Moving the icon into a moving image; 2) stereoscopic imaging of the icon; and 3) Animating the area containing the icon; Any one or more of these.
- the image generation unit generates a character image corresponding to each of the plurality of games displayed together with the winning / losing history, and the highlighting is a character image displayed together with the corresponding winning / losing history image.
- the display mode of is changed.
- highlighting is performed on the winning / losing history of a game that matches the highlighting condition, it is possible to easily highlight and suggest a game desired by the user from a plurality of games. The game selection of the user can be facilitated.
- the external appearance block diagram of the card game system which concerns on embodiment. 1 is a block diagram of a card game system according to an embodiment.
- the functional block diagram of the station apparatus which concerns on embodiment.
- the functional block diagram of the master control part which concerns on embodiment.
- the example of an image display of the enlarged version winning / losing history displayed on the display apparatus of the station apparatus which concerns on embodiment.
- the flowchart of the image display method which concerns on embodiment. 3 is an image display example for explaining highlight display conditions according to the first embodiment.
- the image display example of the highlight display with respect to the win / loss history display which concerns on Embodiment 1 (the 1).
- the image display example of the highlight display with respect to the win / loss history display which concerns on Embodiment 1 (the 2).
- 10 is an image display example of emphasis display on a game selection screen displayed on the display device of the station device according to the second embodiment.
- 10 is an image display example of emphasis display on a main display and a sub display during a standby period according to the second embodiment.
- 10 is an image display example of highlighted display on a game selection screen in a table view displayed on a display device of a station device according to a third embodiment.
- FIG. 4 The image display example explaining the highlight display conditions of the winning / losing history which concerns on Embodiment 4.
- FIG. 10 is an image display example illustrating highlighting conditions for winning / losing history according to the fifth embodiment.
- the image display example explaining the highlight display conditions of the winning / losing history which concerns on Embodiment 6.
- FIG. The image display example explaining the highlight display conditions of the winning / losing history which concerns on Embodiment 7.
- FIG. 10 is an image display example illustrating highlighting conditions for winning / losing history according to the fifth embodiment.
- the image display example explaining the highlight display conditions of the winning / losing history which concerns on Embodiment 6.
- FIG. 7 The image display example explaining the highlight display conditions of the winning / losing history which concerns on Embodiment 7.
- a card game system configured to realize a baccarat which is one of representative card games as a game will be exemplified.
- the type of card game is not limited, and the present invention can be applied to other types of card games.
- the game is not limited to a card game, and may be applied to other types of games.
- “User” A participant who bets on the card game system in anticipation of the outcome of the card game.
- a user participates in a card game from a station which is an operation console.
- “Baccarat” A traditional card game in which a user predicts and wins a card game by a bunker (body role) and a player (customer role). Users simply expect the game to win or lose and are gaining popularity at casinos around the world due to their ease of use. The dealer distributes 2 to 3 playing cards to each of the bunker and player according to a certain rule, and the first digit of the total number distributed is closer to “9”.
- “Bet” An expression of a user's prediction.
- a bet is made in anticipation of whether the bunker wins (BANKER), the player wins (PLAYER), or whether the game ends in a draw (Tie). That means.
- “Bet amount” Each user can arbitrarily designate a bet, and when a user's prediction is made, a payout corresponding to the bet amount is obtained.
- “Bet area” a virtual area where the user bets chips, prepared according to whether the bunker wins (BANKER), the player wins (PLAYER), or whether the game ends in a draw (Tie) Has been.
- Table A virtual table that reproduces a card table used by a dealer in order to handle cards in an actual casino. In the card game system of this embodiment, five tables are prepared.
- “Moving images” A series of frame images that are displayed continuously for each predetermined synchronization period to make the subject appear to move.
- the recording format is MPEG (Moving Picture Experts Group) or the like. Including those compressed and encoded by the standard video standard. In the present specification, it means both a series of frame images and data itself obtained by compression-encoding the frame images, and a moving image itself displayed by reproducing these data.
- Win / Loss History A history showing the results of past games on the premise that the same game is repeated a plurality of times. If it is a baccarat, a predetermined rule in chronological order as to whether the bunker won, the player won, or both draws Recorded according to the above. This includes not only the result of winning one and losing the other, but also recording the result of a game that has already been completed according to some rules.
- “Highlighting” When winning / losing histories of a plurality of games are displayed in parallel, it means that at least the game can be visually recognized to be different from other games.
- “Highlight display condition” A pattern that appears when a win / loss history is displayed according to a certain display rule.
- a card game system 1000 includes a main body 200 having a large main display 230 disposed in the center, and a plurality of station devices 300-1, 300-2,. , 300-N (N is a natural number.
- station 300 the station 300.
- sub-display 240 In the upper part of the main body 200, five sub-displays 240-1 to 240-5 (hereinafter referred to as sub-display 240 when representing all sub-displays) are arranged.
- LEDs light-emitting diodes
- light-emitting diodes 212 When all light-emitting diodes are represented.
- FIG. 2 For each of the sub-displays 240-1 to 240-5, light-emitting diodes (LEDs) 212-1 to 212-5 are encircled so as to surround the display (hereinafter referred to as light-emitting diodes 212 when all light-emitting diodes are represented).
- a picture of a dragon or the like is written on a decorative board made of acrylic or the like, and behind the decorative board, a right lamp 210R and a left lamp 210L (collectively referred to as a lamp 210) are provided. Yes.
- Speakers 220 are also arranged on the left and right decorative plates of the main body 200 (see FIG. 2).
- FIG. 2 shows a system diagram of the card game system according to the first embodiment.
- the master control unit 100 is connected to be able to communicate with each of the station devices 300.
- the master control unit 100 includes a CPU (Central Processing Unit) 100a, a ROM (Read Only Memory) 100b, and a RAM (Random Access Memory) 100c as physical electronic components, and a basic configuration as a general-purpose computer device. It has. Although not shown, the master control unit 100 includes other required configurations, such as a display controller, a hard disk, and an interface device.
- the ROM 100b stores game system programs such as an initial program loader for starting the system.
- the game system program includes a software program for executing the image display method according to the present invention.
- the RAM 100c is a memory unit that the CPU 100a uses as a temporary storage area.
- the master control unit 100 performs data transmission / reception with each station device 300 via an interface device (not shown). Further, the master control unit 100 outputs an illumination control signal to the lamp 210 to control the illumination of the lamp 210, outputs an acoustic control signal to the speaker 220 to send a predetermined sound, or causes the light emitting diode 212 to emit light. It is possible to control the blinking of the light emitting diode 212 by outputting a light emission control signal.
- the master control unit 100 outputs a main game display signal to the main display 230 to display a card game image, or outputs a sub image display signal to the sub display 240 to display each card game image. It is possible to do.
- the image displayed on the main display 230 may be the same as or unique to the image displayed on any of the sub-displays 240.
- FIG. 3 is a perspective view showing an outline of the external appearance of the station apparatus 300.
- FIG. 4 shows a functional block diagram of the station apparatus 300.
- the plurality of station devices 300 are terminal devices (operation consoles) arranged on the front surface of the main body 200 for a user to sit down and participate in a card game (see FIG. 1). As shown in FIGS. 3 and 4, the station device 300 includes a station control unit 310, a display device 350, a musical tone processing unit 370, an operation button group 380, a setting key group 390, a bill validator 393, and a printer 394.
- the station control unit 310 has a configuration as a computer device such as a CPU 311, a ROM 312, and a RAM 313.
- the CPU 311 centrally controls each unit of the station device 300 by using various control programs and control data stored in the ROM 312 and the RAM 313.
- the ROM 312 and the RAM 313 store an algorithm necessary for calculating a payout in each station device 300, a display of a payout, and the like.
- the display device 350 displays an image of any one card game selected from the plurality of card games under the control of the station control unit 310.
- a touch panel 352 is provided on the front surface of the display device 350 and functions as a part of an operation unit that reflects the user's operation content.
- the touch panel 352 is used to perform various operations related to the card game (chip betting and the like) and to select a desired card game from a plurality of card games.
- a game image generated for the selected card game is displayed on the display device 350.
- the musical sound processing unit 370 reads out musical sound data and the like stored in various memories and storage media, and reproduces them, thereby generating sound effects and music when performing various effects.
- the generated musical sounds such as sound effects are output to the outside via the speaker 371.
- the operation button group 380 includes a call button 381 for calling a store clerk when a problem or the like occurs, a payout button 382 for requesting payout of a ticket according to credits, and the like. Any of these operation buttons can be operated by the user.
- the setting key group 390 includes an Audit key 391 for displaying settings of the station device 300, trial operation, and accounting information, a reset key 392 operated when a store clerk issues a ticket, and the like.
- the key can be set and operated by a game facility operator or the like.
- the bill validator 393 is a device that identifies the type and amount of bills (for example, Japanese yen bills or Hong Kong dollar bills) inserted through a cash slot when a user participates in a card game.
- the printer 394 is a device for printing a ticket to be paid out after the game ends.
- the image displayed on the display device 350 of each station device 300 is an image of the card game selected by each station device 300 and is the same as the image displayed on any of the sub-displays 240. However, it is possible to display an image of a viewpoint different from the image displayed on the sub-display 240 (table view described later) by a user operation.
- FIG. 5 shows a flowchart of a card game executed in the card game system 1000 according to the present embodiment.
- the card game is roughly divided into a “bet period”, a “deal period”, and a “payout period” to form a one-round card game.
- the master control unit 100 manages all the start and end timings of these periods. For example, the progress of each table is advanced in synchronization with each other, such as a betting period of 25 seconds, a deal period of 15 seconds, and a payout period of 5 seconds.
- the master control unit 100 advances a plurality of card games simultaneously, determines a payout by integrating the winning and losing results, and determines the winning and losing results of each card game. It is possible to record it as a win / loss history. By simultaneously playing a plurality of card games in a plurality of virtual tables, it is possible to provide interest that cannot be enjoyed by conventional card games.
- a user seated on any one of the station devices 300 selects any one of a plurality of virtual tables and bets on the expectation of winning or losing in that table. Even when a card game is played in a plurality of virtual tables, each game is executed independently, and a payout based on the winning / losing result is also executed individually in each table.
- the “bet period” is a period for a user to bet in anticipation of winning or losing before distributing cards.
- a user who participates in the card game sits on a vacant station device 300. Then, while watching the winning / losing history of each card game displayed on the main display 230, the sub-display 212, or the display of the station device 300, which one of the five card games is selected to participate at the same time? Decide. Then, during the betting period, the winning or losing of the participating card game is predicted, and the operation unit of each station device 300 is operated to bet a chip corresponding to the betting amount according to the winning or losing prediction.
- each sub-display 240 of the card game system 1000 shown in FIG. 1 displays a moving image of the dealer assigned to each card game. Further, in the dealer display area of the main display 230 of the card game system 1000, a game image generated for the card game being executed in any of the station devices 300 is displayed.
- the dealer displayed on the game image can be displayed as a still image or a moving image. When displayed as a moving image, it is configured to be able to change the action in response to the user's betting situation or to express a different action for each round.
- the “deal period” is a period in which a user's bet is prohibited after the betting period has elapsed, and a card is distributed in each station device 300 to advance the card game.
- a card is distributed in each station device 300 to advance the card game.
- two or three cards are dealt to the banker side and the player side (so-called “deal”). Whether to distribute two or three on each side is determined by each card game progression unit 102 (described later in FIG. 6) by a random number or the like in each round. Then, determine the number of cards that will be the determined number of distributions.
- the “payout period” is a period for paying out with a payout according to the betting status of the user after the deal period has elapsed.
- the payout is determined. Then, according to the determined payout, each station apparatus 300 is paid out, and one round of the card game is completed.
- the master control unit 100 is functionally described as a card game progression unit 102-1 to 102-5 (hereinafter referred to as a card game progression unit 102 when all card game progression units are represented). .), A game progress control unit 104, a win / loss history management unit 106, an image generation unit 108, a lighting device 110, and an acoustic device 112.
- the card game progression unit 102 is functionally realized by the CPU 100a executing a game system program.
- the game progress control unit 104, the win / loss history management unit 106, and the image generation unit 108 are functionally realized by the CPU 100a executing a software program for executing the image display method according to the present invention.
- the illumination device 110 and the acoustic device 112 are realized by cooperation of hardware and software.
- the image generation unit 108 includes a main image generation unit 108-0 and sub image generation units 108-1 to 108-5.
- the winning / losing history database 114 is a memory that stores the winning / losing history of a game that progresses in each of the card game progression units 102.
- the highlighting condition database 116 is a memory that stores one or more highlighting conditions to be described later.
- the card game progression unit 102 is a functional block that advances one card game each. Based on the control of the game progress control unit 104 to be described later, in the betting period as shown in FIG. 3, a bet is made based on the user's operation content transmitted from the station device 300 operated by the user who selected each card game. Accept. Next, in the deal period, the lottery is executed to advance the card game corresponding to the lottery result. In the payout period, the payout amount is calculated based on the lottery result and the bet amount of each user, and a payout instruction is transmitted to the corresponding station device 300.
- the game progress control unit 104 is a functional block that allows a plurality of card games to proceed in synchronization.
- the game progress control unit 104 provides each game progress unit 102 with a bet start and a bet end, a deal start and a deal end, and a payout start and It operates to instruct the end of the payout (that is, the end of one game). Since the game progress control unit 104 synchronizes the progress timings of all the card games, the betting period, the deal period, and the payout period progress in synchronization in a plurality of card games.
- the game progress control unit 104 performs synchronization control between the card games because the game time of each card game is increased or decreased as the card game progresses in the card game progress unit 102. It is good also as a method of making it advance in parallel without.
- the winning / losing history management unit 106 is a functional block that manages each winning / losing history of a plurality of card games.
- the winning / losing history management unit 106 records, for each card game progressing in synchronization, whether the bunker has won, the player has won, or the game has been drawn (tie), and the winning / losing history is described according to a predetermined notation rule.
- the win / loss history is recorded in the win / loss history database 114.
- the win / loss history management unit 106 determines whether the win / loss history matches a predetermined highlight display condition, and wins / losses corresponding to the win / loss history determined to match the highlight display condition. Highlighting is further performed on the history image.
- the highlight display condition is stored in the win / loss history database 114. Details will be described later.
- the main image generation unit 108-0 is a functional block that generates an image to be displayed on the main display 230.
- the sub image generation units 108-1 to 108-5 are functional blocks that generate an image for causing the corresponding sub display 240 to display an image of the card game adapted to the progress of the corresponding card game progression unit 102.
- the sub-image generation units 108-1 to 108-5 are configured to generate a game image including a win / loss history image representing a win / loss history in each table under the control of the win / loss history management unit 106.
- the sub image generation units 108-1 to 108-5 highlight the winning / losing history image corresponding to the winning / losing history determined to match the emphasis display condition under the control of the winning / losing history managing unit 106. It is configured as follows.
- the card game image generated by each sub-image generation unit 108 is also transmitted to the station device 300 that has selected the card game, and is also displayed on the display device 350 of the station device 300.
- the card game image generated by each sub-image generation unit 108 can be selectively displayed on the main display 230.
- the image generated by the image generation unit 108 is generated based on the image information stored in the image information database 116.
- the lighting device 110 can output an illumination control signal to the lamp 210 and execute an effect by illumination related to the card game.
- the lamp 210 can be turned on or blinked, or the emission color of the lamp 210 can be changed.
- the illumination device 110 also controls blinking of the light emitting diodes 212-1 to 212-5.
- a plurality of tables for which a bet is being accepted are grouped into one group, or a plurality of tables for which a game result has been confirmed is grouped, and lighting control is performed to distinguish each group, so that each table can be given to the user. The situation is easy to understand and effective.
- the sound device 112 can output a sound control signal to the speaker 220 to execute a sound effect related to the card game.
- a sound effect can be generated, or a human voice that makes the dealer aware can be generated by a technique such as speech synthesis.
- the game progress control unit 104 of the master control unit 100 causes the card games performed in each of the card game progressing units 102 to proceed in parallel without performing synchronous control with each other.
- the user can participate in the game by pressing the table selection button BSt and then selecting and betting a table that can bet. Alternatively, the user may select another table after the betting is completed in one card game betting period, and bet on the betting period of the selected other table.
- the deal status of the already bet table game can be confirmed on the main display 230 if the game image of the already bet table is displayed on the main display 230. It can also be confirmed by any of the sub-displays 240 on which the game images of each table are displayed.
- FIG. 7 is an image display example for betting during the betting period displayed on the display device of the station device according to the present embodiment, and shows a case where the card game corresponding to “Table A” is selected.
- an image as shown in FIG. 7 is displayed on the display device 350 of the station device 300.
- the image during the betting period is displayed at the center with a dealer character image Ca that is a symbol of the card game.
- a bunker bet area AB On the lower right side, a bunker bet area AB, a bunker pair bet area ABp, and an exciting award bunker bet area ABer are displayed.
- a player bet area AP, a player pair bet area APp, and an exciting award player bet area APer are displayed.
- a tie bet area AT is displayed at the lower center of the character image Ca.
- a progressive jackpot display area AJp and a jackpot magnification display area AJer are displayed above the image.
- a cancel button BC In the lower part of the image, from right to left, a cancel button BC, an undo button BUd, a double bet button BDb, a bet chip selection area ACs, a total bet amount display area ATb, a credit amount display area ATc, and a conversion rate display area ACu are displayed. Is done.
- the emphasis display condition of the present embodiment is a pattern of icons appearing on “ruled lines” displayed in the win / loss history display area AHt.
- the “ruled line” is a recording table for recording a win / loss history according to a special notation rule in Baccarat.
- the “ruled line” displayed in the win / loss history display area AHt is a simple version, and an enlarged version of win / loss history can be displayed.
- the ruled lines displayed in the win / loss history display area AHt in FIG. 7 are examples of ruled lines used in the road recording method.
- the main road is composed of a grid having a predetermined number of lines (six lines in the main road).
- the result of winning or losing in one card game is recorded in each square. Start from the top left cell.
- the bunker wins the red wheel (thin wheel icon in the example of FIG. 7) and the blue wheel (thick wheel in the example of FIG. 7) ), If it ends in tie, record a diagonal line.
- the tie will be shown with a diagonal line, and from the next card game, it will be recorded in the topmost row in the next row to the right.
- FIG. 8 is an image display example of the enlarged version winning / losing history displayed on the display device of the station device.
- the enlarged history display selection button BDh When the user selects the enlarged history display selection button BDh while viewing the image of the betting period shown in FIG. 7, the enlarged version win / loss history shown in FIG. 8 is displayed.
- the expanded version win / loss history display is a collection of ruled lines for recording the win / loss history with different notation rules.
- This enlarged version win / loss history display includes the Oji history display HtBr, the Big Eye load history display HtBer, the Small Road history display HtSr, the Kokuroro Road history display HtCr, and the pearl board road ( (Bread Load) history display HtKr, display symbol explanation HtNg, and win / loss statistics display HtRr.
- the main road history display HtBr has already been described with reference to FIG.
- the large eye history display HtBer is a notation method for recording the latest win / loss and the previous win / loss compared with each other.
- the path history display HtSr is a notation method in which the latest win / loss is compared with the previous / next win / loss.
- the Koyoji history display HtCr is a notation method in which the latest win / loss is compared with the previous / next win / loss.
- the basin road history display HtKr is a notation method that records wins and losses in order of 6cm in length without changing the line regardless of wins and losses, and moves to the next 6cm in the right when the vertical 6cm is filled. is there.
- the highlighting described below in the present embodiment can be applied to any history display with appropriate changes.
- the “highlighting display condition” refers to a pattern that appears when winning / losing history is displayed according to a certain display rule.
- the winning / losing history display is morphologically matched with a predetermined pattern, it is determined that the highlighting condition is met, and predetermined highlighting is executed.
- the highlighting condition can be set as a predetermined pattern of icons appearing on a “ruled line” that records the win / loss history. Specifically, according to the rules for ruled lines, a win / loss history is recorded sequentially using a red wheel icon representing a bunker victory, a blue wheel icon representing a player's victory, and a diagonal line icon representing a tie. When a pattern composed of a combination of a red ring and a blue ring appearing on the ruled line matches a pattern of a predetermined highlighting condition, it is determined that the highlighting condition is met, and predetermined highlighting is performed. It is.
- a specific pattern of icon arrangement that is easy to expect by humans is set as a highlighting condition, and when the highlighting condition is met, the highlighting is used together to synchronize a plurality of card games. Even if it is proceeding, it is possible to effectively notify the user that a specific pattern has appeared.
- the pattern to be set as the “highlighting display condition” is a specific sequence composed of a combination of icons, and any pattern that stipulates that a human being appears in the same sequence may be used. For example, it is conceivable to set a pattern in which wins on the same side continue, the win / loss history display of the icon reaches the bottom line, and the icon is displayed on the right next with further wins.
- the “highlighting” may be for “ruled lines” that are win / loss history displays or for elements other than “ruled lines”.
- the mode may be a mode in which a display image is added or changed, or a mode using elements other than the display image. Specifically, as a non-limiting example, it is conceivable to execute the following aspects alone or in combination.
- Highlighting display 1 It is possible to add an emphasis image for predetermined emphasis to the corresponding win / loss history image.
- the emphasized image is, for example, a case where a specific image, for example, an image showing “flame” is added around the ruled line.
- a three-dimensional icon can be formed.
- a red ring or a blue ring can be displayed as a three-dimensional image and displayed as an image with a three-dimensional shadow.
- Highlight 4 This is a case where the lighting device (reference numeral 110 in the embodiment) is driven when it is determined that the high-light condition is met. For example, if it is determined that the pattern matches the special pattern, the light emitting diodes 212 arranged around the sub-display 240 displaying the corresponding card game image can be turned on and blinked. In addition, an illumination control signal can be sent to the lamp 210, and the lamp 210 can be turned on and blinking to alert that a special pattern appears in any card game.
- the special pattern that is the highlighting condition can be set not only in the frequently used road history display but also in other history displays recorded by different notation methods. That is, it is possible to set the highlighting condition to match a specific pattern with respect to the win / loss history display based on the above-described notation other than the road history display, and execute the highlighting of the present invention.
- FIG. 9 illustrates a flowchart of the image generation method according to the present embodiment.
- the flowchart shown in FIG. 9 is executed under the control of the master control unit 100, which is a functional block that controls the progress of the card game.
- step S ⁇ b> 101 a plurality of card game progression units 102 each advance a card game according to the control of the game progression control unit 104.
- step S102 the winning or losing of each card game is determined, it is determined for each card game whether the player has won, the banker has won, or the tie has been reached.
- step S103 When the player has won, the process proceeds to step S103, and the win / loss history management unit 106 records the player's win for the card game in the win / loss history database 114.
- step S104 When the bunker wins, the process proceeds to step S104, and the win / loss history management unit 106 records the win of the bunker in the win / loss history database 114 for the card game.
- step S105 When it becomes a tie, it transfers to step S105 and the winning / losing history management part 106 records a tie about the said card game in the winning / losing history database 114.
- step S106 the win / loss history management unit 106 generates a ruled line notation image according to a predetermined notation rule based on the win / loss history recorded in the win / loss history database 114.
- step S107 the winning / losing history managing unit 106 determines whether or not the ruled line notation image matches a predetermined highlighting condition.
- step S108 the win / loss history management unit 106 corresponds to the sub image generation unit 108-1 to 108-5.
- a predetermined highlight is added to the image of the card game to be played, and then the start of the next card game is awaited (S101).
- the image display method of the present invention is achieved by setting the highlighting condition and the mode of highlighting, and executing the highlighting of any mode when the highlighting condition is met.
- the first embodiment is characterized in that an L-shaped pattern appears as a highlight display condition, and highlight display for a ruled line is applied as highlight display.
- FIG. 10A shows a pattern that is a highlighting condition in the first embodiment.
- a range P1 surrounded by a broken line is a pattern that is a highlighting condition.
- this pattern example there is a pattern in which the bunker wins continuously and the red wheel (thin wheel) icon is continuous in an L shape.
- the red wheel (thin wheel) icon will be “X”
- the blue wheel (thick wheel) icon will be “ Y ”is recorded in each cell.
- the user who notices the appearance of this special pattern tends to strongly expect the bunker to win again and be recorded in the grid of “X”.
- highlighting is executed in response to the appearance of this special pattern, and the fact that the specific pattern has appeared in this card game is presented to a user who has not participated in the card game.
- the image display example of the highlight display in FIG. 10B is an embodiment in which the highlight display 2 is applied as the highlight display when the appearance of the L-shaped pattern is set as the highlight display condition.
- the color (background color) of the cells of the icon group E1 arranged in an L shape is changed to visually emphasize that a special pattern appears in the vicinity of the cells whose color has changed.
- the image display example of highlight display in FIG. 10C is an embodiment in which the highlight display 2-3 is applied when the appearance of the L-shaped pattern is set as a highlight display condition.
- the animation image E2 of “dragon” is displayed in the area P1 of icons arranged in an L shape, and the fact that the special pattern appears in the area where the animation is displayed is visually emphasized very effectively. .
- the second embodiment is characterized in that an I-shaped pattern appears as a highlighting condition, and highlighting is applied to elements other than ruled lines as highlighting.
- FIG. 11 shows an image display example of highlighted display on the game selection screen displayed on the display device of the station device according to the second embodiment.
- a table (card game) selection screen as shown in FIG. 11 is displayed. .
- the highlighting condition is an I-shaped pattern in which all six grids of the ruled line are filled with icons in a vertical row.
- an I-shaped pattern appears in which the winning / losing history display area HtB of the table B and the winning / losing history display area HtE of the table E satisfy this condition. Therefore, the master control unit 100 displays a background image representing flame at the upper end displaying the table name as the first highlighting. This corresponds to the highlight 1 described above.
- the flame image Fl1 is displayed in the vicinity of the ruled line in the table B
- the flame image Fl2 is displayed in the vicinity of the ruled line in the table E, and it is emphasized that the win / loss history of these tables matches the special pattern.
- the master control unit 100 changes the character image display mode in the character image area Ca as the second highlight display. This corresponds to the highlight 3 described above.
- the character images CaB and CaE are displayed as moving images on the table B and the table E.
- a highly conspicuous display is provided.
- FIG. 12 shows an image display example of highlighting on the main display and the sub display during the standby period according to the first embodiment.
- the master control unit 100 causes the master display 230 and the sub display 240 to display an image based on the winning / losing history of the card game that was played most recently.
- each sub-display 240 displays the most recent win / loss history HtA to HtE of each table A to E and character images CaA to CaE of each table.
- the current jackpot amount is displayed as an image, and character images of the other two tables are displayed centering on the character image CaB of the table B.
- the highlighting condition during this idle period is an I-shaped pattern in which all six grids of the ruled line are filled with icons in a vertical line.
- an I-shaped pattern appears in which the win / loss history display area HtB of the table B satisfies this highlighting condition. Therefore, the master control unit 100 drives the lighting device 110 as the first highlight display, and turns on or blinks the light emitting diode 212-2 disposed so as to surround the sub display 240-2. This corresponds to the highlighting 4 described above.
- the master control unit 100 changes the character image CaB of the table that satisfies the highlighting condition to a moving image with movement as the second highlighting.
- the master control unit 100 drives the acoustic device 112 to generate sound in accordance with the movement of the character image. This corresponds to the highlight 3 and the highlight 5 described above.
- FIG. 13 shows an image display example of highlighted display on the game selection screen in the table view displayed on the display device of the station device according to the third embodiment.
- a table view screen as shown in FIG. Is displayed.
- a table view image is provided in which the betting status of the table selected by itself is observed three-dimensionally from an obliquely upward direction.
- a bet situation display area Aed for all tables (card game) is displayed in the upper right part.
- the character image area Ca and the number of users Bn selecting the table are displayed for each table.
- the highlighted display of the present invention is applied to the bet situation display area Aed.
- the highlighting condition is other than the ruled line related to the win / loss history display.
- the highlighting condition is that the number of users who have actually bet by selecting each table has reached a predetermined number (three in this case).
- the master control unit 100 displays a background image representing flame on the upper part of the character image CaB of the corresponding table as a highlight display. This corresponds to the highlight 1 described above.
- the flame image Fl3 is displayed in the table B, and it is emphasized that the number of users betting on these tables is large, that is, the popularity is high.
- the number of users betting on each table is the highlighting condition.
- the present invention is not limited to this, and the number of users who have selected each table may be highlighted.
- the degree of popularity is useful information for other users.
- FIG. 14 shows an image display example for explaining the highlight display condition of the win / loss history according to the fourth embodiment.
- the fourth embodiment relates to highlighting conditions different from those of the above embodiment.
- a region P2 surrounded by a broken line is a special pattern serving as a highlighting condition.
- a red wheel (thin wheel) indicating that the banker has won and a blue wheel (thick wheel) indicating that the player has won are alternately repeated a predetermined number of times (here, four times). Since the side for processing such a special pattern changes at a constant cycle, the next card game gives the user a sense of expectation as if winning or losing is determined by following the special pattern.
- the master control unit 100 sets the special pattern whose side changes alternately as a highlighting condition, and executes a desired highlighting when the special pattern appears.
- FIG. 15 shows an image display example for explaining the highlight display condition of the win / loss history according to the fifth embodiment.
- the fifth embodiment relates to highlighting conditions different from those of the above embodiment.
- a special pattern that is a highlighting condition.
- Two rows of red wheels (thin wheels) indicating that the bunker has won and two rows of blue wheels (thick wheels) that indicate that the player has won are alternately repeated a predetermined number of times (here, 6 times). ing. Since the side of such a special pattern changes in a cycle according to a certain order, the user can have a sense of expectation as if winning or losing is determined by following this special pattern in the next card game.
- the master control unit 100 sets a special pattern whose side alternately changes every two lines as a highlighting condition, and executes a desired highlighting when the special pattern appears.
- the pattern is a special pattern by highlighting even a pattern that may be overlooked when the number of games increases, and can be used as a reference when placing a bet.
- FIG. 16 shows an image display example for explaining the highlight display condition of the win / loss history according to the sixth embodiment.
- the sixth embodiment relates to highlighting conditions different from those in the above embodiment.
- a region P4 surrounded by a broken line is a special pattern that is a highlighting condition.
- a pattern is formed in which the number of consecutive wins by the player and the number of consecutive wins by the bunker increase one by one each time the side changes, and the stairs increase in appearance.
- the number of consecutive wins of the bunker or player increases according to a certain rule, so that in the next card game, the user has a sense of expectation as if the victory or defeat is determined by an extension of this rule.
- the player wins last, and when the player wins next, an icon is entered in the “X” grid, and when the banker wins, an icon is entered in the “Y” grid.
- the regularity of this special pattern attracts the user, and it is believed that the player will win the next time and the player's icon will enter the grid of “X”.
- the master control unit 100 sets a special pattern in which the number of consecutive wins increases in a staircase pattern as a highlighting condition, and executes a desired highlighting when the special pattern appears. By highlighting such a pattern, it becomes easier to recognize that it is a special pattern among a number of tables, and the selection range of tables to bet is increased.
- FIG. 17 shows an image display example for explaining the highlight display condition of the win / loss history according to the seventh embodiment.
- the seventh embodiment relates to highlighting conditions different from those of the above embodiment.
- a region P5 surrounded by a broken line is a special pattern that is a highlighting condition.
- the number of consecutive wins of a player and the number of consecutive wins of a bunker increase to a certain row each time, and when the number reaches a certain row, the number of consecutive wins of a player and the number of consecutive wins of a bunker decrease each time.
- a Kamiyama-shaped pattern appears.
- the number of consecutive wins of the bunker or player increases or decreases according to a certain rule, so that the next card game gives the user a sense of expectation as if winning or losing is determined by an extension of this rule.
- the master control unit 100 sets a special pattern in which the number of consecutive wins increases or decreases in this mountain shape as a highlighting condition, and executes a desired highlighting when the special pattern appears.
- the winning and losing history that is a special pattern can be grasped by highlighting, so it is possible to suggest a recommended table to the user when betting on a pattern that suits your preference in a number of tables. is there.
- the icon since the icon is made into a three-dimensional image, it becomes easy to identify from an icon that is not made into a three-dimensional image, and effectively suggests that a pattern appears in the win / loss history. Is possible. 3) Animating the area containing the icon; Any one or more of these.
- character images corresponding to each of the plurality of games displayed side by side in the winning / losing history are generated and the display mode of the character image is changed as highlighted display. It is possible to simply indicate a card game that has reached the display condition.
- the illumination device 110 is driven when it is determined that the highlight display condition is met, so that it is possible to further emphasize the highlight display only by the image.
- the sound device 112 is driven when it is determined that the highlighting condition is met, it is possible to further emphasize the highlighting only by the image.
- predetermined highlighting conditions are accumulated in the winning / losing history database 114, and the winning / losing history managing unit 106 refers to the winning / losing history conditions stored in the winning / losing history database 114 to determine the presence / absence of highlighting.
- a special pattern for highlighting that the user himself wants to highlight in advance can be selected or created by himself or herself so as to be registered as a highlighting condition.
- the user can display the highlighting condition on the display device 350 of the station apparatus 300 operated by himself / herself when a special pattern that is the unique highlighting condition is developed. If comprised in this way, the user can recognize reliably the table where the special pattern which he believes himself appeared appeared by highlighting.
- the user registration of the highlighting conditions described above may be specified by the user by selecting a special pattern that is a highlighting condition registered in advance in advance, or may be a special pattern of a win / loss history that the user sets independently. May be pre-registerable.
- the user can register the special pattern of the user's own win / loss history while viewing the screen displaying ruled lines representing the win / loss history of each table displayed on the sub-display 240 and the main display 230 as shown in FIG. It can be configured to register the special pattern itself.
- the user can register a special pattern while viewing a screen displaying a ruled line representing the winning / losing history of the table being selected, displayed on the display device 350 of each station device 300.
- the image display device can be applied to other than the card game including the baccarat described above.
- the present invention can be applied to a game system in which a plurality of users participate and the same game is repeated for a number of rounds without using a card.
- the present invention can be applied to any game system that is meaningful for guiding a user to participate in a highlighted game by highlighting a specific game from a plurality of games.
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Abstract
Description
を備え、前記勝敗履歴を管理するステップでは、前記勝敗履歴が所定の強調表示条件に合致しているかを判定し、前記ゲーム画像を生成するステップでは、前記強調表示条件に合致していると判定された勝敗履歴に対応する勝敗履歴画像に対して強調表示を実行させる。
(2)予め強調表示条件を記憶する強調表示条件記憶部と、新たな強調表示条件を入力して前記強調表示条件記憶部に記憶させる強調表示条件入力部と、をさらに備え、前記勝敗履歴管理部は、前記勝敗履歴が前記強調表示条件記憶部に記憶された1以上の強調表示条件に合致しているかを判定する。
(3)前記ゲーム進行制御部は、前記複数のゲームを同期して進行させる。
(4)前記強調表示は、対応する前記勝敗履歴画像に所定の強調のための強調画像を付加する。
1)前記アイコンの動画像化;
2)前記アイコンの立体画像化;および
3)前記アイコンを含む領域のアニメーション化;
のいずれか1以上である。
本明細書では、以下のように用語を定義する。
「ユーザ」:カードゲームシステムにおいてカードゲームの勝敗を予想して賭ける参加者をいう。ユーザは、操作コンソールであるステーションからカードゲームに参加する。
「バカラ」:伝統的なカードゲームであり、バンカー(胴元役)とプレイヤ(客役)によるカードゲームの勝敗を、ユーザが予想して賭けるゲームをいう。ユーザは単にゲームの勝敗を予想するのみであり、その手軽さなどから世界各地のカジノで人気を博している。ディーラーは、あるルールに則してバンカー及びプレイヤのそれぞれに2枚ないし3枚のトランプカードを配り、配られた合計数の1桁目が「9」に近い方が勝ちとなる。
「ベット」:ユーザの予測を表明することをいう。具体的には、バンカーが勝つのか(BANKER)、プレイヤが勝つのか(PLAYER)、または勝負が引き分けに終わるのか(タイ(TIE))になるのかを予想して、この勝敗予想に対応して賭けることをいう。
「ベット額」:各ユーザが任意に指定することができ、ユーザの予想が当たった場合には、ベット額に応じた配当が得られる。
「ベット領域」:ユーザがチップを賭ける仮想的な領域であり、バンカーが勝つのか(BANKER)、プレイヤが勝つのか(PLAYER)、または勝負が引き分けに終わるのか(タイ(TIE))に応じて用意されている。
「テーブル」:実際のカジノでディーラーがカードを取り扱うために使用されるカードテーブルを再現した仮想的なテーブルをいう。本実施形態のカードゲームシステムでは5つのテーブルが用意される。
「動画像」:所定の同期期間毎に連続的に表示することにより被写体が動いているように見せる一連のフレーム画像群のことをいい、その記録形式は、MPEG(Moving Picture Experts Group)等の標準動画規格で圧縮符号化されたものも含む。本明細書では、一連のフレーム画像群やそれを圧縮符号化したデータ自体と、これらデータを再生して表示される動く画像自体との双方を意味する。
「強調表示」:複数のゲームについての勝敗履歴が並列表示されている場合に、少なくとも当該ゲームが他のゲームとは異なることを視覚的に認識可能になっていることをいう。
「強調表示条件」:勝敗履歴を一定の表示ルールに従って表示させた場合に出現するパターンをいう。
図1に、本実施形態に係るカードゲームシステムの外観概略構成図を示す。図1に示すように、本実施形態に係るカードゲームシステム1000は、大型のメインディスプレイ230が中央に配置された本体200、および、複数のステーション装置300-1、300-2、-・・・、300-N(Nは自然数。以下全てのステーションを代表する場合にはステーション300と記載する。)を備えて構成される。
図3にステーション装置300の外観の概略を示す斜視図を示す。図4にステーション装置300の機能的ブロック図を示す。
図5に、本実施形態に係るカードゲームシステム1000において実施されるカードゲームの流れ図を示す。図5に示すように、本カードゲームは、大きく「ベット期間」、「ディール期間」、および「配当期間」の3つに分かれて、1ラウンドのカードゲームが構成されている。これらの期間の開始および終了タイミングは、全てマスター制御部100が管理している。例えばベット期間は25秒、ディール期間は15秒、および配当期間は5秒というように各テーブルの進行が互いに同期して進められる。
「ベット期間」は、カードの配布前にユーザが勝敗を予想してベットするための期間である。当該カードゲームに参加するユーザは、空いているステーション装置300に着座する。そして、メインディスプレイ230、サブディスプレイ212、または自らのステーション装置300のディスプレイに表示される各カードゲームにおける勝敗履歴を見ながら、同時進行される5つのカードゲームのうちいずれを選択して参加するかを決める。そしてベット期間中に、参加したカードゲームの勝敗を予想して、各ステーション装置300の操作部を操作して、勝敗予想に応じてベット額に応じたチップをベットする。
「ディール期間」は、ベット期間の経過後、ユーザのベットを禁止し、各ステーション装置300においてカードを配布してカードゲームを進行させる期間である。カードゲームでは、バンカーサイドおよびプレイヤサイドのそれぞれに2枚または3枚のカードが配られる(いわゆる「ディール」)。各サイドに2枚配るか3枚配るかは、各カードゲーム進行部102(図6において後述)が、毎回のラウンドにおいて乱数等により決定する。そして決定した配布枚数となるようなカードの数字を決定する。
「配当期間」は、ディール期間の経過後、ユーザのベット状況に応じた配当で払い出しをする期間である。ディール期間において、各カードゲームの勝敗が決せられると、配当が決定される。そして決定した配当に応じて、各ステーション装置300における払い出しが行われてカードゲームの1ラウンドが終了する。
次に図6を参照して、マスター制御部100の機能的なブロック構成および動作を説明する。
図6に示すように、マスター制御部100は、機能的に、カードゲーム進行部102-1~102-5(以下全てのカードゲーム進行部を代表する場合にはカードゲーム進行部102と記載する。)、ゲーム進行制御部104、勝敗履歴管理部106、画像生成部108、照明装置110、および音響装置112を備えている。カードゲーム進行部102は、CPU100aがゲームシステム用プログラムを実行することにより機能的に実現されている。ゲーム進行制御部104、勝敗履歴管理部106、および画像生成部108は、CPU100aが、本発明に係る画像表示方法を実行させるためのソフトウェアプログラムを実行することにより機能的に実現されている。照明装置110および音響装置112は、ハードウェアとソフトウェアとの協働により実現されている。画像生成部108は、メイン画像生成部108-0、サブ画像生成部108-1~108-5を備えている。勝敗履歴データベース114は、カードゲーム進行部102の各々で進行するゲームの勝敗履歴をそれぞれ記憶するメモリである。強調表示条件データベース116は、後述する1以上の強調表示条件を記憶するメモリである。
例えばディール期間は、配布されるトランプカードの種類等により、ディール開始からディール終了までの時間が各ゲーム毎に異なるので、効率よくゲームを進める観点からすれば、各テーブル単位では、一連のゲームが終了した時点で、次のカードゲームに移っていくことがカードゲームを効率的に進めるに肝要である。
次に図7および図8を参照して、本実施形態の具体的な画像表示例および罫線について説明する。図7は、本実施形態に係るステーション装置の表示装置に表示されるベット期間中のベット用の画像表示例であり、「テーブルA」に対応するカードゲームが選択された場合を示している。
さて、本実施形態では、各カードゲームにおける勝敗履歴が所定の強調表示条件に合致しているかを判定し、当該特定の強調表示条件に合致していると判定された勝敗履歴に対応する勝敗履歴画像に対して強調表示を実行させる点に特徴がある。
強調表示は、画像によるものばかりでなく、他の物理的な要素を加えることも可能であり、例えば以下のようなことが考えられる。
特定のカードゲームに結び付けられていないランプ210による照明の演出やスピーカ220による音響の演出は、光や音を発生させても即座にいずれのカードゲームで強調表示条件に合致しているのかを示すことはできないが、強調表示1~3と併用することで、より効果的に強調表示条件の発生を報知することが可能である。
図9に本実施形態に係る画像生成方法のフローチャートを例示する。図9に示すフローチャートは、当該カードゲームの進行を制御する機能ブロックであるマスター制御部100の制御により実行されるものである。
次に、図10A-図10Cのステーション装置の表示装置に表示される拡大履歴表示を参照しながら、本実施形態1の強調表示を説明する。本実施形態1は、強調表示条件としてL字型パターンが出現したこと、強調表示として罫線に対する強調表示を適用したことを特徴とする。
次に、図11-図14を参照しながら、本実施形態2の強調表示を説明する。本実施形態2は、強調表示条件としてI字型パターンが出現したこと、強調表示として罫線以外の要素に対して強調表示を適用したことを特徴とする。
図13に、実施形態3に係るステーション装置の表示装置に表示されるテーブルビューにおけるゲーム選択用画面における強調表示の画像表示例を示す。
図14に実施形態4に係る勝敗履歴の強調表示条件を説明する画像表示例を示す。本実施形態4は、上記実施形態とは異なる強調表示条件に関する。
図15に実施形態5に係る勝敗履歴の強調表示条件を説明する画像表示例を示す。本実施形態5は、上記実施形態とは異なる強調表示条件に関する。
図16に実施形態6に係る勝敗履歴の強調表示条件を説明する画像表示例を示す。本実施形態6は、上記実施形態とは異なる強調表示条件に関する。
図17に実施形態7に係る勝敗履歴の強調表示条件を説明する画像表示例を示す。本実施形態7は、上記実施形態とは異なる強調表示条件に関する。
(1)本実施形態によれば、強調表示条件に合致していると判定された勝敗履歴に対応する勝敗履歴画像に対して強調表示を実行させるので、カードゲームを実施するテーブルが多数存在していても強調表示条件に達しているテーブルを効果的にユーザに知らしめることが可能である。
のいずれか1以上である。
(8)本実施形態によれば、強調表示条件に合致していると判定された場合に音響装置112が駆動されるので、画像のみによる強調表示をさらに強調することが可能である。
上記実施形態では、予め定めた強調表示条件を勝敗履歴データベース114に蓄積しておき、勝敗履歴管理部106が勝敗履歴データベース114に格納された勝敗履歴条件を参照して強調表示の有無を判定していたが、これに限られない。例えば、ユーザ自身が予め強調表示してもらいたい強調表示のための特殊パターンを選んだり自ら作ったりして強調表示条件として登録可能に構成することができる。このようにユーザが所望の強調表示条件を登録しておくことで、独自の強調表示条件である特殊パターンが発現した場合に自らの操作するステーション装置300の表示装置350に表示させることができる。このように構成すれば、自分自身で信じる特殊パターンが現れたテーブルをユーザが強調表示により確実に認識することができる。
100a…CPU
100b…ROM
100c…RAM
102…カードゲーム進行部
104…ゲーム進行制御部
106…勝敗履歴管理部
108…画像生成部
110…照明装置
112…音響装置
114…勝敗履歴データベース(勝敗履歴記憶部、強調表示条件記憶部)
210…ランプ
212…発光ダイオード
220…スピーカ
230…メインディスプレイ
240…サブディスプレイ
300…ステーション装置
Claims (8)
- 複数のゲームを進行させるゲームの進行制御部と、
前記複数のゲームの各々の勝敗履歴を管理する勝敗履歴管理部と、
前記勝敗履歴を表す勝敗履歴画像を含むゲーム画像を生成する画像生成部と、を備え、
前記勝敗履歴管理部は、前記勝敗履歴が所定の強調表示条件に合致しているかを判定し、前記強調表示条件に合致していると判定された勝敗履歴に対応する勝敗履歴画像に対して強調表示を実行させる、
ゲームシステム。 - 予め強調表示条件を記憶する強調表示条件記憶部と、
新たな強調表示条件を入力して前記強調表示条件記憶部に記憶させる強調表示条件入力部と、をさらに備え、
前記勝敗履歴管理部は、前記勝敗履歴が前記強調表示条件記憶部に記憶された1以上の強調表示条件に合致しているかを判定する、
請求項1に記載の、ゲームシステム。 - 前記ゲーム進行制御部は、前記複数のゲームを同期して進行させる、
請求項1または2に記載のゲームシステム。 - 前記強調表示は、対応する前記勝敗履歴画像に所定の強調のための強調画像を付加する、
請求項1乃至3のいずれか1項に記載のゲームシステム。 - 前記強調表示は、対応する前記勝敗履歴画像のうち前記強調表示条件に合致している位置に表示される勝敗履歴を示すアイコンの表示態様を変化させる、
請求項1乃至4のいずれか1項に記載のゲームシステム。 - 前記アイコンの表示態様は、
1)前記アイコンの動画像化;
2)前記アイコンの立体画像化;および
3)前記アイコンを含む領域のアニメーション化;
のいずれか1以上である、
請求項5に記載のゲームシステム。 - 前記画像生成部は、前記勝敗履歴とともに表示する前記複数のゲームの各々に対応するキャラクタ画像を生成するものであり、
前記強調表示は、対応する前記勝敗履歴画像とともに表示されるキャラクタ画像の表示態様を変化させる、
請求項1乃至6のいずれか1項に記載のゲームシステム。 - 複数のゲームを進行させるステップと、
前記複数のゲームの各々の勝敗履歴を管理するステップと、
前記勝敗履歴を表す勝敗履歴画像を含むゲーム画像を生成するステップと、
を備え、
前記勝敗履歴を管理するステップでは、前記勝敗履歴が所定の強調表示条件に合致しているかを判定し、
前記ゲーム画像を生成するステップでは、前記強調表示条件に合致していると判定された勝敗履歴に対応する勝敗履歴画像に対して強調表示を実行させる、
ゲームシステムの画像表示方法。
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PCT/JP2015/080151 WO2017072839A1 (ja) | 2015-10-26 | 2015-10-26 | ゲームシステムおよび画像表示方法 |
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