This application is based upon and claims the benefit of priority from the prior Japanese Patent Application No. 2006-322154, filed on Nov. 29, 2006, the entire contents of which are incorporated herein by reference.
1. Field of the Invention
The present invention relates to a gaming device, and a method of controlling the gaming device.
2. Description of Related Art
A pamphlet of International Publication WO04/094013 discloses a gaming device using a ball.
The gaming device disclosed in the above-mentioned document does not take any countermeasure against unfair play based on a regular bet method such as a martingale, a cocomo, and a montecarlo.
A martingale will be described with reference to
A cocomo will be described with reference to
A montecarlo will be described with reference to
An object of the present invention is to provide a gaming device and a method of controlling the gaming device, which can detect unfair play based on a regular bet method such as a martingale, a cocomo, and a montecarlo.
According to a first aspect of the present invention, there is provided a gaming device comprising a gaming unit, an operation unit, a memory, and a processor. The gaming unit operates in a game and presents a game result to a player. The operation unit is operated by the player when determining a bet amount of game media to be bet on the game. The memory stores therein a string of numbers that gradually increase by a predetermined increment, and a history of the bet amount in every game. The processor operates to: control an operation of the gaming unit in such a manner that a game starts when the player operates the operation unit; determine win or loss of the game based on a predetermined probability; give a game medium to the player when it is determined that the game is won; store into the memory the bet amount determined through the operation unit in every game; and compare the string of numbers and the history of the bet amount stored in the memory with each other, at every predetermined number of games.
According to a second aspect of the present invention, there is provided a gaming device comprising a gaming unit, an operation unit, a memory, and a processor. The gaming unit operates in a game and presents a game result to a player. The operation unit is operated by the player when determining a bet amount of game media to be bet on the game. The memory stores therein a string of numbers that gradually increase by a predetermined increment, and a history of the bet amount in every game. The processor operates to: control an operation of the gaming unit in such a manner that a game starts when the player operates the operation unit; determine win or loss of the game based on a predetermined probability; give a game medium to the player when it is determined that the game is won; store into the memory the bet amount determined through the operation unit in every game; calculate a balance of the game media at every predetermined number of games; compare the string of numbers and the history of the bet amount stored in the memory with each other, only when the balance is a plus; and control the gaming unit so as to make a notification to a manager of the gaming device, when based on a comparison it is determined that the string of numbers is included in the history of the bet amount.
According to a third aspect of the present invention, there is provided a gaming device comprising a gaming unit, an operation unit, a memory, and a processor. The gaming unit operates in a game and presents a game result to a player. The operation unit is operated by the player when determining a bet amount of game media to be bet on the game. The memory stores therein a string of numbers that gradually increase by a predetermined increment, and a history of the bet amount in every game. The processor operates to: control an operation of the gaming unit in such a manner that a game starts when the player operates the operation unit; determine win or loss of the game based on a predetermined probability; give a game medium to the player when it is determined that the game is won; store into the memory the bet amount determined through the operation unit in every game; calculate a balance of the game media at every predetermined number of games; compare the string of numbers and the history of the bet amount stored in the memory with each other, only when the balance is a plus; and control the gaming unit so as to decrease the probability, when based on a comparison it is determined that the string of numbers is included in the history of the bet amount.
According to a fourth aspect of the present invention, there is provided a gaming device comprising a gaming unit, an operation unit, a memory, and a processor. The gaming unit operates in a game and presents a game result to a player. The operation unit is operated by the player when determining a bet amount of game media to be bet on the game. The memory stores therein a string of numbers that gradually increase by a predetermined increment, and a history of the bet amount in every game. The processor operates to: control an operation of the gaming unit in such a manner that a game starts when the player operates the operation unit; determine win or loss of the game based on a predetermined probability; give a game medium to the player when it is determined that the game is won; store into the memory the bet amount determined through the operation unit in every game; compare the string of numbers and the history of the bet amount stored in the memory with each other, at every predetermined number of games; and control the gaming unit so as to make a notification to a manager of the gaming device and also so as to decrease the probability, when based on a comparison it is determined that the string of numbers is included in the history of the bet amount.
According to a fifth aspect of the present invention, there is provided a gaming device comprising a gaming unit, an operation unit, a memory, and a processor. The gaming unit operates in a game and presents a game result to a player. The operation unit is operated by the player when determining a bet amount of game media to be bet on the game. The memory stores therein a string of numbers that gradually increase by a predetermined increment, and a history of the bet amount in every game. The processor operates to: control an operation of the gaming unit in such a manner that a game starts when the player operates the operation unit; determine win or loss of the game based on a predetermined probability; give a game medium to the player when it is determined that the game is won; store into the memory the bet amount determined through the operation unit in every game; calculate a balance of the game media at every predetermined number of games; compare the string of numbers and the history of the bet amount stored in the memory with each other, only when the balance is a plus; and control the gaming unit so as to make a notification to a manager of the gaming device and also so as to decrease the probability, when based on a comparison it is determined that the string of numbers is included in the history of the bet amount.
According to a sixth aspect of the present invention, there is provided a method of controlling a gaming device. The method comprises the steps of: controlling an operation of a gaming unit that presents a game result to a player, so as to start a game, when the player operates an operation unit in determining a bet amount of game media to be bet on a game; determining win or loss of the game based on a predetermined probability; giving a game medium to the player when it is determined that the game is won; storing into a memory the bet amount determined through the operation unit in every game; and comparing a string of numbers that gradually increase by a predetermined increment and a history of the bet amount, which are stored in the memory, with each other at every predetermined number of games.
According to a seventh aspect of the present invention, there is provided a method of controlling a gaming device. The method comprises the steps of: controlling an operation of a gaming unit that presents a game result to a player, so as to start a game, when the player operates an operation unit in determining a bet amount of game media to be bet on a game; determining win or loss of the game based on a predetermined probability; giving a game medium to the player when it is determined that the game is won; storing into a memory the bet amount determined through the operation unit in every game; calculating a balance of the game media at every predetermined number of games; comparing a string of numbers that gradually increase by a predetermined increment and a history of the bet amount, which are stored in the memory, with each other, when the balance calculated in the step of calculating is a plus; and controlling the gaming unit so as to make a notification to a manager of the gaming device, when it is determined, in the step of comparing, that the string of numbers is included in the history of the bet amount.
According to a eighth aspect of the present invention, there is provided a method of controlling a gaming device. The method comprises the steps of: controlling an operation of a gaming unit that presents a game result to a player, so as to start a game, when the player operates an operation unit in determining a bet amount of game media to be bet on a game; determining win or loss of the game based on a predetermined probability; giving a game medium to the player when it is determined that the game is won; storing into a memory the bet amount determined through the operation unit in every game; calculating a balance of the game media at every predetermined number of games; comparing a string of numbers that gradually increase by a predetermined increment and a history of the bet amount, which are stored in the memory, with each other, when the balance calculated in the step of calculating is a plus; and controlling the gaming unit so as to decrease the probability, when it is determined, in the step of comparing, that the string of numbers is included in the history of the bet amount.
According to a ninth aspect of the present invention, there is provided a method of controlling a gaming device. The method comprises the steps of: controlling an operation of a gaming unit that presents a game result to a player, so as to start a game, when the player operates an operation unit in determining a bet amount of game media to be bet on a game; determining win or loss of the game based on a predetermined probability; giving a game medium to the player when it is determined that the game is won; storing into a memory the bet amount determined through the operation unit in every game; comparing a string of numbers that gradually increase by a predetermined increment and a history of the bet amount, which are stored in the memory, with each other at every predetermined number of games; and controlling the gaming unit so as to make a notification to a manager of the gaming device, when it is determined, in the step of comparing, that the string of numbers is included in the history of the bet amount.
According to a tenth aspect of the present invention, there is provided a method of controlling a gaming device. The method comprises the steps of: controlling an operation of a gaming unit that presents a game result to a player, so as to start a game, when the player operates an operation unit in determining a bet amount of game media to be bet on a game; determining win or loss of the game based on a predetermined probability; giving a game medium to the player when it is determined that the game is won; storing into a memory the bet amount determined through the operation unit in every game; calculating a balance of the game media at every predetermined number of games; comparing a string of numbers that gradually increase by a predetermined increment and a history of the bet amount, which are stored in the memory, with each other, when the balance calculated in the step of calculating is a plus; and controlling the gaming unit so as to make a notification to a manager of the gaming device and also so as to decrease the probability, when it is determined, in the step of comparing, that the string of numbers is included in the history of the bet amount.
In the first to tenth aspect, the string of numbers and the history of the bet amount are compared with each other at every predetermined number of games. Thereby, unfair play based on a regular bet method can be detected.
Other and further objects, features and advantages of the invention will appear more fully from the following description taken in connection with the accompanying drawings in which:
In the following, a certain preferred embodiment of the present invention will be described with reference to the accompanying drawings.
As shown in
The roulette apparatus 3 will be described with reference to
A ball insertion slot 36 is formed within the frame 21. A ball inserter 104 (see
A wheel drive motor 106 (see
A metal plate (not shown) is mounted at a predetermined position below the roulette wheel 22. As a sensor included in a pocket position detection circuit 107 (see
The frame 21 gently slopes inward, and a guide wall 29 is formed at a middle portion of the frame 21. A ball 27 inserted through the ball insertion slot 36 rolls against centrifugal force while being guided by the guide wall 29. As a rotational speed decreases to reduce centrifugal force, the ball 27 rolls on a slope of the frame 21 inside the guide wall 29, then passes through the number plate 25 of the rotating roulette wheel 22, and then is received into any number pocket 23. Consequently, a ball sensor 105 (see
Rotation of the roulette wheel 22 and insertion of the ball 27 are controlled based on a control signal that includes data about a driving period of the motor 106, an initial ball speed, and an insertion delay time.
The roulette wheel 22 rotates at a predetermined speed for the driving period of the motor 106. When driving of the motor 106 is stopped, the rotation speed of the roulette wheel 22 gradually decreases and finally the roulette wheel 22 stops. The initial ball speed is an initial speed at a time when the ball 27 is inserted by driving of the ball inserter 104. The insertion delay time is a period of time during rotation of the roulette wheel 22 from when a predetermined number pocket 23 passes through a predetermined position to when the ball 27 is inserted.
Next, the station 4 will be described with reference to
Each station 4 further includes a medal payout opening 9, a speaker 10, and a WIN lamp 11. The medal payout opening 9 is formed on a side face of the cabinet 2. The speaker 10, which outputs music, effect sounds and the like, is provided on an upper-right side of the image display device 8. The WIN lamp 11 is disposed adjacent to the speaker 10.
In this embodiment, a “game” includes a base game and a jackpot (hereinafter referred to as “JP”) bonus game. The base game is a so-called roulette game. Win or loss of a game is determined, and also a payout amount is determined when the game is won, based on, in the roulette apparatus 3, in which number pocket 23 the ball 27 inserted onto the roulette wheel 22 is received and also based on a betting object selected by a player. Regarding the JP bonus game, the server 13 determines whether a JP bonus game has occurred or not and, when a JP bonus game has occurred, the server 13 also determines a payout amount. In addition, a “game” means a series of operations that occur while a player makes a bet in the station 4, a ball 27 inserted onto the roulette wheel 22 is received into a number pocket 23, and a payout is performed. A bet includes selection of a betting object and determination of a bet amount on the betting object.
When a player at a certain station 4 wins a base game, a WIN lamp 11 of this station 4 is turned on. In a JP bonus game as well, a WIN lamp 11 of a winning station 4 is turned on. In order that every player playing on the roulette gaming device 1 can check win/lose of the other players, each WIN lamp 11 is positioned so as to be visible from players using the other stations 4.
A medal sensor 97 (see
The server 13 is accommodated within a corner 12 of the cabinet 2 so as not to be operated by a player. By opening a corner door 14 that is provided at the corner 12 using a keyswitch, a manager of the roulette gaming device 1 operates the sever 13 and makes various settings of the roulette gaming device 1.
The electro-luminescent display 5 includes a JP amount indicator 15. There are three kinds of JPs, “MEGA”, “MAJOR”, and “MINI”. For a “MEGA” JP, 0.15% of a bet amount in each station 4 is accumulated. For a “MAJOR” JP, 0.20% of a bet amount in each station 4 is accumulated. For a “MINI” JP, 0.30% of a bet amount in each station 4 is accumulated. In a JP bonus game, when a station 4 wins any JP, an accumulated amount for this JP is paid out. A current accumulated amount for, among the three kinds of JPs, the “MEGA” JP is indicated in the JP amount indicator 15. The JP amount indicator 15 is provided at a top of the electro-luminescent display 5 so that all players playing at the stations 4 see and recognize indication.
Next, an example of images displayed on the image display device 8 will be described with reference to
On the betting board 60, thirty eight BET areas are arranged in a matrix. Numbers “0”, “00”, and “1” to “36” are indicated in the thirty eight BET areas. BET areas for selecting an “odd number”, an “even number”, a “color of the number plate 25 (red or black)”, and “a predetermined range of numbers (“1” to “12” for example)”, respectively, are also arranged in a matrix.
Every time a game ends, a winning number is added to a top in the winning number history indicator 65. The winning number history indicator 65 indicates a list of winning numbers in previous sixteen games at the maximum.
The BET button 66 is pressed after a player selects a betting object. The BET button 66 includes a 1-BET button 66A, a 5-BET button 66B, a 10-BET button 66C, and a 100-BET button 66D.
When a player selects a betting object by touching the touch panel 50 with his/her finger or the like (see points 72 in the BET area or on a boundary line between the BET areas), the betting object is indicated by a cursor 70. When the player subsequently presses the 1-BET button 66A once, one credit is bet. Every time the 1-BET button 66A is pressed, a bet amount increases by one. When a player presses the 5-BET button 66B once, five credits are bet. Every time the 5-BET button 66B is pressed, a bet amount increases by five.
When a player presses the 10-BET button 66C once, ten credits are bet. Every time the 10-BET button 66C is pressed, a bet amount increases by ten. When a player presses the 100-BET button 66D once, one hundred credits are bet. Every time the 100-BET button 66D is pressed, a bet amount increases by 100.
The last game result indicator 67 indicates a bet amount and a payout amount in the last game. An amount obtained by subtracting the bet amount from the payout amount is a credit the player has acquired in the last game.
The credit indicator 68 indicates a credit amount currently held by a player, that is, a credit reserved in the station 4. When a bet is made, an amount indicated in the credit indicator 68 decreases by a bet amount. When a betting object wins and a payout is made, a credit increases by an amount corresponding to a payout amount. A game ends when a credit held by a player becomes zero.
The BET time indicator 69 indicates a rest of a predetermined bet period during which a bet can be received. At a start of the bet period, the BET time indicator 69 indicates “20”. The value decreases by one per second, and the bet period ends when “zero” is indicated. At a time when a rest time becomes five seconds, the ball inserter 104 is driven and a ball 27 is inserted onto the roulette wheel 22.
The accumulated amount indicators 73, 74, and 75 indicate accumulated amounts of 0.15%, 0.20%, and 0.30%, respectively, of a bet amount on every game in each station 4. Values indicated in the accumulated amount indicators 73, 74, and 75 are common to all the stations 4. When, in the JP bonus game, there is a player who wins any JP, a current accumulated amount for the JP is paid out to the player. After a payout is made, the corresponding indicator 73, 74, or 75 indicates an initial value for the corresponding JP. An initial value for the “MINI” JP is 200, an initial value for the “MAJOR” JP is 5000, and an initial value for the “MEGA” JP is 50000.
A cursor 70 and marks 71 are shown on the betting board 60. The cursor 70 indicates a betting object selected by a player. The marks 71 show betting objects selected by now, and bet amounts on the betting objects. For example, a “7” mark 71, which is shown in an “18” BET area (though the figure “18” is hidden under the mark 71 in
In
As other bet methods, betting on two numbers by disposing the cursor 70 on a boundary line between two BET areas is called a “split bet”, betting on three numbers by disposing the cursor 70 at an end of a row of three numbers (for example, “13”, “14”, and “15”) is called a “street bet”, and betting on five numbers “0”, “00”, “1”, “2”, and “3” by disposing the cursor 70 on a boundary line between “00” and “3” is called a “five bet”.
As other bet methods, in addition, betting on a total of six numbers arranged in two rows (for example, “13”, “14”, “15”, “16”, “17”, and “18”) is called a “line bet”, betting on a corresponding column of twelve numbers by disposing the cursor 70 in a “2 to 1” BET area is called a “column bet”, and betting on corresponding twelve numbers by disposing the cursor 70 in a “1st 12” BET area, a “2nd 12” BET area, or a “3rd 12” BET area is called a “dozen bet”.
Further, there is such a bet method that six BET areas provided at a bottom of the betting board 60 are used to bet on eighteen numbers depending on a color of the number plate 25 (red or black), odd or even of the number, and whether the number is not more than 18 or not less than 19. The above-described several bet methods differ in payout rate.
Like this, several bet methods with different payout rates are offered to a player. Moreover, for example, a winning probability for each of the “odd number”, the “even number”, the “color of the number plate 25 (red or black)” is 50%, whereas a winning probability for each of the thirty-eight numbers arranged in a matrix is smaller than 50%. Like this, many betting objects with different winning probabilities are provided on the betting board 60. Selection of a bet method from the several bet methods and a betting object from the several betting objects is left to the player.
Next, an electrical construction of the roulette gaming device 1 will be described with reference to
First, an electrical construction of the server 13 will be described. As shown in
The CPU 81 executes various processings based on input signals from the station 4 or the roulette apparatus 3, data and programs stored in the ROM 82 or the RAM 83, and the like. Based on the result of the processings, the CPU 81 transmits a control signal to the stations 4, the roulette apparatus 3, and the electro-luminescent display 5, to thereby leadingly control the stations 4, the roulette apparatus 3, and the electro-luminescent display 5. For example, the CPU 81 transmits a control signal to the roulette apparatus 3, to control insertion of a ball 27 and rotation of the roulette wheel 22.
The ROM 82 is made of a semiconductor memory for example. The ROM 82 stores therein a program for implementing basic functions of the roulette gaming device 1, a program for notifying a maintenance timing of the gaming device 1, a program for setting a condition of the notification, a program for performing a maintenance, a program for calculating a payout rate, a program for leadingly controlling the respective stations 4.
The RAM 83 temporarily stores therein bet information received from the respective stations 4, winning number data received from the roulette apparatus 3, data about current accumulated amounts for the respective JP, data about results of processings executed by the CPU 81, and the like.
The timer 84 measures time, and transmits time data to the CPU 81. Based on the time data, the CPU 81 controls rotation of the roulette wheel 22 and insertion of the ball 27.
The CPU 81 presents an illumination effect by controlling light emission from an LED or the like of the electro-luminescent display 5. Also, the CPU 81 controls the electro-luminescent display 5 so as to display a predetermined character and the like. The CPU 81 controls the JP amount indicator 15 of the electro-luminescent display 5 so as to display a current accumulated amount for the “MEGA” JP.
As shown in
As shown in
The winning number storage area 83B stores therein a winning number determined by the ball sensor 105. The accumulated amount storage areas 83C, 83D, and 83E store therein accumulated amounts for the “MINI” JP, the “MAJOR” JP, and the “MEGA” JP, respectively. Here, the bet information includes a betting object selected, a bet amount on the betting object, a kind of a bet method, and the like.
The RAM 83 also has a payout amount storage area 83F. The payout amount storage area 83F stores therein payout amounts in a predetermined number of past games. A payout amount to all players may be stored in the payout amount storage area 83F, or alternatively a payout amount to every player may be stored in the payout amount storage area 83F.
The RAM 83 further has a player identification information storage area 83G that stores therein information for identifying players. As information for identifying players, as shown in
Next, an electrical construction of the roulette apparatus 3 will be described. As shown in
The controller 109 includes a CPU 101, a ROM 102, and a RAM 103. The CPU 101 controls insertion of the ball 27 and rotation of the roulette wheel 22 based on a control signal supplied from the server 13, data and programs stored in the ROM 102 or the RAM 103, and the like.
The pocket position detection circuit 107 includes a sensor. The pocket position detection circuit 107 detects a position of the number pocket 23 by using the sensor to detect a metal plate mounted on the roulette wheel.
The ball inserter 104 inserts the ball 27 through the ball insertion slot 36 (see
The ball sensor 105 determines which number pocket 23 has received the ball 27, and outputs a detection signal indicating a result of this determination. The wheel drive motor 106 rotates the roulette wheel 22, and stops driving after a driving period included in the control signal has elapsed since the driving started. The ball collector 108 collects the ball 27 existing on the roulette wheel 22 after a game.
Next, an electrical construction of the station 4 will be described. The twelve stations 4 included in the roulette gaming device 1 basically have the same constructions. In the following, therefore, one station 4 will be described.
As shown in
As shown in
A BET fix button 47, a payout button 48, a help button 49, and a cameral 46, which are provided on the control panel 7 (see
After a player makes a bet using the image display device 8, the BET fix button 47 is pressed in order to fix the bet. The payout button 48 is pressed when a game ends for example. When the payout button 48 is pressed, medals equivalent to a credit currently held by a player are ejected from the medal payout opening 9.
The help button 49 is pressed when a game rule and how to operate the station 4 are unclear. When the help button 49 is pressed, a help screen is displayed on the image display device 8.
The camera 46 images a face of a player playing a game on the station 4, and transmits generated face image data to the CPU 91.
Based on a signal outputted from the buttons 47 to 49 in accordance with pressing by a player, and data and programs stored in the ROM 92 or the RAM 93, the CPU 91 executes various processings, and transmits data about a result of the processings to the CPU 81 of the server 13.
In addition, the CPU 91 receives a control signal from the CPU 81 of the server 13, and controls respective parts of the station 4 based on the control signal.
A hopper 94 is connected to the CPU 91. The hopper 94 ejects a predetermined number of medals from the medal payout opening 9 (see
The image display device 8 is also connected to the CPU 91 through the liquid crystal drive circuit 95. The liquid crystal drive circuit 95 has a program ROM, an image ROM, an image control CPU, a work RAM, a VDP (Video Display Processor), and a video RAM.
The program ROM stores therein an image control program relating to display on the image display device 8, various selection tables, and the like. The image ROM stores therein, for example, dot data used for forming an image to be displayed on the image display 8. Based on a parameter set by the CPU 91 and in accordance with an image control program prestored in the program ROM, the image control CPU determines, among the dot data prestored in the image ROM, an image to be displayed on the image display device 8.
The work RAM is a temporary storage used when the image control CPU executes the image control program. The VDP forms an image corresponding to display contents determined by the image control CPU, and outputs the image to the image display device 8. The video RAM is a temporary storage used when the VDP forms an image.
When a player selects a betting object, determines a bet amount, and the like, the touch panel 50 transmits a signal indicating a touched position to the CPU 91. The CPU 91 stores bet information included in the signal into the RAM 93. In addition, the CPU 91 stores, among the bet information, data relating to the bet amount into the bet amount history table 93A of the RAM 93 (see
The speaker 10 is also connected to the CPU 91 through the sound output circuit 96. The speaker 10, which generates an effect sound based on the sound output circuit 96, presents various effects.
The medal sensor 97 is also connected to the CPU 91. The medal sensor 97 detects a medal inserted through the medal insertion slot 6 (see
A WIN lamp 11 is also connected to the CPU 91. When a game (including a JP) is won, or when a fraud is detected, the CPU 91 controls the WIN lamp 11 so as to emit light of a predetermined color.
Next, with reference to
First, a game processing executed by the station 4 will be described.
As shown in
When the CPU 91 determines that a medal has been inserted (S10: YES), the CPU 91 converts the medal into a credit (S11). In this embodiment, one medal is converted into one credit, and a credit value corresponding to the number of medals is stored in the RAM 93. Then, the CPU 91 transmits a medal detection signal indicating medal insertion to the server 13 (S12).
Then, the CPU 91 displays the BET screen 61 (see
Then, the CPU 91 receives a bet period end signal indicating that the bet period ends from the CPU 81 of the server 13 (S15). The CPU 91 displays an image indicating that the bet period ends on the image display device 8, and ends the bet reception (S16).
Then, the CPU 91 transmits bet information to the CPU 81 of the server 13 (S17).
Further, the CPU 91 stores, among the bet information, data relating to a bet amount into the bet amount history table 93A of the RAM 93 (see
Then, the CPU 91 controls the camera 46 so as to image a face of the player (S17b). Then, the CPU 91 stores face image data received from the camera 46, into the player identification information storage area 93D.
Then, as shown in
Then, based on the data of the result received in S18, the CPU 91 determines whether a JP bonus game occurs or not (S19). When the CPU 91 determines that a JP bonus game does not occur (S19: NO), the processing goes to S21.
When the CPU 91 determines that a JP bonus game occurs (S19: YES), the CPU 91 executes a JP bonus game processing (S20). Here, based on the data of the result received in S18, the CPU 91 displays a game result, that is, win or lose, on the image display device 8. Then, the CPU 91 receives payout amount data transmitted from the server 13 (S21). The payout amount data include payout amount data in a base game and payout amount data in a JP bonus game.
Then, based on the payout amount data received in S21, the CPU 91 pays out a credit (S22). At this time, a payout amount in a base game and a payout amount in a JP bonus game are added to a credit, and stored into the RAM 93. Further, when the payout button 48 is pressed, medals equivalent to the credit currently stored in the RAM 93 are ejected from the medal payout opening 9.
Then, as shown in
Then, the CPU 91 receives from the server 13 data about the number of games that is determined in a later-described manner (S72).
Then, the CPU 91 determines whether the number of games played by the player has reached the number corresponding to the data received in S72 or not (S74). When the CPU 91 determines that the number of games played by the player has not reached the number corresponding to the data received in S72 (S74: NO), the CPU 91 starts a next game. That is, the CPU 91 returns the processing to S13 in
Then, the CPU 91 determines whether the balance calculated in S76 is a plus or not (S78). When the CPU 91 determines that the balance is not a plus (S78: NO), the CPU 91 starts a next game. That is, the CPU 91 returns the processing to S13 in
Subsequently, the CPU 91 determines whether there is a fraud or not, based on whether the number string stored in the number string table 93B is included in the bet amount history stored in the bet amount history table 93A or not (S82). More specifically, the CPU 91 determines that there is a fraud, in a case where the number string is included in the bet amount history. When the CPU 91 determines that there is not a fraud (S82: NO), the CPU 91 starts a next game. That is, the CPU 91 returns the processing to S13 in
Then, the CPU 91 decreases a winning probability in a base game (S86). A procedure therefor will be described. As described above, many betting objects with different winning probabilities are provided on the betting board 60 (see
Then, the CPU 91 transmits again to the server 13 face image data stored in the player identification information storage area 93D of the RAM 93 (S88).
Then, when a game continues in any station 4 (S89: YES), the CPU 91 starts a next game. That is, the CPU 91 returns the processing to S13 in
Next, a game processing executed by the server 13 will be described.
As shown in
The CPU 81 starts a bet period at a time when a first player to enter a game inserts a medal, that is, at a time when a medal detection signal is received from the CPU 91 of any station 91 for the first time, and the CPU 81 drives the timer 84 (see
Then, based on a time measurement by the timer 84, the CPU 81 determines whether a rest of the bet period has become five seconds or not (S32). When the CPU 81 determines that a rest of the bet period has not become five seconds (S32: NO), the same processing is repeated until the rest of the bet period becomes five seconds.
When the CPU 81 determines that a rest of the bet period has become five seconds (S32: YES), the CPU 81 transmits to the roulette apparatus 3 a control signal for starting operations of the roulette apparatus 3 (S33).
Then, based on the time measurement by the timer 84, the CPU 81 determines whether the bet period has expired or not (S34). When the CPU 81 determines that the bet period has not expired (S34: NO), the same processing is repeated until the bet period expires.
When the CPU 81 determines that the bet period has expired (S34: YES), the CPU 81 transmits a bet period end signal to the station 4 (S35).
Then, the CPU 81 receives bet information from the respective stations 4 (S36). The bet information is stored in the bet information storage area 83A of the RAM 83.
Then, based on the bet information received in S36, the CPU 81 calculates an accumulated amount for a JP (S37). To be more specific, the CPU 81 totals bet amounts included in the bet information from the respective stations 4, and adds 0.30%, 0.20%, and 0.15% of a total amount to accumulated amounts that are stored in the accumulated amount storage areas 83C, 83D, and 83E for the “MINI” JP, the “MAJOR” JP, and the “MEGA” JP, respectively. Further, based on the accumulated amount for a JP thus calculated, the CPU 81 updates indication in the JP amount indicator 15 and the accumulated amount indicators 73 to 75.
Then, as shown in
Then, the CPU 81 transmits data about a result of the processing of S38 to the respective station 4 (S39). Then, the CPU 81 transmits to the roulette apparatus 3 a signal commanding transmission of a detection signal from the ball sensor 105 (S40). Then, the CPU 81 receives a detection signal from the roulette apparatus 3 (S41).
Then, based on the detection signal received in S41, the CPU 81 determines which number pocket 23 has received the ball 27 (S42). Then, based on the bet information of the respective stations 4 received in S36 and the number pocket 23 determined in S42, the CPU 81 determines win or lose of a base game in each of the stations 4 (S43).
Then, the CPU 81 calculates a payout amount in each station 4 (S44). More specifically, the CPU 81 calculates a payout amount in the base game for every station 4, based on the bet information received in S36, the number pocket 23 determined in S42, a payout rate stored in the payout rate storage area 82A of the ROM 82, and the like. Further, the CPU 81 calculates a payout amount in a JP bonus game for every station 4, based on the result of the processing in S38, the accumulated amount calculated in S37, and the like. Then, a sum of the payout amount in the base game and a payout amount in the JP bonus game is set as a payout amount in each station 4.
Next, the CPU 81 transmits data about the payout amount in each station 4, which has been calculated in S44, to the corresponding station 4 (S45).
Then, the CPU 81 transmits a control signal commanding a collection of the ball 27, to the roulette apparatus 3 (S46). The roulette apparatus 3, which has received the control signal, drives the ball collector 108 and collects the ball 27 existing on the roulette wheel 22. The ball 27 thus collected is used in a next and subsequent games, too.
Then, as shown in
In S106, the CPU 81 transmits to the station 4 data about the number of games determined in S104.
Then, the CPU 81 receives again the player's face image data from the respective stations 4 (S108). The face image data are stored in the player identification information storage area 83G (S110).
Then, the CPU 81 shifts the processing to S30 in
Next, a game processing executed by the roulette apparatus 3 will be described.
As shown in
Then, the CPU 101 determines whether a predetermined period of time, for example twenty seconds, has elapsed since the roulette wheel 22 started to rotate, or not (S61). When the CPU 101 determines that the predetermined period of time has not elapsed (S61: NO), the same processing is repeated until it is determined that the predetermined period of time has elapsed.
When the CPU 101 determines that the predetermined period of time has elapsed (S61: YES), the CPU 101 drives the pocket position detection circuit 107. Then, the CPU 101 determines whether the pocket position detection circuit 107 has detected that a predetermined number pocket 23, for example “00”, passed through a predetermined position such as before the ball insertion slot 36, or not (S62). When the CPU 101 determines that it has not been detected (S62: NO), the same processing is repeated until the CPU 101 determines that it has been detected.
When the CPU 101 determines that it has been detected (S62: YES), the CPU 101 controls the ball inserter 104 so as to insert the ball 27 after an insertion delay time has elapsed, based on a control signal received from the server 13 (S63). At this time, the ball inserter 104 inserts the ball 27 at an initial speed corresponding to initial speed data included in the control signal. Then, in S64, the CPU 101 receives a signal that is transmitted by the server 13 in S40, as shown in
Then, the CPU 101 shifts the processing to S60 in
According to this embodiment, as described above, a bet amount history and a number string is compared with each other at every predetermined number of games (see S74 to S80 in
The above-mentioned comparison is performed when a balance is a plus (see S76 and S80 in
When a fraud is detected, it is notified to a manager (see S82 and S84 in
When a fraud is detected, a winning probability is decreased (S82 and S86 in
When a fraud is detected, face image data of a player who uses the station 4 on which the fraud is detected are stored in the player identification information storage area 83G of the RAM 83 of the server 13 (see S82 and S88, and S108 and S110 in
The server 13 searches the player identification information storage area 83G, for face image data of a player received from each station 4 (see S102 in
With the above-described construction, the roulette gaming device 1 of this embodiment can improve entertainment properties.
The roulette gaming device 1 according to the above-described embodiment is standalone type one that is not connected to a network. However, the present invention is applicable to a gaming device that is connected to a network.
Applications of the present invention are not limited to a roulette gaming device. The present invention may be applied to various gaming devices such as a card-game device and the like. In addition, although the roulette gaming device 1 according to the above-described embodiment includes the roulette apparatus 3, the stations 4, and the server 13, the present invention may be applied to a single roulette apparatus for use of a singly player, for example. In such a case, the above-described fraud detection controlling may be performed in the single roulette apparatus.
In the roulette gaming device 1 according to the above-described embodiment, several stations 4 are provided so that several players simultaneously play a game and individually determine bet amounts. However, this is not limitative. The present invention is applicable to a gaming device for use of a single player.
In the above-described embodiment, a game medium is a medal and a credit stored in the station 4. However, this is not limitative. A medium may be money such as a coin.
In the above-described embodiment, the player identification information is face image data of a player. However, this is not limitative. The player identification information may be information based on a known PTS (Player Tracking System) for example.
In the above-described embodiment, a winning probability of a base game is decreased after a fraud is detected. However, this is not limitative. It may be possible to decrease a winning probability of a JP bonus game.
A number string stored in the number string table 93B may be not only for the martingale but also for other bet methods such as the cocomo, the montecarlo and the like, as long as the number string is for a bet method considered to be unfair.
The bet amount history table 93A and the number string table 93B may not necessarily be stored in a memory of the station 4, but may be stored in a memory of the server 13. The server 13 may perform determination of a fraud and notification to a manager.
While this invention has been described in conjunction with the specific embodiments outlined above, it is evident that many alternatives, modifications and variations will be apparent to those skilled in the art. Accordingly, the preferred embodiments of the invention as set forth above are intended to be illustrative, not limiting. Various changes may be made without departing from the spirit and scope of the invention as defined in the following claims.
Number | Date | Country | Kind |
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2006-322154 | Nov 2006 | JP | national |