This application is based upon and claims the benefit of priority from the prior Japanese Patent Applications No. 2005-237962, filed on Aug. 18, 2005, No. 2005-321582, filed on Nov. 4, 2005 and No. 2005-321583, filed on Nov. 4, 2005, the entire contents of which are incorporated herein by reference.
1. Field of the Invention
The present invention relates to a multiplayer-type gaming machine which allows participation of two or more players, and also to a terminal device that is included in the gaming machine and used by each player.
2. Description of Related Art
A multiplayer-type gaming machine for business use, commonly named a mass-game machine, is known. A mass-game machine includes, for example, a gaming machine body having a large-scale main display, and terminal devices each having a sub display and mounted on the gaming machine body (see Japanese Patent Unexamined Publication No. 8-206355).
In a mass-game machine disclosed in the above-mentioned document, each terminal device which has a seat for a player to sit on is fixed at a predetermined position on a gaming machine body. A player sits on the seat of the terminal device, and performs various operations while watching a sub display provided to the terminal device. Racehorses and odds for them are displayed on the main display and the sub display. A player selects an arbitrary one of the displayed racehorses, and bets medals on the selected racehorse. Then, on the main display, the racehorses run a race. Depending on a result of the race, medals are paid out on the basis of the predetermined odds. Each terminal device and the gaming machine body are connected via a communication cable so as to exchange game information by means of two-way communication through the communication cable.
A proposed communication-game machine, which is one kind of mass-game machines, not only displays on each sub display a game screen common to all players, but also gives a player further excitement. For example, each terminal device has a camera and a sub display, and the sub display displays a face of another player, to enable a player to see how the opponent looks while playing a game. Alternatively, for example, a communication-game machine that offers a fighting game causes vibration, etc., so that a player bodily experiences the same damage as received by an operative character.
However, the mass-game machine described above causes the following problems. First, even when a party of people intend to participate in the same game together, they have to play the game at separate seats if vacant seats are scattered at that time. Second, although some gaming machines are required to give a player a sense of activeness, none of mass-game machines that are placed in a game arcade, etc., are configured to give such a sense of activeness. Here, examples of the some gaming machines include a gaming machine placed in an amusement park, etc., which makes a player get on a ride that is movable along a track so that the player also moves and in this state operates a gun-like input unit in order to shoot a target that is provided on the track, in competition for a score.
An object of the present invention is to provide a gaming machine that allows a terminal device to change its position, and also to provide a terminal device included in the gaming machine.
According to a first aspect of the present invention, there is provided a gaming machine comprising a gaming machine body, a plurality of terminal devices, and a display unit. The gaming machine body includes a storage unit that stores therein a game program and a main controller that executes the game program. Each of the terminal devices includes an input unit and a sub controller that is wirelessly connected to the gaming machine body and transmits to the main controller an input data item that is based on an input made through the input unit. The display unit displays an image based on an image data item outputted from the main controller. The main controller receives a plurality of input data items from the terminal devices and, based on the input data items and in accordance with the game program, generates a single game data item based on which the main controller then generates an image data item that is common to all the terminal devices and outputs the image data item to the display unit. The gaming machine body has a play area in which the terminal devices and the display unit are placed. Each of the terminal devices has a seat for a player to sit on so that the player sitting thereon is capable of operating the input unit, and a movement unit that is provided below the seat and moves the terminal device within the play area. The sub controller includes a movement controller that drives the movement unit based on an input made through the input unit, and an identifier attaching unit that, when the input data item is being transmitted, attaches to the input data item an identifier for identifying each of the terminal devices. The single game data item includes data about a plurality of operative characters capable of, depending on input data items from the respective terminal devices, operating within a single game field that is generated in accordance with the game program. When receiving the input data item from any of the terminal devices, the main controller identifies which terminal device has transmitted the input data item based on the identifier attached to the input data item, and moves an operative character corresponding to the identified terminal device based on the input data item.
In this aspect, each terminal device is provided with the input unit and the movement unit, and the movement unit is controlled so that it is driven in accordance with an input made through the input unit. Thereby, a position of the terminal device within the play area can be changed.
According to a second aspect of the present invention, there is provided a gaming machine comprising a gaming machine body, a plurality of terminal devices, and a display unit. The gaming machine body includes a storage unit that stores therein a game program and a main controller that executes the game program. Each of the terminal devices includes an input unit and a sub controller that is wirelessly connected to the gaming machine body and transmits to the main controller an input data item that is based on an input made through the input unit. The display unit displays an image based on an image data item outputted from the main controller. The main controller receives a plurality of input data items from the terminal devices and, based on the input data items and in accordance with the game program, generates a single game data item based on which the main controller then generates an image data item that is common to all the terminal devices and outputs the image data item to the display unit. The gaming machine body has a play area in which the terminal devices and the display unit are placed. Each of the terminal devices has a seat for a player to sit on so that the player sitting thereon is capable of operating the input unit, and a movement unit that is provided below the seat and moves the terminal device within the play area. The sub controller includes a movement controller that drives the movement mechanism based on a movement signal from outside so as to make the terminal device move to a predetermined position, and an identifier attaching unit that, when the input data item is being transmitted, attaches to the input data item an identifier for identifying each of the terminal devices. The single game data item includes position data about a plurality of operative characters capable of, depending on input data items from the respective terminal devices, moving within a single game field that is generated in accordance with the game program. When position data about an operative character corresponding to any of the terminal devices satisfy a predetermined condition, the main controller transmits a movement signal attached with the identifier to the corresponding terminal device.
In this aspect, each terminal device is provided with the movement unit, and the movement unit is driven in accordance with the movement signal transmitted from the main controller so as to make the terminal device move to a predetermined position. Thereby, a position of the terminal device within the play area can be changed.
According to a third aspect of the present invention, there is provided a terminal device that is used in a multiplayer-type gaming machine providing a single play area in which the terminal device is placed and used by a player. The terminal device comprises an input unit, a display unit, and a seat. The input unit receives an input made by the player. The display unit receives from outside or internally generates an image data item, which is generated based on a game program, and then displays the image data item. The seat is for the player to sit on. The terminal device further comprises a movement unit that moves the terminal device while the player is sitting on the seat, and a movement controller that controls driving of the movement unit relative to an operative character moving in accordance with an input made through the input unit within a game field generated based on the game program.
In this aspect, the terminal device can be moved relative to movement of the operative character within the game field.
According to a fourth aspect of the present invention, there is provided a terminal device that is used in a multiplayer-type gaming machine providing a single play area in which the terminal device is placed and used by a player. The terminal device comprises a movement command unit, a seat, a movement unit, and a movement controller. The movement command unit inputs a command concerning a movement. The seat is for the player to sit on so that the player sitting thereon is capable of operating the movement command unit. The movement unit is provided below the seat and moves the terminal device within the play area. The movement controller controls driving of the movement unit so as to make the terminal device move based on an input made by the player through the movement command unit.
In this aspect, a position of the terminal device within the play area can be changed based on an input made by a player through the movement command unit.
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 preferred embodiment of the present invention will be described with reference to the accompanying drawings.
A gaming machine 1 according to an embodiment of the present invention, shown in
The gaming machine body 20 also includes, in addition to the play area 21, a main display 22, speakers 23, and a main controller 80. The main display 22 is disposed along one side of the play area 21. The speakers 23 are disposed at four corners of the play area 21. The main controller 80 controls the main display 22 and the speakers 23.
The play area 21 is divided into three sub areas, namely a city area 212A, a sea area 212B, and a forest area 212C. In the play area 21, IC tags 211 are embedded in a grid layout. Information about positioning within the play area 21 is stored in the IC tags 211.
The main display 22 is a large-scale projector that displays an image based on an image data item outputted from the main controller 80. However, the main display 22 is not limited thereto, but may be a large-scale monitor. The main controller 80 is capable of two-way communication with each of the terminal devices 30 through a wireless LAN. The main controller 80 executes a predetermined game program and performs two-way communication with the respective terminal devices 30, thereby providing a virtual space common to players who are using the respective terminal devices 30.
In an initial state, the terminal devices 30 are regularly positioned with their heads facing the main display 22. Each of the terminal devices 30 can move within the play area 21 in accordance with a command from the main controller 80 or in accordance with an operation made by a player who is using the terminal device 30.
As shown in
Referring to
Charging the rechargeable battery may be implemented by connection to an external power source. Alternatively, the play area 21 may have a built-in magnetic field generator which generates a magnetic field, so that a self-induced electromotive force of the magnetic field is used to charge the rechargeable battery.
The main body 31 has a base 51, a pair of large and small shells 70, a side unit 60, and a chair 50. The base 51 has a flat-plate shape. The shells 70 are standing at front and rear ends of the base 51, respectively, so that each of the shells 70 surrounds the main body 31 from three directions. The side unit 60 is disposed so as to stand along one side face of the base 51. The chair 50 is disposed on the base 51, to locate in a space surrounded with the shells 70 and the side unit 60. A side face of the main body 31 opposite to the side unit 60 is partially opened in order that a player can get on and off therethrough.
The chair 50 includes a seat 52, a backrest 53, a pair of sidearms 55, a headrest 54, and a legrest 521. The seat 52 is supported on the base 51 in a movable manner. The backrest 53 is mounted on the seat 52 at a variable angle with the seat 52. The sidearms 55 are provided on both sides of the seat 52 and the backrest 53. The headrest 54 is mounted at a top of the backrest 53. The legrest 521 is mounted at a front end of the seat 52. The chair 50 takes such a position that a player sitting thereon faces toward the head of the terminal device 30, i.e., leftward in
As a player operates an input unit 72, the seat 52 is slid on the base 51 frontward or rearward, which means leftward or rightward in
By being slid frontward, the seat 52 which is in the seat mode as shown in
The seat 52, a lower part of the backrest 53 which comes into contact with a waist of a player, and the headrest 54 respectively have built-in bags into which air can be injected. When air is injected into the bag by use of a pump, a surface rises so as to conform to curves of a body of a player.
As shown in
As shown in
The sub display 613 has a built-in CCD camera 614 of small size. The CCD camera 614 is used in order to create an avatar in a game field. Operating the input unit 72 causes the sub display 613 to display an image that has been taken by the CCD camera 614. This produces more fun because a player can see his/her own face. The image taken may be displayed throughout a whole screen of the sub display 613, or alternatively may be displayed on a part of the screen.
Here, how a player takes the sub display 613 out of the storage space 62 will be described with reference to
As shown in
Due to the pair of shells 70 and the side unit 60, a player sitting in the chair 50 is kept invisible from another player. The large shell 70 has speakers 75 provided on both sides of the headrest 54. A rear of the large shell 70 extends upward so that it reaches a position higher than the headrest 54 in the seat mode.
There is provided a table 71 that extends from a front of the main body 31 alongside the side unit 60. While the chair 50 is in the bed mode, the footrest 522 is received under a front part of the table 71 (see
Inside the side unit 60, a medal reservoir 73 is provided on a front side of the storage space 62. Medals reserved in the medal reservoir 73 are paid out through a medal payout opening 731 and received by a medal receiver 732. The medal receiver 732 has a holder (not shown) that is used for mounting a medal box 733 to the medal receiver 732.
Next, an electrical construction of the gaming machine 1 will be described with reference to
As shown in
As shown in
The database 84 is a circuit board including a memory in which a game program is stored, or is a memory medium in which a game program is stored such as a hard disk or a ROM cassette. A circuit board or a memory medium which forms the database 84 is removable, and therefore a game program executed by the gaming machine 1 can be replaced if necessary. Replacement of game programs is not necessarily made through a hardware like the above, but may be made by downloading a game program through a communication network.
The CPU 81 transmits or receives data to/from the sub controllers 90 of the respective terminal devices 30 through the wireless communicator 83, in accordance with the following procedure. When transmitting data to the respective sub controllers 90, the CPU 81 converts the data into a packet data item. At this time, the CPU 81 attaches to the packet data item an IP address of the terminal device 30 that is a destination of the packet data item. On receiving data from a sub controller 90 of any of the terminal devices 30, the CPU 81 identifies which terminal device 30 has transmitted the data, based on an IP address attached to the data as a packet data item.
The CPU 81 reads a game program stored in the database 84, out into the memory 82, and executes the game program to thereby progress a game.
To be more specific, the CPU 81 receives from each terminal device 30 data including an input data item and, based on the input data item, generates a single game data item in accordance with the game program. Then, based on the signal game data item, the CPU 81 generates an image data item which is common to all the terminal devices 30, and outputs the image data item to the main controller 80. The single game data item includes data about operative characters, each of which moves within one game field that is generated based on the game program in accordance with an input data item inputted from a corresponding terminal device 30, and also includes position data items for the respective operative characters.
On receiving an input data item from a terminal device 30, the CPU 81 identifies which terminal device 30 has transmitted the input data item, based on an IP address attached to the input data item. Then, based on the input data item, the CPU 81 operates an operative character corresponding to the identified terminal device 30. When a position data item for an operative character corresponding to a terminal device 30 satisfies a predetermined condition, the CPU 81 transmits to the terminal device 30 a movement signal that designates a position of the terminal device 30.
During a game, in accordance with a request from a terminal device 30, the CPU 81 derives from the database 84 a game program, information that indicates a temporary status in a game field, that is, information that indicates an event currently occurring in the game field, and the like. The CPU 81 transmits the derived information to the requesting terminal device 30 through the wireless LAN. The CPU 81 receives from each terminal device 30 information indicating a result of operation made by a player, and stores the information into the memory 82. Based on the information indicating a result of operation made by a player which is stored in the memory 82, the CPU 81 advances the game program, and stores into the database 84 a result of advancing of the game program.
The information indicating a result of operation made by a player means, for example, information indicating a result of a player's selection from options that are given to him/her through the terminal device 30 in accordance with a progress of the game program, information indicating a result of a player's operation on a character that appears in the game, and the like. A current game status of each player, such as high-score information, is stored in the database 84, and can be checked by other players.
As shown in
The CPU 91 transmits or receives data to/from the main controller 80 through the wireless communicator 93, in accordance with the following procedure. When transmitting data to the main controller 80, the CPU 91 converts the data into a packet data item. At this time, the CPU 91 attaches, to the packet data item, an IP address of the terminal device 30 that is transmitting the packet data item. The IP address is an identifier that serves to identify each one of the terminal devices 30. When receiving data from the main controller 80, the CPU 91 determines whether an IP address attached to the data as a packet data item is identical to an IP address of the terminal device 30 to which the CPU 91 belongs. When the IP address attached to the received data is identical to that of the corresponding device 30, the CPU 91 captures the packet data item. When otherwise, the CPU 91 discards the packet data item.
The CPU 91 transmits or receives signals to/from the main controller 80 through the wireless communicator 93, and in addition controls the sub display 613, the drive controller 322, or the direction controller 323 in accordance with an input signal inputted from the input unit 72, the CCD camera 614, or the IC tag sensor 324.
More specifically, the IC tag sensor 324 reads, from the IC tag 211, position information that functions as a current position data item, and outputs the information. The CPU 91 transmits, to the main controller 80, an input data item including data about literal information, specific selection information, etc., which accord with inputs made through the input unit 72, a face image data item for a player which has been imaged by the CCD camera 614, and a current position data item which has been outputted from the IC tag sensor 324.
On receiving from the main controller 80 a movement signal that designates a position of the terminal device 30, the CPU 91 recognizes where in the play area 21 the terminal device 30 locates, based on a current position data item that is outputted from the IC tag sensor 324. Then, the CPU 91 controls the drive controller 322 and the direction controller 323 of the movement mechanism 32, so as to move the terminal device 30 to a position as designated by the movement signal. Moreover, the CPU 91 controls the drive controller 322 and the direction controller 323 of the movement mechanism based on an input data item that is outputted from the input unit 72.
In accordance with a program executed by the CPU 81, the CPU 91 executes an operation program stored in the memory 92, and performs various processings. To be more specific, on receiving from the main controller 80 a game program, information indicating a temporary status in a game field, etc., the CPU 91 stores the game program, the above-mentioned information, etc. into the memory 82. Then, in accordance with the game program stored in the memory 82, the CPU 91 makes the sub display 613 display an event such as various happenings which is currently occurring in the game field, and also makes the speakers 75 output an effect sound.
Each of players who are using the terminal devices 30 operates the input unit 72, while watching game contents that are displayed on the sub display 613 in the form of images, literal information, and the like. Thus, he/she can participate in progress of game by operating a character appearing on the main display 22 or selecting literal options, and also can move the terminal device 30 to a certain position within the play area 21.
Next, a game program that is executed in the gaming machine 1 will be described.
The game program is a program for a role-playing game that is presented in a stage of a virtual game field and constantly progresses along its own time axis. There are towns in the virtual game field, and a guild is created in each of the towns. A player plays a role of an adventurer who visits the towns. The adventurer aims to, by operating an avatar, clear a number of events (i.e., quests) waiting in the respective guilds. In addition, some big events (i.e., macroquests) occur in the game field, to make a general flow of a story. A player gets involved in a macroquest even while clearing quests. The player sometimes cooperates with, sometimes fights against, and sometimes competes with other players in the course of clearing the macroquest.
A flow in the game field changes depending on how the players operate the terminal devices 30. That is, an accumulation of plays made by each one of the players creates a history of the game field. Like this, the game program provides a role-playing game in which all players can experience a flow of a history of a virtual world. In the game field, a history is established along a nonstop time axis of its own. Characters appearing in the game field are neither ageless nor deathless, but getting old like in the real world.
A name of a player who has played an active role, such as clearing a macroquest, winning competition with another player, etc., is written into a chronological table that is stored in the database 84. Therefore, a player who has played an active role in clearing a macroquest has his/her name recorded in the history of the game field.
Next, an operation of the gaming machine 1 will be described with reference to
First, a player chooses favorite one among terminal devices 30 that are placed within the play area 21, and sits in the chair 50 (ST1). Then, the player inserts a coin into the coin insertion slot of the input unit 72, and presses a start switch (ST2). This unlocks the sub display 613 and the chair 50 of the gaming machine 1 (ST3). The player takes the sub display 613 out of the storage space 62 of the side unit 60, and adjusts a mode of the chair 50 (ST4). Then, the gaming machine 1 executes a game processing which will be described later (ST5). When a game comes to an end, the gaming machine 1 makes the sub display 613 stored in the storage space 62, and returns the chair 50 into the seat mode (ST6).
Next, the game processing, which is executed in ST5 of
After a game is started in ST11, the main controller 80 creates an avatar that represents a player in a game field (ST12). More specifically, the CCD camera 614 images a face of a player, and at the same time an avatar-creating screen is displayed on the sub display 613 so that the player inputs through the input unit 72 his/her personal information and a name that will be used in the game field. Based on such information, the main controller 80 creates an avatar, and registers the avatar in the database 84.
Subsequently, the main controller 80 initially positions the terminal device 30, which will be used by the player, in the play area 21 (ST13). Towns existing in the game field are ones surrounded with seas or forests, or may be metropolises or the like. The city area 212A, the sea area 212B, the forest area 212C of the play area 21 (see
Then, the main controller 80 progresses a game along an original time axis while generating a macroquest which will be handled by several players and a quest which will be handled by one player (ST14). Then, the main controller 80 ends the game (ST15).
Next, with reference to
When a player selects “Event Chronology”, the main controller 80 reads an event chronology out of the database 84, and executes an event-chronology processing to thereby display the event chronology on the sub display 613. The event chronology shows a name of each quest and a date in the time axis of the game field at which each quest was cleared. When the player selects a name of a quest, details of the quest are displayed. Details of the quest mean, for example, a name of a player who has cleared the quest fastest, in a case where a player who has cleared the quest fastest is considered as a winner. Details of the quest mean, alternatively, a name of a party including a maximum number of players among parties which have cleared the quest, in a case where a party including maximum number of players is considered as a winner.
When a player selects “Guild”, the main controller 80 executes a guild processing and makes the sub display 613 display a guild screen. The guild screen indicates buttons of “Quest” which can be challenged by the player in the guild, “Another Town” in the game field to go, and the like. When the player selects “Quest”, a list of quests selectable is displayed on the sub display 613. When the player selects a desired quest from the list of quests, the selected quest is executed. When the player selects to go “Another Town”, a list of towns selectable as a next place is displayed on the sub display 613. When the player selects a desired town from the list of towns, he/she is placed in the town, that is, the main controller 80 moves the terminal device 30 of the player to any of the sub areas 212A, 212B, or 212C that corresponds to the selected town. In the next town as well, the player can select “Guild”, “Goods”, “Shop”, and the like.
When a player selects “Goods”, the main controller 80 executes a goods processing and makes the sub display 613 display a goods screen that includes options of goods such as weapons, tools, shoes, etc. When the player selects a good, the main controller 80 makes the sub display 613 display items that are included in the selected good. The player can select an item from the displayed items, to be equipped with or discard the selected item.
When a player selects “Shop”, the main controller 80 executes a shop processing and makes the sub display 613 display a shop screen. The shop screen indicates options of “Listen” and “Exchange”, which can be selected by a player. When the player selects “Listen”, the sub display 613 shows “Rumor”, so that the player obtains information about the game field from a shopkeeper. When the player selects “Exchange”, the sub display 613 shows a list of goods. When the player selects a desired item from the list of goods, the sub display 613 shows player's items on hand and their values. From the items on hand, the player selects an item for exchange, and selects an “Enter” button, so that items are exchanged.
When a player selects “Status”, the main controller 80 executes a status processing and makes the sub display 613 display a status screen. The status screen shows a result of activities the player performed in the game field, to be more specific, particulars such as “Name of Player”, “Title”, “Fame”, “Physical Strength”, “Intelligence”, “Number of Monsters Defeated”, “Number of Quests Cleared”, “Number of People Saved”, “Goods”, and the like. When the player selects any of these particulars, a ranking concerning the selected particular is displayed on the sub display 613.
When a player selects “Party”, the main controller 80 executes-a party processing and makes the sub display 613 display names of companions, if any. Further, the sub display 613 displays options such as “Read Mail”, “Send Mail”, “Exchange Items”, and “See Status”. By selecting any of the options, the player can transmit or receive a mail to/from a companion, exchange items with a companion, see a status of a companion, or the like.
Next, with reference to
First, the main controller 80 makes the sub display 613 display an encounter screen so as to advise a player to select whether to speak or not (ST21). When the player selects “No”, the processing proceeds to ST24, and the encounter processing ends without organizing a party. When the player selects “Yes”, the main controller 80 transmits to the encountered player a mail that informs the encountered player of invitation from a companion player so as to advise, through a sub display 613, the encountered player to select whether to accept the invitation or not.
When the encountered player selects “Yes” (ST22: YES), the main controller 80 makes the sub display 613 of the terminal device 30 of the inviting player display this result. Thereby, a party is organized (ST23), and the encounter processing ends. When the encountered player selects “No” (ST22: NO), the main controller 80 makes the sub display 613 of the terminal device 30 of the inviting player display an unsuccessful result. Then, the processing proceeds to ST24, and the encounter processing ends without organizing a party.
Next, a macroquest processing will be described with reference to
When a macroquest involving two or more players occurs in the game field (ST31), the main controller 80 makes the main display 22 display players who have been involved in the macroquest, and moves terminal devices 30 of the players who have been involved in the macroquest, to the city area 212A which locates in front of the main display 22. There, terminal devices 30 of opposed players are positioned close to and confronting each other (ST32).
In a specific example, referring to
The player involved in the macroquest selects whether to ask for help from a companion or not in order to clear the macroquest (ST33). When the player selects “No” (ST33: NO), the processing proceeds to ST36. When the player selects “Yes” (ST33: YES), the main controller 80 transmits a mail asking for help to a companion and advises, through the sub display 613, the companion to select whether to help or not.
When the companion who has been asked for help selects “Yes” (ST34: YES), the main controller 80 shows, on the sub display 613 of the asking player, that the companion has accepted to help. Thus, the main controller 80 shows on the main display 22 that the companion is gathering, while moving, to the city area 212A, the terminal device 30 of the player who has accepted to help and will newly enter the macroquest. There, terminal devices of opposed players are positioned close to and confronting each other. In a specific example, referring to
When the companion who has been asked for help selects “No” (ST34: NO), the main controller 80 shows, on the sub display 613 of the asking player, that the companion has refused to help. Then, the processing proceeds to ST36. More specifically, as shown in
In ST36, the players fight a battle against the opposed player or the opposed party. More specifically, as shown in
Like this, each player is involved in the macroquest, or asked for help by a companion who has been involved in the macroquest. In clearing the macroquest, a player asked for help can select whether he/she watches a battle between other players or he/she participates in the battle by himself/herself.
Next, with reference to
Referring to
As shown in
Next, with reference to
When a player using the terminal device 30 makes an input through the input unit 72, the CPU 91 of the terminal device 30 transmits, to the main controller 80, an input data item that is based on the input made through the input unit 72 and that is attached with an identifier such as an IP address. The CPU 81 of the main controller 80 performs the above-described steps ST41 to ST44 shown in
The CPU 91 of the terminal device 30 determines whether to have received a movement signal from the main controller 80 through the wireless communicator 93, or not (ST51). When the CPU 91 determines to have received a movement signal (ST51: YES), the CPU 91 requests the IC tag sensor 324 to read, as a current position data item, position information from the IC tag 211 and to output the information (ST52). Based on the current position data item outputted from the IC tag sensor 324, the CPU 91 drives the movement mechanism 32 while controlling the drive controller 322 and the direction controller 323, so as to move the terminal device 30 to a position that is designated by the movement signal (ST53).
In this embodiment, as thus far described above, each of the terminal devices 30 has the input unit 72 and the movement mechanism 32, and is controlled in such a manner that the movement mechanism 32 is driven in accordance with an input made through the input unit 72 (ST62). Thereby, the terminal device 30 can change its position within the play area 21.
In addition, based on a movement signal transmitted from the main controller 80, the movement mechanism 32 is driven so as to move the terminal device 30 to a predetermined position (ST51 to ST53). Thereby, the terminal device 30 can change its position within the play area 21.
Since a position of the terminal device 30 is changeable like this, players can enjoy a game at favorite positions as they desire, irrespective of contents of the game, for example in a case where a player desires to enjoy a game near his/her friend or in a case where a player desires to take a position that allows him/her to see a real face of an opposed player.
The sub controller 90 of the terminal device 30 attaches to an input data item an IP address that functions as an identifier (ST63), and the main controller 80 of the gaming machine body 20 identifies which terminal device 30 has transmitted the input data item based on the IP address (ST43). This ensures an identification of a terminal device 30, wherever in the play area 21 the terminal device 30 locates.
In addition, since the main controller 80 transmits a movement signal that is attached with an identifier (ST45), an objective terminal device 30 can reliably receive the movement signal transmitted from the gaming machine body 20 wherever in the play area 21 the terminal device 30 locates.
An operation or a position of an operative character existing in the game field is reflected by a position of a terminal device 30 existing in the play area 21. This gives more amusement to a player. As shown in
Moreover, each of the terminal devices 30 includes the IC tag sensor 324 and, based on a position detected by the IC tag sensor 324, the movement mechanism 32 is driven so as to move the terminal device 30 to a position designated by a movement signal. Thereby, the terminal device 30 can be moved accurately to a position that is designated by the movement signal.
Next, a modification of the terminal device will be described with reference to
The manual controller 400 allows an input of a command concerning movement of the terminal device 130. As shown in
A sub controller 190 of the terminal device 130, shown in
In this modification, a position of the terminal device 130 within the player area 21 can be changed based on an input made through the manual controller 400 by a player.
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 |
---|---|---|---|
2005-237962 | Aug 2005 | JP | national |
2005-321582 | Nov 2005 | JP | national |
2005-321583 | Nov 2005 | JP | national |