This application claims the foreign priority of the Japanese Patent Application No. 2005-270854 filed on Sep. 16, 2005, which is incorporated herein by reference in its entireties.
1. Field of the Invention
The present invention relates to a multi-player gaming machine, and more specifically, to a multi-player gaming machine with which a game is played for playing values and which provides a winning player with playing values the amount of which corresponds to the bet playing values.
2. Description of the Prior Art
Gaming machines that simplify games played in casinos have been prevailing on the market. An example of these gaming machines allows card games such as black jack to be played. Such a gaming machine has hitherto been proposed which comprises a shared display device that displays an image of a dealer who deals cards for players and a plurality of individual display devices (corresponding to satellites or player terminals) that display information images of a card game such as images of cards dealt to players (see, for example, Japanese Patent Laid-Open No. 2004-8706; paragraphs [0039] and [0042], FIG. 1). If cards are to be dealt, the dealer image is displayed in the direction in which individual display devices for which card dealing is carried out are installed, that is, the dealer image is displayed so that players who are the operators of the individual display devices sit opposite the dealer image.
With the above game machine, since each player uses one individual display device, the maximum number of players who are allowed to play the game at the same time is limited to the number of individual display devices. With all the individual display devices operated by the players, other players willing to play the game must wait until the players now playing the game end it. The waiting players may thus feel bored until the game is over. The waiting players may also lose their enthusiasm for the game during waiting and leave the gaming machine without playing the game.
To solve this problem, it is possible to increase the number of individual display devices. However, the gaming machine providing a card game or the like limits the number of players playing the game at the same time owing to the following characteristics of the game: the finite number and type of cards used for the game, and the loss of a sense of speed caused by an increase in the amount of time required for each game resulting from the increased number of players. Consequently, the simple increase in the number of individual display devices may deaden the players' interest in the game.
An object of the present invention is to provide a multi-player gaming machine that enables players waiting for players now playing a game to end it, to enjoy the game during waiting.
The present invention offers features described below as means for solving the above problems.
A multi-player gaming machine according to the present invention has a first game section providing a first game (for example, a main game; a card game such as a black jack) which can be played upon a bet amount (for example, coins, medals, or credits) by a plurality of first game players (for example, main players) at the same time and in which awards based on the bet amount are paid out to the first game players in accordance with an outcome of the game, and a second game section (for example, a sub-game section) providing a second game in which second game players (for example, sub-players) bet on the game outcome for the first game players and in which awards based on the bet amount are paid out to the second game players in accordance with an outcome of the game. In the multi-player gaming machine, the first game section sends first game status information (for example, main game status information) indicating a status of the first game to the second game section. The second game section determines a bet acceptance period of the second game on the basis of the first game status information.
The above multi-player gaming machine enables even players or clients who are not allowed to play the first game owing to a limitation on the number of players or the like to enjoy the progress and outcome of the first game. The multi-player gaming machine also determines the bet acceptance period of the second game in association with the bet acceptance period of the first game. This allows the second game players to have a strong sense of participation in the first game. As a result, the second game players can pass the period during which they must wait before being allowed to play the first game, without feeling bored.
The multi-player gaming machine may also have the following characteristics. The first game status information contains information indicating a bet acceptance end time of the first game. The second game section determines the bet acceptance period of the second game on the basis of the information indicating the bet acceptance end time.
This multi-player gaming machine enables the bet acceptance end time or the like of the second game to be determined in association with the bet acceptance end time of the first game.
The multi-player gaming machine may also have the feature that he first game status information contains information indicating a game start time of the first game. The second game section determines the bet acceptance period of the second game on the basis of the information indicating the bet acceptance start time.
This multi-player gaming machine enables the bet acceptance start time or the like of the second game to be determined in association with the bet acceptance start time of the first game.
The multi-player gaming machine may also have the feature that odds determined on the basis of the playing values bet for the awards of the second game vary according to the first game status information.
The multi-player gaming machine varies the second game odds according to variations in the status of the first game. This makes it possible to make the second game players keenly interested in the progress of the first game. The second game players can thus pass the period during which they must wait before being allowed to play the first game, without feeling bored.
The multi-player gaming machine may have a further feature that the first game status information contains a bet acceptance end time of the second game and a period allowed before the bet acceptance is ended.
This feature of the invention enables bets from the second game players to be accepted for a predetermined time after the betting at the main game has been ended. The second game players, therefore, can confirm the first game players' bet amounts before determining their bets for the second game. The multi-player gaming machine may have a further feature that the awards for the second game players are determined on the basis of the outcomes of the first game for the first game players selected by the second game players as the bet targets.
This feature allows the second game players' awards to be determined depending on the progress of the game for the first game players. The second game players are thus attracted to the first game, with their motivations to play the game enhanced.
The multi-player gaming machine may have a further feature that the second game players' bet amounts are determined depending on the bet amount of the first game players selected by the second game players as the player's bet targets.
This feature allows the second game player's bet amount to be determined depending on the progress of the game for the main players. This enables the second game players to be attracted to the first game, with their motivations to play the game enhanced.
A multi-player gaming machine according to the present invention may comprise a display for showing a virtual dealer in play of an interactive card game; a plurality of first terminals (for example, main game sections) for a plurality of first players (for example, main players) to engage in the card game with the virtual dealer and virtual cards; at least one second terminal (for example, a sub-game section) for a second player (for example, sub-players) to bet on the first players of the card game; and a processor in communication with the display, the first terminals and the second terminal, wherein the processor is operable to: (a) execute the card game upon a bet made by the first players; (b) set a bet acceptance period of the second game based on the first game information; (c) execute the second game upon a bet made by the second player based on the bet acceptance period; (d) determine the outcome of the card game; and (e) award to the first players and the second player in accordance with the card game outcome and bet amount of each player.
The present invention provides a method for executing a multi-player game including a first game (for example, a main game) which can be played upon a bet by a plurality of first game players (for example, main players) at the same time, and a second game (for example, a sub-game) in which a plurality of second game players (for example, sub-players) bet on the game outcome of the first game players. The method according to the present invention may comprise the steps of: providing first game status information indicating a status of the first game; determining a bet acceptance period of the second game on the basis of the first game status information; paying out awards based on the bet amount to the first game players in accordance with the game outcome of the first game; and paying out awards based on the bet amount to the second game players in accordance with the game outcome of the first game.
The accompanying drawings, which are incorporated in and constitute a part of the specification, illustrate embodiments of the invention, and together with the general description given above and the detailed description of the embodiments given below, serve to explain the principles of the invention.
Embodiments according to the present invention will be described below with reference to the drawings.
[1. Appearance of the Multi-player gaming machine]
As shown in
The main game section 100A has a terminal section 102 in which main player terminals 101F called satellites are arranged generally like a fan, and a panel section 103 placed behind the terminal section 102 as viewed by operators (players) in the terminal section 102. The sub-game section 100B has five built-in sub-player terminals 101B. Players who are the operators of main player terminals 101F are called main players. Players who are the operators of the sub-player terminals 101B are called sub-players. In the present embodiment, the main players play main games (including all games played in what is called casinos or the like, for example, card games such as black jack, baccarat and poker, and table games such as roulette) provided by the main game section 100A. The sub-players play a sub-game in which they bet playing values on the outcome of the main game played by main players.
The panel section 103 has a front display 104 that is a display device such as a liquid crystal display device, a speaker 105, a lamp 106, and an LED 107. The front display 104 transmits information on games in which the main players and/or sub-players participated, to each of the players.
The front display 104 uses an animated dealer 108 and other images to notice the players of the start of a bet time, the end of the bet, and the outcome of the game.
The speaker 105, lamp 106, and LED 107 stage games, for example, output of BGM, sound effects or the like, or illumination/extinction, in synchronism with or independently of the image display on the front display 104.
The main player terminal 101F has a liquid crystal display 201 on its top surface to provide players with information on games. The liquid crystal display 201 is covered with a transparent touch panel 202 and displays an input interface screen. In addition to an input interface screen displayed by the liquid crystal display 201, a button group 203 is arranged at this side of the liquid crystal display 201 and includes a plurality of buttons such as a PAYOUT button and a BET button which are used for games by the player. A coin inserting section 204 is provided to the right of the button group 203 so that the player can insert playing value media such as coins, medals, or chips (hereinafter, simply referred to as coins) through the coin inserting section 204. A bill inserting section 205 is provided below the coin insertion section 204 so that the player can insert bills through the bill inserting section 205. A coin sensor (not shown) is placed in the coin inserting section 204. Inserting a coin through the coin inserting section 204 outputs a coin detection signal via the coin sensor. A bill sensor (not shown) is also placed in the bill inserting section 205. Inserting a bill through the bill inserting section 205 outputs a bill detection signal via the bill sensor.
A coin payout port 206 is provided at the bottom of front surface of the main player terminal 101F. When the player depresses the payout button, one of the buttons in the button group 203, coins are ejected from the coin payout port 206, the number of coins corresponding to all or a part of the player's owned credit value stored in the main player terminal 101F. The player can thus acquire the coins.
A U-shaped transparent acrylic panel 207 is provided in front of the liquid crystal display (the transparent acrylic panel 207 is closer to the panel section 103 than the liquid crystal display 201). A three-dimensional model chip presenting section 208 is provided in an area enclosed by the transparent acrylic panel 207. The three-dimensional model chip presenting section 208 is composed of three-dimensional model chips 209, a presenting section plate 211 in which openings 210 are formed so that the three-dimensional model chips 209 can project from inside to outside of the player terminal 101 through the openings 210 or so that the projecting three-dimensional model chips 209 can be housed inside the terminal 101 through the openings 210, and an elevating and lowering mechanism (described below) that elevates and lowers the three-dimensional model chips 209.
The three-dimensional model chips 209 are a pile of model chips into which resin or the like is molded. Each three-dimensional model chip presenting section 208 may have a plurality of model chips 209 in different units. For example, the three-dimensional chips may model a pile of chips at one credit per chip, a pile of chips at 10 credits per chip, and a pile of chips at 100 credits per chip.
The three-dimensional model chips 209 are elevated or lowered by the elevating and lowering mechanism depending on the number of chips credited in the gaming machine 100, that is, an owned credit value by the main player who operates the main player terminal 101F in which that three-dimensional model chip presenting section 208 is provided. For example, if the player's owned credit value is “251”, the three-dimensional model chips are elevated or lowered so that the three-dimensional model chips modeling the pile of chips for one credits project from the presenting section plate 211 by a height corresponding to the thickness of one chip, so that the three-dimensional model chips modeling the pile of chips for 10 credits project from the presenting section plate 211 by a height corresponding to the thickness of five chips, and so that the three-dimensional model chips modeling the pile of chips for 100 credits project from the presenting section plate 211 by a height corresponding to the thickness of two chips.
All the players view the heights by which the three-dimensional model chips 209 project from the presenting section plate 211. The players can thus quickly and intuitively determine their owned credit values. The players also get a sense of reality; the players feel as if the number of chips was actually increased or reduced before them.
The sub-game section 100B will be described. The sub-player terminal 101B, incorporated into the sub-game section 100B, is the same as the main player terminal 101F, described above. Thus, the detailed description of the sub-player terminal 101B will be omitted.
Each main player terminal 101F increases or reduces the main player's owned credit value in accordance with the notice from the main control section 301. For example, if any main player wins the game, the corresponding main player terminal 101F adds a credit value corresponding to the number of chips acquired, to the owned credit value and re-stores the sum in accordance with the notice from the main control section 301. If any main player loses the game, the corresponding main player terminal 101F subtracts a credit value corresponding to the number of bet chips, from the owned credit value and re-stores the difference in accordance with the notice from the main control section 301.
Each sub-player terminal 101B operates similarly to the main player terminal 101F for sub-games. Each sub-player terminal 101B increases or reduces the sub-player's owned credit value in accordance with the notice from the main control section 301. For example, if any sub-player wins the game, the corresponding sub-player terminal 101B adds a credit value corresponding to the number of chips acquired, to the owned credit value and re-stores the sum in accordance with the notice from the main control section 301. If any sub-player loses the game, the corresponding sub-player terminal 101B subtracts a credit value corresponding to the number of bet chips, from the owned credit value and re-stores the difference in accordance with the notice from the main control section 301.
The main control section 301 also drivingly controls the output of image signals displayed on the front display 104, as well as the lamp 106, LED 107, and speaker 105.
The main player terminal 101F has a terminal control section 304F composed of an information processing device and peripheral devices, an elevating and lowering mechanism 302 connected to the terminal control section 304F, and a light source section 303.
The elevating and lowering mechanism 302 is means for elevating and lowering the three-dimensional model chips 209. The present embodiment uses a stepping motor as elevating or lowering power but an ordinary motor may be used in combination with a position control mechanism.
The specific configuration of the elevating and lowering mechanism 302 will be described with reference to
The elevating and lowering mechanism 302, shown in
In the example shown in
Now, description will be given of the operation of the elevating and lowering mechanism 302, shown in
When the stepping motor 401 driven by the player terminal 101 rotates the rotational driving shaft 402, the abutting member 403 is rotated. Further rotation of the abutting member 403 abuts the abutting surface 403 against the first end of the arm section 405. In this embodiment, the abutting surface 4035P abuts the first end of the arm section 4055 earliest. Subsequently, the abutting surfaces 4034P, 4033P, 4032P, and 4031P sequentially abut against the first ends of the respective arm sections 4054 to 4051 in this order.
After the abutting surface 403P abuts the first end of the arm section 405, further rotation of the abutting member 403 causes the abutting surface 403P to push down the first end of the arm section 405.
The arm section 405 having its first end pushed down pivots around a support shaft 404, with its second end pushed up. This also pushes up the table section 406 fixed to the second end of the arm section 405. The three-dimensional model chips 209 placed on the table section 406 are also raised. As a result, depending on the amount of rotation of the rotational driving shaft 402 by the stepping motor 401, some or all of the three-dimensional model chips 209 can be passed through the opening 210 and projected and exposed from the presenting section plate 211.
Further, reverse rotation of the stepping motor 401 enables the presenting section plate 211 to be projected so that some or all of the exposed three-dimensional model chips 209 can be accommodated below the presenting section plate 211.
In the exemplary configuration shown in
Now,
The basic unit of the elevating and lowering mechanism 302 has a rotational driving shaft 502 which is rotationally driven by a stepping motor 501 and to which the table section 503 is attached.
The three-dimensional model chips 209 are placed on the top surface of the table section 503 as is the case with the above example. Each three-dimensional model chip 209 is formed of laterally laminated hollow semi-cylinders.
A nut 504 is secured to the bottom of the table section 503. A screw thread and a thread groove (not shown) are formed on an outer peripheral surface of the rotational driving shaft 502. The nut 504 and the rotational driving shaft 502 are threadably fitted together.
The table section 503 is regulated so as not to rotate in unison with the rotational driving shaft 502. For example, a guide rail may be provided to regulate the rotation of the table section 503 as is the case with the above example (vertical movement is not regulated). Alternatively, the rotation of the table section 503 may be regulated by slidably abutting the table section 503 against an inner wall of the gaming machine 100 (vertical movement is not regulated).
Rotating the rotational driving shaft 502 threadably moves the table section 503 forward or backward. In other words, controlling rotational driving of the stepping motor 501 makes it possible to control the elevation and lowering of the table section 503, that is, the three-dimensional model chips 209 placed on the table section 503.
Thus, the elevating and lowering mechanism 302 configured as described above makes it possible not only to use the elevation and lowering of the three-dimensional model chips 209 to display the owned credit value but also to provide other displays. For example, if the player of any player terminal gets a big win, the operation of the three-dimensional model chips 209 can be staged so that the chips 209 sequentially elevate or lower from right to left or left to right like waves.
Referring back to
The terminal control section 304 of the main player terminal 101F is connected to the light source section 303 to control the light emitting operation of the light source section 303. The light emitting section 303 is a circuit having a light emitting source such as a plurality of LEDs and functions as a light source that can provide different colors (for example, red, blue, green, and white) and that allows luminance to be varied. Light emitted by the light emitting source 303 is guided through the acrylic panel 207 to the outside of the gaming machine 100, particularly in the direction in which the light is viewed by the player.
Now, the sub-player terminal 101B will be described.
The sub-player terminal 101B has a terminal control section 304B composed of an information processing device and peripheral devices, the elevating and lowering mechanism 302, connected to the terminal control section 304, and the light source section 303. The elevating and lowering mechanism 302 operates the three-dimensional model chips 209, and the light source section 303 controls the light emission from the acrylic panel 207. The elevating and lowering mechanism 302, light source section 303, acrylic panel 207, three-dimensional model chips 209 are similar to those of the main player terminal 101F, with their detailed description omitted.
[2. Exemplary Configuration of the Main Control Section]
The exemplary configuration of the main control section 301 will be described with reference to
The main control section 301 is basically composed of a microcomputer that serves as the core of the main control section 301 and that is composed of a CPU 701, a RAM 702, a ROM 703, and a bus 704 that transfer data among the CPU 701 and RAM 702 and ROM 703. The CPU 701 connects to the ROM 703 and RAM 702 via the bus 704. The ROM 703 stores programs, data tables, and the like which are required for the gaming machine 100 to execute processing required for control. The RAM 702 is a memory that temporarily stores data calculated by the CPU 701.
The microcomputer 705, more specifically, the CPU 701, is connected to an image processing circuit 707 via an I/O interface 706. The image processing circuit 707 is connected to the front display 104 to control its driving.
The image processing circuit 707 is composed of 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 an image control program and selection tables for the display on the front display 104. The image ROM stores dot data required to form images on, for example, the front display 104. The image control CPU determines images to be displayed on the front display 104, on the basis of parameters set by the CPU 701 in accordance with the image control program, pre-stored in the program RAM; the images are formed of selected ones of the dot data pre-stored in the image ROM. The work RAM is configured as temporary storage means used when the image control CPU executes the image control program. The VDP generates image data corresponding to the display contents determined by the image control CPU to output the image data to the front display 104. The video RAM is configured as temporary storage means used when the VDP forms images.
The microcomputer 705, more specifically, the CPU 701, connects to the speaker 105 via a sound circuit 708. The speaker 105 generates various sound effects, BGM, and the like for various types of staging on the basis of output signals from the sound circuit 708.
The microcomputer 705, more specifically, the CPU 701, connects to the lamp 106 and LED 107 via a lamp driving circuit 709. A large number of lamps 106 and LEDs 107 are disposed on a front surface of the gaming machine 100 and controllably illuminated for various types of staging by a lamp driving circuit on the basis of drive signals from the CPU 701.
The microcomputer 705, more specifically, the CPU 701, connects to the main player terminals 101F and sub-player terminals 101B via a communication interface 710 for bidirectional communications between the CPU 701 and each main player terminal 101F and between the CPU 701 and each sub-player terminal 101B. The microcomputer 705, more specifically, the CPU 701, transmits and receives commands, requests, and the like to and from each main player terminal 101F via the communication interface 710. The main control section 301 and the main player terminals 101F cooperate in controlling the progress of main games. Similarly, the microcomputer 705, more specifically, the CPU 701, transmits and receives commands, requests, and the like to and from each sub-player terminal 101B via the communication interface 710. The main control section 301 and the sub-player terminals 101B cooperate in controlling the progress of sub-games.
[3. Exemplary Configuration of the Main Player Terminal]
The exemplary configuration of the main player terminal 101F will be described with reference to
The core of the main player terminal 101F is the terminal control section 304F. The terminal control section 304F is basically composed of a microcomputer 805 that serves as the core of the terminal control section 304F and that is composed of a CPU 801, a RAM 802, a ROM 803, and a bus 804 that transfer data among the CPU 801 and RAM 802 and ROM 803. The CPU 801 connects to the ROM 803 and RAM 802 via the bus 804. The ROM 803 stores programs, data tables, and the like which are required for the main player terminal 101F to execute processing required to control the main player terminal 101F, for example, the operation control for the elevating and lowering mechanism 302, illumination/extinction control for the light source section, or the like. The RAM 802 is a memory that temporarily stores data calculated by the CPU 801.
The microcomputer 805, more specifically, the CPU 801, is connected to a liquid crystal driving circuit 807 via an I/O interface 806. The image processing circuit 807 is connected to the liquid crystal display 201 to control its driving.
The microcomputer 805, more specifically, the CPU 801, is connected to a touch panel driving circuit 808 via the I/O interface 806. The touch panel driving circuit 808 outputs coordinate data on a touch position on the touch panel 202.
The microcomputer 805, more specifically, the CPU 801, connects to a hopper 814 via a hopper driving circuit 809. When the CPU 801 outputs a drive signal to the hopper driving circuit 809, the hopper 814 pays out a predetermined number of coins through the coin payout port 206. A coin detecting section 815 is also connected to the CPU 801 via a payout completion signal circuit 810. The coin detecting section 815 is located inside the coin payout port 206. Upon detecting that a predetermined number of coins have been paid out through the coin payout port 206, the coin detecting section 815 outputs a coin payout detection signal to the payout completion signal circuit 810. On the basis of the coin payout detection signal, the payout completion signal circuit 810 outputs a payout completion signal to the CPU 801.
The microcomputer 805, more specifically, the CPU 801, is connected to a stepping motor control circuit 811 that rotationally drives the stepping motor 401 (or 501), which drives the elevating and lowering mechanism 302. When the CPU 801 outputs a motor driving signal to the stepping motor control circuit 811, the stepping motor 401 (or 501) is rotationally driven by the stepping motor control circuit 811. This operates the elevating and lowering mechanism 302 to elevate or lower the three-dimensional model chips 209.
The microcomputer 805, more specifically, the CPU 801, is connected to an LED driving control circuit 812 that drives the light source section 303. In the present embodiment, the light source section 303 is composed of a plurality of LEDs. In response to an LED driving command from the CPU 801, the LED driving control circuit 812 supplies drive power to those of all the LEDs which are to be driven. This enables the LEDs to be illuminated or extinguished in a desired manner under the control of the CPU 801.
In the present embodiment, the light source section 303 is composed of five red LEDs, five blue LEDs, and five white LEDs. The LED driving control circuit 812 selectively supplies power so as to independently illuminate or extinguish the five red LEDs, five blue LEDs, and five white LEDs.
The microcomputer 805, more specifically, the CPU 801, connects to the main control section 301 via a communication interface 813 for bidirectional communications between the CPU 801 and the main control section 301. The CPU 801 transmits and receives commands, requests, data, and the like to and from the main control section 301. The main control section 301 and the main player terminals 101F cooperate in controlling the progress of main games.
[4. Exemplary Configuration of the Sub-player Terminal]
[5. Exemplary Operation of the Gaming Machine]
With reference to
When game start conditions are met, the main control section 301 executes a dealing card preparing process corresponding to an operation in which the dealer shuffles a pile of cards and prepares to deal the cards (step S1001). Specifically, if N cards are used for one game, numbers 1 to N are randomly imparted to the respective cards (the numbers correspond to a dealing order). The main control section 301 determines cards to be dealt to the dealer and main players in accordance with the dealing order.
Once the dealing card preparing process (step S1001) is ended, the main control section 301 transmits a main game start instruction to each main player terminal 101F (more specifically, the terminal control section 304F; hereinafter simply referred to as the “main player terminal 101F”) (step S1002).
Upon receiving the main game start instruction, the main player terminal section 101F executes a main game input accepting process (step S1003). The main game input accepting process urges the main player to input selections or determinations (including a specified bet amount) and acquires data composed of the input contents. In this example, it first urges the main player to input a bet amount.
A player card display area 1101 is provided in the front of the liquid crystal display 201 (part of the liquid crystal display 201 which is closer to the panel section 103) as shown in
A chip display area 1102 is provided below the player card display area 1101. The chip display area 1102 displays an image 1118 of chips corresponding to the number of coins bet by the main player. This provides the main players with a sense of reality to stage the game. When the player touches the chip display area 1102, the touch panel 202 determines the bet amount. The bet amount determined is then transmitted to the main control section 301. That is, the chip display area 1102 also functions as a bet determining button.
A plurality of bet buttons 1103 are displayed in the lower right of the chip display area 1102. The main player can appropriately touch any of the bet buttons 1103 to input the desired bet value. In the illustrated example, the values “1”, “10” and “100” are set in the respective bet buttons 1103. The number of coins corresponding to a value set by one touch is added to the bet value.
A Repeat bet button 1104 and an UNDO bet button 1105 are displayed above the bet buttons 1103. The main player can touch the Repeat bet button 1104 to bet the number of coins bet in the last game played by that main player. On the other hand, the main player can touch the UNDO button 1105 to undo the last bet number of coins.
A group of operation buttons is displayed below and to the left of the chip display area 1102; the main players use these operation buttons to bargain with the dealer. Specifically, the operation buttons include a STAND button 1106, a HIT button 1107, a SURRENDER button 1108, an INSURANCE button 1109, a SPLIT button, and a Double Down button 1111.
The STAND button 1106 is an operation button touched to try the main player's luck with an already dealt card without requesting a new card to be dealt. The HIT button 1107 is an operation button touched by the main player to request a new card to be dealt in addition to an already dealt card. The HIT button 1107 can be consecutively used until the total number of cards is 21 or larger.
The SURRENDER button 1108 is an operation button touched to retreat from the current game. Selection of the SURRENDER button 1108 allows the dealer to collect half of the current bet amount, while returning the remaining half to the main player. The INSURANCE button 1109 is an operation button touched to purchase insurance for half the current bet amount to allow for black jack with a dealer card 801. The SURRENDER button 1108 can be used provided that the dealer's face up card (front card) is not A (ace). The INSURANCE button 1109 can be used provided that the dealer's face up card (front card) is A (ace).
The SPLIT button 1110 is an operation button touched, if two cards dealt during the game have the same number, to assign the cards to different moves. Selection of the SPLIT button 1110 enables the player to try his or her luck with the respective moves. If the same card is dealt again after the two cards have been assigned to the different moves, that card can be assigned so as to make further different moves. The SPLIT button can be used up to three times during the game. The Double Down button 1111 is an operation button touched to double the bet amount during the game. After selecting the Double Down button 1111, only one card can be picked and another picking of a card is not allowed.
A HELP button 1112 is displayed and a message area 1113 is provided, below the HIT button 1106 and STAND button 1107. The HELP button 1112 is touched to request the game (here, black jack) to be described. The message area 1113 displays a message that supports the progress of the gate as the current game status dictates. The message area 1113 also displays a message describing the game if the HELP button 1112 is selected.
An area (owned credit value display area) 1115 is provided at the lowermost area of the liquid crystal display; the area 1115 displays an area (acquired credit value display area 1114) that shows the credit value acquired by the main player and an area (owned credit value display area) 1115 that shows the credit value owned by the main player. An area (bet value lower limit value display area) 1116 and an area (bet value upper limit value display area) 1117 are also provided to display the lower and upper limit values, respectively, of the bet amount. Displaying the lower and upper limit values of the bet amount urges the main player to determine the bet amount within the range defined by these values.
When the main player operates the bet button 1103 during the display of the input interface screen, the chip image 1118 is displayed in the chip display area 1102 depending on the value corresponding to that operation. This makes it possible to check the number of coins bet by the player.
Referring back to
The main player inputs the bet amount to the main player terminal 101F with reference to the input interface screen. Once the main player finishes inputting the value, the main player terminal 101F generates main game input contents information corresponding to the main player's input contents. The main player terminal 101F then transmits the main game input contents information to the main control section 301 (step S1004). Here, the main game input contents information includes main player terminal identification information indicating which main player terminal 101F has transmitted the information and information indicating the bet amount. The main game input contents information is transmitted to the main control section 301 by each main player terminal 101F.
Upon receiving the main game input contents information, the main control section 301 generates main game status information based on the received main game input contents information. The main control section 301 then executes a main game status information storing process of storing the main game status information (step S1005). Through this storing process, the main control section 301 records the action taken by each main player (in this example, the input bet amount).
The main control section 301 then transmits the main game status information to each sub-player terminal 101B (step S1006). The main game status information relates to the main game and includes information required for the sub-players to play the sub-game. The main control section 301 uses the main game input contents information received from each main player terminal 101F to generate main game status information. The main game status information includes, for example, the following contents.
Upon receiving the main game status information, each sub-player terminal 101B executes a main game status displaying process (step S1007). The main game status displaying process displays a main game status display screen that notices the sub-player of the game status of the main player terminals 101F.
This screen displays a dealer card image display area 1201 that shows an image of the cards dealt to the dealer, a main player card image display area 1202 that shows an image of the cards dealt to the main players corresponding to the respective main player terminals 101F, a bet amount display area 1203 that displays the bet amounts corresponding to playing values bet by the main players at the respective main player terminals 101F, a winning percentage display area 1204 for the main players at the respective main player terminals 101F, and a win-loss history display area 1205 that displays wins and losses in the last five games.
With reference to these displays, each sub-player predicts which main player will win the main game (will acquire a share) and bet a desired bet amount on that main player. The sub-game played by the sub-players has been described. When the sub-player touches any part of a select button area 1206, the corresponding main player is selected as the sub-player's bet target.
The select button area 1206 is provided below the win-loss history display 1205 to allow the sub-player to select any of the main players as a sub-game target. When the selected main player wins the main game, the sub-player wins the sub-game and receives a share as a reward for the win.
An odds display area 1207 is provided below the select button area 1206 to display odds (sub-game odds) by which the sub-player's bet amount is multiplied to determine the sub-player's share if the sub-player wins the sub-game. As described below, the sub-game odds may be changed as the progress of the game dictates.
As is the case with the input interface screen of the main player terminal 101F shown in
After the main game status displaying process (step S1007), a process of displaying the input interface screen, the sub-player terminal 101B executes a bet acceptance start displaying process in response to reception of main game status information (step S1008).
Referring back to
After the bet acceptance start displaying process (step S1008), the sub-player terminal 101B executes a sub-player input accepting process (step S1009). The sub-player input accepting process urges the sub-player to input a bet target selection and determinations (including a specified bet amount) for the sub-game and acquiring data composed of the input contents.
With reference to the input interface screen, the sub-player inputs a selected main player and a bet amount to the sub-player terminal 101B using the bet button 1210, UNDO bet button 1211, Repeat bet button 1212, select button area 1206, and the like.
This screen is basically the same as that shown in
Referring back to
The sub-player terminal 101B generates and transmits sub-game input contents information corresponding to contents input by the sub-player, to the main control section 301 (step S1010). The sub-game input contents information is transmitted from each sub-player terminal 101B to the main control section 301.
Upon receiving the sub-game input contents information, the main control section 301 generates sub-game status information on the basis of the received sub-game input contents information. The main control section 301 then executes a sub-game status information storing process (step S1011). Through this process, the main control section 301 records the action taken by each main player.
Now, with reference to
The bet acceptance ending process (step S1012) determines whether or not the ending conditions are met and generates a bet acceptance ending instruction if the conditions are met. After the bet acceptance ending process (step S1012), the main control section 301 transmits the generated bet acceptance ending instruction to the main player terminal 101F (step S1013).
Upon receiving the bet acceptance ending instruction, the main player terminal 101F executes a bet acceptance end displaying process (step S1015). The bet acceptance end displaying process, for example, displays information required to show each main player that the acceptance of the bets has been ended, on the liquid crystal display 201 of the main player terminal 101F, which is an input interface screen for the main player.
Referring back to
Simultaneously with the bet acceptance ending instruction to each main player terminal 101F, the main control section 301 transmits main game status information including a bet acceptance end message to each sub-player terminal 101B (step S1014).
Upon receiving the main game status information, the sub-player terminal 101B executes a bet acceptance end displaying process (step S1016). The bet acceptance end displaying process, for example, displays information required to show each sub-player that the acceptance of the bets has been ended, on the liquid crystal display 201 of the sub-player terminal 101B, which is an input interface screen for the sub-player.
Referring back to
The main control section 301 determines cards to be dealt to the dealer and main players and executes a dealing card determining and displaying process of displaying determined cards on the front display 104 (step S1017). The cards to be dealt are determined on the basis of the dealing order determined in the dealing card preparing process (
Referring back to the sequence diagram in
Once the cards to be dealt are determined by the dealing card determining and displaying process (step S1017), the main control section 301 executes a first and second card information transmission, a process of notifying the main player terminal 101F of the cards determined to be dealt to that main player terminal 101F (step S1018). For example, in the example shown in
Referring back to the sequence diagram in
Upon receiving the first and second card information, each main player terminal 101F executes a main player first and second card displaying process (step S1019). This process displays a card image corresponding to the received first and second card information, in the player card display area 1101 in the liquid crystal display 201 of the main player terminal 101F.
Referring back to the sequence diagram in
After the dealing card determining and displaying process (step S1017), the main control section 301 executes a main game status information updating process (step S1020). The above main game status information storing process (
The main control section 301 subsequently executes an odds changing process of changing the odds that determine each sub-player's share (hereinafter referred to as the sub-game odds) depending on the cards of the main player bet by that sub-player (step S1021A). The odds changing process changes the sub-game odds in accordance with the progress of the main game to make the sub-game more attractive. A specific possible example of the odds changing process is a method of calculating each main player's winning probability from the dealer's first card (face up card) and the main player's first and second cards to change the odds on the basis of the winning probability. The sub-game odds prior to the odds changing process may be a predetermined default value or a value calculated on the basis of the data on the main players' bet amounts, winning percentages, and win-loss histories.
After the odds changing process (step S1021A), the main control section 301 executes a sub-game status information updating process (step 1021B). The above sub-game status information storing process (
The main control section 301 transmits information identifying the cards dealt to the dealer and main players and main game status information containing the changed sub-game odds, to each sub-player terminal 101B (step S1022).
Upon receiving the main game status information transmitted in step S1022, the sub-player terminal 101B executes a main game status display updating process (step S1023). The main game status display updating process updates the screen displayed on the liquid crystal display 201 of the sub-player terminal 101B, on the basis of the main game status information received in step S1022, that is, in this example, causes the dealt cards to be displayed on the liquid crystal display 201.
Referring back to the sequence diagram in
Upon receiving the first and second card information, the main player terminal 101F executes an input accepting process for HIT/STAND and the like, that is, a process of allowing each main player to provide an input for HIT (request for an additional card) or STAND (declaration of non-necessity of an additional card), or SURRENDER, INSURANCE, SPLIT, or Double Down, which corresponds to the next stage of the main game (step S1024). Specifically, the main player terminal 101F waits for the main player to perform an input operation with any of the operation buttons, that is, the STAND button 1106, HIT button 1107, SURRENDER button 1108, INSURANCE button 1109, SPLIT button 1110, and Double Down button 1111. If any of these buttons is operated, the main player terminal 101F executes a process corresponding to that button.
When the STAND button 1106 is operated to execute a STAND input (step S1025), the main player terminal 101F transmits STAND information to the main control section 301 in order to notice the main control section 301 that the main player has declared STAND (step S1026). When STAND is declared, all of the main player's action on the main player terminal 101F during the game is ended.
The main player's action is ended on all the main player terminals 101, the main control section 301 executes a main game win-or-loss determining process of determining which main player has won the main game as well as that main player's share (step S1027). This determination is made on the basis of the main game status information updated in step S1020.
After the main game win-or-loss determining process (step S1027), the main control section 301 executes a main game outcome displaying process to report the outcome to the main players, sub-players, and gallery (step S1028). The main game outcome displaying process displays the outcome of the main game on the front display 104.
The main control section 301 then transmits main game outcome information to each main player terminal 101F (step S1029). The main game outcome information indicates whether or not the main player having played on any of the main player terminals 101F has won the main game, and if this main player has won the game, further contains information on his or her share.
Upon receiving the main game outcome information, each main player terminal 101F executes a payout process on the basis of the main game outcome information (step S1030). If the main player having played on any of the main player terminals 101F has won the main game and the corresponding share information is contained in the received main game outcome information, each of the other main player terminals 101F pays the share of the main game by adding a value corresponding to the share to its credit value or driving the hopper 814 to eject coins the number of which corresponds to the share.
The main control section 301 executes a sub-game win-or-loss determining process of determining which sub-player has won the sub-game as well as that sub-player's share (step S1031). This determination is made on the basis of the sub-game status information updated in step S1021B and the determination in the main game win-or-loss determining process (step S1027).
The main control section 301 transmits sub-game output information to each sub-player terminal 101B (step S1032). The sub-game outcome information is based on the determination in the sub-game win-or-loss determining process. The sub-game outcome information indicates whether or not the sub-player having played on any of the sub-player terminals 101B has won the game, and if this sub-player has won the game, further contains information on his or her share.
Upon receiving the sub-game outcome information, each sub-player terminal 101B executes a payout process on the basis of the sub-game outcome information (step S1033). If the sub-player having played on any of the sub-player terminals 101B has won the main game and the corresponding share information is contained in the received sub-game outcome information, each of the other sub-player terminals 101B pays the share of the sub-game by adding a value corresponding to the share to its credit value or driving the hopper 814 to eject coins the number of which corresponds to the share.
With reference to
When the HIT button 1106 is operated to execute a HIT input (step S1034), the main player terminal 101F transmits HIT information to the main control section 301 to notice the main control section 301 that the main player has declared HIT (step S1035).
Upon receiving the HIT information, the main control section 301 executes a dealing card determining and displaying process of determining a card to be dealt to the main player who has declared HIT and displaying the determined card on the front display 104 (step S1036). The card to be dealt is determined on the basis of the dealing order determined in the dealing card preparing process (
Referring back to
Once the card to be dealt is determined by the dealing card determining and displaying process (step S1035), the main control section 301 executes a third card information transmission that is a process of notifying the main player terminal 101F having transmitted the HIT information of the card determined to be the third card for that main player terminal 101F (step S1037). For example, in the example shown in
Upon receiving the third card information, the main player terminal 101F executes a main player third card displaying process (step S1038). This process displays a card image corresponding to the received third card information in the player card display area 1101 of the liquid crystal display 201 of the main player terminal 101F.
Referring back to
After the above dealing card determining and displaying process (step S1036), the main control section 301 executes a main game status information updating process (step S1039). The above main game status information updating process (
The main control section 301 subsequently executes an odds changing process of changing the sub-game odds in response to generation of the third card (step S1040). The odds changing process in this case is executed only on the sub-players having selected the main player having declared HIT as their bet target.
After the odds changing process (step S1040), the main control section 301 executes a sub-game status information updating process (step S1041). The above sub-game status information updating process (
The main control section 301 transmits information identifying the third card dealt to the main player and information containing the changed sub-game odds, that is, the main game status information, to each sub-player terminal 101B (step S1042).
Upon receiving the main game status information transmitted in step S1042, the sub-player terminal 101B executes a main game status display updating process (step S1043). The main game status display updating process updates the screen displayed on the liquid crystal display 201 of the sub-player terminal 101B on the basis of the received main game status information. In other words, in this example, the main game status display updating process causes the third card dealt to the main player who has declared HIT to be additionally displayed on the liquid crystal display 201.
After step S1043, the processing by the gaming machine 100 returns to the HIT/STAND input accepting process (
The gaming machine operating as described above enables players waiting for players now playing a game to end it, to enjoy a sub-game during waiting.
[6. Other Embodiments]
The above embodiment may be varied as described below.
(1) In the above embodiment, the bet acceptance end message 1701 (see
(2) In the above embodiment, each sub-player's share is determined depending on his or her bet amount and share odds independently of the outcome of the main game for the main player who is the sub-player's bet target. However, the present invention may be established when the sub-player's share is determined on the basis of the outcome (bet amount, share odds) of the game for the main player selected as the sub-player's bet target.
This variation allows the sub-players' awards to be determined depending on the progress of the game for the main players. The sub-players are thus attracted to the main game, with their motivations to play the game enhanced.
(3) In the above embodiment, the sub-player can determine his or her bet amount at his or her discretion. However, the present invention may be established when the sub-player's bet amount is automatically determined depending on the bet amount of the main player corresponding to that sub-player's bet target. For example, if the bet amount of the main player corresponding to the sub-player's bet target is 10 credits, the sub-player having selected that main player is automatically determined to be 10 credits. Alternatively, the sub-player may play the game only if he or she bets 10 credits.
This variation allows the sub-player's share to be determined depending on the progress of the game for the main players. This enables the sub-players to be attracted to the main game, with their motivations to play the game enhanced.
(4) In the description of the above embodiment, the main control section 301 and the main player terminals 101F are separately provided in the main game section 100A. However, the present invention is not limited to this configuration. For example, the main control section 301 need not be provided in the main game section 100A. Instead, a program operating as the main control section 301 may be mounted in the terminal control section 304F of any of the main player terminals 101F so that this terminal control section 304F can function as a host for the other main player terminals 101F and sub-player terminals 101B. In other words, the present invention may be established when any of the main player terminals 101F is configured to also operate as the main control section 301.
The present invention enables even players or clients who are not allowed to play the first game owing to the limitation on the number of players to wait to be allowed to play the first game while enjoying the progress and outcome of the first game.
Additional advantages and modifications will readily occur to those skilled in the art. Therefore, the invention in its broader aspects is not limited to the specific details or representative embodiments shown and described herein. Accordingly, various modification may be made without departing from the spirit or scope of the general inventive concept as defined by the appended claims and their equivalents.
Number | Date | Country | Kind |
---|---|---|---|
2005-270854 | Sep 2005 | JP | national |
Number | Name | Date | Kind |
---|---|---|---|
4760527 | Sidley | Jul 1988 | A |
5636843 | Roberts | Jun 1997 | A |
6719629 | Yang | Apr 2004 | B2 |
6921333 | Taguchi | Jul 2005 | B2 |
7288024 | Toyoda | Oct 2007 | B2 |
20030054870 | Sato | Mar 2003 | A1 |
20030157977 | Thomas et al. | Aug 2003 | A1 |
20040204235 | Walker et al. | Oct 2004 | A1 |
20070026936 | Gatto et al. | Feb 2007 | A1 |
Number | Date | Country |
---|---|---|
1 371 402 | Dec 2003 | EP |
2 402 349 | Dec 2004 | GB |
2 403 429 | Jan 2005 | GB |
2004-008706 | Jan 2004 | JP |
Number | Date | Country | |
---|---|---|---|
20070066387 A1 | Mar 2007 | US |