US20090054126A1 - Gaming machine and control method thereof - Google Patents

Gaming machine and control method thereof Download PDF

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Publication number
US20090054126A1
US20090054126A1 US12/186,123 US18612308A US2009054126A1 US 20090054126 A1 US20090054126 A1 US 20090054126A1 US 18612308 A US18612308 A US 18612308A US 2009054126 A1 US2009054126 A1 US 2009054126A1
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Prior art keywords
characters
racing game
bet
display
player
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Abandoned
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US12/186,123
Inventor
Hiroki Saito
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Universal Entertainment Corp
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Aruze Corp
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Assigned to ARUZE CORP. reassignment ARUZE CORP. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: SAITO, HIROKI
Publication of US20090054126A1 publication Critical patent/US20090054126A1/en
Abandoned legal-status Critical Current

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3272Games involving multiple players
    • G07F17/3276Games involving multiple players wherein the players compete, e.g. tournament
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements

Definitions

  • the present invention relates to a gaming machine executing a racing game by characters and a control method thereof.
  • U.S. Pat. No. 6,210,275 describes a gaming machine that allows a player to bet on one or more bet types.
  • the bet type is Quinella, Exacta, Trifecta, or Superfecta. If there are not any winners in a race, the gaming machine accumulates a pool payoff value in the race as a jackpot bonus. When there are one or more winners in the following race, the gaming machine provides the jackpot bonus to the one or more winners.
  • Each of U.S. Pat. No. 6,358,150 and U.S. Pat. No. 6,450,887 describes a gaming machine to which wager terminals are connected via a network.
  • the gaming machine enables parimutuel wagering with instant payoffs on actual past events.
  • Japanese Patent Application Laid-Open No. 2001-87461 describes a gaming machine that allows a player to bring up a character which plays a racing game.
  • Japanese Patent No. 3291287 describes gamine machines that are online connected to each other and a management machine that integrates odds for a racing game from the gaming machines.
  • Japanese Patent No. 3366308 describes a gaming machine that calculates odds based on a target payout rate and a winning rate and then compensates the calculated odds.
  • U.S. Pat. No. 6,921,331 describes a gamin machine that executes a racing game via a network.
  • Each of Japanese Patent Application Laid-Open No. 2002-85852 and Japanese Patent Application Laid-Open No. 2002-35429 describes a gaming machine that executes a racing game in which a player brings up a character playing the racing game, via a network in a wide-area.
  • U.S. Pat. No. 7,025,353 describes a gaming machine that executes a board game in a race.
  • U.S. Pat. No. 7,172,508 describes a gaming machine that conducts a plurality of betting events based on events occurring during a sporting event.
  • any above-described documents do not describe a gaming machine capable of notifying a player of situations of characters that are running in a race, in real time.
  • the present invention provides a gaming machine comprising: a common display that displays a racing game by characters; a main-side controller that determines action patterns of the characters, executes the racing game by characters based on the determined action patterns, and allows the common display to display the racing game by characters; a gaming terminal that has an individual display and a frame memory and receives a bet by a player regarding order of arrival for the characters; a designation switch that designates a view for viewing on the individual display a three-dimensional image of one or more characters bet by the player during the racing game by characters; and a terminal-side controller that (a) receives the determined action patterns from the main-side controller; (b) generates frame data of the three-dimensional image of one or more characters bet by the player from the view designated by the designation switch during the racing game by characters based on the received action patterns; (c) stores the generated frame data on the frame memory; and (d) displays on the individual display the three-dimensional image of one or more characters bet by the player from the view
  • the generated frame data is the three-dimensional image of one or more bet characters from the view designated by the designation switch. Therefore, the three-dimensional image of one or more bet characters from the designated view is displayed on the individual display of the gaming terminal based on the generated frame data.
  • the gaming machine allows a player to easily and visually recognize race situations of one or more bet characters during the racing game, by the three-dimensional image displayed on the individual display of the gaming terminal from his/her desired view designated using the designation switch. This attracts player's attention for race situations of one or more bet characters during the racing game to increase entertainment factors for the racing game.
  • the terminal-side controller switches back and forth between frame data of a race image which is the same as one displayed on the common display and the frame data of the three-dimensional image of one or more characters bet by the player from the view designated by the designation switch, to display one of the race image and the three-dimensional image on the individual display in synchronization with the progress of the racing game by characters displayed on the common display.
  • the gaming machine allows a player to easily and visually recognize the flow of the racing game such as order of arrival for characters, in addition to the race situations of one or more bet characters, using the individual display.
  • the present invention provides a gaming machine comprising: a common display that displays a racing game by characters; a main-side controller that determines action patterns of the characters, executes the racing game by characters based on the determined action patterns, and allows the common display to display the racing game by characters; a gaming terminal that has an individual display and a frame memory and receives a bet by a player regarding order of arrival for the characters; a designation switch that designates a view for viewing on the individual display a three-dimensional image of one or more characters bet by the player during the racing game by characters; and a terminal-side controller that (a) receives the determined action patterns from the main-side controller; (b) alternately generates frame data of the three-dimensional image of one character bet by the player from the view designated by the designation switch during the racing game by characters based on the received action patterns if there are characters bet by the player; (c) stores the generated frame data on the frame memory; and (d) alternately displays on the individual display the three-dimensional image of
  • the generated frame data is the three-dimensional image of one bet character from the view designated by the designation switch. Therefore, the three-dimensional image of one character from the designated view is alternately displayed on the individual display of the gaming terminal based on the generated frame data.
  • the gaming machine allows a player to easily and visually recognize a race situation of each bet character during the racing game, by the three-dimensional image alternately displayed on the individual display of the gaming terminal from his/her desired view designated using the designation switch. This attracts player's attention for a race situation of each bet character during the racing game to increase entertainment factors for the racing game.
  • the terminal-side controller switches back and forth between frame data of a race image which is the same as one displayed on the common display and the frame data of the three-dimensional image of one character bet by the player from the view designated by the designation switch, to display one of the race image and the three-dimensional image on the individual display in synchronization with the progress of the racing game by characters displayed on the common display.
  • the gaming machine allows a player to easily and visually recognize the flow of the racing game such as order of arrival for characters, in addition to the race situation of each bet character, using the individual display.
  • the present invention provides a control method of gaming machine comprising: determining action patterns of characters in a racing game by characters; executing the racing game by characters based on the determined action patterns; allowing a common display to display the racing game by characters; receiving a bet by a player regarding order of arrival for the characters; designating a view for viewing on an individual display a three-dimensional image of one or more characters bet by the player during the racing game by characters; generating frame data of the three-dimensional image of one or more characters bet by the player from the view designated by the designation switch during the racing game by characters based on the determined action patterns; and displaying on the individual display the three-dimensional image of one or more characters bet by the player from the view designated by the designation switch based on the generated frame data, in synchronization with a progress of the racing game by characters displayed on the common display.
  • the generated frame data is the three-dimensional image of one or more bet characters from the designated view. Therefore, the three-dimensional image of one or more bet characters from the designated view is displayed on the individual display based on the generated frame data.
  • the control method allows a player to easily and visually recognize race situations of one or more bet characters during the racing game, by the three-dimensional image displayed on the individual display from his/her desired view designated using the designation switch. This attracts player's attention for race situations of one or more bet characters during the racing game to increase entertainment factors for the racing game.
  • the present invention provides a control method of gaming machine comprising: determining action patterns of characters in a racing game by characters; executing the racing game by characters based on the determined action patterns; allowing a common display to display the racing game by characters; receiving a bet by a player regarding order of arrival for the characters; designating a view for viewing on an individual display a three-dimensional image of one or more characters bet by the player during the racing game by characters; alternately generating frame data of the three-dimensional image of one character bet by the player from the view designated by the designation switch during the racing game by characters based on the determined action patterns if there are characters bet by the player; and alternately displaying on the individual display the three-dimensional image of one character bet by the player from the view designated by the designation switch based on the generated frame data, in synchronization with a progress of the racing game by characters displayed on the common display.
  • the generated frame data is the three-dimensional image of one bet character from the designated view. Therefore, the three-dimensional image of one character from the designated view is alternately displayed on the individual display based on the generated frame data.
  • the control method allows a player to easily and visually recognize a race situation of each bet character during the racing game, by the three-dimensional image alternately displayed on the individual display from his/her desired view designated. This attracts player's attention for a race situation of each bet character during the racing game to increase entertainment factors for the racing game.
  • FIG. 1 is a flow chart of a schematic process procedure of a gaming machine according to an exemplary embodiment of the present invention.
  • FIG. 2 is a flow chart of the schematic process procedure of the gaming machine according to a modified example of the exemplary embodiment of the present invention.
  • FIG. 3 is a perspective view of the gaming machine according to the exemplary embodiment of the present invention.
  • FIG. 4 is a perspective view of a model unit in the gaming machine according to the exemplary embodiment of the present invention.
  • FIG. 5 is a perspective view of a gaming terminal in the gaming machine according to the exemplary embodiment of the present invention.
  • FIG. 6 is a front view of an individual display shown in FIG. 5 .
  • FIG. 7 is a network configuration diagram of the gaming machine according to the exemplary embodiment of the present invention.
  • FIG. 8 is a block diagram of a racing game controller in the gaming machine according to the exemplary embodiment of the present invention.
  • FIG. 9 is a block diagram of a roulette game controller in the gaming machine according to the exemplary embodiment of the present invention.
  • FIG. 10 is a block diagram of a relay controller in the gaming machine according to the exemplary embodiment of the present invention.
  • FIG. 11 is a block diagram of the gaming terminal in the gaming machine according to the exemplary embodiment of the present invention.
  • FIG. 12 is a flow chart of a process procedure of the racing game controller in the gaming machine according to the exemplary embodiment of the present invention.
  • FIG. 13 is a flow chart of a process for executing a racing game shown in FIG. 12 .
  • FIG. 14 is a flow chart of a process procedure of the roulette game controller in the gaming machine according to the exemplary embodiment of the present invention.
  • FIG. 15 is a flow chart of a process procedure of the gaming terminal in the gaming machine according to the exemplary embodiment of the present invention.
  • FIG. 16 is a flowchart of a process for executing a racing game shown in FIG. 15 .
  • FIG. 17 is a flow chart of a process for displaying a racing game shown in FIG. 16 .
  • FIG. 18 is a flow chart of a process for executing a roulette game shown in FIG. 15 .
  • FIG. 19 is a flow chart of a process for displaying a roulette game shown in FIG. 18 .
  • FIG. 20 is an explanatory diagram of a bet reception screen for racing game displayed on the gaming terminal in the gaming machine according to the exemplary embodiment of the present invention.
  • FIG. 21 is an explanatory diagram of a bet reception screen for roulette game displayed on the gaming terminal according to the exemplary embodiment of the present invention.
  • FIG. 22 is an explanatory diagram of a race image displayed on the gaming terminal according to the exemplary embodiment of the present invention.
  • FIG. 23 is an explanatory diagram of a three-dimensional image of racehorses displayed on the gaming terminal according to the exemplary embodiment of the present invention.
  • FIG. 24 is an explanatory diagram of a three-dimensional image of racehorses displayed on the gaming terminal according to the exemplary embodiment of the present invention.
  • FIG. 25 is an explanatory diagram of a three-dimensional image of racehorses displayed on the gaming terminal according to the exemplary embodiment of the present invention.
  • FIG. 26 is an explanatory diagram of a three-dimensional image of racehorses displayed on the gaming terminal according to the exemplary embodiment of the present invention.
  • FIG. 27 is an explanatory diagram of a three-dimensional image of racehorses displayed on the gaming terminal according to the exemplary embodiment of the present invention.
  • FIG. 28 is an explanatory diagram of a three-dimensional image of racehorses displayed on the gaming terminal according to the exemplary embodiment of the present invention.
  • FIG. 29 is an explanatory diagram of a roulette game displayed on the gaming terminal according to the exemplary embodiment of the present invention.
  • FIG. 30 is a perspective view of a gaming terminal in the gaming machine according to a modified example of the exemplary embodiment of the present invention.
  • a gaming machine allows a player to visually recognize race situations of characters which are running in a race, by a three-dimensional image displayed on an individual display of a gaming terminal from his/her desired view.
  • a host server 15 determines action patterns of racehorses which run in a next racing game.
  • the action patterns include data regarding position coordinates for racehorses in a world coordinate system with respect to each time point from a race start to a race finish.
  • the action patterns define race paces and order of arrival for racehorses in the next racing game.
  • step S 12 the host server 15 generates three-dimensional object data in order to display three-dimensional images for racehorses which run in the next racing game on a common display 14 .
  • the host server 15 carries out a modeling by polygons of racehorses, applies textures to the polygons of racehorses and assigns representative points of racehorses to the position coordinates in the world coordinate system with respect to each time point from the race start to the race finish determined in step S 11 .
  • step S 13 the host server 15 receives bets by players from gaming terminals 20 linked to the host server 15 via a network 18 and a relay controller 19 (see FIG. 7 ) during a predefined period.
  • step S 14 the host server 15 executes a racing game at a certain time point after starting the reception of bets from the gaming terminals 20 , based on the action patterns of racehorses determined in step S 11 .
  • the certain time point is defined as a time point just when the host server 15 finishes the reception of bets from the gaming terminals 20 . It is noted that the certain time point may be defined as a time point before the host server 15 finishes the reception of bets.
  • the host server 15 controls a model unit 11 shown in FIG. 4 to run racehorse models 12 on a model course 13 , according to data regarding position coordinates for racehorses in the world coordinate system with respect to each time point from the race start to the race finish.
  • the host server 15 simultaneously controls the common display 14 shown in FIG. 3 to run racehorse images continually generated by computer graphics (CG) in the common display 14 , according to the three-dimensional object data generated in step S 12 , data regarding position coordinates for a background such as a course in the world coordinate system, and data regarding position coordinates for racehorses in the world coordinate system with respect to each time point from the race start to the race finish.
  • the host server 15 continually generates race image data for each time point and display a race image while pushing forward time.
  • each gaming terminal 20 receives from a player the operation for designating his/her desired view (e.g., a view from above racehorses, a view from the front of racehorses, or a view from the side of racehorses) at the time when racehorse images are displayed on an individual display 23 thereof, by using designation switches 23 c to 23 e (see FIG. 6 ).
  • his/her desired view e.g., a view from above racehorses, a view from the front of racehorses, or a view from the side of racehorses
  • each gaming terminal 20 continually generates race image data for each time point from the view designated in step S 15 , by using the three-dimensional object data generated in step S 12 , data regarding position coordinates for a background such as a course in the world coordinate system, and data regarding position coordinates for racehorses in the world coordinate system with respect to each time point from the race start to the race finish. Then, each gaming terminal 20 writes the race image data on a frame memory thereof.
  • each gaming terminal 20 reads out fame data for one screen from the frame memory every time when the race image data for one screen is written on the frame memory, and displays a race image on the individual display 23 based on the frame data for one screen read out.
  • step S 17 may be replaced with another process.
  • each gaming terminal 20 displays on the individual display 23 a race image for each time point from the view designated in step S 15 .
  • each gaming terminal 20 alternately displays on the individual display 23 a race image for each time point from the view designated in step S 15 and a race image for each time point displayed on the common display 14 .
  • the another process will be described below with reference to FIG. 2 . It is noted that processes in steps S 11 to S 16 shown in FIG. 1 are similar to those in steps S 11 to S 16 shown in FIG. 2 , and therefore the description of steps S 11 to S 16 is omitted.
  • each gaming terminal 20 continually generates race image data for each time point, which is the same as one generated by the host server 15 to be displayed on the common display 14 in step S 14 , according to the three-dimensional object data generated in step S 12 , data regarding position coordinates for a background in the world coordinate system, and data regarding position coordinates for racehorses in the world coordinate system with respect to each time point from the race start to the race finish.
  • step S 18 a each gaming terminal 20 switches back and forth between the race image for each time point generated in step S 16 and the race image for each time point generated in step S 17 a at regular time intervals, to display one of two race images on the individual display 23 .
  • each gaming terminal 20 may switch back and forth between three-dimensional object data for the bet racehorses generated in step S 12 , from the view designated in step S 15 , at regular time intervals, to sequentially display one of the bet racehorses on the individual display 23 .
  • the gaming machine allows a player to easily and visually recognize race situations of bet racehorses which are running in a race, by a three-dimensional image displayed on the individual display 23 of each gaming terminal 20 from his/her desired view designated using the designation switches 23 c to 23 e on the individual display 23 .
  • the gaming machine 10 is configured to execute a racing game and comprises the model unit 11 , the common display 14 , the host server 15 and gaming terminals 20 .
  • a racing game controller 16 (see FIG. 8 ) of the host server 15 controls and drives each racehorse model 12 to run the racehorse models 12 on the model course 13 of the model unit 11 .
  • the common display 14 is arranged in the back of the model unit 11 and displays a live image for a race being executed on the model unit 11 , a paddock image before a race, and odds image thereon.
  • Two speaker units 14 a , 14 a are mounted on the left and right sides of a display screen of the common display 14 .
  • the host server 15 includes the racing game controller 16 operable to execute a racing game using the model unit 11 and the common display 14 , and a roulette game controller 17 (see FIG. 9 ) operable to execute a roulette game in each gaming terminal 20 .
  • each gaming terminal 20 is arranged in the front of the model unit 11 and the common display 14 . As shown in FIG. 5 , each gaming terminal 20 includes a box unit 21 , a seat 22 and two individual displays 23 , 24 .
  • the box unit 21 includes a bill insertion slot 21 a , a coin insertion slot 21 b , buttons 21 c , 21 d , a count start button 21 e , a ticket printer 21 f and white LEDs 21 g for effect.
  • the button 21 c or 21 d is pushed, the coin insertion slot 21 b is opened or closed.
  • the count start button 21 e is pushed, the count of the number of coins inserted in the coin insertion slot 21 b is started.
  • the white LEDs 21 g are arranged in a line shape.
  • the seat 22 is semi-bucket type seat in which a backrest 22 b can be reclined with respect to a seating portion 22 a .
  • the seat 22 includes vibration generating units 22 c , 22 d (see FIG. 11 ) in the seating portion 22 a and the backrest 22 b.
  • the vibration generating units 22 c , 22 d vibrate the seat 22 at a certain time point freely set by a player in a racing game.
  • the individual display 23 includes stereotype speakers 23 a , 23 a and white LEDs 23 b for effect.
  • the individual display 23 displays thereon various images regarding a racing game being executed on the model unit 11 .
  • a player bets one or more racehorses from a bet reception screen displayed on the individual display 23 .
  • an odds table 232 for Win and an odds table 233 for Quinella are displayed on a bet reception screen 231 displayed on the individual display 23 .
  • a player touches one or more desired boxes in the odds tables 232 , 233 one or more racehorses to be bet are selected.
  • bet number boxes 234 , 235 , 236 , 237 corresponding to “1”, “5”, “10”, “100” on the bet reception screen 231 the number of credits to be bet is designated.
  • the designation switch 23 c for a view from above, the designation switch 23 d for a view from side and the designation switch 23 e for a view from before are mounted on the individual display 23 . These switches are used for designating a view for displaying three-dimensional image for each bet racehorse 12 on the individual display 23 .
  • a three-dimensional image for each bet racehorse 12 viewed from above is displayed on the individual display 23 when the designation switch 23 c is operated.
  • a three-dimensional image for each bet racehorse 12 viewed from side is displayed on the individual display 23 when the designation switch 23 d is operated.
  • a three-dimensional image for each bet racehorse 12 viewed from before is displayed on the individual display 23 when the designation switch 23 e is operated.
  • the individual display 24 displays various images regarding a sub-game other than a racing game.
  • the sub-game is a roulette game. Only a player who bets on a racing game using the individual display 23 can participate in a roulette game displayed on the individual display 24 .
  • the individual display 24 includes a monaural type speaker 24 a.
  • a player can bet on a roulette game using a bet reception screen 241 displayed on the individual display 24 .
  • a betting table 242 for a roulette game is displayed on the bet reception screen 241 .
  • a player touches one or more desired boxes in the betting table 242 one or more numbers and/or ranges for numbers is selected.
  • bet number boxes 244 , 245 , 246 , 247 corresponding to “1”, “5”, “10”, “100” on the bet reception screen 241 the number of credits to be bet is designated.
  • the host server 15 is linked to a relay controller 19 via a network 18 .
  • the relay controller 19 is linked to each gaming terminal 20 .
  • Each gaming terminal 20 can send or receive data to or from the host server 15 via the network 18 and the relay controller 19 .
  • the host server 15 includes a racing game controller 16 and a roulette game controller 17 .
  • the host server 15 is further linked to the model unit 11 and the common display 14 .
  • the racing game controller 16 includes a CPU 51 , a ROM 52 , a RAM 53 , a signal processor 54 , an image processor 55 , a hard disk 56 , a frame memory 57 , a random number generator 58 , a timer 59 , an interface for communication 60 , an interface for image 61 , an interface for sound 62 and a model driving circuit 63 .
  • the CPU 51 controls the whole of racing game controller 16 .
  • the ROM 52 permanently stores a system program.
  • the RAM 53 temporarily stores various data.
  • the signal processor 54 generates data regarding position coordinates for racehorses which run in a racing game in the world coordinate system with respect to each time point from a race start to a race finish.
  • the mage processor 55 generates three-dimensional object data in order to display three-dimensional images for racehorses which run in a racing game on a common display 14 .
  • the hard disk 56 stores various data regarding a modeling or textures used to generate the three-dimensional object data.
  • Frame data for image to be displayed on the common display 14 are written on the frame memory 57 .
  • the random number generator 58 generates various random numbers used to the execution of racing game.
  • the timer 59 manages various elapsed times in a racing game.
  • the interface for communication 60 is used to communicate with the relay controller 19 via the network 18 .
  • the interface for image 61 is used to output display data to the common display 14 .
  • the interface for sound 62 is used to output a sound signal to speaker units 14 a , 14 a of the common display 14 .
  • the model driving circuit 63 is used to run racehorse models 12 on the model course 13 of the model unit 11 .
  • the roulette game controller 17 controls a roulette game executed on the individual display 24 of each gaming terminal 20 .
  • the roulette game controller 17 includes a CPU 71 , a ROM 72 , a RAM 73 , a hard disk 74 , a key board 75 , an interface for communication 76 and a random number generator 77 .
  • the CPU 71 controls the whole of roulette game controller 17 .
  • the ROM 72 permanently stores a system program.
  • the RAM 73 temporarily stores various data.
  • the hard disk 74 stores various data for the execution of the roulette game.
  • the key board 75 receives an operation input from a manager.
  • the interface for communication 76 is used to communicate with the relay controller 19 via the network 18 .
  • the random number generator 77 generates various random numbers used to the execution of roulette game.
  • the relay controller 19 includes a CPU 91 , an interface for communication 92 , interfaces for communication 93 , a ROM 94 and a RAM 95 .
  • the CPU 91 controls the whole of relay controller 19 .
  • the interface for communication 92 is used to communicate with the host server 15 via the network 18 .
  • Each interface for communication 93 is used to communicate with each gaming terminal 20 .
  • the ROM 94 permanently stores a system program.
  • the RAM 95 temporarily stores various data.
  • the CPU 91 sorts data from the racing game controller 16 or the roulette game controller 17 and outputs the data to an associated gaming terminal 20 . Also, the CPU 91 adds information such as a header indicating an output source into data from each gaming terminal 20 and outputs the data to the racing game controller 16 or the roulette game controller 17 .
  • each gaming terminal 20 will be described with reference to FIG. 11 . Since the gaming terminals 20 are identical to each other, only one gaming terminal 20 is detailed in FIG. 11 .
  • the gaming terminal 20 includes the buttons 21 c , 21 d , the count start button 21 e , the ticket printer 21 f , the white LEDs 21 g , the vibration generating units 22 c , 22 d , individual displays 23 , 24 , speakers 23 a , 23 a , 24 a , the white LEDs 23 b , a CPU 101 , a bill reading sensor 102 , a coin sensor 103 , a driver 104 , a ROM 105 , a RAM 106 , drivers 107 , 108 , interfaces for image 109 , 110 , interfaces for sound 113 , 114 , a driver 115 , an interface for communication 116 , an image processor 117 , a first frame memory 118 , a second frame memory 119 , a third frame memory 120 and a hard disk 122 .
  • the CPU 101 controls the whole of gaming terminal 20 .
  • the ROM 105 is made of a semiconductor memory and permanently stores various programs such as a program for executing basic functions of the gaming terminal 20 and a program for controlling the gaming terminal 20 , and data table used to control the gaming terminal 20 .
  • the RAM 106 temporarily stores various data such as data generated by the CPU 101 , the number of credits owned by a player (the number of credits reserved in the gaming terminal 20 ), and the number of coins bet by a player.
  • the buttons 21 c , 21 d , the count start button 21 e , the ticket printer 21 f , the bill reading sensor 102 , the coin sensor 103 and the driver 104 are connected to the CPU 101 .
  • the button 21 c opens the coin insertion slot 21 of the box unit 22 .
  • Thu button 21 d closes the coin insertion slot 21 of the box unit 22 .
  • the bill reading sensor 102 reads the number of bills inserted in the bill insertion slot 21 a .
  • the coin sensor 103 detects a coin inserted in the coin insertion slot 21 b .
  • the driver 104 drives the white LEDs 21 g.
  • the drivers 107 , 108 , the interfaces for image 109 , 110 , touch panels 111 , 112 , the interfaces for sound 113 , 114 , the driver 115 , the interface for communication 116 are connected to the CPU 101 .
  • the drivers 107 , 108 drive the vibration generating units 22 c , 22 d included in the seating portion 22 a and the backrest 22 b of the seat 22 to vibration them.
  • the interfaces for image 109 , 110 output display data to the individual displays 23 , 24 .
  • the touch panels 111 , 112 are mounted on the individual displays 23 , 24 and output input signals to the CPU 101 upon receiving touch operations by a player.
  • the interfaces for sound 113 , 114 output sound signals to the speakers 23 a , 23 a , 24 a of the individual displays 23 , 24 .
  • the driver 115 drives the white LEDs 23 b of the individual display 23 .
  • the interface for communication 116 communicates with the relay controller 19 .
  • the image processor 117 , the first frame memory 118 , the second frame memory 119 , the third frame memory 120 and the hard disk 122 are connected to the CPU 101 .
  • the image processor 117 generates three-dimensional object data for racehorses which run in a racing game.
  • the CPU 101 writes on the first frame memory 118 frame data of three-dimensional object data for racehorses which run in a racing game to be alternately displayed on the individual display 23 .
  • the CPU 101 writes on the second frame memory 119 frame data of three-dimensional object data for one or more bet racehorses, from the desired view designated using the designation switches 23 c to 23 e , to be alternately displayed on the individual display 23 .
  • the CPU 101 writes on the third frame memory 120 frame data for image to be displayed on the individual display 24 .
  • the CPU 101 writes or reads various data on or from the hard disk 122 .
  • the CPU 101 controls the execution of corresponding operation according to an operation signal from the buttons 21 c , 21 d , the count start button 21 e or the ticket printer 21 f. More specifically, the CPU 101 executes a corresponding process according to the operation signal from the buttons 21 c , 21 d , the count start button 21 e or the ticket printer 21 f and data and/or programs stored in the ROM 105 and the RAM 106 . Then, the CPU 101 sends the process result to the relay controller 19 and further to the host server 15 via the network 18 .
  • the coin sensor 103 detects a coin inserted in the coin insertion slot 21 b , counts the number of inserted coins and outputs data of count result to the CPU 101 .
  • the CPU 101 increases the number of credits, which are owned by a player and stored in the RAM 106 , based on the data of count result.
  • step S 41 the CPU 51 of the racing game controller 16 determines action patterns for racehorses which run in a next racing game, using the signal processor 54 .
  • Action patterns include data regarding position coordinates for racehorses in the world coordinate system with respect to each time point from a race start to a race finish.
  • the action patterns define race paces and order of arrival for racehorses in a next racing game.
  • step S 42 the CPU 51 generates three-dimensional object data in order to display three-dimensional images for racehorses on the common display 14 , using the image processor 55 .
  • the CPU 51 carries out a modeling by polygons of racehorses, applies textures to the polygons of racehorses and assigns representative points of racehorses to the position coordinates in the world coordinate system with respect to each time point from the race start to the race finish determined in step S 41 .
  • step S 43 the CPU 51 starts to count an elapsed time of a bet reception, using the timer 59 .
  • step S 44 the CPU 51 generates a command for notifying each gaming terminal 20 of the start of reception of bets and outputs the command to the relay controller 19 via the network 18 .
  • step S 45 the CPU 51 determines whether or not the elapsed time counted in the timer 59 reaches a regular time previously determined. If the elapsed time does not reach the regular time, the process proceeds to step S 46 . If the elapsed time reaches the regular time, the CPU 51 generates a command for notifying each gaming terminal 20 of the finish of reception of bets and outputs the command to the replay controller 19 and the process proceeds to step S 47 .
  • step S 46 the CPU 51 receives a command for notifying the racing game controller 16 of one or more racehorses bet in each gaming terminal 20 from the relay controller 19 and the process returns to step S 45 .
  • step S 47 the CPU 51 collects contents of racehorses bet in gaming terminals 20 participating to the next racing game and determines dividend magnification.
  • step S 48 the CPU 51 carries out a racing game execution process based on the action patterns determined in step S 41 .
  • step S 49 the CPU 51 determines a dividend for each gaming terminal 20 based on the action patterns (order of arrival for racehorses in the racing game) determined in step S 41 after finishes the racing game execution process, generates a command for notifying each gaming terminal 20 of the race result, and outputs the command to the relay controller 19 via the network 18 . Then, the process returns to step S 41 .
  • step S 481 the racing game controller 16 runs racehorse models 12 on the model course 13 of the model unit 11 , according to the data regarding position coordinates for racehorses in the world coordinate system with respect to each time point from the race start to the race finish in the action patterns determined in step S 41 , using the model driving circuit 63 .
  • step S 482 the racing game controller 16 continually generates race image data for each time point in which the racehorses run in the racing game, according to the three-dimensional object data determined in step S 42 , data regarding position coordinates for a background such as the model course 13 stored in the hard disk 56 in the world coordinate system, and data regarding position coordinates for racehorses in the world coordinate system with respect to each time point from the race start to the race finish in the action patterns determined in step S 41 , using the image processor 55 . Then, the racing game controller 16 writes the race image data on the frame memory 57 .
  • step S 483 the racing game controller 16 reads out frame data for one screen from the frame memory 57 every time when the race image data for one screen is written on the frame memory 57 , and outputs the frame data to the common display 14 via the interface for communication 61 . Thereby, a race image displayed on the common display 14 is updated to the latest contents of race image.
  • the race image displayed on the common display 14 may be the same as that displayed on the individual display 23 of each gaming terminal 20 (see FIG. 22 ). Also, the race image displayed on the common display 14 may be a race image viewed from a certain direction (e.g., edge-on) capable of seeing all racehorses which run in the racing game, in view that a player of each gaming terminal 20 can see display contents of the common display 14 .
  • a certain direction e.g., edge-on
  • step S 484 the racing game controller 16 continually outputs the data regarding position coordinates for racehorses in the world coordinate system with respect to each time point from the race start to the race finish in the action patterns determined in step S 41 , to each gaming terminal 20 via the network 18 and the relay controller 19 .
  • step S 484 the racing game controller 16 also outputs the three-dimensional object data determined in step S 42 and data regarding position coordinates for a background such as the model course 13 stored in the hard disk 56 in the world coordinate system, to each gaming terminal 20 .
  • step S 485 the racing game controller 16 determines whether or not all racehorses reach a goal. If all racehorses reach the goal, the process is finished. If all racehorses do not reach the goal, the process returns to step S 481 .
  • step S 51 when the operation of gaming machine 10 is started, in step S 51 , the roulette game controller 17 determines a winning number in a next roulette game based on a random number generated in the random number generator 77 .
  • step S 52 the roulette game controller 17 starts to count an elapsed time of a bet reception, using the timer 59 .
  • step S 53 the roulette game controller 17 generates a command for notifying each gaming terminal 20 of the start of reception of bets and outputs the command to the relay controller 19 via the network 18 .
  • step S 54 the roulette game controller 17 determines whether or not the elapsed time counted in the timer 59 reaches a regular time previously determined. If the elapsed time does not reach the regular time, the process proceeds to step S 55 . If the elapsed time reaches the regular time, the CPU 51 generates a command for notifying each gaming terminal 20 of the finish of reception of bets and outputs the command to the replay controller 19 and the process proceeds to step S 56 .
  • step S 55 the roulette game controller 17 receives a command for notifying the roulette game controller 17 of contents bet in each gaming terminal 20 from the relay controller 19 and the process returns to step S 54 .
  • step S 56 the roulette game controller 17 collects the contents bet in gaming terminals 20 participating to the next roulette game.
  • step S 57 the roulette game controller 17 carries out a roulette game execution process based on the winning number determined in step S 51 .
  • the roulette game controller 17 In the roulette game execution process, the roulette game controller 17 generates image data for roulette game in which a ball thrown in a roulette wheel is received in a pocket to which the winning number is assigned. Then, the roulette game controller 17 outputs the image data to each gaming terminal 20 via the network 18 and the relay controller 19 .
  • step S 58 the roulette game controller 17 generates a command for notifying each gaming terminal 20 of dividend result for the contents bet in each gaming terminal 20 based on the collection result in step S 56 , and outputs the command to the relay controller 19 via the network 18 . Then, the process returns to step S 51 .
  • step S 61 when the operation of gaming machine 10 is started, in step S 61 , the CPU 101 of each gaming terminal 20 carries out a racing game execution process. In step S 62 , the CPU 101 carries out a roulette game execution process and the process returns to step S 61 .
  • step S 611 the CPU 101 determines whether or not the command for notifying each gaming terminal 20 of the start of reception of bets is received from the relay controller 19 . If the command is received, the process proceeds to step S 612 . If the command is not received, the process remains in step S 611 .
  • step S 612 the CPU 101 displays the bet reception screen 231 shown in FIG. 20 on the individual display 23 until the command for notifying each gaming terminal 20 of the finish of reception of bets is received in step S 614 .
  • step S 613 the CPU 101 detects contents of bet racehorses from the touch panel 111 .
  • step S 614 the CPU 101 determines whether or not the command for notifying each gaming terminal 20 of the finish of reception of bets is received from the relay controller 19 . If the command is received, the process proceeds to step S 615 . If the command is not received, the process returns to step S 612 . In step S 615 , the CPU 101 collects contents of bet racehorses and outputs the command for notifying the racing game controller 16 of the collected contents of bet racehorses to the racing game controller 16 via the network 18 and the relay controller 19 . In step S 616 , the CPU 101 carries out a racing game display process.
  • step S 617 the CPU 101 determines whether or not the command for notifying each gaming terminal 20 of the race result is received from the relay controller 19 . If the command is received, the process proceeds to step S 618 . If the command is not received, the process remains to step S 617 .
  • step S 618 the CPU 101 carries out a dividend process according to the received race result.
  • the CPU 101 updates the number of credits in a credit display box 238 on the bet reception screen 231 displayed on the individual display 23 ( FIG. 20 ) or in a credit display box 248 on the bet reception screen 241 displayed on the individual display 24 ( FIG. 21 ), according to the received race result.
  • the process then proceeds to step S 62 .
  • step S 616 a the CPU 101 detects one of the designation switches 23 c to 23 e on the individual display 23 operated by a player.
  • step S 616 b the CPU 101 receives the data regarding position coordinates for racehorses in the world coordinate system with respect to each time point from the race start to the race finish, which the racing game controller 16 outputs to each gaming terminal 20 via the network 18 and the relay controller 19 . Then, the CPU 101 stores the received data in the hard disk 122 .
  • the CPU 101 outputs a command for outputting data regarding a race to the racing game controller 16 after receiving the command from the relay controller 19 in step S 614 . Then, the CPU 101 receives from the racing game controller 16 the three-dimensional object data determined in step S 42 , the data regarding position coordinates for a background such as the model course 13 stored in the racing game controller 16 in the world coordinate system, and the data regarding position coordinates for racehorses in the world coordinate system with respect to each time point from the race start to the race finish in the action patterns determined in step S 41 . Then, the CPU 101 stores the received data in the hard disk 122 .
  • step S 616 c the CPU 101 continually generates race image data for each time point in which the racehorses run in the racing game, according to the received data in step S 616 b , using the image processor 117 . Then, the CPU 101 writes the race image data on the first frame memory 118 . It is noted that the race image data written on the first frame memory 118 is the same as the race image data written on the frame memory 57 of the racing game controller 16 to be displayed on the common display 14 .
  • the race image data for example, the CPU 101 can set an image for racehorses viewed from a preset camera in a local coordinate system (see FIG. 22 ). Also, as the race image data, the CPU 101 may set an image for racehorses viewed from a certain direction (e.g., edge-on) capable of seeing all racehorses which run in the racing game.
  • step S 616 d the CPU 101 continually generates race image data for each time point from the view designated in step S 616 a , by using the received data in step S 616 b. Then, the CPU 101 writes the race image data on the second frame memory 119 .
  • step S 616 e the CPU 101 reads out frame data for one screen from the second frame memory 119 every time when the race image data for one screen is written on the second frame memory 119 , and displays a race image on the individual display 23 based on the frame data for one screen read out. Also, the CPU 101 may alternately read out frame data for one screen from the first frame memory 118 and frame data for one screen from the second frame memory 119 , at regular time intervals (e.g., every three seconds), to display one of two race images (one of FIGS. 22 to 25 ) on the individual display 23 via the interface for image 110 . The process then proceeds to step S 617 .
  • step S 616 d the CPU 101 alternately generates race image data for each racehorse from the view designated in step S 616 a and writes the race image data on the second frame memory 119 , at regular time intervals (e.g., every three seconds).
  • the CPU 101 when the number of bet racehorses is two and a player designates a view from above by operating the designation switch 23 c in step S 616 a , the CPU 101 generates race image data for the first bet racehorse viewed from above for three seconds (see FIG. 23 ) and then generates race image data for the second bet racehorse viewed from above for three seconds (see FIG. 26 ).
  • the CPU 101 when the number of bet racehorses is two and a player designates a view from side by operating the designation switch 23 d in step S 616 a , the CPU 101 generates race image data for the first bet racehorse viewed from side for three seconds (see FIG. 24 ) and then generates race image data for the second bet racehorse viewed from side for three seconds (see FIG. 27 ).
  • the CPU 101 when the number of bet racehorses is two and a player designates a view from before by operating the designation switch 23 e in step S 616 a , the CPU 101 generates race image data for the first bet racehorse viewed from before for three seconds (see FIG. 25 ) and then generates race image data for the second bet racehorse viewed from before for three seconds (see FIG. 28 ).
  • step S 616 e the CPU 101 reads out frame data for one screen from the first frame memory 118 for three seconds, and then alternately reads out frame data for one screen from the second frame memory 119 for one cycle of all bet racehorses, to display one of three or more race images (one of FIGS. 22 to 25 ) on the individual display 23 via the interface for image 110 .
  • the CPU 101 alternately displays the race image shown in FIG. 22 , the race image shown in FIG. 23 and the race image shown in FIG. 26 on the individual display 23 for three seconds.
  • the CPU 101 alternately displays the race image shown in FIG. 22 , the race image shown in FIG. 24 and the race image shown in FIG. 27 on the individual display 23 for three seconds.
  • the CPU 101 alternately displays the race image shown in FIG. 22 , the race image shown in FIG. 25 and the race image shown in FIG. 28 on the individual display 23 for three seconds.
  • step S 621 the CPU 101 determines whether or not the command for notifying each gaming terminal 20 of the start of reception of bets is received from the relay controller 19 . If the command is received, the process proceeds to step S 622 . If the command is not received, the process remains in step S 621 .
  • step S 622 the CPU 101 determines whether or not betting operation for racehorse is carried out in a current racing game displayed on the individual display 23 . If the betting operation is carried out, the process proceeds to step S 623 . If the betting operation is not carried out, the process proceeds to step S 61 .
  • step S 623 the CPU 101 displays the bet reception screen 241 shown in FIG. 21 on the individual display 24 until the command for notifying each gaming terminal of the finish of reception of bets is received in step S 625 .
  • step S 624 the CPU 101 detects contents bet from the touch panel 112 .
  • step S 625 the CPU 101 determines whether or not the command for notifying each gaming terminal of the finish of reception of the bets is received from the relay controller 19 . If the command is received, the process proceeds to step S 626 . If the command is not received, the process returns to step S 623 .
  • step S 626 the CPU 101 collects contents bet and outputs the command for notifying the roulette game controller 17 of the collected contents bet to the roulette game controller 17 via the network 18 and the relay controller 19 .
  • step S 627 the CPU 101 carries out a roulette game display process.
  • step S 628 the CPU 101 determines whether or not the command for notifying each gaming terminal 20 of the dividend result for the contents bet is received from the relay controller 19 . If the command is received, the process proceeds to step S 629 . If the command is not received, the process remains in step S 628 .
  • step S 629 the CPU 101 carries out a dividend process according to the received dividend result.
  • the CPU 101 updates the number of credits in the credit display box 238 on the bet reception screen 231 displayed on the individual display 23 ( FIG. 20 ) or in the credit display box 248 on the bet reception screen 241 displayed on the individual display 24 ( FIG. 21 ), according to the received dividend result.
  • the process then proceeds to step S 61 .
  • step S 627 a the CPU 101 receives data regarding a series of roulette game images which the roulette game controller 17 outputs via the network 18 and the relay controller 19 .
  • step S 627 b the CPU 101 displays a roulette game image that represents a roulette device 300 (see FIG. 29 ) on the individual display 24 .
  • the roulette game image is a moving image.
  • the roulette device 300 includes a frame body 321 , a roulette wheel 322 , number pockets 323 and a ball 327 .
  • the roulette wheel 322 rotates within the frame body 321 .
  • the number pockets 323 are provided on a rim portion of the roulette wheel 322 .
  • the ball 327 rolls on the roulette wheel 322 and then is received in one of the number pockets 323 to which numbers “0”, “00”, “1” to “36” are assigned.
  • the number assigned to the number pocket 323 in which the ball 327 is received is the same as a winning number included in the data received from the roulette game controller 17 .
  • the moving image is written in the third frame memory 120 of the roulette game controller 17 as needed, and then read out and displayed on the individual display 24 .
  • the CPU 101 finishes the display of series of roulette game image the process proceeds to step S 628 .
  • the gaming machine switches back and forth between the race image for each time point displayed on the common display 14 and the race image (three-dimensional image) for each time point from the designated view at regular time intervals, to display one of two race images on the individual display 23 , in a racing game executed by the racing game controller 16 .
  • the gaming machine allows a player to easily and visually recognize race situations of bet racehorses which are running in a race, by a three-dimensional image displayed on the individual display 23 of each gaming terminal 20 from his/her desired view designated using the designation switches 23 c to 23 e on the individual display 23 .
  • each element may be replaced by other configuration having the similar function.
  • the gaming machine executes a racing game using the model unit 11
  • the model unit 11 may be removed from the gaming machine.
  • each gaming terminal 20 includes two individual displays 23 , 24 in the above-described exemplary embodiment as shown in FIG. 5
  • each gaming terminal 20 may include only the individual display 23 as shown in FIG. 30 .
  • the gaming terminal 20 switches back and forth between the racing game and the roulette game to display one of two games on the individual display 23 .
  • the gaming machine executes a racing game in which racehorses run, it may execute a racing game in which characters (e.g., athletes or swimmers) other than racehorses run or swim.
  • characters e.g., athletes or swimmers

Abstract

A gaming machine includes a common display, a racing game controller and gaming terminals. The racing game controller determines action patterns of racehorses in a racing game and executes the racing game on the common display based on the determined action patterns. Each gaming terminal includes a designation switch and an individual display and receives a bet by a player. The designation switch designates a view for viewing a three-dimensional image of bet racehorse on the individual display. Each gaming terminal receives the determined action patterns from the racing game controller, generates frame data of the three-dimensional image of bet racehorse from the view designated by the designation switch based on the received action patterns, and displays the three-dimensional image on the individual display based on the generated frame data, in synchronization with a progress of the racing game displayed on the common display.

Description

    CROSS REFERENCE TO RELATED APPLICATION
  • This application claims benefit of priority under 35 U.S.C. §119 to Japanese Patent Application No. 2007-216047, filed on Aug. 22, 2007, the entire contents of which are incorporated by reference herein.
  • BACKGROUND OF THE INVENTION
  • 1. Field of the Invention
  • The present invention relates to a gaming machine executing a racing game by characters and a control method thereof.
  • 2. Description of the Related Art
  • As a gaming machine executing a racing game, there are known gaming machines described in U.S. Pat. No. 6,210,275, U.S. Pat. No. 6,358,150, U.S. Pat. No. 6,450,887, Japanese Patent Application Laid-Open No. 2001-87461, Japanese Patent No. 3291287, Japanese Patent No. 3366308, U.S. Pat. No. 6,921,331, Japanese Patent Application Laid-Open No. 2002-85852, Japanese Patent Application Laid-Open No. 2002-35429, U.S. Pat. No. 7,025,353 and U.S. Pat. No. 7,172,508.
  • U.S. Pat. No. 6,210,275 describes a gaming machine that allows a player to bet on one or more bet types. For example, the bet type is Quinella, Exacta, Trifecta, or Superfecta. If there are not any winners in a race, the gaming machine accumulates a pool payoff value in the race as a jackpot bonus. When there are one or more winners in the following race, the gaming machine provides the jackpot bonus to the one or more winners.
  • Each of U.S. Pat. No. 6,358,150 and U.S. Pat. No. 6,450,887 describes a gaming machine to which wager terminals are connected via a network. The gaming machine enables parimutuel wagering with instant payoffs on actual past events.
  • Japanese Patent Application Laid-Open No. 2001-87461 describes a gaming machine that allows a player to bring up a character which plays a racing game. Japanese Patent No. 3291287 describes gamine machines that are online connected to each other and a management machine that integrates odds for a racing game from the gaming machines. Japanese Patent No. 3366308 describes a gaming machine that calculates odds based on a target payout rate and a winning rate and then compensates the calculated odds.
  • U.S. Pat. No. 6,921,331 describes a gamin machine that executes a racing game via a network. Each of Japanese Patent Application Laid-Open No. 2002-85852 and Japanese Patent Application Laid-Open No. 2002-35429 describes a gaming machine that executes a racing game in which a player brings up a character playing the racing game, via a network in a wide-area. U.S. Pat. No. 7,025,353 describes a gaming machine that executes a board game in a race. U.S. Pat. No. 7,172,508 describes a gaming machine that conducts a plurality of betting events based on events occurring during a sporting event.
  • However, any above-described documents do not describe a gaming machine capable of notifying a player of situations of characters that are running in a race, in real time.
  • SUMMARY OF THE INVENTION
  • It is an object of the present invention to provide a gaming machine that allows a player to visually recognize situations of characters which are running in a race, from his/her desired view, and a control method thereof.
  • In order to achieve the object, the present invention provides a gaming machine comprising: a common display that displays a racing game by characters; a main-side controller that determines action patterns of the characters, executes the racing game by characters based on the determined action patterns, and allows the common display to display the racing game by characters; a gaming terminal that has an individual display and a frame memory and receives a bet by a player regarding order of arrival for the characters; a designation switch that designates a view for viewing on the individual display a three-dimensional image of one or more characters bet by the player during the racing game by characters; and a terminal-side controller that (a) receives the determined action patterns from the main-side controller; (b) generates frame data of the three-dimensional image of one or more characters bet by the player from the view designated by the designation switch during the racing game by characters based on the received action patterns; (c) stores the generated frame data on the frame memory; and (d) displays on the individual display the three-dimensional image of one or more characters bet by the player from the view designated by the designation switch based on the frame data stored in the frame memory, in synchronization with a progress of the racing game by characters displayed on the common display.
  • According to the present invention, the generated frame data is the three-dimensional image of one or more bet characters from the view designated by the designation switch. Therefore, the three-dimensional image of one or more bet characters from the designated view is displayed on the individual display of the gaming terminal based on the generated frame data. Thus, the gaming machine allows a player to easily and visually recognize race situations of one or more bet characters during the racing game, by the three-dimensional image displayed on the individual display of the gaming terminal from his/her desired view designated using the designation switch. This attracts player's attention for race situations of one or more bet characters during the racing game to increase entertainment factors for the racing game.
  • In a preferred embodiment of the present invention, the terminal-side controller switches back and forth between frame data of a race image which is the same as one displayed on the common display and the frame data of the three-dimensional image of one or more characters bet by the player from the view designated by the designation switch, to display one of the race image and the three-dimensional image on the individual display in synchronization with the progress of the racing game by characters displayed on the common display.
  • According to the embodiment, the gaming machine allows a player to easily and visually recognize the flow of the racing game such as order of arrival for characters, in addition to the race situations of one or more bet characters, using the individual display.
  • In order to achieve the object, the present invention provides a gaming machine comprising: a common display that displays a racing game by characters; a main-side controller that determines action patterns of the characters, executes the racing game by characters based on the determined action patterns, and allows the common display to display the racing game by characters; a gaming terminal that has an individual display and a frame memory and receives a bet by a player regarding order of arrival for the characters; a designation switch that designates a view for viewing on the individual display a three-dimensional image of one or more characters bet by the player during the racing game by characters; and a terminal-side controller that (a) receives the determined action patterns from the main-side controller; (b) alternately generates frame data of the three-dimensional image of one character bet by the player from the view designated by the designation switch during the racing game by characters based on the received action patterns if there are characters bet by the player; (c) stores the generated frame data on the frame memory; and (d) alternately displays on the individual display the three-dimensional image of one character bet by the player from the view designated by the designation switch based on the frame data stored in the frame memory, in synchronization with a progress of the racing game by characters displayed on the common display.
  • According to the present invention, the generated frame data is the three-dimensional image of one bet character from the view designated by the designation switch. Therefore, the three-dimensional image of one character from the designated view is alternately displayed on the individual display of the gaming terminal based on the generated frame data. Thus, the gaming machine allows a player to easily and visually recognize a race situation of each bet character during the racing game, by the three-dimensional image alternately displayed on the individual display of the gaming terminal from his/her desired view designated using the designation switch. This attracts player's attention for a race situation of each bet character during the racing game to increase entertainment factors for the racing game.
  • In a preferred embodiment of the present invention, the terminal-side controller switches back and forth between frame data of a race image which is the same as one displayed on the common display and the frame data of the three-dimensional image of one character bet by the player from the view designated by the designation switch, to display one of the race image and the three-dimensional image on the individual display in synchronization with the progress of the racing game by characters displayed on the common display.
  • According to the embodiment, the gaming machine allows a player to easily and visually recognize the flow of the racing game such as order of arrival for characters, in addition to the race situation of each bet character, using the individual display.
  • In order to achieve the object, the present invention provides a control method of gaming machine comprising: determining action patterns of characters in a racing game by characters; executing the racing game by characters based on the determined action patterns; allowing a common display to display the racing game by characters; receiving a bet by a player regarding order of arrival for the characters; designating a view for viewing on an individual display a three-dimensional image of one or more characters bet by the player during the racing game by characters; generating frame data of the three-dimensional image of one or more characters bet by the player from the view designated by the designation switch during the racing game by characters based on the determined action patterns; and displaying on the individual display the three-dimensional image of one or more characters bet by the player from the view designated by the designation switch based on the generated frame data, in synchronization with a progress of the racing game by characters displayed on the common display.
  • According to the present invention, the generated frame data is the three-dimensional image of one or more bet characters from the designated view. Therefore, the three-dimensional image of one or more bet characters from the designated view is displayed on the individual display based on the generated frame data. Thus, the control method allows a player to easily and visually recognize race situations of one or more bet characters during the racing game, by the three-dimensional image displayed on the individual display from his/her desired view designated using the designation switch. This attracts player's attention for race situations of one or more bet characters during the racing game to increase entertainment factors for the racing game.
  • In order to achieve the object, the present invention provides a control method of gaming machine comprising: determining action patterns of characters in a racing game by characters; executing the racing game by characters based on the determined action patterns; allowing a common display to display the racing game by characters; receiving a bet by a player regarding order of arrival for the characters; designating a view for viewing on an individual display a three-dimensional image of one or more characters bet by the player during the racing game by characters; alternately generating frame data of the three-dimensional image of one character bet by the player from the view designated by the designation switch during the racing game by characters based on the determined action patterns if there are characters bet by the player; and alternately displaying on the individual display the three-dimensional image of one character bet by the player from the view designated by the designation switch based on the generated frame data, in synchronization with a progress of the racing game by characters displayed on the common display.
  • According to the present invention, the generated frame data is the three-dimensional image of one bet character from the designated view. Therefore, the three-dimensional image of one character from the designated view is alternately displayed on the individual display based on the generated frame data. Thus, the control method allows a player to easily and visually recognize a race situation of each bet character during the racing game, by the three-dimensional image alternately displayed on the individual display from his/her desired view designated. This attracts player's attention for a race situation of each bet character during the racing game to increase entertainment factors for the racing game.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a flow chart of a schematic process procedure of a gaming machine according to an exemplary embodiment of the present invention.
  • FIG. 2 is a flow chart of the schematic process procedure of the gaming machine according to a modified example of the exemplary embodiment of the present invention.
  • FIG. 3 is a perspective view of the gaming machine according to the exemplary embodiment of the present invention.
  • FIG. 4 is a perspective view of a model unit in the gaming machine according to the exemplary embodiment of the present invention.
  • FIG. 5 is a perspective view of a gaming terminal in the gaming machine according to the exemplary embodiment of the present invention.
  • FIG. 6 is a front view of an individual display shown in FIG. 5.
  • FIG. 7 is a network configuration diagram of the gaming machine according to the exemplary embodiment of the present invention.
  • FIG. 8 is a block diagram of a racing game controller in the gaming machine according to the exemplary embodiment of the present invention.
  • FIG. 9 is a block diagram of a roulette game controller in the gaming machine according to the exemplary embodiment of the present invention.
  • FIG. 10 is a block diagram of a relay controller in the gaming machine according to the exemplary embodiment of the present invention.
  • FIG. 11 is a block diagram of the gaming terminal in the gaming machine according to the exemplary embodiment of the present invention.
  • FIG. 12 is a flow chart of a process procedure of the racing game controller in the gaming machine according to the exemplary embodiment of the present invention.
  • FIG. 13 is a flow chart of a process for executing a racing game shown in FIG. 12.
  • FIG. 14 is a flow chart of a process procedure of the roulette game controller in the gaming machine according to the exemplary embodiment of the present invention.
  • FIG. 15 is a flow chart of a process procedure of the gaming terminal in the gaming machine according to the exemplary embodiment of the present invention.
  • FIG. 16 is a flowchart of a process for executing a racing game shown in FIG. 15.
  • FIG. 17 is a flow chart of a process for displaying a racing game shown in FIG. 16.
  • FIG. 18 is a flow chart of a process for executing a roulette game shown in FIG. 15.
  • FIG. 19 is a flow chart of a process for displaying a roulette game shown in FIG. 18.
  • FIG. 20 is an explanatory diagram of a bet reception screen for racing game displayed on the gaming terminal in the gaming machine according to the exemplary embodiment of the present invention.
  • FIG. 21 is an explanatory diagram of a bet reception screen for roulette game displayed on the gaming terminal according to the exemplary embodiment of the present invention.
  • FIG. 22 is an explanatory diagram of a race image displayed on the gaming terminal according to the exemplary embodiment of the present invention.
  • FIG. 23 is an explanatory diagram of a three-dimensional image of racehorses displayed on the gaming terminal according to the exemplary embodiment of the present invention.
  • FIG. 24 is an explanatory diagram of a three-dimensional image of racehorses displayed on the gaming terminal according to the exemplary embodiment of the present invention.
  • FIG. 25 is an explanatory diagram of a three-dimensional image of racehorses displayed on the gaming terminal according to the exemplary embodiment of the present invention.
  • FIG. 26 is an explanatory diagram of a three-dimensional image of racehorses displayed on the gaming terminal according to the exemplary embodiment of the present invention.
  • FIG. 27 is an explanatory diagram of a three-dimensional image of racehorses displayed on the gaming terminal according to the exemplary embodiment of the present invention.
  • FIG. 28 is an explanatory diagram of a three-dimensional image of racehorses displayed on the gaming terminal according to the exemplary embodiment of the present invention.
  • FIG. 29 is an explanatory diagram of a roulette game displayed on the gaming terminal according to the exemplary embodiment of the present invention.
  • FIG. 30 is a perspective view of a gaming terminal in the gaming machine according to a modified example of the exemplary embodiment of the present invention.
  • DESCRIPTION OF THE PREFERRED EMBODIMENTS
  • With reference to FIGS. 1 to 30, an exemplary embodiment of the present invention will be described below.
  • A gaming machine according to the exemplary embodiment allows a player to visually recognize race situations of characters which are running in a race, by a three-dimensional image displayed on an individual display of a gaming terminal from his/her desired view.
  • As shown in FIG. 1, in step S11, a host server 15 (see FIG. 7) determines action patterns of racehorses which run in a next racing game. The action patterns include data regarding position coordinates for racehorses in a world coordinate system with respect to each time point from a race start to a race finish. The action patterns define race paces and order of arrival for racehorses in the next racing game.
  • In step S12, the host server 15 generates three-dimensional object data in order to display three-dimensional images for racehorses which run in the next racing game on a common display 14. In this step, the host server 15 carries out a modeling by polygons of racehorses, applies textures to the polygons of racehorses and assigns representative points of racehorses to the position coordinates in the world coordinate system with respect to each time point from the race start to the race finish determined in step S11.
  • In step S13, the host server 15 receives bets by players from gaming terminals 20 linked to the host server 15 via a network 18 and a relay controller 19 (see FIG. 7) during a predefined period.
  • In step S14, the host server 15 executes a racing game at a certain time point after starting the reception of bets from the gaming terminals 20, based on the action patterns of racehorses determined in step S11. In this embodiment, the certain time point is defined as a time point just when the host server 15 finishes the reception of bets from the gaming terminals 20. It is noted that the certain time point may be defined as a time point before the host server 15 finishes the reception of bets.
  • In the racing game, the host server 15 controls a model unit 11 shown in FIG. 4 to run racehorse models 12 on a model course 13, according to data regarding position coordinates for racehorses in the world coordinate system with respect to each time point from the race start to the race finish.
  • In the racing game, the host server 15 simultaneously controls the common display 14 shown in FIG. 3 to run racehorse images continually generated by computer graphics (CG) in the common display 14, according to the three-dimensional object data generated in step S12, data regarding position coordinates for a background such as a course in the world coordinate system, and data regarding position coordinates for racehorses in the world coordinate system with respect to each time point from the race start to the race finish. In this case, the host server 15 continually generates race image data for each time point and display a race image while pushing forward time.
  • In step S15, each gaming terminal 20 receives from a player the operation for designating his/her desired view (e.g., a view from above racehorses, a view from the front of racehorses, or a view from the side of racehorses) at the time when racehorse images are displayed on an individual display 23 thereof, by using designation switches 23 c to 23 e (see FIG. 6).
  • In step S16, each gaming terminal 20 continually generates race image data for each time point from the view designated in step S15, by using the three-dimensional object data generated in step S12, data regarding position coordinates for a background such as a course in the world coordinate system, and data regarding position coordinates for racehorses in the world coordinate system with respect to each time point from the race start to the race finish. Then, each gaming terminal 20 writes the race image data on a frame memory thereof.
  • In step S17, each gaming terminal 20 reads out fame data for one screen from the frame memory every time when the race image data for one screen is written on the frame memory, and displays a race image on the individual display 23 based on the frame data for one screen read out.
  • In the gaming machine of present invention, the process of step S17 may be replaced with another process. In the process of step S17 shown in FIG. 1, each gaming terminal 20 displays on the individual display 23 a race image for each time point from the view designated in step S15. On the other hand, in the another process, each gaming terminal 20 alternately displays on the individual display 23 a race image for each time point from the view designated in step S15 and a race image for each time point displayed on the common display 14. The another process will be described below with reference to FIG. 2. It is noted that processes in steps S11 to S16 shown in FIG. 1 are similar to those in steps S11 to S16 shown in FIG. 2, and therefore the description of steps S11 to S16 is omitted.
  • In step S17 a, each gaming terminal 20 continually generates race image data for each time point, which is the same as one generated by the host server 15 to be displayed on the common display 14 in step S14, according to the three-dimensional object data generated in step S12, data regarding position coordinates for a background in the world coordinate system, and data regarding position coordinates for racehorses in the world coordinate system with respect to each time point from the race start to the race finish.
  • In step S18 a, each gaming terminal 20 switches back and forth between the race image for each time point generated in step S16 and the race image for each time point generated in step S17 a at regular time intervals, to display one of two race images on the individual display 23.
  • In a case where there are bet racehorses, in step S18 a, each gaming terminal 20 may switch back and forth between three-dimensional object data for the bet racehorses generated in step S12, from the view designated in step S15, at regular time intervals, to sequentially display one of the bet racehorses on the individual display 23.
  • Thus, the gaming machine according to the exemplary embodiment allows a player to easily and visually recognize race situations of bet racehorses which are running in a race, by a three-dimensional image displayed on the individual display 23 of each gaming terminal 20 from his/her desired view designated using the designation switches 23 c to 23 e on the individual display 23. This attracts player's attention for race situations of bet racehorses which are running in a race to increase entertainment factors for a racing game.
  • Next, the configuration of the gaming machine according to the exemplary embodiment will be described below, with reference to FIGS. 3, 6. As shown in FIG. 3, the gaming machine 10 is configured to execute a racing game and comprises the model unit 11, the common display 14, the host server 15 and gaming terminals 20.
  • A racing game controller 16 (see FIG. 8) of the host server 15 controls and drives each racehorse model 12 to run the racehorse models 12 on the model course 13 of the model unit 11.
  • The common display 14 is arranged in the back of the model unit 11 and displays a live image for a race being executed on the model unit 11, a paddock image before a race, and odds image thereon. Two speaker units 14 a, 14 a are mounted on the left and right sides of a display screen of the common display 14.
  • The host server 15 includes the racing game controller 16 operable to execute a racing game using the model unit 11 and the common display 14, and a roulette game controller 17 (see FIG. 9) operable to execute a roulette game in each gaming terminal 20.
  • The gaming terminals 20 are arranged in the front of the model unit 11 and the common display 14. As shown in FIG. 5, each gaming terminal 20 includes a box unit 21, a seat 22 and two individual displays 23, 24.
  • The box unit 21 includes a bill insertion slot 21 a, a coin insertion slot 21 b, buttons 21 c, 21 d, a count start button 21 e, a ticket printer 21 f and white LEDs 21 g for effect. When the button 21 c or 21 d is pushed, the coin insertion slot 21 b is opened or closed. When the count start button 21 e is pushed, the count of the number of coins inserted in the coin insertion slot 21 b is started. The white LEDs 21 g are arranged in a line shape.
  • The seat 22 is semi-bucket type seat in which a backrest 22 b can be reclined with respect to a seating portion 22 a. The seat 22 includes vibration generating units 22 c, 22 d (see FIG. 11) in the seating portion 22 a and the backrest 22 b. The vibration generating units 22 c, 22 d vibrate the seat 22 at a certain time point freely set by a player in a racing game.
  • As shown in FIG. 6, the individual display 23 includes stereotype speakers 23 a, 23 a and white LEDs 23 b for effect. The individual display 23 displays thereon various images regarding a racing game being executed on the model unit 11. A player bets one or more racehorses from a bet reception screen displayed on the individual display 23.
  • As shown in FIG. 20, an odds table 232 for Win and an odds table 233 for Quinella are displayed on a bet reception screen 231 displayed on the individual display 23. When a player touches one or more desired boxes in the odds tables 232, 233, one or more racehorses to be bet are selected. Then, when he/she touches any of bet number boxes 234, 235, 236, 237 corresponding to “1”, “5”, “10”, “100” on the bet reception screen 231, the number of credits to be bet is designated.
  • As shown in FIG. 6, the designation switch 23 c for a view from above, the designation switch 23 d for a view from side and the designation switch 23 e for a view from before are mounted on the individual display 23. These switches are used for designating a view for displaying three-dimensional image for each bet racehorse 12 on the individual display 23.
  • As shown in FIG. 23, a three-dimensional image for each bet racehorse 12 viewed from above is displayed on the individual display 23 when the designation switch 23 c is operated. As shown in FIG. 24, a three-dimensional image for each bet racehorse 12 viewed from side is displayed on the individual display 23 when the designation switch 23 d is operated. As shown in FIG. 25, a three-dimensional image for each bet racehorse 12 viewed from before is displayed on the individual display 23 when the designation switch 23 e is operated.
  • The individual display 24 displays various images regarding a sub-game other than a racing game. In this embodiment, the sub-game is a roulette game. Only a player who bets on a racing game using the individual display 23 can participate in a roulette game displayed on the individual display 24. The individual display 24 includes a monaural type speaker 24 a.
  • A player can bet on a roulette game using a bet reception screen 241 displayed on the individual display 24. As shown in FIG. 21, a betting table 242 for a roulette game is displayed on the bet reception screen 241. When a player touches one or more desired boxes in the betting table 242, one or more numbers and/or ranges for numbers is selected. Then, when he/she touches any of bet number boxes 244, 245, 246, 247 corresponding to “1”, “5”, “10”, “100” on the bet reception screen 241, the number of credits to be bet is designated.
  • As shown in FIG. 7, the host server 15 is linked to a relay controller 19 via a network 18. The relay controller 19 is linked to each gaming terminal 20. Each gaming terminal 20 can send or receive data to or from the host server 15 via the network 18 and the relay controller 19.
  • The host server 15 includes a racing game controller 16 and a roulette game controller 17. The host server 15 is further linked to the model unit 11 and the common display 14.
  • Next, an inner structure of the racing game controller 16 will be described with reference to FIG. 8.
  • As shown in FIG. 8, the racing game controller 16 includes a CPU 51, a ROM 52, a RAM 53, a signal processor 54, an image processor 55, a hard disk 56, a frame memory 57, a random number generator 58, a timer 59, an interface for communication 60, an interface for image 61, an interface for sound 62 and a model driving circuit 63. The CPU 51 controls the whole of racing game controller 16. The ROM 52 permanently stores a system program. The RAM 53 temporarily stores various data.
  • The signal processor 54 generates data regarding position coordinates for racehorses which run in a racing game in the world coordinate system with respect to each time point from a race start to a race finish. The mage processor 55 generates three-dimensional object data in order to display three-dimensional images for racehorses which run in a racing game on a common display 14. The hard disk 56 stores various data regarding a modeling or textures used to generate the three-dimensional object data. Frame data for image to be displayed on the common display 14 are written on the frame memory 57.
  • The random number generator 58 generates various random numbers used to the execution of racing game. The timer 59 manages various elapsed times in a racing game. The interface for communication 60 is used to communicate with the relay controller 19 via the network 18. The interface for image 61 is used to output display data to the common display 14. The interface for sound 62 is used to output a sound signal to speaker units 14 a, 14 a of the common display 14. The model driving circuit 63 is used to run racehorse models 12 on the model course 13 of the model unit 11.
  • Next, an inner structure of the roulette game controller 17 will be described with reference to FIG. 9.
  • The roulette game controller 17 controls a roulette game executed on the individual display 24 of each gaming terminal 20. As shown in FIG. 9, the roulette game controller 17 includes a CPU 71, a ROM 72, a RAM 73, a hard disk 74, a key board 75, an interface for communication 76 and a random number generator 77. The CPU 71 controls the whole of roulette game controller 17. The ROM 72 permanently stores a system program. The RAM 73 temporarily stores various data. The hard disk 74 stores various data for the execution of the roulette game. The key board 75 receives an operation input from a manager. The interface for communication 76 is used to communicate with the relay controller 19 via the network 18. The random number generator 77 generates various random numbers used to the execution of roulette game.
  • Next, an inner structure of the relay controller 19 will be described with reference to FIG. 10.
  • As shown in FIG. 10, the relay controller 19 includes a CPU 91, an interface for communication 92, interfaces for communication 93, a ROM 94 and a RAM 95. The CPU 91 controls the whole of relay controller 19. The interface for communication 92 is used to communicate with the host server 15 via the network 18. Each interface for communication 93 is used to communicate with each gaming terminal 20. The ROM 94 permanently stores a system program. The RAM 95 temporarily stores various data.
  • The CPU 91 sorts data from the racing game controller 16 or the roulette game controller 17 and outputs the data to an associated gaming terminal 20. Also, the CPU 91 adds information such as a header indicating an output source into data from each gaming terminal 20 and outputs the data to the racing game controller 16 or the roulette game controller 17.
  • Next, an inner structure of each gaming terminal 20 will be described with reference to FIG. 11. Since the gaming terminals 20 are identical to each other, only one gaming terminal 20 is detailed in FIG. 11.
  • As shown in FIG. 11, the gaming terminal 20 includes the buttons 21 c, 21 d, the count start button 21 e, the ticket printer 21 f, the white LEDs 21 g, the vibration generating units 22 c, 22 d, individual displays 23, 24, speakers 23 a, 23 a, 24 a, the white LEDs 23 b, a CPU 101, a bill reading sensor 102, a coin sensor 103, a driver 104, a ROM 105, a RAM 106, drivers 107, 108, interfaces for image 109, 110, interfaces for sound 113, 114, a driver 115, an interface for communication 116, an image processor 117, a first frame memory 118, a second frame memory 119, a third frame memory 120 and a hard disk 122.
  • The CPU 101 controls the whole of gaming terminal 20. The ROM 105 is made of a semiconductor memory and permanently stores various programs such as a program for executing basic functions of the gaming terminal 20 and a program for controlling the gaming terminal 20, and data table used to control the gaming terminal 20. The RAM 106 temporarily stores various data such as data generated by the CPU 101, the number of credits owned by a player (the number of credits reserved in the gaming terminal 20), and the number of coins bet by a player.
  • The buttons 21 c, 21 d, the count start button 21 e, the ticket printer 21 f, the bill reading sensor 102, the coin sensor 103 and the driver 104 are connected to the CPU 101. The button 21 c opens the coin insertion slot 21 of the box unit 22. Thu button 21 d closes the coin insertion slot 21 of the box unit 22. The bill reading sensor 102 reads the number of bills inserted in the bill insertion slot 21 a. The coin sensor 103 detects a coin inserted in the coin insertion slot 21 b. The driver 104 drives the white LEDs 21 g.
  • The drivers 107, 108, the interfaces for image 109, 110, touch panels 111, 112, the interfaces for sound 113, 114, the driver 115, the interface for communication 116 are connected to the CPU 101. The drivers 107, 108 drive the vibration generating units 22 c, 22 d included in the seating portion 22 a and the backrest 22 b of the seat 22 to vibration them. The interfaces for image 109, 110 output display data to the individual displays 23, 24. The touch panels 111, 112 are mounted on the individual displays 23, 24 and output input signals to the CPU 101 upon receiving touch operations by a player. The interfaces for sound 113, 114 output sound signals to the speakers 23 a, 23 a, 24 a of the individual displays 23, 24. The driver 115 drives the white LEDs 23 b of the individual display 23. The interface for communication 116 communicates with the relay controller 19.
  • The image processor 117, the first frame memory 118, the second frame memory 119, the third frame memory 120 and the hard disk 122 are connected to the CPU 101. The image processor 117 generates three-dimensional object data for racehorses which run in a racing game. The CPU 101 writes on the first frame memory 118 frame data of three-dimensional object data for racehorses which run in a racing game to be alternately displayed on the individual display 23. The CPU 101 writes on the second frame memory 119 frame data of three-dimensional object data for one or more bet racehorses, from the desired view designated using the designation switches 23 c to 23 e, to be alternately displayed on the individual display 23. The CPU 101 writes on the third frame memory 120 frame data for image to be displayed on the individual display 24. The CPU 101 writes or reads various data on or from the hard disk 122.
  • The CPU 101 controls the execution of corresponding operation according to an operation signal from the buttons 21 c, 21 d, the count start button 21 e or the ticket printer 21 f. More specifically, the CPU 101 executes a corresponding process according to the operation signal from the buttons 21 c, 21 d, the count start button 21 e or the ticket printer 21 f and data and/or programs stored in the ROM 105 and the RAM 106. Then, the CPU 101 sends the process result to the relay controller 19 and further to the host server 15 via the network 18.
  • The coin sensor 103 detects a coin inserted in the coin insertion slot 21 b, counts the number of inserted coins and outputs data of count result to the CPU 101. The CPU 101 increases the number of credits, which are owned by a player and stored in the RAM 106, based on the data of count result.
  • Next, the operation of the gaming machine 10 will be described below with reference to FIGS. 12 and 19.
  • First, processes in the racing game controller 16 of the host server 15 will be described. As shown in FIG. 12, when the operation of gaming machine 10 is started, in step S41, the CPU 51 of the racing game controller 16 determines action patterns for racehorses which run in a next racing game, using the signal processor 54. Action patterns include data regarding position coordinates for racehorses in the world coordinate system with respect to each time point from a race start to a race finish. The action patterns define race paces and order of arrival for racehorses in a next racing game.
  • In step S42, the CPU 51 generates three-dimensional object data in order to display three-dimensional images for racehorses on the common display 14, using the image processor 55. In this step, the CPU 51 carries out a modeling by polygons of racehorses, applies textures to the polygons of racehorses and assigns representative points of racehorses to the position coordinates in the world coordinate system with respect to each time point from the race start to the race finish determined in step S41.
  • In step S43, the CPU 51 starts to count an elapsed time of a bet reception, using the timer 59. In step S44, the CPU 51 generates a command for notifying each gaming terminal 20 of the start of reception of bets and outputs the command to the relay controller 19 via the network 18.
  • In step S45, the CPU 51 determines whether or not the elapsed time counted in the timer 59 reaches a regular time previously determined. If the elapsed time does not reach the regular time, the process proceeds to step S46. If the elapsed time reaches the regular time, the CPU 51 generates a command for notifying each gaming terminal 20 of the finish of reception of bets and outputs the command to the replay controller 19 and the process proceeds to step S47.
  • In step S46, the CPU 51 receives a command for notifying the racing game controller 16 of one or more racehorses bet in each gaming terminal 20 from the relay controller 19 and the process returns to step S45. In step S47, the CPU 51 collects contents of racehorses bet in gaming terminals 20 participating to the next racing game and determines dividend magnification. In step S48, the CPU 51 carries out a racing game execution process based on the action patterns determined in step S41.
  • In step S49, the CPU 51 determines a dividend for each gaming terminal 20 based on the action patterns (order of arrival for racehorses in the racing game) determined in step S41 after finishes the racing game execution process, generates a command for notifying each gaming terminal 20 of the race result, and outputs the command to the relay controller 19 via the network 18. Then, the process returns to step S41.
  • The racing game execution process carried out in step S48 will be described. As shown in FIG. 13, in step S481, the racing game controller 16 runs racehorse models 12 on the model course 13 of the model unit 11, according to the data regarding position coordinates for racehorses in the world coordinate system with respect to each time point from the race start to the race finish in the action patterns determined in step S41, using the model driving circuit 63.
  • In step S482, the racing game controller 16 continually generates race image data for each time point in which the racehorses run in the racing game, according to the three-dimensional object data determined in step S42, data regarding position coordinates for a background such as the model course 13 stored in the hard disk 56 in the world coordinate system, and data regarding position coordinates for racehorses in the world coordinate system with respect to each time point from the race start to the race finish in the action patterns determined in step S41, using the image processor 55. Then, the racing game controller 16 writes the race image data on the frame memory 57.
  • In step S483, the racing game controller 16 reads out frame data for one screen from the frame memory 57 every time when the race image data for one screen is written on the frame memory 57, and outputs the frame data to the common display 14 via the interface for communication 61. Thereby, a race image displayed on the common display 14 is updated to the latest contents of race image.
  • At this time, the race image displayed on the common display 14 may be the same as that displayed on the individual display 23 of each gaming terminal 20 (see FIG. 22). Also, the race image displayed on the common display 14 may be a race image viewed from a certain direction (e.g., edge-on) capable of seeing all racehorses which run in the racing game, in view that a player of each gaming terminal 20 can see display contents of the common display 14.
  • In step S484, the racing game controller 16 continually outputs the data regarding position coordinates for racehorses in the world coordinate system with respect to each time point from the race start to the race finish in the action patterns determined in step S41, to each gaming terminal 20 via the network 18 and the relay controller 19.
  • It is noted that in step S484, the racing game controller 16 also outputs the three-dimensional object data determined in step S42 and data regarding position coordinates for a background such as the model course 13 stored in the hard disk 56 in the world coordinate system, to each gaming terminal 20.
  • In step S485, the racing game controller 16 determines whether or not all racehorses reach a goal. If all racehorses reach the goal, the process is finished. If all racehorses do not reach the goal, the process returns to step S481.
  • Secondly, processes in the roulette game controller 17 of the host server 15 will be described. As shown in FIG. 14, when the operation of gaming machine 10 is started, in step S51, the roulette game controller 17 determines a winning number in a next roulette game based on a random number generated in the random number generator 77. In step S52, the roulette game controller 17 starts to count an elapsed time of a bet reception, using the timer 59. In step S53, the roulette game controller 17 generates a command for notifying each gaming terminal 20 of the start of reception of bets and outputs the command to the relay controller 19 via the network 18.
  • In step S54, the roulette game controller 17 determines whether or not the elapsed time counted in the timer 59 reaches a regular time previously determined. If the elapsed time does not reach the regular time, the process proceeds to step S55. If the elapsed time reaches the regular time, the CPU 51 generates a command for notifying each gaming terminal 20 of the finish of reception of bets and outputs the command to the replay controller 19 and the process proceeds to step S56.
  • In step S55, the roulette game controller 17 receives a command for notifying the roulette game controller 17 of contents bet in each gaming terminal 20 from the relay controller 19 and the process returns to step S54. In step S56, the roulette game controller 17 collects the contents bet in gaming terminals 20 participating to the next roulette game. In step S57, the roulette game controller 17 carries out a roulette game execution process based on the winning number determined in step S51.
  • In the roulette game execution process, the roulette game controller 17 generates image data for roulette game in which a ball thrown in a roulette wheel is received in a pocket to which the winning number is assigned. Then, the roulette game controller 17 outputs the image data to each gaming terminal 20 via the network 18 and the relay controller 19.
  • In step S58, the roulette game controller 17 generates a command for notifying each gaming terminal 20 of dividend result for the contents bet in each gaming terminal 20 based on the collection result in step S56, and outputs the command to the relay controller 19 via the network 18. Then, the process returns to step S51.
  • Thirdly, processes in each gaming terminal 20 which participates in a racing game and a roulette game will be described. As shown in FIG. 15, when the operation of gaming machine 10 is started, in step S61, the CPU 101 of each gaming terminal 20 carries out a racing game execution process. In step S62, the CPU 101 carries out a roulette game execution process and the process returns to step S61.
  • The racing game execution process carried out in step S61 will be described. As shown in FIG. 16, in step S611, the CPU 101 determines whether or not the command for notifying each gaming terminal 20 of the start of reception of bets is received from the relay controller 19. If the command is received, the process proceeds to step S612. If the command is not received, the process remains in step S611.
  • In step S612, the CPU 101 displays the bet reception screen 231 shown in FIG. 20 on the individual display 23 until the command for notifying each gaming terminal 20 of the finish of reception of bets is received in step S614. In step S613, the CPU 101 detects contents of bet racehorses from the touch panel 111.
  • In step S614, the CPU 101 determines whether or not the command for notifying each gaming terminal 20 of the finish of reception of bets is received from the relay controller 19. If the command is received, the process proceeds to step S615. If the command is not received, the process returns to step S612. In step S615, the CPU 101 collects contents of bet racehorses and outputs the command for notifying the racing game controller 16 of the collected contents of bet racehorses to the racing game controller 16 via the network 18 and the relay controller 19. In step S616, the CPU 101 carries out a racing game display process.
  • In step S617, the CPU 101 determines whether or not the command for notifying each gaming terminal 20 of the race result is received from the relay controller 19. If the command is received, the process proceeds to step S618. If the command is not received, the process remains to step S617.
  • In step S618, the CPU 101 carries out a dividend process according to the received race result. In the dividend process, for example, the CPU 101 updates the number of credits in a credit display box 238 on the bet reception screen 231 displayed on the individual display 23 (FIG. 20) or in a credit display box 248 on the bet reception screen 241 displayed on the individual display 24 (FIG. 21), according to the received race result. The process then proceeds to step S62.
  • The racing game display process carried out in step S616 will be described. As shown in FIG. 17, in step S616 a, the CPU 101 detects one of the designation switches 23 c to 23 e on the individual display 23 operated by a player.
  • In step S616 b, the CPU 101 receives the data regarding position coordinates for racehorses in the world coordinate system with respect to each time point from the race start to the race finish, which the racing game controller 16 outputs to each gaming terminal 20 via the network 18 and the relay controller 19. Then, the CPU 101 stores the received data in the hard disk 122.
  • More specifically, the CPU 101 outputs a command for outputting data regarding a race to the racing game controller 16 after receiving the command from the relay controller 19 in step S614. Then, the CPU 101 receives from the racing game controller 16 the three-dimensional object data determined in step S42, the data regarding position coordinates for a background such as the model course 13 stored in the racing game controller 16 in the world coordinate system, and the data regarding position coordinates for racehorses in the world coordinate system with respect to each time point from the race start to the race finish in the action patterns determined in step S41. Then, the CPU 101 stores the received data in the hard disk 122.
  • In step S616 c, the CPU 101 continually generates race image data for each time point in which the racehorses run in the racing game, according to the received data in step S616 b, using the image processor 117. Then, the CPU 101 writes the race image data on the first frame memory 118. It is noted that the race image data written on the first frame memory 118 is the same as the race image data written on the frame memory 57 of the racing game controller 16 to be displayed on the common display 14. As the race image data, for example, the CPU 101 can set an image for racehorses viewed from a preset camera in a local coordinate system (see FIG. 22). Also, as the race image data, the CPU 101 may set an image for racehorses viewed from a certain direction (e.g., edge-on) capable of seeing all racehorses which run in the racing game.
  • In step S616 d, the CPU 101 continually generates race image data for each time point from the view designated in step S616 a, by using the received data in step S616 b. Then, the CPU 101 writes the race image data on the second frame memory 119.
  • In step S616 e, the CPU 101 reads out frame data for one screen from the second frame memory 119 every time when the race image data for one screen is written on the second frame memory 119, and displays a race image on the individual display 23 based on the frame data for one screen read out. Also, the CPU 101 may alternately read out frame data for one screen from the first frame memory 118 and frame data for one screen from the second frame memory 119, at regular time intervals (e.g., every three seconds), to display one of two race images (one of FIGS. 22 to 25) on the individual display 23 via the interface for image 110. The process then proceeds to step S617.
  • In a case where there are bet racehorses, in step S616 d, the CPU 101 alternately generates race image data for each racehorse from the view designated in step S616 a and writes the race image data on the second frame memory 119, at regular time intervals (e.g., every three seconds).
  • For example, when the number of bet racehorses is two and a player designates a view from above by operating the designation switch 23 c in step S616 a, the CPU 101 generates race image data for the first bet racehorse viewed from above for three seconds (see FIG. 23) and then generates race image data for the second bet racehorse viewed from above for three seconds (see FIG. 26).
  • For example, when the number of bet racehorses is two and a player designates a view from side by operating the designation switch 23 d in step S616 a, the CPU 101 generates race image data for the first bet racehorse viewed from side for three seconds (see FIG. 24) and then generates race image data for the second bet racehorse viewed from side for three seconds (see FIG. 27).
  • For example, when the number of bet racehorses is two and a player designates a view from before by operating the designation switch 23 e in step S616 a, the CPU 101 generates race image data for the first bet racehorse viewed from before for three seconds (see FIG. 25) and then generates race image data for the second bet racehorse viewed from before for three seconds (see FIG. 28).
  • In the case where there are bet racehorses, in step S616 e, the CPU 101 reads out frame data for one screen from the first frame memory 118 for three seconds, and then alternately reads out frame data for one screen from the second frame memory 119 for one cycle of all bet racehorses, to display one of three or more race images (one of FIGS. 22 to 25) on the individual display 23 via the interface for image 110.
  • For example, when the number of bet racehorses is two and a player designates a view from above by operating the designation switch 23 c in step S616 a, the CPU 101 alternately displays the race image shown in FIG. 22, the race image shown in FIG. 23 and the race image shown in FIG. 26 on the individual display 23 for three seconds.
  • For example, when the number of bet racehorses is two and a player designates a view from side by operating the designation switch 23 d in step S616 a, the CPU 101 alternately displays the race image shown in FIG. 22, the race image shown in FIG. 24 and the race image shown in FIG. 27 on the individual display 23 for three seconds.
  • For example, when the number of bet racehorses is two and a player designates a view from before by operating the designation switch 23 e in step S616 a, the CPU 101 alternately displays the race image shown in FIG. 22, the race image shown in FIG. 25 and the race image shown in FIG. 28 on the individual display 23 for three seconds.
  • The roulette game execution process carried out in step S62 will be described. As shown in FIG. 18, in step S621, the CPU 101 determines whether or not the command for notifying each gaming terminal 20 of the start of reception of bets is received from the relay controller 19. If the command is received, the process proceeds to step S622. If the command is not received, the process remains in step S621.
  • In step S622, the CPU 101 determines whether or not betting operation for racehorse is carried out in a current racing game displayed on the individual display 23. If the betting operation is carried out, the process proceeds to step S623. If the betting operation is not carried out, the process proceeds to step S61.
  • In step S623, the CPU 101 displays the bet reception screen 241 shown in FIG. 21 on the individual display 24 until the command for notifying each gaming terminal of the finish of reception of bets is received in step S625. In step S624, the CPU 101 detects contents bet from the touch panel 112.
  • In step S625, the CPU 101 determines whether or not the command for notifying each gaming terminal of the finish of reception of the bets is received from the relay controller 19. If the command is received, the process proceeds to step S626. If the command is not received, the process returns to step S623. In step S626, the CPU 101 collects contents bet and outputs the command for notifying the roulette game controller 17 of the collected contents bet to the roulette game controller 17 via the network 18 and the relay controller 19. In step S627, the CPU 101 carries out a roulette game display process.
  • In step S628, the CPU 101 determines whether or not the command for notifying each gaming terminal 20 of the dividend result for the contents bet is received from the relay controller 19. If the command is received, the process proceeds to step S629. If the command is not received, the process remains in step S628.
  • In step S629, the CPU 101 carries out a dividend process according to the received dividend result. In the dividend process, for example, the CPU 101 updates the number of credits in the credit display box 238 on the bet reception screen 231 displayed on the individual display 23 (FIG. 20) or in the credit display box 248 on the bet reception screen 241 displayed on the individual display 24 (FIG. 21), according to the received dividend result. The process then proceeds to step S61.
  • The roulette game display process carried out in step S627 will be described. As shown in FIG. 19, in step S627 a, the CPU 101 receives data regarding a series of roulette game images which the roulette game controller 17 outputs via the network 18 and the relay controller 19.
  • In step S627 b, the CPU 101 displays a roulette game image that represents a roulette device 300 (see FIG. 29) on the individual display 24. The roulette game image is a moving image. In the moving image, the roulette device 300 includes a frame body 321, a roulette wheel 322, number pockets 323 and a ball 327. The roulette wheel 322 rotates within the frame body 321. The number pockets 323 are provided on a rim portion of the roulette wheel 322. The ball 327 rolls on the roulette wheel 322 and then is received in one of the number pockets 323 to which numbers “0”, “00”, “1” to “36” are assigned. The number assigned to the number pocket 323 in which the ball 327 is received is the same as a winning number included in the data received from the roulette game controller 17. The moving image is written in the third frame memory 120 of the roulette game controller 17 as needed, and then read out and displayed on the individual display 24. When the CPU 101 finishes the display of series of roulette game image, the process proceeds to step S628.
  • Thus, the gaming machine according to the exemplary embodiment switches back and forth between the race image for each time point displayed on the common display 14 and the race image (three-dimensional image) for each time point from the designated view at regular time intervals, to display one of two race images on the individual display 23, in a racing game executed by the racing game controller 16.
  • Thereby, the gaming machine according to the exemplary embodiment allows a player to easily and visually recognize race situations of bet racehorses which are running in a race, by a three-dimensional image displayed on the individual display 23 of each gaming terminal 20 from his/her desired view designated using the designation switches 23 c to 23 e on the individual display 23. This attracts player's attention for race situations of bet racehorses which are running in a race to increase entertainment factors for a racing game.
  • Although the gaming machine of the present invention is described based on the exemplary embodiment shown in FIGS. 1 to 29, the configuration of each element may be replaced by other configuration having the similar function.
  • For example, although the gaming machine executes a racing game using the model unit 11, the model unit 11 may be removed from the gaming machine.
  • Although each gaming terminal 20 includes two individual displays 23, 24 in the above-described exemplary embodiment as shown in FIG. 5, each gaming terminal 20 may include only the individual display 23 as shown in FIG. 30. In this case, the gaming terminal 20 switches back and forth between the racing game and the roulette game to display one of two games on the individual display 23.
  • Although the gaming machine executes a racing game in which racehorses run, it may execute a racing game in which characters (e.g., athletes or swimmers) other than racehorses run or swim.

Claims (6)

1. A gaming machine comprising:
a common display that displays a racing game by characters;
a main-side controller that determines action patterns of the characters, executes the racing game by characters based on the determined action patterns, and allows the common display to display the racing game by characters;
a gaming terminal that has an individual display and a frame memory and receives a bet by a player regarding order of arrival for the characters;
a designation switch that designates a view for viewing on the individual display a three-dimensional image of one or more characters bet by the player during the racing game by characters; and
a terminal-side controller that
(a) receives the determined action patterns from the main-side controller;
(b) generates frame data of the three-dimensional image of one or more characters bet by the player from the view designated by the designation switch during the racing game by characters based on the received action patterns;
(c) stores the generated frame data on the frame memory; and
(d) displays on the individual display the three-dimensional image of one or more characters bet by the player from the view designated by the designation switch based on the frame data stored in the frame memory, in synchronization with a progress of the racing game by characters displayed on the common display.
2. The gaming machine according to claim 1, wherein the terminal-side controller switches back and forth between frame data of a race image which is the same as one displayed on the common display and the frame data of the three-dimensional image of one or more characters bet by the player from the view designated by the designation switch, to display one of the race image and the three-dimensional image on the individual display in synchronization with the progress of the racing game by characters displayed on the common display.
3. A gaming machine comprising:
a common display that displays a racing game by characters;
a main-side controller that determines action patterns of the characters, executes the racing game by characters based on the determined action patterns, and allows the common display to display the racing game by characters;
a gaming terminal that has an individual display and a frame memory and receives a bet by a player regarding order of arrival for the characters;
a designation switch that designates a view for viewing on the individual display a three-dimensional image of one or more characters bet by the player during the racing game by characters; and
a terminal-side controller that
(a) receives the determined action patterns from the main-side controller;
(b) alternately generates frame data of the three-dimensional image of one character bet by the player from the view designated by the designation switch during the racing game by characters based on the received action patterns if there are characters bet by the player;
(c) stores the generated frame data on the frame memory; and
(d) alternately displays on the individual display the three-dimensional image of one character bet by the player from the view designated by the designation switch based on the frame data stored in the frame memory, in synchronization with a progress of the racing game by characters displayed on the common display.
4. The gaming machine according to claim 3, wherein the terminal-side controller switches back and forth between frame data of a race image which is the same as one displayed on the common display and the frame data of the three-dimensional image of one character bet by the player from the view designated by the designation switch, to display one of the race image and the three-dimensional image on the individual display in synchronization with the progress of the racing game by characters displayed on the common display.
5. A control method of gaming machine comprising:
determining action patterns of characters in a racing game by characters;
executing the racing game by characters based on the determined action patterns;
allowing a common display to display the racing game by characters;
receiving a bet by a player regarding order of arrival for the characters;
designating a view for viewing on an individual display a three-dimensional image of one or more characters bet by the player during the racing game by characters;
generating frame data of the three-dimensional image of one or more characters bet by the player from the view designated by the designation switch during the racing game by characters based on the determined action patterns; and
displaying on the individual display the three-dimensional image of one or more characters bet by the player from the view designated by the designation switch based on the generated frame data, in synchronization with a progress of the racing game by characters displayed on the common display.
6. A control method of gaming machine comprising:
determining action patterns of characters in a racing game by characters;
executing the racing game by characters based on the determined action patterns;
allowing a common display to display the racing game by characters;
receiving a bet by a player regarding order of arrival for the characters;
designating a view for viewing on an individual display a three-dimensional image of one or more characters bet by the player during the racing game by characters;
alternately generating frame data of the three-dimensional image of one character bet by the player from the view designated by the designation switch during the racing game by characters based on the determined action patterns if there are characters bet by the player; and
alternately displaying on the individual display the three-dimensional image of one character bet by the player from the view designated by the designation switch based on the generated frame data, in synchronization with a progress of the racing game by characters displayed on the common display.
US12/186,123 2007-08-22 2008-08-05 Gaming machine and control method thereof Abandoned US20090054126A1 (en)

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