U.S. patent application number 11/076453 was filed with the patent office on 2005-09-22 for gaming machine and program thereof.
This patent application is currently assigned to Aruze Corp.. Invention is credited to Kogo, Junichi, Yoshizawa, Kazumasa.
Application Number | 20050208993 11/076453 |
Document ID | / |
Family ID | 34841844 |
Filed Date | 2005-09-22 |
United States Patent
Application |
20050208993 |
Kind Code |
A1 |
Yoshizawa, Kazumasa ; et
al. |
September 22, 2005 |
Gaming machine and program thereof
Abstract
A gaming machine of the present invention detects positional
information that is inputted, recognizes sign information based on
detected positional information, makes comparison between at least
one preliminarily stored sign data and recognized sign information
to discriminate whether or not the sign information and the sign
data are correlated, and executes at least one preliminarily stored
game processing associated with the sign data when the sign
information and the sign data are correlated.
Inventors: |
Yoshizawa, Kazumasa; (Tokyo,
JP) ; Kogo, Junichi; (Tokyo, JP) |
Correspondence
Address: |
MCGINN & GIBB, PLLC
8321 OLD COURTHOUSE ROAD
SUITE 200
VIENNA
VA
22182-3817
US
|
Assignee: |
Aruze Corp.
Tokyo
JP
|
Family ID: |
34841844 |
Appl. No.: |
11/076453 |
Filed: |
March 10, 2005 |
Current U.S.
Class: |
463/20 ;
463/42 |
Current CPC
Class: |
G06F 3/04883 20130101;
G07F 17/3209 20130101; G07F 17/3211 20130101; G07F 17/32
20130101 |
Class at
Publication: |
463/020 ;
463/042 |
International
Class: |
A63F 009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Mar 11, 2004 |
JP |
P2004-069469 |
Mar 11, 2004 |
JP |
P2004-069467 |
Mar 11, 2004 |
JP |
P2004-069466 |
Mar 11, 2004 |
JP |
P2004-069468 |
Claims
What is claimed is:
1. A gaming machine comprising: an input device available for
inputting positional information; a positional information
acquiring unit configured to acquire the positional information
inputted from the input device; a sign recognizing unit configured
to recognize sign information based on the positional information
acquired by the positional information acquiring unit; a sign data
storage device that stores sign data associated with a
predetermined gaming process; a comparing and discriminating unit
configured to make comparison between the sign information,
recognized by the sign recognizing unit, and the sign data, stored
in the sign data storage device, and discriminating whether or not
the sign information and the sign data are correlated; and a game
processing device that executes a gaming process associated with
the sign data when the sign information and the sign data are
correlated.
2. The gaming machine according to claim 1, wherein the sign data
storage device stores a plurality of sign data, and each of the
sign data permits an associated certain process to be executed; and
the comparing and discriminating unit configured to select the sign
data, having a maximum correlation with the sign information, from
the plurality of sign data.
3. The gaming machine according to claim 1, further comprising a
display device adapted to display an image related to the sign
information based on the positional information detected by the
positional information acquiring unit.
4. The gaming machine according to claim 3, wherein the input
device includes a transparent touch panel disposed on the display
device, and the display deveice adapted to display of an image
based on the sign data discriminated by the comparing and
discriminating unit that there is a correlation with the sign
information.
5. The gaming machine according to claim 2, wherein a predetermined
unique time period determined for input is set for each of the sign
data.
6. The gaming machine according to claim 2, wherein each of the
sign data has a unique sign quantity.
7. The gaming machine according to claim 6, wherein the sign
quantity is a quantity determined in proportion to a total sum of a
length of line segments that comprises the sign data.
8. The gaming machine according to claim 6, wherein the sign
quantity is a quantity in proportion to the number of proselytized
points contained in the sign data.
9. The gaming machine according to claim 5, wherein the game
processing device executes the gaming process in a way to vary
effects depending on the predetermined unique time period for
input.
10. The gaming machine according to claim 6, wherein the game
processing device executes the gaming process in a way to vary
effects depending on the sign quantity.
11. The gaming machine according to claim 1, wherein the comparing
and discriminating unit discriminates a correlation between the
sign data, on at least one special point thereof, and the sign
information.
12. A program operable by a computer, comprising the steps of:
preliminarily storing sign data correlated with a certain gaming
process; acquiring positional information that is inputted;
recognizing sign information based on the positional information;
making comparison between the sign information and the sign data
and discriminating whether or not the sign information and the sign
data are correlated; and executing a gaming process correlated with
the sign data when it is discriminated that the sign information
and the sign data are correlated; wherein the steps are executed by
the computer.
13. The gaming machine according to claim 1, wherein the sign data
storage device stores a plurality of sign data each of them
associated with a plurality of processes, respectively, which are
different from each other; and further comprising: a sign data
selecting unit selecting either one of the sign data, correlated
with the sign information recognized by the sign information
recognizing unit, from the plurality of sign data stored in the
sign data storage device; and wherein the game processing device
executes a process correlated with the sign data when the sign
data, selected by the sign data selecting unit, and the sign
information are correlated.
14. The program according to claim 12, wherein the storing step
further includes a step of preliminarily storing a plurality of
sign data each has a one-to-one association with any one of a
plurality of processes; the discriminating step further includes a
selecting step for selecting one sign data, correlated with the
sign information, from the plurality of sign data; and the
executing step executing a process correlated with the sign data
selected in the selecting step.
15. The gaming machine according to claim 1, wherein the comparing
and discriminating unit makes comparison between the sign
information, recognized by the sign recognizing unit, and the sign
data, stored in the sign data storing device, or an mirror image
thereof to discriminate whether or not the sign information and
either one of the sign data and the mirror image thereof are
correlated; and the game processing device executes a process
correlated with the sign data when the sign information and either
one of the sign data and the mirror image thereof are
correlated.
16. The gaming machine according to claim 18, wherein the input
device includes a transparent touch panel disposed on the display
screen, and the display screen is adapted to display an image based
on the sign data or the mirror image thereof discriminated by the
comparing and discriminating device that there is a correlation
with the sign information.
17. The program according to claim 12, wherein the discriminating
step further includes a step of comparing the sign information and
the sign data or a mirror image thereof and discriminating whether
or not the sign information and the sign data or the mirror image
thereof; and the executing step further includes a step of
executing as process associated with the sign data when it is
discriminated that the sign information and the sign data or the
mirror image thereof are correlated.
18. The gaming machine according to claim 1, wherein the sign
recognizing unit recognizes the sign information, which is
available to specify a shape and size of an inputted sign with the
input device; the comparing and discriminating unit makes
comparison between the sign information, recognized by the sign
recognizing device, and the sign data, stored in the sign data
storage device, to discriminate whether or not a shape of the sign
information and a shape of the sign data are correlated; and the
game processing device executes a process, associated with the sign
data, depending on a size of the inputted sign indicated by the
sing information when the sign information and the sign data are
correlated.
19. The gaming machine according to claim 21, wherein the sign data
storage device stores a plurality of sign data associated with at
least one process, respectively; and the comparing and
discriminating unit select the sign data, having a maximum
correlation with the sign information, from the plurality of sign
data.
20. The program according to claim 12, wherein the recognizing step
further includes a step of recognizing sign information, which is
available to specify a shape and size of an inputted sign, based on
the positional information; the discriminating step further
includes a step of making comparison between the inputted sign
information and the sign data and discriminating whether or not a
shape represented by the sign information and a shape represented
by the sign data are correlated; and the executing step further
includes a step of executing a process, associated with the sign
data, depending on a size of the inputted sign indicated by the
sign information when the shapes of the sign information and the
sign data are correlated.
21. The gaming machine according to claim 1, further comprising: a
first game controller which controls a first game; and a second
game controller which triggers a second game when a predetermined
outcome appears in the first game; wherein the second game
controller executes the second game while rendering the positional
information acquiring unit to acquire the inputted positional
information, rendering the comparing and discriminating unit to
discriminate whether the acquired positional information is
correlated with the sign information recognized by the sign
information recognizing unit, the second game controller controls
the game processing device to execute a predetermined gaming
process when the acquired positional information is correlated with
the recognized sign data.
22. A gaming machine comprising: an input means for inputting
positional information; a positional information acquiring means
for acquiring the positional information inputted from the input
means; a sign recognizing means for recognizing sign information
based on the positional information acquired by the positional
information acquiring means; a sign data storage means for storing
sign data associated with a predetermined gaming process; a
comparing and discriminating for making comparison between the sign
information, recognized by the sign recognizing means, and the sign
data, stored in the sign data storage means, and discriminating
whether or not the sign information and the sign data are
correlated; and a game processing means for executing a gaming
process associated with the sign data when the sign information and
the sign data are correlated.
Description
CROSS REFERENCE TO RELATED APPLICATIONS (FOR USA)
[0001] This application is based upon and claims the benefit of
priority from the prior Japanese Patent Applications No.
2004-069469, filed on Mar. 11, 2004; No. 2004-069467, filed on Mar.
11, 2004; No. 2004-069466, filed on Mar. 11, 2004; and No.
2004-069468, filed on Mar. 11, 2004; the entire contents of which
are incorporated herein by reference.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a gaming machine and a
program thereof.
[0004] 2. Description of the Related Art
[0005] In recent years, gaming machines, such as slot machines,
computer-games for home use/arcade game use, become widely used.
These gaming machines generally include a usual controller
(keyboard, mouse, game pad and joy stick etc) each with a plurality
of buttons. With a player of the gaming machine manipulates the
buttons, associated programs thereof are executed, and an object,
for instance a character displayed on a display screen of the
gaming machine, is activated based on the manipulation of the
player.
[0006] Further, the gaming machine may includes a touch panel as a
kind of controller which is configured so that a player directly
touches a display screen (the touch panel) and a position at which
the display screen is touched is detected whereby characters or the
like are manipulated depending on the detected position or various
operations are performed (as disclosed, for instance, in Japanese
Patent Application Laid-Open Publication Nos. 2002-939 and
2001-273460).
[0007] However, input operations by using the touch panel is
generally used for proceeding the game, and therefore there is no
big difference exists between input operations with the touch
panel, and input operations with the usual controller such as
keyboard or game pad. Thus, even if the gaming machine includes the
touch panel type controller, there is no presence of amusing
capabilities in such input operations yet.
[0008] The present invention has been completed with the above view
in mind and has an object to provide a gaming machine and a program
thereof that is enabled to have amusing capabilities on input
operations per se executed by a player for thereby providing
improved amusement of a game.
SUMMARY OF THE INVENTION
[0009] The gaming machine of the present invention features the
provision of an input device (touch panel) available for inputting
positional information, a positional information acquiring unit
(CPU) that acquires positional information inputted from the input
device, a sign recognizing unit (CPU) that recognizes sign
information based on positional information acquired by the
positional information acquiring unit, a sign data storage device
(storage device and/or memory) that stores sign data correlated
with a certain gaming process, a comparing and discriminating unit
(CPU) that makes comparison between sign information, recognized by
the sign recognizing unit, and sign data, stored in the sign data
storage device and discriminates whether or not sign information
and sign data are correlated, and a game processing device (CPU)
executing a gaming process associated with sign data.
[0010] According to the configuration of the present invention,
directly drawing a magic-circle as the sign on a display screen is
an input operation. The gaming machine is configured to collate
inputted sign and preliminary stored sign data, and in cases where
the inputted data and the stored sign data are collated one another
based on the predetermined rule, the gaming machine executes a
predetermined gaming process which is associated with the stored
sign data. Thus, the player is able to perform desired gaming
process by drawing a predetermined magic-circle (sign).
Accordingly, the gaming machine is enabled to have amusing
capabilities on input operations per se effectuated by the player
on the screen, thereby improving amusement of the game.
BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS
[0011] FIG. 1 is a schematic view illustrating a role playing game
system including a gaming machine of a first embodiment according
to the present invention.
[0012] FIG. 2 is a view illustrating an example screenshot of a
role playing game executed in the gaming machine of the first
embodiment according to the present invention.
[0013] FIG. 3A to 3C are views for illustrating operations of the
gaming machine of the first embodiment according to the present
invention; FIGS. 3A and 3B show basic operations; and FIG. 3C shows
a special operation.
[0014] FIG. 4 is a block diagram illustrating a schematic structure
of the gaming machine of the first embodiment according to the
present invention.
[0015] FIGS. 5A and 5B are views for illustrating various gaming
processes in the gaming machine according to the present
invention.
[0016] FIGS. 6A and 6B are views for illustrating various gaming
processes in the gaming machine of the first embodiment according
to the present invention.
[0017] FIGS. 7A and 7B are views for illustrating various gaming
processes in the gaming machine of the first embodiment according
to the present invention.
[0018] FIGS. 8A and 8B are views for illustrating various gaming
processes in the gaming machine of the first embodiment according
to the present invention.
[0019] FIGS. 9A and 9B are views for illustrating various gaming
processes in the gaming machine of the first embodiment according
to the present invention.
[0020] FIGS. 10A and 10B are views for illustrating various gaming
processes in the gaming machine of the first embodiment according
to the present invention.
[0021] FIG. 11 is a flowchart for illustrating a tapping main
process in the gaming machine of the first embodiment according to
the present invention.
[0022] FIG. 12 is a flowchart for illustrating a tapping process in
the gaming machine of the first embodiment according to the present
invention.
[0023] FIG. 13 is a flowchart for illustrating an object tapping
process in the gaming machine of the first embodiment according to
the present invention.
[0024] FIG. 14 is a flowchart for illustrating a magic-circle
process in the gaming machine of the first embodiment according to
the present invention.
[0025] FIG. 15 is a flowchart for illustrating an object indicating
process in the gaming machine of the first embodiment according to
the present invention.
[0026] FIG. 16 is a flowchart for illustrating a magic-circle
drawing process in the gaming machine of the first embodiment
according to the present invention.
[0027] FIG. 17A to 17C are flowcharts for illustrating various
magic-circle certificate processes in the gaming machine of the
first embodiment according to the present invention; FIG. 17A is a
flowchart for illustrating a first certificate process; FIG. 17B is
a flowchart for illustrating a second certificate process; and FIG.
17C is a flowchart for illustrating a third certificate
process.
[0028] FIGS. 18A to 18C are views for illustrating comparison and
discrimination for magic-circle certificate processes in the gaming
machine of the first embodiment according to the present
invention.
[0029] FIG. 19 is a view for illustrating comparison and
discrimination for the magic-circle certificate process in the
gaming machine of the first embodiment according to the present
invention.
[0030] FIG. 20 is a flowchart for illustrating a magic-circle
activation process in the gaming machine of the first embodiment
according to the present invention.
[0031] FIG. 21 is an outline view of a gaming machine of a second
embodiment according to the present invention.
[0032] FIG. 22 is a partial cross-sectional view of the gaming
machine of the second embodiment according to the present
invention.
[0033] FIG. 23 is a block diagram for illustrating a control system
of the gaming machine of the second embodiment according to the
present invention.
[0034] FIG. 24 is a flowchart for illustrating a first gaming
process in the second embodiment according to the present
invention.
[0035] FIG. 25 is a flowchart for illustrating an winning process
in the second embodiment according to the present invention.
[0036] FIG. 26 is a flowchart for illustrating a second gaming
process in the second embodiment according to the present
invention.
DETAILED DESCRIPTION OF THE INVENTION
First Embodiment
[0037] A first embodiment according to the present invention is
described in detail with reference to the accompanying drawings.
The presently filed embodiment is described below in connection
with a case where the present invention is applied to an arcade
gaming machine serving as one type of gaming machines.
[0038] As shown in FIG. 1, a system is mainly comprised of a host
computer 11, and a plurality of gaming machines 12 connected to the
host computer 11 via communication lines 13 such as the Internet
and a LAN network. In FIG. 1, there is shown a system wherein eight
gaming machines 12 are connected to the host computer 11. The
number of gaming machines 12, to be connected to the host computer
11, is not particularly limited. In a role-playing game system with
such a structure, a large number of players associated one another
are able to participate in play of a role-playing game (hereinafter
referred to as RPG) simultaneously.
[0039] As shown in FIG. 2, with the RPG of the first embodiment, a
self-character (avatar) 23 controlled by a player, enemy-character
(monsters) 21, non-player-characters 25 simultaneously operated by
other associated players on the same location in a virtual-space
structured by the gaming system, that is, on the same display
screen as that on which the self-character 23 is displayed, and
various items 22 such as arms, armors and medicines to be used by
the characters 23, 25 on the display screen during a play of the
RPG. Meanwhile, examples of the character 25 may include
fellow-characters that progress the RPG in association with the
self-character 23. Also, with the RPG of the first embodiment, upon
drawing a predetermined magic-circle (sign) 24, such as a
pentagram, star or other shape, on the display screen of the gaming
machine 12, special gaming operation such as, magic attack to the
monster, is executed.
[0040] Operations in the RPG include basic operations, shown in
FIGS. 3A and 3B, and special operations shown in FIG. 3C. More
specifically, the basic operations include basic movement, shown in
FIG. 3A, and basic attack (non-magic attack) shown in FIG. 3B.
During operation in the basic movement, tapping a point on the
display screen close to the point to which the player wishes to
move the self-character 23 is desired to move as shown in FIG. 3A.
Then, the self-character 23 moves toward tapped direction on a
route as short as possible. During operation in the basic attack,
the enemy 21, displayed on the display screen, is tapped as shown
in FIG. 3B. When this takes place, the self-character 23 moves to a
position as strategic as possible against the enemy 21 to attack it
with a sword or bow.
[0041] Examples of special operations may include magic attack as
shown in FIG. 3C. Magic attack is practiced upon drawing or tracing
a predetermined magic-circle (sign) (or pentagram, stator or other
shape) 33 on/vicinity of the enemy 21 displayed over the display
screen. This allows the self-character 23 to defeat the enemy 21
using magic (FIG. 3C shows a case where fire is summoned upon drawn
magic-circle (sign) 33). In such a case, depending on a size of
drawn magic-circle (sign), a drawn or traced position on the
display screen and a timing at which the magic-circle is drawn or
traced on the display screen, magic effects are configured to vary.
Also, a concrete gaming process will be described below.
[0042] Referring to FIG. 4, the gaming machine 12 is mainly
comprised of a processing unit 42 that allows the execution of a
variety of gaming processes, a communication controller 45 that
achieves communication control between the host computer 11 and the
associated gaming machines 12 via the communication lines 13, a
storage device (a memory device, such as a hard disc, a RAM or a
storage medium read-out device) 46 that stores programs of the RPG,
a display device (display means) 47 which includes the display
screen of the gaming machine 12 and displays various images of the
RPG on the display screen, and an input device (input means) 48
through which an input is made to perform operation. In a case
where the gaming machine 12 has a touch panel type input device,
the display screen also serves as the input device 48. Hence, in
this case, player may controls his self-character 23 by
tapping/dragging on the display screen and/or a non-touch panel
type input device, such as buttons provided with the gaming machine
12.
[0043] The processing unit 42 includes a CPU 43 that controls the
gaming processes, and a memory 44 having a volatile memory and/or
nonvolatile memory that temporally or permanently retain various
data. The CPU 43 serves as a positional information acquiring
device, a sign recognizing device, a comparing and discriminating
device (selection device), and a game processing device,
respectively. Also, the memory 44 and/or the storage device 46
serve as a sign data storage device.
[0044] The processing unit 42 is adapted to execute a variety of
gaming processes. Examples of the gaming processes may include a
step of executing movement and attack (including magic attack),
displaying a menu (which is described later), making a shortcut
(which is described later), picking up items and touching
milestones or the like. It is to be noted that these gaming
processes are considered to be of illustrative examples and may be
suitably altered depending on kinds of the RPG.
[0045] Executing single-tapping on a position one time toward which
the self-character 23 is moved on the display screen allows the
self-character 23 to be moved (with a tap-icon 51 being displayed)
as shown in FIG. 5A. When this takes place, the self-character 23
is moved to that position as shown in FIG. 5B. In this case, even
if barricades (not shown) are present in an area between the
position at which the self-character 23 is currently present and
the other position to which the self-character 23 is moved at that
time (at which the character is moved), the self-character 23
automatically avoids the barriers while moving towards a target
point (tapped point/tapped direction) in the shortest distance.
[0046] As shown in FIG. 6A, during combat-mode (battle-mode), by
single-tapping on an object (i.e., enemy 21 or monster, a
generator), which is desired to be attacked by the self-character
23 on the display screen, the tap-icon 51 is laid over on the
tapped-object 21, and then the self-character 23 moves in an attack
distance suitable for attacking the tapped-object 21, thereby
attacking the object 21 as shown in FIG. 5B.
[0047] By double-tapping an arbitrary position of the display
screen, then two laid over tap icons 51 is displayed, and the menu
is displayed on the display screen, as shown in FIG. 7A. The menu
notifies double-tapped player of the selectable input operations 54
at this time. For instance, the selectable input operations shown
upon double-tapping may include magic-circle to summon fire attack,
thunder attack and needle attack.
[0048] As for player who is familiarity with selectable input
operations in each situation, the necessity to notify the player of
the selectable input operation is not so high. For such player, the
following shortcut operation is useful.
[0049] With reference to FIGS. 8A and 8B, the shortcut (special
operation set forth above) can be activated upon drawn magic-circle
matches with preliminary stored sign data. For instance, as shown
in FIG. 8B, drawing one of the shortcuts from a tap-start point 55
to a tap-end point 56 executes a predetermined special operation,
such as magic attack. Although the same special operation can be
executed by selecting from the displayed menu, however, by drawing
the shortcut directly on the display screen, it is possible to
quickly execute desired operation without disturbing the progress
of the RPG. Meanwhile, the concrete process for the operation will
be described beloow.
[0050] The operation for picking up the items is executed by
single-tapping the item 57 on the display screen (with the tap icon
51 being displayed) as shown in FIG. 9A. Upon single-tapping, the
self-character 23 moves toward the item 57 for picking up the item
57 as shown in FIG. 9B. Meanwhile, by picking up the item 57,
classes of the self-character 23 can be raised. Also, examples of
the item 57 may include a mana (a kind of currency which can be
used in the RPG), arms and armors.
[0051] The operation for touching the milestone is practiced by
tapping an object that is referred to as a milestone (with the
tap-icon 51 being displayed) as shown in FIG. 10A. This operation
is executed upon picking up and collecting mana dropped in a map
displayed on the display screen. Thus, by tapping the milestone 58,
the self-character 23 approaches the milestone 58 to automatically
cause the mana to be put into the milestone 58. This enables the
self-character 23 to be classed up as shown in FIG. 10B. Depending
on kinds of the collected mana, a parameter of the self-character
23 is increased during the gaming process.
[0052] In FIG. 4, the communication controller 45 transfers the
gaming process in the RPG to the host computer 11, via the
communication line 13, to which the gaming process is transferred
from the other gaming machine 12 on which the RPG is practiced. The
gaming processes delivered from the other gaming machine(s) 12 is
(are) displayed together with the own gaming processes over the
display screen, which is controlled by the display device 47. This
enables a player to game the RPG together with the other associated
players. Also, the communication lines may include the networks
such as the Internet and LAN.
[0053] The input device (input means) 48 may include a touch panel,
a mouse, a track ball, a digitizer, joystick and a motion capture.
Particularly, using a contact type input means (touch panel), like
a transparent touch panel disposed on the display screen, which
allows the player to directly touch the display screen makes it
possible to achieve a further simplified special operation, that
is, an operation to draw a magic circle, desired by the player, by
simply tracing the same with a finger of the player.
[0054] The gaming process, to be executed on the gaming machine 12
with the structure mentioned above, is described further in detail
with reference to FIG. 11. Also, description is herein made of a
case where the input device 48 is comprised of a touch panel.
[0055] In step (hereinafter referred to as ST) 1, a player executes
a tap process. That is, the player taps on the touch panel
(hereinafter merely referred to as "on the display screen") that
serves as the input device 48 displayed on the display screen. Upon
executing the tap processes, operations are executed for menu
process ST2, object tap process ST3 and self-character move process
ST4.
[0056] Referring to FIG. 12, during the tap process, depending on a
position at which the player taps on the display screen, the menu
process, the object tap process or the self-character move process
is executed respectively.
[0057] First, in ST 11, discrimination is made whether or not the
player taps on the display screen, that is, whether or not an input
signal is applied to the touch panel. With the tapping is executed,
further discrimination is made whether or not the tapping of the
player is involved in double-tapping (ST12). If the double-tapping
is executed, a menu process flag is set to "ON" (ST13) and a menu
is displayed on the display screen as shown in FIG. 7B.
[0058] If no double-tapping is executed, discrimination is made
whether or not the player executes the object tap process (ST14).
With the object tap process executed, an object tap process flag is
set to "ON" (ST15). The object tap process will be described later
with reference to FIG. 13.
[0059] With no object tap process executed, discrimination is made
whether or not the player taps on the map (ST16). If the map is
tapped, a self-character move process flag is set to "ON" (ST17).
Also, although the operations are described in FIG. 12 in an order
wherein discriminations are made on the double-tapping, object tap
and tapping on the map, the present invention is not limited to
such an order and the order in which discriminations are executed
on the double-tapping, object tap and tapping on the map may be
configured to be different from that of FIG. 12.
[0060] Referring to FIG. 13, during the object tap process,
depending on a position at which the player executes the tapping on
the display screen, a magic-circle process, a fellow process, a
battle process, an item process or an object process is executed,
respectively.
[0061] First in ST21, discrimination is made whether or not the
object tap process flag is se to "ON". If the object tap process
flag is se to "ON", then, discrimination is made whether or not the
player taps on the display screen for the self-character 23 (ST22).
With the self-character is tapped, the magic-circle process is
executed (ST23). The magic-circle process will be described with
reference to FIG. 14.
[0062] If the self-character is not tapped, discrimination is made
whether or not the player taps the fellow-character (ST24). With
the fellow-character tapped, the fellow-character process is
executed (ST25).
[0063] If the fellow-character is not tapped, discrimination is
made whether or not the player taps the enemy-character (ST26).
With the enemy-character is tapped, the battle process is executed
as shown in FIGS. 6A, 6B (ST27).
[0064] If the enemy-character is not tapped, discrimination is made
whether or not the player taps the item (ST28). With the item
tapped, the item process is executed leveling up the character or
the like as shown in FIGS. 9A, 9B (ST29).
[0065] If the item is not tapped, discrimination is made whether or
not the player taps the object (for instance, the milestone)
(ST30). With the object is tapped, the object process is executed
leveling up the characters (self-character and fellow-character) as
shown in FIGS. 10A, 10B (ST31).
[0066] Also, although the operations are described in FIG. 13 in an
order wherein discriminations are made for the self-character
tapping, the fellow-character tapping, the enemy-character tapping,
the item tapping and the object tapping, the present invention is
not limited to such an order and the order in which discriminations
are made for the self-character tapping, the fellow-character
tapping, the enemy-character tapping, the item tapping and the
object tapping may be configured to be different from that of FIG.
13.
[0067] Also, the fellow-character tapping process, the
enemy-character tapping process, the item tapping process and the
object tapping process are herein omitted to simplify
description.
[0068] Referring to FIG. 14, in ST41, an object select process is
executed for indicating an object on the display screen. The object
select process will be described below with reference to FIG. 15.
After the object has been indicated, a magic-circle drawing process
is then executed for specifying a special operation, such as magic
attack to be executed for the indicated object (ST42). Thereafter,
a magic activation process is executed for practicing the specified
magic attack correlated with drawn magic circle (ST43).
[0069] In ST44, discrimination is made whether or not a
selected-object flag is set to "ON", that is, whether or not the
object has been indicated. If the selected-object flag is set to
"ON", then, discrimination is made whether or not the drawing of
the magic-circle has been completed (ST46). If no selected-object
flag is set to "ON", then, the selected-object flag is set to "ON"
(ST45).
[0070] If the magic-circle drawing flag is set to "ON", then,
discrimination is made whether or not a magic attack process flag
is set to "ON", that is, whether or not the magic activation
process is completed (ST48). If no magic-circle drawing flag is set
to "ON", then, the magic-circle drawing flag is set to "ON"
(ST47).
[0071] If the magic activation process flag is set to "ON"; the
object tap process flag is set to "OFF"; the selected-object flag
is set to "OFF"; the magic-circle drawing completed flag is set to
"OFF"; and the magic activation process completed flag is set to
"OFF" (ST50). That is, the object tap process is reset. If no magic
activation process completed flag is set to "ON", then, the magic
activation process completed flag is set to "ON" (ST49).
[0072] The magic-circle process, set forth above, is executed upon
indicating the object, drawing the magic-circle and activating the
indicated magic, such as magic attack. More particularly, after an
object (an object, such as an enemy), to which the magic attack is
executed, has been indicated, inputted positional (tapped position)
information is detected to allow sign (locus of drawn magic-circle)
information to be recognized based on positional information
detected within a predetermined time interval, upon which
comparison is made between at least one sign data, which is
preliminarily stored, and recognized sign information to make
discrimination whether or not the sign information and the sign
data are correlated. This allows the magic-circle drawing process
to be executed. Subsequently, with sign information and sign data
found to be correlated, at least one preliminarily stored gaming
process, associated stored sign data, is executed. This allows the
magic activation process to be executed.
[0073] That is, the player inputs on the input device 48 drawing a
magic-circle. The gaming machine detects sign information based on
drawn magic-circle and collates the sign information and stored
sign data preliminary associated with a predetermined gaming
process (magic-circle drawing process). Then, if the collation is
successful, the relevant gaming process is executed (for magic
activation process). For this reason, the player is able to execute
the gaming process upon drawing a predetermined magic-circle that
the player desires. Therefore, it becomes possible for the input
operation per se, directly executed by the player on the screen, to
have increased amusing capabilities with improved amusement in
game.
[0074] Hereunder, the object select process, the magic-circle
drawing process and the magic activation process will be described
further in detail with reference to FIG. 15. In ST51,
discrimination is made whether or not an object select flag is set
to "ON". If the object select flag is set to "ON", an object select
main process is executed (ST52). During the object select main
process, the operation is executed mainly for specifying a tap
object to be processed in the object tap process.
[0075] Then, discrimination is made whether or not the object
select is completed (ST53) and upon completion of the object
select, the object select completed flag is set to "ON" whereas the
object select process flag is set to "OFF" (ST54).
[0076] Subsequent to the object select process, the magic-circle
drawing process is executed. During the magic-circle drawing
process, sign information detected based on the magic-circle, drawn
by the player within a predetermined time period, and the
preliminarily stored sign data are collated. That is,
discrimination is made whether or not the player has completed the
drawing of an acceptable magic-circle within the predetermined time
period, upon which the detected sign information is certified using
preliminarily stored sign data.
[0077] Referring to FIG. 16, in ST61, discrimination is made
whether or not the magic-circle drawing process flag is set to
"ON". If the magic-circle drawing process flag is set to "ON",
then, discrimination is made whether or not the magic-circle
drawing process flag is set to "ON" (ST62). If the magic-circle
drawing process flag is not set to "ON", discrimination is made
whether to start the magic-circle drawing process (ST63).
[0078] If the player begins drawing the magic-circle to allow the
magic-circle drawing process to be started, a predetermined time
period, required for the drawing, is counted. That is, the
magic-circle drawing process flag is set to "ON" (ST64), starting a
magic-circle drawing timer (ST65). Accordingly, the magic-circle,
drawn within the predetermined time period measured by the timer,
is used as detected sign information in a magic-circle certificate
process that will be described later.
[0079] If the magic-circle drawing process flag is set to "ON",
since the player is drawing the magic-circle, the magic-circle
drawing main process is practiced (ST66). During the magic-circle
drawing main process, the operation is executed to detect
positional information of the magic-circle inputted by the player.
In this moment, sign information based on detected positional
information is displayed over the display screen. By so doing,
since detected sign information, detected upon drawn magic-circle,
is displayed on the screen, the player is able to confirm the sign
information displayed on the display screen, which the player is
drawing, enabling a desired sign (magic-circle) to be drawn while
confirming the same.
[0080] Next, discrimination is made whether or not the magic-circle
drawing is completed (ST67). If the magic-circle drawing is
completed, the timer for the magic-circle drawing is stopped (ST68)
and a magic-circle-drawing process flag is set to "OFF" (ST69).
[0081] Then, the magic-circle certificate process is practiced
using detected sign information (ST70). During the magic-circle
certificate process, detected sign information and preliminarily
stored sign data are collated. That is, discrimination is made
whether or not the magic-circle drawn by the player is acceptable
magic-circle (ST71). In particular, sign information, based on
positional information detected within the predetermined time
period, is recognized and comparison is made between at least one
stored sign data and detected (recognized) sign information,
thereby discriminating whether or not the sign information and
stored sign data are correlated.
[0082] Hereunder, an example of the magic-circle certificate
process is described with reference to FIGS. 17A to 17C.
[0083] <First Certificate Process>
[0084] The first certificate process, described below, provides
fundamentals of second and third certificate processes that will be
described later. Also, the first certificate process is assumed
that a plurality of sign data is preliminarily stored for
permitting certain one gaming process to be practiced.
[0085] First, positional information at arbitrary points on the
locus (sign) of the magic circle, which the player draws on the
touch panel (the input means), is delivered to the CPU 43 every
period (for instance, for every 0.05 seconds) and the CPU 43
temporary stores these positional information in the memory 44 that
serves as a positional information acquiring device. Positional
information is stored in terms of, for instance, an x-y coordinate
value or vector data.
[0086] First, if the magic-circle certificate process is started,
the CPU 43, serving as a sign recognizing device, executes the
operation for recognizing/detecting sign information based on
positional information temporary stored in the memory 44 (ST701).
The CPU 43 (the sign recognizing device) does not necessarily have
a need to recognize all positional information, temporary stored in
the memory 44 as sign information, and may take the form of a
structure wherein some positional information (for instance, only
positional information corresponding to proselytized points) among
positional information stored in the memory 44 are extracted to
allow collected one of extracted positional information to be
recognized as sign information.
[0087] Subsequently, the CPU 43 executes a normalization process
for sign information set forth above (ST702). As used herein, the
terminology "normalization process" refers to a conversion process
of sign information, that is, a process in which in order to enable
comparison between current sign data and subsequent sign data, a
size and inclination (rotation) of the sign in sign information are
corrected or coordinate values, contained in sign information, are
converted to coordinate values that are based on an original point
at an arbitrary point (for instance, a start point of the sign).
Also, when the operation is executed in a way to alter the size of
the sign, an altered value (for instance, at rates of 1.3 times and
0.6 times) indicative of such a size may be stored as a scalable
rate. The scalable rate can be used in a magnitude of a subsequent
effect or a size in a magic effect graphic display. Also, the
scalable rate will be described later in connection with the fourth
certificate process.
[0088] Then, the CPU 43 (a comparing and discriminating device)
reads out stored sign data from the storage device 46 and/or the
memory 44, serving as the sign data storage device, making
comparison between detected (recognized) sign information and
stored sign data (ST703). The CPU 43, serving as the comparing and
discriminating device, discriminates based on such comparison
whether or not detected sign information and stored sign data are
correlated (ST704). As used herein, the term "correlate" refers to
a fact that a shape, indicative of detected sign information, has a
correlation with a shape, indicative of stored sign data, as a
whole. Examples of situations, discriminated to be "correlated",
involves not only a case where the shape indicative of detected
sign information and the shape indicative of sign data are
completely coincident but also a case where these two factors are
partly different from each other but coincident to each other as a
whole, and in such cases, both factors are treated to be
"correlated".
[0089] During the first certificate process, a criterion for
discriminating whether not the both factors are correlated is
judged in terms of a predetermined correlation-level. As used
herein, the term "correlation-level" refers to a numeric value
indicative of a degree of correspondence between the shape (graphic
symbol) indicative of detected sign information and the shape
(graphic symbol) indicative of stored sign data. Various methods of
calculating the correlation-level may be considered and one example
of such methods may include a process in which a plurality of
corresponding points are determined in the shape (graphic symbol)
indicative of detected sign information and the shape (graphic
symbol) indicative of sign data to allow the correlation-level to
be calculated using a total sum of the plural points in distance.
For instance, in cases where the correlation-level includes a
numeric value in which a total sum of the distances of the
corresponding points is subtracted from a value of 100 and the
shape (graphic symbol) indicative of detected sign information and
the shape (graphic symbol) indicative of stored sign data are
completely coincident to each other, the correlation-level is
expressed as 100-0=100. In contrast, in cases where the shape
(graphic symbol) indicative of detected sign information and the
shape (graphic symbol) indicative of stored sign data are different
in part and a total sum of the distances of the corresponding
points is 30, the correlation-level is expressed as 100-30=70.
Thus, the correlation-level between the shape (graphic symbol)
indicative of detected sign information and the shape (graphic
symbol) indicative of stored sign data is calculated, upon which is
discriminated such that if the correlation-level exceeds a
threshold value (for instance, 85), then, discrimination is made
that there is a correlation between these factors and, in contrast,
if the correlation-level is less than the threshold value,
discrimination is made that no relevant correlation exists.
[0090] When discriminating whether or not detected sign information
and stored sign data are correlated, as shown in FIG. 18A, detected
sign information, remaining in a mirror-image relationship, and
example stored sign data 61a, 61b are treated as having the
correlation. Further, as shown in FIG. 18B, detected sign
information, remaining in a similarity relationship, and example
stored sign data 62a, 62b may be discriminated to have the
correlation. Also, a process for the mirror-image relationship will
be described in connection with the third certificate process.
[0091] In the exemplary case shown in FIG. 18B, detected sign
information and stored sign data are compared and discriminated
upon practicing the normalization process (ST702). Meanwhile, the
scalable rate, obtained in the normalization process, may be
reflected on effects of the gaming process (see the fourth
certificate process).
[0092] When discriminating whether or not detected sign information
and stored sign data are correlated, a gaming process, associated
with sign information, is selected from at least one stored sign
data that is preliminarily stored. At least one stored sign data
and a plurality of gaming processes are correlated to one another.
Accordingly, a unique gaming process (e.g., magic attack) is
executed depending on the magic-circle, which the player has drawn.
For instance, as shown in FIG. 18C, if a magic-circle 63a is drawn
in a manner, then, the operation is executed to practice magic to
allow a fireball to hit a tapped enemy (target); if a magic-circle
63b is drawn, then, the operation is executed to practice magic
attack to allow a lightning to hit the tapped enemy (target); and
if a magic-circle 63c is drawn, then, the operation is executed to
practice magic attack to allow an aculeus to hit the tapped enemy.
Practicing such input methods provides improved gaming capabilities
for the player to perform input operations directly on the screen.
Also, these magic items are not limited to particular examples
described above and may be possible to be carried out in
appropriate alternatives. Although not described in detail, when
practicing the plural processes in the present certificate process,
it may be sufficed for the player to draw magic-circles in
different input areas on the screen for respective processes. A
method of practicing the plural gaming processes on a single input
area will be described in detail with reference to the second
certificate process.
[0093] These stored sign data may have a unique predetermined time
period for each stored sign data to be inputted. In such a case,
the gaming process may be configured such that in cases where no
sign is inputted within the predetermined time period, no process
correlated with relevant sign data is executed (for instance, no
magic attack is activated based on the magic-circle). Also, stored
sign data may include a unique sign quantity for each stored sign
data. In such cases, the display screen adapted to display an image
of stored sign data depending on the unique predetermined time
period during which sign data is inputted. This allows the unique
predetermined time period and the unique sign quantity to be
provided for each sign data, enabling challenge levels to be
provided on magic-circle s to be drawn by the player. For instance,
increased challenge levels may be allocated to the magic-circle
with increased unique predetermined time period for input and the
sign with increased unique sign quantity.
[0094] Further, the unique sign quantities may be preferably
configured to differ from one another depending on a volume of
and/or the number of the proselytized points of the above described
sign data. Additionally, the sign quantities can be determined in
proportion to a total sum of line segments defined by connecting
the proselytized points.
[0095] With such a structure, the drawing-levels can be set in fine
degrees for the magic-circle to be drawn by the player. For
instance, increased drawing-levels can be allocated to sign data
along with increasing values of the volume of and/or the number of
the proselytized points of the above described sign data.
[0096] During the magic activation process (one of a gaming
process), the magic activation process may be executed in a way to
provide effects that vary depending on the unique predetermined
time period and/or the unique sign quantity for the magic-circle to
be drawn. More particularly, on the contrary, if the sign is drawn
in a large size, as shown in FIG. 18B, or when the number of the
proselytized points (the number of angles on the magic-circle)
increases, the magic activation process (gaming process) may be
executed with increased effects. For instance, the fireball may be
increased in size to enable an increased damage to be applied to
the enemy.
[0097] This enables magic to be executed depending on the
difficulty level at which the magic-circle is drawn. For instance,
a sign drawing with an increased difficulty level may be allocated
to magic attack with an increased effect. This allows the player to
draw the sign with the increased difficulty level whereby the
player is enabled to execute magic with the increased effect. This
results in improvement in gaming capabilities for the player to
perform the input operations directly on the screen. Meanwhile,
above mentioned magic includes, for instance, magic attack to
attack tapped enemy character and cure magic to cure the
self-character or tapped fellow-character.
[0098] When making comparison and discrimination between detected
sign information and stored sign data, it may be preferable to
discriminate the correlation between at least one specific point of
stored sign data and detected sign information. That is, stored
sign data is configured to have the specific point for collation
and the specific point of the sign data and the specific point of
the sign information are collated for comparison and
discrimination, whereby finely graded collations can be performed
to achieve comparison and discrimination in high precisions.
[0099] As used herein, the term "specific points" refers to, for
instance, a tap-start point, a tap-end point and an
intermediate-point as shown in FIG. 19. Relative coordinates on
these specific points and orders of the tap-start
point/intermediate point/tap-end point are preliminarily stored as
sign data, and comparison and discrimination are made between
stored sign data and detected sign information. As for sign
information in the mirror-image relationship and the similarity
relationship, a comparison object can be prepared depending on
stored sign data involving the relative coordinates and the orders
of the tap-start point/intermediate point/tap-end point.
[0100] Turning back to FIG. 17A, the first magic-circle certificate
process is continuously described.
[0101] As a result of comparison process, if it is discriminated
that the correlation exists (with "Yes" in ST704), the CPU 43
specifies a process correlated with relevant sign data (ST705). For
instance, the CPU 43, serving as a comparing and discriminating
device, reads out a process code, stored in correlation with
relevant sign data, from the storage device 46 and/or the memory
44, playing a role as a sign data storing device, and operates in a
way to deliver the gaming process, correlated with relevant sign
data, to the CPU 43 serving as a game processing device.
[0102] On the contrary, as a result of comparing operation, if it
is discriminated that no correlation exists (with "No" in ST704),
the CPU 43 discriminates whether or not comparison between all sign
data stored in the storage device 46 and/or the memory 44, playing
a role as the sign data storing device, and sign information is
completed (ST706). If comparison between all sign data and sign
information is not completed (with "No" in ST706), the CPU 43
allows the operation to proceed to next non-compared sign data
(ST707) whereupon comparison is made between relevant sign data and
sign information (ST703) to make discrimination as to whether or
not the correlation exists between two factors. In contrast, if
comparison between all sign data and sign information is completed
(with "Yes" in ST706), the sign inputted by the player results in
no correlation with any stored sign data, and the CPU 43 operates
to treat the process as unable to specify the sign (ST708). For the
above operations, the magic-circle certificate process is completed
and the control process proceeds to ST71 shown in FIG. 16.
[0103] Upon certifying the magic-circle in such a way, if the drawn
magic-circle is found to be active, the magic-circle drawing
complete flag is set to "ON" and the magic-circle drawing process
flag is set to "NO" (ST72). Then, the operation proceeds to the
magic activation process.
[0104] Referring to FIG. 20, in ST81, discrimination is made
whether or not the magic activation flag is set to "ON". If the
magic activation flag is set to "ON", that is, when the sign
(magic-circle) drawn by the player is active, a magic-circle
activation main process is executed (ST82).
[0105] Since sign data is correlated with the gaming process that
is magic, the CPU 43, serving as a game processing device, executes
the gaming process associated with certified sign data resulting
from the sign (sign information) drawn by the player, providing a
display on the screen wherein specific magic (magic attack) is
executed on the enemy (in magic activation). Thereafter,
discrimination is made whether or not the magic activation process
is completed (ST83). Upon completion of the magic activation
process, the magic activation process complete flag is set to "ON"
and the magic activation process flag is set to "OFF" (ST84).
[0106] With the first certificate process, sign information, based
on inputted positional information, is recognized/detected and
comparison is made between at least one of preliminarily stored
sign data and recognized/detected sign information to discriminate
whether or not the both factors are correlated whereby when the
both factors are found to be correlated, the CPU 43 executes at
least one gaming process that is correlated with both sign data and
preliminarily stored. This results in a capability for the player
to have amusing capabilities on the input operations per se,
enabling improvement in amusement effects of the game.
[0107] <Second Certificate Process>
[0108] For instance, according to a conventional gaming machine
with the touch panel, it is needed that each gaming process is
preliminary associated with a corresponding position/area of the
display panel (touch panel), respectively. However, the area of the
display screen where the gaming process can be allocated is
limited. Therefore, as increasing the gaming processes, an entire
area of the limited touch panel is fully allocated to respective
processes, resulting in a probability with difficulties in
allocating further processes. In such cases, there is a method of
ensuring one or more areas on the display panel, which can be
changed by selecting swich, for allocating new gaming processes.
Such a method needs for a player to execute a plurality of control
operations with the resultant issues of degradation in operability
while the input operations per se given with the amusing
capabilities could come to effaced results.
[0109] The second certificate process, which will be described
below, has an object to enable a desired gaming process to be
selected from processes of a large number of kinds for execution
without suffering from limitation in a surface area of the display
screen (an input region).
[0110] Also, since a system structure, by which the second
certificate process described below is realized, is identical to
the system by which the above-described first certificate process
is realized, description of the relevant system structure is herein
omitted.
[0111] Referring to FIG. 17B, upon executing the comparison
process, if sign data (present selected sign data), which is
currently subjected to comparison, has a stronger correlation-level
than that of correlation-level with sign data that has been already
selected (former selected sign data) (with "Yes" in ST2704), the
CPU 43 selects relevant sign data (present selected sign data) to
be maintained (ST2705). For instance, the CPU 43 (a sign data
selecting device) reads out a process code, stored in correlation
with selected sign data, from the storage device 46 and/or the
memory 44 (the sign data storing device) and operates so as to
deliver the process code to the CPU 43 (the game processing device)
that executes the process correlated with present selected sign
data.
[0112] In contrast, upon executing the comparison process, if it is
discriminated that currently compared sign data (present selected
sign data) has a less correlation-level than that of sign data that
has already been selected (former selected sign data) (with "No" in
ST2704), the CPU 43 (the sign data selecting device) discriminates
whether or not the comparison for all sign data stored in the
storage device 46 and/or the memory 44 (the sign data storing
device) is completed (ST2706). If all stored sign data is not
completely compared (with "No" in ST2706), the CPU 43 allows the
operation to proceed to non-compared stored sign data (ST2707),
whereupon comparison is made between next stored sign data and sing
information (ST2703), making discrimination whether or not present
selected sign data has the stronger correlation-level than that of
former selected sign data (ST2704). In the meanwhile, if comparison
for all stored sign data is completed (with "Yes" in ST2706), the
operation is executed to deliver a process correlated with selected
sign data to the CPU 43 playing a role as a processing device
(ST2708). With such operations discussed above, the magic-circle
certificate process is completed and the process control proceeds
to ST71 shown in FIG. 16.
[0113] Upon certifying the magic-circle in such a way, if the drawn
magic-circle is active, the magic-circle drawing complete flag is
set to "ON" and the magic-circle drawing process flag is set to
"OFF" (FIG. 16, ST72). Then, the operation enters the magic
activation process. The operations, subsequent to such step, are
identical to those of the first certificate process described above
and, so, description of the same is herein omitted.
[0114] With the second certificate process, even if the process
includes the increased number of kinds, a desired process can be
selected and executed without suffering from the limitation in the
surface area of the input area.
[0115] Upon comparison between the first and second certificate
processes, the first certificate process includes a case wherein
stored sign data a.sub.n, composed of a plurality of sign data
a.sub.1, a.sub.2, . . . , a.sub.n, which permits one associated
certain process A to be executed, are exemplified. Thus, these
stored sign data a.sub.1, a.sub.2, . . . , a.sub.n perform as an
acceptable error range to execute the process A.
[0116] In contrast, for a plurality of processes B.sub.1, B.sub.2,
. . . , B.sub.n in the second certificate process set forth above,
an example is shown which includes only one stored sign data
b.sub.n for allowing each process B.sub.n to be executed. Thus, in
order to execute the process B.sub.1, there is no other choice but
to input an exact magic-circle to be associated with sign data
b.sub.1.
[0117] Here, it is more preferable for the first and second
certificate processes to be combined to make it possible for plural
inputs to be made in a sole input area, and for each of a plurality
of processes X.sub.1, X.sub.2, . . . , X.sub.n, a plurality of
store sign data, permitting the execution of respective processes,
are preliminarily stored such that sign data x.sub.1, x.sub.2, . .
. , x.sub.n are stored for the process X.sub.1. With such a
configuration, the plurality of processes is inputted in the sole
input area with the resultant improvement in operability, while
making it possible for the player to enable the inputting in
fluctuations. In addition, it becomes possible to allow the
magic-circle, under which a certain process is executed, to be
freely designed for each player.
[0118] <Third Certificate Process>
[0119] Now, the third certificate process of the first embodiment
is described in detail with reference to FIG. 17C. The third
certificate process has, in addition to the objects of the first
and second certificate processes, an object to provide a
possibility of recognizing a magic-circle that is inputted with the
nondominant hand of a player.
[0120] As a result of the execution of the comparing process, if it
is discriminated that inputted sign is correlated with the stored
sign data (with "Yes" in ST3704), the CPU 43 specifies a process
associated with the correlated stored sign data (ST3705). For
instance, the CPU 43 (the comparing and discriminating device)
reads out a process code, stored in association with such sign
data, from the storage device 46 and/or the memory 44, playing a
role as the sign data storing device, and operates so as to deliver
the resulting process code to the CPU 43 serving as the game
processing device that executes the process associated with such a
process code.
[0121] On the contrary, as a result of the execution of the
comparing process, if discrimination is made that there is no
correlation between the inputted sign and the stored data (with
"No" in ST3704), the CPU 43 generates a mirror image of the stored
sign data (ST3706). Also, in place of generating the mirror image,
it doesn't matter if the relevant mirror image is preliminarily
stored in the sign data storing device to allow the relevant mirror
image to be read out when needed.
[0122] Subsequently, the CPU 43 (playing a role as the comparing
and discriminating device) makes comparison between sign
information recognized upon the inputted positional data and the
generated/stored mirror image (ST3707), like the case wherein
comparison is made between stored sign data and recognized/detected
sign information, to discriminate whether or not these factors are
correlated to one another (ST3708). As a result of the execution of
comparison process, if it is discriminated that there is the
relevant correlation (with "Yes" in ST3708), the CPU 43 specifies a
process associated with such correlated sign data (ST3705). For
instance, the CPU 43, playing a role as the comparing and
discriminating device, reads out a process code, stored in
association with the correlated original sign data for generating
the mirror image, from the storage device 46 and/or the memory 44
(a role as the sign data storing device) and operates so as to
deliver the resulting process code to the CPU 43 (the game
processing device) that executes the process associated with such a
process code.
[0123] On the contrary, if it is discriminated in ST3708 that there
is no relevant correlation (with "No" in ST3708), the CPU 43
discriminates whether or not the comparison between all sign data,
stored in the storage device 46 and/or the memory 44 (the sign data
storing device) and sign information recognized upon the inputted
positional information is completed (ST3709). If the comparison
between all stored sign data and the sign information is not
completed (with "No" in ST3709), the CPU 43 allows the operation to
proceed to next non-compared sign data (ST3710) whereupon
comparison is made between subsequent sign data/mirror image and
the sign information (ST3703/ST3707) to make discrimination as to
whether or not there is the relevant correlation
(ST3704/ST3708).
[0124] In contrast, if the comparison between all stored sign data
and recognized/detected sign information is completed (with "Yes"
in ST3709), the sign inputted by the player results in no
correlation with any stored sign data and generated/stored mirror
image, and the CPU 43 operates to treat the process unable to
specify drawn magic-circle (ST3711). For the above operations, the
magic-circle certificate process is completed and the control
process proceeds to ST71 shown in FIG. 16.
[0125] With the magic-circle certified in such a way, if the drawn
magic-circle is active, the magic-circle drawing complete flag is
set to "ON" and the magic-circle drawing process flag is set to
"OFF" (ST72). Then, the operation enters the magic activation
process. The operations, subsequent to such step, are identical to
those of the first certificate process described above and, so,
description of the same is herein omitted.
[0126] With the input recognizing device and programs of the
present invention, even a user, with the dominant hand in either
left or right hands, is enabled to easily perform the input
operations while permitting the input to be recognized with no drop
in recognizing precision.
[0127] <Fourth Certificate Process>
[0128] Now, the fourth certificate process for the magic-circle is
described in detail. The flow of such a process is identical to
that of the first certificate process shown in FIG. 17A but differs
in respect of handling the scalable rate in ST702.
[0129] In particular, the fourth certificate process may be
configured such that the scalable rate and, for instance, the
process code by which the process is indicated are delivered to the
CPU 43 (the game processing device) upon which the CPU 43 executes
the relevant process by multiplying a predetermined reference value
(such as, for instance, a damage quantity and a size in
magic-effect image) of the process associated with correlated sign
data by the scalable rate. The other process is identical to the
first process set forth above and description of the same is herein
omitted.
[0130] With the fourth certificate process, sign information is
recognized upon inputted positional information including factors,
such as a shape and size of drawn magic-circle, and the comparison
step is executed based on such factors, therefore, it becomes
possible to indicate the process and the size of the process
simultaneously in an easy manner upon execution of single input
operation.
[0131] The present invention is not limited to the various
embodiments set forth above and the present invention may be
implemented in a variety of alternatives. For instance, while the
embodiments described above have been described with reference to
cases where the game includes the arcade game, the present
invention is not limited thereto and may be possible to be
similarly applied to other RPG. Further, while the embodiments have
been described above in conjunction with the case where the input
device includes the touch is panel, the present invention may
similarly have applications to a case where the input device
includes an input device other than the touch panel. Also, the
gaming machine of the present invention may be of either for the
arcade or for a consumer.
[0132] Further, although the simulations of the gaming machine of
the first embodiment have been treated as the data processing
device, the data processing of these simulations may take the form
of software. For instance, it may be configured such that a ROM
stores a program (that is, involving a procedure for detecting
positional information that is inputted; a procedure for
recognizing sign information based on inputted positional
information that is detected within a predetermined time period; a
procedure for making comparison between at least one preliminarily
stored sign data and recognized sign information for discriminating
whether or not detected/recognized sign information and stored sign
data are correlated; and a procedure for executing at least one
preliminarily stored gaming process that is correlated to sign
data) to allow a CPU to command and operate in accordance with the
program. Further, it may be configured such that the program is
stored in computer-readable storage medium to allow the data
processing program of storage medium to be stored in a RAM of a
computer whereby the CPU operates in accordance with the data
processing program. In such cases, the presently filed embodiment
has the same operation and effects as those of the embodiments set
forth above.
[0133] Also, while the first embodiments have been described above
with reference to an exemplary case where the input content
includes the magic-circle, of course, the input content may take
the form of various other shapes, such as characters and numerals,
which may be inputted and detected.
[0134] Hereunder, detailed description is made of a case where the
present invention is applied to a slot machine with a touch panel
serving as a gaming machine and a game on the slot machine.
[0135] Referring to FIG. 21, the slot machine 101 has a cabinet 102
and further includes an upper LCD (first liquid crystal device) 103
located in an upper area of the cabinet 102, and a lower LCD
(second liquid crystal device) 104 located in a lower area of the
cabinet 102. Here, the upper LCD 102 includes a commercially and
widely used liquid crystal, but the lower LCD 104 takes a structure
that includes a so-called transparent LCD adapted to be suitably
controlled whereby a player is able to view symbols provided on
reels 122 located behind the lower LCD 104. Also, disposed below
the lower LCD 104 are a control panel 105, equipped with various
control buttons, and a start lever 117 mounted on the cabinet 102
at one side thereof.
[0136] For instance, when the start lever 117 is rotated after the
slot machine 101 is given a predetermined value with coins and
bills inserted through a coin insertion slot 109 and a bill
insertion slot 110, respectively, a first game, described later, is
caused to start upon which, for instance, three reels 122 (see FIG.
22) rotatably mounted inside the cabinet 102 rotate for a given
time interval and then stop, respectively. The symbols, provided on
the respective reels 122, are viewed through display windows 123,
124, 125 located in positions associated with the respective reels
122 of the lower transparent LCD 104. Also, extending across the
respective display windows 123, 124, 125 is a payline L. Although
there is shown only one payline L in FIG. 21, other paylines may be
provided so as to obliquely extend across the display windows 123,
124, 125 depending on values given on the game. Also, the amount of
value, which the game may be given, may be possible to be selected
by BET buttons (1-BET button 111, 2-BET button (spin button) 112, a
3-BET button 113 and 5-BET button 114).
[0137] Under circumstances where the reels 122 stop and the
symbols, which lie on the payline activated depending on the given
value and the selected BET buttons, are aligned with a winning
combination, the operation is executed to pay the number of medals
depending on each winning combination through a payout opening 115
or to allow a game value depending on the winning to be temporarily
stored.
[0138] As shown in FIG. 22, further, disposed in a front surface of
the lower LCD 104 is a touch panel 130 that is fixedly secured
together with the lower LCD 104 onto a front panel 120 of the
cabinet 102 by means of suitable fixing segments, respectively.
[0139] A control system of the slot machine 101 is described with
reference to FIG. 23. The control system of the slot machine 101 is
generally comprised of a CPU 350 as a core, to which a ROM 351 and
a RAM 352 are connected, respectively. The ROM 351 stores game
control programs, various effect programs for permitting the upper
LCD 103 and the lower LCD 104 to perform various effects with a
progress of the game, a drawing table for executing drawings of
various winning combinations, other various programs needed for
controlling the slot machine 101, and data tables. Further, the RAM
352 plays a role as a storage device in which various data,
calculated by the CPU 350, are temporarily stored. The CPU 350
executes a first game based on the various programs stored in the
ROM 351, while executing a second game when a specific condition is
established during the first game.
[0140] Further, connected to the CPU 350 are a clock pulse
generation circuit 353, which generates reference clock pulses, a
frequency divider 354, a random number generation circuit 355,
which generates random numbers, and a random number sampling
circuit 356. The random numbers, sampled via the random number
sampling circuit 356, are used for various drawings for symbols and
the effects for each reel 122. Here, for the symbols to be stopped
on the payline L, a range of the random numbers corresponding to
the symbols for each reel 122 is set, and the symbol are determined
upon referring to a random number value, extracted from a
predetermined random number range (for instance, a value ranging
from "0" to "255"), for each reel 122 and a "odds drawing table"
(not shown) and judging which random number range of the symbols
correspond to the extracted random number. Further, connected to
the CPU 350 are a start switch 357 disposed in the start lever 117,
a spin switch 358 disposed in the spin button (2-BET button) 112, a
1-BET switch 359 disposed in the 1-BET button 111, a 3-BET switch
360 disposed in the 3-BET button 113, a 5-BET switch 361 disposed
in the 5-BET button 114, an exchange (change) switch 362 disposed
in an exchange button 106, a pay-out switch 363 disposed in a
pay-out button 107, and a help switch 363 disposed in a help button
108. The CPU 350 controls in a way to execute various operations
associated with the various buttons based on switch signals
outputted from the respective switches upon depressions
thereof.
[0141] Additionally, connected to the CPU 350 are a coin sensor 365
located in the coin insertion slot 109 and a bill sensor 366
located in the bill insertion slot 110. The coin sensor 365 detects
the coins inserted through the coin insertion slot 109 and the CPU
350 calculates the number of coins based on a coin detection signal
outputted from the coin sensor 365. The bill sensor 366 detects the
kind and amount of bills inserted through the bill insertion slot
110 and the CPU 350 calculates the number of coins equivalent to
the amount of bills based on a bill detection signal outputted from
the bill sensor 366.
[0142] Three stepping motors 368 are connected to the CPU 350 via a
motor drive circuit 367 by which respective reels 122 are rotatably
driven, and a reel position detection circuit 369 is also connected
to the CPU 43. With motor drive signals outputted from the CPU 350
to the motor drive circuit 367, the respective stepping motors 368
are rotatably driven. This allows the rotations of respective reels
122.
[0143] When this takes place, after the respective reels 122 have
started rotating, the numbers of drive pulses supplied to the
respective stepping motors 368 are calculated and calculated values
are written in predetermined areas of the RAM 352. Further, a reset
pulse is outputted from each reel 122 for every one rotation and
each reset pulse is inputted to the CPU 350 through the reel
position detection circuit 369. Thus, if the reset pulses are
inputted to the CPU 350, the calculated values, written in the RAM
352, are cleared to "0". When this occurs, the CPU 350 recognizes a
rotational position of the symbol on each reel 122 depending upon
the calculated value, associated with the rotational position
within one-rotation range of each reel 122, and a symbol table
wherein a rotational position, stored in the ROM 351, of each reel
122 and a symbol, formed on an outer periphery of each reel 122,
are associated with each other.
[0144] A hopper 371 is connected to the CPU 350 via a hopper drive
circuit 370. As a drive signal is outputted from the CPU 350 to the
hopper drive circuit 370, the hopper 371 pays out a predetermined
number of coins from the coin payout opening 115.
[0145] Further, a coin detector 373 is connected to the CPU 350 via
a pay-out complete signal circuit 372. The coin detector 373 is
disposed inside the coin payout opening 115 and, when detected the
predetermined number of coins being paid out from the coin payout
opening 115, outputs a coin-paid-out detection signal to the
pay-out complete signal circuit 372 based on which the pay-out
complete signal circuit 372 outputs a pay-out complete signal to
the CPU 350.
[0146] Furthermore, the upper LCD 104 is connected through an LCD
driver circuit 374 to the CPU 350, to which the lower LCD 104 is
also connected via an LCD driver circuit 375. Moreover, the touch
panel 130 is connected to the CPU 350 through a touch panel drive
circuit 376.
[0147] In addition, LEDs 178 are connected to the CPU 350 via an
LED drive circuit 377. A large number of LEDs 178 are arrayed on a
front face of the slot machine 101 and, when performing various
effects, controllably lighted by the LED drive circuit 377 in
response to drive signals delivered from the CPU 350. Also, a sound
output circuit 379 and a speaker 180 are connected to the CPU 350
and the speaker 180 serves to generate various sound effects when
performing various effects in response to output signals from the
sound output circuit 379.
[0148] With the slot machine 101, the rotations of the respective
reels 122 cause the symbols, drawn on respective circumferential
peripheries, to be displayed in varying modes and stopping the
rotation of the reels 122 cause the symbols to stop for display,
thereby permitting the first game, which will be described later,
to proceed.
[0149] Hereunder, operations in the first game are described with
reference to FIG. 24.
[0150] Initially, discrimination is made whether or not the coins
or bills are inserted and the BET is selected (ST211). Upon
execution of this operation, the CPU 350 discriminates whether or
not a signal, indicative of the operation executed by the player to
make the BET, is received. When discrimination is made that the
signal is received, the operation proceeds to ST212 and, on the
contrary, if discrimination is made that no signal is received, a
current subroutine is completed.
[0151] It maybe configured such that the BET process is
automatically executed when the player inserts the coins or
executed for the first time when the player depresses any of the
BET buttons (111, 112, 113 and 114).
[0152] Next, discrimination is made whether or not the player
depresses the start switch 357 commanding to start the first game
(ST212). During such operation, the CPU 350 discriminates whether a
signal, indicative of the start switch 357 being depressed by the
player, is received. When discrimination is made that the signal is
received, the operation proceeds to ST213 and, in contrast, if
discrimination is made that no signal is received, the operation in
step ST212 is executed again.
[0153] Then, an internal drawing process is executed (ST213).
During such a process, the CPU 350 delivers a command to the random
number generation circuit 355 to generate a random number, and the
random number generation circuit 355 generates the random numbers
in response to the command. Then, the CPU 350 stores internal
drawing data, based on the resulting random numbers, in the
predetermined areas of the RAM 352. Also, the internal drawing data
involves data indicative of combination modes of the symbols that
are made possible to be stopped and displayed upon winning on a
winning combination.
[0154] Also, the present invention may take the form of a structure
wherein the random numbers are generated in software (upon
executing a predetermined updating of a numeric value on a fixed or
non-fixed cycles) by the CPU 350, the programs stored in the ROM
351, and the RAM 352 to allow internal drawing data to be stored in
the predetermined areas of the RAM 352 depending on the resulting
random numbers. In such a case, the random number generation
circuit 355 may be possible to be dispensed with.
[0155] Next, a reel rotating process is executed (ST215). During
the reel rotating process, the CPU 350 delivers a signal to the
motor drive circuit 367 in order to rotate the reels 122.
Additionally, during the execution of the first game, the LCD drive
circuits 375, 376 allow various effects to be performed on the
upper LCD 103 and the lower LCD 104 in suitable fashions, while
controllably lighting the LEDs 178 and performing the effects with
sound voices using the speaker 180.
[0156] Then, a reel stop process is executed (ST214). During such a
process, the CPU 350 delivers a signal to the motor drive circuit
367 so as to stop rotating the reels 122.
[0157] As a result of the first game, if the combination of the
symbols that are stopped corresponds to a predetermined
combination, that is, when the symbols on the reels 122 are aligned
with a predetermined winning combination, the second game is
executed.
[0158] Then, the winning process is executed (ST216). During the
operation of the wining process, the CPU 350 executes the winning
process based on the symbols of the stopped reels 122. After the
operation in ST216 is completed, the current subroutine is
completed.
[0159] Next, the above winning process is described with reference
to FIG. 25.
[0160] Initially, discrimination is made whether or not a
combination of the symbols on the reels 122 stopped in the first
game is involved in the winning mode for "start of the second game"
(ST321). That is, during such a process, the CPU 350 discriminates
whether or not the combination of the symbols in ST 215 of the
subroutine shown in FIG. 24 indicates a shift to the second
game.
[0161] When discrimination is made that the shift to the second
game is indicated, the CPU 350 executes the second gaming process
(ST322). The second game can be executed without using any further
value and carried out under a rule different from that of the first
game. Also, the second game will be described below in detail.
[0162] If it is discriminated in ST322 that the combination of the
symbols does not indicate the shift to the second game, then,
discrimination is made whether or not the combination of the
symbols wins (for instance, on "winning combination") (ST323). If
discrimination is made that the combination of the symbols
corresponds to the winning in the winning mode, the CPU 350 pays
out the coins depending on the winning mode (ST324). If it is
discriminated in ST323 that the combination of the symbols does not
correspond to the winning mode, or if the operations in ST322 or
ST324 are executed, the current subroutine is completed. Also, the
CPU 350 serves as a first game control device that controls the
first game based on the reels 122.
[0163] Next, the second gaming process is described with reference
to FIG. 26. Hereunder, the CPU 350 serves as a second game control
device that controls the second game.
[0164] As the second gaming process starts, the CPU 350 determines
at least one game from a plurality of second games stored in the
ROM 351 in accordance with a predetermined condition or in a random
fashion, allowing the determined game to be displayed on the lower
LCD 104 (ST401, ST402).
[0165] Here, for instance, the second game has the mode shown in
FIG. 2 set forth above. That is, in the second game, the player
operates tapping the self-character 23 on the touch panel 130
(input control: ST403) and executing predetermined operations, for
instance, drawing the magic-circle to attack the enemy 21 (gaming
process: ST404) allows the number of available coins to be
determined in the second game depending on the degree of attack in
success. Here, the particulars related to the control to be
inputted by the player have been already described with reference
to the first embodiment and, so, are omitted herein. The operations
from ST401 to ST404 are continuously executed until the
predetermined condition is established, upon which if no condition
is satisfied, the operation is routed back to ST401 to restart the
second game and if the condition is satisfied, the relevant
subroutine is completed (ST405).
[0166] Also, the second game may include a play for instance, to
draw predetermined letter strings and graphic symbols.
[0167] Further, the slot machine 101 of the second embodiment may
be configured such that the second game is executed by the upper
LCD 103 or the lower LCD 104 or executed over the upper LCD 103 and
the lower LCD 104. Also, another alternative may be such that the
second game is executed in each of the upper LCD 103 and the lower
LCD 104 to be different from each other.
[0168] Moreover, the second embodiment is not limited to the slot
machine and may include a pachinko gaming machine, a pachi-slot
gaming machine and a pin ball, all of which are equipped with touch
panels, respectively.
[0169] With the gaming machine of the second embodiment, executing
various operations on the touch panel in two games, by which the
player is apt to be passive, allows the player to participate the
game in an aggressive manner, thereby improving the amusement of
the game. Further, in such an event, the plural gaming processes
can be associated with limited input areas without causing a better
arm to be less susceptible like the first embodiment set forth
above.
[0170] Although the invention has been described above by reference
to certain embodiments of the invention, the invention is not
limited to the embodiments described above and will occur to those
skilled in the art, in light of the teachings. The scope of the
invention is defined with reference to the following claims.
* * * * *