TECHNICAL FIELD
[0001] This invention relates to a game house management system for a game house having
a plurality of gaming machines, in particular, a game house management system for
which security is important.
BACKGROUND TECHNIQUE
[0002] In many game houses having a plurality of gaming machines, for example, systems for
detecting an illegal act by a player are adopted so as to deter such illegal acts.
[0003] For example, in a pachinko (Japanese pinball) machine using pachinko balls being
a metal body, it is necessary to detect such an illegal act as guiding pachinko balls
with a magnet or the like. Thus, there is a method for detecting an illegal act by
detecting a locus of a metal body to determine whether or not the locus is abnormal.
[0004] Conventionally, there are metal body detecting devices such as those described in
the Official Gazettes of Japanese Patent Application Publication Hei 2-279186 (Laid
Open), Japanese Patent Application Hei 2-244898 and Japanese Patent Application Publication
Hei 4-122375 (Laid-Open), and pachinko ball detecting devices are disclosed in these
Official Gazettes.
[0005] According to the above-mentioned prior arts, it is possible to detect an illegal
act, but what action is taken after an illegal act is detected is not considered.
[0006] In addition, even though a gaming machine on which an illegal act is performed can
be detected, it is difficult to specify a player who performed the illegal act after
he or she has left the gaming machine.
DISCLOSURE OF THE INVENTION
[0007] An object of the present invention is to provide a game house management system which
is capable of reporting out an illegal act when it is detected. Another object of
the present invention is to provide a game house management system which is capable
of specifying a player who performed an illegal act.
[0008] In order to accomplish the above objects, the present invention provides a game house
management system which includes a plurality of gaming machines, each comprising a
game executing section for executing a game, a detecting section for detecting an
illegal act during the game, and a delivery section for delivering a notice that the
detecting section has detected an illegal act; and a management device comprising
a receiving section for receiving the notice from the delivery section of each gaming
machine that an illegal act was detected, a storing section for previously storing
therein an external contact point to which a notice that the receiving section has
received the notice that the illegal act was detected is forwarded upon the reception,
and a communication section for reporting that the illegal act was detected to the
external contact point stored in the storing section.
[0009] Furthermore, the present invention provides a game house management system which
includes a plurality of gaming machines each comprising a game executing section for
executing a game, a detecting section for detecting an illegal act during the game,
a delivery section for delivering a notice that the detecting section has detected
the illegal act, an image input section for taking in image information from an image
information source, and an image delivery section for delivering the image information
inputted by the image input section; and a management device comprising a receive
section for receiving a notice from the delivering section of each gaming machine
that the illegal act was detected, an image receiving section for receiving the image
information delivered from the image delivery section of each gaming machine, an accumulating
section for accumulating the image information delivered from the image delivery section
of a gaming machine in which the illegal act was detected and received by the image
receiving section when the receiving section received the notice that the illegal
act was detected, and a display section for displaying the image information accumulated
in the accumulating section.
[0010] Now, the operation of the present invention will be described below.
[0011] In each of the gaming machines, the game executing section executes a game, and the
detecting section detects an illegal act during the game. The delivering section delivers
a notice to the management device that the illegal act was detected by the detecting
section, upon the detection.
[0012] In the management device, the receiving section receives the notice from the delivering
section of each gaming machine that the illegal act was detected. The storing section
previously stores therein an external contact point to which a notice that the receiving
section received the notice that the illegal act was detected is forwarded upon the
reception.
[0013] The communication section reports to the external contact point stored in the storing
section that the illegal act was detected when the receiving section received the
notice that the illegal act was detected.
[0014] In this way, when an illegal act is detected, it is possible to report to a predetermined
contact point, for example, a police station or another game house, so that the illegal
act can be coped with more quickly.
[0015] In a case where the gaming machine further includes the image input section for inputting
image information and the image delivery section for delivering the image information
inputted from the image input section, and the management device further includes
the image receiving section for receiving the image information delivered from the
image delivery section of each gaming machine, it is possible to input a player's
appearance as image information through the image input section such as a camera,
for example. Accordingly, the communication section can further deliver the image
information received at the image receiving section at the same time as the report,
and the display section can display and output, when the receiving section receives
the notice that the illegal act was detected, the identification information of a
gaming machine in which the illegal act was carried out and the image information
delivered from the delivering section of the gaming machine as well as the notice
that the illegal act was detected so as to specify the player who carried out the
illegal act.
[0016] Furthermore, in a case where the management device further includes the accumulating
section for accumulating the image information delivered from the image delivery section
of the gaming machine in which the illegal act was detected and received by the image
receiving section, and the display section for displaying the image information accumulated
in the accumulating section, it is possible to allow the image information accumulated
in the accumulating section to be edited and analyzed. Accordingly, it is possible
to display a list of those who carried out an illegal act. In addition, for example,
the accumulating section may further accumulate predetermined identification information
of the gaming machine in which the illegal act was carried out in correspondence with
the image information, and further has a counting section for counting the frequency
of occurrence of illegal acts on a daily basis, and the display section may display
the frequency counted by the counting section on the daily basis. In this way, it
is possible to display occurrence frequencies of illegal acts on a daily basis, on
a machine basis and a machine type basis.
BRIEF DESCRIPTION OF THE DRAWINGS
[0017]
FIG. 1 is an external view of a slot machine in an embodiment;
FIG. 2 is a front view of a pachinko machine in the embodiment;
FIG. 3 is a block diagram of an image processing unit in the embodiment;
FIG. 4 is a block diagram of a slot machine in the embodiment;
FIG. 5 is a block diagram of a display control unit in the embodiment;
FIG. 6 is an illustration of the template configuration in the embodiment;
FIG. 7 is an illustration of the address generation operation in the embodiment;
FIG. 8 is another front view of the slot machine in the embodiment;
FIG. 9 is an illustration showing an example of symbol arrangement in the embodiment;
FIG. 10 is an illustration showing the storage contents in memories in the embodiment;
FIG. 11 is another front view of the slot machine in the embodiment;
FIG. 12 is a display illustration of a display section of the slot machine in the
embodiment;
FIG. 13 is an illustration showing a display example of a symbol specification section
in the embodiment;
FIG. 14 is a block diagram of a display control unit in the embodiment;
FIG. 15 is a block diagram of an image input system in the embodiment;
FIG. 16 is an image input game system in another embodiment;
FIG. 17 is a structural view of a game house to which the present invention is applied
as a security system in said another embodiment;
FIG. 18 is an illustration showing an example of a display in a management device
to which the present invention is applied as a security system in said another embodiment;
FIG. 19 is an illustration showing an example of the display in the management device
to which the present invention is applied as a security system in said another embodiment;
FIG. 20 is an illustration showing an example of a display in a management device
to which the present invention is applied as a security system in said another embodiment;
FIG. 21 is an illustration showing an example of a display in a management device
to which the present invention is applied as a security system in said another embodiment;
FIG. 22 is a block diagram of a case in which the present invention is applied as
a security system in said another embodiment;
FIG. 23 is an illustration showing a management table of a case in which the present
invention is applied as a security system in said another embodiment;
FIG. 24 is an illustration showing a concept of a management system of a case where
the present invention is applied as a security system in said another embodiment;
FIG. 25 is an illustration showing a contact point storing section in said another
embodiment;
FIG. 26 is an illustration showing a format storing section in said another embodiment;
FIG. 27 is an illustration showing a management table of a case in which the present
invention is applied as a security system in said another embodiment;
FIG. 28 is an illustration showing an example of a screen displaying a monthly report
of a case where the present invention is applied as a security system in said another
embodiment;
FIG. 29 is an illustration showing an example of a screen displaying the number of
occurrences of illegal acts in a case where the present invention is applied as a
security system in said another embodiment; and
FIG. 30 is an illustration showing an example of a screen displaying a list of those
who carried out illegal acts in a case where the present invention is applied as a
security system in said another embodiment.
DESCRIPTION OF PREFERRED EMBODIMENT
[0018] Referring now to the accompanying drawings, there will be shown embodiments of the
invention.
[0019] The present invention can be applied to gaming machines which control an image display,
such as slot machines, pachinko machines, and video game machines. In an embodiment
of the present invention, slot machines will be discussed. In the present embodiment,
an image input section for inputting an image is placed in a main unit of a slot machine,
the appearances of a player is captured and taken into the slot machine, and after
image processing is performed, image information of the captured appearance is displayed
in place of a specific symbol pattern so that the inputted image information is delivered
to the below-described game house management device.
[0020] Fig. 1 is an external view of the slot machine in the embodiment, wherein a display
section 110 can be placed on a game board 101. The display section 110 is a display
means such as a CRT or liquid crystal display; a plurality of display windows for
showing one or more rows of various symbols in the slot machine are displayed and
a background can be displayed on the outside of each slot. The display section 110
displays a plurality of symbol rows as with conventional rotating drums and can move
and change the symbols in sequence for changing and displaying the symbols as if they
had rotated. It may comprise display means for each row. When a player plays a game,
the display section 110 may display a win combination line and when the symbol combination
matches a predetermined complete symbol pattern, it may display information indicating
the event. A CCD (Charged Coupled Device) camera section 121, as means for picking
up the image of an object, and illumination means 120, such as a flash, are placed
on the game board 101 for enabling the appearances of a player, etc., to be captured
and inputted. A second display section 110A for displaying image information of an
object captured with the camera section 121, and a display control section for causing
the second display section to display it, may be provided in addition to the display
section 110 for displaying image information.
[0021] An input/output section 102 can comprise an input/output section 102b for inputting
medals, balls, bills, and coins used with normal slot machines, or the amount of money
and the number of medals, and an input/output section 102b for inputting/outputting
gaming storage media for playing games, such as IC cards, FD (floppy disk), and CD-ROM
storing image information, etc., described below. A number-of-won-media display section
103 is a display means for displaying the number of game play media paid out to the
player for a winning game play (hereinafter referred to as number of won media), or
the number paid out to the player for a winning game play, such as the amount of money
when the symbols on the slot machine are complete as predetermined symbols. A number-of-taken-in-media-for-gaming
display section 104 is a display means for displaying the number of game play media
or the amount of money input through the input/output section 102b. A taken-in-media-for-gaming
selection switch 105 is a specification switch for a player to specify the number
of game play media or an amount of money for a bet when playing a game. For example,
the player can use the switch for specification so that a combination line for winning
can be set in response to the number of medals. A number-of-internally-held-media
display section 106 is a display means for displaying the number of game play media
or the amount of money, etc., held in the slot machine if the number of won media
is not outputted. A settlement switch 107 is a specification switch for specifying
settlement of the number of game play media held in the slot machine at the end of
playing. For example, if the settlement switch 107 is pressed, as many game play media
as held in the slot machine are outputted, or when a card is used, the number held
in the slot machine can be stored on the card having a storing means and this card
can be dispensed. A start lever 108 is a specification means for accepting a start
instruction for rotation display of symbols on the slot machine. Game stop switches
109, which are provided in one-to-one correspondence with the rows, are specification
means for accepting a game stop instruction. When a game stop instruction is accepted
through one of the game stop switches 109, the corresponding symbol change is stopped
at a predetermined stop timing. It may be adapted to stop naturally after a lapse
of a predetermined time after rotation display starts, without providing the game
stop switches 109. Further, only one game stop switch 109 may be provided without
being provided in one-to-one correspondence with the rows, and upon acceptance of
a stop instruction through the game stop switch 109, the symbol changes may be stopped
in a predetermined sequential order.
[0022] Next, the detailed internal configuration in the embodiment will be discussed with
reference to Fig. 4, which is a block diagram of a display-type slot machine.
[0023] In Fig. 4, the slot machine comprises a game control unit 403 for controlling game
progress, a display control unit 401 for simulating a slot rotation state, an interface
board unit 404 connected to various input/output units, a CCD (Charged Coupled Device)
camera section 121 as means for picking up the image of an object, which is an image
input unit for inputting an image, an image processing unit 420 for processing an
image inputted through the CCD camera section 121 and outputting image information
to the display control unit 401, and a display section 110 for displaying symbols
and backgrounds. In Fig. 4, the game control unit 403 and the display control unit
401 are separate units each having a CPU. The slot machine may further include a print
section 421 such as a printer being connected to the image processing unit 420 for
printing out input image information. The game control unit 403 may comprise a card
reader/writer 310 for reading/writing a card of a storage medium for storing image
information. Image information inputted through another image input unit can be previously
stored on the card, and when a player plays a game, the card can be mounted on the
card reader/writer 310 for reading the image information. Further, information such
as the number of game play media may be written onto the card.
[0024] The interface board unit 404, to which the input/output section 102, the specification
switches, the display means, etc., are connected, is controlled by the game control
unit 403. The specification switches comprise at least the start lever 108 of start
instruction means for accepting a game start instruction and instructing the display
control unit 401 to change symbol display for each row and the stop instruction means
109 for accepting a stop instruction for stopping the symbol change for each row and
instructing the display control unit 401 to stop the symbol change. The slot machine
may further include a loudspeaker 405 for producing a sound when symbols are complete,
etc.
[0025] In addition to the CCD camera section 121, a still-video camera, a television camera,
etc., may be used as the image pick-up means; a color camera may also be used. Further,
an image may be read by a scanner, etc., as an image input section. Further, image
information may be transmitted via a communication line for input. A storage medium
for storing image information may be inserted into the input/output section 102a for
reading the image information from the storage medium. The CCD camera section 121
inputs an image at a specific timing and sends the input image to the image processing
unit 420. It is placed on the game board of the slot machine as shown in Fig. 1, and
can previously focus on the player's position when he or she plays a game. For example,
if a chair or the like is provided in front of the slot machine, focusing can be previously
obtained at a position when the player sits on the chair. The CCD camera section 121
may be provided with an automatic focusing function. The slot machine may further
include an illumination means 120, such as a flash being connected to the CCD camera
section 121, for illuminating an object. The image taking-in time in the CCD camera
section 121 will be discussed later. The image processing unit 420 processes image
information inputted through the CCD camera section 121 and outputs the processed
image information to the display control unit 401. The image processing unit 420 processes
the input image information to a predetermined information size and sends the resultant
image information. If the size of information inputted through the CCD camera section
121 is fixed, the image information may be sent to the display control unit 401 as
it is.
[0026] In the entire system operation, the game control unit 403 controls game progress
centrally in accordance with a program stored in a ROM, and transmits slot rotation
and stop instructions to the display control unit 401 via a parallel communication
interface 402, thereby effecting game progress. When slot rotation stops, the game
control unit 403 determines whether the combination of the symbols displayed at predetermined
positions of the display means matches a predetermined symbol combination. To display
symbols as if they had rotated, the display control unit 401 stores various symbol
patterns in a ROM and background pictures in a VRAM (Video Random Access Memory) for
changing the symbol display mode of each display window. A plurality of display operation
modes for each display window can be provided, such as a stop mode, an acceleration
mode, a constant speed rotation mode, and a deceleration mode. Symbol data in each
mode is transmitted to the display section 110 in frame span units. The ROM may be
formed detachably or may use an ultraviolet ray erasable programmable read-only memory
(EPROM) or an electrically erasable programmable read-only memory (EEPROM). The display
control unit 401 stores image information outputted from the image processing unit
420 in a RAM and switches reading of the symbol patterns stored in the ROM and the
image information stored in the RAM at a specific timing. For example, the image information
stored in the RAM is read instead of reading a specific symbol from the ROM, whereby
the image information inputted through the CCD camera section 121 can be displayed
instead of displaying the specific symbol. The switching time and the switching method
will be discussed later. The display section 110 displays a background picture stored
in the VRAM and a symbol pattern in each display mode, in an overlapped manner. The
display control unit 401 may display the image information stored in the RAM on the
display section 110 or on the second display section 110A as it is. For example, when
an image is input, the input image may be displayed on the display section 110 enabling
the player to check it. The image information inputted to be stored in the RAM may
be erased when the settlement switch 107 is pressed. In addition, a writing section
for writing image information on a storage medium and an issuing section for issuing
the storage medium on which the image information is written may be further provided
with the gaming machine. In this case, when the settlement switch 107 is pressed,
the image information inputted to be stored in the RAM may be written on the storage
medium, and then, the storage medium with the information may be issued to be outputted.
[0027] Next, the image input time and the image input method will be discussed.
[0028] The image input time is when a specific condition is satisfied. The specific condition
is predefined in the game control unit 403 or the image processing unit 420. The present
embodiment assumes that an image is inputted when a player continues to play games
for a given time at the slot machine. As a result, since the player often changes
gaming machine within a short period of time, the image of a player who has played
a game for the given time is inputted, while the image of a player who changes the
gaming machine within a short period of time is not inputted.
[0029] The game control unit 403, which can detect a player playing a game or not playing
a game, detects that a game play has continued for a specific time after the transition
is made from the non-gaming state to the gaming state. For example, the game control
unit 403 can detect it by monitoring game play media used for the gaming. In this
case, the specific time is set to, for example, one minute and if game play is continued
for one minute, the game control unit 403 instructs the CCD camera section 121 to
input an image through the image processing unit 420. The game play media used for
gaming, or the number of game times, is counted, and when the value counted during
the specific time from the non-gaming state reaches a predetermined value, the game
control unit 403 may instruct the CCD camera section 121 to input an image. In this
case, if the count does not reach the predetermined value during the specific time,
image input is suppressed.
[0030] Then, the game control unit 403 sets a non-gaming state after a lapse of a specific
time after the game is over, and further instructs the image processing unit 420 to
erase the input image.
[0031] When the CCD camera section 121 is instructed to input an image, it starts shooting.
After shooting, the CCD camera section 121 sends the image information to the image
processing unit 420. For a color image, R, G, B signals, a luminance signal, and a
synchronizing signal are sent for one frame, as the image information. For the television
camera, an NTSC (National Television System Committee) signal is outputted.
[0032] Before shooting, the game control unit 403 may inform the player that he or she will
be shot by outputting a predetermined message by voice through the loudspeaker 405
or displaying the message on the display section 110. Further, a cancel button 123
can be provided, as shown in Fig. 1, as inhibition specification means for accepting
an inhibition instruction to the effect that an image is inhibited from being inputted
during a specific time after the informing. When the player does not press the cancel
button 123 during the specific time after the informing, an image is inputted; when
the player presses the cancel button 123, image input is suppressed.
[0033] Another specific condition for the image input time may be predefined as follows:
For example, as shown in Fig. 1, an image input specification button 122 of specification
means for enabling image information to be inputted may be provided on the front of
the gaming machine and when the button 122 is pressed, an image may be inputted. In
this case, the player may press the image input specification button 122 only when
he or she wants to display his or her appearances in place of a specific symbol pattern.
The image input specification button 122 is connected to the interface board unit
404 shown in Fig. 4 and when the button is pressed, a signal is sent to the game control
unit 403. When receiving the signal from the image input specification button 122,
the game control unit 403 instructs the CCD camera section 121 to input an image through
the image processing unit 420.
[0034] Another specific condition for the image input time may be defined as a condition
such that when a player faces the gaming machine for a given time, an image is to
be inputted. In this case, a radiation section 2122 for radiating a signal of laser,
infrared rays, etc., in a specific direction and a light receiving section 2123, such
as a photo detector for receiving reflection of the signal from the specific direction,
may be provided in front of the gaming machine, as shown in Fig. 8, and the specific
condition may be defined as the time at which infrared rays have been received by
the light receiving section 2123 for a specific time. In this case, the radiation
section 2122 can comprise a laser diode or infrared light emitting diode for always
radiating infrared rays toward the position where a player is assumed to exist when
he or she plays a game, and when the light receiving section 2123 has received infrared
rays for the specific time, the player can be detected as existing at the position.
For example, when a seat or the like is placed in front of the gaming machine, the
radiation section 2122 may be located on the seat and the light receiving section
2123 may be located in an opposed position rather than them being disposed in front
of the gaming machine. In this case, when a player does not exist, light is received
and when a player exists, light is not received. Therefore, when no light is received
for a specific time, a player can be determined to exist. The radiation section 2122
and the light receiving section 2123 are connected to the interface board unit 404
shown in Fig. 4 and can be controlled by the game control unit 403.
[0035] Thus, image information can be inputted at the specific timing.
[0036] Next, image processing will be discussed with reference to Fig. 3, which is a block
diagram of the image processing unit.
[0037] In Fig. 3, the image processing unit 420 comprises an image processing processor
4230, a ROM (read only memory) 4200 of an auxiliary storage for storing image processing
programs, a RAM (random access memory) 4210 for accumulating image information, and
a CPU 4220 of a control section. As the image processing processor 4230, a digital
signal processor (DSP) may be used.
[0038] When image information is outputted from the CCD camera section 121, the CPU 4220
sends an address and write instruction to the RAM 4210 for storing the image information.
As an image information, for example, a player's face can be inputted. Next, the image
processing processor 4230 is started for performing image processing. It enlarges,
reduces, or compresses the image information outputted from the CCD camera section
121 so as to put the image information in one frame in the display control unit 401
for the display control unit 401 to display the image information on the display section
110. The image information outputted from the CCD camera section 121 may be trimmed.
That is, the image processing processor 4230 can perform at least one of an enlargement
process for enlarging the read image information to a specific size, a reduction process
for reducing the read image information to a specific size, a compression process
for compressing the read image information to a specific size, and a trimming process
for trimming the read image information to a specific size, as the image processing.
In the embodiment, since the image information inputted through the CCD camera section
121 is displayed in place of a specific symbol pattern, the image information is reduced
so as to become equal to the information size of symbol information stored in the
ROM contained in the display control unit 401. To display the image information inputted
from the CCD camera section 121 on the entire display section, it is compressed to
1-frame image information in the display section 110. Further, the image processing
processor 4230 may perform image processing such as smoothing, noise removal, and
deletion of a background other than the player's face. It stores the image information
in the RAM 4210 after processing. Otherwise, it may store the taken-in image information
in the RAM 4210 maintaining the condition before image processing. After the termination
of the image processing, the CPU 4220 sends the processed image information to the
display control unit 401. If the size of image information inputted through the CCD
camera section 121 is equal to the image information size that can be handled by the
display control unit 401, the image processing may be skipped. By thus performing
processing, the image information inputted through the CCD camera section 121 can
be sent to the display control unit 401.
[0039] As shown in Fig. 4, if the print section 421 is connected to the image processing
unit 420, after image processing is performed for read image information, the image
information read from the print section 421 may be printed out. In this case, the
image processing unit 420 causes the print section 421 to make a hard copy. To allow
a player to check read image information, it may be outputted on the display section
110 or on the second display section 110A.
[0040] Next, the configuration of the display control unit 401 will be discussed with reference
to Fig. 5, which is a block diagram of the display control unit. The display control
unit 401 comprises a VRAM for storing therein background pictures for switching screens
at high speed, a display data ROM 1010 for storing therein display data of symbol
portions of the slot machine, an image data RAM 1150 for storing therein image information
outputted from the image processing unit 420, and an address generation section for
outputting in sequence, for each frame, the display data ROM 1010 addresses of the
symbols to be displayed in one frame in order for each frame to read out symbols or
images from the display data ROM 1010 and the image data RAM 1150.
[0041] In the present embodiment, the configuration of display control for one display window
in the display control unit 401 is as shown in Fig. 5, and to perform display control
of three display windows, display control of each display window can be switched in
a time-division manner. Assume that display on the display section 110 is performed
for each row of each display window and that a predetermined area is displayed as
the display area of each row, wherein about four symbols can be displayed at the same
time, for example. The display section 110 updates display for a frame span of a given
period every 1/60 or 1/30 seconds (V-syc period) and executes line scanning for each
frame. The display control unit 401 reads symbols displayed in the display area of
each row and displays the same symbols in the stop mode. During the rotation operation,
it moves the display positions of the symbols displayed in the display area of each
row. That is, when reading symbols from the ROM, the display control unit 401 shifts
the read top position by a movement distance for each frame for reading the symbols
displayed in the range of the display area and reads the symbols in a predetermined
order, thereby displaying the symbols as if they had rotated. Further, in the embodiment,
the movement distance is varied depending on the acceleration mode, constant speed
mode, or deceleration mode. In the acceleration mode, a change is made from a still
picture pattern read to a flow-condition pattern read.
[0042] The address generation section comprises: 2) an address counter 1020, 3) a display
start position address buffer 1030, 4) a data counter 1040, 5) a number-of-display-data-bytes
buffer 1050, 6) an address and number-of-data generation section 1100, and 7) a change-over
switch 1160, as shown below.
1) All symbol data to be displayed is stored in the display data ROM 1010. In this
case, the display data ROM 1010 may store therein the symbol data patterns to be displayed
for each display window or one display data ROM 1010 may be provided for all display
windows. For example, a plurality of data patterns are stored in the display data
ROM 1010 as shown in Fig. 10. Image information sent out from the image processing
unit 420 is stored in a predetermined address of the image data RAM 1150 as shown
in Fig. 10. To display the image information sent out from the image processing unit
420 in place of a specific symbol, the image information is stored in the image data
RAM 1150 area having the same address as the address of the specific symbol pattern
stored in the display data ROM 1010. The image data RAM 1150 is provided only with
the area for storing therein the image information sent out from the image processing
unit 420 (corresponding to the data capacity of one symbol pattern).
2) The address counter 1020 is a counter for reading out the contents of the display
data ROM 1010. The read start address is loaded into the address counter 1020, which
then counts up (or down) in sequence in response to a character read clock.
3) The display start position address buffer 1030 is a buffer for storing therein
the read start address of the next symbol to be displayed. Upon completion of displaying
the preceding symbol, data is loaded into the address counter. The read start address
is generated by the address and number-of-data generation section 1100 described below,
and is sent out on a system data bus.
4) The data counter 1040 is a counter for checking how many bytes (or words) of a
display pattern are to be displayed. The number of data bytes (words) in the number-of-display-data-bytes
(words) buffer is loaded into the data counter 1040, which then counts down in response
to a character read clock. When the number reaches 0, a carry signal is outputted,
a load signal is outputted from a one-shot circuit 1060, and new data is loaded.
5) The number-of-display-data-bytes buffer 1050 is a buffer for storing therein data
defining the number of bytes (words) of the next symbol to be displayed. When the
data counter reaches 0, the number is read into the data counter.
6) The address and number-of-data generation section 1100 generates the read start
address and the number of bytes of the symbol to be displayed. Thus, it comprises
a template 1110 provided for each frame for storing at least the read start position
of the symbol displayed at the top stage of the display section in one frame, the
read data amount, and a flag indicating whether or not a new symbol pattern is to
be displayed.
7) The change-over switch 1160 is change-over means for changing information read
from the display data ROM 1010 and information read from the image data RAM 1150.
A change instruction is issued by the game control unit 403 as described below. For
the address of a specific symbol specified from the address counter, the memory to
be accessed is changed by the change-over switch 1160 in response to the change instruction.
[0043] Fig. 6 is an illustration showing the template. As shown here, the template 1110
can comprise, for example, a stop mode showing a display stop state, an acceleration
mode showing a rotating display state with acceleration, a constant speed rotation
operation mode showing a rotating display state at a constant speed, and a decelerating
mode showing a rotating display state with deceleration. In the stop mode, symbols
do not move and the same symbol is updated every frame. As described below, when an
operation start signal is accepted from a microprocessor 408, each display window
makes the transition to the acceleration mode and the speed is accelerated until a
predetermined symbol movement speed is reached. When the predetermined symbol movement
speed is reached (or a given time has elapsed), the transition is made to the constant
speed mode. When an operation stop signal is accepted from the microprocessor 408,
the operation is decelerated at a predetermined deceleration speed. When a predetermined
symbol movement speed is reached (or a given time has elapsed), the stop mode is entered.
[0044] A data configuration example of a template table is shown in Fig. 6 (iv), wherein
(a) denotes the read start position of the symbol displayed at the top stage of the
display section in the display data ROM 1010 storing the displayed symbol. The read
start position (a) indicates a bias value; when the start position for each symbol
pattern stored in the display data ROM 1010 is assumed to be 0, the number of rasters
from the start position to the read start position (

) is indicated. This makes it possible to determine what position of the symbol display
is to be started. Further, (b) denotes the number of display data bytes read in one
frame.
[0045] Thus, the read start position and the number of data bytes for each frame are stored
in the template. Symbols can be displayed as if they had rotated by shifting the read
start position little by little for each template. The shift amount corresponds to
the movement distance of the symbol display position for each frame. The rotation
speed can be varied from one display section to another by providing the template
for each display section.
[0046] The address and number-of-data generation section 1100 further includes, as shown
in Fig. 7, a symbol register 1210 for storing therein the start address for each symbol
pattern and a symbol pointer 1200 serving as a pointer to the symbol register 1210.
The symbol pointer 1200 points to the symbol at the top stage on each display window
and is incremented according to the template contents. That is, when the flag indicates
display of a new symbol pattern, the symbol pointer 1200 is updated so as to point
to the next symbol. The symbol register 1210 holds the symbol pattern start address
for each display order. For example, if the display order is defined to display the
symbol arrangement as shown in Fig. 9, the address for each symbol stored in the display
data ROM 1010 is stored in the symbol register 1210 in relation to the symbol arrangement
order.
[0047] As shown in Fig. 7, the address and number-of-data generation section 1100 reads
the start address of the symbol pattern stored in the symbol register 1210 pointed
to by the symbol pointer 1200 for each frame, looks up in the symbol template 1110,
and adds the read start position and the symbol pattern start address, thereby generating
the read start address. The number of bytes of the symbol to be displayed is the read
data amount in the symbol template 1110.
[0048] Next, a template processing procedure will be discussed with reference to Fig. 6,
wherein a move pointer is provided to point to the template table position. The move
pointer can be constructed of a counter for indicating the display template read position.
It counts up in sequence with the display timing as a clock and when counting up to
the last template, it returns to 0. The data read from the template table is temporarily
accumulated in a temporary work area.
(1) After the power of the pachinko machine is turned on or when an instruction is
received from the microprocessor, the display control unit 401 repeats reading of
template SSDT0 (stop mode).
(2) Upon acceptance of an operation start signal from the microprocessor, the template
is set to SSDT1, template SSDT1 data is expanded, and the data expanded for the next
frame is written into the temporary area.
(3) Each time the frame is updated (namely, each time the display timing arrives),
the template is set to SSDT2, SSDT3, ..., and this sequence is repeated.
(4) Upon completion of the acceleration template process, the transition is made to
the constant speed template process and this process is repeated in a similar manner
(a loop of CNDT14 to CNDT0 is repeated).
[0049] Next, the display operation in Fig. 5 will be discussed.
1. The address and number-of-data generation section 1100 refers to the template as
described above, generates the 〈read start address〉 and 〈number of display data bytes〉
of the symbol to be displayed as a 1-frame table, stores the read start address in
the display start position address buffer 1030, and stores the number of display data
bytes in the number-of-display-data-bytes buffer.
2. The read start address and the number of display data bytes are loaded into the
address counter and the data counter conforming to the display timing.
3. In the current frame, the address and number-of-data-bytes generation section creates
a table of data to be displayed in the next frame.
4. The data counter 1040 and the address counter 1020 operate according to clocks
and data is read from the memory according to the address indicated by the address
counter 1020.
5. The change-over switch 1160 operates so that data is normally read from the display
data ROM 1010 and that to display image information outputted from the image processing
unit 420 in place of a specific symbol, data is read from the image data RAM 1150.
[0050] Thus, the address generation section generates addresses, symbol data is read from
the display data ROM 1010, and image information can be read from the image data RAM
1150 instead of a specific symbol.
[0051] As another configuration, the start address stored in the symbol register 1210 shown
in Fig. 7 may be rewritten without providing the change-over switch 1160. In this
case, the address assigned to the display data ROM 1010 and the address assigned to
the image data RAM 1150 are made separate to prevent them from overlapping each other.
For example, start address "A1" stored in the symbol register 1210 is held in another
register provided, and the start address of the image data RAM 1150 is held instead
in the symbol register 1210. To restore the former specific symbol, the held start
address "A1" may be restored to the symbol register 1210. In this case, the address
line from the address counter 1020 is connected to both the image data RAM 1150 and
the display data ROM 1010. The image information inputted instead of a specific symbol
can also be displayed in such a manner.
[0052] Next, the change time for displaying the image information outputted from the image
processing unit 420 instead of a specific symbol will be discussed. The change time
is the change timing specified for the change-over switch; in the embodiment, it is
specified by the game control unit 403, but another control section may be provided
for the purpose.
[0053] To specify the change time, change detection means for detecting a specific condition
being satisfied is provided and when the change detection means detects the condition,
a change is made so as to display the image information output from the image processing
unit 420 instead of a specific symbol.
[0054] The following conditions may be predefined as the specific condition:
[0055] A first specific condition is satisfied when data is stored in the display data RAM
1150 after image processing by the image processing unit 420. In this case, the change
detection means detects data being stored in the display data RAM 1150, then outputs
a change instruction so as to display the image information outputted from the image
processing unit 420 instead of a specific symbol. When the change instruction is outputted,
for example, if instead of a specific symbol, such as the symbol "7" with the address
A1 as the start address shown in Fig. 10, the address corresponding to the symbol
"7" is specified, the change-over switch 1160 instructs data to be read from the image
data RAM 1150. In this way, with the conditions predefined, it is possible to change
the image information to be a specific symbol soon after the image processing following
the image input.
[0056] A second specific condition is as follows: An image change specification button 124
of specification means for specifying permission to change the image information is
further provided. The change detection means detects the time at which a permission
instruction is given through the specification means. For example, after an image
is inputted and the input image information is outputted from the print section 421,
a player checks the image information as described above, then presses the image change
specification button 124. In response to this, a change is made so as to display the
image information output from the image processing unit 420 instead of a specific
symbol. In this way, it is possible to display the inputted image information when
a player wishes so that the player can be highly motivated to participate in the game
and can enjoy the game more.
[0057] A third specific condition is as follows: A plurality of types of symbol are displayed
and controlled at a plurality of positions as image information. The game control
unit 403 comprises determination means for determining whether or not a combination
of the symbols displayed at the positions is a predetermined symbol combination. The
change detection means detects the specific condition when the determination means
determines that the combination of the symbols displayed at the positions is the predetermined
symbol combination. For example, when three display windows exist, if, as a predetermined
symbol combination, the symbols displayed at the centers of the display windows are
the same, a change can be made so as to read data from the image data RAM 1150. The
same change may be made, when two of the three display windows are stopped and symbols
are displayed in an operating manner only on one display window. If the same symbol
as the symbol displayed at the center of each stopped display window is displayed
on the operating display window as a predetermined symbol combination, a change may
be made so as to read data from the image data RAM 1150. In this way, it is possible
to switch to the inputted image information when the symbols form a predetermined
symbol combination, and the player can enjoy the game more.
[0058] By thus predefining the change conditions, a change can be made if the defined condition
is satisfied.
[0059] Although the image information inputted instead of a specific symbol is displayed
in the embodiment, image information inputted instead of any other display information
may be displayed. For example, as shown in Fig. 11, input image information may be
displayed on the entire display section 110 instead of display window and symbol display.
The front view shown in Fig. 11 is provided by extracting the display portion of a
pachinko machine, etc., and its peripheral portion.
[0060] If a plurality of gaming lines each having a combination of symbols at a plurality
of positions are defined in the game control unit 403 and at least one or more of
the gaming lines are selected and the display control unit 401 is instructed to indicate
selection of the gaming line, the display control unit 401 may control so as to display
the symbols at the positions and indicate selection of the gaming line by using input
image information. For example, as shown in Fig. 12, the gaming lines are defined
as 35a, 35b, 35c, 35d, and 35e. To indicate gaming line selection when a player selects
one or more of the gaming lines or one or more of the gaming lines are selected in
response to the number of input game play media, the display section 110 may be provided
with an area 600 for each gaming line and the input image information may be displayed
in the areas 600 corresponding to the selected gaming lines. If the gaming lines are
selected, the input image information can be displayed in the areas 600 as shown in
Fig. 12 (B).
[0061] Next, the hardware configuration for displaying the input image other than a specific
symbol as described above will be discussed with reference to Fig. 14, which is a
block diagram of the hardware for displaying an input image as a background.
[0062] Images other than symbol display in display window portions, such as the gaming lines
as shown in Fig. 12, are stored in V-RAM 1420 or V-RAM 1400 of background storage
means shown in Fig. 14 as background pictures. Additional one or more V-RAMs of background
storage means may be provided. In the embodiment, a plurality of different backgrounds
are provided. In this case, the V-RAM is provided for each background or one V-RAM
is divided into regions for use. In Fig. 14, the V-RAM 1420 is provided for the betting
lines indicating selected gaming lines. The V-RAM 1420 constitutes win combination
storage means for the betting lines and a win display, and previously stores the betting
lines and win display corresponding to the bet rates. The V-RAM 1400 stores background
data other than the betting lines or win display; input image information may be stored
in the V-RAM 1400 for indicating selection of gaming lines. V-RAM 1410 is symbol storage
means for storing display window symbols, and may compromise a ROM as described above.
The symbol storage means, the background storage means, and the win combination storage
means are output controlled by display control means.
[0063] To display input image information on the entire display section 110 instead of display
window and symbol display as shown in Fig. 11 and discussed above, or to indicate
the gaming lines and selection thereof as shown in Fig. 12, the image information
outputted from the image processing unit 420 shown in Fig. 3 is stored in a predetermined
area of the V-RAM 1400. The data stored in the V-RAM 1420 has all frame data displayed
on the display screen and the betting lines and win display are stored as high data
and others as low data. A gate circuit 1460 allows data outputted from other V-RAMs
to take precedence over the low data portion, whereby video signals output from the
V-RAMs can be changed by the data itself stored in the V-RAM 1420. In the circuitry
shown in Fig. 14, the data stored in the V-RAM 1420 is displayed taking precedence
over any other data. The V-RAM 1400 stores background data and reading of the V-RAM
1400 and V-RAM 1410 is controlled by a display window display timing circuit 1430.
[0064] In Fig. 14, the symbol data stored in the V-RAM 1410 is read taking precedence over
the background data in the V-RAM 1400 as instructed by the display window display
timing circuit 1430 of the display control means. The V-RAM 1410 is read when an address
is specified by the display control unit; when the address is specified, the V-RAM
1410 is read taking precedence over the V-RAM 1400 and when no address is specified,
data in the V-RAM 1400 is read. The V-RAM 1400 is read out, whenever necessary, as
instructed from a sequential counter (not shown). The top addresses are prestored
in a betting line table corresponding to the identification numbers of the betting
lines and win display responsive to the bet rates. To read the V-RAM 1420, the game
control unit specifies the betting line table based on the betting line identification
number so as to indicate the betting line or win display, and the top address corresponding
to the identification number is read. A predetermined V-RAM 1420 area is read starting
at the top address and the corresponding betting line or win display is displayed.
Likewise, input image information is read from the V-RAM 1400 in response to the selected
gaming line. Thus, when one or more gaming lines are selected, the input image information
can be displayed in the areas 600 as shown in Fig. 12 (B). To display input image
information on the entire display section 110 instead of display window and symbol
display as shown in Fig. 11, 1-frame image information is prestored in a predetermined
area of the V-RAM 1400 from the image processing unit 420 and can be read at a specific
time for displaying the input image information on the entire display section 110.
[0065] The input image information may also be displayed in a specific area of a background
other than symbol display.
[0066] Further, a player may specify the image information to be changed. For example, the
background may be divided into regions and region specification means or the like
may be provided for each region for the player to specify the region in which the
input image information is to be displayed, whereby the input image information can
be displayed in the specified region. The player may also be able to specify a specific
symbol. In this case, for example, a plurality of types of symbol are displayed and
specification of any symbol can be accepted. A symbol specification section 610 as
shown in Fig. 13 may be provided on the front of the gaming machine for allowing a
player to specify one of the symbols for displaying input image information instead
of the specified symbol. Accordingly, the player can select a symbol to be changed
so that he or she can enjoy the game more.
[0067] A plurality of image information icons to be used for replacement may be defined.
For example, a plurality of different image information icons are inputted through
the camera section 121 and may be displayed for selection in a second display section
which displays nine image information having an appearance as shown in Fig. 13. Further,
the second display section is provided with an input image selection section for accepting
a selecting instruction to read in any of the image information icons from the outside.
Accordingly, the player can select image information which he or she likes so that
he or she can enjoy the game more.
[0068] Further, the image processing unit may convert the image information accepted through
the image input section into image information of different specific sizes. More than
one specific condition for the image change is defined and one of the image information
icons of specific sizes is defined as the read image information for each specific
condition defined.
[0069] Thus, by predefining a specific condition for input, when the specific condition
is satisfied, input image information can be displayed instead of specific image information.
[0070] Although we have discussed the invention for the slot machine in the embodiment,
it may be applied to a pachinko machine as shown in Fig. 2, which is an external view
of the pachinko machine. In Fig. 2, a display section 110 such as a CRT or liquid
crystal display, a CCD (charge Coupled Device) camera section 121 of means for picking
up an image of an object, and illumination means 120, such as a flash connected to
the CCD camera section 121 for illuminating an object, are placed on a game board
101. The hardware configuration can be similar to that of the slot machine discussed
above, and game progress control conforming to pachinko games may be performed by
a game control unit 403.
[0071] Next, an embodiment wherein an image input system is not integral with a gaming machine
will be discussed with reference to Fig. 15, which is a block diagram of the image
input system. In the embodiment, an image inputted through the CCD camera section
121 is processed and stored on a storage medium, which is then mounted on the gaming
machine for reading the image information, whereby the image information stored on
the storage medium is displayed instead of a specific symbol as described above. In
this case, the image input system may be provided at an entrance of the game house
so that the player can use the system only when he or she wants to use the system.
Accordingly, it is not required to provide the image input system for each gaming
machine.
[0072] In Fig. 15, the image input system comprises a CCD (Charge Coupled Device) camera
section 121 of image picking-up means, an image processing unit 420 for processing
an image inputted through the CCD camera section 121 and outputting the image information
to a display control unit 401, an image write section 1500 for storing input image
information on a storage medium, a display section 1510 for monitoring the input image
information, and an input section 1530 for accepting an instruction such as an image
information taking-in instruction. It may further include a print section 421 such
as a printer connected to the image processing unit 420 for printing out the input
image information. The CCD camera section 121 may be provided with an automatic focusing
function. The image input system may further include illumination means 120 such as
a flash connected to the CCD camera section 121 for illuminating an object. It may
comprise a card issuing unit for issuing cards.
[0073] The image write section 1500 comprises a card mounting section 1520 for mounting
a storage medium such as an IC card and writes image information outputted from the
image processing unit 420 into a predetermined area. It may further include a read
section for reading information stored on the card.
[0074] The display section 1510, such as a CRT or liquid crystal display, displays input
image information for a player to check it.
[0075] The input section 1530 accepts an image taking-in instruction, specification of a
write area of a storage medium, an image size, etc., and sends them to the image processing
unit 420. For the write area of a storage medium and the image size, image information
for a specific area and a specific capacity may be predefined in the image processing
unit 420. The input section 1530 may be provided with the cancel button 123, etc.,
disposed on the front of the slot machine described above.
[0076] Further, a display section may be provided on a card for displaying input image information
as visible information. For example, a photo showing the appearance of the card holder
is displayed on the display section of the card. The card may also serve as a card
for storing credit information such as the number of game play media held so far,
a gaming house membership card (for storing information concerning the card holder),
or the like. In a case where the card also serves as a gaming house membership card,
once image information is inputted to be written on the gaming house membership card,
the player may use the card again next time he or she comes to the gaming house.
[0077] The CCD camera section 121 and the image processing unit 420 have the functions as
described above.
[0078] In this case, the gaming house comprises an image information read section for reading
cards. An input/output section 102a is provided as shown in Figs. 1 and 4, and an
input/output section 102 is provided with a card reader/writer 311 as shown in Fig.
4 for reading/writing information from/onto a card inserted therein.
[0079] In Fig. 15, when an image taking-in instruction is received at the input section
1530, the CCD camera section 121 starts shooting. After shooting, the CCD camera section
121 sends image information to the image processing unit 420. Before shooting, the
image processing unit 420 may inform the player that he or she will be shot by outputting
a predetermined voice message through a loudspeaker provided, or by displaying the
message on the display section 1510.
[0080] After shooting, the input image information is displayed on the display section 1510.
After the player checks the image information on the display section 1510, the image
processing unit 420 processes the input image information as described above, and
after the image processing, the image information is stored in RAM. For example, the
image processing unit 402 performs the image processing so as to output image information
reduced for display, instead of a specific symbol and image information for display,
on the entire display section 110 of the gaming machine.
[0081] Then, when an instruction for writing the information onto a storage medium is accepted
through the input section 1530 or after the image processing is completed, the image
processing unit 420 transfers the image information to the image write section 1500,
which then writes the image information onto a card and outputs the card.
[0082] When playing a game, the player can mount the card on the card reader/writer 311
of the gaming machine for reading the image information. The image information read
from the card is written into a specific area of the image data RAM 1150 or the V-RAM
1400 of the display control unit 401, and the display control unit 401 performs control
as described above. The gaming machine may be provided with a taking-out button within
the specification means, for accepting an instruction for taking out the card inserted
in an insertion slot, for taking out the card when the game is over; upon acceptance
of the instruction, the card may be ejected.
[0083] By performing the operation as described above, image information can be inputted
and displayed instead of gaming image information. If a card in which image information
has been stored is once issued, the player may use the card to allow the image information
to be stored in the card to be displayed instead of a symbol, without inputting the
image information. If the image information to be stored in the card is to be changed,
the image information to be stored in the card may be re-written.
[0084] As we have discussed, according to the present invention, image information can be
inputted and displayed instead of gaming image information, whereby the player can
have a sense of taking part in a game and can enjoy playing a game. Therefore, the
game house having the gaming machines of the invention can also expect an increase
in the number of players.
[0085] Next, another embodiment will be discussed. Fig. 16 is a block diagram showing a
gaming machine according to the other embodiment. In the present embodiment, a case
where inputted image information is displayed on a card as visible information will
be described.
[0086] As shown in Fig. 16, a gaming machine 10 changes displayed symbols in synchronization
with game play for carrying out game play progress. The game play refers to a symbol
match game executed on a display screen of a slot machine, a pachinko slot (a pachinko
gaming machine having similar symbol display mechanism to a slot machine), etc., a
role playing game using characters appearing on a video game, or the like.
[0087] The gaming machine which changes displayed symbols for carrying out game play progress
comprises a video camera 24 for inputting image data 22, a face position specification
lamp indication section 33 for specifying the direction in which the video camera
24 shoots a player, symbol change means 20 for generating symbol data 21 used for
game play and changing symbols based on the symbol data 21, game play control means
38 for reading stored game play programs in sequence and outputting a game play control
signal 30 for controlling the game play progress to the symbol change means 20, a
composite screen display section 35 for receiving the symbol data 21 from the symbol
change means 20 and displaying symbols used for game play, a recyclable card 26 form/into
which data can be read/written and which is reusable, and a card control section 39
for reading/writing data from/into the recyclable card 26.
[0088] The video camera 24 and the face position specification lamp indication section 33
for specifying the direction in which a player is shot are disposed close to the gaming
machine.
[0089] CCDs or an image pick-up tube (Chalnicon, vidicon, or the like) can be used as the
video camera 24. Either digital or analog signals can be used for video signals. An
analog video camera 24 would be able to reduce machine costs. A digital video camera
24 would be able to provide a compact camera, enable high-speed data transmission,
and facilitate brightness control and white balance adjustment, improving maintainability
of the gaming machine.
[0090] Further, if a digital signal processor (DSP) is used to enhance the efficiency of
image processing such as contour detection processing and line cut correction processing,
use of digital signals as output of the video camera would improve the processing
efficiency. In the embodiment, good image characteristics can be provided as a result
of using a digital CCD video camera.
[0091] The symbol change means 20, which generates symbol data 21 used for game play and
changes symbols based on the symbol data 21, comprises a line drawing creation section
30 for generating a line drawing as a reduced image 23 which has a lower data amount
with respect to the image data 22 input through the video camera 24 and a screen construction
section 34 for generating symbol data 21 based on the line drawing and outputting
it to the composite screen display section 35.
[0092] In the embodiment, the symbol change means 20 is provided by an electronic circuit
using a microprocessor. A digital signal processor (DSP) and a flash memory are effective
means for enhancing the efficiency of image processing such as contour detection processing
and line cut correction processing.
[0093] Then, for example, facial expressions of a player, etc., input through the video
camera 24 can be used as a symbol or facial expressions of a character so that the
player can enjoy the game.
[0094] The line drawing creation section 30, which generates a line drawing as a reduced
image 23, comprises a line cut correction section 31 for adjusting the image density
and a contour detection section 32 for enhancing contour lines and generating a line
drawing (reduced image 23) using image data resulting from the line cut correction.
[0095] The image construction section 34 receives a game play control signal 40 from the
game play control means 38 and a reduced image 23 from the line drawing creation section
30, generates symbol data 21, and outputs it to the composite screen display section
35.
[0096] The game play control means 38 comprises a game play software section 37 for storing
a control program of game play command input, screen display, voice output, etc.,
and a game play signal generation section 36 for reading the program for carrying
out game play progress.
[0097] In the embodiment, a microprocessor and RAM provide the function of the line cut
correction section 31 and the contour detection section 32. Image processing of line
cut correction, contour detection, etc., is executed in software.
[0098] The recyclable card 26 has all or part colored in a color that stands out with respect
to white and comprises on the colored surface, a recyclable display layer, which can
be re-written, made of an organic compound which becomes cloudy with a crystal coagulating
upon application of heat at one specific temperature and becomes transparent with
the crystal diffusing upon application of heat at another given temperature.
[0099] The card control section 39 visually writes the reduced image 23 used for the game
play onto the surface of the recyclable card 26 at a player's request or at game play
adjustment in response to an instruction from the game play control means 38, etc.,
and it is used in a state in which it is connected to the game play control means
38. The recyclable card 26 is inserted for use into a card slot (not shown) made in
the card control section 39.
[0100] A back coating layer is laminated on the surface of a plastic card base forming the
recyclable card 26. It may be formed of a colored film, an aluminum film, etc., in
addition to pigments. Predetermined entries are made on the surface of the recyclable
card 26 in thermally colored ink.
[0101] The thermally colored ink is used widely and generally for thermal copy paper, etc.,
and is made of a compound which is normally transparent and is heated to present a
given color.
[0102] A recyclable display layer made of an organic compound which becomes cloudy with
a crystal coagulating upon application of heat at one specific temperature and becomes
transparent with the crystal diffusing upon application of heat at another given temperature
is laminated on the surface of the back coating layer. For example, it comprises an
organic compound of a higher fatty acid such as a behenic acid, a lauric acid, or
a stearic acid dispersed in a polymeric matrix material of vinylidene chloride, etc.,
to which a small amount of a surface active agent, etc., is added.
[0103] When the recyclable display layer is heated at a specific temperature (100°C or high),
namely, a write temperature, particles of the organic compound change to be polycrystalline,
generating irregular reflection, thus making the layer cloudy and visible. On the
other hand, when the layer is heated at another specific temperature (70-95°C), namely,
an erasure temperature, the crystal becomes monocrystalline and diffuses, thus making
the layer transparent.
[0104] Normally, the recyclable display layer is used in a state after its full face has
been heated at the erasure temperature, namely, a state in which the entire recyclable
display layer becomes transparent. A specific portion of such a recyclable display
layer is formed with a write area for writing or erasing symbol data 35.
[0105] A thermal head disposed in the card control section 39 for writing or erasing symbol
data 35 on a recyclable card 26 is of high-temperature duration type allowing heating
temperatures to be controlled in two steps.
[0106] The thermal head is heated to the write temperature for writing the symbol data 35
into the write area; to erase the symbol data 35 in the write area, the thermal head
is heated to the erasure temperature and is controlled so as to locally trace the
symbol data 35 only.
[0107] The card control section 39 visually writes the reduced image 23 used for the game
play onto the surface of the recyclable card 26 at a player's request or at the time
of game play adjustment in response to an instruction from the game play control means
38, etc.
[0108] In the embodiment, we have discussed the gaming machine such as a slot machine for
generating symbol data 21 for symbols on drums made of liquid crystal display units
and changing symbols based on the symbol data 21, but the invention is not thus limited
and can also be applied widely to gaming machines for making a game play progress
with symbols, such as machines for changing facial expressions etc., of characters
such as the heroes appearing in role playing games and shooting games installed on
computer gaming machines.
[0109] Next, the operation will be discussed.
[0110] The symbol data 21 is symbols displayed on the display screen of a slot machine,
a pachinko slot machine, etc., or facial expressions of a character appearing on a
game played on a computer gaming machine.
[0111] The image data 22 is inputted through the video camera 24 and outputted to the symbol
change means 20. Also, the image data 22 previously stored on an image data base 25
may be read and output to the image construction section 34.
[0112] The face position specification lamp indication section 33 specifies the direction
in which the video camera 24 shoots a player. The player faces the video camera 24
attached to the gaming machine 10 in accordance with an instruction of the face position
specification lamp indication section 33 so that his or her facial expressions, etc.,
can be shot only from the front or from three directions of the front, left and right.
[0113] A horizontal row arrangement of three lamps is used for the instruction on the face
position specification lamp indication section 33 of the embodiment. The player directs
his or her face toward the lamp which is lit, whereby his or her facial expressions
can be input as image data 22.
[0114] The image construction section 34 receives a game play control signal 40 from the
game play control means 38 and a reduced image 23 from the line drawing creation section
30, generates symbol data 21, and outputs it to the composite screen display section
35.
[0115] In the embodiment, a liquid crystal display unit is used as the composite screen
display section 35. It displays a composite image of a game play signal, for making
a game play progress, generated by the game play signal generation section 36 and
the symbol data 21, whereby the game play ability can be improved.
[0116] The image data base 25 may be located in the game play software section 37, for example.
In the embodiment, stored image data 22, etc., can be used as the symbols or the facial
expressions of characters, whereby the symbol data 21 can be used as symbols displayed
on the display screen of a slot machine, pachinko slot machine, etc., and facial expressions
of a character appearing on a game played on a computer gaming machine, thus improving
the game play ability.
[0117] The image data 22 read from the image data base 25 is outputted to the game play
signal generation section 36 and is subjected to predetermined data processing, then
outputted to the image construction section 34 as a game play control signal 40. As
the predetermined data processing for the read image data 22, reduced image processing
may be performed for outputting the resultant reduced image to the image construction
section 34 as a game play control signal 40.
[0118] The symbol change means 20 of the embodiment performs line drawing processing for
the image data 22 as reduced image processing for reducing the amount of the image
data 22. The line drawing processing can be performed by combining line cut correction
processing and contour detection processing. It is executed by the line cut correction
section 31 and the contour detection section 32. A line drawing is used as the reduced
image 23.
[0119] Density conversion processing for the optical density of the image data 22 is used
as the line cut correction processing. Density conversion processing is used mainly
for enhancing the contrast, and, for example, there is a method for converting the
density so that a density histogram in which the vertical axis shows the density and
the horizontal axis shows the number of pixels having the density becomes flat with
regard to the inputted image information. As a result of the processing, the contrast
is enhanced. Differential enhancement processing and edge detection processing are
used as the contour detection processing, whereby a binary image is generated from
the image data 22 for use as the reduced image 23. For example, a two-dimensional
structure extracting encoding method, in which edge information of an image is extracted
to be encoded, may be used. Contours are extracted from image information by the edge
information so that the contours and the other smooth components are divided to be
encoded. As encoding based on the contours, an encoding algorithm disclosed in "Sketch
Based Coding", by Carlsson, may be used. In the present embodiment, reducing processing
refers to processing in which an image is converted to another image having less data
capacity but which can be recognized sufficiently.
[0120] When the symbol change means 20 performs line drawing processing by contour enhancement
for the image data 22, the image data 22 is binary-1-bit coded, for example, according
to a predetermined image density threshold value. The data amount of analog image
data such as a video signal or digital image data, for example, coded as 16 bits can
be reduced.
[0121] Since line drawing processing is performed for the image data 22 as reduced image
processing for reducing the amount of the image data 22, a small-capacity image memory
of about several 10 KB or a small-capacity video memory of about several 10 KB is
sufficient, so that the memory size can be reduced.
[0122] The amount of 1-frame image data is about several 10 KB and a transfer time of about
several ms is enough to transfer 1-frame of symbol data from the image memory to the
video memory. Even if game play progress is made using moving pictures as with a slot
machine or a computer gaming machine with a liquid crystal display unit, the data
transfer time does not limit the moving picture display speed and the game play ability
can be improved so that the data transfer duration can be reduced.
[0123] Further, high-speed image processing and high-speed data transmission technique are
not required due to synchronization of the transfer time with the moving picture display
speed, which results in reducing machine costs.
[0124] Necessary items on the recyclable card 26 can be visually and repeatedly recorded
and erased. The recyclable card 26 is inserted into the card slot (not shown) provided
in the card control section 39 for use.
[0125] The card control section 39 visually writes the reduced image 23 used for the game
play onto the recyclable display layer formed on the surface of the recyclable card
26 in response to an instruction from the game play control means 38, etc., at a player's
request or at the time of game play adjustment, whereby the player can record his
or her facial expressions used for the game play, the facial expressions of the character,
or the like, on the surface of the recyclable card 26, and the game play ability can
be improved. The recyclable card 26 is inserted into the card slot (not shown) provided
in the card control section 39 for use. To write the symbol data 35 onto the recyclable
display layer of the recyclable card 26, first the thermal head attached to the card
control section 39 is adjusted to the write temperature (100°C or higher) and the
write area is heated by the thermal head to form digits, shapes, etc. Then, only the
heated portion of the write area becomes cloudy and the symbol data 35 is written.
[0126] On the other hand, to erase the symbol data 35, the thermal head is adjusted to the
erasure temperature (70-95°C) and only the symbol data 35 clear for the gaming house
of the authorized user is locally traced and heated by the thermal head. The symbol
data 35 heated at the erasure temperature and becomes transparent or invisible so
that it can be reused.
[0127] The gaming machine according to the present invention performs line drawing processing
for the image data 22 as reduced image processing for reducing the amount of the image
data 22, and thus processing can be performed with a small-capacity image memory of
about several 10 KB and a small-capacity video memory of about several 10 KB; the
gaming machine of the embodiment can hold and display a larger amount of symbol data
than another gaming machine having the same storage capacity.
[0128] The amount of 1-frame image data can be reduced to about several 10 KB and a transfer
time of about several ms becomes enough to transfer 1-frame symbol data from the image
memory to the video memory. Even if game play progress is made using moving pictures,
as with a slot machine or a computer gaming machine with a liquid crystal display
unit, the data transfer time does not limit the moving picture display speed, the
game play operation speed is not impaired, and the game play ability can be improved.
[0129] Likewise, high-speed image processing and high-speed data transmission techniques
are not required due to the synchronization of the transfer time with the moving picture
display speed, which results in reducing machine costs.
[0130] Next, an embodiment of the input image management system in a case where the inputted
image is utilized in a security system will be described.
[0131] In the present embodiment, image information of a player inputted through each gaming
machine is delivered to a management device which manages the game house so that the
management device manages the image information of the player playing games at each
gaming machine. An abnormality detection device may be further provided to each gaming
machine so as to report an abnormality to the management device when the abnormality
is detected. For example, in a case where a player carries out an illegal act such
as guiding a metal ball to a winning hole using a magnet, if a magnet detection device
is provided as the abnormality detection device, the illegal act can be detected.
[0132] With reference to Figs. 17-23, the present embodiment will be described below.
[0133] Fig. 17 shows the overall structure of the input image management system of the present
embodiment. In Fig. 17, in a game house having a plurality of gaming machines 10A-10L,
each gaming machine 10A-10L is connected to a management system 200 in a bus configuration.
Each of the gaming machines 10A-10L is a gaming machine having an image input device
such as a camera section 121, as shown in Figs. 1 or 2, and a player's appearance
can be inputted as image information. Each of the gaming machine 10A-10L further includes
an image transmission section 425 for transmitting processed image information, and
is connected to an image processing unit 420 for performing processing to the inputted
image, as shown in Fig. 4, and is connected to the management system 200 via a bus
line 220, as shown in Fig. 17. The management system 200 is connected to each of the
plurality of gaming machines 10A-10L via the bus line 220 and receives image information
delivered from each of the gaming machines.
[0134] The management system 200 comprises, as shown in a rough block diagram of Fig. 22,
a receiving section 2201 connected to each of the plurality of gaming machines 10A-10L
via the bus line and for receiving transmitted image information, an image processing
unit 2202 for performing image processing to the image information received at the
receiving section 2201, a display control unit 2203 for controlling display of the
image information processed at the image processing unit 2202, a management unit 2204
for managing the image information transmitted from each of the gaming machines, a
display section 2206 controlled by the display control unit 2203 for displaying and
outputting the image information, a print section 2207 for printing and outputting
the image information, a memory 2205 for storing the image information therein, and
an input section 2208 such as a key board. The management system 200 adds identification
information (image number) to every item of transmitted image information so as to
manage the image information on a gaming machine basis.
[0135] The transmission section 425 of each of the gaming machines and the receiving section
2201 of the management device can receive image information in accordance with a predetermined
protocol. For example, using a polling method, a polling signal is sent to each of
the gaming machines from the receiving section 2201 of the management system 200,
and each gaming machine responds to the polling signal sent from the management device
when it inputs new image information (for example, as described above, image information
inputted after the image input instruction button 122 shown in Fig. 1 is pressed may
be the newly inputted image information) so as to transmit the image information.
In this case, each gaming machine may further include a memory for accumulating image
information. A protocol such as CSMA/CD (Carrier Sense Multiple Access with Collision
Detection) method may be utilized.
[0136] The image information to be transmitted may be reduced or compressed at the image
processing unit 420 of each gaming machine. In this way, the image information is
transmitted from each gaming machine.
[0137] In the management system 200, the receiving section 2201 receives the transmitted
image information. The received image information is delivered to the image processing
unit 2202, and if the image information is compressed, the image information is extended.
Furthermore, if necessary, the image processing unit 2202 may perform reducing processing
for the image information. The management unit 2204 adds the identification information
to the image information processed at the image processing unit 2202 so that the processed
image information is accumulated in an address region in the memory 2205, which corresponds
to the identification information of the image information. If the image information
is compressed, the compressed image information may be accumulated in the memory 2205
via the management unit 2204 as it is, without any image processing by the image processing
unit 2202.
[0138] The management unit 2204 of the management system 200 may include a management table
2210 as shown in Fig. 23 to display the management table 2210 on the display section.
The management table can be accumulated in the memory 2205 of the management system
200 shown in Fig. 2. In Fig. 23, the management table 2210 is provided to each gaming
machine, and the identification information (image number) of the image information
of a player playing a game at each gaming machine is stored therein. The identification
information of the image information of a player may be, for example, a serial number
based on the sequential order of being transmitted and may be cleared every day. As
information transmitted from each gaming machine, besides the image information, the
number of game play media used in a game (inserted into a gaming machine) (hereafter,
the number of inserted balls) and the number of game play media paid out from the
gaming machine as a prize (hereafter, the number of paid-out balls) for every player
who played at the gaming machine, and game-start time and game-end time of every player
may be delivered. With regard to the numbers of inserted balls and paid-out balls,
each count value is delivered by counting the detection signal detected by a media
flow-out detection sensor for detecting the pay-out of the game play media and a media
detection sensor for detecting the insertion of the game play media as shown in Fig.
4. Furthermore, with regard to the game-start time and the game-end time, as described
above, the game-start time may be the time when the image input instruction button
122 shown in Fig. 1 is pressed, and the game-end time may be the time when the adjustment
switch 107 shown in Fig. 4 is pressed. Alternatively, as shown in Fig. 8, in a case
where a radiation section 2122 and a light receiving section 2123 are provided, it
is possible to obtain the game-start time and the game-end time by detecting the existence
of the player using the radiation section 2122 and the light receiving section 2123.
[0139] In addition, an illegal act detecting device may be provided in each gaming machine.
As the illegal act detecting device, as described in International Publication WO92/09344
pamphlet, a metal detection matrix sensor is provided to a gaming machine so as to
detect an illegal act by detecting an abnormal locus of an inserted game play medium
being a metal body. As an illegal act, there is known an act of guiding a metal body
to a winning hole by intentionally curving the direction of movement of the metal
body from outside using a magnet or the like. If an illegal act is detected by such
an illegal act detecting device, a notice that the illegal act was detected is delivered
to the management device. When the management device receives the notice, the management
device displays or prints out the identification information of the gaming machine
and the image information of the appearance of the player playing a game at the gaming
machine together with information indicating the occurrence of the illegal act.
[0140] In addition, a management table 2710 as shown in Fig. 27 may be accumulated for a
fixed period, for example, for a month, to be subjected to statistical processing.
In this case, the input date and the type of the gaming machine, if there are a plurality
of gaming machines, may be stored in the management table 2710. As the statistics
processing, for example, as shown in Fig. 28(a), the frequency of the occurrence of
illegal acts of the gaming machine basis may be calculated to be displayed, and if
the types of the gaming machines are registered for each gaming machine, as shown
in Fig. 28 (b) the frequency of the occurrence of illegal acts on the machine type
basis may be calculated to be displayed. In addition, as shown in Fig. 28 (c), the
frequency of the occurrence of illegal acts on a daily basis may be calculated to
be displayed. Accordingly, the abnormality occurrence frequency can be analyzed.
[0141] Furthermore, for displaying the frequency of occurrence of illegal acts on the gaming
machine basis, as shown in Fig. 28(a), the arrangement of the gaming machines in the
game house may be displayed to color each gaming machine in accordance with its frequency
as shown in Fig. 29. For example, in the game house having the gaming machines 10A-10L,
it is possible to see at a glance the frequency of the occurrence of illegal acts
according to the position where the gaming machine is arranged by varying colors in
accordance with the frequencies.
[0142] The image information can be accumulated to correspond to the image number registered
in the management table 2710 shown in Fig. 27. The accumulated image information can
be a reference for the image information of the player who carried out the illegal
act, for example, by reading out only the image information to which an abnormality
flag is set from the management table 2710 to list up and display the information.
[0143] Next, with reference to display examples of the display section 2206 in the management
system 200, the management method of the gaming machines in the management device
will be described. The display examples of the display section 2206 of the management
system 200 will be shown in Figs. 18-21.
[0144] As shown in Figs. 18 and 19, the current usage status of the gaming machines in the
game house and the image information of the players using the gaming machines are
displayed on the display section 2206. For example, as shown in Fig. 18, at the time
16:00, the gaming machine 10I is unused. However, when new image information is transmitted
from the gaming machine and it is received at the receiving section 2201 of the management
system 200, the image information of the player at the gaming machine 10I is displayed
via the display processing unit 2202, the management unit 2204 and the display control
unit 2203, as shown in Fig. 19. According to this, the player who is playing at the
gaming machine at each timing can be specified.
[0145] On a front surface of the display of the display section 2206, a touch panel may
be provided as the input section 2208. In this case, for example, as shown in Figs.
18 and 19, a next-screen change instruction 230 or the like is provided so that if
the next-screen change instruction 230 is touched on the screen, the display screen
is changed to a predetermined next screen. In the present embodiment, for example,
in a case where the next-screen change instruction 230 is touched after the identification
information of the gaming machine such as the gaming machine 10A and so on, the display
screen can be switched to be a display screen showing the used status of the gaming
machine 10A, as shown in Fig. 20. In Fig. 20, as the used status of the gaming machine
10A during the day, the image information of the players, the game play times, the
numbers of inserted balls, the numbers of paid-out balls, the abnormality flags or
the like can be displayed. As s result of this, it is possible to specify the used
status of each gaming machine as well as the player who played games at the gaming
machine.
[0146] Furthermore, when it is reported that an illegal act has been detected, the management
unit 2204 controls the display section to change the color of the identification information
of the gaming machine to which the illegal act was carried out to show that the illegal
act was carried out or to indicate "an abnormality had occurred", as shown in Fig.
19. Moreover, as shown in Fig. 22, if a sound output section 2209 is further provided,
a predetermined alarm sound may be outputted.
[0147] In a case where an illegal act has occurred, as shown in Fig. 21, image information
indicating the appearance of the player as well as the identification information
of the gaming machine may be displayed in full-screen. In this case, the management
unit 2204 controls the image processing unit 2202 to enlarge the image information
of the player at the gaming machine to which the illegal act was carried out at that
time, so that the enlarged image information is displayed on the display section 2206
via the display control unit 2203. The print section 2207 may produce a hard copy
of the displayed information to be outputted.
[0148] In this way, in a case where an illegal act occurs, image information of the player
playing games at the gaming machine at the time the illegal act was carried out is
displayed and outputted so that a manager of the game house can specify the player
who carried out the illegal act in accordance with the image information. In this
way, such an intensive management of the inputted image is useful for crime prevention.
[0149] In a case where an illegal act occurs, a notice that the illegal act has been detected
may be forwarded to a predetermined external contact point such as a police station.
In this case, for example, icons 2110 and 2120 as shown in Fig. 21 are provided so
that the illegal act is reported to a police station or the other branches of the
game house in accordance with an instruction through the icons. When reporting the
illegal act, the image information delivered from the image transmission section of
the gaming machine in which the illegal act is detected may additionally be delivered.
[0150] An embodiment of this case will be described with reference to Figs. 24, 25 and 26.
Fig. 24 shows an illustration showing the concept of the input image management system,
Fig. 25 shows a contact point storing section 2500 for storing contact points therein,
and Fig. 26 shows a format storing section 2600 for contact.
[0151] In Fig. 24, the structure of the input image management system as shown in Figs.
17 and 22 is conceptually shown. In Fig. 24, in a game house having a plurality of
gaming machines 10, each gaming machine is connected to the management system 200
in a bus configuration. A plurality of gaming machines constitute a gaming machine
island, and a controller 2430 for intensively Controlling a plurality of gaming machine
islands may be provided. The controller 2430 is capable of multiplexing image information
and an abnormality detection signal from each gaming machine, and delivering them
to the management system 200 via the bus line 220. The management device is connected
to the plurality of gaming machines via the bus line 220 so as to receive the image
information and the abnormality detection signal transmitted from each gaming machine.
[0152] The management system 200 may be further provided with a communication section 2440
for communicating with outside and a reading device 2420 for reading out information
stored in a storage medium such as a CD-ROM, as shown in Fig. 24, in addition to the
structure shown in Fig. 22. As the communication section 2440, for example, a modem
for delivering image information and data, a message output section and a telephone
for outputting a message, a facsimile for delivering image information and data, may
be included. As shown in Fig. 24, both image information 2400 delivered from each
gaming machine as shown in Fig. 18 and image information 2410 of a player delivered
from the gaming machine in the case of an illegal act, as shown in Fig. 21, may be
displayed on the display section.
[0153] External contact points are registered in advance in the contact point storing section
2500, as shown in Fig. 25. The contact point storing section 2500 is provided within
a memory 2205 shown in Fig. 22, and the contact points are inputted to be registered
through input section 2208. As the external contact points, telephone numbers and
facsimile numbers of police stations and other branches of the game house may be registered.
It is possible for the other branches to take precautions against illegal acts upon
receiving such a notice, and to be cautious when the player comes there if the image
information of the player is received.
[0154] Icons for each contact point stored in the contact point storing section 2500 may
be provided, as shown in Fig. 21. In this case, the icons include a function such
as a reception section for receiving an instruction as to whether or not to report
that an illegal act was detected via the communication section 2440 when a display
of detecting an illegal act is output on the display section 2206. Accordingly, when
an instruction not to report that the illegal act was detected has been received,
it is possible to stop the report using the icons. Alternatively, the icons may be
used for reporting when an instruction to report that the illegal act was detected
has been received.
[0155] With regard to information to be delivered from the communication section 2440, its
delivery format may be registered in advance in the format storing section 2600, as
shown in Fig. 26. For example, in a case of the communication section 2400 being a
message output section and a telephone, the information to be delivered is registered
as voice messages as shown in format No. 1 or No. 2 in Fig. 26 so that it can be delivered
together with necessary information such as the time of occurrence. In addition, in
a case of the communication section 2400 being a modem or a facsimile which is capable
of delivering image information and data, image information of a fixed form to be
delivered is registered as shown in a format No. 10 in Fig. 26 so that it can be delivered
together with the time of occurrence and the image information of a player delivered
from the gaming machine when the illegal act occurred and other necessary information.
The format in which the information is to be delivered may be selected through the
icons at the time of the report.
[0156] In this way, when an illegal act occurs, since the image information of the player
who is playing a game at the gaming machine at the time the illegal act is carried
out is displayed and outputted, the manager of the game house can specify the player
who carried out the illegal act in accordance with the image information. Such an
intensive management of the inputted images can be used for crime prevention. In a
case where an illegal act is detected, it is possible to immediately report to a predetermined
contact point such as a police station.
[0157] As described above, in a case of making reference to image information of the player
who carried out the illegal act, for example, as shown in Fig. 21, an icon 2130 for
making reference to the player who carried out the illegal act is provided so that
upon operation of the icon, only the image information to which an abnormality flag
is set in the management table 2710 shown in Fig. 27 is read out, so as to be displayed
in a list as shown in Fig. 30. Alternatively, a switch instruction icon 3010 for switching
to a previous-month reference may be provided so as to make reference to previous
months by going back sequentially. Accordingly, in a case of the occurrence of an
illegal act, it is possible to make reference to the list of the players who carried
out illegal acts and find someone who repeatedly carries out illegal acts. When reporting
to the police station or the like, it may determine to instruct as to whether or not
to report after the inquiries.
[0158] As described above, according to the present embodiment, the image information can
be inputted to be displayed instead of the image information concerning the game.
As a result of this, players can enjoy the participation and play games enjoyably.
Accordingly, the game house having the gaming machines of the present invention may
expect an increase in the number of players.
[0159] By the management of the image information, the present invention can be applied
to a security system. Furthermore, when an illegal act is detected, it is possible
to take measures concerning the situation immediately, and in a case of delivering
the image information of the player who carried out the illegal act, it is possible
to specify the player.
[0160] As described above, according to the present invention, in a game house management
system, it is possible to report to the outside upon detection of an illegal act.
In a case where the illegal act has been detected, it is possible to take immediate
measures concerning the situation, and furthermore, in a case of delivering the image
information of the player who carried out the illegal act, it is possible to specify
the player. In addition, by accumulating the image information of the players who
carried out illegal acts, it is possible to read out the accumulated image information
so as to make reference to the players who carried out the illegal acts.