IP Library Granted Patent US 8,123,615
Granted Patent B2
US 8,123,615 · App. 12/358,957 · Granted Feb 28, 2012

Multiplayer gaming machine capable of changing voice pattern

View Patent ↗
Loading inventors, assignments & file history…
Monitor This Case
Get email alerts when status or documents change.
Order Certified Copies
Most orders are placed with the USPTO same day — all within 24 business hours.
Order via The Patent Place →
Pre-filled with this patent's details
Quick Facts
Patent No.
US 8,123,615
App. No.
12/358,957
Granted
Feb 28, 2012
Kind
B2
Abstract

Herein disclosed is a gaming machine executing a game and paying out a predetermined amount of credits according to a game result; generating voice data based on a player's voice; identifying a voice pattern corresponding to the voice data by retrieving the dialogue voice database and identifying a type of voice corresponding to the voice data, so as to store the voice data along with the voice pattern into the memory; calculating a value indicative of a game result, and updating the play history data stored in the memory using the result of the calculation; comparing the play history data thus updated with a predetermined threshold value data; generating voice data according to the voice pattern based on the play history data if the play history data thus updated exceeds the predetermined threshold value data; and outputting voices from the speaker.

Claims (53)

1. A gaming machine disposed on a predetermined play area, comprising:

a memory for storing play history data generated according to a game result of a player, a plurality of voice generation original data for generating a predetermined voice message, and a predetermined threshold value data in relation to the play history data;

a speaker for outputting a voice message;

a microphone for collecting a voice generated by a player;

a dialogue voice database for identifying a type of voice based on player's voices; and

a controller programmed to carry out the following processing of:

(a) executing a game and paying out a predetermined amount of credits according to a game result;

(b) generating voice data based on a player's voice collected by the microphone;

(c) identifying a voice pattern corresponding to the voice data by retrieving the dialogue voice database and identifying a type of voice corresponding to the voice data, so as to store the voice data along with the voice pattern into the memory;

(d) calculating at least one of an input credit amount, an accumulated input credit amount, a payout amount, an accumulated payout amount, a payout rate, an accumulated play time, and an accumulated number of times played, according to a game result of a player, and updating the play history data stored in the memory using the result of the calculation;

(e) comparing, upon updating the play history data stored in the memory, the play history data thus updated and stored in the memory with a predetermined threshold value data;

(f) generating voice data according to the voice pattern stored in the memory based on the play history data if a result of the comparison in the processing (e) indicates that the play history data thus updated exceeds the predetermined threshold value data; and

(g) outputting voices from the speaker based on the voice data generated in the processing (f) with the voice pattern.

2. A gaming machine as set forth in claim 1 , further comprising an input section for receiving a voice input instruction, wherein

the controller carries out the processing of, when the voice input instruction is received by the input section, collecting player's voices in the processing (b).

3. A gaming machine as set forth in claim 1 , further comprising a voice pattern specifying device for specifying a voice pattern, wherein

the controller, in the processing (c), carries out the processing of identifying the voice pattern specified by the voice pattern specifying device as a voice pattern corresponding to the voice data.

4. A gaming machine as set forth in claim 1 , wherein

the controller, in the processing (f), carries out the processing of changing the voice pattern in view of the play history data thus updated.

5. A gaming machine as set forth in claim 1 , wherein

the voice pattern includes at least one of a man's voice pattern, a woman's voice pattern, a dialect pattern, a suppressed voice pattern, and an elevated voice pattern.

6. A gaming machine as set forth in claim 1 , wherein

the controller further carries out the following processing of:

(h) setting a language type; and

(i) outputting voices from the speaker based on the language type thus set, and the play history data and the voice generation original data stored in the memory.

7. A gaming machine disposed on a predetermined play area, comprising:

a memory for storing play history data generated according to a game result of a player, a plurality of voice generation original data for generating a predetermined voice message, and a predetermined threshold value data in relation to the play history data;

a speaker for outputting a voice message;

a microphone for collecting a voice generated by a player;

an input section for receiving a voice input instruction;

a dialogue voice database for identifying a type of voice based on player's voices; and

a controller programmed to carry out the following processing of:

(a) executing a game and paying out a predetermined amount of credits according to a game result;

(b) generating voice data based on a player's voice collected by the microphone when the voice input instruction is received by the input section;

(c) identifying a voice pattern corresponding to the voice data by retrieving the dialogue voice database and identifying a type of voice corresponding to the voice data, so as to store the voice data along with the voice pattern into the memory;

(d) calculating at least one of an input credit amount, an accumulated input credit amount, a payout amount, an accumulated payout amount, a payout rate, an accumulated play time, and an accumulated number of times played, according to a game result of a player, and updating the play history data stored in the memory using the result of the calculation;

(e) comparing, upon updating the play history data stored in the memory, the play history data thus updated and stored in the memory with a predetermined threshold value data;

(f) generating voice data according to the voice pattern stored in the memory based on the play history data if a result of the comparison in the processing (e) indicates that the play history data thus updated exceeds the predetermined threshold value data; and

(g) outputting voices from the speaker based on the voice data generated in the processing (f) with the voice pattern.

8. A gaming machine disposed on a predetermined play area, comprising:

a memory for storing play history data generated according to a game result of a player, a plurality of voice generation original data for generating a predetermined voice message, and a predetermined threshold value data in relation to the play history data;

a speaker for outputting a voice message;

a microphone for collecting a voice generated by a player;

an input section for receiving a voice input instruction;

a dialogue voice database for identifying a type of voice based on player's voices; and

a controller programmed to carry out the following processing of:

(a) executing a game and paying out a predetermined amount of credits according to a game result;

(b) generating voice data based on a player's voice collected by the microphone when the voice input instruction is received by the input section;

(c) identifying a voice pattern including at least one of a man's voice pattern, a woman's voice pattern, a dialect pattern, a suppressed voice pattern, and an elevated voice pattern, corresponding to the voice data by retrieving the dialogue voice database and identifying a type of voice corresponding to the voice data, so as to store the voice data along with the voice pattern into the memory;

(d) calculating at least one of an input credit amount, an accumulated input credit amount, a payout amount, an accumulated payout amount, a payout rate, an accumulated play time, and an accumulated number of times played, according to a game result of a player, and updating the play history data stored in the memory using the result of the calculation;

(e) comparing, upon updating the play history data stored in the memory, the play history data thus updated and stored in the memory with a predetermined threshold value data;

(f) generating voice data according to the voice pattern stored in the memory based on the play history data if a result of the comparison in the processing (e) indicates that the play history data thus updated exceeds the predetermined threshold value data; and

(g) outputting voices from the speaker based on the voice data generated in the processing (f) with the voice pattern.

Assignments (4)
SECURITY INTEREST Recorded Nov 2, 2023
From: INTERBLOCK USA L.C.
To: ACQUIOM AGENCY SERVICES LLC
Reel/Frame 065430/0971 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Oct 2, 2023
From: INTERBLOCK USA L.C.
To: INTERBLOCK D.O.O.
Reel/Frame 065101/0673 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Aug 25, 2023
From: ARUZE GAMING AMERICA, INC.
To: INTERBLOCK USA L.C.
Reel/Frame 064719/0441 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jan 23, 2009
From: OKADA, KAZUO
To: ARUZE GAMING AMERICA, INC.
Reel/Frame 022150/0350 →