Patent Publication Number: US-RE46738-E

Title: Gaming machine with dice shaking unit performing dice shaking motions with varying amplitudes

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS  
     This application is a reissue application of U.S. patent application Ser. No. 13/062,717, filed Mar. 8, 2011, now U.S. Pat. No. 8,926,438, which is a National Stage application of PCT/JP2009/065643 filed on Sep. 8, 2009, which claims the benefit of U.S. Provisional Application Ser. Nos. U.S. 61/114,799 filed on Nov. 14, 2008, U.S. 61/096,348 filed on Sep. 12, 2008, U.S. 61/096,344 filed on Sep. 12, 2008, U.S. 61/096,146 filed on Sep. 11, 2008, U.S. 61/096,162 filed on Sep. 11, 2008, U.S. 61/095,828 filed on Sep. 10, 2008, U.S. 61/095,821 filed on Sep. 10, 2008, and U.S. 61/095,846 filed on Sep. 10, 2008, the contents of which are all hereby incorporated by reference herein in their entirety.  
    
    
     TECHNICAL FIELD 
     The present invention relates to a gaming machine that requires a smaller installation area in a case where a plurality of terminals is installed, and provides enhanced visibility. 
     BACKGROUND ART 
     Conventionally, various table games are known. Among these table games, there are games hosted by a dealer and hosted by a computer in place of the dealer. In a case where the computer hosts a game, the game can be executed either in only one terminal or simultaneously in a plurality of terminals via a network. 
     In addition, in a case where such games are provided in a predetermined building, a large number of terminal devices, on which the games can be executed, are often installed in a predetermined region in the building. Furthermore, each of the terminal devices can provide a plurality of games to a player, for example, as disclosed in Patent Document 1. 
     In such a case, regarding the terminals providing a game, it is required to install as many as possible within a predetermined area in a gaming hall, so that a large number of players can participate in the game. 
     Patent Document 1: U.S. Patent Application Publication No. 2007/0026947 
     DISCLOSURE OF THE INVENTION 
     Problems to be Solved by the Invention 
     However, if the terminals are simply reduced in size, operating devices, a display for displaying the game, and the like also must be smaller. In such a case, there was a problem in that the terminals cannot give users a superior operational sensation and the display becomes difficult to recognize. 
     In addition, the terminals are generally required to be movable for changing an arrangement thereof in the gaming hall. However, if a handle and the like used for moving the terminal is always visible to players, appearance of the terminal is deteriorated. 
     Given this, the present invention aims at providing a gaming machine that allows a larger number of terminals to be installed in a limited area while improving visibility. 
     Means for Solving the Problems 
     In a first aspect of the present invention, a gaming machine includes: a cabinet that houses devices for executing a game, and has an opening on an upper side; a top door disposed to cover the opening; a control unit that executes the game; and an operating unit that is disposed along a peripheral edge on a front side of the top door, and can be operated by a player, in which the cabinet includes: a back face, which is a face on a back side that is an opposite side to a side on which the operating unit is disposed, a right lateral face, which is a face on a right side when the back face is viewed from a direction of the operating unit, a left lateral face, which is a face opposed to the right lateral face of the cabinet, a right end face shaped in a plane parallel to a direction of gravitational force so as to connect two points that are on the back face and the right lateral face respectively, each of which is separated predetermined distances from a point of intersection at which an extended line of the back face and an extended line of the right lateral face intersect each other, and a left end face shaped in a plane parallel to a direction of gravitational force so as to connect two points that are on the back face and the left lateral face respectively, each of which is separated predetermined distances from a point of intersection at which an extended line of the back face and an extended line of the left lateral face intersect each other, and in which the right end face and the left end face are positioned to be plane-symmetrical to each other across a plane vertically dividing the cabinet into two equal parts. 
     According to the first aspect of the present invention, the gaming machine includes a cabinet, a top door disposed to cover an opening in the cabinet, and a control unit. When the operating unit is viewed from a front, between a back face that is on a back side of the cabinet and a right lateral face that is on a right side of the cabinet, is located a right end face, which is shaped in a plane parallel to a direction of gravitational force so as to connect two points that are on the back face and the right lateral face respectively, each of which is separated predetermined distances from a point of intersection at which an extended line of the back face and an extended line of the right lateral face intersect each other. Similarly, between the back face and the left lateral face, is located a left end face. In addition, the right end face and the left end face are positioned to be plane-symmetrical to each other across a plane vertically dividing the cabinet into two equal parts. 
     In such a configuration, in a case where a plurality of the gaming machines is installed in a substantially circular manner, an installation diameter can be reduced by contacting the right end face and the left end face of the gaming machine with the left end face and the right end face of the adjacent gaming machines, respectively, thereby allowing more gaming machines to be installed within a limited area. 
     According to a second aspect of the present invention, in the gaming machine as described in the first aspect, the cabinet includes a handle portion formed on at least one of the right end face and the left end face. 
     According to the second aspect of the present invention, in addition to the gaming machine as described in the first aspect, the cabinet includes a handle portion formed on at least one of the right end face and the left end face. The abovementioned configuration is useful for moving the gaming machine and can improve visibility since the handle portion is hidden when a plurality of the gaming machines is installed in a substantially circular manner. 
     According to a third aspect of the present invention, a gaming machine is provided which includes: a display that displays an image relating to a game; a playing unit on which a plurality of dice rolls and comes to rest; a sensor that receives identification data of a number of dots on the dice by performing communication with the dice; memory that stores a classification and number of dots of the dice for each game; and a controller that executes processing of: (a) driving the sensor and receiving from the sensor identification data converted by the sensor; (b) determining a classification and number of dots of the dice based on the identification data thus received; (c) storing the classification and number of dots on the dice thus determined in the memory for each game; (d) calculating a frequency at which each number of dots appears over a predetermined number of games for each classification of the dice; and (e) displaying, in a case in which a frequency at which a specific number of dots on a specific die appears at least a predetermined number of times, as a result of calculation in the processing (d), an indication thereof on the display. 
     According to the third aspect of the present invention, since the controller calculates a frequency at which each number of dots appears over a predetermined number of games for each classification of the dice and displays, in a case in which the frequency at which a specific number of dots on a specific die appears at least a predetermined number of time, an indication thereof on the display, in a case in which a specific number of dots of a specific classification of a die appears frequently and the like, it is possible to detect damage to a die or fraudulence related to a die. 
     According to a fourth aspect of the present invention, in a gaming machine according to the third aspect, the controller executes processing for interrupting a game, in a case in which a frequency at which a specific number of dots on a specific die appears at least a predetermined number of times, as a result of the calculation in the processing (d). 
     According to the fourth aspect of the present invention, since the controller calculates a frequency at which each of the numbers of dots appears over a predetermined number of games for each classification of the dice, and interrupts a game in a case in which a frequency at which a specific number of dots on a specific die appears at least a predetermined number of times, whereby it is possible to detect damage to a die or fraudulence related to a die in a case in which a specific number of dots of a specific classification of a die appears frequently and the like. 
     According to a fifth aspect of the present invention, a gaming machine is provided which includes: a display that displays an image relating to a game; a playing unit on which a plurality of dice rolls and comes to rest; a sensor that identifies and converts a classification and number of dots of the dice to imaging data memory that stores a classification and number of dots of the dice for each game; and a controller that executes processing of: (a) driving the sensor and receiving from the sensor imaging data converted by the sensor; (b) determining a classification and number of dots of the dice based on the imaging data thus received; (c) storing the classification and number of dots of the dice thus determined in the memory for each game; (d) calculating a frequency at which each number of dots appears over a predetermined number of games for each classification of the dice; and (e) displaying, in a case in which a frequency at which a specific number of dots on a specific die appears at least a predetermined number of times, as a result of calculation in the processing (d), an indication thereof on the display. 
     According to the fifth aspect of the present invention, since the controller calculates a frequency at which each of the numbers of dots appears over a predetermined number of games for each classification of the dice and, in a case in which a frequency at which a specific number of dots on a specific die appears at least a predetermined number of times, displays an indication thereof on the display, whereby it is possible to detect damage to a die and fraudulence related to a die in a case in which a specific number of dots of a specific classification of a die appears frequently and the like. 
     According to a sixth aspect of the present invention, in a gaming machine according to the fifth aspect, the controller executes processing for interrupting a game, in a case in which a frequency at which a specific number of dots on a specific die appears at least a predetermined number, as a result of calculation in the processing (d). 
     According to the sixth aspect of the present invention, since the controller calculates a frequency at which each number of dots appears over a predetermined number of games for each classification of the dice and, in a case in which a frequency at which a specific number of dots on a specific die appears at least a predetermined number of times, interrupts a game, it is possible to detect damage to a die or fraudulence related to a die in a case in which a specific number of dots of a specific classification of a die appears frequently and the like. 
     According to a seventh aspect of the present invention, a gaming machine is provided which includes: a playing unit on which a plurality of dice rolls and comes to rest; an oscillation device that causes the playing unit to oscillate; memory that stores a plurality of types of rendered effect data corresponding to a plurality of types of oscillation modes in which the playing unit is oscillated by the oscillation device; and a controller that executes processing of: (a) starting a unit game; (b) determining the oscillation mode when the unit game starts; (c) extracting the rendered effect data corresponding to the oscillation mode thus determined from the memory; and (d) performing rendered effects based on the rendered effect data thus extracted. 
     According to the seventh aspect of the present invention, since the rendered effects corresponding to the oscillation mode of the playing unit in the unit game are performed, a gaming machine having game play that does not become monotonous and is more amusing can be provided. 
     According to a eighth aspect of the present invention, a gaming machine according to the seventh aspect further includes a speaker that outputs sound relating to game play, in which the processing (d) causes sound to be output from the speaker based on the rendered effect data thus extracted. 
     According to the eighth aspect of the present invention, since the rendered effects corresponding to the oscillation mode of the playing unit in the unit game are performed by way of sound, a gaming machine having a game that does not become monotonous and is more amusing can be provided. 
     According to a ninth aspect of the present invention, a gaming machine according to the seventh aspect further includes a light emitting body that emits light relating to game play, in which the processing (d) causes light to be emitted from the light emitting body based on the rendered effect data thus extracted. 
     According to the ninth aspect of the present invention, since the rendered effects corresponding to the oscillation mode of the playing unit in the unit game are performed by way of light, a gaming machine having a game that does not become monotonous and is more amusing can be provided. 
     According to a tenth aspect of the present invention, a gaming machine is provided which includes: a plurality of stations; a plurality of input devices that is respectively provided to the plurality of stations, and through which a bet can be performed on a number of dots on dice; and a controller that executes the following processing of: (a) starting a unit game, and accepting a bet during a first predetermined time from each of the plurality of input devices; (b) when the first predetermined time elapses, accepting a bet for a subsequent game during a second predetermined time from each of the plurality of input devices; and (c) when the second predetermined time elapses, starting a subsequent game. 
     According to the tenth aspect of the present invention, the controller starts a unit game and accepts a bet during a first predetermined time from each of the plurality of input devices, when the first predetermined time elapses, and accepts a bet for a subsequent game from each of the plurality of input devices during a second predetermined time. Thus, a gaming machine can be provided through which betting can be performed for a subsequent game even if the unit game is in the middle of execution. 
     According to a eleventh aspect of the present invention, a gaming machine is provided which includes: a plurality of stations; a plurality of input devices that is respectively provided to the plurality of stations, and through which bettering can be performed on a number of dots on dice; and a controller that executes the following processing of: (a) starting a unit game, and accepting a bet during a first predetermined time from each of the plurality of input devices; (b) when the first predetermined time elapses, determining whether a bet has been made during the first predetermined time for each of the plurality of stations; (c) accepting a bet for a subsequent game during a second predetermined time from the input device provided to a station at which a bet has been determined not to have been made in the processing (b); and (d) when the second predetermined time elapses, starting a subsequent game. 
     According to the eleventh aspect of the present invention, the controller accepts a bet for a subsequent game during a second predetermined time from the input device provided to a station at which a bet has been determined not to have been made in the processing (b). Thus, a gaming machine can be provided in which a player who has not participated in the unit game can place a bet on a subsequent game even if the unit game is in the middle of execution. 
     According to a twelfth aspect of the present invention, a gaming machine includes: a plurality of stations; a plurality of input devices that are provided to the plurality of stations and through which a bet can be placed on a bet target; and a controller that executes the following processing of: (a) setting a bet time for accepting a bet by the plurality of input devices; (b) accepting a bet from each of the plurality of input devices; (c) accepting a game start signal from an input device that has accepted a bet among the plurality of input devices; (d) shortening the bet time, in a case of accepting the game start signal; and (e) starting a game when the bet time has elapsed. 
     According to the twelfth aspect of the present invention, the controller sets a bet time for accepting a bet by the plurality of input devices; accepts a bet from each of the plurality of input devices; accepts a game start signal from an input device that has accepted a bet among the plurality of input devices; shortens the bet time, in a case of accepting the game start signal; and starts a game when the bet time has elapsed. 
     Thus, in the gaming machine provided with a plurality of stations that executes a mass game, the bet time set by the controller can be shortened by the game start signal accepted from the input devices of the stations. 
     Accordingly, a gaming machine that can shorten a bet time in a mass game can be provided. 
     Thus, for example, by providing in the input device a start button that is operated by a player and may transmit the game start signal, for example, if there is a single player, this player can play the game at the his/her own pace by operating the start button without waiting for the bet time set by the controller. 
     According to a thirteenth aspect of the present invention, a gaming machine includes: a plurality of stations; a plurality of input devices that are provided to the plurality of stations and through which a bet can be placed on a bet target; and a controller that executes the following processing of: (a) setting a bet time for accepting a bet by the plurality of input devices; (b) accepting a bet from each of the plurality of input devices; (c) accepting a game start signal from all of the input devices that have accepted a bet among the plurality of input devices; (d) shortening the bet time, in a case of accepting the game start signal from all of the input devices that have accepted the bet; and (e) starting a game when the bet time has elapsed. 
     According to the thirteenth aspect of the present invention, in the processing (c) and (b) in the first aspect, the controller accepts a game start signal from all of the input devices that have accepted a bet among a plurality of input devices and, in a case in which the game start signal has been accepted from all of the input devices that have accepted the bet, shortens the bet time. 
     Thus, for example, in a case in which a plurality of players have been playing, since the bet time is shortened when a game start signal has been transmitted from all of the players, the bet time can be shortened while waiting for bets from all of the players. 
     Therefore, a gaming machine can be provided that can shorten a bet time while waiting bets from all of the players in a mass game. 
     According to a fourteenth aspect of the present invention, a gaming system includes: a dice movable unit having a plurality of dice and a shaking device that causes the plurality of dice to shake; a game terminal having an operation device that a player can operate; and a controller that executes processing of: (a) receiving a bet end signal, which indicates that betting has ended, from the game terminal; (b) transmitting a permission signal, which permits an operation by the operation device, to the game terminal; (c) receiving an operation signal that indicates that the operation device has been operated; and (d) transmitting a shaking motion start signal, which causes a shaking motion by the shaking device to start, to the dice movable unit, in which the dice movable unit (d1) performs the shaking motion by the shaking device in response to having received the shaking motion start signal from the controller. 
     According to the fourteenth aspect of the present invention, when a controller receives from a game terminal a bet end signal indicating that a bet operation has ended, the controller transmits a permission signal that permits an operation by an operation device. In the game terminal, when the operation device is operated and an operation signal is transmitted, in response to having received the operation signal, the controller transmits a shaking motion start signal that causes a dice movable unit to be shaken, and a shaking device of the dice movable unit performs a shaking motion. Thus, by providing an opportunity for a player can shake the dice, it allows the player to participate in the game actively, and can provide a live aspect. 
     According to a fifteenth aspect of the present invention, a gaming system includes: a dice movable unit having a plurality of dice and a shaking device that causes the plurality of dice to roll; a game terminal having an operation device that a player can operate; and a controller that executes processing of: (a) receiving a bet end signal, which indicates that betting has ended, from the game terminal; (b) transmitting a first shaking motion start signal, which causes a first shaking motion by the shaking device to start, to the dice movable unit; (c) transmitting a permission signal, which permits a operation by the operation device, to a predetermined game terminal; (d) receiving an operation signal, which indicates that the operation device has been operated, from the predetermined game terminal; and (e) transmitting a second shaking motion start signal, which causes a second shaking motion by the shaking device to start, to the dice movable unit; in which the dice movable unit (b1) starts the first shaking motion in response having received the first shaking motion start signal from the controller; and (e1) performs the second shaking motion, which has an amplitude larger than that of the first shaking motion, in response to having received the second shaking motion start signal from the controller. 
     According to the fifteenth aspect, when the controller receives from the game terminal a bet end signal indicating that a bet operation has ended, the controller transmits a first shaking motion start signal for causing the dice movable unit to be shaken, and the dice movable unit that has received this causes the shaking device to perform the first shaking motion. Then, the controller transmits a permission signal, which permits an operation by the operation device, to a predetermined game terminal. The operation device is operated at the game terminal and the operation signal is transmitted. The controller transmits a second shaking motion start signal that causes the dice movable unit to perform the second shaking motion in response to having received the operation signal, and a shaking device of the dice movable unit performs the second shaking motion. At this time, the amplitude of the second shaking motion is larger than that of the first shaking motion. Thus, by providing an opportunity for a player to be able to shake the dice, it allows the player to participate in the game actively, and can provide a live aspect. 
     According to a sixteenth aspect of the present invention, a gaming system includes: a dice movable unit having a plurality of dice and a shaking device causes the plurality of dice to roll; a game terminal having an operation device that a player can operate; memory that stores bet data that indicates an amount of a bet that the game terminal has accepted; and a controller that executes processing of: (a) receiving a bet end signal, which indicates that a bet has been ended, along with bet data that the game terminal has accepted, from the game terminal; (b) storing the bet data thus received in the memory; (c) transmitting a first shaking motion start signal that causes a first shaking motion by the shaking device to start, to the dice movable unit; (d) comparing the bet data thus stored in the memory by the processing (b) and transmitting a permission signal, which permits an operation by the operation device, to the game terminal that has transmitted a value of largest amount; (e) receiving an operation signal, which indicates that the operation device has been operated, from a game terminal that has transmitted the permission signal; and (f) transmitting a second shaking motion start signal, which causes a second shaking motion by the shaking device to start, to the dice movable unit, in which the dice movable unit; (b1) starts a first shaking motion in response to having received the first shaking motion start signal from the controller; and (f1) performs the second shaking motion, which has an amplitude larger than that of the first shaking motion, in response to having received the second shaking motion start signal from the controller. 
     According to the sixteenth aspect of the present invention, when the controller receives from the game terminal a bet end signal, which indicates that a bet operation has been ended, along with bet data, which indicates an amount thus bet, the controller stores the bet data in the memory. Then, the controller transmits a first shaking motion start signal that causes the dice movable unit to perform a first shaking motion, and the dice movable unit that has received this causes the shaking device to start the first shaking motion. Next, the controller compares the bet data thus stored in the memory and transmits a permission signal by an operation device to the game terminal that has transmitted bet data indicating a value of largest amount. In the game terminal to which the permission signal has been transmitted, the operation device is operated, and in response to having received the operation signal, the controller transmits a second shaking motion start signal that causes the dice movable unit to perform a second shaking motion, and the shaking device of the dice movable unit performs a second shaking motion. At this time, the amplitude of the second shaking motion is larger than that of the first shaking motion. 
     Thus, by providing an opportunity for a player to be able to shake the dice, it allows the player to participate in the game actively, and can provide a live aspect. 
     According to a seventeenth aspect of the present invention, a gaming system includes: a dice movable unit having a plurality of dice and a shaking device that causes the plurality of dice to roll; a game terminal having a display device that performs display relating to a game and an operation device that a player can operate; memory that stores bet data indicating an amount of a bet that the game terminal has accepted; and a controller that executes processing of: (a) receiving a bet end signal, which indicates that betting has ended, along with bet data that the game terminal has accepted, from the game terminal; (b) storing the bet data thus received in the memory; (c) transmitting a first shaking motion start signal, which causes a first shaking motion by the shaking device to start, to the dice movable unit; (d) comparing the bet data thus stored in the memory by the processing (b) and transmitting a permission signal, which permits an operation by the operation device, to the game terminal that has transmitted a value of largest amount; (e) receiving an operation signal indicating that the operation device has been operated from a game terminal that has transmitted the permission signal; and (f) transmitting a second shaking motion start signal, which causes a second shaking motion by the shaking device to start, to the dice movable unit and the game terminal, in which the dice movable unit (b1) starts a first shaking motion in response to having received the first shaking motion start signal from the controller; and (f1) performs the second shaking motion, which has an amplitude larger than that of the first shaking motion, in response to having received the second shaking motion start signal from the controller, in which the game terminal (f2) performs processing of changing an image displayed on the display device in a case having received the second shaking motion start signal from the controller. 
     According to the seventeenth aspect of the present invention, when the controller receives a bet end signal that indicates that a bet operation has been ended along with bet data that indicates an amount thus bet, from the game terminal, the controller stores the bet data in the memory. Then, the controller transmits a first shaking motion start signal that causes the dice movable unit to perform a first shaking motion, and the dice movable unit that has received this causes the shaking device to start the first shaking motion. Next, the controller compares the bet data thus stored in the memory and transmits a permission signal by an operation device to the game terminal that has transmitted bet data indicating a value of largest amount. In the game terminal to which the permission signal has been transmitted, when the operation device is operated, an operation signal is transmitted from the game terminal. Then, in response to having received the operation signal, the controller transmits a second shaking motion start signal that causes the dice movable unit to perform a second shaking motion, and the shaking device of the dice movable unit performs a second shaking motion. At this time, the amplitude of the second shaking motion is larger than that of the first shaking motion. Furthermore, the game terminal that has received the second shaking motion start signal from the controller performs processing of shaking an image displayed on the display device. 
     Thus, by providing an opportunity for a player to be able to shake the dice and by shaking an image of the display displayed on the game terminal upon the shaking motion, it allows the player to participate in the game actively, and can provide a live aspect by prompting so that the player gets the feeling of participating in the game. 
     A eighteenth aspect of the present invention is the gaming system according to the fourth aspect in which the processing of changing the image in the processing (f2) is processing that causes an image to momentarily shake. 
     According to the eighteenth aspect of the present invention, in addition to the gaming system according to the fourth aspect, the game terminal causes an image displayed on the display device to shake momentarily in response to having received the second shaking motion start signal. 
     According to a nineteenth aspect of the present invention, a die used in a gaming machine, which detects a number of dots on a die using RFID tags, includes a first foam member; a second foam member that covers an outside of the first foam member and has a foam expansion ratio relative to an original volume thereof which is lower than that of the first foam member; and a covering member that covers an outside of the second foam member, in which the RFID tags are disposed at each face of the first foam member and are held between the first foam member and the second foam member. 
     According to the nineteenth aspect of the present invention, since a foam member is used for a base material, weight reduction of the die is possible. Furthermore, since the RFID tags are disposed in the vicinity of the foam member with the three-piece structure of the core portion  71 , the intermediate portion  72 , and the covering portion  73 , buffering shock transmitted to the RFID tags  51  to  56  due to shock to the dice is possible by way of the foam member, whereby the RFID tags  51  to  5  can be protected. Furthermore, the RFID tags are disposed between the first foam member and the second foam member, and the second foam member is made of a foam member that is relatively harder than the first foam member. Therefore, an amount of deformation of the second foam member due to shock to the dice is reduced, and it is possible to prevent failure such as by damage to an RFID tag due to deformation of the RFID tag along with deformation of the second foam member. Thus, it is possible to provide a weight reduction in dice and dice that realize protection of the RFID tags thereof. 
     According to a twenty third aspect of the present invention, a detection device that is used in a gaming system that detects a number of dots of a die, and detects a number of dots of a die having a wireless tag, includes: a reader that reads data stored in the wireless tag; and a controller that processes information thus read by the reader, in which the wireless tag includes: a unique information storage portion that stores unique information of the wireless tag, a number of dots information storage portion that stores number of dots information of a die in any of a plurality of storage locations, a serial information storage portion that stores die serial information unique to the die, and an error detection information storage portion that stores error detection information, and in which the controller performs processing of: (a) acquiring address information indicating a location at which the number of dots information is stored among the plurality of storage locations in the number of dots information storage portion, using the unique information read from the unique information storage portion by the reader, (b) acquiring the number of dots information from the number of dots information storage portion of the wireless tag using the reader, based on the address information, (c) acquiring the die serial information from the die serial information storage portion and the error detection information from the error detection storage portion using the reader, (d) calculating a CRC value according to a CRC method using the unique information, the unique number of dots information, and the die serial information, and 
     (e) comparing the error detection information with the CRC value calculated in the processing of (d). 
     According to the twenty third aspect of the present invention, with the detection device according to the present invention, after having acquired from the reader address information indicating the location, among the plurality of storage locations in the number of dots information storage portion, at which the number of dots information is stored using the unique information stored in the wireless tag, the controller acquires number of dots information from the address via the reader. 
     In addition, the controller acquires die serial information unique to the die from the die serial information storage portion of the wireless tag, and error detection information from the error detection information storage portion. 
     Thereafter, processing of calculating the CRC value according to the CRC method using the unique information, number of dots information and die serial information, and of comparing the error detection information and the CRC value thereof is performed. 
     It is thereby possible to acquire correct number of dots information from the wireless tag, since it is revealed that there are no errors in the information read if the error detection information and the CRC value newly calculated are the same. 
     According to a twenty fourth aspect of the present invention, in addition to the detection device as described in the twenty third aspect, the processing of (a) is processing for obtaining the address information using the unique information and a predetermined function stored in a storage portion of the controller. 
     According to the twenty fourth aspect of the present invention, in addition to the detection device as described in the twenty third aspect, the processing of (a) performed by the reading device obtains address information using unique information and a predetermined function. 
     It is thereby possible to read number of dots information from a plurality of storage locations without mistakes. 
     According to a twenty fifth aspect of the present invention, in addition to the detection device as described in the twenty third aspect, color information of the die is included in the number of dots information. 
     According to the twenty fifth aspect of the present invention, in addition to the detection device as described in the twenty third aspect, color information of the die is included in the number of dots information. 
     It is thereby also possible to use the color of a die as number of dots information. 
     According to a twenty sixth aspect of the present invention, in addition to the detection device as described in the twenty third aspect, the wireless tag is respectively provided to each face of the die. 
     According to the twenty sixth aspect of the present invention, in addition to the detection device as described in the twenty third aspect, the wireless tag is provided in each face of the die. 
     The reading device can thereby read precise detection information, since what the number of dots of the die is can be read from the wireless tags disposed in individual faces. 
     According to a twenty seventh aspect of the present invention, a method for detecting a number of dots of a die having a wireless tag includes the steps of: (a) calculating an address at which number of dots information of a die is stored, using unique information of the wireless tag read from the wireless tag; (b) acquiring the number of dots information from the address thus calculated in step (a); (c) acquiring die serial information indicating unique information of the die stored in the wireless tag, and error detection information used in error detection; (d) calculating a CRC value according to a CRC method using the unique information, the die serial information, and the number of dots information; and (e) comparing the error detection information and the CRC value calculated in step (d). 
     According to a twenty eighth aspect of the present invention, in the detection method as described in the twenty seventh aspect, step (a) is a step for obtaining the address information using the unique information and a predetermined function stored in a storage portion of a controller. 
     According to a twenty ninth aspect of the present invention, in the detection method as described in the twenty seventh aspect, color information of the die is included in the number of dots information. 
     According to a thirtieth aspect of the present invention, in the detection method as described in the twenty seventh aspect, the wireless tag is respectively provided to each face of the die. 
     According to a thirty first aspect of the present invention, a detection device that is used in a gaming system that detects a number of dots of a die, and detects a number of dots of a die having a plurality of wireless tags, includes: a reader that reads data stored in the wireless tag; and a controller that processes information thus read by the reader, in which the wireless tag includes: a unique information storage portion that stores unique information of the wireless tag; and a number of dots information storage portion that stores number of dots information of a die in any of a plurality of storage locations, and in which the controller performs processing of: 
     (a) acquiring address information indicating a location at which the number of dots information is stored among the plurality of storage locations in the number of dots information storage portion, using the unique information read from the unique information storage portion by the reader, and (b) acquiring the number of dots information from the number of dots information storage portion of the wireless tag using the reader, based on the address information. 
     In the detection device according to the present invention, when the controller acquires unique information stored in the unique information storage portion of the wireless tag via the reader, using this unique information, the controller acquires the address information indicating at which storage location, among the plurality of storage locations, the number of dots information stored in the number of dots information storage portion of the wireless tag is stored. 
     Then, based on the address information thus acquired, it is possible to further acquire the number of dots information of the wireless tag via the reader. 
     With this, it is possible to configure so that the addresses at which number of dots information is stored differs, and it is possible to prevent fraudulent reading. 
     According to a thirty second aspect of the present invention, in the detection device as described in the thirty first aspect, the number of dots information storage portion includes, in any of the plurality of storage locations, an error detection information storage portion that stores error detection information, and the controller further performs processing of: 
     (a2) acquiring second address information indicating a location of the error detection information storage portion, among the plurality of storage locations in the number of dots information storage portion, using the unique information read from the unique information storage portion by the reader, and (b2) acquiring the error detection information from the error detection information storage portion of the wireless tag using the reader, based on the second address information. 
     According to the thirty second aspect of the present invention, in addition to the detection device as described in the thirty first aspect, the number of dots information storage portion of the wireless tag has an error detection information storage portion that stores error detection information in any among the plurality of storage locations, and the second address information set as the error detection information storage portion is acquired using the unique information of the wireless tag acquired via the reader. 
     Then, the controller can acquire number of dots information stored in the number of dots information storage portion with the reader, based on the second address information. 
     According to a thirty third aspect of the present invention, in the detection device as described in the thirty first aspect, the wireless tag further includes a serial information storage portion that stores die serial information unique to the die, and the die serial information is a value common in the plurality of wireless tags included by the die. 
     According to the thirty third aspect of the present invention, in addition to the detection device as described in the thirty first aspect, the wireless tag further has a die serial information storage portion that stores die serial information unique to the die, the die serial information being a common value to the plurality of wireless tags possessed by one die. 
     It is thereby possible to easily recognize with which die a fraudulent act has been performed, since the die serial information will differ among the plurality of wireless tags in a case of the information of one wireless tag having been fraudulently replaced. 
     According to a thirty fourth aspect of the present invention, in the detection device as described in the thirty first aspect, the wireless tag further includes a serial information storage portion that stores die serial information unique to the die, in which the number of dots information storage portion includes, in any of the plurality of storage locations, an error detection information storage portion that stores error detection information, and the controller further performs processing of: 
     (a2) acquiring second address information indicating a location of the error detection information storage portion, among the plurality of storage locations in the number of dots information storage portion, using the unique information read from the unique information storage portion by the reader, (b2) acquiring the error detection information from the error detection information storage portion of the wireless tag using the reader, based on the second address information, (c) calculating a CRC value according to a CRC method using the unique information, the number of dots information, and the die serial information, and (d) comparing the error detection information and the CRC value calculated in the processing of (c). 
     After having acquired address information of the number of dots information storage portion from the reader based on the unique information, the controller acquires number of dots information from the address via the reader. 
     The die serial information is acquired from the die serial information storage portion that stores the die serial information unique to the die. 
     In addition, error detection information is acquired from the error detection information storage portion. 
     Thereafter, processing of calculating the CRC value according to the CRC method using the unique information, number of dots information and die serial information, and of comparing the error detection information and the CRC value thereof is performed. 
     It is thereby possible to acquire correct number of dots information from the wireless tag, since it is revealed that there are no errors in the information read if the error detection information and the CRC value newly calculated are the same. 
     According to a thirty fifth aspect of the present invention, in the detection device as described in the thirty first aspect, the processing of (a) is processing for obtaining the address information using the unique information and a predetermined function stored in a storage portion of the controller. 
     According to a thirty sixth aspect of the present invention, in the detection device as described in the thirty second aspect, the processing of (a2) is processing for obtaining the address information using the unique information and a predetermined function stored in a storage portion of the controller. 
     According to a thirty seventh aspect of the present invention, in the detection device as described in the thirty first aspect, color information of the die is included in the number of dots information. 
     According to a thirty eighth aspect of the present invention, in the detection device as described in the thirty first aspect, the wireless tag is respectively provided to each face of the die. 
     Effects of the Invention 
     According to the present invention, it is possible to provide a gaming machine that allows a larger number of terminals to be installed in a limited area while improving visibility. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is a perspective view showing the gaming machine  1  according to an embodiment of the present invention; 
         FIG. 2  is a perspective view showing the gaming machine  1  according to the embodiment of the present invention with a top door  3  being open; 
         FIG. 3  is a back view showing the gaming machine  1  according to the embodiment of the present invention; 
         FIG. 4  is a functional block diagram of the gaming machine  1  according to the embodiment of the present invention; 
         FIG. 5  is a diagram showing a circular arrangement of the gaming machines  1  according to the embodiment of the present invention; 
         FIG. 6  is a diagram showing a comparative example of  FIG. 5 ; 
         FIG. 7  is a cross-sectional view taken along line A-A in  FIG. 2 ; 
         FIG. 8  is an exploded view of the vicinity of a foot lamp  25  according to the embodiment of the present invention; 
         FIG. 9  is an exploded view of the foot lamp  25  according to the embodiment of the present invention; 
         FIG. 10  is an enlarged view of an operating unit  32 b according to the embodiment of the present invention; 
         FIG. 11  is an enlarged exploded view of the top door  3 , in the vicinity of an arm rest  35 , according to the embodiment of the present invention; 
         FIG. 12  is an enlarged exploded view of the top door  3 , in the vicinity of a cover member  38 , according to the embodiment of the present invention; 
         FIG. 13  is a diagram showing a relationship between a coin sensor  41  and a sub housing portion  21  of the cabinet  2  in a case where the top door  3  is opened and closed, according to the embodiment of the present invention; 
         FIG. 14  is a partial enlarged view of the vicinity of a coin sensor  41  according to an embodiment of the present invention; 
         FIG. 15  is a cross-sectional view of a hopper unit  4  according to the embodiment of the present invention; 
         FIG. 16  is an enlarged exploded view of the vicinity of an application unit  5  disposed on a back face side R of the cabinet  2  according to the embodiment of the present invention; 
         FIG. 17  is a diagram showing a main flow according to the embodiment of the present invention; and 
         FIG. 18  is a diagram showing a flow of the operating unit during game execution in a case of playing Sic Bo according to the embodiment of the present invention. 
         FIG. 1A  is a flowchart schematically showing a processing sequence of a gaming machine according to an embodiment of the present invention; 
         FIG. 2A  is a perspective view of a gaming machine according to the embodiment of the present invention; 
         FIG. 3A  is an enlarged view of a playing unit of the gaming machine shown in  FIG. 2A ; 
         FIG. 4A  is an external perspective view of a die according to the embodiment of the present invention; 
         FIG. 5A  is a development view of a die according to the embodiment of the present invention; 
         FIGS. 6A to 9A  show IC tag readable areas by IC tag readers according to the embodiment of the present invention; 
         FIG. 10A  shows a sheet attached to each face of a die according the embodiment of the present invention; 
         FIG. 11A  is an image showing a state in which a die according to the embodiment of the present invention is imaged substantially in the vertically upward direction by an infrared camera; 
         FIG. 12A  shows a sheet attached to each face of a die according the embodiment of the present invention; 
         FIG. 13A  shows an image in which a die according to the embodiment of the present invention that has come to rest at a tilt on a playing board, is imaged substantially in the vertically upward direction by an infrared camera; 
         FIG. 14A  shows an example of a display screen according to the embodiment of the present invention; 
         FIG. 15A  is a block diagram showing the internal configuration of the gaming machine shown in  FIG. 2A ; 
         FIG. 16A  is a block diagram showing the internal configuration of the station shown in  FIG. 2A ; 
         FIG. 17A  is a diagram showing an instruction image display determination table according to the embodiment of the present invention; 
         FIG. 18A  is a diagram showing a bet existence determination table according to the embodiment of the present invention; 
         FIG. 19A  is a diagram showing an oscillation mode data table according to the embodiment of the present invention; 
         FIG. 20A  is a diagram showing a rendered effect table according to the embodiment of the present invention; 
         FIG. 21A  is a diagram showing an IC tag data table according to the embodiment of the present invention; 
         FIG. 22A  is an infrared camera imaging data table according to the embodiment of the present invention; 
         FIG. 23A  is a dot pattern data classification table according to the embodiment of the present invention; 
         FIG. 24A  is a number of dots-dot pattern data table according to the embodiment of the present invention; 
         FIG. 25A  is a position, classification, and number of dots data table according to the embodiment of the present invention; 
         FIG. 26A  is a classification and number of dots data table according to the embodiment of the present invention; 
         FIGS. 27A to 31A  show examples of display screens according to the embodiment of the present invention; 
         FIG. 32A  shows an example of a display screen according to the embodiment of the present invention; 
         FIG. 33A  is a flowchart showing dice game processing executed in a gaming machine according to the embodiment of the present invention; 
         FIG. 34A  is a flowchart showing bet processing executed in a gaming machine according to the embodiment of the present invention; 
         FIG. 35A  is a flowchart showing subsequent game bet processing executed in a gaming machine according to the embodiment of the present invention; 
         FIG. 36A  is a flowchart showing dice rolling processing executed in a gaming machine according to the embodiment of the present invention; 
         FIG. 37A  is a flowchart showing dots on dice detection processing  1  executed in a gaming machine according to the embodiment of the present invention; and 
         FIG. 38A  is a flowchart showing dots on dice detection processing  2  executed in a gaming machine according to the embodiment of the present invention. 
         FIG. 1B  is a flowchart schematically showing a processing sequence of a gaming machine according to an embodiment of the present invention; 
         FIG. 2B  is a perspective view of a gaming machine according to the embodiment of the present invention; 
         FIG. 3B  is an enlarged view of a playing unit of the gaming machine shown in  FIG. 2B ; 
         FIG. 4B  is an external perspective view of a die according to the embodiment of the present invention; 
         FIG. 5B  is a development view of a die according to the embodiment of the present invention; 
         FIGS. 6B to 9B  show IC tag readable areas by IC tag readers according to the embodiment of the present invention; 
         FIG. 10B  shows a sheet attached to each face of a die according the embodiment of the present invention; 
         FIG. 11B  is an image showing a state in which a die according to the embodiment of the present invention is imaged substantially in the vertically upward direction by an infrared camera; 
         FIG. 12B  shows a sheet attached to each face of a die according the embodiment of the present invention; 
         FIG. 13B  shows an image in which a die according to the embodiment of the present invention that has come to rest at a tilt on a playing board, is imaged substantially in the vertically upward direction by an infrared camera; 
         FIG. 14B  shows an example of a display screen according to the embodiment of the present invention; 
         FIG. 15B  is a block diagram showing the internal configuration of the gaming machine shown in  FIG. 2B ; 
         FIG. 16B  is a block diagram showing the internal configuration of the station shown in  FIG. 2B ; 
         FIG. 17B  is a diagram showing an instruction image display determination table according to the embodiment of the present invention; 
         FIG. 18B  is a diagram showing a bet existence determination table according to the embodiment of the present invention; 
         FIG. 19B  is a diagram showing an oscillation mode data table according to the embodiment of the present invention; 
         FIG. 20B  is a diagram showing a rendered effect table according to the embodiment of the present invention; 
         FIG. 21B  is a diagram showing an IC tag data table according to the embodiment of the present invention; 
         FIG. 22B  is an infrared camera imaging data table according to the embodiment of the present invention; 
         FIG. 23B  is a dot pattern data classification table according to the embodiment of the present invention; 
         FIG. 24B  is a number of dots-dot pattern data table according to the embodiment of the present invention; 
         FIGS. 25B to 29B  show examples of display screens according to the embodiment of the present invention; 
         FIG. 30B  is a flowchart showing dice game processing executed in a gaming machine according to the embodiment of the present invention; 
         FIG. 31B  is a flowchart showing bet processing executed in a gaming machine according to the embodiment of the present invention; 
         FIG. 32B  is a flowchart showing subsequent game bet processing executed in a gaming machine according to the embodiment of the present invention; 
         FIG. 33B  is a flowchart showing dice rolling processing executed in a gaming machine according to the embodiment of the present invention; and 
         FIG. 34B  is a flowchart showing dot detection processing executed in a gaming machine according to the embodiment of the present invention. 
         FIG. 1C  is a flowchart schematically showing a processing sequence of a gaming machine according to an embodiment of the present invention; 
         FIG. 2C  is a perspective view of a gaming machine according to the embodiment of the present invention; 
         FIG. 3C  is an enlarged view of a playing unit of the gaming machine shown in  FIG. 2C ; 
         FIG. 4C  is an external perspective view of a die according to the embodiment of the present invention; 
         FIG. 5C  is a development view of a die according to the embodiment of the present invention; 
         FIGS. 6C to 9C  show IC tag readable areas by IC tag readers according to the embodiment of the present invention; 
         FIG. 10C  shows a sheet attached to each face of a die according the embodiment of the present invention; 
         FIG. 11C  is an image showing a state in which a die according to the embodiment of the present invention is captured substantially in the vertically upward direction by an infrared camera; 
         FIG. 12C  shows a sheet attached to each face of a die according the embodiment of the present invention; 
         FIG. 13C  shows an image in which a die according to the embodiment of the present invention that has come to rest at a tilt on a playing board, is captured substantially in the vertically upward direction by an infrared camera; 
         FIG. 14C  shows an example of a display screen according to the embodiment of the present invention; 
         FIG. 15C  is a block diagram showing the internal configuration of the gaming machine shown in  FIG. 20 ; 
         FIG. 16C  is a block diagram showing the internal configuration of the station shown in  FIG. 2C ; 
         FIG. 17C  is a diagram showing an instruction image display determination table according to the embodiment of the present invention; 
         FIG. 18C  is a diagram showing a bet existence determination table according to the embodiment of the present invention; 
         FIG. 19C  is a diagram showing an oscillation mode data table according to the embodiment of the present invention; 
         FIG. 20C  is a diagram showing a rendered effect table according to the embodiment of the present invention; 
         FIG. 21C  is a diagram showing an IC tag data table according to the embodiment of the present invention; 
         FIG. 22C  is an infrared camera capturing data table according to the embodiment of the present invention; 
         FIG. 23C  is a dot pattern data classification table according to the embodiment of the present invention; 
         FIG. 24C  is a number of dots-dot pattern data table according to the embodiment of the present invention; 
         FIGS. 25C to 29C  show examples of display screens according to the embodiment of the present invention; 
         FIG. 30C  is a flowchart showing dice game processing executed in a gaming machine according to the embodiment of the present invention; 
         FIG. 31C  is a flowchart showing bet processing executed in a gaming machine according to the embodiment of the present invention; 
         FIG. 32C  is a flowchart showing subsequent game bet processing executed in a gaming machine according to the embodiment of the present invention; 
         FIG. 33C  is a flowchart showing dice rolling processing executed in a gaming machine according to the embodiment of the present invention; and 
         FIG. 34C  is a flowchart showing dot detection processing executed in a gaming machine according to the embodiment of the present invention. 
         FIG. 1D  is a flowchart schematically showing a processing sequence of a gaming machine according to an embodiment of the present invention; 
         FIG. 2D  is a perspective view of a gaming machine according to the embodiment of the present invention; 
         FIG. 3D  is an enlarged view of a playing unit of the gaming machine shown in  FIG. 2D ; 
         FIG. 4D  is an external perspective view of a die according to the embodiment of the present invention; 
         FIG. 5D  is a development view of a die according to the embodiment of the present invention; 
         FIGS. 6D to 9D  show IC tag readable areas by IC tag readers according to the embodiment of the present invention; 
         FIG. 10D  shows a sheet attached to each face of a die according the embodiment of the present invention; 
         FIG. 11D  is an image showing a state in which a die according to the embodiment of the present invention is captured substantially in the vertically upward direction by an infrared camera; 
         FIG. 12D  shows a sheet attached to each face of a die according the embodiment of the present invention; 
         FIG. 13D  shows an image in which a die according to the embodiment of the present invention that has come to rest at a tilt on a playing board, is captured substantially in the vertically upward direction by an infrared camera; 
         FIG. 14D  shows an example of a display screen according to the embodiment of the present invention; 
         FIG. 15D  is a block diagram showing the internal configuration of the gaming machine shown in  FIG. 2D . 
         FIG. 16D  is a block diagram showing the internal configuration of the station shown in  FIG. 2D . 
         FIG. 17D  is a diagram showing an instruction image display determination table according to the embodiment of the present invention; 
         FIG. 18D  is a diagram showing a bet existence determination table according to the embodiment of the present invention; 
         FIG. 19D  is a diagram showing an oscillation mode data table according to the embodiment of the present invention; 
         FIG. 20D  is a diagram showing a rendered effect table according to the embodiment of the present invention; 
         FIG. 21D  is a diagram showing an IC tag data table according to the embodiment of the present invention; 
         FIG. 22  is an infrared camera capturing data table according to the embodiment of the present invention; 
         FIG. 23D  is a dot pattern data classification table according to the embodiment of the present invention; 
         FIG. 24D  is a number of dots-dot pattern data table according to the embodiment of the present invention; 
         FIGS. 25D to 29D  show examples of display screens according to the embodiment of the present invention; 
         FIG. 30D  is a flowchart showing dice game processing executed in a gaming machine according to the embodiment of the present invention; and 
         FIG. 31D  is a flowchart showing bet processing executed in a gaming machine according to the embodiment of the present invention. 
         FIG. 1E  is a flowchart schematically showing a processing sequence of a gaming system according to an embodiment of the present invention; 
         FIG. 2E  is a perspective view schematically showing an example of a gaming machine according to an embodiment of the present invention; 
         FIG. 3E  is a perspective view showing a game terminal according to an embodiment of the present invention; 
         FIG. 4E  is a perspective view showing a dice movable unit according to an embodiment of the present invention; 
         FIG. 5E  shows a sheet attached to each face of a die according an embodiment of the present invention; 
         FIG. 6E  shows an image in which a die according to an embodiment of the present invention that has come to rest on a playing board, is captured substantially in the vertically upward direction by an infrared camera; 
         FIG. 7E  is a diagram showing an example of an image displayed on a display screen of a history display unit according to an embodiment of the present invention; 
         FIG. 8E  is a diagram showing an example of a display screen displayed on a display device according to an embodiment of the present invention; 
         FIG. 9E  is a block diagram showing an internal configuration of a controller according to an embodiment of the present embodiment; 
         FIG. 10E  is a block diagram showing an internal configuration of a game terminal according to an embodiment of the present embodiment; 
         FIG. 11E  shows an instruction image display determination table according to an embodiment of the present invention; 
         FIG. 12E  shows a bet existence determination table according to an embodiment of the present invention; 
         FIG. 13E  shows an IC tag data table according to an embodiment of the present invention; 
         FIG. 14E  shows an infrared camera capturing data table according to an embodiment of the present invention; 
         FIG. 15E  shows a dot pattern data classification table according to an embodiment of the present invention; 
         FIG. 16E  shows a number of dots-dot pattern data table according to an embodiment of the present invention; 
         FIG. 17E  shows a bet start instruction image according to an embodiment of the present invention; 
         FIG. 18E  shows a bet not recommended image according to an embodiment of the present invention; 
         FIG. 19E  shows a bet end instruction image according to an embodiment of the present invention; 
         FIG. 20E  is an image that notifies to each game terminals according to an embodiment of the present invention that bet acceptance has ended; 
         FIG. 21E  illustrates a display example of a display of each of game terminal according to an embodiment of the present invention; 
         FIG. 22E  is a flowchart showing processing of a gaming system according to an embodiment of the present invention; 
         FIG. 23E  is a flowchart showing processing of a gaming system according to an embodiment of the present invention; 
         FIG. 24E  is a flowchart showing processing of a gaming system according to an embodiment of the present invention; 
         FIG. 25E  is a flowchart showing processing of a gaming system according to an embodiment of the present invention; 
         FIG. 26E  is a flowchart showing processing of a gaming system according to an embodiment of the present invention; 
         FIG. 27E  is a flowchart showing number of dots on dice detection processing of  FIG. 26E ; 
         FIG. 28E  is a block diagram showing a modified example relating to arrangement; and 
         FIG. 29E  is a block diagram showing a modified example relating to arrangement. 
         FIG. 1F  is a perspective view that includes a partial cross section showing an internal configuration of a die according to an embodiment of the present invention; 
         FIG. 2F  is a perspective view of a gaming machine according to the embodiment of the present invention; 
         FIG. 3F  is an enlarged view of a playing unit of the gaming machine shown in  FIG. 2F ; 
         FIG. 4F  is an exploded perspective view of a die according to the embodiment of the present invention; 
         FIG. 5F  is a cross sectional view of a die according to the embodiment of the present invention; 
         FIG. 6F  is a diagram showing a readable area of an RFID tag using an RFID tag reader according to the embodiment of the present invention; 
         FIG. 7F  shows an example of a display screen according to the embodiment of the present invention; 
         FIG. 8F  is a block diagram showing an internal configuration of the gaming machine shown in  FIG. 2F ; 
         FIG. 9F  is a block diagram showing an internal configuration of a station shown in  FIG. 2F ; 
         FIG. 10F  is a block diagram showing an example of a different configuration of the game device according to the embodiment of the present invention; 
         FIG. 11F  is a block diagram showing another example of a different configuration of the game device according to the second embodiment of the present invention; and 
         FIG. 12F  is a diagram showing an example of an image displayed on a display screen of a history display unit. 
         FIG. 1G  is a diagram showing an outline of the flow executed in a gaming machine according to an embodiment of the present invention; 
         FIG. 2G  is an overall view of the gaming machine according to an embodiment of the present invention; 
         FIG. 3G  is a perspective view of a dice movable unit according to an embodiment of the present invention; 
         FIG. 4G  is a diagram illustrating a cross-section along the line A-A in  FIG. 3G ; 
         FIG. 5G  is a schematic representation of an antenna of a playing board according to an embodiment of the present invention; 
         FIG. 6G  is a configurational diagram of a detection device according to an embodiment of the present invention; 
         FIG. 7G  is a block diagram showing an internal configuration of a reader according to an embodiment of the present invention; 
         FIG. 8G  is an exploded perspective view of a die according to an embodiment of the present invention; 
         FIG. 9G  is a block diagram showing an internal configuration of a wireless IC tag according to an embodiment of the present invention; 
         FIG. 10G  is a diagram showing a storage table that is stored in a wireless IC tag according an embodiment of the present invention; 
         FIG. 11G  is a block diagram showing an internal configuration of a controller according to an embodiment of the present invention; and 
         FIG. 12G  is a flowchart showing processing of error detection according to an embodiment of the present invention. 
     
    
    
     EXPLANATION OF REFERENCE NUMERALS 
       1  gaming machine 
       2  cabinet 
       3  top door 
       4  hopper unit 
       5  application unit 
       32  operating unit 
       61  CPU 
       62  RAM 
       63  ROM 
     PREFERRED MODE FOR CARRYING OUT THE INVENTION 
     An embodiment of the present invention is described hereinafter with reference to the accompanying drawings. 
     Overall Summary 
     An embodiment of the gaming machine according to the present invention is described hereinafter with reference to the accompanying drawings. First, an overall configuration of a gaming machine  1  according to the present embodiment is described with reference to  FIGS. 1 to 3 .  FIG. 1  is a perspective view of the gaming machine  1 .  FIG. 2  is a perspective view showing the gaming machine  1  with a top door  3  being open.  FIG. 3  is a back view of the gaming machine  1 . 
     The gaming machine  1  is composed of: a cabinet  2  as a cabinet for housing a circuit substrate and the like; a top door  3  in which a main display  31 , an operating unit  32  and the like are disposed; a hopper unit  4  being a retaining device for medals and coins, which discharges the medals and coins; and an application unit  5  that can be attached and removed, to which a speaker  51 , a lamp portion  52 , and the like are disposed. 
     The cabinet  2  houses a circuit substrate and the like, and constitutes a main body of the gaming machine  1 . The cabinet  2  includes a sub housing portion  21  formed on a lower side (a lower side in the drawings is hereinafter referred to as a lower side B) of the top door  3 , a main housing portion  22  formed on the lower side B of the sub housing portion  21 , and a supporting portion  23  formed on a further lower side of the main housing portion  22 . The sub housing portion  21  houses a relay board unit  211  (described later) and a human body detection sensor  29 , which is the first sensor. In addition, the main housing portion  22  houses a main control unit  221  (described later). 
     An opening portion  20  is formed on an upper side T (an upper side in the drawings is hereinafter referred to as an upper side T) of the sub housing portion  21 . In the present embodiment, the opening portion  20  constitutes an entirety of the upper side T of the cabinet  2 ; in other words, the entirety of the upper side T of the sub housing portion  21  is open. 
     A card insertion opening  26  into which a player card, which is an information storage medium for a PTS (player tracking system), is inserted, and a player information display portion  27  for displaying information stored on the player card inserted are provided on a front side F (a front side in the drawings is hereinafter referred to as a front side F) of the sub housing portion  21 , which is a front side F of the cabinet  2 . The player card stores information related to a player such as a player ID, and the player information displaying portion  27  displays history information of the player, who owns the player card inserted into the card insertion opening  26 . In the present embodiment, the player card also stores a play history. 
     In addition, in the cabinet  2 , a foot lamp  25  is provided on the front side F of the cabinet  2  and on the lower side B of the main housing portion  22 . The foot lamp  25  is disposed on the front side F of the supporting portion  23 . The foot lamp  25  emits light toward the lower side B and irradiates a region corresponding to feet of a player in a case where the player is seated in front of the gaming machine  1 . 
     A supporting plate  232  is provided on the lower side B of the cabinet  2 . The supporting plate  232  is disposed on the lowermost side B of the cabinet  2  so as to project from an end portion on the lower side B of the supporting portion  23  toward the front side F. 
     In addition, as shown in  FIG. 3 , a cabinet illuminating portion  24  is provided on a back side (a back side in the drawings is hereinafter referred to as a back side F) of the cabinet  2 . The cabinet illuminating portion  24  emits light or switches between modes of illumination in accordance with a control signal from the main control unit  221 . 
     The top door  3  is disposed on the upper side T of the cabinet  2  so as to cover an entirety of the opening portion  20  formed on the sub housing portion  21  of the cabinet  2 . The top door  3  is disposed so as to cover the upper side T of the cabinet  2  like a lid and opens and closes rotationally on an end thereof on the back side R (see  FIG. 2 ). 
     In addition, the top door  3  includes: a main display  31  for displaying mainly images related to the game; an operating portion  32  on which a player performs operations related to the game; a coin slot  33  into which coins are inserted; and a bill slot  34  into which bills are inserted (see  FIG. 1 ). 
     A hopper unit  4  is disposed on the lower side B of the top door  3  and the sub housing portion  21 , to a right side of the cabinet  2  (a right side of the cabinet is hereinafter referred to as a right side R 2 ). The hopper unit  4  constitutes a face on the right side R 2  of the cabinet  2 , namely a face on the right side R 2  of the gaming machine  1 . The hopper unit  4  is provided as an independent body from the cabinet  2  and connected to the cabinet  2  via an opening portion for a hopper (not shown) provided on a face on the lower side B of the sub housing portion  21 . 
     The hopper unit  4  is formed in a vertically long shape, which is elongated in a thickness direction (F-R direction). In addition, a coin payout opening  42  is formed on the front side F of the hopper unit  4 , and coins discharged from the coin payout opening  42  are collected in the coin tray  43 . 
     An application unit  5  is disposed on the upper side T, in an end on the back face side R, of the cabinet  2 . An application unit  5  is disposed on the upper side T, in an end on the back face side R, of the cabinet  2 . 
     In the present embodiment, the application unit  5  includes a speaker  51  and a lamp portion  52  (see  FIG. 1 ). In other words, in the gaming machine  1 , the speaker  51  and the lamp portion  52 , as a unit, are formed to be detachable (details are described later). Functional Configuration A circuit configuration of the gaming machine  1  is described hereinafter with reference to  FIG. 4 . 
       FIG. 4  is a functional block diagram of the gaming machine  1 . 
     The gaming machine  1  according to the present embodiment is basically configured around a microcomputer  65 , which is composed of a CPU  61 , RAM  62 , ROM  63 , and a bus  64  for transferring data therebetween. The RAM  62  and the ROM  63  are connected to the CPU  61  via the bus  64 . The RAM  52  is memory for temporarily storing various data computed by the CPU  61 . The ROM  63  stores various programs, data tables and the like for performing processing required for controlling the gaming machine  1 . 
     The main control unit  221  including the microcomputer  65  is housed by the main housing portion  22  in the cabinet  2 . 
     A communication interface  78  and a relay circuit  70  are connected to the microcomputer  65  via an I/O interface  66 . The communication interface  78  is a module for connecting an external network. For example, in a case where a plurality of gaming machines  1  is administered by a server, the gaming machines  1  can communicate with each other and with the server in a bidirectional manner, via the communication interface  78 . This allows the gaming machine  1  to execute games in cooperation with the server and other gaming machines  1 . 
     The relay circuit  70  is a circuit for connecting driving circuits and devices (described later) with the microcomputer  65 . The relay board unit  211  including the relay circuit  70  is housed by the sub housing portion  21  of the cabinet  2 . 
     The sub housing portion  21  is disposed on an uppermost side T of the cabinet  2 , and in a position readily accessible by opening the top door  3 . In the present embodiment, only the relay board unit  211  including the relay circuit  70 , not the main control unit  221  including the microcomputer  65 , is disposed in the sub housing portion  21 . In other words, the relay circuit  70 , which only relays control signals, is disposed in the most accessible position inside the cabinet  2 , and modules (described later) are connected to the microcomputer  65  via the relay circuit  70 . 
     The relay circuit  70  and each of the other modules (described later) are further connected by the I/O interface  71 . The modules connected to the microcomputer  65  via the relay circuit  70  are described hereinafter. 
     An image processing circuit  72  is connected to the relay circuit  70  via the I/O interface  71 . The image processing circuit  72  is connected to the main display  31  and controls operation of the main display  31 . 
     The image processing circuit  72  includes program ROM, image ROM, an image control CPU, work RAM, a video display processor (VDP), video RAM, and the like (not shown). The program ROM stores an image control program with respect to the display functions of the main display  31 , and various kinds of selection tables. The image ROM stores pixel data for creating an image, for example, pixel data for creating an image on the main display  31 . In addition, the image control CPU determines an image to be displayed on the main display  31  from among the pixel data sets stored beforehand in the image ROM according to the image control program stored beforehand in the program ROM based upon the parameters set by the microcomputer  65 . The work RAM is configured as a temporary storage means in a case where the image control program is executed by the image control CPU. The VDP is a component for creating an image data that accords with the display contents determined by the image control CPU, and for outputting the image thus created to the main display  31 . It should be noted that the video RAM is configured as a temporary storage device used by the VDP for creating an image. 
     In addition, a hopper unit  4  is connected to the relay circuit  70  via the I/O interface  71 . More specifically, connected to the relay circuit  70  are a hopper driving circuit  44  and a payout complete signal circuit  47  in the hopper unit  4 . The hopper driving circuit  44  controls operation of a hopper device  45 . The payout complete signal circuit  47  manages detection of medals performed by a medal detection portion  46  provided to the hopper device  45 , and checks whether medals discharged externally from the hopper device  45  has reached a payout number or not. 
     A card identification circuit  73  and a player information display portion driving circuit  74  are connected to the relay circuit  70  via the I/O interface  71 . The card identification circuit  73  is a reader portion that identifies a player card inserted from the PTS card slot  26  and reads information regarding a player stored on the player card. In addition, a player information display portion  27  is connected to the player information display portion driving circuit  74 . Play history information is displayed on the player information display portion  27 , from the information regarding a player read by the card identification circuit  73 . 
     A sound circuit  75  is connected to the relay circuit  70  via the I/O interface  71 . A speaker  51  is connected to the sound circuit  75 . The speaker  51  generates various sound effects, background music and the like when various effects are made, by an output control by the sound circuit  75  based on a driving signal from the CPU  61 . 
     A lamp driving circuit  76  is connected to the relay circuit  70  via the I/O interface  71 . Furthermore, a lamp portion (for example, LED)  52  is connected to the lamp driving circuit  76 . The lamp portion  52  emits light in a blinking pattern in accordance with an effect, based on a control signal from the microcomputer  65 . 
     It should be noted that, in the present embodiment, the sound circuit  75 , the speaker  51 , the lamp driving circuit  76 , and the lamp portion  52  are configured to be the application unit  5 . 
     A bill validating driving circuit  77  is connected to the relay circuit  70  via the I/O interface  71 . A bill validating device  341  is connected to the bill validating driving circuit  77 . The bill validating device  341  checks whether or not a bill and a bar coded ticket is genuine. Upon reception of a genuine bill, the bill validating device  341  inputs a value of the bill thus received to the CPU  61 , based on an identification signal from the bill validating driving circuit  77 . Furthermore, upon reception of a genuine bar coded ticket, the bill validating device  341  inputs a credit amount and the like recorded on the bar coded ticket thus received to the CPU  61 , based on an identification signal from the bill validating driving circuit  77 . 
     An operating unit control circuit  320  is connected to the relay circuit  70  via the I/O interface  71 . In addition, the control unit  32  is connected to the operating unit control circuit  320 . In the present embodiment, the control unit  32  is configured to be an exchangeable module. The control unit  32  can be exchanged accordingly with a module prepared in accordance with a type of a game provided by the gaming machine  1 , along with the operating unit control circuit  320 . 
     A coin sensor  41  is connected to the relay circuit  70  via the I/O interface  71 . The coin sensor  41  detects a coin, which is inserted via the coin slot  33 , passing by. Cabinet 
     The cabinet  2  is described in detail hereinafter with reference to  FIGS. 1 to 3  and  FIGS. 5 to 9 .  FIG. 5  is a diagram showing a circular arrangement of the gaming machines  1 .  FIG. 6  is a diagram showing a comparative example of  FIG. 5 .  FIG. 7  is a cross-sectional view taken along line A-A in  FIG. 2 .  FIG. 8  is an enlarged perspective view of the supporting portion  23  and the vicinity of the foot lamp  25 .  FIG. 9  is an exploded view of the foot lamp  25 . 
     Referring to  FIGS. 1, 2 and 5 , hereinafter, a lateral face of the cabinet  2  on the right side R 2  is referred to as a right lateral face  202 , and a lateral face of the cabinet  2  on the left side L is referred to as a left lateral face  204 , seen from the front side F of the gaming machine  1 . In addition, a face on a rear side (the back side R) of the gaming machine  1  is referred to as a back face  201 . A right end face  203  is formed on the right lateral face  202 , between an end on the back side R and the back face  201 . Similarly, a left end face  205  is formed on the left lateral face  204 , between an end on the back side R and the back face  201 . 
     Thus, seen from the upper side T, the gaming machine  1  with the right end face  203  and the left end face  205  has a six-cornered shape, in which a length in the width direction (L-R 2  direction) of the front side F (distance between X and X′ in  FIG. 1 ) is longer than a length in the width direction (L-R 2  direction) of the back face  201  (distance between Y and Y′ in  FIG. 3 ). 
     As used herein, the distance between X and X′ is a distance between the right lateral face  202  to the left lateral face  204 . In addition, the distance between Y and Y′ is a distance from a contact point between the back face  201  and the right end face  203 , to a contact point between the back face  201  and the left end face  205 . 
     First, the right end face  203  is a planar surface, which looks like a face made by chamfering a corner horizontally in a direction of gravitational force, connecting two points that are a predetermined distance away from a point of intersection of extended lines of the right lateral face  202  and the back face  201 . Similarly, the left end face  205  is a planar surface, which looks like a face made by chamfering a corner horizontally in the direction of gravitational force, connecting two points that are the predetermined distance away from a point of intersection of extended lines of the left lateral face  204  and the back face  201 . 
     In addition, the right end face  203  and the left end face  205  are surfaces between corners of which inner angles with respect to the adjacent lateral face and the back face are at least 90 degrees. More specifically, the right end face  203  is formed to have an inner angle with respect to the right lateral face  202  and an inner angle with respect to the back face  201 , which are at least 90 degrees. Similarly, the left end face  205  is formed to have an inner angle with respect to the left lateral face  204  and an inner angle with respect to the back face  201 , which are at least 90 degrees. 
     The present gaming machine  1  is installed in a game hall, for example, in a semicircular or circular arrangement, with the right end face  203  contacting the left end face  205  of an adjacent gaming machine  1 , as shown in  FIG. 5 . This can arrange the gaming machines  1  in a smaller diameter than in a case where substantially rectangular gaming machines, in which the right end face  203  and the left end face  205  are not provided, are installed in a circle (see  FIG. 6 ), thereby saving total installation space. 
     In addition, a handle portion  206  is provided in each of the right end face  203  and the left end face  205 , as shown in  FIGS. 1 and 2 . The handle portion  206  is a concave portion  207  formed on the faces toward the inside of the cabinet  2 . In the concave portion  207 , a projecting portion  208  is formed, which is a part of the upper side T that projects so as to cover an opening of the concave portion. 
     In a case where an administrator moves the gaming machine  1 , the administrator can carry the gaming machine by putting their fingers into the concave portion  207  of the handle portion  206  and holding the projecting portion  208  with the fingers bent toward the upper side T. 
     The handle portion  206  is formed on at least one of the right end face  203  and the left end face  205 , preferably on both thereof. 
     Returning to  FIGS. 1 and 2 , the cabinet  2  includes the sub housing portion  21  and the main housing portion  22 , as described above. The sub housing portion  21  constitutes an upper face of the cabinet  2  and has the opening portion  20  on the upper side T thereof. The top door  3  is disposed so as to cover the opening portion  20 . The main housing portion  22  is disposed on the lower side B of the sub housing portion  21  and substantially in a center in a vertical direction (T-B direction) of the cabinet  2 . In other words, the sub housing portion  21  is formed between the main housing portion  22  and the top door  3 . 
     In addition, the relay board unit  211  including the relay circuit  70  is housed by the sub housing portion  21  and the main control unit  221  including the microcomputer  65  is housed by the main housing portion  22 . Therefore, only the relay board unit  211  is accessible, even in a case where the top door  3  is illegally opened, and therefore fraud by directly accessing the main control unit  221  can be avoided. Furthermore, for example, in a case where a player puts a drink on an arm rest  35  (described later), even if the drink is spilled on the gaming machine  1 , foreign articles such as the drink can only enter the sub housing portion  21 , and the main control unit  221  will be free from an effect of such foreign articles. 
     The main housing portion  22  is formed so as to be gradually shorter in length in the thickness direction (hereinafter referred to as the F-R direction), decreasing from the upper side T to the lower side B. The lower side of the main housing portion  22  is the supporting portion  23  that supports the gaming machine  1 . 
     The supporting portion  23  is formed continuously from the main housing portion  22  to have substantially the same length in the F-R direction as that of the lower side B of the main housing portion  22 . In other words, starting from the top, the gaming machine  1  has the top door  3 ; the sub housing portion  21 ; the main housing portion  22 ; and the supporting portion  23 . A portion on the front side F of the top door  3  and the sub housing portion  21  are formed to project from the main housing portion  22  toward the front side F. On the other hand, the main housing portion  22  is formed to be shorter in length in the F-R direction, descending from the upper side T to the lower side B. This creates a space on the lower side B of the display, i.e. on the lower side B of the sub housing portion  21 . The space is used as a space for accommodating the legs of a player, in a case where a chair is provided in front of a gaming machine  1  and the player sits thereon. Since the player can sit closer to the gaming machine, the installation area for the gaming machine  1 , including a space for accommodating the player, can be reduced. 
     The main control unit  221  including the microcomputer  65  is housed by the main housing portion  22 . A main housing portion door  222  is provided on the front side F of the main housing portion  22 , which can be open to take out the main control unit  221 . 
     The sub housing portion  21  houses at least: the relay board unit  221  including the relay circuit  20 ; the bill validating device  341 ; and the human body detection sensor  29 . In addition, the coin sensor  41  is connected to the top door  3  and housed by the sub housing portion  21 . Furthermore, on an outer face in the front side F of the sub housing portion  21 , the player information displaying portion  27  and the card slot  26 , into which the player card is inserted, are provided. 
     Since the player information displaying portion  27  and the card slot  26  are provided on an outer face of the sub housing portion  21 , an area of the top door  3  can be made smaller, thereby making the whole gaming machine  1  smaller. In addition, even in a case where a string is attached to the playing card for carrying thereof, the string will not fall on the main display, whereby it is possible to prevent impairment of visual recognition thereby. 
     As shown in  FIG. 7 , the human body detection sensor  29  is disposed on the front side F in the sub housing portion  21 . Furthermore, the human body detection sensor  29  is disposed substantially in a center in the width direction (L-R 2  direction) of the cabinet  2 , i.e. substantially in a center between Z and Z′ (distance between Z and Z′ in  FIG. 1 ). 
     As used herein, the distance between Z and Z′ is a distance between the left side L of the cover member  38  and a lateral face on the left side L of the hopper unit  4 . 
     The human body detection sensor  29  is disposed inside a sensor housing  291 . The sensor housing  291  is formed to have a substantially triangular cross section, and the human body detection sensor  29  is disposed on a tilted surface facing the back side R. Therefore, the human body detection sensor  29  is disposed so that an apex thereof faces the back side R and the lower side B. This configuration allows the player&#39;s legs, which enter the space created on the lower side B of the sub housing portion  21 , to be detected, whereas players passing in front of the gaming machine  1  will not to be mistakenly detected. 
     In the present embodiment, an infrared sensor can be used, for example, as the human body detection sensor  29 . The infrared sensor is a so-called thermal infrared sensor, and captures a change in temperature of a sensor element due to infrared radiation radiated thereon by a human body and the like, as a change in resistance or a change in a physical phenomenon such as a thermo-electromotive force and a pyroelectric effect, and outputs thereof as an electric signal. 
     A sensor hole  292  is formed on an extended line from the apex of the human body detection sensor  29 . The sensor hole  292  is formed on a surface on the lower side B of the sub housing portion  21 . Furthermore, the sensor hole  292  is formed in a center in the width direction (L-R 2  direction) of the cabinet  2 , i.e. in a center between Z and Z′ (distance between Z and Z′ in  FIG. 2 ). The human body detection sensor  29  detects infrared radiation generated by a human body through the sensor hole  292 . 
     It should be noted that, in a case where the hopper unit  4  is not provided, the human body detection sensor  29  and the sensor hole  292  can be disposed or formed substantially in a center in the width direction (L-R 2  direction) of the cabinet  2 . 
     The foot lamp  25  is described hereinafter with reference to  FIGS. 8 and 9 . 
     As shown in  FIG. 8 , the cabinet  2  further includes the foot lamp  25  on the front side F of the supporting portion  23 . Furthermore, the foot lamp  25  is disposed on the lower side B of the supporting portion  23 , so that light is emitted toward the lower side B. 
     As shown in  FIG. 9 , the foot lamp  25  is composed of a foot lamp cover  251  and an LED substrate  252 . Screw holes  253  and  253  are formed on the foot lamp cover  251 , through which the foot lamp cover  251  is fixed to the cabinet  2  with screws. The screw holes  253  and  253  are formed in positions corresponding to positions of screw holes  256  and  256  formed in the front side F of the supporting portion  23 . In a case where the foot lamp  25  is attached to the supporting portion  23  and a supporting portion door  231  is closed, the screw holes  253  and  253  are hidden behind the supporting portion door  231 . 
     Light transmitting holes  254  are formed on the foot lamp cover  251 , through which light from an LED provided on the LED substrate  252  transmits. The LED substrate  252  is disposed so as to align with the light transmitting holes  254 , and mounted with screws to the foot lamp cover  251  by way of mounting bosses  255 . 
     The foot lamp  25  lights the vicinity of the feet of a player sitting on a chair in front of the gaming machine  1 . On the other hand, when a player is seated, the foot lamp  25  is hidden behind the player and the light thereof is not perceivable from other players passing by the gaming machine  1 . Therefore, a player looking for a vacant gaming machine can find the gaming machine  1  with the light on the lower side B. Furthermore, in the present embodiment, the foot lamp  25  is controlled to be turned off when a player is seated at the front side F of the gaming machine  1 . Details are described later. 
     In addition, as shown in  FIG. 3 , the cabinet illuminating portion  24  is provided on the back side R of the cabinet  2 . The cabinet illuminating portion  24  emits light or switches between modes of illumination in accordance with operation on the operating unit  32  by a player. Change in the cabinet illuminating portion  24  is described later in detail. 
     Top Door 
     The top door  3  is described in detail hereinafter with reference to  FIGS. 1, 2, 10, and 11 .  FIG. 10  is an enlarged view of an operating unit  32 b.  FIG. 11  is an enlarged exploded view of the top door  3 , in the vicinity of an arm rest  35 .  FIG. 12  is an enlarged exploded view of the top door  3 , in the vicinity of a cover member  38 . 
     As shown in  FIG. 1 , the top door  3  is disposed so as to cover the upper face of the cabinet  2 , in a state of being tilted toward the front side F that is a front face of the gaming machine  1 . In addition, the operating unit  32 , the coin slot  33 , the bill slot  34 , and the arm rest  35  are disposed on the top door  3 . On a reverse side of the top door  3 , the coin sensor  41  is disposed in a position corresponding to the coin slot  33 . In other words, the top door is provided with various devices such as devices that operate based on a signal from the control unit and devices that transmit a signal to the control unit. The devices are all connected to the main control unit  221  including the microcomputer  65 , via the relay board unit  221  (the relay circuit  70 ) that is a relay portion. 
     The main display  31  is disposed on the upper side T of the top door  3  and occupies a majority of a surface thereof. In addition, since the top door  3  is disposed in the state of being tilted toward the front side F of the cabinet  2 , the main display  31 , which is disposed on the upper side T of the top door  3 , is also disposed in the state of being tilted toward the front side F that is the front face of the gaming machine  1 . The main display  31  displays images associated with the games. The main display  31  is preferably formed to have an aspect ratio at which a length in the horizontal direction (the L-R 2  direction in the present embodiment) is greater than a length in the vertical direction (the F-R direction in the present embodiment). In other words, a so-called wide display that is long in the longitudinal direction thereof, which is a width direction (L-R 2  direction) of the gaming machine  1 , is preferable. 
     The operating unit  32  is disposed to be adjacent to the main display  31 . In the present embodiment, the operating unit  32  is disposed on the front side F of the main display  31 . A player performs operations necessary for the games executed by the gaming machine  1  via the operating unit  32 . The operating unit  32  shown in  FIGS. 1 and 2  has a plurality of keys  321 , to which functions for the games executed by the gaming machine  1  are assigned. 
     Furthermore, the operating unit  32  is configured as a single module, which is exchangeable in accordance with the games executed by the gaming machine  1 . An example of the operating unit  32  is an operating unit  32 b shown in  FIG. 10 . 
     The operating unit  32 b is an operating unit for the gaming machine  1  executing a dice game called Sic Bo. The operating unit  32 b for Sic Bo is provided with a roll button  323  for rolling dice, a notification lamp disposed so as to enclose the roll button  323 , and a bet button  325  for making a bet, on the right side R 2  of an operating unit main body  322 . In addition, the operating unit  32 b is connected to the relay board unit  211  of the gaming machine  1  by means of a connector  326 . 
     The roll button  323  is operated in a Sic Bo game for shuffling dice after making a bet on the number of spots and a combination of spots on the rolled dice as a random number generator (in other words, after generating random numbers). Shuffle of the dice can be performed using virtual dice displayed on the main display  31  or using real dice by means of a dice unit (not shown) provided besides the gaming machine  1 . As used herein, the dice unit includes a plurality of dice and a device for rolling dice. 
     The notification lamp  324  notifies that a player can roll the dice by operating the roll button  323 . More specifically, the notification lamp  324  lights when a player can start rolling the dice after making a bet. In addition, in a case where a game is executed in coordination with the dice unit and a plurality of gaming machines  1 , after that bets are made by the plurality of gaming machines  1 , a player having a right to roll the dice is selected by a dealer or a server managing the game. Thereafter, when the player can start rolling the dice, only the notification lamp  324  on the gaming machine  1  operated by the selected player lights. A flow of the processing is described later. 
     Returning to  FIG. 1 , a sound sensor  36  is provided on both sides of the operating unit  32 . The sound sensor  36  recognizes the voice of a player. The sound sensor  36  is connected to the microcomputer  65  via the relay circuit  70  in the relay board unit  211 . The sound sensor  36  is disposed below a plurality of small holes formed on a surface of the top door  3 . 
     In addition, an arm rest  35  is provided on the front side F of the operating unit  32 . The arm rest  35  is a projecting portion provided so as to project toward the front side F of the cabinet  2  with the top door  3  being closed, and an end portion thereof on the front side F is an end portion on the front side F of the top door  3 . The end portion thereof has a concave portion  354  that is slightly hollow toward the main display  31  and centered substantially at a center in the width direction (L-R 2  direction). 
     The player information display portion  27 , which is provided on the lower side B of the concave portion  354  formed on the arm rest  35 , allows a player to visually recognize a display content of the player information display portion  27  by inhibiting the arm rest  35  from blocking the player&#39;s view. 
     The arm rest  35  includes an arm rest illuminating portion  37 . Light from the arm rest illuminating portion  37  can be visually recognized from a side of an end on the front side F of the arm rest  35 . 
     Referring to  FIG. 11 , the arm rest  35  is composed of arm rest covers  351  and  352  constituting a surface of the arm rest  35  and an arm rest base  353  constituting a face on the lower side B of the arm rest  35 . In addition, the arm rest illuminating portion  37  is disposed between the arm rest covers  351  and  352  and the arm rest base  353 . 
     The arm rest illuminating portion  37  is composed of a light guiding plate  371  and an LED  372 . The LED  372  is disposed along a face of the arm rest base  353  to the side of the operating unit  32 , so that light therefrom is directed toward the front face F. 
     The light guiding plate  371  is formed in a plate-like shape and disposed so as to cover an entire face of the arm rest base  353  on the upper side T. In addition, the light guiding plate  371  is disposed on the front side F of the LED  372  so that an end face thereof faces the LED  372 . Then, the light guiding plate  371  surface-emits light, by dispersing point-like light of the LED  372 , introduced from the end face thereof, to the entire light guiding plate  371 . 
     The arm rest covers  351  and  352  are disposed on the upper side T of the light guiding plate  371 . The light guiding plate is disposed between the arm rest covers  351  and  352  and the arm rest base  353 , and only an end face thereof is visually recognizable. When viewed from the front side F of the gaming machine  1 , light from the arm rest illuminating portion  37  can be visually recognized in a linear shape on a side to the front side F of the arm rest  35 . 
     Referring to  FIGS. 1, 2 and 12 , a cover member  38  is provided on each side in the width direction (L-R 2  direction) of the top door  3 . In the present embodiment, the cover member  38  is provided so as to cover an entirety of each side in the width direction (L-R 2  direction) of the top door  3  (see  FIGS. 1 and 2 ). The cover member  38  is formed so that a shape of a lower end thereof follows a shape of the opening portion  20  of the cabinet  2  when the top door  3  is closed. In addition, the cover member  38  is formed so as to become gradually longer in the vertical direction (T-B direction) from the back side R to the front side F. The front side F of the cover member  38  is formed so as to cover a side of a portion in the sub housing portion  21  of the cabinet  2 , in which the player information display portion  27  and the card slot  26  are disposed. 
     As shown in  FIG. 12 , the cover member  38  has a three-layered structure including an outer cover  381  disposed on an outermost side, an inner cover  382  disposed on an inner side, and an intermediate cover  383  disposed between the outer cover  381  and the inner cover  382 . The intermediate cover  383  is disposed so as to mainly cover an upper side T half of the inner cover  382 . An LED portion  384  is disposed on the lower side B of the intermediate cover  383 , between the outer cover  381  and the inner cover  382 . 
     The outer cover  381  and the inner cover  382  are members having sufficient stiffness to reinforce the top door  3 , and can be formed of the same member or different members. The intermediate cover  383  is disposed on the upper side T of the LED portion  384 , around the LED portion. The outer cover  381 , disposed to cover the LED portion  384 , is preferably made of a member through which light from the LED portion  384  can be visually recognized, such as a translucent member and a transparent member. 
     The LED portion is connected to the relay circuit  70  of the relay board unit  211 . In addition, the LED portion  384  is connected to the microcomputer of the main control unit via the relay board unit  221 . The LED portion  384  has various illuminating modes such as lighting-up, blinking, switching off, and the like, in accordance with a control signal from the CPU  61 , as one rendered effect for games executed by the gaming machine  1 . 
     It should be noted that, although  FIG. 12  shows an exploded view of the cover member  38  on the right side R 2 , the cover member  38  on the left L is similarly configured. 
     Returning to  FIGS. 1 and 2 , an uneven portion  28  is formed on an end on the upper side T of the right lateral face  202 , the right end face  203 , the left lateral face  204 , and the left end face  205  of the cabinet  2 . The uneven portion  28  includes: a bottom portion  281  that is formed to be substantially horizontal to the bottom face of the cover member  38  in a case where the top door  3  is closed, and a wall portion  282  formed in the vertical direction from the bottom portion  281  toward the upper side T on an end, toward the inside of the cabinet  2 , of the bottom portion  281  (see  FIG. 2 ). 
     The length in the width direction (L-R 2  direction) of the bottom portion  281  is at least a length of thickness of the cover member  38 . In addition, the length preferably has substantially the same length as that of the length of thickness of the cover member  38 . 
     When the top door  3  is in a state of being closed, the cover member  38  is in contact with the bottom portion  281  of the uneven portion  28  (see  FIG. 1 ). Furthermore, the right lateral face  202 , the right end face  203 , the left lateral face  204  and the left end face  205  are each connected with the cover member  38 , thereby forming the lateral face of the cabinet  2 . 
     By disposing the cover member  38 , the top door  3  can be reinforced. In addition, in a case where the top door  3  is closed, since the cover member  38  contacts the bottom portion  281  of the uneven portion  28  formed on a side to the cabinet  2  and the right lateral face  202 , the right end face  203 , the left lateral face  204  and the left end face  205  are each connected with the cover member  38  and form the lateral face of the cabinet  2 , and although a player having malicious intent may try to force the top door  3  open, a handhold can be eliminated, thereby preventing tampering. 
     Furthermore, since the uneven portion  28  has a wall portion  282  that is formed in a vertical direction from the bottom portion  281 , in a case where the top door  3  is closed and the cover member  38  and the bottom portion  281  are contacting each other, even if a crowbar or the like is inserted therebetween, the wall portion  282  can block the crowbar. Particularly in the present embodiment, since the width of the bottom portion  281  is substantially the same as the thickness of the cover portion  38 , even if a crowbar or the like is inserted between the cover member  38  and the bottom portion  281 , the crowbar would immediately abut into the wall portion  282  and would not be able to get a supporting point, thereby preventing the top door  3  from being forced open. 
     The hopper unit  4  and the coin sensor  41  are described hereinafter with reference to  FIGS. 13 to 15 .  FIG. 13  is a diagram showing a relationship between a coin sensor  41  and a sub housing portion  21  of the cabinet  2  in a case where the top door  3  is opened and closed.  FIG. 14  is a partial enlarged view of the vicinity of a coin sensor  41 .  FIG. 15  is a cross-sectional view of a hopper unit  4 . 
     According to  FIG. 1 , the coin slot  33  is formed on the upper side T of the top door  3 . In addition, the coin slot  33  is disposed more to the front side F than a center in the thickness direction (F-R direction) of the top door  3 , and more to the back side R than an end on the front side F of the top door  3 . More particularly, the coin slot  33  is disposed on a face of the cabinet  2  where the player information display portion  27  is disposed, more to the back side R than an end on the upper side T. 
     As shown in  FIG. 13 , the coin sensor  41  is disposed on a lower side B (reverse side) of the top door  3 . In addition, the coin sensor  41  is disposed directly below (on the lower side B of) the coin slot  33 . More particularly, as shown in  FIG. 14 , the coin slot  33  is disposed so that the coin sensor  41 , which is disposed directly below the coin slot  33 , does not interfere with an upper end (an end on the upper side T) on the front side F of the cabinet  2  when the top door  3  is opened and closed. 
     More specifically, the coin slot  33  is disposed so that a trajectory P of an end on the lower side B of the coin sensor  41 , which is disposed on the reverse side of the top door  3 , does not interfere with the sub housing portion  21  of the cabinet  2 , when the top door  3  is opened by lifting an end thereof on the front side F and swinging the top door  3  open with an end thereof on the back side R as a rotational axis. In other words, the end on the lower side B of the coin sensor  41  follows a circular path around the end on the back side R of the top door  3 , and the coin sensor  41  is disposed so that the end on the upper side T of the cabinet  2  is positioned outside the circular path. In the present embodiment, the end on the upper side T of the cabinet  2  is the front side F of the opening portion  20  of the sub housing portion  21 . 
     As a result, in a case where the coin slot  33  is disposed on an end on the front side F of the top door  3 , the coin sensor  41  may interfere with the cabinet  2 ; however, as described above, the coin slot is disposed more to the back side R than the end on the upper side T, thereby preventing interference. 
     As shown in  FIG. 14 , the coin sensor  41  is fixed on the top door  3  by a sensor case  411 , at a position corresponding to the coin slot  33  on a lower side B (reverse side) of the top door  3 . In other words, the coin sensor  41  is provided so as to connect with the coin slot  33 . In addition, on an end on the lower side B of the coin sensor  41 , a connection opening  412  is provided for connecting with a guidepath  48  that guides coins having passed through the coin sensor  41  into the hopper unit  4 . 
     Since the coin sensor  41  is provided in the vicinity of the coin slot  33 , on the reverse side of the top door  3 , there is no need to provide a guidepath between the coin slot  33  and the coin sensor  41 . As a result, the jamming of coins between the coin slot  33  and the coin sensor  41  is eliminated. 
       FIG. 15  is a cross-sectional view of a hopper unit  4 , showing a positional relationship thereof with respect to the coin sensor  41 . The hopper unit  4  is disposed on a straight line that extends from the coin sensor  41  in a direction of gravitational force. In addition, the guidepath  48  to the hopper unit  4  is disposed directly below the connection opening  412 , which is the lower end side of the coin sensor  41 . 
     The guidepath  48  is disposed directly below the connection opening  412  of the coin sensor  41 , i.e. on a straight line that extends from the coin slot  33  in the direction of gravitational force. Furthermore, the guidepath  48  is formed in a shape of a straight line or a polygonal line and connected with a coin tank  451  in the hopper device  45 . The coin tank  451  retains coins inserted from the coin slot  33  and having passed through the coin sensor  41  and the guidepath  48 . 
     As described above, the guide path  48  being formed in a form of a straight line can prevent the coins from being jammed in the guide path  48 . 
     A length in the width direction (L-R 2  direction) of the hopper unit  4  preferably corresponds to a size of the main display  31 . In other words, the main display  31  is formed to have an aspect ratio greater than 4 to 3. Accordingly, the length in the width direction (L-R 2  direction) of the hopper unit  4  is preferably formed in accordance with an increase in size of the main display  31 , from a case of an aspect ratio of 4 to 3. In the present embodiment, the main display  31  has an aspect ratio of 16:9, and is longer in the width direction (L-R 2  direction) than in a case of an aspect ratio of 4 to 3. In addition, the length in the width direction (L-R 2  direction) of the hopper unit  4  is determined in accordance with a growth in length in the width direction (L-R 2  direction) of the main display  31 . It should be noted that, although the hopper unit  4  is thinner than a conventional hopper unit, a size thereof in the thickness direction (F-R direction) reaches the front side F of the cabinet  2  as shown in  FIGS. 1 and 2 , and thus an amount of retained coins therein is the same as a conventional hopper unit. 
     The application unit  5  is described hereinafter with reference to  FIG. 16 .  FIG. 16  is an enlarged exploded view of the vicinity of an application unit  5  disposed on a back face side R of the cabinet  2 . 
     In the present embodiment, the application unit  5  is disposed on the back side R of the cabinet  2 . The application unit  5  is formed to be attachable/detachable with respect to the cabinet  2  by means of a screw or the like (not shown), in consideration of maintainability, and connected to the relay board unit  211  of the cabinet  2  by means of a connector (not shown) extended from the application unit  5 , via a connection hole  54  formed on the cabinet  2 . 
     In addition, the application unit  5  is disposed on the upper side T of the cabinet  2 . Furthermore, the application unit  5  is disposed in an end portion on the back side R on the upper face of the cabinet  2 , along the width direction (L-R 2  direction). The application unit  5  is set between a supportive plate  55  provided in the end portion on the back side R of the cabinet  2  and a supportive projection  56  provided so as to face the supportive plate  55 . It should be noted that the supportive plate  55  and the supportive projection  56  are both formed to be horizontally long along the width direction (L-R 2  direction) of the cabinet  2 , and a length of a gap between the supportive plate  55  and the supportive projection  56  preferably corresponds to a length of the application unit  5  in the thickness direction (F-R direction). 
     The connector, as a connection portion for connecting a cable extending from the application unit  5 , is preferably provided to the connection hole  54 . This facilitates replacement of the application unit  5 . 
     The application unit  5  is formed to be horizontally long along the width direction (L-R 2  direction) of the cabinet  2 , and includes the speaker  51  and the lamp portion  52  in the present embodiment. The speaker  51  is provided on both ends of the application unit  5 , and the lamp portion  52  is provided between the two speakers  51 . The speaker  51  and the lamp portion  52  emit sound or light in response to a control signal from the microcomputer  65 . It should be noted that, in addition to the speaker  51  and the lamp portion  52 , various devices can be installed on the application unit  5 . For example, a sub display that is different from the main display  31  can be installed thereon in order to execute a game on two windows or to display information regarding a game on the sub display on the application unit  5 . In addition, coloring of the application unit  5  can be changed in accordance with the design of a casino hall and the like. Control Flow 
     A flow of processing by the gaming machine  1  is described hereinafter with reference to  FIGS. 17 and 18 .  FIG. 17  is a diagram showing a main flow.  FIG. 18  is a diagram showing a flow of the operating unit during game execution when performing Sic Bo. 
     Control of the main flow is described with reference to  FIG. 17 . 
     First, a CPU  61  of the gaming machine  1  illuminates the foot lamp  25  and the arm rest illuminating portion  37  (Step S 1 ), and advances the processing to Step S 2 . 
     In Step S 2 , the CPU  61  determines whether the human body detection sensor  29  has detected a human body. In a case where the human body detection sensor  29  has detected a human body (in a case ofYES determination), the processing is advanced to Step S 3 . In a case where the human body detection sensor  29  has not detected a human body (in a case of NO determination), the CPU  61  stands by. 
     In Step S 3 , the CPU  61  turns off the foot lamp  25  and the arm rest illuminating portion  37 , and advances the processing to Step S 4 . As described above, the foot lamp  25  and the arm rest illuminating portion  37  are turned off when the human body detection sensor  29  responds (detects a human body) and are turned on when the human body detection sensor  29  does not respond (does not detect a human body). 
     In Step S 4 , the CPU  61  outputs a predetermined question from the speaker  51 . The question is for confirming the use of the gaming machine  1 , for example, “Would you like to play a game?” More specifically, the CPU  61  reads audio data stored in the ROM  63  and outputs the audio data from the speakers  51  of the application unit  5 . When the processing is terminated, the CPU  61  advances the processing to Step S 5 . 
     In Step SS, the CPU  61  determines whether a player has responded or not. More specifically, the sound sensor  36  provided on the top door  3  detects sound, and the CPU  61  analyzes the sound to determine whether the sound is a predetermined response or not. In a case where the sound is the predetermined response (in a case ofYES determination), the processing is advanced to Step S 6 . In a case where the sound sensor does not detect sound or the sound is not the predetermined response (in a case of NO determination), the processing is advanced to Step S 2 . 
     In Step S 6 , the CPU  61  displays a game window on the main display  31 . Here, the game window is, for example, an image for accepting a bet and the like. In addition, in Step S 7 , the CPU  61  determines whether a bet is accepted or not. In a case where a bet is accepted (in a case ofYES determination), the processing is advanced to Step S 8 . In a case where a bet is not accepted (in a case of NO determination), the CPU  61  stands by. 
     In Step S 8 , the CPU  61  switches between modes of illumination of the cabinet illuminating portion  24 . The mode of illumination is required to be changed from the mode before the bet is made. For example, a change in modes is a change of light color, blinking, turning off or on of the light, and the like. In a case where the gaming machine  1  is installed in a semicircular arrangement or the like around a dealer, the dealer can recognize bets being made by the change in modes of illumination. 
     In Step S 9 , the CPU  61  starts executing a game. In Step S 10 , the CPU  61  determines whether the game is terminated or not. The LED portion  384  provided on both sides  2  of the top door  3  switches between the modes of illumination in accordance with a control signal from the CPU  61 . In other words, a mode of light emitted by the LED portion  384  is changed (change in colors, turning on and off, blinking and the like). As used herein, the game is a unit in which a bet can be made. In a case where the game is terminated (in a case of YES determination), the CPU  61  advances the processing to Step S 11 , and in a case where the game is not terminated (in a case of NO determination), the CPU  61  continues executing the game until termination. 
     In Step S 11 , the CPU  61  performs payout of coins as necessary, and advances the processing to Step S 12 . In Step S 12 , the CPU  61  returns the mode of light of the cabinet illuminating portion  24 . 
     In Step S 13 , the CPU  61  determines whether the human body detection sensor  29  is responding or not. In a case where the human body detection sensor  29  is responding and detecting a human body (in a case of YES determination), the processing is advanced to Step S 6 . On the other hand, in a case where the human body detection sensor  29  is not responding and not detecting a human body (in a case of NO determination), the processing is advanced to Step S 14 . In a case where the human body detection sensor  29  is detecting a human body even after the termination of the game, the player using the gaming machine  1  is considered to be willing to continue the game. Therefore, the CPU  61  can continue the game without returning to Step S 4  for outputting the question from the speakers  51 . 
     In Step S 14 , the CPU  61  terminates execution of the game and displays a demonstration screen on the main display  31 . Since the human body detection sensor  29  does not detect a human body, a player is assumed to be away from the gaming machine  1 . Therefore, the CPU  61  terminates the game and displays the demonstration screen. Upon finishing the processing, the CPU  61  terminates the flow. 
     Operation during execution of a Sic Bo game is described hereinafter with reference to  FIG. 18 . It should be noted that a flow shown in  FIG. 18  is for a case where an operating unit  32 b for a Sic Bo game is installed in the cabinet  2  as the operating unit  32 . In addition, a die and a unit for rolling the die (hereinafter referred to as a dice unit) are assumed to be provided separately from the gaming machine  1 . 
     In Step S 21 , the CPU  61  determines whether it is time to roll the die or not. More specifically, the CPU  61  determines whether a bet operation is terminated or not. In addition, in a case where a plurality of gaming machines  1  executes a game simultaneously, the CPU  61  determines whether the bet operation by all the players participating in the game is terminated or not. In addition, in a case where a plurality of gaming machines  1  executes a game simultaneously, the CPU  61  determines whether all the players participating in the game have terminated the bet operation. 
     In Step S 22 , the CPU  61  determines whether the player has the right to roll the die. Whether the player has the right to roll the die is determined by whether a predetermined condition is satisfied. In a case where the player has the right to roll the die (in a case of a YES determination), the processing is advanced to Step S 23 , and in a case where the player does not have the right to roll the die (in a case of a NO determination), the flow is terminated. 
     Here, the predetermined condition can be, for example, a player randomly selected from among players having bet at least a predetermined amount, a player having bet a maximum amount, a player having bet a maximum accumulated bet amount, a player completely randomly determined, a player having lost or won a large amount, and the like. 
     In Step S 23 , the CPU  61  illuminates the notification lamp  324  on the operating unit  32 b. This notifies a player that the roll button  323  can be operated to start rolling the die. In addition, in a case where a plurality of gaming machines  1  executes a game simultaneously, the notification lamp  324  is turned on only for the gaming machine  1  used by a player having the right to roll the die in Step S 22 . By granting a right to roll the die to a player, the player can decide when to start rolling the die. 
     In Step S 24 , the CPU  61  determines whether the roll button  323  is operated or not. In a case where the roll button  323  is not operated (in a case of a YES determination), the CPU  61  advances the processing to Step S 25 , and in a case where the roll button  323  is not operated (in a case of a NO determination), the CPU  61  stands by. 
     In Step S 25 , the CPU  61  submits a signal to start rolling the die to the dice unit and turns off the notification lamp  324 . Upon finishing the processing, the CPU  61  terminates the flow. 
     According to the present embodiment, for the case of detecting a player intending to operate the gaming machine  1 , the human body detection sensor  29  provided on the lower side B of the sub housing portion  21  detects a human body, the speakers  51  output a question in response to a detection by the human body detection sensor  29 , and then the sound sensor  36  detects a voice of the player, determines whether the voice is a predetermined sentence corresponding to an answer to the question by analyzing the voice, and recognizes the sentence. In this way, even if the human body detection sensor  29  responds to an object other than a human body (a player), game will not start without the predetermined sentence being recognized by the sound sensor  36 . This can prevent the gaming machine  1  from executing a game when a player is not operating the gaming machine  1 . 
     While an embodiment of the gaming machine according to the present invention has been described, it is to be understood that the above description is intended to be illustrative, and not restrictive, and any changes in design may be made to specific configurations such as various means. Moreover, it should be understood that the advantages described in association with the embodiments are merely a listing of most preferred advantages, and that the advantages of the present invention are by no means restricted to those described in connection with the embodiments. 
     In the present embodiment, the card identification circuit  73  as the reader portion reads information stored in the player card inserted into the card slot  26 , and a play history of the player is displayed on the player information display portion  27 ; however, the present invention is not limited thereto. For example, various gaming machines  1  in a game hall can be connected by a network and, in a case where a player card is inserted into the card slot  26 , a play history corresponding to the player card can be read from a server and displayed on the player information display portion  27 . 
     In the present embodiment, the foot lamp  25  and the arm rest illuminating portion  37  are turned on when the human body detection sensor  29  is not responding, and the foot lamp  25  and the arm rest illuminating portion  37  are turned off when the human body detection sensor  29  is responding; however, the present invention is not limited thereto. For example, the foot lamp  25  and the arm rest illuminating portion  37  can be turned on even when the human body detection sensor  29  is responding. In addition, the LED portion  384  on the cover member  38  can be similarly turned on and off. In a case where a player is seated at the front side F of the gaming machine  1 , the light emitted from the foot lamp  25  and the arm rest illuminating portion  37  are hidden behind the player, thus providing the same effect as the abovementioned embodiment without a particular operation. 
     Embodiments of the present invention will be described below with reference to the accompanying drawings. 
     As described later in detail, as shown in  FIG. 1A , the CPU  81  receives identification data from an IC tag reader  16  (Step S 100 ), determines a classification and number of dots on dice based on the identification data thus received (Step S 200 ), stores the classification and the number of dots on the dice thus determined for each game in RAM  83  (Step S 300 ), calculates a frequency at which each of the dots appears over a predetermined number of games (for example, 100 games) for each classification of the dice (Step S 400 ), and displays, in a case in which the frequency of a specific number of dots on a specific die is at least a predetermined number (Step S 500 ), an indication thereof on the dealer used display  210 . 
       FIG. 2A  is a perspective view schematically showing an example of a gaming machine according to the embodiment of this invention.  FIG. 3A  is an enlarged view of a playing unit of the gaming machine shown in  FIG. 2A . As shown in  FIG. 2A , a gaming machine  1  according to the present embodiment includes a housing  2  as a main body portion, a playing unit  3  that is provided substantially at the center of the top face of the housing  2  and in which a plurality of dice  70  are rolled and stopped, a plurality of stations  4  disposed so as to surround the playing unit  3 , and a dealer used display  210  that is positioned so as not to be visually recognizable by a player seated at each station  4 . The station  4  includes an image display unit  7 . The player seated at each station  4  can participate in a game by predicting numbers of dots on the dice  70  and performing a normal bet input and a side bet input. 
     The gaming machine  1  includes a housing  2  as a main body portion, a playing unit  3  that is provided substantially at the center of the top face of the housing  2  and in which a plurality of dice  70  are rolled and stopped, and a plurality of stations  4  (ten in this embodiment) disposed so as to surround the playing unit  3 . 
     The station  4  include a game media receiving device  5  into which game media such as medals to be used for playing the game are inserted, a control unit  6 , which is configured with multiple control buttons by which a player enters predetermined instructions, and an image display unit  7 , which displays images relating to a bet table. The player may participate in a game by operating the control unit  6  or the like while viewing the image displayed on the image display unit  7 . 
     A payout opening  8 , from which a player&#39;s game media are paid out, are provided on the sides of the housing  2  on which each station  4  is provided. In addition, a speaker  9 , which can output sound, is disposed on the upper right of the image display unit  7  on each of the stations  4 . 
     A control unit  6  is provided on the side part of the image display unit  7  on each of the stations  4 . As viewed from a position facing the station  4 , in order from the left side are provided a select button  30 , a payout (cash-out) button  31 , and a help button  32 . 
     The select button  30  is a button that is pressed when confirming a bet operation after the bet operation is complete. Furthermore, in a case other than the bet operation, the button is pressed when a player confirms an input performed. 
     The payout button  31  is a button which is usually pressed at the end of a game, and when the payout button  31  is pressed, game media corresponding to credits that the player has acquired is paid out from the payout opening  8 . 
     The help button  32  is a button that is pressed in a case where a method of operating the game is unclear, and upon the help button  32  being pressed, a help screen showing various kinds of operation information is displayed immediately thereafter on the image display unit  7 . 
     The playing unit  3  is configured so as to allow a plurality of dice to roll and stop. The present embodiment is configured to use three dice  70  (dice  70 a,  70 b, and  70 c) at the playing unit  3 . 
     A speaker  221  and a lamp  222  are disposed around the playing unit  3 . The speaker  221  performs rendered effects by outputting sounds while the dice  70  are being rolled. The lamp  222  performs rendered effects by emitting lights while the dice  70  are being rolled. 
     The playing unit  3  includes a playing board  3 a, which is formed to be a circular shape, to roll and then stop the dice  70 . An IC tag reader  16 , which is described later in  FIGS. 6A to 9A , are provided below the playing board  3 a. 
     Since the playing board  3 a is formed to be substantially planar, as shown in  FIG. 3A , the dice  70  are rolled by oscillating the playing board  3 a substantially in the vertical direction with respect to the horizontal direction of the playing board  3 a. Then, the dice  70  are stopped after the oscillation of the playing board  3 a ceases. The playing board  3 a is oscillated by a CPU  81  (described later) driving an oscillating motor  300 . 
     Furthermore, as shown in  FIG. 3A , the playing unit  3  is covered with a cover member  12  of which the entire upper area is made of a transparent acrylic material formed in a hemispherical shape, and regulates the rolling area of the dice  70 . In the present embodiment, an infrared camera  15  is provided at the top of the cover member  12  to detect numbers of dots and the like (such as positions of the dice  70  on the playing board  3 a, types of the dice  70 , and numbers of dots of the dice  70 ) of the dice  70 . Furthermore, the cover member  12  is covered with a special film (not shown) which blocks infrared radiation. In this way when the numbers of dots of the dice  70  on which an infrared absorption ink has been applied is detected with the infrared camera  15 , false detection can be prevented that arises, for example, in a case where a blink rate of a light irradiated from a circumference of the playing unit  3  is fast. 
       FIG. 4A  is an external perspective view of a die  70 . As shown in  FIG. 4A , the die  70  is a cube of which the length of a side is 100 mm. 
       FIG. 5A  is a development view of the die  70 . As shown in  FIG. 5A , the combinations of two faces opposing each other are “1 and 6”, “2 and 5”, and “3 and 4”. 
       FIGS. 6A to 9A  show IC tag readable areas by an IC tag reader  16  disposed below the playing board  3 a. 
     Here, a way of reading information stored in the IC tag by the IC tag reader  16  is described below. 
     The IC tag reader  16  is a non-contact type IC tag reader. For example, it is possible to read information stored in the IC tag by RFID (Radio Frequency Identification). The RFID system performs near field communication that reads and writes data stored in semi-conductor devices by an induction field or radio waves in a non-contact manner. In addition, since this technology is known conventionally and is described in Japanese Unexamined Patent Application Publication No. H8-21875, an explanation thereof is abbreviated. 
     In the present embodiment, a plurality of IC tags is read by a single IC tag reader  16 . Under the abovementioned RFID system, an anti-collision function can be employed which can read a plurality of IC tags by a single reader. The anti-collision function includes FIFO (first in first out) type, multi-access type, and selective type, and communicates with a plurality of the IC tags sequentially. The FIFO type is a mode to communicate with a plurality of the IC tags sequentially in the order that each IC tag enters an area in which an antenna can communicate therewith. The multi-access type is a mode that is able to communicate with all the IC tags, even if there is a plurality of the IC tags simultaneously in the area in which an antenna can communicate with the IC tags. The selective type is a mode that is able to communicate with a specific IC tag among a plurality of the IC tags in the area in which an antenna can communicate therewith. By employing the abovementioned modes, it is possible to read a plurality of the IC tags with a single IC tag reader. In addition, reading the IC tags may not only be done by the non-contact type, but also a contact type. In addition, the IC tag reader is not limited thereto, and anything that is appropriately designed with the object of being read may be employed. 
     In the present embodiment, a readable area of the IC tag reader  16  is 10 mm in substantially a vertical direction from substantially an entire horizontal face on the playing board  3 a. 
     With reference to  FIG. 6A , a face of the die  70  (for example, a face of which the number of dots is six) is in contact with the playing board  3 a. Furthermore, the IC tag is embedded substantially at the center of each face of the die  70  (the IC tags for the faces on which the numbers of dots are “3” and “4” are not shown). An IC tag  51  is embedded substantially at the center of a face on which the number of dots is six. An IC tag  52  is embedded substantially at the center of a face on which the number of dots are five. An IC tag  53  is embedded substantially at the center of a face on which the number of dots is one. An IC tag  54  is embedded substantially at the center of a face on which the number of dots is two. 
     Here, only the IC tag  51  exists in the readable area of the IC tag reader  16 . Therefore, the number of dots (in this case, “one”) of a face, opposing the face on which the IC tag  51  is embedded, is determined as the number of dots of the die  70 . 
     Furthermore, since the number of dots of a face, opposing a face on which an IC tag is embedded, is determined as the number of dots of the die  70 , “one” is stored, as data of the number of dots, in the IC tag  51  on the face of which the number of dots is “six”. “Two” is stored, as data of the number of dots, in the IC tag  52  on the face of which the number of dots is “five”. “Six” is stored, as data of the number of dots, in the IC tag  53  on the face of which the number of dots is “one”. “Five” is stored, as data of the number of dots, in the IC tag  54  on the face of which the number of dots is “two”. “Three” is stored, as data of the number of dots, in the IC tag (not shown) on the face of which the number of dots is “four”. Finally, “four” is stored, as data of the number of dots, in the IC tag (not shown) on the face of which the number of dots is “three”. 
     Furthermore, as described above, since a side of the die  70  is 10 mm, it is not physically possible for an IC tag reader  16  to detect more than one IC tag with respect to one die. 
     With reference to  FIG. 7A , a die  70  is inclined. However, since the IC tag  51  still exists in the readable area of the IC tag reader  16 , the number of dots of the die  70  is determined as “one”. 
     With respect to  FIG. 8A , the die  70  is inclined at a greater angle than the case shown in  FIG. 7A . Then, since there is no IC tag which exists in the readable area of the IC tag reader  16 , the IC tag reader  16  cannot detect the number of dots of the die  70 . 
     With reference to  FIG. 9A , the die  70 b is superimposed on the die  70 a. In this case, neither of the IC tags  55 ,  56 ,  57 , and  58 , which are embedded in the die  70 b, exists in the readable area of the IC tag reader  16 . Therefore, in this case, the IC tag reader  16  cannot detect the number of dots of the die  70 b. 
       FIG. 10A  shows a sheet  140  attached to each face of the die  70 . 
     As shown in  FIG. 10A , on each face of the die  70 , the sheet  140 , to which infrared absorption ink is applied to identify the number of dots and the type of the die  70 , is provided so as to be covered by a sheet on which the number of dots is printed. According to  FIG. 10A , the infrared absorption ink can be applied to dots  181 ,  182 ,  183 ,  184 ,  185 ,  186 , and  187 . 
     The number of dots of the die  70  can be identified by a combination of the dots to which the infrared absorption ink is applied among the dots  184 ,  185 ,  186 , and  187 . In addition, the type of the die  70  can be identified by a combination of the dots to which the infrared absorption ink is applied among the dots  181 ,  182 , and  183 . 
       FIG. 11A  shows an image in which the dice  70 , which comes to rest on the playing board  3 a, are imaged substantially in the vertically upward direction using an infrared camera  15 . 
     With reference to  FIG. 11A , dots to which the infrared absorption ink is applied on each of the dice  70 a,  70 b, and  70 c are imaged in black. The type and the number of dots for each of the dice  70 a,  70 b, and  70 c are determined based on a combination of the dots to which the ink is applied. In addition, the playing board  3 a is formed in a disc shape having a radius a, and each position of the dice  70 a,  70 b, and  70 c is detected as an x component and y component on an x-y coordinate. 
       FIG. 12A  shows a sheet  150  which is attached to each face of the dice  70 . 
     As shown in  FIG. 12A , a circular profile  75  having a certain area on each face of the dice  70  in common is depicted by way of applying the infrared absorption ink on each face of the dice  70 . The sheet  150  on which the circular profile  75  is depicted is provided so as to be covered by the abovementioned sheet  140 . 
       FIG. 13A  shows an image in which the die  70 , which comes to rest at a tilt on a playing board  3 a, is imaged substantially in the vertically upward direction using the infrared camera  15 . 
     With reference to  FIG. 13A , three faces of the die  70  are imaged. Therefore, it is necessary to distinguish the number of dots of which face is correct. Consequently, the number of dots having the largest area among the three faces is determined as the face that should be read. In a case of this distinction, the CPU (not shown) in the infrared camera  15  calculates the areas of the circular profiles  75  thus imaged, and distinguishes the number of dots of the face on which the circular profile  75  having the largest area among the areas thus calculated is printed as the correct number of dots. 
       FIG. 14A  shows an example of a display screen displayed on an image display unit. As shown in  FIG. 14A , an image display unit  7  is a touch-panel type of liquid crystal display, on the front surface of which a touch panel  35  is attached, allowing a player to perform selection such as of icons displayed on a liquid crystal screen  36  by contacting the touch panel  35 , e.g., with a finger. 
     A table-type betting board (a bet screen)  40  for predicting the number of dots of the dice  70  is displayed in a game at a predetermined timing on the image display unit  7 . 
     A detailed description is now provided regarding the bet screen  40 . On the bet screen  40  are displayed a plurality of normal bet areas  41  and a side bet area  42 . The plurality of normal bet areas  41  includes a normal bet area  41 A, a normal bet area  41 B, a normal bet area  41 C, a normal bet area  41 D, a normal bet area  41 E, a normal bet area  41 F, a normal bet area  41 G, and a normal bet area  41 H. By contacting the touch panel  35 , e.g., with a finger, the normal bet area  41  is designated, and by displaying chips in the normal bet area  41  thus designated, a normal bet operation is performed. Furthermore, by contacting the touch panel  35 , e.g., with a finger, the side bet area  42  is designated, and by displaying chips in the side bet area  42  thus designated, a side bet operation is performed. 
     A unit bet button  43 , a re-bet button  43 E, a payout result display unit  45 , and a credit amount display unit  46  are displayed at the right side of the side bet area  42  in order from the left side. 
     The unit bet button unit  43  is a group of buttons that are used by a player to bet chips on the normal bet area  41  and the side bet area  42  designated by the player. The unit bet button unit  43  is configured with four types of buttons including a 1 bet button  43 A, a 5 bet button  43 B, a 10 bet button  43 C, and a 100 bet button  43 D. It should be noted that in the case of an incorrect bet operation, the player can start a bet operation again by touching a re-bet button  43 E. 
     Firstly, the player designates the normal bet area  41  or the side bet area  42  using a cursor  47  by way of contacting the touch panel  35 , e.g., with a finger. At this time, contacting the 1 bet button  43 A, e.g., with a finger, allows for betting one chip at a time (number of chips to be bet increases one by one in the order of 1, 2, 3, every time the 1 bet button  43 A is contacted, e.g., by a finger). Similarly, when contacting the 5 bet button  43 B, e.g., with a finger, five chips at a time can be bet (number of chips to be bet increases five by five in the order of 5, 10, 15, every time the 5 bet button  43 B is contacted, e.g., by a finger). Similarly, when contacting the 10 bet button  43 C, e.g., with a finger, ten chips at a time can be bet (number of chips to be bet increases ten by ten in the order of 10, 20, 30, every time the 10 bet button  43 C is contacted, e.g., by a finger). Similarly, when contacting the 100 bet button  43 D, e.g., with a finger, a hundred chips at a time can be bet (number of chips to be bet increases hundred by hundred in the order of 100, 200, 300, . . . every time the 100 bet button  43 D is contacted, e.g. by a finger). The number of chips bet up to the current time is displayed as a chip mark  48 , and the number displayed on the chip mark  48  indicates the number of bet chips. 
     The number of bet chips and payout credit amount for a player in a previous game are displayed in the payout result display unit  45 . The number calculated by subtracting the number of bet chips from the payout credit amount is a newly acquired credit amount for the player in the previous game. 
     The credit amount display unit  46  displays the credit amount which the player possesses. The credit amount decreases according to the number of bet chips (1 credit amount for 1 chip) when the player bets chips. If the bet chips are entitled to an award and credits are paid out, the credit amount increases in accordance with the number of paid out chips. It should be noted that the game is over when the player&#39;s credit amount becomes zero. 
     The normal bet area  41  in the bet screen  40  is described next. The normal bet areas  41 A and  41 B are portions where the player places a bet on a predicted sum of dots appearing on the dice  70 A to  70 C. In other words, the player selects the normal bet area  41 A if the predicted sum falls in a range of 4 to 10, or the normal bet area  41 B if the predicted sum falls in a range of 11 to 17. Odds are set to 1:1 (2 chips are paid out for 1 chip bet). 
     The normal bet area  41 C is a portion where the player places a bet, predicting that two dice  70  have the same number of dots. In other words, the player wins an award if one of the combinations occurs, such as (1, 1), (2, 2), (3, 3), (4, 4), (5, 5), and (6, 6), and the odds are set to 1:10. 
     The normal bet area  41 D is a portion where the player places a bet, predicting that all three dice have the same number of dots. In other words, the player wins an award if one of the combinations occurs, such as (1, 1, 1), (2, 2, 2), (3, 3, 3), (4, 4, 4), (5, 5, 5), and (6, 6, 6), and the odds are set to 1:30. 
     The bet area  41 E is a portion where the player places a bet on a predicted number of dots appearing commonly on all three dice. In other words, the player places a bet on one of the combinations of (1, 1, 1), (2, 2, 2), (3, 3, 3), (4, 4, 4), (5, 5, 5), or (6, 6, 6), and the odds are set to 1:180. 
     The normal bet area  41 F is where the player places a bet, predicting a total, a summation of dots appearing on the three dice. Odds are set according to the occurrence frequency of the total. For example, if the total is 4 or 17, odds are set to 1:60; if the total is 5 or 16, odds are set to 1:30; if the total is 6 or 15, odds are set to 1:18; if the total is 7 or 14, odds are set to 1:12; if the total is 8 or 13, odds are set to 1:8; if the total is 9 or 12, odds are set to 1:7; and if the total is 10 or 11, odds are set to 1:6. 
     The bet area  41 G is a portion where the player places a bet on predicted dots appearing on the two dice selected from the three, and the odds are set to 1:5. 
     The normal bet area  41 H is a region where the player places a bet on the number of dots appearing on the dice  70 , and the odds are set according to the number of dots of the dice  70  matching the predicted number of dots. 
       FIG. 15A  is a block diagram showing the internal configuration of the gaming machine shown in  FIG. 2A . A main control unit  80  of the gaming machine  1  includes a microcomputer  85 , which is configured with a CPU  81 , ROM  82 , RAM  83 , and a bus  84  that transfers data therebetween. 
     The CPU  81  is connected with an oscillating motor  300  via an I/O interface  90 . Furthermore, the CPU  81  is connected with a timer  131 , which can measure time via the I/O interface  90 . In addition, the CPU  81  is connected with a lamp  222  via the I/O interface  90 . The lamp  222  emits various colors of light for performing various types of rendered effects, based on output signals from the CPU  81 . Furthermore, the CPU  81  is connected with a speaker  221  via the I/O interface  90  and a sound output circuit  231 . The speaker  221  emits various sound effects for performing various types of rendered effects, based on output signals from the sound output circuit  231 . Furthermore, the I/O interface  90  is connected with the abovementioned infrared camera  15  and/or the IC tag reader  16 , thereby transmitting and receiving information in relation to the number of dots of the three dice  70 , which comes to rest on the playing board  3 a, between the infrared camera  15  and/or the IC tag reader  16 . 
     Here, the oscillating motor  300 , the infrared camera  15 , the IC tag reader  16 , the lamp  222 , the sound output circuit  231 , and the speaker  221  are provided within a single composite unit  220 . 
     In addition, via a communication interface  95  connected to the I/O interface  90 , the main control unit  80  transmits and receives data such as bet information, payout information, and the like to and from each station  4 , as well as data such as bet start instruction images, bet start instruction signals, and the like to and from the dealer used display  210 . 
     Furthermore, the I/O interface  90  is connected with a history display unit  91 , and the main control unit  80  transmits and receives information in relation to the number of dots on the die, to and from the history display unit  90 . 
     ROM  82  in the main control unit  80  is configured to store a program for implementing basic functions of the gaming machine  1 ; more specifically, a program for controlling various devices which drive the playing unit  3 , a program for controlling each station  4 , and the like, as well as a payout table, data indicating a predetermined time T, data indicating a specific value TT, and the like. 
     RAM  83  is memory, which temporarily stores various types of data calculated by CPU  81 , and, for example, temporarily stores data bet information transmitted from each station  4 , information on respective number of dots that appear on the dice  70  transmitted from the infrared camera  15  and/or the IC tag reader  16 , data relating to the results of processing executed by CPU  81 , and the like. A jackpot storage area is provided in the RAM  83 . In the jackpot storage area, the data indicating the number of playing media stored cumulatively is stored so as to correspond to each number of dots of matching dice. The data is provided to the station  4  at a predetermined timing, and a jackpot image is displayed. The CPU  81  controls the oscillating motor  300 , which oscillates the playing unit  3 , based on data and a program stored in the ROM  82  and the RAM  83 , and oscillates the playing board  3 a of the playing unit  3 . Furthermore, after oscillation of the playing board  3 a ceases, a control processing associated with game progression, such as confirmation processing for confirming the number of dots on each of the dice  70  resting on the playing board  3 a. 
     In addition to the control processing described above, the CPU  81  has a function of executing a game by transmitting and receiving data to and from each station  4  so as to control each station  4 . More specifically, the CPU  81  accepts bet information transmitted from each station  4 . Furthermore, the CPU  81  performs win determination processing based on the number of dots on the dice  70  and the bet information transmitted from each station  4 , and calculates the amount of an award paid out in each station  4  with reference to the payout table stored in the ROM  82 . 
       FIG. 16A  is a block diagram showing the internal configuration of the station shown in  FIG. 2A . The station  4  includes a main body  100  in which an image display unit  7  and the like are provided, and a game media receiving device  5 , which is attached to the main body  100 . The main body  100  further includes a station control unit  110  and several peripheral devices. 
     The station control unit  110  includes a CPU  111 , ROM  112 , and RAM  113 . 
     ROM  112  stores a program for implementing basic functions of the station  4 , other various programs needed to control the station  4 , a data table, and the like. 
     Moreover, a decision button  30 , a payout button  31 , and a help button  32  provided in the control unit  6  are connected to the CPU  111 , respectively. The CPU  111  controls the execution of various corresponding operations in accordance with manipulation signals, which are generated in response to each button pressed by a player. More specifically, the CPU  111  executes various processing, based on input signals transmitted from the control unit  6  in response to a player&#39;s operation which has been inputted, and the data and programs stored in the ROM  112  and RAM  113 . Subsequently, the CPU  111  transmits the results to the CPU  81  in the main control unit  80 . 
     In addition, the CPU  111  in the main control unit  80  receives instruction signals from the CPU  81 , and controls peripheral devices which configure the station  4 . The CPU  111  performs various kinds of processing based upon the input signals supplied from the control unit  6  and the touch panel  35 , and the data and the programs stored in the ROM  112  and the RAM  113 . Then, the CPU  111  controls the peripheral devices which configure the station  4  based on the results of the processing. It should be noted that the mode whereby processing is performed is set for each processing depending on the content of the processing. For example, the former approach is applied to payout processing of game media for respective numbers of dots appearing on the dice, and the latter approach is applied to bet operation processing by a player. 
     Furthermore, a hopper  114 , which is connected to the CPU  111 , pays out a predetermined amount of game media through the payout opening  8 , receiving the instruction signals from the CPU  111 . 
     Moreover, the image display unit  7  is connected to the CPU  111  via a liquid crystal driving circuit  120 . The liquid crystal driving circuit  120  includes program ROM, image ROM, an image control CPU, work RAM, a video display processor (VDP), video RAM, and the like. Here, the program ROM stores an image control program with respect to the display functions of the image display unit  7 , and various kinds of selection tables. The image ROM stores dot data for creating an image to be displayed on the image display unit  7 , and dot data for displaying a jackpot image, for example. In addition, the image control CPU determines an image to be displayed on the image display unit  7 , selected from the dot data previously stored in the image ROM according to the image control program previously stored in the program ROM based on parameters specified by the CPU  111 . The work RAM is configured as a temporary storage means when executing the image control program by the image control CPU. The VDP forms an image corresponding to the display contents determined by the image control CPU and outputs the resulting image on the image display unit  7 . It should be noted that the video RAM is configured as a temporary storage device used by the VDP for creating an image. 
     As mentioned above, the touch panel  35  is attached to the front side of the image display unit  7 , and the information related to operation on the touch panel  35  is transmitted to the CPU  111 . The touch panel  35  detects an input operation by the player on a bet screen  40  and the like more specifically, selection of the normal bet area  41  and the side bet area  42  in the bet screen  40 , manipulation of the bet button unit  43  and the like, are performed by touching the touch panel  35 , and the information thereof is transmitted to the CPU  111 . Then, a player&#39;s bet information is stored in the RAM  113  based on the information stored. Furthermore, the bet information is transmitted to the CPU  81  in the main control unit  80 , and stored in a bet information storage area in the RAM  83 . 
     Moreover, a sound output circuit  126  and a speaker  9  are connected to the CPU  111 . The speaker  9  emits various sound effects for performing various kinds of rendered effects, based on output signals from the sound output circuit  126 . In addition, the game media receiving device  5 , into which game media such as coins or medals are inserted, is connected to the CPU  111  via a data receiving unit  127 . The data receiving unit  127  receives credit signals transmitted from the game media receiving device  5 , and the CPU  111  increases a player&#39;s credit amount stored in the RAM  113  based on the credit signals transmitted. 
     A timer  130 , which can measure time, is connected to the CPU  111 . 
     A gaming board  60  includes a CPU (Central Processing Unit)  61 , ROM  65  and boot ROM  62 , a card slot  63 S compatible with a memory card  63 , and an IC socket  64 S compatible with a GAL (Generic Array Logic)  64 , which are connected to one another via an internal bus. 
     The memory card  63  comprises nonvolatile memory such as compact flash (trademark) or the like, which stores a game program and a game system program. 
     Furthermore, the card slot  63 S has a configuration that allows the memory card  63  to be detachably inserted, and is connected to the CPU  111  via an IDE bus. Such an arrangement allows the kinds or content of the game provided by the station  4  to be changed by performing the following operation. More specifically, the memory card  63  is first extracted from the card slot  63 S, and another game program and another game system program are written to the memory card  63 . Then, the memory card  63  thus rewritten is inserted into the card slot  63 S. In addition, the kinds or content of the games provided by the station  4  can be changed by replacing the memory card  63  storing a game program and a game system program with another memory card  63  storing another game program and game system program. The game program includes a program for advancing a game and the like. The game program also includes a program related to image data and sound data outputted during a game. 
     The GAL  64  is one type of PLD that has a fixed OR array structure. The GAL  64  includes multiple input ports and output ports and, upon receiving predetermined data via each input port, outputs output data that corresponds to the input data via the corresponding output port. In addition, an IC socket  64 S has a structure that allows the GAL  64  to be detachably mounted, and is connected to the CPU  111  via the PCI bus. 
     The CPU  61 , the ROM  65 , and the boot ROM  62 , which are connected to one another via the internal bus, are connected to the CPU  111  via the PCI bus. The PCI bus performs signal transmission between the CPU  111  and the gaming board  60 , as well as supplying electric power from the CPU  111  to the gaming board  60 . The ROM  65  stores country identification information and an authentication program. The boot ROM  62  stores a preliminary authentication program, a program (boot code) which instructs the CPU  61  to start up the preliminary authentication program, etc. 
     The authentication program is a program (forgery check program) for authenticating the game program and the game system program. The authentication program is defined to follow the procedure (authentication procedure) for confirming and authenticating that the game program and the game system program, which are to be acquired after the authentication, have not been forged, i.e. the procedure for authenticating the game program and the game system program. The preliminary authentication program is a program for authenticating the aforementioned authentication program. The preliminary authentication program is defined to follow the procedure for verifying that the authentication program has not been forged, i.e. the procedure for authenticating the authentication program (authentication procedure). 
     An instruction image display determination table is described with reference to  FIG. 17A . 
     In Steps S 11  and S 19  of  FIG. 34A , the instruction image display determination table is referred to by the CPU  81  upon determining whether a bet start instruction image or a bet end instruction image is displayed on the display screen  210 a of the dealer used display  210 . 
     According to this table, “X” is data for indicating that the bet start instruction image and the like is not displayed on the display screen  210 a, and “O” is data for indicating that the bet start instruction image and the like is displayed on the display screen  210 a. For example, in a case in which a dealer belongs to an intermediate level, the bet start instruction image is not displayed on the display screen  210 a, but the bet end instruction image is displayed on the display screen  210 a. In addition, this table is stored in the ROM  82 . 
     The bet existence determination table is described with reference to  FIG. 18A . 
     The CPU  81  refers to this bet existence determination table upon determining for each station  4  whether a bet operation is performed at each station  4  in Step S 31  of  FIG. 35A . 
     Data indicating whether the bet operation has been performed or not at each station number is stored in this table. “P” is data indicating that a bet operation was performed, and “A” is data indicating that a bet operation was not performed. In addition, this table is updated in every game, and stored in the RAM  83 . 
     An oscillation mode data table is described with reference to  FIG. 19A . 
     The CPU  81  refers to this oscillation mode data table upon determining combination patterns of the oscillation modes of the playing board  3 a in Step S 41  of  FIG. 36A . In addition, this table is stored in the ROM  82 . 
     According to this table, in a case of a pattern  3 , the roll of dice  70  is performed in the order of a small oscillation for six seconds, a large oscillation for four seconds, and a subtle oscillation for five seconds. Here, the order of oscillation amplitude of the playing board  3 a is equal to large oscillation&gt;small oscillation&gt;subtle oscillation. It should be noted that the oscillation speed for the large oscillation, the small oscillation, and the subtle oscillation are all the same speed. Furthermore, the small oscillation is enough to be able to roll a die, the large oscillation is enough to jump a die, and the subtle oscillation is enough to level off a die that comes to rest at a tilt. 
     A rendered effect table is described with reference to  FIG. 20A . 
     The CPU  81  refers to this rendered effect table upon determining rendered effect data in response to an oscillation pattern of the playing board  3 a in Step S 43  of  FIG. 36A . In addition, this table is stored in the ROM  82 . 
     According to this table, oscillation modes correspond to sound types and, for example, in the case of a large oscillation, “sound  2 ” is determined. For example, in the case of “sound  2 ”, the sound indicating that a die jumps is outputted from the speaker  221 . 
     It should be noted that, by way of associating an oscillation mode with a certain type of emitted light, rendered effects with a light emitting mode associated with an oscillation mode may be performed by lighting or flashing of the lamp  222 . 
     An IC tag data table is described with reference to  FIG. 21A . 
     The IC tag data table is a table showing data as identification data  1  to  3  which is created by the CPU  81  based on the results of the type of dice and the number of dots on the dice, when information stored in IC tags embedded in the dice  70 a,  70 b, and  70 c is detected by the IC tag reader  16 . 
     According to this table, for example, when an IC tag embedded in each die is detected in the order of  70 c,  70 a, and  70 b, by the IC tag reader  16 , the die  70 c is associated with identification data  1  of which the type is “red” and the number of dots is “six”, the die  70 a is associated with identification data  2  of which the type is “white” and the number of dots is “three”, and the die  70 b is associated with identification data  3  of which the type is “black” and the number of dots is “five”. 
     On the other hand, when three dice are not detected, for example, in a case where only two dice are detected, identification data is created for only 2 sets, identification data  1  and  2 . 
     In addition, the data table is transmitted from the IC tag reader  16  to the CPU  81 , and then the CPU  81  receives it to analyze the number of dots on a die and the like. 
     An infrared camera imaging data table is described with reference to  FIG. 22A . 
     The infrared camera imaging data table is a data table showing dot patterns of the infrared absorption inks applied to the dice  70  and location data of the dice  70  on the playing board  3 a. 
     For example, regarding the die  70 a shown in  FIG. 11A , in the infrared camera imaging data table, the CPU (not shown) inside the infrared camera  15  stores −50 for X and 55 for Y as location data, stores “◯” for  181 ,  182 ,  184 ,  186 , and  187 , to which the infrared absorption inks are being applied, and stores “X” for  183  and  185 , which are not being applied. The same is true of the dice  70 b and  70 c. 
     On the other hand, as shown in  FIG. 13A , in a case where a plurality of faces of the dice  70  is imaged, the number of dots cannot be specified uniquely. In this case, the CPU (not shown) inside the infrared camera  15  calculates the area of the profiles  75  on the plurality of faces thus imaged, and generates the infrared camera imaging data table based on the dot patterns on the face that has a maximum area. 
     Therefore, even if the dice  70  come to rest at a tilt and a plurality of faces of the dice  70  is imaged, the number of dots can be specified uniquely. 
     In addition, this data table is transmitted from the infrared camera  15  to the CPU  81 , and then the CPU  81  receives it to analyze the number of dots on a die and the like. 
     A dot pattern data classification table is described with reference to  FIG. 23A . 
     According to this table, colors as the classification for the dice  70  are set so as to correspond to dot combinations to which the infrared absorption ink is applied, among the abovementioned dots  181  to  183  in  FIG. 10A . “◯” indicates that the infrared absorption ink is applied to the dot, and “X” indicates that the infrared absorption ink is not applied to the dot. 
     For example, in a case where the infrared camera imaging data table described in  FIG. 22A  is transmitted to the CPU  81 , the CPU  81  determines the classification of the dice  70  as “red” by comparing the infrared camera imaging data table with the dot pattern data classification table. 
     A number of dots-dot pattern data table is described with reference to  FIG. 24A . 
     According to this table, numbers as the number of dots on the dice  70  are set so as to correspond to dot combinations to which the infrared absorption ink is applied, among the abovementioned dots  184  to  187  in  FIG. 10A . “◯” indicates that the infrared absorption ink is applied to the dot, and “X” indicates that the infrared absorption ink is not applied to the dot. 
     For example, in a case where the infrared camera imaging data table shown in  FIG. 22A  is transmitted from the infrared camera  15  to the CPU  81 , the CPU  81  determines the number of dots on the dice  70  as “five” by comparing the infrared camera imaging data table thus received with the dot pattern data classification table. 
     A position, classification, and number of dots data table is described with reference to  FIG. 25A . 
     This table stores a position on the playing board  3 a of the dice  70  and the number of dots of the dice  70  for each classification of the dice, and further stores the position on the playing board  3 a of the dice  70  and the number of dots of the dice  70  in each game. It should be noted that this table is stored in the RAM  83 . 
     Furthermore, a position and number of dots of the dice  70  imaged by the infrared camera  15  in each game is stored by the CPU  81  in this table. 
     A classification and number of dots data table is described with reference to  FIG. 26A . 
     This table stores the number of dots on the dice  70  for each classification of dice, and further stores the number of dots on the dice  70  in each game. It should be noted that this table is stored in the RAM  83 . 
     Furthermore, a classification and number of dots of the dice  70  detected by the IC tag reader in each game is stored by the CPU  81  in this table based on identification data  1  to  3 . 
     A bet start instruction image is described with reference to  FIG. 27A . 
     The bet start instruction image is displayed by the CPU  81  on the display screen  210 a of the dealer used display  210  before the CPU  81  accepts a bet from each station  4 . 
     This bet start instruction image instructs a dealer to touch a “bet start” button. When a touch panel  211  detects that the dealer has touched the “bet start” button, the touch panel  211  transmits a bet start instruction signal to the CPU  81  via a communication interface  95 . 
     A bet end not recommended image is described with reference to  FIG. 28A . 
     This bet end not recommended image is displayed by the CPU  81  on the display screen  210 a of the dealer used display  210  while the CPU  81  accepts a bet from each station  4 . 
     This bet end not recommended image instructs the dealer not to touch a “bet end” button. 
     A bet end instruction image is described with reference to  FIG. 29A . 
     The bet end instruction image is displayed by the CPU  81  on the display screen  210 a of the dealer used display  210  after elapse of a predetermined time from when the CPU  81  starts accepting a bet from each station  4 . 
     This bet end instruction image instructs the dealer to touch the “bet end” button. When the touch panel  211  detects that the dealer has touched the “bet end” button, the touch panel  211  transmits a bet end instruction signal to the CPU  81  via the communication interface  95 . 
     A display example on the image display unit  7  of each station  4  is described with reference to  FIG. 30A . 
     An image shown in  FIG. 30A  is configured to report to each station  4  that accepting of bets has ended. A player can recognize that the accepting of bets has ended by confirming that a message “NO MORE BETS” is displayed. 
     A display example on the image display unit  7  of each station  4  is described with reference to  FIG. 31A . 
     The image shown in  FIG. 31A  is configured to report to the station  4  in which a bet was not placed that a bet can be placed on a subsequent game. A player can recognize that a bet on the subsequent game is possible by confirming that a message “ABLE TO PLACE THE BET FOR THE NEXT GAME” is displayed. 
     The image shown in  FIG. 32A  is displayed on a display screen  210 a of the dealer used display  210  in a case in which a frequency at which a specific number of dots (for example, 6) of a specific die (for example, a white die) appearing over 100 games exceeds a predetermined number (for example, 50 times). 
       FIG. 32A  shows a message “FREQUENCY THAT  6  DOTS APPEAR ON WHITE DIE OVER 201ST TO 300TH GAME EXCEEDS 50 TIMES!!”. 
     Thus, in a case in which a specific number of dots of a specific classification of die appears frequently and the like, damage to a die or fraudulence related to a die can be detected. 
     Subsequently, with reference to  FIGS. 33A to 37A , processing performed in the main control unit of a gaming machine according to the present embodiment is described. 
       FIG. 33A  is a flowchart showing dice game execution processing. Initially, in Step S 1 , the CPU  81  executes bet processing, which is described later in  FIG. 34A , and in Step S 3 , the CPU  81  executes dice rolling processing, which is described later in  FIG. 36A . In Step S 5 , the CPU  81  executes number of dots on dice detection processing  1  (described later in  FIG. 37A ) or number of dots on dice detection processing  2  (described later in  FIG. 38A ) and, in Step  7 , executes payout processing corresponding to the number of dots, and then the flow returns to Step  1 . 
       FIG. 34A  is a flowchart showing bet processing. 
     In Step S 11 , the CPU  81  displays the bet start instruction image (see  FIG. 27A ) on the display screen  210 a of the dealer used display  210 . It should be noted that, whether or not the bet start instruction image is displayed may be determined according to a dealer&#39;s level with reference to the instruction image display determination (see  FIG. 17A ). 
     Thus, according to the dealer&#39;s level, it becomes possible to determine whether the bet start instruction image is displayed on the display screen  210 a of the dealer used display  210 . 
     In Step S 13 , the CPU  81  determines whether the bet start instruction signal has been received from the touch panel  211  disposed on the dealer used display  210 . In the case of a NO determination, the CPU  81  returns the processing to Step S 13 , and in the case of a YES determination, the CPU  81  advances the processing to Step S 15 . 
     In Step S 15 , the CPU  81  transmits the bet start signal to each of the stations  4 . When the bet start signal is received, bet placement can be performed at each station  4 . 
     In Step S 17 , the CPU  106  determines whether or not a predetermined time has elapsed. More specifically, the CPU  81  starts to measure a predetermined lapse of time t by the timer  131 , compares the predetermined lapse of time t with a predetermined time T 1  stored in the ROM  82 , and determines whether the predetermined lapse of time t measured by the timer  131  has reached the predetermined time T 1 . In the case of a NO determination, the CPU  81  returns the processing to Step S 17 , and in the case of a YES determination, the CPU  81  advances the processing to Step S 19 . 
     In Step S 19 , the CPU  81  displays the bet end instruction image (see  FIG. 29A ) on the display screen  210 a of the dealer used display  210 . It should be noted that, whether or not the bet end instruction image is displayed may be determined according to a dealer&#39;s level with reference to the instruction image display determination (see  FIG. 17A ). 
     In Step S 21 , the CPU  81  determines whether the bet end instruction signal has been received from the touch panel  211  disposed on the dealer used display  210 . In the case of a NO determination, the CPU  81  returns the processing to Step S 21 , and in the case of a YES determination, the CPU  81  advances the processing to Step S 23 . 
     In Step S 23 , the CPU  81  transmits the bet end signal to each station  4 . When the bet end signal is received, bet placement cannot be accepted at each station  4 , and then the CPU  111  inside the station control unit  110  displays an image which reports on the image display unit  7  that an accepting of bet placement has been terminated ( FIG. 30A ). 
     In Step S 25 , the CPU  81  receives bet information from each station  4 . The bet information relates to a normal bet input and a side bet input performed at each station  4 . In addition, the bet information includes information indicating whether bet placement has been performed or not which is included in the bet existence determination table ( FIG. 18A ). Upon terminating the processing of Step S 25 , the CPU  81  terminates the bet processing. 
     With the bet processing of the present embodiment, even an inexperienced dealer can perform start operations for bet placement and end operations according to instructional images. 
       FIG. 35A  is a flowchart showing subsequent game bet processing. 
     The subsequent game bet processing is started by the CPU  81  and executed parallel to the dice rolling processing in  FIG. 33A  when the bet processing described in  FIG. 34A  is terminated. Therefore, placing a bet on the subsequent game becomes possible even during the dice rolling after termination of the bet processing. 
     In Step S 31 , the CPU  81  determines whether bet placement has been performed for each station  4 . More specifically, the CPU  81  distinguishes stations at which bet placement has been performed from stations at which bet placement has not been performed with reference to the bet existence determination table ( FIG. 18A ). 
     In Step S 33 , the CPU  81  transmits a bet start signal for a subsequent game to the stations  4  at which bet placement has not been performed. When the station  4  receives the bet start signal for a subsequent game, the CPU  111  inside the station control unit  110  displays an image which reports that bet placement for a subsequent game is possible ( FIG. 31A ) on the image display unit  7 . 
     Thus, even during a game, a player who has not participated in the game can place a bet on a subsequent game. 
     In Step S 35 , the CPU  81  determines whether or not a predetermined time has elapsed. More specifically, the CPU  81  starts to measure a predetermined lapse of time t by the timer  131 , compares the predetermined lapse of time t with a predetermined time T 2  stored in the ROM  82 , and determines whether the predetermined lapse of time t measured by the timer  131  has reached the predetermined time T 2 . In the case of a NO determination, the CPU  81  returns the processing to Step S 35 , and in the case of a YES determination, the CPU  81  advances the processing to Step S 37 . 
     In Step S 37 , the CPU  81  transmits a bet end signal to the station  4  at which the bet start signal for a subsequent game has been received. When the station  4  receives the bet end signal, the player cannot place a bet on a subsequent game, and the CPU  81  terminates acceptance of bet placement for a subsequent game. Upon terminating the process in Step S 37 , the CPU  81  terminates the subsequent game bet processing. 
       FIG. 36A  is a flowchart showing dice rolling processing. In Step S 41 , the CPU  81  extracts an oscillation pattern (combinations of oscillation modes) data from the ROM  82 . More specifically, the CPU  81  refers to an oscillation mode data table (see  FIG. 19A ) and extracts the oscillation pattern data at random. 
     In Step S 43 , the CPU  81  extracts a rendered effect corresponding to an oscillation mode from the ROM  82 . More specifically, the CPU  81  refers to the rendered effect table (see  FIG. 20A ) and extracts rendered effect data corresponding to an oscillation mode based on an oscillation pattern data thus extracted in Step S 41 . 
     In Step S 45 , the CPU  81  oscillates the playing board  3 a and performs a rendered effect. More specifically, the CPU  81  oscillates the playing board  3 a by controlling the oscillation motor  300  based on the oscillation pattern data thus extracted in Step S 41 , and performs a rendered effect with sounds and/or lights based on rendered effect data corresponding to an oscillation mode. 
     Thus, since a rendered effect corresponding to an oscillation mode of the playing board  3 a is performed, games do not become monotonous and interest therein can be improved. Furthermore, since an oscillation pattern is randomly determined, games do not become monotonous and interest therein can be improved. 
     In Step S 47 , the CPU  81  ceases oscillation of the playing board  3 a. More specifically, the CPU  81  ceases the oscillation of the playing board  3 a by stopping the oscillation motor  300 . Upon terminating the processing in Step S 47 , the CPU  81  terminates the dice rolling processing. 
       FIG. 37A  is a flowchart showing number of dots on dice detection processing  1 . 
     In Step S 51 , the CPU  81  receives identification data from the IC tag reader  16 . More specifically, the CPU  81  receives identification data  1  to  3  (data in which a classification and number of dots of each of the dice  70 a,  70 b, and  70 c are stored) that configures the IC tag data table (see  FIG. 21A ) from the IC tag reader  16 . In Step S 53 , the CPU  81  determines a classification and number of dots of each of the three dice. More specifically, the CPU  81  determines a classification (color) and number of dots of each of the dice  70 a,  70 b, and  70 c based on the identification data  1  to  3  that configures the IC tag data table (see  FIG. 21A ). 
     In Step S 55 , the CPU  81  stores the classification and number of dots of each of the three dice thus determined in memory. More specifically, the CPU  81  stores the classifications and numbers of dots thus determined in Step S 53  in the classification and number of dots data table (see  FIG. 26A ) stored in the RAM  83 . 
     In Step S 57 , the CPU  81  increments a number of games counter by 1. The number of games counter is provided in a predetermined area of the RAM  83 . 
     In Step S 59 , the CPU  81  determines whether a value of the number of games counter is 300. In the case of a YES determination, the CPU  81  advances the processing to Step S 61 , and in the case of a NO determination, the CPU  81  advances the processing to Step S 63 . 
     In Step S 61 , the CPU  81  calculates a frequency at which each of a number of dots on dice appears during a 201st game to 300th game for each classification of dice. More specifically, with reference to the classification and number of dots data table (see  FIG. 26A ), the CPU  81  calculates a frequency at which each of a number of dots on dice appears during a 201st games to 300th games for each classification of dice. 
     In Step S 63 , the CPU  81  determines whether the frequency at which a specific number of dots appears is more than 50 times. In the case of a YES determination, the CPU  81  advances the processing to Step S 65 , and in the case of a NO determination, the CPU  81  terminates the number of dots on dice detection processing. In Step S 65 , the CPU  81  displays a caution screen on a dealer used display. More specifically, the CPU  81  displays the image shown in  FIG. 32A  on the display screen  210 a. Upon terminating the processing in Step S 65 , the CPU  81  terminates the number of dots detection processing  1 . 
     Thus, in a case in which a specific number of dots of a specific classification of die appears frequently and the like, damage to a die or fraudulence related to a die can be detected. 
     It should be noted that, in Step S 63 , although the CPU  81  determines whether the frequency at which a specific number of dots appears is more than 50 times, it is not limited thereto, and may determine for each classification of the dice whether a number of the dots on dice appears consecutively over a predetermined consecutive games (for example, 10 games). In a case of appearing consecutively over a predetermined number of games, an image including a message of “3 DOTS APPEARS ON BLACK DIE IN 10 CONSECUTIVE GAMES!!”, for example, may be displayed as a warning image on the display screen  210 a of the dealer used display  210 . 
     Furthermore, it is not limited to display a warning screen in Step S 65 , and the CPU may interrupt a game. 
     Thus, it is possible to prevent a game from continuing in a case in which a specific number of dots of a specific classification of die appears frequently and the like due to damage to a die or fraudulence related to a die. 
       FIG. 38A  is a flowchart showing number of dots on dice detection processing  2 . The number of dots on dice detection processing  2  is a modified example of the number of dots on dice detection processing  1 . 
     In Step S 71 , the CPU  81  receives imaging data from the infrared camera. More specifically, the CPU  81  receives the infrared camera imaging data table (see  FIG. 22A ) for each of the dice  70 a,  70 b, and  70 c, from the infrared camera  15 . 
     In Step S 73 , the CPU  81  determines a position, classification, and number of dots of each of the three dice. More specifically, the CPU  81  determines positions of the dice on the playing board  3 a based on the infrared camera imaging data table (see  FIG. 22A ), determines types (colors) of the dice based on the infrared camera imaging data table (see  FIG. 22A ) and the dot pattern data classification table (see  FIG. 23A ), and determines numbers of the dice based on the infrared camera imaging data table (see  FIG. 22A ) and the number of dots-dot pattern data table (see  FIG. 24A ). This processing is executed for the three dice  70 a,  70 b, and  70 c. 
     In Step S 75 , the CPU  81  stores a position, classification, and number of dots of each of the three dice thus determined in memory. More specifically, the CPU  81  stores the positions, classifications, and numbers of dots thus determined in Step S 73  in the position, classification, and number of dots data table (see  FIG. 25A ) stored in the RAM  83 . 
     In Step S 77 , the CPU  81  increments a number of games counter by 1. The number of games counter is provided in a predetermined area of the RAM  83 . 
     In Step S 79 , the CPU  81  determines whether a value of the number of games counter is 300. In the case of a YES determination, the CPU  81  advances the processing to Step S 81 , and in the case of a NO determination, the CPU  81  advances the processing to Step S 83 . 
     In Step S 81 , the CPU  81  calculates a frequency at which each number of dots appears during a 201st game to 300th game for each classification of dice. More specifically, with reference to the position, classification and number of dots data table (see  FIG. 25A ), a frequency at which each number of dots appears during a 201st game to 300th game for each type of dice is calculated. 
     In Step S 83 , the CPU  81  determines whether the frequency at which a specific number of dots appears is more than 50 times. In the case of a YES determination, the CPU  81  advances the processing to Step S 85 , and in the case of NO, terminates the number of dots on dice detection processing  2 . 
     In Step S 85 , the CPU  81  displays a warning screen on a dealer used display. More specifically, the CPU  81  displays the image shown in  FIG. 32A  on the display screen  210 a. Upon terminating the processing of Step S 85 , the CPU  81  terminates the number of dots detection processing  2 . 
     Thus, in a case in which a specific number of dots of a specific classification of die appears frequently and the like, damage to a die or fraudulence related to a die can be detected. 
     Furthermore, in Step S 83 , although the CPU  81  determines whether the frequency at which a specific number of dots appears is more than 50 times, it is not limited thereto, and may determine for each classification of dice whether a number of the dots on dice appears consecutively over a predetermined number of games (for example, 10 games) with reference to the position, classification and number of dots on dice data table (see  FIG. 25A ). In a case of appearing consecutively over a predetermined number of games, an image including a message of “3 DOTS APPEARS ON BLACK DIE IN 10 CONSECUTIVE GAMES!!”, for example, is displayed as a warning image on the display screen  210 a of the dealer used display  210 . 
     Furthermore, it is not limited to display the warning screen in Step S 85 , and the CPU may interrupt a game. 
     Thus, it is possible to prevent a game from continuing in a case in which a specific number of dots of a specific classification of die appears frequently and the like due to damage to a die or fraudulence related to a die. 
     Descriptions regarding the present embodiment have been provided above. Although a case has been described in which the number of dice  70  is three according to the present embodiment, the number of in the present invention is not limited to three and, for example, the number of the dice may be five. 
     In the present embodiment, although the controller of the present invention is described for a case of being configured from a CPU  81  which the main controller  80  includes and a CPU  111  which the station  4  includes, the controller of the present invention may be configured by only a single CPU. 
     Although embodiments of the present invention are described above, they are merely exemplified specific examples, and the present invention is not particularly limited thereto. Specific configurations such as each means can be modified appropriately. Moreover, it should be understood that the advantages described in association with the embodiments are merely a listing of most preferred advantages, and that the advantages of the present invention are by no means restricted to those described in connection with the embodiments. 
     Embodiments of the present invention will be described below with reference to the accompanying drawings. 
     Although described below in more detail, as shown in  FIG. 1B , a CPU  81  starts a unit game (Step S 100 ), determines an oscillation mode of a playing board  3 a when the unit game starts (Step S 200 ), extracts rendered effect data corresponding to the oscillation mode thus determined (Step S 300 ) from ROM  82 , and performs rendered effects based on the rendered effect data thus extracted (Step S 400 ). 
       FIG. 2B  is a perspective view schematically showing an example of a gaming machine according to the embodiment of this invention.  FIG. 3B  is an enlarged view of a playing unit of the gaming machine shown in  FIG. 2B . As shown in  FIG. 2B , a gaming machine  1  according to the present embodiment includes a housing  2  as a main body portion, a playing unit  3  that is provided substantially at the center of the top face of the housing  2  and in which a plurality of dice  70  are rolled and stopped, a plurality of stations  4  disposed so as to surround the playing unit  3 , and a dealer used display  210  that is positioned so as not to be visually recognizable by a player seated at each station  4 . The station  4  includes an image display unit  7 . The player seated at each station  4  can participate in a game by predicting numbers of dots on the dice  70  and performing a normal bet input and a side bet input. 
     The gaming machine  1  includes a housing  2  as a main body portion, a playing unit  3  that is provided substantially at the center of the top face of the housing  2  and in which a plurality of dice  70  are rolled and stopped, and a plurality of stations  4  (ten in this embodiment) disposed so as to surround the playing unit  3 . 
     The station  4  include a game media receiving device  5  into which game media such as medals to be used for playing the game are inserted, a control unit  6 , which is configured with multiple control buttons by which a player enters predetermined instructions, and an image display unit  7 , which displays images relating to a bet table. The player may participate in a game by operating the control unit  6  or the like while viewing the image displayed on the image display unit  7 . 
     A payout opening  8 , from which a player&#39;s game media are paid out, are provided on the sides of the housing  2  on which each station  4  is provided. In addition, a speaker  9 , which can output sound, is disposed on the upper right of the image display unit  7  on each of the stations  4 . 
     A control unit  6  is provided on the side part of the image display unit  7  on each of the stations  4 . As viewed from a position facing the station  4 , in order from the left side are provided a select button  30 , a payout (cash-out) button  31 , and a help button  32 . 
     The select button  30  is a button that is pressed when confirming a bet operation after the bet operation is complete. Furthermore, in a case other than the bet operation, the button is pressed when a player confirms an input performed. 
     The payout button  31  is a button which is usually pressed at the end of a game, and when the payout button  31  is pressed, game media corresponding to credits that the player has acquired is paid out from the payout opening  8 . 
     The help button  32  is a button that is pressed in a case where a method of operating the game is unclear, and upon the help button  32  being pressed, a help screen showing various kinds of operation information is displayed immediately thereafter on the image display unit  7 . The playing unit  3  is configured so as to allow a plurality of dice to roll and stop. The present embodiment is configured to use three dice  70  (dice  70 a,  70 b, and  70 c) at the playing unit  3 . 
     A speaker  221  and a lamp  222  are disposed around the playing unit  3 . The speaker  221  performs rendered effects by outputting sounds while the dice  70  are being rolled. The lamp  222  performs rendered effects by emitting lights while the dice  70  are being rolled. 
     The playing unit  3  includes a playing board  3 a to, which is formed to be a circular shape, roll and then stop the dice  70 . An IC tag reader  16 , which is described later in  FIGS. 6B to 9B , are provided below the playing board  3 a. 
     Since the playing board  3 a is formed to be substantially planar, as shown in  FIG. 3B , the dice  70  are rolled by oscillating the playing board  3 a substantially in the vertical direction with respect to the horizontal direction of the playing board  3 a. Then, the dice  70  are stopped after the oscillation of the playing board  3 a ceases. The playing board  3 a is oscillated by a CPU  81  (described later) driving an oscillating motor  300 . 
     Furthermore, as shown in  FIG. 3B , the playing unit  3  is covered with a cover member  12  of which the entire upper area is made of a transparent acrylic material formed in a hemispherical shape, and regulates the rolling area of the dice  70 . In the present embodiment, an infrared camera  15  is provided at the top of the cover member  12  to detect numbers of dots and the like (such as positions of the dice  70  on the playing board  3 a, types of the dice  70 , and numbers of dots of the dice  70 ) of the dice  70 . Furthermore, the cover member  12  is covered with a special film (not shown) which blocks infrared radiation. In this way when the numbers of dots of the dice  70  on which an infrared absorption ink has been applied is detected with the infrared camera  15 , false detection can be prevented that arises, for example, in a case where a blink rate of a light irradiated from a circumference of the playing unit  3  is fast. 
       FIG. 4B  is an external perspective view of a die  70 . As shown in  FIG. 4B , the die  70  is a cube of which the length of a side is 100 mm. 
       FIG. 5B  is a development view of the die  70 . As shown in  FIG. 5B , the combinations of two faces opposing each other are “1 and 6”, “2 and 5”, and “3 and 4”. 
       FIGS. 6B to 9B  show IC tag readable areas by an IC tag reader  16  disposed below the playing board  3 a. 
     Here, a way of reading information stored in the IC tag by the IC tag reader  16  is described below. 
     The IC tag reader  16  is a non-contact type IC tag reader. For example, it is possible to read information stored in the IC tag by RFID (Radio Frequency Identification). The RFID system performs near field communication that reads and writes data stored in semi-conductor devices by an induction field or radio waves in a non-contact manner. In addition, since this technology is known conventionally and is described in Japanese Unexamined Patent Application Publication No. H8-21875, an explanation thereof is abbreviated. 
     In the present embodiment, a plurality of IC tags is read by a single IC tag reader  16 . Under the abovementioned RFID system, an anti-collision function can be employed which can read a plurality of IC tags by a single reader. The anti-collision function includes FIFO (first in first out) type, multi-access type, and selective type, and communicates with a plurality of the IC tags sequentially. The FIFO type is a mode to communicate with a plurality of the IC tags sequentially in the order that each IC tag enters an area in which an antenna can communicate therewith. The multi-access type is a mode that is able to communicate with all the IC tags, even if there is a plurality of the IC tags simultaneously in the area in which an antenna can communicate with the IC tags. The selective type is a mode that is able to communicate with a specific IC tag among a plurality of the IC tags in the area in which an antenna can communicate therewith. By employing the abovementioned modes, it is possible to read a plurality of the IC tags with a single IC tag reader. In addition, reading the IC tags may not only be done by the non-contact type, but also a contact type. In addition, the IC tag reader is not limited thereto, and anything that is appropriately designed with the object of being read may be employed. 
     In the present embodiment, a readable area of the IC tag reader  16  is 10 mm in substantially a vertical direction from substantially an entire horizontal face on the playing board  3 a. 
     With reference to  FIG. 6B , a face of the die  70  (for example, a face of which the number of dots is six) is in contact with the playing board  3 a. Furthermore, the IC tag is embedded substantially at the center of each face of the die  70  (the IC tags for the faces on which the numbers of dots are “3” and “4” are not shown). An IC tag  51  is embedded substantially at the center of a face on which the number of dots is six. An IC tag  52  is embedded substantially at the center of a face on which the number of dots are five. An IC tag  53  is embedded substantially at the center of a face on which the number of dots is one. An IC tag  54  is embedded substantially at the center of a face on which the number of dots is two. 
     Here, only the IC tag  51  exists in the readable area of the IC tag reader  16 . Therefore, the number of dots (in this case, “one”) of a face, opposing the face on which the IC tag  51  is embedded, is determined as the number of dots of the die  70 . 
     Furthermore, since the number of dots of a face, opposing a face on which an IC tag is embedded, is determined as the number of dots of the die  70 , “one” is stored, as data of the number of dots, in the IC tag  51  on the face of which the number of dots is “six”. “Two” is stored, as data of the number of dots, in the IC tag  52  on the face of which the number of dots is “five”. “Six” is stored, as data of the number of dots, in the IC tag  53  on the face of which the number of dots is “one”. “Five” is stored, as data of the number of dots, in the IC tag  54  on the face of which the number of dots is “two”. “Three” is stored, as data of the number of dots, in the IC tag (not shown) on the face of which the number of dots is “four”. Finally, “four” is stored, as data of the number of dots, in the IC tag (not shown) on the face of which the number of dots is “three”. 
     Furthermore, as described above, since a side of the die  70  is 10 mm, it is not physically possible for an IC tag reader  16  to detect more than one IC tag with respect to one die. 
     With reference to  FIG. 7B , a die  70  is inclined. However, since the IC tag  51  still exists in the readable area of the IC tag reader  16 , the number of dots of the die  70  is determined as “one”. 
     With respect to  FIG. 8B , the die  70  is inclined at a greater angle than the case shown in  FIG. 7B . Then, since there is no IC tag which exists in the readable area of the IC tag reader  16 , the IC tag reader  16  cannot detect the number of dots of the die  70 . 
     With reference to  FIG. 9B , the die  70 b is superimposed on the die  70 a. In this case, neither of the IC tags  55 ,  56 ,  57 , and  58 , which are embedded in the die  70 b, exists in the readable area of the IC tag reader  16 . Therefore, in this case, the IC tag reader  16  cannot detect the number of dots of the die  70 b. 
       FIG. 10B  shows a sheet  140  attached to each face of the die  70 . 
     As shown in  FIG. 10B , on each face of the die  70 , the sheet  140 , to which infrared absorption ink is applied to identify the number of dots and the type of the die  70 , is provided so as to be covered by a sheet on which the number of dots is printed. According to  FIG. 10B , the infrared absorption ink can be applied to dots  181 ,  182 ,  183 ,  184 ,  185 ,  186 , and  187 . 
     The number of dots of the die  70  can be identified by a combination of the dots to which the infrared absorption ink is applied among the dots  184 ,  185 ,  186 , and  187 . In addition, the type of the die  70  can be identified by a combination of the dots to which the infrared absorption ink is applied among the dots  181 ,  182 , and  183 . 
       FIG. 11B  shows an image in which the dice  70 , which comes to rest on the playing board  3 a, are imaged substantially in the vertically upward direction using an infrared camera  15 . 
     With reference to  FIG. 11B , dots to which the infrared absorption ink is applied on each of the dice  70 a,  70 b, and  70 c are imaged in black. The type and the number of dots for each of the dice  70 a,  70 b, and  70 c are determined based on a combination of the dots to which the ink is applied. In addition, the playing board  3 a is formed in a disc shape having a radius a, and each position of the dice  70 a,  70 b, and  70 c is detected as an x component and y component on an x-y coordinate. 
       FIG. 12B  shows a sheet  150  which is attached to each face of the dice  70 . 
     As shown in  FIG. 12B , a circular profile  75  having a certain area on each face of the dice  70  in common is depicted by way of applying the infrared absorption ink on each face of the dice  70 . The sheet  150  on which the circular profile  75  is depicted is provided so as to be covered by the abovementioned sheet  140 . 
       FIG. 13B  shows an image in which the die  70 , which comes to rest at a tilt on a playing board  3 a, is imaged substantially in the vertically upward direction using the infrared camera  15 . 
     With reference to  FIG. 13B , three faces of the die  70  are imaged. Therefore, it is necessary to distinguish the number of dots of which face is correct. Consequently, the number of dots having the largest area among the three faces is determined as the face that should be read. In a case of this distinction, the CPU (not shown) in the infrared camera  15  calculates the areas of the circular profiles  75  thus imaged, and distinguishes the number of dots of the face on which the circular profile  75  having the largest area among the areas thus calculated is printed as the correct number of dots. 
       FIG. 14B  shows an example of a display screen displayed on an image display unit. As shown in  FIG. 14B , an image display unit  7  is a touch-panel type of liquid crystal display, on the front surface of which a touch panel  35  is attached, allowing a player to perform selection such as of icons displayed on a liquid crystal screen  36  by contacting the touch panel  35 , e.g., with a finger. 
     A table-type betting board (a bet screen)  40  for predicting the number of dots of the dice  70  is displayed in a game at a predetermined timing on the image display unit  7 . 
     A detailed description is now provided regarding the bet screen  40 . On the bet screen  40  are displayed a plurality of normal bet areas  41  and a side bet area  42 . The plurality of normal bet areas  41  includes a normal bet area  41 A, a normal bet area  41 B, a normal bet area  41 C, a normal bet area  41 D, a normal bet area  41 E, a normal bet area  41 F, a normal bet area  41 G, and a normal bet area  41 H. By contacting the touch panel  35 , e.g., with a finger, the normal bet area  41  is designated, and by displaying, chips in the normal bet area  41  thus designated, a normal bet operation is performed. Furthermore, by contacting the touch panel  35 , e.g., with a finger, the side bet area  42  is designated, and by displaying chips in the side bet area  42  thus designated, a side bet operation is performed. 
     A unit bet button  43 , a re-bet button  43 E, a payout result display unit  45 , and a credit amount display unit  46  are displayed at the right side of the side bet area  42  in order from the left side. 
     The unit bet button unit  43  is a group of buttons that are used by a player to bet chips on the normal bet area  41  and the side bet area  42  designated by the player. The unit bet button unit  43  is configured with four types of buttons including a 1 bet button  43 A, a 5 bet button  43 B, a 10 bet button  43 C, and a 100 bet button  43 D. It should be noted that in the case of an incorrect bet operation, the player can start a bet operation again by touching a re-bet button  43 E. 
     Firstly, the player designates the normal bet area  41  or the side bet area  42  using a cursor  47  by way of contacting the touch panel  35 , e.g., with a finger. At this time, contacting the 1 bet button  43 A, e.g., with a finger, allows for betting one chip at a time (number of chips to be bet increases one by one in the order of 1, 2, 3, every time the 1 bet button  43 A is contacted, e.g., by a finger). Similarly, when contacting the 5 bet button  43 B, e.g., with a finger, five chips at a time can be bet (number of chips to be bet increases five by five in the order of 5, 10, 15, every time the 5 bet button  43 B is contacted, e.g., by a finger). Similarly, when contacting the 10 bet button  43 C, e.g., with a finger, ten chips at a time can be bet (number of chips to be bet increases ten by ten in the order of 10, 20, 30, every time the 10 bet button  43 C is contacted, e.g., by a finger). Similarly, when contacting the 100 bet button  43 D, e.g., with a finger, a hundred chips at a time can be bet (number of chips to be bet increases hundred by hundred in the order of 100, 200, 300, . . . every time the 100 bet button  43 D is contacted, e.g. by a finger). The number of chips bet up to the current time is displayed as a chip mark  48 , and the number displayed on the chip mark  48  indicates the number of bet chips. 
     The number of bet chips and payout credit amount for a player in a previous game are displayed in the payout result display unit  45 . The number calculated by subtracting the number of bet chips from the payout credit amount is a newly acquired credit amount for the player in the previous game. 
     The credit amount display unit  46  displays the credit amount which the player possesses. The credit amount decreases according to the number of bet chips (1 credit amount for  1  chip) when the player bets chips. If the bet chips are entitled to an award and credits are paid out, the credit amount increases in accordance with the number of paid out chips. It should be noted that the game is over when the player&#39;s credit amount becomes zero. 
     The normal bet area  41  in the bet screen  40  is described next. The normal bet areas  41 A and  41 B are portions where the player places a bet on a predicted sum of dots appearing on the dice  70 A to  70 C. In other words, the player selects the normal bet area  41 A if the predicted sum falls in a range of 4 to 10, or the normal bet area  41 B if the predicted sum falls in a range of 11 to 17. Odds are set to 1:1 (2 chips are paid out for 1 chip bet). 
     The normal bet area  41 C is a portion where the player places a bet, predicting that two dice  70  have the same number of dots. In other words, the player wins an award if one of the combinations occurs, such as (1, 1), (2, 2), (3, 3), (4, 4), (5, 5), and (6, 6), and the odds are set to 1:10. 
     The normal bet area  41 D is a portion where the player places a bet, predicting that all three dice have the same number of dots. In other words, the player wins an award if one of the combinations occurs, such as (1, 1, 1), (2, 2, 2), (3, 3, 3), (4, 4, 4), (5, 5, 5), and (6, 6, 6), and the odds are set to 1:30. 
     The bet area  41 E is a portion where the player places a bet on a predicted number of dots appearing commonly on all three dice. In other words, the player places a bet on one of the combinations of (1, 1, 1), (2, 2, 2), (3, 3, 3), (4, 4, 4), (5, 5, 5), or (6, 6, 6), and the odds are set to 1:180. 
     The normal bet area  41 F is where the player places a bet, predicting a total, a summation of dots appearing on the three dice. Odds are set according to the occurrence frequency of the total. For example, if the total is 4 or 17, odds are set to 1:60; if the total is 5 or 16, odds are set to 1:30; if the total is 6 or 15, odds are set to 1:18; if the total is 7 or 14, odds are set to 1:12; if the total is 8 or 13, odds are set to 1:8; if the total is 9 or 12, odds are set to 1:7; and if the total is 10 or 11, odds are set to 1:6. 
     The bet area  41 G is a portion where the player places a bet on predicted dots appearing on the two dice selected from the three, and the odds are set to 1:5. 
     The normal bet area  41 H is a region where the player places a bet on the number of dots appearing on the dice  70 , and the odds are set according to the number of dots of the dice  70  matching the predicted number of dots. 
       FIG. 15B  is a block diagram showing the internal configuration of the gaming machine shown in  FIG. 2B . A main control unit  80  of the gaming machine  1  includes a microcomputer  85 , which is configured with a CPU  81 , ROM  82 , RAM  83 , and a bus  84  that transfers data therebetween. 
     The CPU  81  is connected with an oscillating motor  300  via an I/O interface  90 . Furthermore, the CPU  81  is connected with a timer  131 , which can measure time via the I/O interface  90 . In addition, the CPU  81  is connected with a lamp  222  via the I/O interface  90 . The lamp  222  emits various colors of light for performing various types of rendered effects, based on output signals from the CPU  81 . Furthermore, the CPU  81  is connected with a speaker  221  via the I/O interface  90  and a sound output circuit  231 . The speaker  221  emits various sound effects for performing various types of rendered effects, based on output signals from the sound output circuit  231 . Furthermore, the I/O interface  90  is connected with the abovementioned infrared camera  15  and/or the IC tag reader  16 , thereby transmitting and receiving information in relation to the number of dots of the three dice  70 , which comes to rest on the playing board  3 a, between the infrared camera  15  and/or the IC tag reader  16 . 
     Here, the oscillating motor  300 , the infrared camera  15 , the IC tag reader  16 , the lamp  222 , the sound output circuit  231 , and the speaker  221  are provided within a single composite unit  220 . 
     In addition, via a communication interface  95  connected to the I/O interface  90 , the main control unit  80  transmits and receives data such as bet information, payout information, and the like to and from each station  4 , as well as data such as bet start instruction images, bet start instruction signals, and the like to and from the dealer used display  210 . 
     Furthermore, the I/O interface  90  is connected with a history display unit  91 , and the main control unit  80  transmits and receives information in relation to the number of dots on the die, to and from the history display unit  90 . 
     ROM  82  in the main control unit  80  is configured to store a program for implementing basic functions of the gaming machine  1 ; more specifically, a program for controlling various devices which drive the playing unit  3 , a program for controlling each station  4 , and the like, as well as a payout table, data indicating a predetermined time T, data indicating a specific value TT, and the like. 
     RAM  83  is memory, which temporarily stores various types of data calculated by CPU  81 , and, for example, temporarily stores data bet information transmitted from each station  4 , information on respective number of dots that appear on the dice  70  transmitted from the infrared camera  15  and/or the IC tag reader  16 , data relating to the results of processing executed by CPU  81 , and the like. A jackpot storage area is provided in the RAM  83 . In the jackpot storage area, the data indicating the number of playing media stored cumulatively is stored so as to correspond to each number of dots of matching dice. The data is provided to the station  4  at a predetermined timing, and a jackpot image is displayed. The CPU  81  controls the oscillating motor  300 , which oscillates the playing unit  3 , based on data and a program stored in the ROM  82  and the RAM  83 , and oscillates the playing board  3 a of the playing unit  3 . Furthermore, after oscillation of the playing board  3 a ceases, a control processing associated with game progression, such as confirmation processing for confirming the number of dots on each of the dice  70  resting on the playing board  3 a. 
     In addition to the control processing described above, the CPU  81  has a function of executing a game by transmitting and receiving data to and from each station  4  so as to control each station  4 . More specifically, the CPU  81  accepts bet information transmitted from each station  4 . Furthermore, the CPU  81  performs win determination processing based on the number of dots on the dice  70  and the bet information transmitted from each station  4 , and calculates the amount of an award paid out in each station  4  with reference to the payout table stored in the ROM  82 . 
       FIG. 16B  is a block diagram showing the internal configuration of the station shown in  FIG. 2B . The station  4  includes a main body  100  in which an image display unit  7  and the like are provided, and a game media receiving device  5 , which is attached to the main body  100 . The main body  100  further includes a station control unit  110  and several peripheral devices. 
     The station control unit  110  includes a CPU  111 , ROM  112 , and RAM  113 . 
     ROM  112  stores a program for implementing basic functions of the station  4 , other various programs needed to control the station  4 , a data table, and the like. 
     Moreover, a decision button  30 , a payout button  31 , and a help button  32  provided in the control unit  6  are connected to the CPU  111 , respectively. The CPU  111  controls the execution of various corresponding operations in accordance with manipulation signals, which are generated in response to each button pressed by a player. More specifically, the CPU  111  executes various processing, based on input signals transmitted from the control unit  6  in response to a player&#39;s operation which has been inputted, and the data and programs stored in the ROM  112  and RAM  113 . Subsequently, the CPU  111  transmits the results to the CPU  81  in the main control unit  80 . 
     In addition, the CPU  111  in the main control unit  80  receives instruction signals from the CPU  81 , and controls peripheral devices which configure the station  4 . The CPU  111  performs various kinds of processing based upon the input signals supplied from the control unit  6  and the touch panel  35 , and the data and the programs stored in the ROM  112  and the RAM  113 . Then, the CPU  111  controls the peripheral devices which configure the station  4  based on the results of the processing. It should be noted that the mode whereby processing is performed is set for each processing depending on the content of the processing. For example, the former approach is applied to payout processing of game media for respective numbers of dots appearing on the dice, and the latter approach is applied to bet operation processing by a player. 
     Furthermore, a hopper  114 , which is connected to the CPU  111 , pays out a predetermined amount of game media through the payout opening  8 , receiving the instruction signals from the CPU  111 . 
     Moreover, the image display unit  7  is connected to the CPU  111  via a liquid crystal driving circuit  120 . The liquid crystal driving circuit  120  includes program ROM, image ROM, an image control CPU, work RAM, a video display processor (VDP), video RAM, and the like. Here, the program ROM stores an image control program with respect to the display functions of the image display unit  7 , and various kinds of selection tables. The image ROM stores dot data for creating an image to be displayed on the image display unit  7 , and dot data for displaying a jackpot image, for example. In addition, the image control CPU determines an image to be displayed on the image display unit  7 , selected from the dot data previously stored in the image ROM according to the image control program previously stored in the program ROM based on parameters specified by the CPU  111 . The work RAM is configured as a temporary storage means when executing the image control program by the image control CPU. The VDP forms an image corresponding to the display contents determined by the image control CPU and outputs the resulting image on the image display unit  7 . It should be noted that the video RAM is configured as a temporary storage device used by the VDP for creating an image. 
     As mentioned above, the touch panel  35  is attached to the front side of the image display unit  7 , and the information related to operation on the touch panel  35  is transmitted to the CPU  111 . The touch panel  35  detects an input operation by the player on a bet screen  40  and the like. More specifically, selection of the normal bet area  41  and the side bet area  42  in the bet screen  40 , manipulation of the bet button unit  43  and the like, are performed by touching the touch panel  35 , and the information thereof is transmitted to the CPU  111 . Then, a player&#39;s bet information is stored in the RAM  113  based on the information stored. Furthermore, the bet information is transmitted to the CPU  81  in the main control unit  80 , and stored in a bet information storage area in the RAM  83 . 
     Moreover, a sound output circuit  126  and a speaker  9  are connected to the CPU  111 . The speaker  9  emits various sound effects for performing various kinds of rendered effects, based on output signals from the sound output circuit  126 . In addition, the game media receiving device  5 , into which game media such as coins or medals are inserted, is connected to the CPU  111  via a data receiving unit  127 . The data receiving unit  127  receives credit signals transmitted from the game media receiving device  5 , and the CPU  111  increases a player&#39;s credit amount stored in the RAM  113  based on the credit signals transmitted. 
     A timer  130 , which can measure time, is connected to the CPU  111 . 
     A gaming board  60  includes a CPU (Central Processing Unit)  61 , ROM  65  and boot ROM  62 , a card slot  63 S compatible with a memory card  63 , and an IC socket  64 S compatible with a GAL (Generic Array Logic)  64 , which are connected to one another via an internal bus. 
     The memory card  63  comprises nonvolatile memory such as compact flash (trademark) or the like, which stores a game program and a game system program. 
     Furthermore, the card slot  63 S has a configuration that allows the memory card  63  to be detachably inserted, and is connected to the CPU  111  via an IDE bus. Such an arrangement allows the kinds or content of the game provided by the station  4  to be changed by performing the following operation. More specifically, the memory card  63  is first extracted from the card slot  63 S, and another game program and another game system program are written to the memory card  63 . Then, the memory card  63  thus rewritten is inserted into the card slot  63 S. In addition, the kinds or content of the games provided by the station  4  can be changed by replacing the memory card  63  storing a game program and a game system program with another memory card  63  storing another game program and game system program. The game program includes a program for advancing a game and the like. The game program also includes a program related to image data and sound data outputted during a game. 
     The GAL  64  is one type of PLD that has a fixed OR array structure. The GAL  64  includes multiple input ports and output ports and, upon receiving predetermined data via each input port, outputs output data that corresponds to the input data via the corresponding output port. In addition, an IC socket  64 S has a structure that allows the GAL  64  to be detachably mounted, and is connected to the CPU  111  via the PCI bus. 
     The CPU  61 , the ROM  65 , and the boot ROM  62 , which are connected to one another via the internal bus, are connected to the CPU  111  via the PCI bus. The PCI bus performs signal transmission between the CPU  111  and the gaming board  60 , as well as supplying electric power from the CPU  111  to the gaming board  60 . The ROM  65  stores country identification information and an authentication program. The boot ROM  62  stores a preliminary authentication program, a program (boot code) which instructs the CPU  61  to start up the preliminary authentication program, etc. 
     The authentication program is a program (forgery check program) for authenticating the game program and the game system program. The authentication program is defined to follow the procedure (authentication procedure) for confirming and authenticating that the game program and the game system program, which are to be acquired after the authentication, have not been forged, i.e. the procedure for authenticating the game program and the game system program. The preliminary authentication program is a program for authenticating the aforementioned authentication program. The preliminary authentication program is defined to follow the procedure for verifying that the authentication program has not been forged, i.e. the procedure for authenticating the authentication program (authentication procedure). 
     An instruction image display determination table is described with reference to  FIG. 17B . 
     In Steps S 11  and S 19  of  FIG. 31B , the instruction image display determination table is referred to by the CPU  81  upon determining whether a bet start instruction image or a bet end instruction image is displayed on the display screen  210 a of the dealer used display  210 . 
     According to this table, “X” is data for indicating that the bet start instruction image and the like is not displayed on the display screen  210 a, and “◯” is data for indicating that the bet start instruction image and the like is displayed on the display screen  210 a. For example, in a case in which a dealer belongs to an intermediate level, the bet start instruction image is not displayed on the display screen  210 a, but the bet end instruction image is displayed on the display screen  210 a. In addition, this table is stored in the ROM  82 . 
     The bet existence determination table is described with reference to  FIG. 18B . 
     The CPU  81  refers to this bet existence determination table upon determining for each station  4  whether a bet operation is performed at each station  4  in Step S 31  of  FIG. 32B . 
     Data indicating whether the bet operation has been performed or not at each station number is stored in this table. “P” is data indicating that a bet operation was performed, and “A” is data indicating that a bet operation was not performed. In addition, this table is updated in every game, and stored in the RAM  83 . 
     An oscillation mode data table is described with reference to  FIG. 19B . 
     The CPU  81  refers to this oscillation mode data table upon determining combination patterns of the oscillation modes of the playing board  3 a. In addition, this table is stored in the ROM  82 . 
     According to this table, in a case of a pattern  3 , the roll of dice  70  is performed in the order of a small oscillation for six seconds, a large oscillation for four seconds, and a subtle oscillation for five seconds. Here, the order of oscillation amplitude of the playing board  3 a is equal to large oscillation&gt;small oscillation&gt;subtle oscillation. It should be noted that the oscillation speed for the large oscillation, the small oscillation, and the subtle oscillation are all the same speed. Furthermore, the small oscillation is enough to be able to roll a die, the large oscillation is enough to jump a die, and the subtle oscillation is enough to level off a die that comes to rest at a tilt. 
     A rendered effect table is described with reference to  FIG. 20B . 
     The CPU  81  refers to this rendered effect table upon determining rendered effect data in response to an oscillation pattern of the playing board  3 a in Step S 43  of  FIG. 33B . In addition, this table is stored in the ROM  82 . 
     According to this table, oscillation modes correspond to sound types and, for example, in the case of a large oscillation, “sound  2 ” is determined. For example, in the case of “sound  2 ”, the sound indicating that a die jumps is outputted from the speaker  221 . 
     It should be noted that, by way of associating an oscillation mode with a certain type of emitted light, rendered effects with a light emitting mode associated with an oscillation mode may be performed by lighting or flashing of the lamp  222 . 
     An IC tag data table is described with reference to  FIG. 21B . 
     The IC tag data table is a table showing data as identification data  1  to  3  which is created by the CPU  81  based on the results of the type of dice and the number of dots on the dice, when information stored in IC tags embedded in the dice  70 a,  70 b, and  70 c is detected by the IC tag reader  16 . 
     According to this table, for example, when an IC tag embedded in each die is detected in the order of  70 c,  70 a, and  70 b, by the IC tag reader  16 , the die  70 c is associated with identification data  1  of which the type is “red” and the number of dots is “six”, the die  70 a is associated with identification data  2  of which the type is “white” and the number of dots is “three”, and the die  70 b is associated with identification data  3  of which the type is “black” and the number of dots is “five”. 
     On the other hand, when three dice are not detected, for example, in a case where only two dice are detected, identification data is created for only 2 sets, identification data  1  and  2 . 
     In addition, the data table is transmitted from the IC tag reader  16  to the CPU  81 , and then the CPU  81  receives it to analyze the number of dots on a die and the like. 
     An infrared camera imaging data table is described with reference to  FIG. 22B . 
     The infrared camera imaging data table is a data table showing dot patterns of the infrared absorption inks applied to the dice  70  and location data of the dice  70  on the playing board  3 a. 
     For example, regarding the die  70 a shown in  FIG. 11B , in the infrared camera imaging data table, the CPU (not shown) inside the infrared camera  15  stores −50 for X and 55 for Y as location data, stores “◯” for  181 ,  182 ,  184 ,  186 , and  187 , to which the infrared absorption inks are being applied, and stores “X” for  183  and  185 , which are not being applied. The same is true of the dice  70 b and  70 c. 
     On the other hand, as shown in  FIG. 13B , in a case where a plurality of faces of the dice  70  is imaged, the number of dots cannot be specified uniquely. In this case, the CPU (not shown) inside the infrared camera  15  calculates the area of the profiles  75  on the plurality of faces thus imaged, and generates the infrared camera imaging data table based on the dot patterns on the face that has a maximum area. 
     Therefore, even if the dice  70  come to rest at a tilt and a plurality of faces of the dice  70  is imaged, the number of dots can be specified uniquely. 
     In addition, this data table is transmitted from the infrared camera  15  to the CPU  81 , and then the CPU  81  receives it to analyze the number of dots on a die and the like. 
     A dot pattern data classification table is described with reference to  FIG. 23B . 
     According to this table, colors as the classification for the dice  70  are set so as to correspond to dot combinations to which the infrared absorption ink is applied, among the abovementioned dots  181  to  183  in  FIG. 10B . “◯” indicates that the infrared absorption ink is applied to the dot, and “X” indicates that the infrared absorption ink is not applied to the dot. 
     For example, in a case where the infrared camera imaging data table described in  FIG. 22B  is transmitted to the CPU  81 , the CPU  81  determines the classification of the dice  70  as “red” by comparing the infrared camera imaging data table with the dot pattern data classification table. 
     A number of dots-dot pattern data table is described with reference to  FIG. 24B . 
     According to this table, numbers as the number of dots on the dice  70  are set so as to correspond to dot combinations to which the infrared absorption ink is applied, among the abovementioned dots  184  to  187  in  FIG. 10B . “◯” indicates that the infrared absorption ink is applied to the dot, and “X” indicates that the infrared absorption ink is not applied to the dot. 
     For example, in a case where the infrared camera imaging data table shown in  FIG. 22B  is transmitted from the infrared camera  15  to the CPU  81 , the CPU  81  determines the number of dots on the dice  70  as “five” by comparing the infrared camera imaging data table thus received with the dot pattern data classification table. 
     A bet start instruction image is described with reference to  FIG. 25B . 
     The bet start instruction image is displayed by the CPU  81  on the display screen  210 a of the dealer used display  210  before the CPU  81  accepts a bet from each station  4 . 
     This bet start instruction image instructs a dealer to touch a “bet start” button. When a touch panel  211  detects that the dealer has touched the “bet start” button, the touch panel  211  transmits a bet start instruction signal to the CPU  81  via a communication interface  95 . 
     A bet end not recommended image is described with reference to  FIG. 26B . 
     This bet end not recommended image is displayed by the CPU  81  on the display screen  210 a of the dealer used display  210  while the CPU  81  accepts a bet from each station  4 . 
     This bet end not recommended image instructs the dealer not to touch a “bet end” button. 
     A bet end instruction image is described with reference to  FIG. 27B . 
     The bet end instruction image is displayed by the CPU  81  on the display screen  210 a of the dealer used display  210  after elapse of a predetermined time from when the CPU  81  starts accepting a bet from each station  4 . 
     This bet end instruction image instructs the dealer to touch the “bet end” button. When the touch panel  211  detects that the dealer has touched the “bet end” button, the touch panel  211  transmits a bet end instruction signal to the CPU  81  via the communication interface  95 . 
     A display example on the image display unit  7  of each station  4  is described with reference to  FIG. 283 . 
     An image shown in  FIG. 28B  is configured to report to each station  4  that accepting of bets has ended. A player can recognize that the accepting of bets has ended by confirming that a message “NO MORE BETS” is displayed. 
     A display example on the image display unit  7  of each station  4  is described with reference to  FIG. 29B . 
     The image shown in  FIG. 29B  is configured to report to the station  4  in which a bet was not placed that a bet can be placed on a subsequent game. A player can recognize that a bet on the subsequent game is possible by confirming that a message “ABLE TO PLACE THE BET FOR THE NEXT GAME” is displayed. 
     Subsequently, with reference to  FIGS. 30B to 34B , processing performed in the main control unit of a gaming machine according to the present embodiment is described. 
       FIG. 30B  is a flowchart showing dice game execution processing. Initially, in Step S 1 , the CPU  81  executes bet processing, which is described later in  FIG. 31B , and in Step S 3 , the CPU  81  executes dice rolling processing, which is described later in  FIG. 33B . In Step S 5 , the CPU  81  executes number of dots on dice detection processing, which is described later in  FIG. 34B  and, in Step  7 , executes payout processing corresponding to the number of dots, and then the flow returns to Step  1 . 
       FIG. 31B  is a flowchart showing bet processing. 
     In Step S 11 , the CPU  81  displays the bet start instruction image (see  FIG. 25B ) on the display screen  210 a of the dealer used display  210 . It should be noted that, whether or not the bet start instruction image is displayed may be determined according to a dealer&#39;s level with reference to the instruction image display determination (see  FIG. 17B ). 
     Thus, according to the dealer&#39;s level, it becomes possible to determine whether the bet start instruction image is displayed on the display screen  210 a of the dealer used display  210 . 
     In Step S 13 , the CPU  81  determines whether the bet start instruction signal has been received from the touch panel  211  disposed on the dealer used display  210 . In the case of a NO determination, the CPU  81  returns the processing to Step S 13 , and in the case of a YES determination, the CPU  81  advances the processing to Step S 15 . 
     In Step S 15 , the CPU  81  transmits the bet start signal to each of the stations  4 . When the bet start signal is received, bet placement can be performed at each station  4 . 
     In Step S 17 , the CPU  106  determines whether or not a predetermined time has elapsed. More specifically, the CPU  81  starts to measure a predetermined lapse of time t by the timer  131 , compares the predetermined lapse of time t with a predetermined time T 1  stored in the ROM  82 , and determines whether the predetermined lapse of time t measured by the timer  131  has reached the predetermined time T 1 . In the case of a NO determination, the CPU  81  returns the processing to Step S 17 , and in the case of a YES determination, the CPU  81  advances the processing to Step S 19 . 
     In Step S 19 , the CPU  81  displays the bet end instruction image (see  FIG. 27B ) on the display screen  210 a of the dealer used display  210 . It should be noted that, whether or not the bet end instruction image is displayed may be determined according to a dealer&#39;s level with reference to the instruction image display determination (see  FIG. 17B ). In Step S 21 , the CPU  81  determines whether the bet end instruction signal has been received from the touch panel  211  disposed on the dealer used display  210 . In the case of a NO determination, the CPU  81  returns the processing to Step S 21 , and in the case of a YES determination, the CPU  81  advances the processing to Step S 23 . 
     In Step S 23 , the CPU  81  transmits the bet end signal to each station  4 . When the bet end signal is received, bet placement cannot be accepted at each station  4 , and then the CPU  111  inside the station control unit  110  displays an image which reports on the image display unit  7  that an accepting of bet placement has been terminated ( FIG. 28B ). 
     In Step S 25 , the CPU  81  receives bet information from each station  4 . The bet information relates to a normal bet input and a side bet input performed at each station  4 . In addition, the bet information includes information indicating whether bet placement has been performed or not which is included in the bet existence determination table ( FIG. 18B ). Upon terminating the processing of Step S 25 , the CPU  81  terminates the bet processing. 
     With the bet processing of the present embodiment, even an inexperienced dealer can perform start operations for bet placement and end operations according to instructional images. 
       FIG. 32B  is a flowchart showing subsequent game bet processing. 
     The subsequent game bet processing is started by the CPU  81  and executed parallel to the dice rolling processing in  FIG. 30B  when the bet processing described in  FIG. 31B  is terminated. Therefore, placing a bet on the subsequent game becomes possible even during the dice rolling after termination of the bet processing. 
     In Step S 31 , the CPU  81  determines whether bet placement has been performed for each station  4 . More specifically, the CPU  81  distinguishes stations at which bet placement has been performed from stations at which bet placement has not been performed with reference to the bet existence determination table ( FIG. 18B ). 
     In Step S 33 , the CPU  81  transmits a bet start signal for a subsequent game to the stations  4  at which bet placement has not been performed. When the station  4  receives the bet start signal for a subsequent game, the CPU  111  inside the station control unit  110  displays an image which reports that bet placement for a subsequent game is possible ( FIG. 29B ) on the image display unit  7 . 
     Thus, even during a game, a player who has not participated in the game can place a bet on a subsequent game. 
     In Step S 35 , the CPU  81  determines whether or not a predetermined time has elapsed. More specifically, the CPU  81  starts to measure a predetermined lapse of time t by the timer  131 , compares the predetermined lapse of time t with a predetermined time T 2  stored in the ROM  82 , and determines whether the predetermined lapse of time t measured by the timer  131  has reached the predetermined time T 2 . In the case of a NO determination, the CPU  81  returns the processing to Step S 35 , and in the case of a YES determination, the CPU  81  advances the processing to Step S 37 . 
     In Step S 37 , the CPU  81  transmits a bet end signal to the station  4  at which the bet start signal for a subsequent game has been received. When the station  4  receives the bet end signal, the player cannot place a bet on a subsequent game, and the CPU  81  terminates acceptance of bet placement for a subsequent game. Upon terminating the process in Step S 37 , the CPU  81  terminates the subsequent game bet processing. 
       FIG. 33B  is a flowchart showing dice rolling processing. In Step S 41 , the CPU  81  extracts an oscillation pattern (combinations of oscillation modes) data from the ROM  82 . More specifically, the CPU  81  refers to an oscillation mode data table (see  FIG. 19B ) and extracts the oscillation pattern data at random. 
     In Step S 43 , the CPU  81  extracts a rendered effect corresponding to an oscillation mode from the ROM  82 . More specifically, the CPU  81  refers to the rendered effect table (see  FIG. 20B ) and extracts rendered effect data corresponding to an oscillation mode based on an oscillation pattern data thus extracted in Step S 41 . 
     In Step S 45 , the CPU  81  oscillates the playing board  3 a and performs a rendered effect. More specifically, the CPU  81  oscillates the playing board  3 a by controlling the oscillation motor  300  based on the oscillation pattern data thus extracted in Step S 41 , and performs a rendered effect with sounds and/or lights based on rendered effect data corresponding to an oscillation mode. 
     Thus, since a rendered effect corresponding to an oscillation mode of the playing board  3 a is performed, games do not become monotonous and interest therein can be improved. Furthermore, since an oscillation pattern is randomly determined, games do not become monotonous and interest therein can be improved. 
     In Step S 47 , the CPU  81  ceases oscillation of the playing board  3 a. More specifically, the CPU  81  ceases the oscillation of the playing board  3 a by stopping the oscillation motor  300 . Upon terminating the processing in Step S 47 , the CPU  81  terminates the dice rolling processing. 
       FIG. 34B  is a flowchart showing number of dots on dice detection processing. 
     In Step S 71 , the CPU  81  determines whether identification data of the three dice has been received from the IC tag reader  16 . In the case of a YES determination, the CPU  81  advances the processing to Step S 73 , and in the case of a NO determination, the CPU  81  advances the processing to Step S 75 . More specifically, the CPU  81  determines whether there are three sets of identification data, which are identification data  1  to  3 , in the IC tag data table (see  FIG. 21B ) received from the IC tag reader  16 . In Step S 73 , the CPU  81  determines the number of dots on the three dice. More specifically, the CPU  81  determines the number of dots of the three dice by analyzing the identification data  1  to  3 . For example, in a case where the identification data is data as shown in  FIG. 21B , the number of dice of which type is red is “six”, the number of dice of which type is white is “three”, and the number of dice of which type is black is “five”. Upon finishing the processing in Step S 73 , the CPU  81  terminates the number of dots detection processing. 
     In Step S 75 , the CPU  81  receives imaging data from the infrared camera. More specifically, the CPU  81  receives the infrared camera imaging data table (see  FIG. 22B ) for each of the dice  70 a,  70 b, and  70 c, from the infrared camera  15   
     In Step S 77 , the CPU  81  determines numbers of dots on the dice. More specifically, the CPU  81  determines positions of the dice on the playing board  3 a based on the infrared camera imaging data table (see  FIG. 22B ), determines types (colors) of the dice based on the infrared camera imaging data table (see  FIG. 22B ) and the dot pattern data classification table (see  FIG. 23B ), and determines numbers of the dice based on the infrared camera imaging data table (see  FIG. 22B ) and the number of dots-dot pattern data table (see  FIG. 24B ). This processing is executed for the three dice  70 a,  70 b, and  70 c. Upon terminating the processing in Step S 77 , the CPU  81  terminates the number of dots detection processing. 
     Thus, even in a case where, for example, a die is inclined and the number of dots thereof cannot be identified by the IC tag reader  16 , since the number of dots can be determined using the infrared camera  15 , the accuracy of detection and identification of numbers of dots can be improved. 
     Descriptions regarding the present embodiment have been provided above. Although a case has been described in which the number of dice  70  is three according to the present embodiment, the number of in the present invention is not limited to three and, for example, the number of the dice may be five. 
     In the present embodiment, although the controller of the present invention is described for a case of being configured from a CPU  81  which the main controller  80  includes and a CPU  111  which the station  4  includes, the controller of the present invention may be configured by only a single CPU. 
     Although embodiments of the present invention are described above, they are merely exemplified specific examples, and the present invention is not particularly limited thereto. Specific configurations such as each means can modified appropriately. Moreover, it should be understood that the advantages described in association with the embodiments are merely a listing of most preferred advantages, and that the advantages of the present invention are by no means restricted to those described in connection with the embodiments. 
     Embodiments of the present invention will be described below with reference to the accompanying drawings. 
     Although described in detail later, as shown in  FIG. 1C , the CPU  81  starts a unit game, accepts a bet during a first predetermined time from each of a plurality of touch panels  35  respectively to a plurality of stations  4  (Step S 100 ), when the first predetermined time elapses (Step S 200 ), accepts a bet for a subsequent game during a second predetermined time from each of a plurality of the touch panels  35  (Step S 300 ), and, when the second predetermined time elapses (Step S 400 ), starts a subsequent game (Step S 500 ). 
       FIG. 2C  is a perspective view schematically showing an example of a gaming machine according to the embodiment of this invention.  FIG. 3C  is an enlarged view of a playing unit of the gaming machine shown in  FIG. 2C . As shown in  FIG. 2C , a gaming machine  1  according to the present embodiment includes a housing  2  as a main body portion, a playing unit  3  that is provided substantially at the center of the top face of the housing  2  and in which a plurality of dice  70  are rolled and stopped, a plurality of stations  4  disposed so as to surround the playing unit  3 , and a dealer used display  210  that is positioned so as not to be visually recognizable by a player seated at each station  4 . The station  4  includes an image display unit  7 . The player seated at each station  4  can participate in a game by predicting numbers of dots on the dice  70  and performing a normal bet input and a side bet input. 
     The gaming machine  1  includes a housing  2  as a main body portion, a playing unit  3  that is provided substantially at the center of the top face of the housing  2  and in which a plurality of dice  70  are rolled and stopped, and a plurality of stations  4  (ten in this embodiment) disposed so as to surround the playing unit  3 . 
     The station  4  include a game media receiving device  5  into which game media such as medals to be used for playing the game are inserted, a control unit  6 , which is configured with multiple control buttons by which a player enters predetermined instructions, and an image display unit  7 , which displays images relating to a bet table. The player may participate in a game by operating the control unit  6  or the like while viewing the image displayed on the image display unit  7 . 
     A payout opening  8 , from which a player&#39;s game media are paid out, are provided on the sides of the housing  2  on which each station  4  is provided. In addition, a speaker  9 , which can output sound, is disposed on the upper right of the image display unit  7  on each of the stations  4 . 
     A control unit  6  is provided on the side part of the image display unit  7  on each of the stations  4 . As viewed from a position facing the station  4 , in order from the left side are provided a select button  30 , a payout (cash-out) button  31 , and a help button  32 . 
     The select button  30  is a button that is pressed when confirming a bet operation after the bet operation is complete. Furthermore, in a case other than the bet operation, the button is pressed when a player confirms an input performed. 
     The payout button  31  is a button which is usually pressed at the end of a game, and when the payout button  31  is pressed, game media corresponding to credits that the player has acquired is paid out from the payout opening  8 . 
     The help button  32  is a button that is pressed in a case where a method of operating the game is unclear, and upon the help button  32  being pressed, a help screen showing various kinds of operation information is displayed immediately thereafter on the image display unit  7 . 
     The playing unit  3  is configured so as to allow a plurality of dice to roll and stop. The present embodiment is configured to use three dice  70  (dice  70 a,  70 b, and  70 c) at the playing unit  3 . 
     A speaker  221  and a lamp  222  are disposed around the playing unit  3 . The speaker  221  performs rendered effects by outputting sounds while the dice  70  are being rolled. The lamp  222  performs rendered effects by emitting lights while the dice  70  are being rolled. 
     The playing unit  3  includes a playing board  3 a, which is formed to be a circular shape, to roll and then stop the dice  70 . An IC tag reader  16 , which is described later in  FIGS. 6C to 9C , are provided below the playing board  3 a. 
     Since the playing board  3 a is formed to be substantially planar, as shown in  FIG. 3C , the dice  70  are rolled by oscillating the playing board  3 a substantially in the vertical direction with respect to the horizontal direction of the playing board  3 a. Then, the dice  70  are stopped after the oscillation of the playing board  3 a ceases. The playing board  3 a is oscillated by a CPU  81  (described later) driving an oscillating motor  300 . 
     Furthermore, as shown in  FIG. 3C , the playing unit  3  is covered with a cover member  12  of which the entire upper area is made of a transparent acrylic material formed in a hemispherical shape, and regulates the rolling area of the dice  70 . In the present embodiment, an infrared camera  15  is provided at the top of the cover member  12  to detect numbers of dots and the like (such as positions of the dice  70  on the playing board  3 a, types of the dice  70 , and numbers of dots of the dice  70 ) of the dice  70 . Furthermore, the cover member  12  is covered with a special film (not shown) which blocks infrared radiation. In this way when the numbers of dots of the dice  70  on which an infrared absorption ink has been applied is detected with the infrared camera  15 , false detection can be prevented that arises, for example, in a case where a blink rate of a light irradiated from a circumference of the playing unit  3  is fast. 
       FIG. 4C  is an external perspective view of a die  70 . As shown in  FIG. 4C , the die  70  is a cube of which the length of a side is 100 mm. 
       FIG. 5C  is a development view of the die  70 . As shown in  FIG. 5C , the combinations of two faces opposing each other are “1 and 6”, “2 and 5”, and “3 and 4”. 
       FIGS. 6C to 9C  show IC tag readable areas by an IC tag reader  16  disposed below the playing board  3 a. 
     Here, a way of reading information stored in the IC tag by the IC tag reader  16  is described below. 
     The IC tag reader  16  is a non-contact type IC tag reader. For example, it is possible to read information stored in the IC tag by RFID (Radio Frequency Identification). The RFID system performs near field communication that reads and writes data stored in semi-conductor devices by an induction field or radio waves in a non-contact manner. In addition, since this technology is known conventionally and is described in Japanese Unexamined Patent Application Publication No. H8-21875, an explanation thereof is abbreviated. 
     In the present embodiment, a plurality of IC tags is read by a single IC tag reader  16 . Under the abovementioned RFID system, an anti-collision function can be employed which can read a plurality of IC tags by a single reader. The anti-collision function includes FIFO (first in first out) type, multi-access type, and selective type, and communicates with a plurality of the IC tags sequentially. The FIFO type is a mode to communicate with a plurality of the IC tags sequentially in the order that each IC tag enters an area in which an antenna can communicate therewith. The multi-access type is a mode that is able to communicate with all the IC tags, even if there is a plurality of the IC tags simultaneously in the area in which an antenna can communicate with the IC tags. The selective type is a mode that is able to communicate with a specific IC tag among a plurality of the IC tags in the area in which an antenna can communicate therewith. By employing the abovementioned modes, it is possible to read a plurality of the IC tags with a single IC tag reader. In addition, reading the IC tags may not only be done by the non-contact type, but also a contact type. In addition, the IC tag reader is not limited thereto, and anything that is appropriately designed with the object of being read may be employed. 
     In the present embodiment, a readable area of the IC tag reader  16  is 10 mm in substantially a vertical direction from substantially an entire horizontal face on the playing board  3 a. 
     With reference to  FIG. 6C , a face of the die  70  (for example, a face of which the number of dots is six) is in contact with the playing board  3 a. Furthermore, the IC tag is embedded substantially at the center of each face of the die  70  (the IC tags for the faces on which the numbers of dots are “3” and “4” are not shown). An IC tag  51  is embedded substantially at the center of a face on which the number of dots is six. An IC tag  52  is embedded substantially at the center of a face on which the number of dots are five. An IC tag  53  is embedded substantially at the center of a face on which the number of dots is one. An IC tag  54  is embedded substantially at the center of a face on which the number of dots is two. 
     Here, only the IC tag  51  exists in the readable area of the IC tag reader  16 . Therefore, the number of dots (in this case, “one”) of a face, opposing the face on which the IC tag  51  is embedded, is determined as the number of dots of the die  70 . 
     Furthermore, since the number of dots of a face, opposing a face on which an IC tag is embedded, is determined as the number of dots of the die  70 , “one” is stored, as data of the number of dots, in the IC tag  51  on the face of which the number of dots is “six”. “Two” is stored, as data of the number of dots, in the IC tag  52  on the face of which the number of dots is “five”. “Six” is stored, as data of the number of dots, in the IC tag  53  on the face of which the number of dots is “one”. “Five” is stored, as data of the number of dots, in the IC tag  54  on the face of which the number of dots is “two”. “Three” is stored, as data of the number of dots, in the IC tag (not shown) on the face of which the number of dots is “four”. Finally, “four” is stored, as data of the number of dots, in the IC tag (not shown) on the face of which the number of dots is “three”. 
     Furthermore, as described above, since a side of the die  70  is 10 mm, it is not physically possible for an IC tag reader  16  to detect more than one IC tag with respect to one die. 
     With reference to  FIG. 7C , a die  70  is inclined. However, since the IC tag  51  still exists in the readable area of the IC tag reader  16 , the number of dots of the die  70  is determined as “one”. 
     With respect to  FIG. 8C , the die  70  is inclined at a greater angle than the case shown in  FIG. 7C . Then, since there is no IC tag which exists in the readable area of the IC tag reader  16 , the IC tag reader  16  cannot detect the number of dots of the die  70 . 
     With reference to  FIG. 9C , the die  70 b is superimposed on the die  70 a. In this case, neither of the IC tags  55 ,  56 ,  57 , and  58 , which are embedded in the die  70 b, exists in the readable area of the IC tag reader  16 . Therefore, in this case, the IC tag reader  16  cannot detect the number of dots of the die  70 b. 
       FIG. 10C  shows a sheet  140  attached to each face of the die  70 . 
     As shown in  FIG. 10C , on each face of the die  70 , the sheet  140 , to which infrared absorption ink is applied to identify the number of dots and the type of the die  70 , is provided so as to be covered by a sheet on which the number of dots is printed. According to  FIG. 10C , the infrared absorption ink can be applied to dots  181 ,  182 ,  183 ,  184 ,  185 ,  186 , and  187 . 
     The number of dots of the die  70  can be identified by a combination of the dots to which the infrared absorption ink is applied among the dots  184 ,  185 ,  186 , and  187 . In addition, the type of the die  70  can be identified by a combination of the dots to which the infrared absorption ink is applied among the dots  181 ,  182 , and  183 . 
       FIG. 11C  shows an image in which the dice  70 , which comes to rest on the playing board  3 a, are captured substantially in the vertically upward direction using an infrared camera  15 . 
     With reference to  FIG. 11C , dots to which the infrared absorption ink is applied on each of the dice  70 a,  70 b, and  70 c are captured in black. The type and the number of dots for each of the dice  70 a,  70 b, and  70 c are determined based on a combination of the dots to which the ink is applied. In addition, the playing board  3 a is formed in a disc shape having a radius a, and each position of the dice  70 a,  70 b, and  70 c is detected as an x component and y component on an x-y coordinate. 
       FIG. 12C  shows a sheet  150  which is attached to each face of the dice  70 . 
     As shown in  FIG. 12C , a circular profile  75  having a certain area on each face of the dice  70  in common is depicted by way of applying the infrared absorption ink on each face of the dice  70 . The sheet  150  on which the circular profile  75  is depicted is provided so as to be covered by the abovementioned sheet  140 . 
       FIG. 13C  shows an image in which the die  70 , which comes to rest at a tilt on a playing board  3 a, is captured substantially in the vertically upward direction using the infrared camera  15 . 
     With reference to  FIG. 13C , three faces of the die  70  are captured. Therefore, it is necessary to distinguish the number of dots of which face is correct. Consequently, the number of dots having the largest area among the three faces is determined as the face that should be read. In a case of this distinction, the CPU (not shown) in the infrared camera  15  calculates the areas of the circular profiles  75  thus captured, and distinguishes the number of dots of the face on which the circular profile  75  having the largest area among the areas thus calculated is printed as the correct number of dots. 
       FIG. 14C  shows an example of a display screen displayed on an image display unit. As shown in  FIG. 14C , an image display unit  7  is a touch-panel type of liquid crystal display, on the front surface of which a touch panel  35  is attached, allowing a player to perform selection such as of icons displayed on a liquid crystal screen  36  by contacting the touch panel  35 , e.g., with a finger. 
     A table-type betting board (a bet screen)  40  for predicting the number of dots of the dice  70  is displayed in a game at a predetermined timing on the image display unit  7 . 
     A detailed description is now provided regarding the bet screen  40 . On the bet screen  40  are displayed a plurality of normal bet areas  41  and a side bet area  42 . The plurality of normal bet areas  41  includes a normal bet area  41 A, a normal bet area  41 B, a normal bet area  41 C, a normal bet area  41 D, a normal bet area  41 E, a normal bet area  41 F, a normal bet area  41 G, and a normal bet area  41 H. By contacting the touch panel  35 , e.g., with a finger, the normal bet area  41  is designated, and by displaying chips in the normal bet area  41  thus designated, a normal bet operation is performed. Furthermore, by contacting the touch panel  35 , e.g., with a finger, the side bet area  42  is designated, and by displaying chips in the side bet area  42  thus designated, a side bet operation is performed. 
     A unit bet button  43 , a re-bet button  43 E, a payout result display unit  45 , and a credit amount display unit  46  are displayed at the right side of the side bet area  42  in order from the left side. 
     The unit bet button unit  43  is a group of buttons that are used by a player to bet chips on the normal bet area  41  and the side bet area  42  designated by the player. The unit bet button unit  43  is configured with four types of buttons including a 1 bet button  43 A, a 5 bet button  43 B, a 10 bet button  43 C, and a 100 bet button  43 D. It should be noted that in the case of an incorrect bet operation, the player can start a bet operation again by touching a re-bet button  43 E. 
     Firstly, the player designates the normal bet area  41  or the side bet area  42  using a cursor  47  by way of contacting the touch panel  35 , e.g., with a finger. At this time, contacting the 1 bet button  43 A, e.g., with a finger, allows for betting one chip at a time (number of chips to be bet increases one by one in the order of 1, 2, 3, every time the 1 bet button  43 A is contacted, e.g., by a finger). Similarly, when contacting the 5 bet button  43 B, e.g., with a finger, five chips at a time can be bet (number of chips to be bet increases five by five in the order of 5, 10, 15, every time the 5 bet button  43 B is contacted, e.g., by a finger). Similarly, when contacting the 10 bet button  43 C, e.g., with a finger, ten chips at a time can be bet (number of chips to be bet increases ten by ten in the order of 10, 20, 30, every time the 10 bet button  43 C is contacted, e.g., by a finger). Similarly, when contacting the 100 bet button  43 D, e.g., with a finger, a hundred chips at a time can be bet (number of chips to be bet increases hundred by hundred in the order of 100, 200, 300, . . . every time the 100 bet button  43 D is contacted, e.g. by a finger). The number of chips bet up to the current time is displayed as a chip mark  48 , and the number displayed on the chip mark  48  indicates the number of bet chips. 
     The number of bet chips and payout credit amount for a player in a previous game are displayed in the payout result display unit  45 . The number calculated by subtracting the number of bet chips from the payout credit amount is a newly acquired credit amount for the player in the previous game. 
     The credit amount display unit  46  displays the credit amount which the player possesses. The credit amount decreases according to the number of bet chips (1 credit amount for 1 chip) when the player bets chips. If the bet chips are entitled to an award and credits are paid out, the credit amount increases in accordance with the number of paid out chips. It should be noted that the game is over when the player&#39;s credit amount becomes zero. 
     The normal bet area  41  in the bet screen  40  is described next. The normal bet areas  41 A and  41 B are portions where the player places a bet on a predicted sum of dots appearing on the dice  70 A to  70 C. In other words, the player selects the normal bet area  41 A if the predicted sum falls in a range of 4 to 10, or the normal bet area  41 B if the predicted sum falls in a range of 11 to 17. Odds are set to 1:1 (2 chips are paid out for 1 chip bet). 
     The normal bet area  41 C is a portion where the player places a bet, predicting that two dice  70  have the same number of dots. In other words, the player wins an award if one of the combinations occurs, such as (1, 1), (2, 2), (3, 3), (4, 4), (5, 5), and (6, 6), and the odds are set to 1:10. 
     The normal bet area  41 D is a portion where the player places a bet, predicting that all three dice have the same number of dots. In other words, the player wins an award if one of the combinations occurs, such as (1, 1, 1), (2, 2, 2), (3, 3, 3), (4, 4, 4), (5, 5, 5), and (6, 6, 6), and the odds are set to 1:30. 
     The bet area  41 E is a portion where the player places a bet on a predicted number of dots appearing commonly on all three dice. In other words, the player places a bet on one of the combinations of (1, 1, 1), (2, 2, 2), (3, 3, 3), (4, 4, 4), (5, 5, 5), or (6, 6, 6), and the odds are set to 1:180. 
     The normal bet area  41 F is where the player places a bet, predicting a total, a summation of dots appearing on the three dice. Odds are set according to the occurrence frequency of the total. For example, if the total is 4 or 17, odds are set to 1:60; if the total is 5 or 16, odds are set to 1:30; if the total is 6 or 15, odds are set to 1:18; if the total is 7 or 14, odds are set to 1:12; if the total is 8 or 13, odds are set to 1:8; if the total is 9 or 12, odds are set to 1:7; and if the total is 10 or 11, odds are set to 1:6. 
     The bet area  41 G is a portion where the player places a bet on predicted dots appearing on the two dice selected from the three, and the odds are set to 1:5. 
     The normal bet area  41 H is a region where the player places a bet on the number of dots appearing on the dice  70 , and the odds are set according to the number of dots of the dice  70  matching the predicted number of dots. 
       FIG. 15C  is a block diagram showing the internal configuration of the gaming machine shown in  FIG. 2C . A main control unit  80  of the gaming machine  1  includes a microcomputer  85 , which is configured with a CPU  81 , ROM  82 , RAM  83 , and a bus  84  that transfers data therebetween. 
     The CPU  81  is connected with an oscillating motor  300  via an. I/O interface  90 . Furthermore, the CPU  81  is connected with a timer  131 , which can measure time via the I/O interface  90 . In addition, the CPU  81  is connected with a lamp  222  via the I/O interface  90 . The lamp  222  emits various colors of light for performing various types of rendered effects, based on output signals from the CPU  81 . Furthermore, the CPU  81  is connected with a speaker  221  via the I/O interface  90  and a sound output circuit  231 . The speaker  221  emits various sound effects for performing various types of rendered effects, based on output signals from the sound output circuit  231 . Furthermore, the I/O interface  90  is connected with the abovementioned infrared camera  15  and/or the IC tag reader  16 , thereby transmitting and receiving information in relation to the number of dots of the three dice  70 , which comes to rest on the playing board  3 a, between the infrared camera  15  and/or the IC tag reader  16 . 
     Here, the oscillating motor  300 , the infrared camera  15 , the IC tag reader  16 , the lamp  222 , the sound output circuit  231 , and the speaker  221  are provided within a single composite unit  220 . 
     In addition, via a communication interface  95  connected to the I/O interface  90 , the main control unit  80  transmits and receives data such as bet information, payout information, and the like to and from each station  4 , as well as data such as bet start instruction images, bet start instruction signals, and the like to and from the dealer used display  210 . 
     Furthermore, the I/O interface  90  is connected with a history display unit  91 , and the main control unit  80  transmits and receives information in relation to the number of dots on the die, to and from the history display unit  90 . 
     ROM  82  in the main control unit  80  is configured to store a program for implementing basic functions of the gaming machine  1 ; more specifically, a program for controlling various devices which drive the playing unit  3 , a program for controlling each station  4 , and the like, as well as a payout table, data indicating a predetermined time T, data indicating a specific value TT, and the like. 
     RAM  83  is memory, which temporarily stores various types of data calculated by CPU  81 , and, for example, temporarily stores data bet information transmitted from each station  4 , information on respective number of dots that appear on the dice  70  transmitted from the infrared camera  15  and/or the IC tag reader  16 , data relating to the results of processing executed by CPU  81 , and the like. A jackpot storage area is provided in the RAM  83 . In the jackpot storage area, the data indicating the number of playing media stored cumulatively is stored so as to correspond to each number of dots of matching dice. The data is provided to the station  4  at a predetermined timing, and a jackpot image is displayed. 
     The CPU  81  controls the oscillating motor  300 , which oscillates the playing unit  3 , based on data and a program stored in the ROM  82  and the RAM  83 , and oscillates the playing board  3 a of the playing unit  3 . Furthermore, after oscillation of the playing board  3 a ceases, a control processing associated with game progression, such as confirmation processing for confirming the number of dots on each of the dice  70  resting on the playing board  3 a. 
     In addition to the control processing described above, the CPU  81  has a function of executing a game by transmitting and receiving data to and from each station  4  so as to control each station  4 . More specifically, the CPU  81  accepts bet information transmitted from each station  4 . Furthermore, the CPU  81  performs win determination processing based on the number of dots on the dice  70  and the bet information transmitted from each station  4 , and calculates the amount of an award paid out in each station  4  with reference to the payout table stored in the ROM  82 . 
       FIG. 16C  is a block diagram showing the internal configuration of the station shown in  FIG. 2C . The station  4  includes a main body  100  in which an image display unit  7  and the like are provided, and a game media receiving device  5 , which is attached to the main body  100 . The main body  100  further includes a station control unit  110  and several peripheral devices. 
     The station control unit  110  includes a CPU  111 , ROM  112 , and RAM  113 . 
     ROM  112  stores a program for implementing basic functions of the station  4 , other various programs needed to control the station  4 , a data table, and the like. 
     Moreover, a decision button  30 , a payout button  31 , and a help button  32  provided in the control unit  6  are connected to the CPU  111 , respectively. The CPU  111  controls the execution of various corresponding operations in accordance with manipulation signals, which are generated in response to each button pressed by a player. More specifically, the CPU  111  executes various processing, based on input signals transmitted from the control unit  6  in response to a player&#39;s operation which has been inputted, and the data and programs stored in the ROM  112  and RAM  113 . Subsequently, the CPU  111  transmits the results to the CPU  81  in the main control unit  80 . 
     In addition, the CPU  111  in the main control unit  80  receives instruction signals from the CPU  81 , and controls peripheral devices which configure the station  4 . The CPU  111  performs various kinds of processing based upon the input signals supplied from the control unit  6  and the touch panel  35 , and the data and the programs stored in the ROM  112  and the RAM  113 . Then, the CPU  111  controls the peripheral devices which configure the station  4  based on the results of the processing. It should be noted that the mode whereby processing is performed is set for each processing depending on the content of the processing. For example, the former approach is applied to payout processing of game media for respective numbers of dots appearing on the dice, and the latter approach is applied to bet operation processing by a player. 
     Furthermore, a hopper  114 , which is connected to the CPU  111 , pays out a predetermined amount of game media through the payout opening  8 , receiving the instruction signals from the CPU  111 . 
     Moreover, the image display unit  7  is connected to the CPU  111  via a liquid crystal driving circuit  120 . The liquid crystal driving circuit  120  includes program ROM, image ROM, an image control CPU, work RAM, a video display processor (VDP), video RAM, and the like. Here, the program ROM stores an image control program with respect to the display functions of the image display unit  7 , and various kinds of selection tables. The image ROM stores dot data for creating an image to be displayed on the image display unit  7 , and dot data for displaying a jackpot image, for example. In addition, the image control CPU determines an image to be displayed on the image display unit  7 , selected from the dot data previously stored in the image ROM according to the image control program previously stored in the program ROM based on parameters specified by the CPU  111 . The work RAM is configured as a temporary storage means when executing the image control program by the image control CPU. The VDP forms an image corresponding to the display contents determined by the image control CPU and outputs the resulting image on the image display unit  7 . It should be noted that the video RAM is configured as a temporary storage device used by the VDP for creating an image. 
     As mentioned above, the touch panel  35  is attached to the front side of the image display unit  7 , and the information related to operation on the touch panel  35  is transmitted to the CPU  111 . The touch panel  35  detects an input operation by the player on a bet screen  40  and the like. More specifically, selection of the normal bet area  41  and the side bet area  42  in the bet screen  40 , manipulation of the bet button unit  43  and the like, are performed by touching the touch panel  35 , and the information thereof is transmitted to the CPU  111 . Then, a player&#39;s bet information is stored in the RAM  113  based on the information stored. Furthermore, the bet information is transmitted to the CPU  81  in the main control unit  80 , and stored in a bet information storage area in the RAM  83 . 
     Moreover, a sound output circuit  126  and a speaker  9  are connected to the CPU  111 . The speaker  9  emits various sound effects for performing various kinds of rendered effects, based on output signals from the sound output circuit  126 . In addition, the game media receiving device  5 , into which game media such as coins or medals are inserted, is connected to the CPU  111  via a data receiving unit  127 . The data receiving unit  127  receives credit signals transmitted from the game media receiving device  5 , and the CPU  111  increases a player&#39;s credit amount stored in the RAM  113  based on the credit signals transmitted. 
     A timer  130 , which can measure time, is connected to the CPU  111 . 
     A gaming board  60  includes a CPU (Central Processing Unit)  61 , ROM  65  and boot ROM  62 , a card slot  63 S compatible with a memory card  63 , and an IC socket  64 S compatible with a GAL (Generic Array Logic)  64 , which are connected to one another via an internal bus. 
     The memory card  63  comprises nonvolatile memory such as compact flash (trademark) or the like, which stores a game program and a game system program. 
     Furthermore, the card slot  63 S has a configuration that allows the memory card  63  to be detachably inserted, and is connected to the CPU  111  via an IDE bus. Such an arrangement allows the kinds or content of the game provided by the station  4  to be changed by performing the following operation. More specifically, the memory card  63  is first extracted from the card slot  63 S, and another game program and another game system program are written to the memory card  63 . Then, the memory card  63  thus rewritten is inserted into the card slot  63 S. In addition, the kinds or content of the games provided by the station  4  can be changed by replacing the memory card  63  storing a game program and a game system program with another memory card  63  storing another game program and game system program. The game program includes a program for advancing a game and the like. The game program also includes a program related to image data and sound data outputted during a game. 
     The GAL  64  is one type of PLD that has a fixed OR array structure. The GAL  64  includes multiple input ports and output ports and, upon receiving predetermined data via each input port, outputs output data that corresponds to the input data via the corresponding output port. In addition, an IC socket  64 S has a structure that allows the GAL  64  to be detachably mounted, and is connected to the CPU  111  via the PCI bus. 
     The CPU  61 , the ROM  65 , and the boot ROM  62 , which are connected to one another via the internal bus, are connected to the CPU  111  via the PCI bus. The PCI bus performs signal transmission between the CPU  111  and the gaming board  60 , as well as supplying electric power from the CPU  111  to the gaming board  60 . The ROM  65  stores country identification information and an authentication program. The boot ROM  62  stores a preliminary authentication program, a program (boot code) which instructs the CPU  61  to start up the preliminary authentication program, etc. 
     The authentication program is a program (forgery check program) for authenticating the game program and the game system program. The authentication program is defined to follow the procedure (authentication procedure) for confirming and authenticating that the game program and the game system program, which are to be acquired after the authentication, have not been forged, i.e. the procedure for authenticating the game program and the game system program. The preliminary authentication program is a program for authenticating the aforementioned authentication program. The preliminary authentication program is defined to follow the procedure for verifying that the authentication program has not been forged, i.e. the procedure for authenticating the authentication program (authentication procedure). 
     An instruction image display determination table is described with reference to  FIG. 17C . 
     In Steps S 11  and S 19  of  FIG. 31C , the instruction image display determination table is referred to by the CPU  81  upon determining whether a bet start instruction image or a bet end instruction image is displayed on the display screen  210 a of the dealer used display  210 . 
     According to this table, “X” is data for indicating that the bet start instruction image and the like is not displayed on the display screen  210 a, and “O” is data for indicating that the bet start instruction image and the like is displayed on the display screen  210 a. For example, in a case in which a dealer belongs to an intermediate level, the bet start instruction image is not displayed on the display screen  210 a, but the bet end instruction image is displayed on the display screen  210 a. In addition, this table is stored in the ROM  82 . 
     The bet existence determination table is described with reference to  FIG. 18C . 
     The CPU  81  refers to this bet existence determination table upon determining for each station  4  whether a bet operation is performed at each station  4  in Step S 31  of  FIG. 32C . 
     Data indicating whether the bet operation has been performed or not at each station number is stored in this table. “P” is data indicating that a bet operation was performed, and “A” is data indicating that a bet operation was not performed. In addition, this table is updated in every game, and stored in the RAM  83 . 
     An oscillation mode data table is described with reference to  FIG. 19C . 
     The CPU  81  refers to this oscillation mode data table upon determining combination patterns of the oscillation modes of the playing board  3 a. In addition, this table is stored in the ROM  82 . 
     According to this table, in a case of a pattern  3 , the roll of dice  70  is performed in the order of a small oscillation for six seconds, a large oscillation for four seconds, and a subtle oscillation for five seconds. Here, the order of oscillation amplitude of the playing board  3 a is equal to large oscillation&gt;small oscillation&gt;subtle oscillation. It should be noted that the oscillation speed for the large oscillation, the small oscillation, and the subtle oscillation are all the same speed. Furthermore, the small oscillation is enough to be able to roll a die, the large oscillation is enough to jump a die, and the subtle oscillation is enough to level off a die that comes to rest at a tilt. 
     A rendered effect table is described with reference to  FIG. 20C . 
     The CPU  81  refers to this rendered effect table upon determining rendered effect data in response to an oscillation pattern of the playing board  3 a in Step S 43  of  FIG. 33C . In addition, this table is stored in the ROM  82 . 
     According to this table, oscillation modes correspond to sound types and, for example, in the case of a large oscillation, “sound  2 ” is determined. For example, in the case of “sound  2 ”, the sound indicating that a die jumps is outputted from the speaker  221 . 
     It should be noted that, by way of associating an oscillation mode with a certain type of emitted light, rendered effects with a light emitting mode associated with an oscillation mode may be performed by lighting or flashing of the lamp  222 . 
     An IC tag data table is described with reference to  FIG. 21C . 
     The IC tag data table is a table showing data as identification data  1  to  3  which is created by the CPU  81  based on the results of the type of dice and the number of dots on the dice, when information stored in IC tags embedded in the dice  70 a,  70 b, and  70 c is detected by the IC tag reader  16 . 
     According to this table, for example, when an IC tag embedded in each die is detected in the order of  70 c,  70 a, and  70 b, by the IC tag reader  16 , the die  70 c is associated with identification data  1  of which the type is “red” and the number of dots is “six”, the die  70 a is associated with identification data  2  of which the type is “white” and the number of dots is “three”, and the die  70 b is associated with identification data  3  of which the type is “black” and the number of dots is “five”. 
     On the other hand, when three dice are not detected, for example, in a case where only two dice are detected, identification data is created for only 2 sets, identification data  1  and  2 . 
     In addition, the data table is transmitted from the IC tag reader  16  to the CPU  81 , and then the CPU  81  receives it to analyze the number of dots on a die and the like. 
     An infrared camera capturing data table is described with reference to  FIG. 22C . 
     The infrared camera capturing data table is a data table showing dot patterns of the infrared absorption inks applied to the dice  70  and location data of the dice  70  on the playing board  3 a. 
     For example, regarding the die  70 a shown in  FIG. 11C , in the infrared camera capturing data table, the CPU (not shown) inside the infrared camera  15  stores −50 for X and 55 for Y as location data, stores “O” for  181 ,  182 ,  184 ,  186 , and  187 , to which the infrared absorption inks are being applied, and stores “X” for  183  and  185 , which are not being applied. The same is true of the dice  70 b and  70 c. 
     On the other hand, as shown in  FIG. 13C , in a case where a plurality of faces of the dice  70  is captured, the number of dots cannot be specified uniquely. In this case, the CPU (not shown) inside the infrared camera  15  calculates the area of the profiles  75  on the plurality of faces thus captured, and generates the infrared camera capturing data table based on the dot patterns on the face that has a maximum area. 
     Therefore, even if the dice  70  come to rest at a tilt and a plurality of faces of the dice  70  is captured, the number of dots can be specified uniquely. 
     In addition, this data table is transmitted from the infrared camera  15  to the CPU  81 , and then the CPU  81  receives it to analyze the number of dots on a die and the like. 
     A dot pattern data classification table is described with reference to  FIG. 23C . 
     According to this table, colors as the classification for the dice  70  are set so as to correspond to dot combinations to which the infrared absorption ink is applied, among the abovementioned dots  181  to  183  in  FIG. 10C . “O” indicates that the infrared absorption ink is applied to the dot, and “X” indicates that the infrared absorption ink is not applied to the dot. 
     For example, in a case where the infrared camera capturing data table described in  FIG. 22C  is transmitted to the CPU  81 , the CPU  81  determines the classification of the dice  70  as “red” by comparing the infrared camera capturing data table with the dot pattern data classification table. 
     A number of dots-dot pattern data table is described with reference to  FIG. 24C . 
     According to this table, numbers as the number of dots on the dice  70  are set so as to correspond to dot combinations to which the infrared absorption ink is applied, among the abovementioned dots  184  to  187  in  FIG. 10C . “O” indicates that the infrared absorption ink is applied to the dot, and “X” indicates that the infrared absorption ink is not applied to the dot. 
     For example, in a case where the infrared camera capturing data table shown in  FIG. 22C  is transmitted from the infrared camera  15  to the CPU  81 , the CPU  81  determines the number of dots on the dice  70  as “five” by comparing the infrared camera capturing data table thus received with the dot pattern data classification table. 
     A bet start instruction image is described with reference to  FIG. 25C . 
     The bet start instruction image is displayed by the CPU  81  on the display screen  210 a of the dealer used display  210  before the CPU  81  accepts a bet from each station  4 . 
     This bet start instruction image instructs a dealer to touch a “bet start” button. When a touch panel  211  detects that the dealer has touched the “bet start” button, the touch panel  211  transmits a bet start instruction signal to the CPU  81  via a communication interface  95 . 
     A bet end not recommended image is described with reference to  FIG. 26C . 
     This bet end not recommended image is displayed by the CPU  81  on the display screen  210 a of the dealer used display  210  while the CPU  81  accepts a bet from each station  4 . 
     This bet end not recommended image instructs the dealer not to touch a “bet end” button. 
     A bet end instruction image is described with reference to  FIG. 27C . 
     The bet end instruction image is displayed by the CPU  81  on the display screen  210 a of the dealer used display  210  after elapse of a predetermined time from when the CPU  81  starts accepting a bet from each station  4 . 
     This bet end instruction image instructs the dealer to touch the “bet end” button. When the touch panel  211  detects that the dealer has touched the “bet end” button, the touch panel  211  transmits a bet end instruction signal to the CPU  81  via the communication interface  95 . 
     A display example on the image display unit  7  of each station  4  is described with reference to  FIG. 28C . 
     An image shown in  FIG. 28C  is configured to report to each station  4  that accepting of bets has ended. A player can recognize that the accepting of bets has ended by confirming that a message “NO MORE BETS” is displayed. 
     A display example on the image display unit  7  of each station  4  is described with reference to  FIG. 29C . 
     The image shown in  FIG. 29C  is configured to report to the station  4  in which a bet was not placed that a bet can be placed on a subsequent game. A player can recognize that a bet on the subsequent game is possible by confirming that a message “ABLE TO PLACE THE BET FOR THE NEXT GAME” is displayed. 
     Subsequently, with reference to  FIGS. 30C to 34C , processing performed in the main control unit of a gaming machine according to the present embodiment is described. 
       FIG. 30C  is a flowchart showing dice game execution processing. Initially, in Step S 1 , the CPU  81  executes bet processing, which is described later in  FIG. 31C , and in Step S 3 , the CPU  81  executes dice rolling processing, which is described later in  FIG. 33C . In Step S 5 , the CPU  81  executes number of dots on dice detection processing, which is described later in  FIG. 34C  and, in Step  7 , executes payout processing corresponding to the number of dots, and then the flow returns to Step  1 . 
       FIG. 31C  is a flowchart showing bet processing. 
     In Step S 11 , the CPU  81  displays the bet start instruction image (see  FIG. 25C ) on the display screen  210 a of the dealer used display  210 . It should be noted that, whether or not the bet start instruction image is displayed may be determined according to a dealer&#39;s level with reference to the instruction image display determination (see  FIG. 17C ). 
     Thus, according to the dealer&#39;s level, it becomes possible to determine whether the bet start instruction image is displayed on the display screen  210 a of the dealer used display  210 . 
     In Step S 13 , the CPU  81  determines whether the bet start instruction signal has been received from the touch panel  211  disposed on the dealer used display  210 . In the case of a NO determination, the CPU  81  returns the processing to Step S 13 , and in the case of a YES determination, the CPU  81  advances the processing to Step S 15 . 
     In Step S 15 , the CPU  81  transmits the bet start signal to each of the stations  4 . When the bet start signal is received, bet placement can be performed at each station  4 . 
     In Step S 17 , the CPU  106  determines whether or not a predetermined time has elapsed. More specifically, the CPU  81  starts to measure a predetermined lapse of time t by the timer  131 , compares the predetermined lapse of time t with a predetermined time T 1  stored in the ROM  82 , and determines whether the predetermined lapse of time t measured by the timer  131  has reached the predetermined time T 1 . In the case of a NO determination, the CPU  81  returns the processing to Step S 17 , and in the case of a YES determination, the CPU  81  advances the processing to Step S 19 . 
     In Step S 19 , the CPU  81  displays the bet end instruction image (see  FIG. 27C ) on the display screen  210 a of the dealer used display  210 . It should be noted that, whether or not the bet end instruction image is displayed may be determined according to a dealer&#39;s level with reference to the instruction image display determination (see  FIG. 17C ). 
     In Step S 21 , the CPU  81  determines whether the bet end instruction signal has been received from the touch panel  211  disposed on the dealer used display  210 . In the case of a NO determination, the CPU  81  returns the processing to Step S 21 , and in the case of a YES determination, the CPU  81  advances the processing to Step S 23 . 
     In Step S 23 , the CPU  81  transmits the bet end signal to each station  4 . When the bet end signal is received, bet placement cannot be accepted at each station  4 , and then the CPU  111  inside the station control unit  110  displays an image which reports on the image display unit  7  that an accepting of bet placement has been terminated ( FIG. 28C ). 
     In Step S 25 , the CPU  81  receives bet information from each station  4 . The bet information relates to a normal bet input and a side bet input performed at each station  4 . In addition, the bet information includes information indicating whether bet placement has been performed or not which is included in the bet existence determination table ( FIG. 18C ). Upon terminating the processing of Step S 25 , the CPU  81  terminates the bet processing. 
     With the bet processing of the present embodiment, even an inexperienced dealer can perform start operations for bet placement and end operations according to instructional images. 
       FIG. 32C  is a flowchart showing subsequent game bet processing. 
     The subsequent game bet processing is started by the CPU  81  and executed parallel to the dice rolling processing in  FIG. 30C  when the bet processing described in  FIG. 31C  is terminated. Therefore, placing a bet on the subsequent game becomes possible even during the dice rolling after termination of the bet processing. 
     In Step S 31 , the CPU  81  determines whether bet placement has been performed for each station  4 . More specifically, the CPU  81  distinguishes stations at which bet placement has been performed from stations at which bet placement has not been performed with reference to the bet existence determination table ( FIG. 18C ). 
     In Step S 33 , the CPU  81  transmits a bet start signal for a subsequent game to the stations  4  at which bet placement has not been performed. When the station  4  receives the bet start signal for a subsequent game, the CPU  111  inside the station control unit  110  displays an image which reports that bet placement for a subsequent game is possible ( FIG. 29C ) on the image display unit  7 . 
     Thus, even during a game, a player who has not participated in the game can place a bet on a subsequent game. 
     In Step S 35 , the CPU  81  determines whether or not a predetermined time has elapsed. More specifically, the CPU  81  starts to measure a predetermined lapse of time t by the timer  131 , compares the predetermined lapse of time t with a predetermined time T 2  stored in the ROM  82 , and determines whether the predetermined lapse of time t measured by the timer  131  has reached the predetermined time T 2 . In the case of a NO determination, the CPU  81  returns the processing to Step S 35 , and in the case of a YES determination, the CPU  81  advances the processing to Step S 37 . 
     In Step S 37 , the CPU  81  transmits a bet end signal to the station  4  at which the bet start signal for a subsequent game has been received. When the station  4  receives the bet end signal, the player cannot place a bet on a subsequent game, and the CPU  81  terminates acceptance of bet placement for a subsequent game. Upon terminating the process in Step S 37 , the CPU  81  terminates the subsequent game bet processing. 
       FIG. 33C  is a flowchart showing dice rolling processing. 
     In Step S 41 , the CPU  81  extracts an oscillation pattern (combinations of oscillation modes) data from the ROM  82 . More specifically, the CPU  81  refers to an oscillation mode data table (see  FIG. 19C ) and extracts the oscillation pattern data at random. 
     In Step S 43 , the CPU  81  extracts a rendered effect corresponding to an oscillation mode from the ROM  82 . More specifically, the CPU  81  refers to the rendered effect table (see  FIG. 20C ) and extracts rendered effect data corresponding to an oscillation mode based on an oscillation pattern data thus extracted in Step S 41 . 
     In Step S 45 , the CPU  81  oscillates the playing board  3 a and performs a rendered effect. More specifically, the CPU  81  oscillates the playing board  3 a by controlling the oscillation motor  300  based on the oscillation pattern data thus extracted in Step S 41 , and performs a rendered effect with sounds and/or lights based on rendered effect data corresponding to an oscillation mode. 
     Thus, since a rendered effect corresponding to an oscillation mode of the playing board  3 a is performed, games do not become monotonous and interest therein can be improved. Furthermore, since an oscillation pattern is randomly determined, games do not become monotonous and interest therein can be improved. 
     In Step S 47 , the CPU  81  ceases oscillation of the playing board  3 a. More specifically, the CPU  81  ceases the oscillation of the playing board  3 a by stopping the oscillation motor  300 . Upon terminating the processing in Step S 47 , the CPU  81  terminates the dice rolling processing. 
       FIG. 34C  is a flowchart showing number of dots on dice detection processing. 
     In Step S 71 , the CPU  81  determines whether identification data of the three dice has been received from the IC tag reader  16 . In the case of a YES determination, the CPU  81  advances the processing to Step S 73 , and in the case of a NO determination, the CPU  81  advances the processing to Step S 75 . More specifically, the CPU  81  determines whether there are three sets of identification data, which are identification data  1  to  3 , in the IC tag data table (see  FIG. 21C ) received from the IC tag reader  16 . In Step S 73 , the CPU  81  determines the number of dots on the three dice. More specifically, the CPU  81  determines the number of dots of the three dice by analyzing the identification data  1  to  3 . For example, in a case where the identification data is data as shown in  FIG. 21C , the number of dice of which type is red is “six”, the number of dice of which type is white is “three”, and the number of dice of which type is black is “five”. Upon finishing the processing in Step S 73 , the CPU  81  terminates the number of dots detection processing. 
     In Step S 75 , the CPU  81  receives capturing data from the infrared camera. More specifically, the CPU  81  receives the infrared camera capturing data table (see  FIG. 22C ) for each of the dice  70 a,  70 b, and  70 c, from the infrared camera  15   
     In Step S 77 , the CPU  81  determines numbers of dots on the dice. More specifically, the CPU  81  determines positions of the dice on the playing board  3 a based on the infrared camera capturing data table (see  FIG. 22C ), determines types (colors) of the dice based on the infrared camera capturing data table (see  FIG. 22C ) and the dot pattern data classification table (see  FIG. 23C ), and determines numbers of the dice based on the infrared camera capturing data table (see  FIG. 22C ) and the number of dots-dot pattern data table (see  FIG. 24C ). This processing is executed for the three dice  70 a,  70 b, and  70 c. Upon terminating the processing in Step S 77 , the CPU  81  terminates the number of dots detection processing. 
     Thus, even in a case where, for example, a die is inclined and the number of dots thereof cannot be identified by the IC tag reader  16 , since the number of dots can be determined using the infrared camera  15 , the accuracy of detection and identification of numbers of dots can be improved. 
     Descriptions regarding the present embodiment have been provided above. Although a case has been described in which the number of dice  70  is three according to the present embodiment, the number of in the present invention is not limited to three and, for example, the number of the dice may be five. 
     In the present embodiment, although the controller of the present invention is described for a case of being configured from a CPU  81  which the main controller  80  includes and a CPU  111  which the station  4  includes, the controller of the present invention may be configured by only a single CPU. 
     Although embodiments of the present invention are described above, they are merely exemplified specific examples, and the present invention is not particularly limited thereto. Specific configurations such as each means can modified appropriately. Moreover, it should be understood that the advantages described in association with the embodiments are merely a listing of most preferred advantages, and that the advantages of the present invention are by no means restricted to those described in connection with the embodiments. 
     Embodiments of the present invention will be described below with reference to the accompanying drawings. 
     Although details are described later, as shown in  FIG. 1D , a CPU  81  sets a bet time for accepting a bet by a plurality of touch panels  35  that are provided to a plurality of stations  4  (Step S 100 ), accepts a bet from each of the plurality of touch panels  35  (Step S 200 ), determines whether a game start signal has been received from a station  4  provided with a touch panel  35  that has received a bet among the plurality of touch panels  35  (Step S 300 ), shortens the bet time in a case of accepting the game start signal (Step S 400 ), determines whether or not the bet time has elapsed (Step S 500 ), and starts a game when the bet time has elapsed (Step S 600 ). 
       FIG. 2D  is a perspective view schematically showing an example of a gaming machine according to the embodiment of this invention.  FIG. 3D  is an enlarged view of a playing unit of the gaming machine shown in  FIG. 2D . As shown in  FIG. 2D , a gaming machine  1  according to the present embodiment includes a housing  2  as a main body portion, a playing unit  3  that is provided substantially at the center of the top face of the housing  2  and in which a plurality of dice  70  are rolled and stopped, a plurality of stations  4  disposed so as to surround the playing unit  3 , and a dealer used display  210  that is positioned so as not to be visually recognizable by a player seated at each station  4 . The station  4  includes an image display unit  7 . The player seated at each station  4  can participate in a game by predicting numbers of dots on the dice  70  and performing a normal bet input and a side bet input. 
     The gaming machine  1  includes a housing  2  as a main body portion, a playing unit  3  that is provided substantially at the center of the tap face of the housing  2  and in which a plurality of dice  70  are rolled and stopped, and a plurality of stations  4  (ten in this embodiment) disposed so as to surround the playing unit  3 . 
     The station  4  include a game media receiving device  5  into which game media such as medals to be used for playing the game are inserted, a control unit  6 , which is configured with multiple control buttons by which a player enters predetermined instructions, and an image display unit  7 , which displays images relating to a bet table. The player may participate in a game by operating the control unit  6  or the like while viewing the image displayed on the image display unit  7 . 
     A payout opening  8 , from which a player&#39;s game media are paid out, are provided on the sides of the housing  2  on which each station  4  is provided. In addition, a speaker  9 , which can output sound, is disposed on the upper right of the image display unit  7  on each of the stations  4 . 
     A control unit  6  is provided on the side part of the image display unit  7  on each of the stations  4 . As viewed from a position facing the station  4 , in order from the left side are provided a select button  30 , a payout (cash-out) button  31 , and a help button  32 . 
     The select button  30  is a button that is pressed when confirming a bet operation after the bet operation is complete. Furthermore, in a case other than the bet operation, the button is pressed when a player confirms an input performed. 
     The payout button  31  is a button which is usually pressed at the end of a game, and when the payout button  31  is pressed, game media corresponding to credits that the player has acquired is paid out from the payout opening  8 . 
     The help button  32  is a button that is pressed in a case where a method of operating the game is unclear, and upon the help button  32  being pressed, a help screen showing various kinds of operation information is displayed immediately thereafter on the image display unit  7 . 
     The playing unit  3  is configured so as to allow a plurality of dice to roll and stop. The present embodiment is configured to use three dice  70  (dice  70 a,  70 b, and  70 c) at the playing unit  3 . 
     A speaker  221  and a lamp  222  are disposed around the playing unit  3 . The speaker  221  performs rendered effects by outputting sounds while the dice  70  are being rolled. The lamp  222  performs rendered effects by emitting lights while the dice  70  are being rolled. 
     As shown in  FIG. 3D , the playing unit  3  includes a playing board  3 a, which is formed to be a circular shape, and causes the dice  70  to roll and ultimately come to rest. An IC tag reader  16 , which is described later in  FIGS. 6D to 9D , are provided below the playing board  3 a. 
     Since the playing board  3 a is formed to be substantially planar, the dice  70  are rolled by oscillating the playing board  3 a substantially in the vertical direction with respect to the horizontal direction of the playing board  3 a. Then, the dice  70  are stopped after the oscillation of the playing board  3 a ceases. The playing board  3 a is oscillated by a CPU  81  (described later) driving an oscillating motor  300 . 
     Furthermore, as shown in  FIG. 3D , the playing unit  3  is covered with a cover member  12  of which the entire upper area is made of a transparent acrylic material formed in a hemispherical shape, and regulates the rolling area of the dice  70 . In the present embodiment, an infrared camera  15  is provided at the top of the cover member  12  to detect numbers of dots and the like (such as positions of the dice  70  on the playing board  3 a, types of the dice  70 , and numbers of dots of the dice  70 ) of the dice  70 . Furthermore, the cover member  12  is covered with a special film (not shown) which blocks infrared radiation. In this way when the numbers of dots of the dice  70  on which an infrared absorption ink has been applied is detected with the infrared camera  15 , false detection can be prevented that arises, for example, in a case where a blink rate of a light irradiated from a circumference of the playing unit  3  is fast. 
       FIG. 4D  is an external perspective view of a die  70 . As shown in  FIG. 4D , the die  70  is a cube of which the length of a side is 100 mm. 
       FIG. 5D  is a development view of the die  70 . As shown, in  FIG. 5D , the combinations of two faces opposing each other are “1 and 6”, “2 and 5”, and “3 and 4”. 
       FIGS. 6D to 9D  show IC tag readable areas by an IC tag reader  16  disposed below the playing board  3 a. 
     Here, a way of reading information stored in the IC tag by the IC tag reader  16  is described below. 
     The IC tag reader  16  is a non-contact type IC tag reader. For example, it is possible to read information stored in the IC tag by RFID (Radio Frequency Identification). The RFID system performs near field communication that reads and writes data stored in semi-conductor devices by an induction field or radio waves in a non-contact manner. In addition, since this technology is known conventionally and is described in Japanese Unexamined Patent Application Publication No. H8-21875, an explanation thereof is abbreviated. 
     In the present embodiment, a plurality of IC tags is read by a single IC tag reader  16 . Under the abovementioned RFID system, an anti-collision function can be employed which can read a plurality of IC tags by a single reader. The anti-collision function includes FIFO (first in first out) type, multi-access type, and selective type, and communicates with a plurality of the IC tags sequentially. The FIFO type is a mode to communicate with a plurality of the IC tags sequentially in the order that each IC tag enters an area in which an antenna can communicate therewith. The multi-access type is a mode that is able to communicate with all the IC tags, even if there is a plurality of the IC tags simultaneously in the area in which an antenna can communicate with the IC tags. The selective type is a mode that is able to communicate with a specific IC tag among a plurality of the IC tags in the area in which an antenna can communicate therewith. By employing the abovementioned modes, it is possible to read a plurality of the IC tags with a single IC tag reader. In addition, reading the IC tags may not only be done by the non-contact type, but also a contact type. In addition, the IC tag reader is not limited thereto, and anything that is appropriately designed with the object of being read may be employed. 
     In the present embodiment, a readable area of the IC tag reader  16  is 10 mm in substantially a vertical direction from substantially an entire horizontal face on the playing board  3 a. 
     With reference to  FIG. 6D , a face of the die  70  (for example, a face of which the number of dots is six) is in contact with the playing board  3 a. Furthermore, the IC tag is embedded substantially at the center of each face of the die  70  (the IC tags for the faces on which the numbers of dots are “3” and “4” are not shown). An IC tag  51  is embedded substantially at the center of a face on which the number of dots is six. An IC tag  52  is embedded substantially at the center of a face on which the number of dots are five. An IC tag  53  is embedded substantially at the center of a face on which the number of dots is one. An IC tag  54  is embedded substantially at the center of a face on which the number of dots is two. 
     Here, only the IC tag  51  exists in the readable area of the IC tag reader  16 . Therefore, the number of dots (in this case, “one”) of a face, opposing the face on which the IC tag  51  is embedded, is determined as the number of dots of the die  70 . 
     Furthermore, since the number of dots of a face, opposing a face on which an IC tag is embedded, is determined as the number of dots of the die  70 , “one” is stored, as data of the number of dots, in the IC tag  51  on the face of which the number of dots is “six”. “Two” is stored, as data of the number of dots, in the IC tag  52  on the face of which the number of dots is “five”. “Six” is stored, as data of the number of dots, in the IC tag  53  on the face of which the number of dots is “one”. “Five” is stored, as data of the number of dots, in the IC tag  54  on the face of which the number of dots is “two”. “Three” is stored, as data of the number of dots, in the IC tag (not shown) on the face of which the number of dots is “four”. Finally, “four” is stored, as data of the number of dots, in the IC tag (not shown) on the face of which the number of dots is “three”. 
     Furthermore, as described above, since a side of the die  70  is 10 mm, it is not physically possible for an IC tag reader  16  to detect more than one IC tag with respect to one die. 
     With reference to  FIG. 7D , a die  70  is inclined. However, since the IC tag  51  still exists in the readable area of the IC tag reader  16 , the number of dots of the die  70  is determined as “one”. 
     With respect to  FIG. 8D , the die  70  is inclined at a greater angle than the case shown in  FIG. 7D . Then, since there is no IC tag which exists in the readable area of the IC tag reader  16 , the IC tag reader  16  cannot detect the number of dots of the die  70 . 
     With reference to  FIG. 9D , the die  70 b is superimposed on the die  70 a. In this case, neither of the IC tags  55 ,  56 ,  57 , and  58 , which are embedded in the die  70 b, exists in the readable area of the IC tag reader  16 . Therefore, in this case, the IC tag reader  16  cannot detect the number of dots of the die  70 b. 
       FIG. 10D  shows a sheet  140  attached to each face of the die  70 . 
     As shown in  FIG. 10D , on each face of the die  70 , the sheet  140 , to which infrared absorption ink is applied to identify the number of dots and the type of the die  70 , is provided so as to be covered by a sheet on which the number of dots is printed. According to  FIG. 10D , the infrared absorption ink can be applied to dots  181 ,  182 ,  183 ,  184 ,  185 ,  186 , and  187 . 
     The number of dots of the die  70  can be identified by a combination of the dots to which the infrared absorption ink is applied among the dots  184 ,  185 ,  186 , and  187 . In addition, the type of the die  70  can be identified by a combination of the dots to which the infrared absorption ink is applied among the dots  181 ,  182 , and  183 . 
       FIG. 11D  shows an image in which the dice  70 , which comes to rest on the playing board  3 a, are captured substantially in the vertically upward direction using an infrared camera  15 . 
     With reference to  FIG. 11D , dots to which the infrared absorption ink is applied on each of the dice  70 a,  70 b, and  70 c are captured in black. The type and the number of dots for each of the dice  70 a,  70 b, and  70 c are determined based on a combination of the dots to which the ink is applied. In addition, the playing board  3 a is formed in a disc shape having a radius a, and each position of the dice  70 a,  70 b, and  70 c is detected as an x component and y component on an x-y coordinate. 
       FIG. 12D  shows a sheet  150  which is attached to each face of the dice  70 . 
     As shown in  FIG. 12D , a circular profile  75  having a certain area on each face of the dice  70  in common is depicted by way of applying the infrared absorption ink on each face of the dice  70 . The sheet  150  on which the circular profile  75  is depicted is provided so as to be covered by the abovementioned sheet  140 . 
       FIG. 13D  shows an image in which the die  70 , which comes to rest at a tilt on a playing board  3 a, is captured substantially in the vertically upward direction using the infrared camera  15 . 
     With reference to  FIG. 13D , three faces of the die  70  are captured. Therefore, it is necessary to distinguish the number of dots of which face is correct. Consequently, the number of dots having the largest area among the three faces is determined as the face that should be read. In a case of this distinction, the CPU (not shown) in the infrared camera  15  calculates the areas of the circular profiles  75  thus captured, and distinguishes the number of dots of the face on which the circular profile  75  having the largest area among the areas thus calculated is printed as the correct number of dots. 
       FIG. 14D  shows an example of a display screen displayed on an image display unit. As shown in  FIG. 14D , an image display unit  7  is a touch-panel type of liquid crystal display, on the front surface of which a touch panel  35  is attached, allowing a player to perform selection such as of icons displayed on a liquid crystal screen  36  by contacting the touch panel  35 , e.g., with a finger. 
     A table-type betting board (a bet screen)  40  for predicting the number of dots of the dice  70  is displayed in a game at a predetermined timing on the image display unit  7 . 
     A detailed description is now provided regarding the bet screen  40 . On the bet screen  40  are displayed a plurality of normal bet areas  41  and a side bet area  42 . The plurality of normal bet areas  41  includes a normal bet area  41 A, a normal bet area  41 B, a normal bet area  41 C, a normal bet area  41 D, a normal bet area  41 E, a normal bet area  41 F, a normal bet area  41 G, and a normal bet area  41 H. By contacting the touch panel  35 , e.g., with a finger, the normal bet area  41  is designated, and by displaying chips in the normal bet area  41  thus designated, a normal bet operation is performed. Furthermore, by contacting the touch panel  35 , e.g., with a finger, the side bet area  42  is designated, and by displaying chips in the side bet area  42  thus designated, a side bet operation is performed. 
     A unit bet button  43 , a re-bet button  43 E, a payout result display unit  45 , a credit amount display unit  46 , and a start button  49  are displayed at the right side of the side bet area  42  in order from the left side. 
     The unit bet button unit  43  is a group of buttons that are used by a player to bet chips on the normal bet area  41  and the side bet area  42  designated by the player. The unit bet button unit  43  is configured with four types of buttons including a 1 bet button  43 A, a 5 bet button  43 B, a 10 bet button  43 C, and a 100 bet button  43 D. It should be noted that in the case of an incorrect bet operation, the player can start a bet operation again by touching a re-bet button  43 E. Furthermore, the start button  49  is a button for transmitting a game start signal when a player ends a bet operation. The bet operation of the player is performed within a predetermined bet time (for example, 60 seconds). More specifically, at first, the player designates the normal bet area  41  or the side bet area  42  using a cursor  47  by way of contacting the touch panel  35 , e.g., with a finger. At this time, contacting the 1 bet button  43 A, e.g., with a finger, allows for betting one chip at a time (number of chips to be bet increases one by one in the order of 1, 2, 3, every time the 1 bet button  43 A is contacted, e.g., by a finger). Similarly, when contacting the 5 bet button  43 B, e.g., with a finger, five chips at a time can be bet (number of chips to be bet increases five by five in the order of 5, 10, 15, every time the 5 bet button  43 B is contacted, e.g., by a finger). Similarly, when contacting the 10 bet button  43 C, e.g., with a finger, ten chips at a time can be bet (number of chips to be bet increases ten by ten in the order of 10, 20, 30, every time the 10 bet button  43 C is contacted, e.g., by a finger). Similarly, when contacting the 100 bet button  43 D, e.g., with a finger, a hundred chips at a time can be bet (number of chips to be bet increases hundred by hundred in the order of 100, 200, 300, . . . every time the 100 bet button  43 D is contacted, e.g. by a finger). The number of chips bet up to the current time is displayed as a chip mark  48 , and the number displayed on the chip mark  48  indicates the number of bet chips. Then, the player ends the bet operation by contacting the start button  49 . 
     The number of bet chips and payout credit amount for a player in a previous game are displayed in the payout result display unit  45 . The number calculated by subtracting the number of bet chips from the payout credit amount is a newly acquired credit amount for the player in the previous game. 
     The credit amount display unit  46  displays the credit amount which the player possesses. The credit amount decreases according to the number of bet chips (1 credit amount for 1 chip) when the player bets chips. If the bet chips are entitled to an award and credits are paid out, the credit amount increases in accordance with the number of paid out chips. It should be noted that the game is over when the player&#39;s credit amount becomes zero. 
     The normal bet area  41  in the bet screen  40  is described next. The normal bet areas  41 A and  41 B are portions where the player places a bet on a predicted sum of dots appearing on the dice  70 A to  70 C. In other words, the player selects the normal bet area  41 A if the predicted sum falls in a range of 4 to 10, or the normal bet area  41 B if the predicted sum falls in a range of 11 to 17. Odds are set to 1:1 (2 chips are paid out for 1 chip bet). 
     The normal bet area  41 C is a portion where the player places a bet, predicting that two dice  70  have the same number of dots. In other words, the player wins an award if one of the combinations occurs, such as (1, 1), (2, 2), (3, 3), (4, 4), (5, 5), and (6, 6), and the odds are set to 1:10. 
     The normal bet area  41 D is a portion where the player places a bet, predicting that all three dice have the same number of dots. In other words, the player wins an award if one of the combinations occurs, such as (1, 1, 1), (2, 2, 2), (3, 3, 3), (4, 4, 4), (5, 5, 5), and (6, 6, 6), and the odds are set to 1:30. 
     The bet area  41 E is a portion where the player places a bet on a predicted number of dots appearing commonly on all three dice. In other words, the player places a bet on one of the combinations of (1, 1), (2, 2, 2), (3, 3, 3), (4, 4, 4), (5, 5, 5), or (6, 6, 6), and the odds are set to 1:180. 
     The normal bet area  41 F is where the player places a bet, predicting a total, a summation of dots appearing on the three dice. Odds are set according to the occurrence frequency of the total. For example, if the total is 4 or 17, odds are set to 1:60; if the total is 5 or 16, odds are set to 1:30; if the total is 6 or 15, odds are set to 1:18; if the total is 7 or 14, odds are set to 1:12; if the total is 8 or 13, odds are set to 1:8; if the total is 9 or 12, odds are set to 1:7; and if the total is 10 or 11, odds are set to 1:6. 
     The bet area  41 G is a portion where the player places a bet on predicted dots appearing on the two dice selected from the three, and the odds are set to 1:5. 
     The normal bet area  41 H is a region where the player places a bet on the number of dots appearing on the dice  70 , and the odds are set according to the number of dots of the dice  70  matching the predicted number of dots. 
       FIG. 15D  is a block diagram showing the internal configuration of the gaming machine shown in  FIG. 2D . A main control unit  80  of the gaming machine  1  includes a microcomputer  85 , which is configured with a CPU  81 , ROM  82 , RAM  83 , and a bus  84  that transfers data therebetween. 
     The CPU  81  is connected with an oscillating motor  300  via an I/O interface  90 . In addition, the CPU  81  is connected with a lamp  222  via the I/O interface  90 . The lamp  222  emits various colors of light for performing various types of rendered effects, based on output signals from the CPU  81 . Furthermore, the CPU  81  is connected with a speaker  221  via the I/O interface  90  and a sound output circuit  231 . The speaker  221  emits various sound effects for performing various types of rendered effects, based on output signals from the sound output circuit  231 . Furthermore, the I/O interface  90  is connected with the abovementioned infrared camera  15  and/or the IC tag reader  16 , thereby transmitting and receiving information in relation to the number of dots of the three dice  70 , which comes to rest on the playing board  3 a, between the infrared camera  15  and/or the IC tag reader  16 . 
     Furthermore, the CPU  81  is connected with a timer  131 , which can measure time via the I/O interface  90 . The timer  131  measures a bet time by way of the CPU  81 . 
     Here, the oscillating motor  300 , the infrared camera  15 , the IC tag reader  16 , the lamp  222 , the sound output circuit  231 , and the speaker  221  are provided within a single composite unit  220 . 
     In addition, via a communication interface  95  connected to the I/O interface  90 , the main control unit  80  transmits and receives data such as bet information, a game start signal, payout information, and the like to and from each station  4 , as well as data such as bet start instruction images, bet start instruction signals, and the like to and from the dealer used display  210 . 
     Furthermore, the I/O interface  90  is connected with a history display unit  91 , and the main control unit  80  transmits and receives information in relation to the number of dots on the die, to and from the history display unit  90 . 
     ROM  82  in the main control unit  80  is configured to store a program for implementing basic functions of the gaming machine  1 ; more specifically, a program for controlling various devices which drive the playing unit  3 , a program for controlling each station  4 , and the like, as well as a payout table, data indicating a predetermined time T, data indicating a specific value TT, and the like. 
     RAM  83  is memory, which temporarily stores various types of data calculated by CPU  81 , and, for example, temporarily stores bet information and a game start signal transmitted from each station  4 , information on respective number of dots that appear on the dice  70  transmitted from the infrared camera  15  and/or the IC tag reader  16 , data relating to the results of processing executed by CPU  81 , and the like. A jackpot storage area is provided in the RAM  83 . In the jackpot storage area, the data indicating the number of playing media stored cumulatively is stored so as to correspond to each number of dots of matching dice. The data is provided to the station  4  at a predetermined timing, and a jackpot image is displayed. 
     The CPU  81  controls the oscillating motor  300 , which oscillates the playing unit  3 , based on data and a program stored in the ROM  82  and the RAM  83 , and oscillates the playing board  3 a of the playing unit  3 . Furthermore, after oscillation of the playing board  3 a ceases, a control processing associated with game progression, such as confirmation processing for confirming the number of dots on each of the dice  70  resting on the playing board  3 a. 
     In addition to the control processing described above, the CPU  81  performs transmission and reception of data between each station  4 , and performs control processing to control each station  4  to cause a game to advance. More specifically, a bet time is set and the CPU  81  accepts bet information transmitted from each station  4 . Then, in a case in which the game start signal has been received from the stations  4  that accepted the bet information, the bet time is shortened, and control is performed to start a game when the bet time has elapsed. Furthermore, the CPU  81  performs win determination processing based on the number of dots on the dice  70  and the bet information transmitted from each station  4 , and calculates the amount of an award paid out in each station  4  with reference to the payout table stored in the ROM  82 . 
       FIG. 16D  is a block diagram showing the internal configuration of the station shown in  FIG. 2D . The station  4  includes a main body  100  in which an image display unit  7  and the like are provided, and a game media receiving device  5 , which is attached to the main body  100 . The main body  100  further includes a station control unit  110  and several peripheral devices. 
     The station control unit  110  includes a CPU  111 , ROM  112 , and RAM  113 . 
     ROM  112  stores a program for implementing basic functions of the station  4 , other various programs needed to control the station  4 , a data table, and the like. 
     Moreover, a decision button  30 , a payout button  31 , and a help button  32  provided in the control unit  6  are connected to the CPU  111 , respectively. The CPU  111  controls the execution of various corresponding operations in accordance with manipulation signals, which are generated in response to each button pressed by a player. More specifically, the CPU  111  executes various processing, based on input signals transmitted from the control unit  6  in response to a player&#39;s operation which has been inputted, and the data and programs stored in the ROM  112  and RAM  113 . Subsequently, the CPU  111  transmits the results to the CPU  81  in the main control unit  80 . 
     In addition, the CPU  111  in the main control unit  80  receives instruction signals from the CPU  81 , and controls peripheral devices which configure the station  4 . The CPU  111  performs various kinds of processing based upon the input signals supplied from the control unit  6  and the touch panel  35 , and the data and the programs stored in the ROM  112  and the RAM  113 . Then, the CPU  111  controls the peripheral devices which configure the station  4  based on the results of the processing. It should be noted that the mode whereby processing is performed is set for each processing depending on the content of the processing. For example, the former approach is applied to payout processing of game media, and the latter approach is applied to bet operation processing by a player. 
     Furthermore, a hopper  114 , which is connected to the CPU  111 , pays out a predetermined amount of game media through the payout opening  8 , receiving the instruction signals from the CPU  111 . 
     Moreover, the image display unit  7  is connected to the CPU  111  via a liquid crystal driving circuit  120 . The liquid crystal driving circuit  120  includes program ROM, image ROM, an image control CPU, work RAM, a video display processor (VDP), video RAM, and the like. Here, the program ROM stores an image control program with respect to the display functions of the image display unit  7 , and various kinds of selection tables. The image ROM stores dot data for creating an image to be displayed on the image display unit  7 , and dot data for displaying a jackpot image, for example. In addition, the image control CPU determines an image to be displayed on the image display unit  7 , selected from the dot data previously stored in the image ROM according to the image control program previously stored in the program ROM based on parameters specified by the CPU  111 . The work RAM is configured as a temporary storage means when executing the image control program by the image control CPU. The VDP forms an image corresponding to the display contents determined by the image control CPU and outputs the resulting image on the image display unit  7 . It should be noted that the video RAM is configured as a temporary storage device used by the VDP for creating an image. 
     As mentioned above, the touch panel  35  is attached to the front side of the image display unit  7 , and the information related to operation on the touch panel  35  is transmitted to the CPU  111 . The touch panel  35  detects an input operation by the player on a bet screen  40  and the like. More specifically, selection of the normal bet area  41  and the side bet area  42  in the bet screen  40 , manipulation of the start button  49 , the bet button unit  43 , and the like, are performed by touching the touch panel  35 , and the information thereof is transmitted to the CPU  111 . Then, a player&#39;s bet information is stored in the RAM  113  based on the information stored. Furthermore, the bet information is transmitted to the CPU  81  in the main control unit  80 , and stored in a bet information storage area in the RAM  83 . 
     Moreover, a sound output circuit  126  and a speaker  9  are connected to the CPU  111 . The speaker  9  emits various sound effects for performing various kinds of rendered effects, based on output signals from the sound output circuit  126 . In addition, the game media receiving device  5 , into which game media such as coins or medals are inserted, is connected to the CPU  111  via a data receiving unit  127 . The data receiving unit  127  receives credit signals transmitted from the game media receiving device  5 , and the CPU  111  increases a player&#39;s credit amount stored in the RAM  113  based on the credit signals transmitted. 
     A timer  130 , which can measure time, is connected to the CPU  111 . 
     A gaming board  60  includes a CPU (Central Processing Unit)  61 , ROM  65  and boot ROM  62 , a card slot  63 S compatible with a memory card  63 , and an IC socket  64 S compatible with a GAL (Generic Array Logic)  64 , which are connected to one another via an internal bus. 
     The memory card  63  comprises nonvolatile memory such as compact flash (trademark) or the like, which stores a game program and a game system program. 
     Furthermore, the card slot  63 S has a configuration that allows the memory card  63  to be detachably inserted, and is connected to the CPU ill via an IDE bus. Such an arrangement allows the kinds or content of the game provided by the station  4  to be changed by performing the following operation. More specifically, the memory card  63  is first extracted from the card slot  63 S, and another game program and another game system program are written to the memory card  63 . Then, the memory card  63  thus rewritten is inserted into the card slot  63 S. In addition, the kinds or content of the games provided by the station  4  can be changed by replacing the memory card  63  storing a game program and a game system program with another memory card  63  storing another game program and game system program. The game program includes a program for advancing a game and the like. The game program also includes a program related to image data and sound data outputted during a game. 
     The GAL  64  is one type of PLD that has a fixed OR array structure. The GAL  64  includes multiple input ports and output ports and, upon receiving predetermined data via each input port, outputs output data that corresponds to the input data via the corresponding output port. In addition, an IC socket  64 S has a structure that allows the GAL  64  to be detachably mounted, and is connected to the CPU  111  via the PCI bus. 
     The CPU  61 , the ROM  65 , and the boot ROM  62 , which are connected to one another via the internal bus, are connected to the CPU  111  via the PCI bus. The PCI bus performs signal transmission between the CPU  111  and the gaming board  60 , as well as supplying electric power from the CPU  111  to the gaming board  60 . The ROM  65  stores country identification information and an authentication program. The boot ROM  62  stores a preliminary authentication program, a program (boot code) which instructs the CPU  61  to start up the preliminary authentication program, etc. 
     The authentication program is a program (forgery check program) for authenticating the game program and the game system program. The authentication program is defined to follow the procedure (authentication procedure) for confirming and authenticating that the game program and the game system program, which are to be acquired after the authentication, have not been forged, i.e. the procedure for authenticating the game program and the game system program. The preliminary authentication program is a program for authenticating the aforementioned authentication program. The preliminary authentication program is defined to follow the procedure for verifying that the authentication program has not been forged, i.e. the procedure for authenticating the authentication program (authentication procedure). 
     An instruction image display determination table is described with reference to  FIG. 17D . 
     In Steps S 11  and S 19  of  FIG. 31D , the instruction image display determination table is referred to by the CPU  81  upon determining whether a bet start instruction image or a bet end instruction image is displayed on the display screen  210 a of the dealer used display  210 . 
     According to this table, “X” is data for indicating that the bet start instruction image and the like is not displayed on the display screen  210 a, and “O” is data for indicating that the bet start instruction image and the like is displayed on the display screen  210 a. For example, in a case in which a dealer belongs to an intermediate level, the bet start instruction image is not displayed on the display screen  210 a, but the bet end instruction image is displayed on the display screen  210 a. In addition, this table is stored in the ROM  82 . 
     The bet existence determination table is described with reference to  FIG. 18D . 
     This bet existence determination table is updated in a case in which bet information has been received from each station  4  in Step S 13  of  FIG. 31D  and in a case in which a game start signal has been received in Step S 14 , and the CPU  81  refers to the table upon determining whether game start signals have been received from all of the stations that received bet information in Step S 15 . 
     Data indicating whether or not the bet information has been received at each station number and data indicating whether or not a game start signal has been received at each station number is stored in this table. “P” is data indicating that the bet information or a game start signal has been received, and “A” is data indicating that the bet information or a game start signal has not been received. In addition, this table is updated in every game, and stored in the RAM  83 . 
     An oscillation mode data table is described with reference to  FIG. 19D . 
     The CPU  81  refers to this oscillation mode data table upon determining combination patterns of the oscillation modes of the playing board  3 a. In addition, this table is stored in the ROM  82 . 
     According to this table, in a case of a pattern  3 , the roll of dice  70  is performed in the order of a small oscillation for six seconds, a large oscillation for four seconds, and a subtle oscillation for five seconds. Here, the order of oscillation amplitude of the playing board  3 a is equal to large oscillation&gt;small oscillation&gt;subtle oscillation. It should be noted that the oscillation speed for the large oscillation, the small oscillation, and the subtle oscillation are all the same speed. Furthermore, the small oscillation is enough to be able to roll a die, the large oscillation is enough to jump a die, and the subtle oscillation is enough to level off a die that comes to rest at a tilt. 
     A rendered effect table is described with reference to  FIG. 20D . 
     The CPU  81  refers to this rendered effect table upon determining rendered effect data in response to an oscillation pattern of the playing board  3 a in Step S 43  of  FIG. 33D . In addition, this table is stored in the ROM  82 . 
     According to this table, oscillation modes correspond to sound types and, for example, in the case of a large oscillation, “sound  2 ” is determined. For example, in the case of “sound  2 ”, the sound indicating that a die jumps is outputted from the speaker  221 . 
     It should be noted that, by way of associating an oscillation mode with a certain type of emitted light, rendered effects with a light emitting mode associated with an oscillation mode may be performed by lighting or flashing of the lamp  222 . 
     An IC tag data table is described with reference to  FIG. 21D . 
     The IC tag data table is a table showing data as identification data  1  to  3  which is created by the CPU  81  based on the results of the type of dice and the number of dots on the dice, when information stored in IC tags embedded in the dice  70 a,  70 b, and  70 c is detected by the IC tag reader  16 . 
     According to this table, for example, when an IC tag embedded in each die is detected in the order of  70 c,  70 a, and  70 b, by the IC tag reader  16 , the die  70 c is associated with identification data  1  of which the type is “red” and the number of dots is “six”, the die  70 a is associated with identification data  2  of which the type is “white” and the number of dots is “three”, and the die  70 b is associated with identification data  3  of which the type is “black” and the number of dots is “five”. 
     On the other hand, when three dice are not detected, for example, in a case where only two dice are detected, identification data is created for only 2 sets, identification data  1  and  2 . 
     In addition, the data table is transmitted from the IC tag reader  16  to the CPU  81 , and then the CPU  81  receives it to analyze the number of dots on a die and the like. 
     An infrared camera capturing data table is described with reference to  FIG. 22D . 
     The infrared camera capturing data table is a data table showing dot patterns of the infrared absorption inks applied to the dice  70  and location data of the dice  70  on the playing board  3 a. 
     For example, regarding the die  70 a shown in  FIG. 11D , in the infrared camera capturing data table, the CPU (not shown) inside the infrared camera  15  stores −50 for X and 55 for Y as location data, stores “O” for  181 ,  182 ,  184 ,  186 , and  187 , to which the infrared absorption inks are being applied, and stores “X” for  183  and  185 , which are not being applied. The same is true of the dice  70 b and  70 c. 
     On the other hand, as shown in  FIG. 13D , in a case where a plurality of faces of the dice  70  is captured, the number of dots cannot be specified uniquely. In this case, the CPU (not shown) inside the infrared camera  15  calculates the area of the profiles  75  on the plurality of faces thus captured, and generates the infrared camera capturing data table based on the dot patterns on the face that has a maximum area. 
     Therefore, even if the dice  70  come to rest at a tilt and a plurality of faces of the dice  70  is captured, the number of dots can be specified uniquely. 
     In addition, this data table is transmitted from the infrared camera  15  to the CPU  81 , and then the CPU  81  receives it to analyze the number of dots on a die and the like. 
     A dot pattern data classification table is described with reference to  FIG. 23D . 
     According to this table, colors as the classification for the dice  70  are set so as to correspond to dot combinations to which the infrared absorption ink is applied, among the abovementioned dots  181  to  183  in  FIG. 10D . “O” indicates that the infrared absorption ink is applied to the dot, and “X” indicates that the infrared absorption ink is not applied to the dot. 
     For example, in a case where the infrared camera capturing data table described in  FIG. 22D  is transmitted to the CPU  81 , the CPU  81  determines the classification of the dice  70  as “red” by comparing the infrared camera capturing data table with the dot pattern data classification table. 
     A number of dots-dot pattern data table is described with reference to  FIG. 24D . 
     According to this table, numbers as the number of dots on the dice  70  are set so as to correspond to dot combinations to which the infrared absorption ink is applied, among the abovementioned dots  184  to  187  in  FIG. 10D . “O” indicates that the infrared absorption ink is applied to the dot, and “X” indicates that the infrared absorption ink is not applied to the dot. 
     For example, in a case where the infrared camera capturing data table shown in  FIG. 22D  is transmitted from the infrared camera  15  to the CPU  81 , the CPU  81  determines the number of dots on the dice  70  as “five” by comparing the infrared camera capturing data table thus received with the dot pattern data classification table. 
     A bet start instruction image is described with reference to  FIG. 25D . 
     The bet start instruction image is displayed by the CPU  81  on the display screen  210 a of the dealer used display  210  before the CPU  81  accepts a bet from each station  4 . 
     This bet start instruction image instructs a dealer to touch a “bet start” button. When a touch panel  211  detects that the dealer has touched the “bet start” button, the touch panel  211  transmits a bet start instruction signal to the CPU  81  via a communication interface  95 . Furthermore, at the upper left portion of the bet start instruction image, “BET TIME” indicating a bet time is displayed. The “BET TIME” indicates a time (in seconds) for which a bet is possible, and in this bet start instruction image, 60 is displayed as an initial setting time. Furthermore, the “BET TIME” is displayed as an image in which the time left decreases over time. 
     A bet time shortening period image is described with reference to  FIG. 26D . 
     The bet time shortening period image is an image that the CPU  81  displays on the display screen  210 a of the dealer used display  210  when the game start signals has been received from all of the stations  4  that have received bet information. 
     This bet time shortening period image instructs the dealer not to touch a “bet end” button. Furthermore, in the “BET TIME” of a bet end not recommended image, by the processing in Step S 16  of  FIG. 31D  (described later), 10 is displayed as the time for which a bet is possible after the bet time is shortened. 
     A bet end instruction image is described with reference to  FIG. 27D . 
     The bet end instruction image is displayed by the CPU  81  on the display screen  210 a of the dealer used display  210  after elapse of a predetermined time from when the CPU  81  starts accepting a bet from each station  4 . Furthermore, 0 is displayed in the “BET TIME” of the bet end not recommended image. That is, it indicates that the bet time has ended. 
     This bet end instruction image instructs the dealer to touch the “bet end” button. When the touch panel  211  detects that the dealer has touched the “bet end” button, the touch panel  211  transmits a bet end instruction signal to the CPU  81  via the communication interface  95 . 
     A display example on the image display unit  7  of each station  4  is described with reference to  FIG. 28D . 
     The image shown in  FIG. 29D  reports to each of the stations  4  that it is possible to bet in a game. A player can recognize that a bet on a game is possible by confirming that a message “ABLE TO PLACE THE BET” is displayed. 
     A display example on the image display unit  7  of each station  4  is described with reference to  FIG. 29D . 
     An image shown in  FIG. 29D  is configured to report to each station  4  that accepting of bets has ended. A player can recognize that the accepting of bets has ended by confirming that a message “NO MORE BETS” is displayed. 
     Subsequently, with reference to  FIGS. 30D to 34D , processing performed in the main control unit of a gaming machine according to the present embodiment is described. 
       FIG. 30D  is a flowchart showing dice game play execution processing for which advancement is controlled by the CPU  81 . 
     Initially, in Step S 1 , the CPU  81  executes bet processing, which is described later in  FIG. 31D . Next, as game execution processing in dice game play, the CPU  81  executes dice rolling processing of Step S 3  and number of dots detection processing of Step S 5 . Next, in Step S 7 , the CPU  81  executes payout processing corresponding to the number of dots, and then returns to Step  1 . 
     The CPU  81  refers to the oscillation mode data table (see  FIG. 19D ) and randomly extracts oscillation pattern data in the game execution processing of Step S 3  for the dice game play, and based on the oscillation pattern data thus extracted, refers to the rendered effect table (see  FIG. 20D ) and extracts rendered effect data corresponding to an oscillation mode. Then, the CPU  81  oscillates the playing board  3 a by controlling the oscillation motor  300  based on the oscillation pattern data thus extracted, and performs a rendered effect with sounds and/or lights based on rendered effect data corresponding to an oscillation mode. 
     In the number of dots on dice detection processing in Step S 5  in dice game play, the CPU  81  determines whether or not three sets of identification data (the identification data  1  to  3 ) exist in the IC tag data table received from the IC tag reader  16 , and in a case of a determination that 3 sets of identification data are present, the CPU  81  determines the number of dots on each of the three dice by analyzing the identification data  1  to  3 . In a case of a determination that 3 sets of identification data are present, the CPU  81  receives infrared camera capturing data of each of the dice  70 a,  70 b, and  70 c from the infrared camera  15 . Then, the CPU  81  determines positions of the dice on the playing board  3 a based on the infrared camera capturing data table (see  FIG. 22D ), determines types (colors) of the dice based on the infrared camera capturing data table (see  FIG. 22D ) and the dot pattern data classification table (see  FIG. 23D ), and determines numbers of dots on the dice based on the infrared camera capturing data table (see  FIG. 22D ) and the number of dots-dot pattern data table (see  FIG. 24D ). 
       FIG. 31  is a flowchart showing bet processing. 
     In Step S 11 , the CPU  81  sets a bet time. More specifically, the CPU  81  performs processing that sets a predetermined bet time (for example, 60 seconds) which is compared with an elapsed time t of the timer  131 , in a certain area of the RAM  83 . 
     In Step S 12 , the CPU  81  performs control to display the bet start instruction image (see  FIG. 25D ) on the display screen  210 a of the dealer used display  210 . Furthermore, the CPU  81  starts subtracting the bet time in a case in which the bet start instruction signal has been received from the touch panel  211  by an operation of the dealer. Then, a bet operation by a player becomes possible at each of the stations  4 . 
     It should be noted that, whether or not the bet start instruction image is displayed may be determined according to a dealer&#39;s level with reference to the instruction image display determination (see  FIG. 17D ). Thus, according to the dealer&#39;s level, it becomes possible to determine whether the bet start instruction image is displayed on the display screen  210 a of the dealer used display  210 . 
     In Step S 13 , the CPU  81  performs processing to receive bet information from the station  4 . More specifically, the CPU  81  performs control to receive the bet information from each of a plurality of touch panels  35  that are provided to each of a plurality of stations  4 . Furthermore, the CPU  81  performs control to update the bet existence determination table (see  FIG. 18D ) in each of the stations  4  that have received bet information. 
     In Step S 14 , the CPU  81  performs processing to receive the game start signal from the station  4 . More specifically, the CPU  81  performs control to receive the game start signal from the touch panel  35  provided to each of the plurality of the stations  4 . Furthermore, the CPU  81  performs control to update the bet existence determination table (see  FIG. 18D ) in each of the stations  4  that have received the game start signal. 
     In Step S 15 , the CPU  81  performs processing to determine whether a game start signal has been received from each of the stations  4  that have received bet information. More specifically, the CPU  81  refers to the bet existence determination table (see  FIG. 18D ) and performs processing to determine whether a game start signal has been received from each of the stations  4  that have received bet information. In a case of a YES determination, the CPU  81  advances the processing to Step S 16 , and in a case of a NO determination, returns the processing to Step S 14 , 
     In Step S 16 , the CPU  81  performs processing to shorten the bet time. More specifically, the CPU  81  performs processing to subtract a predetermined number (for example, 20 seconds) from the bet time set in the RAM  83  in Step S 11 . 
     Thus, according to the present embodiment, in a mass game, a gaming machine can be provided which can shorten a bet time while waiting for bets from all of the players. 
     It should be noted that, in the present invention, although the bet time is shortened when a game start signal has been received from each of the stations that have received bet information, the present invention is not limited thereto and, for example, the bet time can be shortened when a game start signal has been received from a station  4  that first transmits bet information. Furthermore, the bet time can be shortened when a game start signal has been received from a station  4  that won the highest award in a previous game. According to this, it is possible to add a novel game property in that game leadership is pursued. 
     In Step S 17 , the CPU  81  performs control to display the bet time shortening period image (see  FIG. 26D ) on the display screen  210 a of the dealer used display  210 . 
     In Step S 18 , the CPU  81  determines whether or not a bet time has elapsed. More specifically, the CPU  81  starts measurement of a lapse of time t using the timer  131 , compares the lapse of time t with data that indicates a bet time stored in the RAM  83 , and determines whether the lapse of time t measured by the timer  131  has reached the bet time. In the case of a NO determination, the CPU  81  returns the processing to Step S 18 , and in the case of a YES determination, the CPU  81  advances the processing to Step S 19 . 
     In Step S 19 , the CPU  81  displays the bet end instruction image (see  FIG. 27D ) on the display screen  210 a of the dealer used display  210 . It should be noted that, whether or not the bet end instruction image is displayed may be determined according to a dealer&#39;s level with reference to the instruction image display determination (see  FIG. 17D ). 
     In Step S 20 , the CPU  81  transmits the bet end signal to each station  4 . When the bet end signal is received, bet placement cannot be accepted at each station  4 , and then the CPU  111  inside the station control unit  110  displays an image which reports on the image display unit  7  that an accepting of bet placement has been terminated ( FIG. 29D ). 
     Descriptions regarding the present embodiment have been provided above. Although a case has been described in which the number of dice  70  is three according to the present embodiment, the number of in the present invention is not limited to three and, for example, the number of the dice may be five. 
     Furthermore, in the present embodiment, although a dice game such as SIC BO is described, the present invention is not limited thereto, and can be applied to a roulette game, card games such as baccarat, and the like. 
     In the present embodiment, although the controller of the present invention is described for a case of being configured from a CPU  81  which the main controller  80  includes and a CPU  111  which the station  4  includes, the controller of the present invention may be configured by only a single CPU. 
     Although embodiments of the present invention are described above, they are merely exemplified specific examples, and the present invention is not particularly limited thereto. Specific configurations such as each means can modified appropriately. Moreover, it should be understood that the advantages described in association with the embodiments are merely a listing of most preferred advantages, and that the advantages of the present invention are by no means restricted to those described in connection with the embodiments. 
     Embodiments of the present invention are described below with reference to the accompanying drawings. 
       FIG. 1E  is a flowchart showing a general outline of an embodiment of the present invention. Although details are described later, a game terminal  3  accepts a bet and performs transmission there of to a controller  2  (Step S 100 ). Then, a CPU  81  of the controller  2  determines a game terminal  3  to operate a shake button  301  (Step S 101 ). When the CPU  81  of the controller  2  detects that the game terminal  3  has operated the shake button  301  (Step S 102 ), the CPU  81  causes a dice movable unit  4  to perform a shaking motion (Step S 103 ). After performing the shaking motion, when the dice come to rest, the dice movable unit  4  detects a number of dots on the dice (Step S 104 ), and the CPU  81  of the controller  2  determines an award according to the number of dots on the dice and causes the game terminal  3  to perform payout processing (Step S 105 ). 
     &lt;Overall Outline&gt; 
     With reference to  FIG. 2E , a gaming system  1  of the present embodiment is described.  FIG. 2E  is a perspective diagram schematically showing an example of the gaming system  1 . 
     The gaming system  1  of the present embodiment is configured by a controller  2 , game terminals  3 , and a dice movable unit  4 . Furthermore, a history display unit  91  is provided at a position visually recognizable by players playing at a plurality of game terminals  3 . In the present embodiment, a gaming system that performs a Sic Bo game is explained. 
     The controller  2  controls the overall gaming system  1 . Furthermore, in the present embodiment, the controller  2  includes a dealer used display  210 , which is used by a dealer  5  present as a facilitator of a game, and a touch panel  211  provided at the dealer used display  210 , and executes a control for the overall gaming system  1  according to an operation of the dealer  5 . 
     The game terminals  3  are terminals that players operate. The game terminals  3  accept bet operations by players sitting on chairs (not shown) provided in front of the game terminals  3 , and pay out awards of games. Details thereof are described later. 
     The dice movable unit  4  rolls a plurality of the dice  40  used in a Sic Bo game. The plurality of dice  40  is caused to roll, and an award is determined based on a combination of numbers showing on an upper face (hereinafter, a number of dots on dice) when the dice  40  come to rest. In other words, a random number can be obtained by rolling a plurality of the dice  40 . 
     The history display unit  91  displays a history of a game, mainly a number of dots on the dice. Details thereof are described later. 
     &lt;Game Terminal&gt; 
     The game terminals  3  are described with reference to  FIG. 3E .  FIG. 3E  is a perspective diagram of the game terminals  3 . 
     The game terminals  3  are configured with; a cabinet  32  that makes a housing holding a circuit board and the like; an upper door  33  on which a display device  330 , an operation unit  332 , and the like are disposed; a hopper unit  34  that can be a retaining device for medals or coins, and discharge medals or coins; and a detachable application unit  35  at which speakers  351 , a lamp unit  352  and the like are disposed. 
     The cabinet  32  holds the circuit board and the like therein, and configures a main body of the game terminal  3 . The cabinet  32  includes: a sub holding portion  321  that is formed below the upper door  33  (hereinafter, a lower direction shown in the drawing is a lower side B); a main holding portion  322  that is formed at the lower side B of the sub holding portion  321 ; and a support portion  323  that is also formed at the further lower side B of the main holding portion  322 . 
     At the front side F (hereinafter, a front direction shown in the drawing is a front side F) of the cabinet  32  and the sub holding portion  321 , a card insertion opening  326  into which a player card which is an information storage medium of a Player Tracking System (PTS) is inserted and a player information display unit  327  for displaying information stored in the player card thus inserted are provided. In the player card, information relating to a player such as a player&#39;s ID is stored, and history information of a player as a holder of the player card which is inserted into the card insertion opening  326  is displayed on the player information display unit  327 . It should be noted that, in the present embodiment, play history is also stored in the player card. 
     Furthermore, the cabinet  32  includes a foot lamp  325  on the front side F of the cabinet  32  and at the lower side B of the main holding portion  322 . In addition, the foot lamp  325  is disposed at the front side F of the support portion  323 . Then, the foot lamp  325  irradiates light toward the lower side B so as to irradiate a region corresponding to a player&#39;s feet while the player is sitting in front of the game terminal  3 . 
     A support board  324  is provided at the lower side B of the cabinet  32 . This support board  324  is disposed at the lowest side B of the cabinet  32  and is formed to protrude from an end of the lower side B of the support portion  323  to the front side F. 
     Furthermore, at the rear side R (hereinafter, a direction of a rear face side is a rear side R) of the cabinet  32 , a housing light emitting unit (not shown) is provided. The housing light emitting unit  24  emits light or changes a light emitting mode according to a control signal from the CPU ill. 
     The upper door  33  is disposed at the upper side T of the cabinet  32  so as to cover the upper side T of the cabinet  32 , and opens and closes so as to rotate around the end of the rear side R. 
     Furthermore, the upper door  33  includes: a display device  330  that mainly displays an image relating to a game; an operation unit  332  in which a player performs an operation relating to a game; a coin insertion opening  333  into which a coin is inserted; and a bill insertion opening  334  into which a bill is inserted. In addition, a shake button  301  that causes the dice to roll and a select button  302  that is pushed when selecting a bet operation after the bet operation are provided in the operation unit  332 . Moreover, in a case other than the bet operation, the select button  302  is pushed when confirming an input that a player performed. 
     Furthermore, a payout button  303  and a help button  304  are disposed on the right side R 2  of the display device  330  on the upper door  33 . The payout button  303  is a button which is usually pushed at the end of a game, and when the payout button  303  is pushed, game media corresponding to credits that the player possesses are paid out from the coin payout opening  342 . Another operation is performed by the player touching a display screen displayed on the display device  330 . That is, since a touch-sensitive sensor is installed on the surface of the display device  330 , various operations are recognized by the player touching by way of a so-called touch panel type. 
     The help button  304  is a button that is pushed in a case where a method of operating the game is unclear, and upon the help button  304  being pushed, a help screen showing various types of operation information is displayed immediately thereafter on the display device  330 . 
     A hopper unit  34  is disposed closer to the right side (hereinafter, a direction of a right side is a right side R 2 ) at the lower side B of the upper door  33  and the sub holding portion  321 . The hopper unit  34  forms a side face of the right side R 2  of the game terminal  3  along with the right side R 2  of the cabinet  32 . This hopper unit  34  is provided as a separate body from the cabinet  32  and is connected to the cabinet  32  through a hopper opening portion (not shown) which is opened at a face of the lower side B of the sub holding portion  321 . 
     The hopper unit  34  is formed in a vertically long shape in a thickness direction (a F-R direction). Then, at the front side F of the hopper unit  34 , the coin payout opening  342 , which pays out coins, is formed, and the coins paid out from the coin payout opening are retained in a coin tray  343 . 
     The application unit  35  is disposed at a face of the upper side T of the cabinet and at the end of the rear side R. The application unit  35  is formed as a separate body from the cabinet  32  and can be detached from the cabinet (the details thereof are described later). 
     In the present embodiment, the application unit  35  includes speakers  351  and a lamp unit  352 . That is, the speakers  351  and the lamp unit  352  are detachably formed as a single unit in the game terminal  3 . 
     &lt;Dice movable unit&gt; 
     A dice movable unit  4  is described with reference to  FIGS. 2E and 4E .  FIG. 4E  is a perspective diagram showing a dice movable unit  4 . 
     The dice movable unit  4  is configured so as to allow a plurality of the dice  40  to roll and stop. This dice movable unit  4  includes a shaking device  41 , which is configured so that the dice  40  rolling can be visually recognized, and a unit body  47  that holds the shaking device  41 . In the present embodiment, the three dice  40  (the die  40 a, the die  40 b, and the die  40 c) are also used in the shaking device  41 . 
     Lamps  42  are disposed at the dice movable unit  4 . The lamps  42  perform rendered effects by emitting light while the dice  40  are being rolled. Furthermore, a speaker  46  is disposed at a side of the dice movable unit  4 . 
     The shaking device  41  is formed in a circular shape and includes a playing board  41 a that supports a plurality of the dice  40 , an IC tag reader  43  that is embedded in the playing board  41 a, and a cover member  44  that is disposed so as to enclose the playing board  41 a from above. 
     Since the playing board  41 a is formed to be substantially planar, as shown in  FIG. 4E , the dice  40  are rolled by oscillating the playing board  41 a substantially in the vertical direction with respect to the horizontal direction of the playing board  41 a. Then, when the oscillation of the playing board  41 a stops, the dice  40  rolling come to rest. The playing board  41 a is oscillated by a CPU  81  (described later) driving the shaking device  41 . 
     Furthermore, the IC tag reader  43  is embedded in the surface of the playing board  41 . This IC tag reader  43  recognizes an IC tag embedded in each of the faces of the dice  40 . It should be noted that it is preferable for the IC tag reader  43  to be embedded in the surface of the playing board  41 a so as not to be visually recognized from the outside of the playing board  41 a. For example, the playing board  41 a is formed by disposing the IC tag reader  43  at the surface of a member as a base of the playing board  41 a, and then placing a member as a cover thereover. 
     The cover member  44  is disposed so as to cover the entire top face of the playing board  41 a. In addition, the cover member  44  is made of a transparent member in a substantially hemispherical shape and limits an area in which the dice  40  roll. In the present embodiment, an infrared camera  45  is provided at the top of the cover member  44  to detect the numbers of dots and the like (such as positions of the dice  40  on the playing board  41 a, classification of the dice  40 , and numbers of dots of the dice  40 ) of the dice  40 . Furthermore, the cover member  44  is covered with a special film (not shown) which blocks infrared radiation. 
     Thus, it can prevent the infrared camera  45  from incorrectly detecting the numbers of dots on the dice  40 . 
     A plurality of the dice  40  is disposed at a space formed by the playing board  41 a and the cover member  44 . In the present embodiment, the dice  40  are substantially hexahedral and the IC tags are embedded in each face thereof. It should be noted that it is preferable for this IC tag to be embedded in the surface of the dice  40  so as not to be visually recognized from the outside of the dice  40 . For example, the dice  40  are formed by disposing the IC tag at the surface of a member as a base of the dice  40 , and then placing a member as a cover thereover. 
     The IC tag reader  43  is a non-contact type IC tag reader. For example, it is possible to read information stored in the IC tag by RFID (Radio Frequency Identification). The RFID system performs near field communication that reads and writes data stored in semi-conductor devices by an induction field or radio waves in a non-contact manner. In addition, since this technology is known conventionally and is described in Japanese Unexamined Patent Application Publication No. H8-21875, an explanation thereof is abbreviated. 
     In the present embodiment, a plurality of IC tags is read by a single IC tag reader  43 . Under the abovementioned RFID system, an anti-collision function can be employed which can read a plurality of IC tags by a single reader. The anti-collision function includes FIFO (first in first out) type, multi-access type, and selective type, and communicates with a plurality of the IC tags sequentially. The FIFO type is a mode to communicate with a plurality of the IC tags sequentially in the order that each IC tag enters an area in which an antenna can communicate therewith. The multi-access type is a mode that is able to communicate with all the IC tags, even if there is a plurality of the IC tags simultaneously in the area in which an antenna can communicate with the IC tags. The selective type is a mode that is able to communicate with a specific IC tag among a plurality of the IC tags in the area in which an antenna can communicate therewith. By employing the abovementioned modes, it is possible to read a plurality of the IC tags with a single IC tag reader. 
     In addition, reading the IC tags may not only be done by the non-contact type, but also a contact type. In addition, the IC tag reader is not limited thereto, and anything that is appropriately designed with the object of being read may be employed. 
     Here, in the present embodiment, the number of dots of a face, opposing the face on which the IC tag is embedded, is determined as the number of dots of the dice  40 . 
     More specifically, “one” is stored as data of the number of dots in the IC tag on the face of which the number of dots is “six”. “Two” is stored as data of the number of dots in the IC tag on the face of which the number of dots is “five”. “Six” is stored as data of the number of dots in the IC tag on the face of which the number of dots is “one”. “Five” is stored as data of the number of dots in the IC tag on the face of which the number of dots is “two”. “Three” is stored as data of the number of dots in the IC tag on the face of which the number of dots is “four”. Finally, “four” is stored as data of the number of dots in the IC tag on the face of which the number of dots is “three”. 
     Then, in a state in which the dice  40  have come to rest, the IC tag reader  43  reads an IC tag on a face that is in contact with the playing board  41 a (in other words, a face facing toward the lower side of the dice  40 ). Then, since data of a number of dots for a face opposite to the face is stored in the IC tag of the face thus read, the face presently facing the upper side is recognized as a number of dots. 
     For example, in the dice  40 , in a case in which a face that is in contact with the playing board  41 a is a face of which the number of dots is “six”, the IC tag reader  43  reads data of an IC tag which is embedded in the face of “six”. Data of the number of dots stored in the IC tag of the face “six” is “one”, which is the number of dots on the face opposing the face of “six”, and thus the number of dots on the dice  40  is recognized as “one”. 
       FIG. 5E  is a diagram showing a sheet  401  attached to each face of the dice  40 . 
     As shown in  FIG. 5E , on each face of the dice  40 , the sheet  401 , to which infrared absorption ink is applied to identify the number of dots and the classification of the dice  40 , is provided so as to be covered by a sheet on which the number of dots is printed. According to  FIG. 5E , the infrared absorption ink can be applied to dots  181 ,  182 ,  183 ,  184 ,  185 ,  186 , and  187 . 
     The number of dots of the dice  40  can be identified by a combination of the dots to which the infrared absorption ink is applied among the dots  184 ,  185 ,  186 , and  187 . In addition, the classification of the dice  40  can be identified by a combination of the dots to which the infrared absorption ink is applied among the dots  181 ,  182 , and  183 . 
       FIG. 6E  shows an image in which the dice  40 , which come to rest on the playing board  41 a, are captured substantially in the vertically upward direction using an infrared camera  45 . 
     With reference to  FIG. 6E , dots to which the infrared absorption ink is applied on each of the dice  40 a,  40 b, and  40 c are captured in black. The classification and the number of dots for each of the dice  40 a,  40 b, and  40 c are determined based on a combination of the dots to which the ink is applied. In addition, the playing board  41 a is formed in a disc shape having a radius a, and each position of the dice  40 a,  40 b, and  40 c is detected as an x component and y component on an x-y coordinate. 
     &lt;History Display Unit&gt; 
       FIG. 7E  is a diagram showing an example of an image displayed on a display screen of a history display unit. 
     On the display screen of the history display unit  91 , display areas  91 a,  91 b,  91 c, and  91 d are set for displaying cumulative amounts of four types of progressive awards. Display areas  91 e,  91 f,  91 g, and  91 h displays game histories, and in the display area  91 e, information such as a number of dots in the last game before a present game is displayed. 
     “1”, “2”, “3”, “6”, and “Small” are displayed in the order from left as a displayed content in the display area  91 e. The leftmost “1” represents a number of dots on a blue die by being displayed in blue. The second “2” from the left represents a number of dots on a red die by being displayed in red. The third “3” from the left represents a number of dots on a white die by being displayed in white. The fourth “6” from the left represents a sum total value of each of the dice (blue, red, and white). The display areas  91 f to  91 h are similar to the display areas  91 e. In addition, “Small” is displayed, for example, in a case in which a sum total value of numbers of dots on the dice belongs to a numeral range of 4 to 10 among tow numeral ranges 4 to 10 and 11 and 17. “Big” is displayed in a case in which a sum total value of numbers of dots on the dice belongs to a numeral range of 11 to 17. 
     It should be noted that a plurality of luminous bodies (LEDs) (not shown) is disposed around the history display unit  91 , and this plurality of LEDs emits light in various light emitting modes according to game advancement. 
     Example of Display Screen 
     An example of a display screen displayed on the display device  300  of the game terminal  3  is described with reference to  FIG. 8E .  FIG. 8E  shows an example of a display screen displayed on the display device  330 . 
     As shown in  FIG. 14E , the display device  330  in the present embodiment is a touch-panel type of liquid crystal display, on the front surface of which a touch panel  331  is attached, allowing a player to perform selection such as of icons displayed on the display device  330  by contacting the touch panel  331 , e.g., with a finger. 
     A table-type betting board (a bet screen), as shown in  FIG. 8E , for predicting the number of dots of the dice  40  is displayed in a game at a predetermined timing on the display device  330 . 
     A detailed description is now provided regarding the bet screen. On the bet screen are displayed a plurality of normal bet areas  441  and a side bet area  442 . The plurality of normal bet areas  441  includes a normal bet area  441 A, a normal bet area  441 B, a normal bet area  441 C, a normal bet area  441 D, a normal bet area  441 E, a normal bet area  441 F, a normal bet area  441 G, and a normal bet area  441 H. By contacting the touch panel  331 , e.g., with a finger, the normal bet area  441  is designated, and by displaying chips in the normal bet area  441  thus designated, a normal bet operation is performed. Furthermore, by contacting the touch panel  331 , e.g., with a finger, the side bet area  442  is designated, and by displaying chips in the side bet area  442  thus designated, a side bet operation is performed. 
     A unit bet button  443 , a re-bet button  443 E, a payout result display unit  445 , and a credit amount display unit  446  are displayed at the right side of the side bet area  442  in order from the left side. 
     The unit bet button unit  443  is a group of buttons that are used by a player to bet chips on the normal bet area  441  and the side bet area  442  designated by the player. The bet button  443  is composed of a  1  bet button  443 A, a 5 bet button  443 B, a 10 bet button  443 C, and a 100 bet button  443 D. It should be noted that in the case of an incorrect bet operation, the player can start a bet operation again by touching a re-bet button  443 E. 
     Firstly, the player designates the normal bet area  441  or the side bet area  442  using a cursor  447  by way of contacting the touch panel  331 , e.g., with a finger. At this time, contacting the 1 bet button  443 A, e.g., with a finger, allows for betting one chip at a time (number of chips to be bet increases one by one in the order of 1, 2, 3, every time the 1 bet button  443 A is contacted, e.g., by a finger). Similarly, when contacting the 5 bet button  443 B, e.g., with a finger, five chips at a time can be bet (number of chips to be bet increases five by five in the order of 5, 10, 15, every time the 5 bet button  443 B is contacted, e.g., by a finger). Similarly, when contacting the 10 bet button  443 C, e.g., with a finger, ten chips at a time can be bet (number of chips to be bet increases ten by ten in the order of 10, 20, 30, every time the 10 bet button  443 C is contacted, e.g., by a finger). Similarly, when contacting the 100 bet button  443 D, e.g., with a finger, a hundred chips at a time can be bet (number of chips to be bet increases hundred by hundred in the order of 100, 200, 300, . . . every time the 100 bet button  443 D is contacted, e.g. by a finger). The number of chips bet up to the current time is displayed as a chip mark  448 , and the number displayed on the chip mark  448  indicates the number of bet chips. 
     The number of bet chips and payout credit amount for a player in a previous game are displayed in the payout result display unit  445 . A number obtained by subtracting the amount bet from the payout credits is the credits which the player has newly obtained by the previous game. 
     The credit amount display unit  446  displays the credit amount which the player possesses. The credit count decreases according to the number of bet chips (1 credit count for 1 chip) when the player bets chips. If the bet chips are entitled to an award and credits are paid out, the credit amount increases in accordance with the number of paid out chips. It should be noted that the game is over when the player&#39;s credit count becomes zero. 
     The normal bet area  441  in the bet screen is described next. The normal bet areas  441 A and  441 B are portions where the player places a bet on a predicted sum of dots appearing on the dice  40 A to  40 C. In other words, the player selects the normal bet area  441 A if the predicted sum falls in a range of 4 to 10, or the normal bet area  441 B if the predicted sum falls in a range of 11 to 17. Odds are set to 1:1 (2 chips are paid out for 1 chip bet). 
     The normal bet area  441 C is a portion where the player places a bet, predicting that two dice  40  have the same number of dots. In other words, the player wins an award if one of the combinations occurs, such as (1, 1), (2, 2), (3, 3), (4, 4), (5, 5), and (6, 6), and the odds are set to 1:10. 
     The normal bet area  441 D is a portion where the player places a bet, predicting that all three dice have the same number of dots. In other words, the player wins an award if one of the combinations occurs, such as (1, 1, 1), (2, 2, 2), (3, 3, 3), (4, 4, 4), (5, 5), and (6, 6, 6), and the odds are set to 1:30. 
     The bet area  441 E is a portion where the player places a bet on a predicted number of dots appearing commonly on all three dice. In other words, the player places a bet on one of the combinations of (1, 1, 1), (2, 2, 2), (3, 3, 3), (4, 4, 4), (5, 5, 5), or (6, 6, 6), and the odds are set to 1:180. 
     The normal bet area  441 F is where the player places a bet, predicting a total, a summation of dots appearing on the three dice. Odds are set according to the occurrence frequency of the total. For example, if the total is 4 or 17, odds are set to 1:60; if the total is 5 or 16, odds are set to 1:30; if the total is 6 or 15, odds are set to 1:18; if the total is 7 or 14, odds are set to 1:12; if the total is 8 or 13, odds are set to 1:8; if the total is 9 or 12, odds are set to 1:7; and if the total is 10 or 11, odds are set to 1:6. 
     The bet area  441 G is a portion where the player places a bet on predicted dots appearing on the two dice selected from the three, and the odds are set to 1:5. 
     The normal bet area  441 H is a region where the player places a bet on the number of dots appearing on the dice  40 , and the odds are set according to the number of dots of the dice  40  matching the predicted number of dots. 
     &lt;Internal Configuration&gt; 
       FIG. 9E  is a block diagram showing an internal configuration of the controller  2 . A main control unit  80  of the gaming machine  1  includes a microcomputer  85 , which is configured with a CPU  81 , ROM  82 , RAM  83 , and a bus  84  that transfers data therebetween. 
     The CPU  81  is connected with a shaking device  41  via an I/O interface  90 . Furthermore, the CPU  81  is connected with a timer  131 , which can measure time via the I/O interface  90 . In addition, the CPU  81  is connected with a lamp  42 . The lamp  42  emits various colors of light for performing various types of rendered effects, based on output signals from the CPU  81 . Furthermore, the CPU  81  is connected with a speaker  46  via a sound output circuit  461 . The speaker  46  emits various sound effects for performing various types of rendered effects, based on output signals from the sound output circuit  461 . Furthermore, the I/O interface  90  is connected with the abovementioned infrared camera  45  and/or the IC tag reader  43 , thereby transmitting and receiving information in relation to the number of dots of the three dice  40 , which comes to rest on the playing board  41 a, between the infrared camera  45  and/or the IC tag reader  43 . In addition, via a communication interface  95  connected to the I/O interface  90 , the main control unit  80  transmits and receives data such as bet information, payout information, and the like to and from each game terminal  3 , as well as data such as bet start instruction images, bet start instruction signals, and the like to and from the dealer used display  210 . 
     ROM  82  in the main control unit  80  is configured to store a program for implementing basic functions of the gaming system  1 ; more specifically, a program for controlling various devices which drive the dice movable unit  4 , a program for controlling each tame terminal  3 , and the like, as well as a payout table, data indicating a predetermined time T, data indicating a specific value TT, and the like. 
     RAM  83  is memory, which temporarily stores various types of data calculated by CPU  81 , and, for example, temporarily stores data bet information transmitted from each game terminal  3 , information on respective number of dots that appear on the dice  40  transmitted from the infrared camera  45  and/or the IC tag reader  43 , data relating to the results of processing executed by CPU  81 , and the like. 
     A jackpot storage area is provided in the RAM  83 . In the jackpot storage area, the data indicating the number of playing media stored cumulatively is stored so as to correspond to each number of dots of matching dice. The data is provided to the game terminal  3  at a predetermined timing, and a jackpot image is displayed. 
     The CPU  81  controls the shaking device  41  of the dice movable unit  4  based on data or a program stored in the ROM  82  or the RAM  83 , and oscillates the playing board  41 a (shaking motion) of the dice movable unit  4 . Furthermore, after the shaking motion of the playing board  41 a ceases, a control processing associated with game progression, such as confirmation processing for confirming the number of dots on each of the dice  40  resting on the playing board  41 a is executed. 
     Furthermore, the I/O interface  90  is connected with a history display unit  91 , and the main control unit  80  transmits and receives information in relation to the number of dots on the die as game history, to and from the history display unit  90 . 
     Furthermore, an external large-size monitor is connected to the I/O interface  90  through the controller  400 , and the main controller  80  transmits and receives image data and the like to/from the external large-size monitor  500 . On the external large-monitor  500 , a game advancement, a game result, a live image of dice rolling, a demonstration screen, and the like are displayed. This attracts interest of people around the external large-size monitor  500 . 
     In addition to the control processing described above, the CPU  81  has a function of executing a game by transmitting and receiving data to and from each station  4  so as to control each game terminal  3 . More specifically, the CPU  81  accepts bet information transmitted from each game terminal  3 . Furthermore, the CPU  81  performs win determination processing based on the number of dots on the dice  40  and the bet information transmitted from each game terminal  3 , and calculates the amount of an award paid out in each game terminal  3  with reference to the payout table stored in the ROM  82 . 
       FIG. 10E  is a block diagram showing an internal configuration of the game terminal  3 . The game terminal  3  includes a main body  100  in which the display device  330  and the like are provided and a coin sensor  341  that is attached to the main body  100 . The main body  100  further includes a terminal control unit  110  and some peripheral devices. 
     The terminal control unit  110  includes ROM  112  and RAM  113 . 
     ROM  112  stores a program for implementing basic functions of the game terminal  3 , other various programs needed to control the game terminal  3 , a data table, and the like. 
     Moreover, a shake button  301 , a select button  302 , a payout button  303 , and a help button  304  are connected to the CPU  111 , respectively. The CPU  111  controls the execution of various corresponding operations in accordance with manipulation signals, which are generated in response to each button pressed by a player. More specifically, the CPU  111  executes various processing, based on input signals provided from the shake button  301 , the select button  302 , the payout button  303 , and the help button  304  in response to a player&#39;s operation, and data or programs stored in the ROM  112  and RAM  113 . Subsequently, the CPU  111  transmits the results to the CPU  81  in the main control unit  80 . 
     In addition, the CPU  111  in the main control unit  80  receives instruction signals from the CPU  81 , and controls peripheral devices which configure the game terminal  3 . The CPU  111  performs various kinds of processing based upon the input signals supplied from the shake button  301 , the select button  302 , the payout button  303 , the help button  304 , and the touch panel  331 , and the data or the programs stored in the ROM  112  and the RAM  113 . Then, the CPU  111  controls the peripheral devices which configure the game terminal  3  based on the results of the processing. It should be noted that the mode whereby processing is performed is set for each processing depending on the content of the processing. For example, the former approach is applied to payout processing of game media for respective numbers of dots appearing on the dice, and the latter approach is applied to bet operation processing by a player. 
     A hopper unit  34 , which is connected to the CPU  111 , pays out a predetermined number of game media through the coin payout opening  342  by way of the instruction signals from CPU  111 . 
     The display device  330  is connected to the CPU  111  via a liquid crystal driving circuit  120 . The liquid crystal driving circuit  120  includes program ROM, image ROM, an image control CPU, work RAM, a video display processor (VDP), video RAM, and the like. The program ROM stores an image control program with respect to a display on the display device  330  and various kinds of selection tables. The image ROM stores dot data for creating an image to be displayed on the display device  330 , and dot data for displaying a jackpot image, for example. In addition, the image control CPU determines an image to be displayed on the display device  330 , selected from the dot data previously stored in the image ROM according to the image control program previously stored in the program ROM based on parameters specified by the CPU  111 . The work RAM is configured as a temporary storage means when executing the image control program by the image control CPU. The VDP is a component for creating an image corresponding to the display contents determined by the image control CPU and for outputting the image thus created to the display device  330 . It should be noted that the video RAM is configured as a temporary storage device used by the VDP for creating an image. 
     As mentioned above, the touch panel  331  is attached to the front side of the display device  330 , and the information related to operation on the touch panel  331  is transmitted to CPU  111 . The touch panel  331  detects an input operation by the player on a bet screen and the like. More specifically, selection of the normal bet area  441  and the side bet area  442  in the bet screen (see  FIG. 8E ), manipulation of the bet button unit  443  and the like, are performed by touching the touch panel  331 , and the information thereof is transmitted to the CPU  111 . Then, a player&#39;s bet information is stored in the RAM  113  based on the information stored. Furthermore, the bet information is transmitted to the CPU  81  in the main control unit  80 , and stored in a bet information storage area in the RAM  83 . 
     Moreover, a sound output circuit  126  and a speaker  351  are connected to the CPU  111 . The speaker  351  emits various sound effects for performing various kinds of rendered effects, based on output signals from the sound output circuit  126 . In addition, the hopper unit  34 , into which game media such as coins or medals are inserted, is connected to the CPU  111  via a data receiving unit  127 . The data receiving unit  127  receives credit signals transmitted from the hopper unit  34 , and the CPU  111  increases a player&#39;s credit amount stored in the RAM  113  based on the credit signals transmitted. A timer  130 , which can measure time, is connected to the CPU  111 . 
     &lt;Each Table&gt; 
     An instruction image display determination table is described with reference to  FIG. 11E . 
     In Step S 1  of  FIG. 22E  and Step S 7  of  FIG. 23E , the instruction image display determination table is referred to by the CPU  81  upon determining whether a bet start instruction image or a bet end instruction image is displayed on the display screen  210 a of the dealer used display  210 . 
     According to this table, “X” is data for indicating that the bet start instruction image and the like is not displayed on the display screen  210 a, and “O” is data for indicating that the bet start instruction image and the like is displayed on the display screen  210 a. For example, in a case in which a dealer belongs to an intermediate level, the bet start instruction image is not displayed on the display screen  210 a, but the bet end instruction image is displayed on the display screen  210 a. In addition, this table is stored in the ROM  82 . 
     The bet existence determination table is described with reference to  FIG. 12E . 
     The CPU  81  refers to this bet existence determination table upon determining for each game terminal  3  whether a bet operation is performed at each game terminal  3  in Step S 18  of  FIG. 24E . 
     Data indicating whether the bet operation has been performed or not at each game terminal number is stored in this table. “P” is data indicating that a bet operation was performed, and “A” is data indicating that a bet operation was not performed. 
     Furthermore, regarding the number of the game terminals at which the data “P” which indicates that a bet operation has been performed, a value indicating a bet amount is stored in a row of “Value”. In this value, a sum total of the bet amounts is stored in a case in which a plurality of bets is placed at the game terminal  3 . Then, in Step S 18  of the  FIG. 24E , the CPU  81  performs processing of comparing the values indicating the bet amounts in the “Value”, recognizing a game terminal  3  that has been bet of the largest amount among the game terminals  3  that have bet, and entitling the game terminal  3  to cause a shaking motion to be started. The details of this processing are described later. 
     In addition, this table is updated in every game, and stored in the RAM  83 . 
     An IC tag data table is described with reference to  FIG. 13E . 
     The IC tag data table is a table showing data as identification data  1  to  3  which is created by the CPU  81  based on the results of the type of dice and the number of dots on the dice, when information stored in IC tags embedded in the dice  40 a,  40 b, and  40 c is detected by the IC tag reader  43 . 
     According to this table, for example, when an IC tag embedded in each die is detected in the order of  40 c,  400 a, and  40 b, by the IC tag reader  43 , the die  40 c is associated with identification data  1  of which the type is “red” and the number of dots is “six”, the die  40 a is associated with identification data  2  of which the type is “white” and the number of dots is “three”, and the die  40 b is associated with identification data  3  of which the type is “black” and the number of dots is “five”. 
     On the other hand, when three dice are not detected, for example, in a case where only two dice are detected, identification data is created for only 2 sets, identification data  1  and  2 . 
     In addition, the data table is transmitted from the IC tag reader  43  to the CPU  81 , and then the CPU  81  receives it to analyze the number of dots on a die and the like. 
     An infrared camera capturing data table is described with reference to  FIG. 14E . 
     The infrared camera capturing data table is a data table showing dot patterns of the infrared absorption inks applied to the dice  40  and location data of the dice  40  on the playing board  41 a. 
     For example, regarding the die  40 a shown in  FIG. 6E , in the infrared camera capturing data table, the CPU (not shown) inside the infrared camera  45  stores −50 for X and 55 for Y as location data, stores “O” for  181 ,  182 ,  184 ,  186 , and  187 , to which the infrared absorption inks are being applied, and stores “X” for  183  and  185 , which are not being applied. The same is true of the dice  40 b and  40 c. 
     In addition, this data table is transmitted from the infrared camera  45  to the CPU  81 , and then the CPU  81  receives it to analyze the number of dots on a die and the like. 
     A dot pattern data classification table is described with reference to  FIG. 15E . 
     According to this table, colors as the classification for the dice  40  are set so as to correspond to dot combinations to which the infrared absorption ink is applied, among the abovementioned dots  181  to  183  in  FIG. 6E . “O” indicates that the infrared absorption ink is applied to the dot, and “x” indicates that the infrared absorption ink is not applied to the dot. 
     For example, in a case where the infrared camera capturing data table described in  FIG. 14E  is transmitted to the CPU  81  from the infrared camera  45 , the CPU  81  determines the classification of the dice  40  as “red” by comparing the infrared camera capturing data table with the dot pattern data classification table. 
     A number of dots-dot pattern data table is described with reference to  FIG. 16E . 
     According to this table, numbers as the number of dots on the dice  40  are set so as to correspond to dot combinations to which the infrared absorption ink is applied, among the abovementioned dots  184  to  187  in  FIG. 5E . “O” indicates that the infrared absorption ink is applied to the dot, and “X” indicates that the infrared absorption ink is not applied to the dot. 
     For example, in a case where the infrared camera capturing data table shown in  FIG. 14E  is transmitted from the infrared camera  45  to the CPU  81 , the CPU  81  determines the number of dots on the dice  40  as “five” by comparing the infrared camera capturing data table thus received with the dot pattern data classification table. 
     Display Example 
     A bet start instruction image is described with reference to  FIG. 17E . 
     The bet start instruction image is displayed by the CPU  81  on the display screen  210 a of the dealer used display  210  before the CPU  81  accepts a bet from each game terminal  3 . 
     This bet start instruction image instructs a dealer to touch a “bet start” button. When a touch panel  211  detects that the dealer has touched the “bet start” button, the touch panel  211  transmits a bet start instruction signal to the CPU  81  via a communication interface  95 . 
     A bet end not recommended image is described with reference to  FIG. 18E . 
     This bet end not recommended image is displayed by the CPU  81  on the display screen  210 a of the dealer used display  210  while the CPU  81  accepts a bet from each game terminal  3 . 
     This bet end not recommended image instructs the dealer not to touch a “bet end” button. 
     A bet end instruction image is described with reference to  FIG. 19E . 
     The bet end instruction image is displayed by the CPU  81  on the display screen  210 a of the dealer used display  210  after elapse of a predetermined time from when the CPU  81  starts accepting a bet from each game terminal  3 . 
     This bet end instruction image instructs the dealer to touch the “bet end” button. When the touch panel  211  detects that the dealer has touched the “bet end” button, the touch panel  211  transmits a bet end instruction signal to the CPU  81  via the communication interface  95 . 
     With reference to  FIG. 20E , a display example of the display device  30  of each of the game terminals  3  is described. 
     An image displayed on  FIG. 20E  reports to each of the game terminal  3  that acceptance of bets has ended. A player can recognize that the acceptance of bets has ended by recognizing that a message “NO MORE BETS” is displayed. 
     With reference to  FIG. 21E , a display example on the display device  330  of each of the game terminals  3  is described. 
     An image shown in  FIG. 21E  shows a case in which a controller  2  entitles a predetermined game terminal  3  to perform a second shaking motion, the game terminal  3  is operated by pushing the shake button  301 , and then the dice movable unit  4  performs the second shaking motion. 
     More specifically, a display is performed in which an image that is displayed while the shake button  301  is operated is shaken. In the present embodiment, it is shown that the display screen illustrated in  FIG. 20E  is shaken. 
     Since almost as soon as the second shaking motion is performed, a display is performed in which a display screen of the display device  330  of the game terminal  3  is shaken, a player can feel an effect that has been caused by the one&#39;s operation, and another player also can simultaneously know that the dice are being shaken. 
     &lt;Flow of Processing&gt; 
     Subsequently, with reference to  FIGS. 22E to 27E , processing of a gaming system  1  according to the present embodiment is described.  FIGS. 22E to 26E  are flowcharts showing processing of the gaming system  1 . Furthermore,  FIG. 27E  is a flowchart showing number of dots on dice detection processing of  FIG. 26E . 
     First, in Step S 1 , the CPU  81  displays the bet start instruction image (see  FIG. 17E ) on the display screen  210 a of the dealer used display  210 . It should be noted that, whether or not the bet start instruction image is displayed may be determined according to a dealer&#39;s level with reference to the instruction image display determination (see  FIG. 11E ). 
     Thus, according to the dealer&#39;s level, it becomes possible to determine whether the bet start instruction image is displayed on the display screen  210 a of the dealer used display  210 . 
     In Step S 2 , the CPU  81  determines whether the bet start instruction signal has been received from the touch panel  211  disposed on the dealer used display  210 . In the case of a NO determination, the CPU  81  returns the processing to Step S 2 , and in the case of a YES determination, the CPU  81  advances the processing to Step S 3 . In Step S 3 , the CPU  81  transmits the bet start signal to each of the game terminals  3 . Then, the CPU  111  of each of the game terminals  3  starts accepting bets upon receiving the bet start signal (Step S 4 ). 
     In Step S 6 , the CPU  81  of the controller  2  determines whether or not a predetermined time has elapsed. More specifically, the CPU  81  starts to measure a predetermined lapse of time t by the timer  131 , compares the predetermined lapse of time t with a predetermined time T 1  stored in the ROM  82 , and determines whether the predetermined lapse of time t measured by the timer  131  has reached the predetermined time T 1 . In the case of a NO determination, the CPU  81  returns the processing to Step S 6 , and in the case of a YES determination, the CPU  81  advances the processing to Step S 7  of  FIG. 23E . 
     In Step S 7  of  FIG. 23E , the CPU  81  displays the bet end instruction image (see  FIG. 18E ) on the display screen  210 a of the dealer used display  210 . It should be noted that, whether or not the bet end instruction image is displayed may be determined according to a dealer&#39;s level with reference to the instruction image display determination (see  FIG. 11E ). 
     In Step S 8 , the CPU  81  determines whether the bet end instruction signal has been received from the touch panel  211  disposed on the dealer used display  210 . In the case of a NO determination, the CPU  81  returns the processing to Step S 8 , and in the case of a YES determination, the CPU  81  advances the processing to Step S 9 . In Step S 9 , the CPU  81  transmits the bet end signal to each game terminal  3 . At each of the game terminals  3 , the CPU  81  performs bet acceptance end processing (Step S 11 ) upon receiving the bet end signal (Step S 10 ). The bet acceptance end processing is processing that makes betting not possible, and in which the CPU  111  in the terminal control unit  110  displays on the display device  330  an image that notifies that the acceptance of bets shown in  FIG. 20E  has ended. 
     In Step S 12 , the CPU  111  of the game terminal  3  transmits bet data to the controller  2 . Here, the bet data is information relating to a normal bet input and a side bet input that have been performed in each of the game terminals  3 . In addition, information is included that indicates whether a bet, which is stored in the bet existence determination table shown in  FIG. 12E , has been performed or not. That is, in a case in which a bet has been performed at a game terminal  3 , a CPU  111  of the game terminal  3  transmits data indicating that a bet has been performed and data indicating an amount of the bet to the controller  2 . 
     In Step S 13 , the CPU  81  of the controller  2  receives bet information from each of the game terminals  3 . Then, the CPU  81  of the controller  2  stores the bet data thus received in the RAM  83  (Step S 14  of  FIG. 24E ). 
     This is the processing relating to a bet so far. Herewith, even an inexperienced dealer can perform start operations for bet placement and end operations according to instructional images. 
     In Step S 15 , the CPU  81  of the controller  2  transmits a first shaking motion start signal to the dice movable unit  4 . Here, in the present embodiment, the first shaking motion indicates that a subtle oscillation of an extent the does not roll the dice  40  is applied to the playing board  41 a, and the first shaking motion start signal is a signal that orders starting of the first shaking motion. 
     Then, in Step S 16 , the shake device  41  of the dice movable unit  4  receives the first shaking motion start signal from the controller  2  and starts the first shaking motion (Step S 17 ). That is, by oscillating the playing board  41 a subtly, the dice  40  are oscillated subtly. It should be noted that the first shaking motion is executed continuously until a second shaking motion (described later) is performed. 
     In Step S 18 , the CPU  81  of the controller  2  which transmitted the first shaking motion start signal in Step S 15  reads the bet data stored in the RAM  83 , and compares the value. More specifically, the CPU  81  compares the value indicating the amount of the bet included in the bet data and obtains the number of the game terminal  3  which represents the largest value. Then, the CPU  81  determines the game terminal  3  representing the largest value as the game terminal  3  that performs the second shaking motion (Step S 19 ). 
     Here, the second shaking motion refers to an oscillation of which the amplitude is larger than that of the first shaking motion and enough to be able to roll the dice  40 . 
     In Step S 20 , the CPU  81  of the controller  2  transmits a second shaking motion permission signal to the game terminal  3  thus determined in Step S 19 . 
     Then, the CPU  111  of the game terminal  3  which has received the second shaking motion permission signal from the controller  2  (Step S 21 ) turns on a shake button lamp  305  (Step S 22 ). Thus, the player can recognize that the entitlement to perform the second shaking motion is given to the player. It should be noted that, at this time, it is preferable for an operation of the shake button  301  in the game terminals  3  to which the entitlement to perform the second shaking motion is not given to become ineffective. 
     In Step S 23  of  FIG. 25E , the CPU  111  of the game terminal  3  determines whether the shake button  301  has been operated. In a case of a NO determination, the CPU  111  returns the processing to Step S 23 . In a case of a YES determination, the CPU  111  advances the processing to Step S 24 . 
     In Step S 24 , the CPU  111  of the game terminal  3  transmits an operation signal that indicates that the shake button  301  has been operated. Then, the CPU  81  of the controller  2  which has received the operation signal from the game terminal  3  (Step S 25 ) transmits the second shaking motion start signal to the dice movable unit  4  and the game terminal  3  (Step S 26 ). Here, in the present embodiment, the CPU  81  of the controller  2  transmits the second shaking motion start signal to all of the game terminals  3 . 
     Then, the dice movable unit  4  that has received the second shaking motion start signal from the controller  2  (Step S 27 ) performs the second shaking motion (Step S 28 ). Here, in the present embodiment, the second shaking motion rolls the dice  40  by causing the playing board  41 a to momentarily move larger than that in the first shaking motion. 
     On the other hand, the CPU  111  of the game terminal  3  that has received the second shaking motion start signal from the controller  2  (Step S 29 ) performs image shaking processing (Step S 30 ). As shown in  FIG. 21E , this image shaking processing is processing that gives an impression such as a momentary shake of the display device  330  to the player, almost as soon as the dice movable unit  4  performs the second shaking motion. In this case, it is preferable to perform this processing longer than a necessary time that the second shaking motion is performed so as not to be recognized as a display defect of the display device  330 . It should be noted that a change may be performed in conjunction with the second shaking motion. 
     This allows the player who operated to feel their own operation having been actually reflected, and can psychologically lead the other players so as to raise their expectations for a result of their bet after performing the second shaking motion. Thus, this can give the players the feeling that they share live aspects. 
     In Step S 31 , the shaking device  41  of the dice movable unit  4  performs a shake end motion. More specifically, the shake end motion is an oscillation of which the amplitude is smaller than that of the second shake motion and in which an oscillation of an extent that the dice  40  are not rolled is performed for a predetermined time. For example, in a case in which the dice  40  are overlapping each other or leaning at a tilt against the cover member  44 , the numbers of dots on the dice  40  cannot be identified correctly. Therefore, by providing an oscillation of an extent that the dice  40  are not rolled, the overlapping or tilting can be corrected, and thus the numbers of dots can be identified correctly. 
     In Step S 32  of  FIG. 26E , the dice movable unit  4  performs number of dots on dice detection processing. The details thereof are described later. In Step S 33 , the dice movable unit  4  transmits dice information. This dice information includes information of a number of dots on the dice  40  thus detected in Step S 32 . 
     When the CPU  81  of the controller  2  receives dice information from the dice movable unit  4  (Step S 34 ), the CPU  81  performs award determination processing based on the dice information (Step S 35 ). More specifically, the CPU  81  of the controller  2  refers to bet data included in the bet existence determination table stored in the RAM  83  and a multiplication ratio of the bet in the game, and determines an award for each of the game terminals  3 . 
     In Step S 36 , the CPU  81  of the controller  2  transmits the award data thus determined in Step S 35  to the game terminal  3  and ends the present flowchart. 
     The CPU  111  of a game terminal  3  that has received the award data from the controller  2  (Step S 37 ) performs payout processing based on the award data, and ends the present flowchart. 
       FIG. 27E  is a flowchart showing number of dots on dice detection processing. 
     In Step S 71 , the CPU  81  determines whether identification data of the three dice has been received from the IC tag reader  43 . In the case of a YES determination, the CPU  81  advances the processing to Step S 73 , and in the case of a NO determination, the CPU  81  advances the processing to Step S 75 . More specifically, the CPU  81  determines whether there are three sets of identification data, which are identification data  1  to  3 , in the IC tag data table (see  FIG. 13E ) received from the IC tag reader  43 . 
     In Step S 73 , the CPU  81  determines the number of dots on the three dice. More specifically, the CPU  81  determines the number of dots of the three dice by analyzing the identification data  1  to  3 . For example, in a case where the identification data is data as shown in  FIG. 13E , the number of dice of which type is red is “six”, the number of dice of which type is white is “three”, and the number of dice of which type is black is “five”. Upon finishing the processing in Step S 73 , the CPU  81  terminates the number of dots detection processing. 
     In Step S 75 , the CPU  81  receives capturing data from the infrared camera. More specifically, the CPU  81  receives the infrared camera capturing data table (see  FIG. 14E ) for each of the dice  40 a,  40 b, and  40 c, from the infrared camera  45 . 
     In Step S 77 , the CPU  81  determines numbers of dots on the dice. More specifically, the CPU  81  determines positions of the dice on the playing board  3 a based on the infrared camera capturing data table (see  FIG. 14E ), determines types (colors) of the dice based on the infrared camera capturing data table (see  FIG. 14E ) and the dot pattern data classification table (see  FIG. 15E ), and determines numbers of the dice based on the infrared camera capturing data table (see  FIG. 14E ) and the number of dots-dot pattern data table (see  FIG. 16E ). This processing is executed for the three dice  40 a,  40 b, and  40 c. Upon terminating the processing in Step S 77 , the CPU  81  terminates the number of dots detection processing. 
     Thus, even in a case where, for example, a die is inclined and the number of dots thereof cannot be identified by the IC tag reader  43 , since the number of dots can be determined using the infrared camera  45 , the accuracy of detection and identification of numbers of dots can be improved. Descriptions regarding the present embodiment have been provided above. Although a case has been described in which the number of dice  40  is three according to the present embodiment, the number of in the present invention is not limited to three and, for example, the number of the dice may be five. 
     In the present embodiment, although the controller of the present invention is described for a case of being configured from a CPU  81  which the main controller  80  includes and a CPU  111  which the game terminal  3  includes, the controller of the present invention may be configured by only a single CPU. 
     Furthermore, as shown in  FIG. 2E , in the present embodiment, although the game terminals  3  are disposed so as to face the controller  2  that the dealer  5  operates, the present invention is not limited thereto. For example, a configuration as shown in  FIGS. 28E and 29E  may be arranged. 
       FIG. 28E  is a block diagram showing a modified example relating to arrangement. A gaming machine  1  according to the present embodiment includes a dice movable unit  4 , a history display unit  91 , and a plurality of game terminals  3  (for example, 8). Then, as shown in  FIG. 28E , the game terminals  3  are disposed circularly and the dice movable unit  4  is disposed in the center thereof. Furthermore, the history display unit  4  is disposed above the dice movable unit. That is, the game terminals  3  are disposed around the dice movable unit  4  so as to surround the dice movable unit  4 . Then, although the history display unit  4  is disposed above the dice movable unit  4  so as to be visually recognized by each player playing at each of a plurality of the game terminals  3  and around the gaming system  1 , in this case, it is preferable to install a display device that can display a screen on both sides thereof. 
       FIG. 29E  is a block diagram showing a modified example of arrangement. In the arrangement shown in  FIG. 29E , two history display units  91  are disposed behind the plurality of the game terminal  3  so as to be visually recognizable by each player at a plurality of the game terminal  3  or around the game device. A plurality of the game terminals  3  is disposed so as to surround the dice movable unit  4 . More specifically, two station groups are provided, each of which has four game terminals, and these are disposed at locations facing each other across the dice movable unit  4 . That is, players at the one four stations visually recognize the one history display unit  91  disposed behind the other four stations, and players at the other four stations visually recognize the other history display unit  91  disposed behind the one four stations  4 . 
     Furthermore, in the present embodiment, although the history display unit  91  is installed to be separate from the external large-size monitor  500 , the present invention is not limited thereto. For example, a display screen which is displayed on the history display unit  91  and a display screen which is displayed on the external large-size monitor  500  may be displayed simultaneously, and it may also be configured so that a dealer switches those alternately depending on situations. 
     Although embodiments of the present invention are described above, they are merely exemplified specific examples, and the present invention is not particularly limited thereto. Specific configurations such as each means can be modified appropriately. Moreover, it should be understood that the advantages described in association with the embodiments are merely a listing of most preferred advantages, and that the advantages of the present invention are by no means restricted to those described in connection with the embodiments. 
     Embodiments of the present invention are described below with reference to the accompanying drawings. 
     Although details are described later, as shown in  FIG. 1F , dice  70  ( 70 a,  70 b, and  70 c) are configured in three-piece structure including a core portion  71  of a substantially cubic shape, an intermediate portion  72  which covers the overall core portion  71 , and a covering portion  73  which covers the overall intermediate portion  72 . The core portion  71  and the intermediate portion  72  are made of foam members, and in particular, the intermediate portion  72  is made of a form member with a higher foam expansion ratio than the core portion  71 , i.e. a hard foam member. 
     Moreover, the RFID tags  51  to  56  are disposed at six faces of the core member  71  in a substantially cubic shape, respectively (see  FIG. 4F  with respect to the RFID tags  54  and  56 ), and the RFID tags  51  to  56  are held in a contacted state between the core portion  71  and the intermediate portion  72 . 
       FIG. 2F  is a perspective view schematically showing an example of a gaming machine according to the embodiment of this invention.  FIG. 3F  is an enlarged view of a playing unit of the gaming machine shown in  FIG. 2F . As shown in  FIG. 2F , a gaming machine  1  according to the present embodiment includes a housing  2  as a main body portion, a playing unit  3  that is provided substantially at the center of the top face of the housing  2  and in which a plurality of dice  70  are rolled and stopped, a plurality of stations  4  disposed so as to surround the playing unit  3 , and a dealer used display  210  that is positioned so as not to be visually recognizable by a player seated at each station  4 . The station  4  includes an image display unit  7 . A bet start instruction image or a bet end instruction image, for example, is displayed on the display screen  210 a of the dealer used display  210 . The player seated at each station  4  can participate in a game by predicting numbers of dots on the dice  70  and performing a normal bet input and a side bet input. 
     The gaming machine  1  includes a housing  2  as a main body portion, a playing unit  3  that is provided substantially at the center of the top face of the housing  2  and in which a plurality of dice  70  are rolled and come to rest, a plurality of stations  4  (ten in the present embodiment) disposed so as to surround the playing unit  3 , and a dealer used display  210  that is positioned so as not to be visually recognizable by a player seated at each station  4 . 
     The station  4  include a game media receiving device  5  into which game media such as medals to be used for playing the game are inserted, a control unit  6 , which is configured with multiple control buttons by which a player enters predetermined instructions, and an image display unit  7 , which displays images relating to a bet table. The player may participate in a game by operating the control unit  6  or the like while viewing the image displayed on the image display unit  7 . 
     A payout opening  8 , from which a player&#39;s game media are paid out, are provided on the sides of the housing  2  on which each station  4  is provided. In addition, a speaker  9 , which can output sound, is disposed on the upper right of the image display unit  7  on each of the stations  4 . 
     A control unit  6  is provided on the side part of the image display unit  7  on each of the stations  4 . As viewed from a position facing the station  4 , in order from the left side are provided a select button  30 , a payout (cash-out) button  31 , and a help button  32 . 
     The select button  30  is a button that is pressed when confirming a bet operation after the bet operation is complete. Furthermore, in a case other than the bet operation, the button is pressed when a player confirms an input performed. 
     The payout button  31  is a button which is usually pressed at the end of a game, and when the payout button  31  is pressed, game media corresponding to credits that the player has acquired is paid out from the payout opening  8 . 
     The help button  32  is a button that is pressed in a case where a method of operating the game is unclear, and upon the help button  32  being pressed, a help screen showing various kinds of operation information is displayed immediately thereafter on the image display unit  7 . 
     The playing unit  3  is configured so as to allow a plurality of dice to roll and stop. The present embodiment is configured to use three dice  70  (dice  70 a,  70 b, and  70 c) at the playing unit  3 . 
     A speaker  221  and a lamp  222  are disposed around the playing unit  3 . The speaker  221  performs rendered effects by outputting sounds while the dice  70  are being rolled. The lamp  222  performs rendered effects by emitting lights while the dice  70  are being rolled. 
     The playing unit  3  includes a playing board  3 a to roll and then stop the dice  70 . An RFID tag reader  16  is provided below the playing board  3 a. 
     Since the playing board  3 a is formed to be substantially planar, as shown in  FIG. 3F , the dice  70  are rolled by oscillating the playing board  3 a substantially in the vertical direction with respect to the horizontal direction of the playing board  3 a. Then, the dice  70  are stopped after the oscillation of the playing board  3 a ceases. The playing board  3 a is oscillated by a CPU  81  (described later) driving an oscillating motor  300 . 
     Furthermore, as shown in  FIG. 3F , the playing unit  3  is covered with a cover member  12  of which the entire upper area is made of a transparent acrylic material formed in a hemispherical shape, and regulates the rolling area of the dice  70 . In the present embodiment, an infrared camera  15 , which detects a number of dots on the dice  70 , is provided at the top of the cover member  12 . In addition, an RFID system using an RFID tag (described later) is provided in order to detect a number of dots on the dice  70 . 
       FIG. 4F  is an exploded perspective view of a die  70  and  FIG. 5F  is a cross sectional of a die  70 . The core portion  71  is a substantially cubic member which is formed by cutting off corners of the cube. At the substantially central portions of each of the faces of the die  70  of the core portion  71 , concave portions are formed in order to embed the RFID tags, and the RFID tags  51  to  56  are disposed at each of the six concave portions. Thus, the core portion  71  is an example of a first foam member. 
     The intermediate portion  72  is configured by combining a first intermediate portion  72 a with a second intermediate portion  72 b which are larger than the core portion  71  and are formed by dividing a substantially cubic body in half. The first intermediate portion  72 a and the second intermediate portion  72 b have concave portions formed on the insides thereof that each fit half of the core portion  71 . Then, for example, by covering the core portion  71  on which the RFID tags are embedded, by the first intermediate portion  72 a from above and the second intermediate portion  72 b from below, the core portion  71  is covered by the intermediate portion  72 . Thus, the intermediate portion  72  is an example of the second foam member that covers the outside of the first foam member (the core portion  71 ). 
     The covering portion  73  is configured by combining a first covering portion  73 a and a second covering portion  73 b, which are slightly larger than the intermediate portion  72  and are formed by dividing a substantially cubic body in half. The first covering portion  73 a and the second covering portion  73 b have concave portions formed on the insides thereof that each fit half of the intermediate portion  72 . For example, by covering the intermediate portion  72  by the first covering portion  73 a from left and the second covering portion  73 b from right, the intermediate portion  72  is covered by the covering portion  73 . Thus, the covering portion  73  is an example of a covering member that covers the outside of the second foam member (the intermediate portion  72 ). 
     As a foam member for configuring the core portion  71  and the intermediate portion  72 , polystyrene foam, polyurethane foam, and the like can be utilized. In this case, both the core portion  71  and the intermediate portion  72  may be made of polystyrene foam or polyurethane foam, or the one may be made of polystyrene foam and the other may be made of polyurethane foam. Furthermore, in the present embodiment, the foam expansion ratio of the core portion  71  is 40 times to 50 times, which is soft, and foam expansion ratio of the intermediate portion  72  is 3 to 4 times and a relatively hard foam member is used. Here, the foam expansion ratio is a value that indicates a multiple of expansion relative to an original volume. That is, when insert molding, for example, if the foam expansion ratio is only 40 to 50 times, the foam member cannot resist heat. Therefore, in the present embodiment, a foam expansion ratio of the outer foam member, i.e. the intermediate portion  72 , is set to be relatively hard at 3 to 4 times. 
     Thus, the core portion  71  and the intermediate portion  72  are an example of the first foam member (the core portion  71 ) and the second foam member (the intermediate portion  72 ) made of urethane. Furthermore, the core portion  71  and the intermediate portion  72  are an example of the first foam member (the core portion  71 ) and the second foam member (the intermediate portion  72 ) made of polystyrene foam. In addition, the intermediate portion  72  is an example for the second foam member having a lower foam expansion ratio than the first foam expansion ratio with respect to the original volume. Moreover, the core portion  71  is an example for the first foam member of which the foam expansion ratio is 40 to 50 times. Additionally, the intermediate portion  72  is an example for the second foam member of which the foam expansion ratio is 3 to 4 times. 
     Furthermore, as a member configuring the covering portion  73 , ABS resin, polypropylene, urethane, and the like are applicable. Also, in the present embodiment, an object configured into a coin by covering an RFID tag with a hard member such as epoxy resin is utilized as the RFID tags  51  to Therefore, since the RFID tags  51  to  56  have high rigidity, a member with flexibility such as urethane is applicable to members that configure the core portion  71 , the intermediate portion  72 , and the covering portion  73 . In addition, by applying urethane, it is possible to roll the dice  70  easily. 
     It should be noted that it is possible to apply a film-type tag as the RFID tag. In this case, it is not necessary to form concave portions in the core portion  71 , and it is possible to mount by attaching directly on the core portion  71 . On the other hand, in order to reduce flexure of the RFID tag in the dice  70 , it is particularly preferable that a hard plastic member such as ABS resin is applied to the covering portion  73 . 
     When integrating the core portion  71  with which the RFID tags  51  to  56  are mounted, the intermediate portion  72 , and the covering portion  73 , as shown in  FIG. 5F , the RFID tags  51  to  56  are retained in a state held between the core portion  71  and the intermediate portion  72 . In the present embodiment, the dice  70  are cubic bodies having beveled sides of 88 mm, and the RFID tags  51  to  56  are disposed interiorly 10 mm from the surface of the dice  70 , i.e. the surface of the covering portion  73 . Thus, the RFID tags  51  to  56  are an example of an RFID tag that is disposed at each face of the first foam member (the core portion  71 ) and held between the first foam member (the core portion  71 ) and the second foam member (the intermediate portion  72 ). 
     The RFID tags  51  to  56  are read by the RFID tag reader  16  disposed below the playing board  3 a. 
       FIG. 6F  shows an RFID tag readable areas by the RFID tag reader  16  disposed below the playing board  3 a. 
     Here, a way of reading information stored in the RFID tag by the RFID tag reader  16  is described below. 
     The RFID tag reader  16  is a non-contact type RFID tag reader. For example, it is possible to read information stored in the RFID tag by RFID system (Radio Frequency Identification). The RFID system performs near field communication that reads and writes data stored in semi-conductor devices by an induction field or radio waves in a non-contact manner. In addition, since this technology is known conventionally and is described in Japanese Unexamined Patent Application Publication No. H8-21875, an explanation thereof is abbreviated. 
     In the present embodiment, a plurality of RFID tags is read by a single RFID tag reader  16 . Under the abovementioned RFID system, an anti-collision function can be employed which can read a plurality of RFID tags by a single reader. The anti-collision function includes FIFO (first in first out) type, multi-access type, and selective type, and communicates with a plurality of the RFID tags sequentially. The FIFO type is a mode to communicate with a plurality of the RFID tags sequentially in the order that each RFID tag enters an area in which an antenna can communicate therewith. The multi-access type is a mode that is able to communicate with all the RFID tags, even if there is a plurality of the RFID tags simultaneously in the area in which an antenna can communicate with the RFID tags. The selective type is a mode that is able to communicate with a specific RFID tag among a plurality of the RFID tags in the area in which an antenna can communicate therewith. By employing the abovementioned modes, it is possible to read a plurality of the RFID tags with a single RFID tag reader. 
     In addition, reading the RFID tags may not only be done by the non-contact type, but also a contact type. In addition, the RFID tag reader is not limited thereto, and anything that is appropriately designed with the object of being read may be employed. 
     In the present embodiment, a readable area of the RFID tag reader  16  is 10 mm in substantially a vertical direction from substantially an entire horizontal face on the playing board  3 a. Therefore, in a case in which the dice come to rest, the RFID tag that is readable is only the RFID tag of the die  70  corresponding to a face that faces and contacts the playing board  3 a, and it is physically impossible for information of other RFID tags to be read by the RFID tag reader  16 . 
     More specifically, with reference to  FIG. 6F , a face of the die  70  (for example, a face of which the number of dots is six) is in contact with the playing board  3 a. Furthermore, the RFID tag is embedded substantially at the center of each face of the die  70  (the RFID tags for the faces on which the numbers of dots are “3” and “4” are not shown). An RFID tag  51  is embedded substantially at the center of a face on which the number of dots is six. An RFID tag  52  is embedded substantially at the center of a face on which the number of dots is five. An RFID tag  53  is embedded substantially at the center of a face on which the number of dots is one. An RFID tag  54  is embedded substantially at the center of a face on which the number of dots is two. 
     Furthermore, since the number of dots of a face, opposing a face on which an RFID tag is embedded, is determined as the number of dots of the die  70 , “one” is stored, as data of the number of dots, in the RFID tag  51  on the face of which the number of dots is “six”. “Two” is stored, as data of the number of dots, in the RFID tag  52  on the face of which the number of dots is “five”. “Six” is stored, as data of the number of dots, in the RFID tag  53  on the face of which the number of dots is “one”. “Five” is stored, as data of the number of dots, in the RFID tag  54  on the face of which the number of dots is “two”. “Three” is stored, as data of the number of dots, in the RFID tag (not shown) on the face of which the number of dots is “four”. Finally, “four” is stored, as data of the number of dots, in the RFID tag (not shown) on the face of which the number of dots is “three”. 
     Here, only the RFID tag  51  exists in the readable area of the RFID tag reader  16 . Therefore, the number of dots (in this case, “one”) of a face, opposing the face on which the RFID tag  51  is embedded, is determined as the number of dots of the die  70 . 
     The infrared camera  15  in the present embodiment includes an imaging device (CCD camera) for shooting the dice  70  as an object of shooting, and detects the number of dots appearing on the dice  70  based on an imaging signal from the imaging device. Therefore, it is not possible to detect the number of dots appearing on the dice  70  accurately in a state in which a plurality of the dice  70  are overlapping each other. However, in the present embodiment, by moving the table  3 a with subtle oscillation and then ceasing the table  3 a, even if a plurality of the dice  70  is overlapping each other, it is possible to make the dice come to rest after breaking up the overlapping state of the dice. As a result of this, it is possible to detect the number of dots appearing on the dice  70  accurately. Thus, in the present embodiment, accurate detections of a number of the dots can be achieved by using both the infrared camera  15  and the RFID tag reader  16 . 
       FIG. 7F  shows an example of a display screen displayed on an image display unit. As shown in  FIG. 7F , an image display unit  7  is a touch-panel type of liquid crystal display, on the front surface of which a touch panel  35  is attached, allowing a player to perform selection such as of icons displayed on a liquid crystal screen  36  by contacting the touch panel  35 , e.g., with a finger. 
     A table-type betting board (a bet screen)  40  for predicting the number of dots of the dice  70  is displayed in a game at a predetermined timing on the image display unit  7 . 
     A detailed description is now provided regarding the bet screen  40 . On the bet screen  40  are displayed a plurality of normal bet areas  41  and a side bet area  42 . The plurality of normal bet areas  41  includes a normal bet area  41 A, a normal bet area  41 B, a normal bet area  41 C, a normal bet area  41 D, a normal bet area  41 E, a normal bet area  41 F, a normal bet area  41 G, and a normal bet area  41 H. By contacting the touch panel  35 , e.g., with a finger, the normal bet area  41  is designated, and by displaying chips in the normal bet area  41  thus designated, a normal bet operation is performed. Furthermore, by contacting the touch panel  35 , e.g., with a finger, the side bet area  42  is designated, and by displaying chips in the side bet area  42  thus designated, a side bet operation is performed. 
     A unit bet button  43 , a re-bet button  43 E, a payout result display unit  45 , and a credit amount display unit  46  are displayed at the right side of the side bet area  42  in order from the left side. 
     The unit bet button unit  43  is a group of buttons that are used by a player to bet chips on the normal bet area  41  and the side bet area  42  designated by the player. The unit bet button unit  43  is configured with four types of buttons including a 1 bet button  43 A, a 5 bet button  43 B, a 10 bet button  43 C, and a 100 bet button  43 D. It should be noted that in the case of an incorrect bet operation, the player can start a bet operation again by touching a re-bet button  43 E. 
     Firstly, the player designates the normal bet area  41  or the side bet area  42  using a cursor  47  by way of contacting the touch panel  35 , e.g., with a finger. At this time, contacting the 1 bet button  43 A, e.g., with a finger, allows for betting one chip at a time (number of chips to be bet increases one by one in the order of 1, 2, 3, every time the 1 bet button  43 A is contacted, e.g., by a finger). Similarly, when contacting the 5 bet button  43 B, e.g., with a finger, five chips at a time can be bet (number of chips to be bet increases five by five in the order of 5, 10, 15, every time the 5 bet button  43 B is contacted, e.g., by a finger). Similarly, when contacting the 10 bet button  43 C, e.g., with a finger, ten chips at a time can be bet (number of chips to be bet increases ten by ten in the order of 10, 20, 30, every time the 10 bet button  43 C is contacted, e.g., by a finger). Similarly, when contacting the 100 bet button  43 D, e.g., with a finger, a hundred chips at a time can be bet (number of chips to be bet increases hundred by hundred in the order of 100, 200, 300, . . . every time the 100 bet button  43 D is contacted, e.g. by a finger). The number of chips bet up to the current time is displayed as a chip mark  48 , and the number displayed on the chip mark  48  indicates the number of bet chips. 
     The number of bet chips and payout credit amount for a player in a previous game are displayed in the payout result display unit  45 . The number calculated by subtracting the number of bet chips from the payout credit amount is a newly acquired credit amount for the player in the previous game. 
     The credit amount display unit  46  displays the credit amount which the player possesses. The credit amount decreases according to the number of bet chips (1 credit amount for 1 chip) when the player bets chips. If the bet chips are entitled to an award and credits are paid out, the credit amount increases in accordance with the number of paid out chips. It should be noted that the game is over when the player&#39;s credit amount becomes zero. 
     The normal bet area  41  in the bet screen  40  is described next. The normal bet areas  41 A and  41 B are portions where the player places a bet on a predicted sum of dots appearing on the dice  70 A to  70 C. In other words, the player selects the normal bet area  41 A if the predicted sum falls in a range of 4 to 10, or the normal bet area  41 B if the predicted sum falls in a range of 11 to 17. Odds are set to 1:1 (2 chips are paid out for 1 chip bet). 
     The normal bet area  41 C is a portion where the player places a bet, predicting that two dice  70  have the same number of dots. In other words, the player wins an award if one of the combinations occurs, such as (1, 1), (2, 2), (3, 3), (4, 4), (5, 5), and (6, 6), and the odds are set to 1:10. 
     The normal bet area  41 D is a portion where the player places a bet, predicting that all three dice have the same number of dots. In other words, the player wins an award if one of the combinations occurs, such as (1, 1), (2, 2, 2), (3, 3, 3), (4, 4, 4), (5, 5, 5), and (6, 6, 6), and the odds are set to 1:30. 
     The bet area  41 E is a portion where the player places a bet on a predicted number of dots appearing commonly on all three dice. In other words, the player places a bet on one of the combinations of (1, 1, 1), (2, 2, 2), (3, 3, 3), (4, 4, 4), (5, 5, 5), or (6, 6, 6), and the odds are set to 1:180. 
     The normal bet area  41 F is where the player places a bet, predicting a total, a summation of dots appearing on the three dice. Odds are set according to the occurrence frequency of the total. For example, if the total is 4 or 17, odds are set to 1:60; if the total is 5 or 16, odds are set to 1:30; if the total is 6 or 15, odds are set to 1:18; if the total is 7 or 14, odds are set to 1:12; if the total is 8 or 13, odds are set to 1:8; if the total is 9 or 12, odds are set to 1:7; and if the total is 10 or 11, odds are set to 1:6. 
     The bet area  41 G is a portion where the player places a bet on predicted dots appearing on the two dice selected from the three, and the odds are set to 1:5. The normal bet area  41 H is a region where the player places a bet on the number of dots appearing on the dice  70 , and the odds are set according to the number of dots of the dice  70  matching the predicted number of dots. 
       FIG. 8F  is a block diagram showing an internal configuration of the gaming machine shown in  FIG. 2F . A main control unit  80  of the gaming machine  1  includes a microcomputer  85 , which is configured with a CPU  81 , ROM  82 , RAM  83 , and a bus  84  that transfers data therebetween. 
     The CPU  81  is connected with an oscillating motor  300  via an I/O interface  90 . Furthermore, the CPU  81  is connected with a timer  131 , which can measure time via the I/O interface  90 . In addition, the CPU  81  is connected with a lamp  222  via the I/O interface  90 . The lamp  222  emits various colors of light for performing various types of rendered effects, based on output signals from the CPU  81 . Furthermore, the CPU  81  is connected with a speaker  221  via the I/O interface  90  and a sound output circuit  231 . The speaker  221  emits various sound effects for performing various types of rendered effects, based on output signals from the sound output circuit  231 . Furthermore, the I/O interface  90  is connected with the abovementioned infrared camera  15  and/or the RFID tag reader  16 , thereby transmitting and receiving information in relation to the number of dots of the three dice  70 , which comes to rest on the playing board  3 a, between the infrared camera  15  and/or the RFID tag reader  16 . 
     Here, the oscillating motor  300 , the infrared camera  15 , the RFID tag reader  16 , the lamp  222 , the sound output circuit  231 , and the speaker  221  are provided within a single composite unit  220 . 
     In addition, via a communication interface  95  connected to the I/O interface  90 , the main control unit  80  transmits and receives data such as bet information, payout information, and the like to and from each station  4 , as well as data such as bet start instruction images, bet start instruction signals, and the like to and from the dealer used display  210 . 
     The bet start instruction image is displayed by the CPU  81  on the display screen  210 a of the dealer used display  210  before the CPU  81  accepts a bet from each station  4 . 
     This bet start instruction image instructs a dealer to touch a “bet start” button. When a touch panel  211  detects that the dealer has touched the “bet start” button, the touch panel  211  transmits a bet start instruction signal to the CPU  81  via a communication interface  95 . 
     Furthermore, the I/O interface  90  is connected with a history display unit  91 , and the main control unit  80  transmits and receives information in relation to the number of dots on the die, to and from the history display unit  90 . It should be noted that, although the history display unit  91  is not shown in  FIG. 2F , it is installed at a position, which allows viewing by all of the players, or at a plurality of locations. 
     Furthermore, an external large-size monitor is connected to the I/O interface  90  through the controller  400 , and the main controller  80  transmits and receives image data and the like to and from the external large-size monitor  500 . 
     On the external large-monitor  500 , game advancement, game results, live images of dice rolling, a demonstration screen, and the like are displayed. This attracts the interest of people around the external large-size monitor  500 . 
     ROM  82  in the main control unit  80  is configured to store a program for implementing basic functions of the gaming machine  1 ; more specifically, a program for controlling various devices which drive the playing unit  3 , a program for controlling each station  4 , and the like, as well as a payout table, data indicating a predetermined time T, data indicating a specific value TT, and the like. 
     RAM  83  is memory, which temporarily stores various types of data calculated by CPU  81 , and, for example, temporarily stores data bet information transmitted from each station  4 , information on respective number of dots that appear on the dice  70  transmitted from the infrared camera  15  and/or the RFID tag reader  16 , data relating to the results of processing executed by CPU  81 , and the like. A jackpot storage area is provided in the RAM  83 . In the jackpot storage area, the data indicating the number of playing media stored cumulatively is stored so as to correspond to each number of dots of matching dice. The data is provided to the station  4  at a predetermined timing, and a jackpot image is displayed. The CPU  81  controls the oscillating motor  300 , which oscillates the playing unit  3 , based on data and a program stored in the ROM  82  and the RAM  83 , and oscillates the playing board  3 a of the playing unit  3 . Furthermore, after oscillation of the playing board  3 a ceases, a control processing associated with game progression, such as confirmation processing for confirming the number of dots on each of the dice  70  resting on the playing board  3 a. 
     In addition to the control processing described above, the CPU  81  has a function of executing a game by transmitting and receiving data to and from each station  4  so as to control each station  4 . More specifically, the CPU  81  accepts bet information transmitted from each station  4 . Furthermore, the CPU  81  performs win determination processing based on the number of dots on the dice  70  and the bet information transmitted from each station  4 , and calculates the amount of an award paid out in each station  4  with reference to the payout table stored in the ROM  82 . 
       FIG. 9F  is a block diagram showing an internal configuration of a station shown in  FIG. 2F . The station  4  includes a main body  100  in which an image display unit  7  and the like are provided, and a game media receiving device  5 , which is attached to the main body  100 . The main body  100  further includes a station control unit  110  and several peripheral devices. 
     The station control unit  110  includes a CPU  111 , ROM  112 , and RAM  113 . 
     ROM  112  stores a program for implementing basic functions of the station  4 , other various programs needed to control the station  4 , a data table, and the like. 
     Moreover, a decision button  30 , a payout button  31 , and a help button  32  provided in the control unit  6  are connected to the CPU  111 , respectively. The CPU  111  controls the execution of various corresponding operations in accordance with manipulation signals, which are generated in response to each button pressed by a player. More specifically, the CPU  111  executes various processing, based on input signals transmitted from the control unit  6  in response to a player&#39;s operation which has been inputted, and the data and programs stored in the ROM  112  and RAM  113 . Subsequently, the CPU  111  transmits the results to the CPU  81  in the main control unit  80 . 
     In addition, the CPU  111  in the main control unit  80  receives instruction signals from the CPU  81 , and controls peripheral devices which configure the station  4 . The CPU  111  performs various kinds of processing based upon the input signals supplied from the control unit  6  and the touch panel  35 , and the data and the programs stored in the ROM  112  and the RAM  113 . Then, the CPU  111  controls the peripheral devices which configure the station  4  based on the results of the processing. It should be noted that the mode whereby processing is performed is set for each processing depending on the content of the processing. For example, the former approach is applied to payout processing of game media for respective numbers of dots appearing on the dice, and the latter approach is applied to bet operation processing by a player. 
     Furthermore, a hopper  114 , which is connected to the CPU  111 , pays out a predetermined amount of game media through the payout opening  8 , receiving the instruction signals from the CPU  111 . 
     Moreover, the image display unit  7  is connected to the CPU  111  via a liquid crystal driving circuit  120 . The liquid crystal driving circuit  120  includes program ROM, image ROM, an image control CPU, work RAM, a video display processor (VDP), video RAM, and the like. Here, the program ROM stores an image control program with respect to the display functions of the image display unit  7 , and various kinds of selection tables. The image ROM stores dot data for creating an image to be displayed on the image display unit  7 , and dot data for displaying a jackpot image, for example. In addition, the image control CPU determines an image to be displayed on the image display unit  7 , selected from the dot data previously stored in the image ROM according to the image control program previously stored in the program ROM based on parameters specified by the CPU  111 . The work RAM is configured as a temporary storage means when executing the image control program by the image control CPU. The VDP forms an image corresponding to the display contents determined by the image control CPU and outputs the resulting image on the image display unit  7 . It should be noted that the video RAM is configured as a temporary storage device used by the VDP for creating an image. 
     As mentioned above, the touch panel  35  is attached to the front side of the image display unit  7 , and the information related to operation on the touch panel  35  is transmitted to the CPU  111 . The touch panel  35  detects an input operation by the player on a bet screen  40  and the like more specifically, selection of the normal bet area  41  and the side bet area  42  in the bet screen  40 , manipulation of the bet button unit  43  and the like, are performed by touching the touch panel  35 , and the information thereof is transmitted to the CPU  111 . Then, a player&#39;s bet information is stored in the RAM  113  based on the information stored. Furthermore, the bet information is transmitted to the CPU  81  in the main control unit  80 , and stored in a bet information storage area in the RAM  83 . 
     Moreover, a sound output circuit  126  and a speaker  9  are connected to the CPU  111 . The speaker  9  emits various sound effects for performing various kinds of rendered effects, based on output signals from the sound output circuit  126 . In addition, the game media receiving device  5 , into which game media such as coins or medals are inserted, is connected to the CPU  111  via a data receiving unit  127 . The data receiving unit  127  receives credit signals transmitted from the game media receiving device  5 , and the CPU  111  increases a player&#39;s credit amount stored in the RAM  113  based on the credit signals transmitted. 
     A timer  130 , which can measure time, is connected to the CPU  111 . 
     A gaming board  60  includes a CPU (Central Processing Unit)  61 , ROM  65  and boot ROM  62 , a card slot  63 S compatible with a memory card  63 , and an IC socket  64 S compatible with a GAL (Generic Array Logic)  64 , which are connected to one another via an internal bus. 
     The memory card  63  comprises nonvolatile memory such as compact flash (trademark) or the like, which stores a game program and a game system program. 
     Furthermore, the card slot  63 S has a configuration that allows the memory card  63  to be detachably inserted, and is connected to the CPU  111  via an IDE bus. Such an arrangement allows the kinds or content of the game provided by the station  4  to be changed by performing the following operation. More specifically, the memory card  63  is first extracted from the card slot  63 S, and another game program and another game system program are written to the memory card  63 . Then, the memory card  63  thus rewritten is inserted into the card slot  63 S. In addition, the kinds or content of the games provided by the station  4  can be changed by replacing the memory card  63  storing a game program and a game system program with another memory card  63  storing another game program and game system program. The game program includes a program for advancing a game and the like. The game program also includes a program related to image data and sound data outputted during a game. 
     The GAL  64  is one type of PLD that has a fixed OR array structure. The GAL  64  includes multiple input ports and output ports and, upon receiving predetermined data via each input port, outputs output data that corresponds to the input data via the corresponding output port. In addition, an IC socket  64 S has a structure that allows the GAL  64  to be detachably mounted, and is connected to the CPU  111  via the PCI bus. 
     The CPU  61 , the ROM  65 , and the boot ROM  62 , which are connected to one another via the internal bus, are connected to the CPU  111  via the PCI bus. The PCI bus performs signal transmission between the CPU  111  and the gaming board  60 , as well as supplying electric power from the CPU  111  to the gaming board  60 . The ROM  65  stores country identification information and an authentication program. The boot ROM  62  stores a preliminary authentication program, a program (boot code) which instructs the CPU  61  to start up the preliminary authentication program, etc. 
     The authentication program is a program (forgery check program) for authenticating the game program and the game system program. The authentication program is defined to follow the procedure (authentication procedure) for confirming and authenticating that the game program and the game system program, which are to be acquired after the authentication, have not been forged, i.e. the procedure for authenticating the game program and the game system program. The preliminary authentication program is a program for authenticating the aforementioned authentication program. The preliminary authentication program is defined to follow the procedure for verifying that the authentication program has not been forged, i.e. the procedure for authenticating the authentication program (authentication procedure). 
       FIG. 10F  is a block diagram showing an example of a different configuration of the game device according to the present invention. It should be noted that identical numerals are used for the same members or members with the similar functions to those in the embodiments illustrated in  FIGS. 1F to 9F . The game device  1  shown in  FIG. 10F  is provided with a composite unit  220 , the history display unit  91 , and a plurality of stations  4  (e.g.,  8 ). The composite unit  220  is provided with various devices (not shown) for rolls dice. The history display unit  91  is disposed above the composite unit  220  so as to be visually recognizable by each player at a plurality of the stations  4  or from around the game device. The plurality of the stations  4  is disposed to be connected with each other around the composite unit  220 . 
       FIG. 11F  is a block diagram showing another example of another configuration of the game device according to the present invention. The arrangement of the plurality of the stations  4  and the history display unit  91  is different from the arrangement shown in  FIG. 10F . In the game device  1  shown in  FIG. 11F , two history display units  91  are disposed behind the plurality of the stations  4  so as to be visually recognizable by each player at a plurality of the stations  4  or from around the game device. The plurality of stations  4  is respectively disposed so as to surround the composite unit  220 . More specifically, two station groups are provided, each of which has four stations, and these are disposed at locations facing each other across the composite unit  220 . That is, players at the one of four stations  4  visually recognize the history display unit  91  disposed behind the other four stations  4 , and players at the other four stations  4  visually recognize the other history display units  91  disposed behind the one of four stations  4 . 
       FIG. 12F  is a diagram showing an example of an image displayed on a display screen of a history display unit. On the display screen of the history display unit  91 , display areas  91 a,  91 b,  91 c, and  91 d are set for displaying cumulative amounts of four types of progressive awards. Display areas  91 e,  91 f,  91 g, and  91 h are display areas for displaying the game history, and in the display area  91 e, information such as a number of dots in the last game before a present game is displayed. 
     “1”, “2”, “3”, “6”, and “Small” are displayed in order from the left as a display content of the display area  91 e. The leftmost “1” represents a number of dots on a blue die by being displayed in blue. The second “2” from the left represents a number of dots on a red die by being displayed in red. The third “3” from the left represents a number of dots on a white die by being displayed in white. The fourth “6” from the left represents a sum total value of each of the dice (blue, red, and white). The display areas  91 f to  91 h are similar to the display areas  91 e. In addition, “Small” is displayed, for example, in a case in which a sum total value of numbers of dots on the dice belongs to a numeral range of 4 to 10 among two numeral ranges 4 to 10 and 11 and 17, and “Big” is displayed in a case in which a sum total value of numbers of dots on the dice belongs to a numeral range of 11 to 17. 
     It should be noted that a plurality of LED luminous bodies (not shown) is disposed around the history display unit  91  and the plurality of LED luminous bodies emit light in various light emitting modes according to game advancement and the like. 
     According to the present embodiment as described above, since the core portion  71  and the intermediate portion  72  are made of foam members, weight reduction of the dice is possible. Furthermore, since the RFID tags  51  to  56  are disposed in the vicinity of the foam member with the three-piece structure of the core portion  71 , the intermediate portion  72 , and the covering portion  73 , buffering shock transmitted to the RFID tags  51  to  56  due to shock to the dice is possible by way of the foam member, whereby the RFID tags  51  to  56  can be protected. Furthermore, the RFID tags  51  to  56  are disposed between the core portion  71  and the intermediate portion  72 , and the intermediate portion  72  is made of a foam member that is relatively harder than the core member  71 . Therefore, an amount of deformation of the intermediate portion  72  due to a shock to the dice is reduced, and the shock is absorbed into the core portion  71 . As a result of this, it is possible to prevent failure such as by damage to an RFID tag due to deformation of the RFID tag along with deformation of the intermediate portion  72 . Thus, it is possible to provide a weight reduction in dice and dice that realize protection of the RFID tags thereof. 
     Furthermore, by configuring the core portion  71  and the intermediate portion  72  using urethane, as well as applying a foam member for a weight reduction, elasticity of the dice  70  is improved due to a property of urethane easily elastically deforming, thereby enabling dice to be provided which can be easily rolled. In this case, in particular, it is possible to provide dice that roll easily as a result of being made to bounce, by using a flexible member also for the covering member  73 . Furthermore, a weight reduction becomes possible by applying a foam member by configuring the core portion  71  and the intermediate portion  72  using polystyrene foam, and rigidity of the dice  70  is improved due to polystyrene foam, which is difficult to deform, whereby it is possible to provide dice in which internal RFID tags can be reliably protected. Thus, by applying specific materials such as urethane or polystyrene foam for the material properties of the core portion  71  and the intermediate portion  72 , an effect dependent on a specific material can be included as well as a weight reduction. 
     Furthermore, using a member with a foam expansion ratio of 40 to 50 times for the core portion  71  and the member with foam expansion ratio of 3 to 4 times for the intermediate portion  72 , the outside of the dice becomes superior in rigidity and the inside thereof superior in shock-absorbing property, whereby it is possible to provide dice of reduced weight that can reliably protect internal RFID tags thereof. 
     Descriptions regarding the present embodiment have been provided above. Although a case has been described in which the number of dice  70  is three according to the present embodiment, the number of in the present invention is not limited to three and, for example, the number of the dice may be five. Furthermore, the shape of dice is not limited to a cubic body. For example, it is also possible to be adapted to an eight-faceted dice, and the core portion  71  and the intermediate portion  72  can be designed appropriately according to a shape of the dice. 
     In the present embodiment, although the controller of the present invention is described for a case of being configured from a CPU  81  which the main controller  80  includes and a CPU  111  which the station  4  includes, the controller of the present invention may be configured by only a single CPU. 
     Although embodiments of the present invention are described above, they are merely exemplified specific examples, and the present invention is not particularly limited thereto. Specific configurations such as each means can be modified appropriately. Moreover, it should be understood that the advantages described in association with the embodiments are merely a listing of most preferred advantages, and that the advantages of the present invention are by no means restricted to those described in connection with the embodiments. 
     First Embodiment 
     Embodiments of the present invention will be explained hereinafter with reference to the accompanying drawings. 
       FIG. 1G  is a flowchart showing an outline of an embodiment according to the present invention. 
     As described later in detail, first, a CPU  81  of a controller  2  transmits a start signal for reading a wireless IC tag  401  to a reader  62  (Step S 100 ). 
     Then, the CPU  81  of the controller  2  that receives data of the wireless IC tag  401  read by the reader  62  calculates address information according to the unique ID of the wireless IC tag  401  and a predetermined function (Step S 200 ). 
     Based on the address information thus calculated, the reader  62  reads number of dots information and a CRC value as error detection information from the wireless IC tag  401 , and sends it to the controller  2  (Step S 300 ). 
     The CPU  81  of the controller  2  calculates the CRC value with the unique ID, number of dots information, and serial information stored in the wireless IC tag  401  as seed values (Step S 400 ). 
     Furthermore, the CPU  81  compares the CRC value of the wireless IC tag  401  with the CRC value calculated in Step S 400  (Step S 500 ). If the values are identical, it can be recognized that reading was correctly performed, and the CPU  81  performs processing of number of dots information (Step S 600 , Step S 700 ). If those values are not identical, it can be recognized that reading was not correctly performed, and read error processing is performed (Step S 600 , Step S 800 ). 
       FIG. 2G  is an overall view of a gaming machine  1  that provides a dice game. 
     The gaming machine  1  of the present embodiment includes the controller  2 , stations  3 , and a dice movable unit  4 . 
     Furthermore, a history display unit  91  and an external large-size monitor  500  are provided at a location visually recognizable from where players are playing at the stations  3 . 
     The controller  2  controls the entire gaming machine  1 . 
     In addition, in the present embodiment, the controller  2  includes a dealer used display  210  that is used by a dealer  5  who advances a game and a touch panel  211  provided at the dealer used display  210 , and executes control of the overall gaming machine  1  according to an operation of the dealer  5 . 
     The stations  3  are terminals that players operate. 
     The stations  3  accept bet operations by players sitting on chairs (not shown) provided in front of the stations  3  and perform processing to payout awards of games. 
     The station  3  includes an image display device  31 , a game media acceptance device that accepts game media such as medals inserted to an insertion opening  321  and used for a game, an operation unit  33  composed of a shake button  331  to which a predetermined instruction is inputted by a player, a game information display unit  34  for displaying information related to a game, and the like. 
     The player may participate in a game by operating the operation unit  33  or the like while viewing the image displayed on the image display device  31 . 
     In the present embodiment, a shake button  331  and a select button  332  are provided at the operation unit  33 . 
     The shake button  331  is a button for performing an instruction that allows a player to start rolling dice at a predetermined timing. 
     Furthermore, in a case other than the bet operation, the select button  332  is pushed for confirming the input that a player performed. 
     In addition, a speaker  35 , which can output sound, is disposed on the upper right of the image display device  31  on each of the stations  3 . 
     A plurality of buttons is provided on the side part of the image display device  31  on each of the stations  3 . 
     More specifically, a payout button  36  and a help button  37  are disposed there. 
     The payout button  36  is a button which is usually pressed at the end of a game, and when the payout button  36  is pressed, game media corresponding to credits that the player has acquired is paid out from the payout opening  322 . 
     The help button  37  is a button that is pressed in a case where a method of operating the game is unclear, and upon the help button  37  being pressed, a help screen showing various kinds of operation information is displayed immediately thereafter on the image display device  31 . 
     Another operation is performed by the player touching a display screen displayed on the image display device  31 . 
     Since a touch-sensitive sensor is installed on the surface of the image display device  31 , various operations are recognized by the player touching through a so-called touch panel system. 
     The dice movable unit  4  rolls a plurality of the dice  40  used in a Sic Bo game. 
     An award is determined based on a combination of numbers appearing on an upper face (hereinafter, defined as a number of dots) when a plurality of the dice  40  is caused to roll and stop. 
     In other words, a random number can be obtained by rolling a plurality of the dice  40 . 
     The history display unit  91  is a display on which the history of a game including the number of dots of the dice is displayed. 
     Details thereof are described later. 
     The external large-size monitor  500  is a display on which live images such as for advancement of a game, a demonstration screen, and the like are displayed. 
     &lt;Dice Movable Unit&gt; 
     The dice movable unit  4  will be explained with reference to  FIGS. 3G and 7G . 
       FIG. 3G  is a perspective diagram showing the dice movable unit  4 . 
       FIG. 4G  is a diagram illustrating a cross-section along the line A-A of the dice movable unit  4 . 
       FIG. 5G  is a perspective view showing a schematic representation of an antenna  63  of a playing board  41 a. 
       FIG. 6G  is a configurational diagram of a detection device  61 . 
       FIG. 7G  is a block diagram showing an internal configuration of the reader  62 . 
     The dice movable unit  4  is configured so as to allow a plurality of the dice  40  to roll and stop. 
     This dice movable unit  4  includes a shaking device  41  that is configured so as to cause the dice  40  to roll, a cover member  42  that covers an upper side of the shaking device  41  and is formed in a dome shape, and a unit main body  43  that houses the shaking device  41 . 
     In the present embodiment, the shaking device  41  causes the three dice  40  (the die  40 a, the die  40 b, and the die  40 c) to roll. 
     The cover member  42  is disposed so as to cover the entire top face of the playing board  41 a. 
     Furthermore, the cover member  42  is made of a transparent member in a substantially hemispherical shape and limits the area in which the dice  40  roll. 
     A plurality of the dice  40  is disposed in the space formed by the playing board  41 a and the cover member  42 . 
     In the present embodiment, the dice  40  are substantially hexahedral and the wireless IC tags are embedded in each face thereof. 
     It should be noted that this wireless IC tag  401  is embedded in a surface of a die  40  so as not to be visually recognized from the outside of the die  40 . 
     For example, the die  40  can be formed by disposing the wireless IC tag  401  at the surface of a member as a base of the die  40 , and then placing a member as a cover thereover. Details thereof are described later. 
     The dice movable unit  4  includes lamps  44 . 
     The lamps  44  perform various rendered effects by emitting light while the dice  40  are rolling. 
     The shaking device  41  is formed in a substantially circular shape as viewed in a plane, supports a plurality of the dice  40 , and includes the playing board  41 a as a field on which a plurality of the dice  40  are rolled and a cylinder portion  45  that oscillates the playing board  41  vertically. 
     Since the playing board  41 a is formed to be substantially planar, as shown in  FIG. 4G , the dice  40  are rolled by oscillating (shaking) the playing board  41 a substantially in the vertical direction with respect to the horizontal direction of the playing board  41 a by way of the cylinder portion  45  that supports the playing board  41 a from a lower face side of the playing board  41 a. 
     Then, when the oscillation of the playing board  41 a comes to rest, the dice  40  rolling come to rest. 
     Furthermore, the playing board  41 a includes a playing board main body  411 , a cushion member  412  that is disposed on the top face of the playing board main body  411 , an antenna base portion  413  that is disposed between the playing board main body  411  and the cushion member  412  and in which the antennas  63 a,  63 b, and  63 c are disposed. 
     It is preferable for the members forming these to be made of a non-metallic member. 
     Since radio waves are susceptible to the interference of metal, if metal exists near the wireless IC tag  401 , the communication range between the reader  62  and the wireless IC tag  401  will be reduced, and thus it may prevent the wireless IC tag  401  from being read by the reader  62 . 
     Then, the antennas  63 a,  63 b, and  63 c that are disposed at the antenna base portion  413  are connected to first communication portions  65 a,  65 b, and  65 c through wires, respectively. 
     The first communication portions  65 a,  65 b, and  65 c are each disposed on a lower face side of the playing board main body  411 . 
     In addition, second communication portions  66  are disposed so as to oppose the first communication portions  65 a,  65 b, and  65 c. 
     The second communication portions  66 a,  66 b, and  66 c are disposed on a unit main body  43  side of the dice movable unit  4 . 
     In other words, the first communication portion  65  and the second communication portion  66  are disposed so as to being respectively facing at the lower face side of the playing board  41 a. 
     This enables a stable communication state to be maintained without the relative position between the first communication portion  65  and the second communication portion  66  being shifted when the playing board  41 a moves along with the vertical motion of the cylinder portion  45 . 
     Assuming a case of the first communication portion  65  and the second communication portion  66  being disposed on a side face of the playing board  41 , after the playing board  41 a has moved, the first communication portion  65  and the second communication portion  66  may not be at opposing positions, and it may not be possible to communicate therebetween. 
     It is possible to prevent such a state from arising by disposing the first communication portion  65  and the second communication portion  66  so as to be facing on a lower face side of the playing board  41 a. 
     The detection device  61  will be explained while referring to  FIGS. 5G and 6G . 
     The detection device  61  according to the present invention is provided at the dice movable unit  4  that rolls a plurality of the dice  40  in a dice game of so-called Sic Bo, and is used for detecting the numbers of dots on the plurality of the dice  40 . 
     This detection device  61  is mainly configured with the reader  62  that reads information stored in the wireless IC tags  401  which are disposed on each of the faces of the dice  40 . 
     The reader  62  includes a control circuit that can be connected to a higher-level device such as a PC, a plurality of loop-shaped antennas  63  that are disposed on the playing board  41 a serving as a field on which the plurality of dice  40  rolls, the first communication portion  65  that is connected to the antenna  63 , and the second communication portion  66  that communicates with the first communication portion  65 . 
     Furthermore, a switch portion  67  that switches whether electrical current is supplied to the antenna  63  is provided between the antenna  63  and the first communication portion  65 . 
     In addition, the reader  62  is connected to the controller  2 . 
     The reader  62  reads information stored in the wireless IC tag  401 , and decodes and transmits the information thus read to the controller  2 . 
     In the present embodiment, communication between the reader  62  and the wireless IC tag  401  is performed by way of electromagnetic induction. 
     That is, the reader  62  flows current to the antenna  63  based on an instruction signal from the controller  2  and transmits a predetermined command to the wireless IC tag  401 . 
     When this is done, a magnetic field is altered within the area surrounded by the loop-shaped antenna  63  in which the current flows. 
     Accompanying the alteration of magnetic flux in this magnetic field, an electromotive force is generated within the loop antenna that is included in the wireless IC tag  401 , which is disposed within the area. 
     Herewith, electric power is transmitted to the wireless IC tag  401 , whereby communication with the wireless IC tag  401  is performed. 
     In the present embodiment, three antennas  63  of the reader  62  are provided and disposed so that at least a portion of each of the detection areas thereof is mutually superimposed (see  FIG. 5G ). 
     In addition, among the three antennas  63 , the antenna  63 a as a first antenna portion is disposed substantially at the center of the playing board  41 a and is formed so as to depict a substantially circular shape. 
     Furthermore, the antennas  63 b and  63 c serving as second antenna portions are formed so that four areas of substantially triangular shape depict a cross shape around an apex thereof, and bottom portions of substantially triangular shape are formed with a curve so as to follow the circumference of the playing board  41 a. 
     Therefore, the antennas  63 b and  63 c are formed so that the width of the edges thereof is larger at the outer side than the center portion of the playing board  41 a. 
     Then, the antennas  63 b and  63 c are disposed so that the areas of substantially triangular shape thereof are disposed alternately and portions of the areas of substantially triangular shape are disposed to be mutually superimposed. 
     More specifically, a lateral portion of the area of substantially triangular shape of an antenna is disposed so as to be superimposed with a portion of the area of substantially triangular shape of another antenna. 
     In this way, the antennas  63 b and  63 c are loop antennas formed in a loop-shape so as to be the abovementioned shape. 
     In the present embodiment, each of the wireless IC tags  401  disposed in the plurality of the dice  40  is read by a single reader  62 . 
     Under the abovementioned RFID system, an anti-collision function can be employed which can read a plurality of wireless IC tags with a single reader. 
     For the anti-collision function, there are FIFO (first in first out) type, multi-access type, and selective type, which communicate with a plurality of the wireless IC tags sequentially. 
     FIFO type is a mode to communicate with a plurality of the wireless IC tags sequentially in the order in which each wireless IC tag enters an area in which an antenna can communicate therewith. Multi-access type is a mode that is able to communicate with all of the wireless IC tags, even if there is a plurality of the wireless IC tags simultaneously in the area in which the antenna can communicate with the wireless IC tags. Selective type is a mode that is able to communicate with a specific wireless IC tag among a plurality of the wireless IC tags in the area in which the antenna can communicate therewith. 
     By employing the above-mentioned modes, it is possible to read a plurality of the wireless IC tags with a single reader. 
     The wireless IC tag  401  is configured so as to be read by the reader  62  by way of radio waves or electromagnetic induction. 
     The wireless IC tag  401  is configured with a loop antenna and an IC chip having a control circuit, memory, a rectifying circuit, and a transmission/reception circuit, and number of dots information of the die  40  is stored in the memory. 
     Details thereof are described later. 
     The first communication portion  65  and the second communication portion  66  can mutually transmit and receive wirelessly. 
     The first communication portion  65  and the second communication portion  66  are provided between the antenna  63  and the reader  62 . 
     The first communication portion  65  is connected to the antenna  63 , and the second communication portion  66  is connected to the reader  62 . 
     Accordingly, various commands transmitted from the reader  62  to the wireless IC tag  401 , and reply information from the wireless IC tag  401  received by the antenna  63  are mutually transmitted and received between the first communication portion  65  and the second communication portion  66 . 
     The reply information from the wireless IC tag  401  is information different from the number of dots information that is stored in the memory of the wireless tag  401 , for example. 
     The first communication portion  65  also has a transmission circuit for transmitting electric power to the antenna  63 . 
     In addition, a switch portion  67  is provided between the first communication portion  65  and the antenna  63 . This switch portion  67  switches whether electrical current is supplied to the antenna  63 . 
     When the switch portion  67  enters an ON state, electric power is transmitted from the transmission circuit of the first communication portion  65  to the antenna  63 . 
     In addition, in a case of the switch portion  67  being in an OFF state, the electric power transmitted from the transmission circuit of the first communication portion  65  is turned OFF. 
     The switch portion  67  is configured by a photo MOSFET (Metal Oxide Semiconductor Field Effect Transistor) in the present embodiment. 
     In a photo MOSFET, a photovoltaic cell charges the gate capacitance of the FET from the light of a light emitting diode to raise the gate-to-source voltage, and the FET conducts, whereby the switch portion  67  enters the ON state. 
     When the light emitting diode (LED) goes out, the photovoltaic cell does not simply stop charging, but rather a discharge switch inside thereof automatically activates to forcibly discharge the gate charge, and the gate-to-source voltage immediately declines, whereby the switch portion  67  enters the OFF state. 
     If electric power were transferred to the three antennas  63 a,  63 b, and  63 c simultaneously at this time, these antennas may interfere with each other since the detection areas thereof are mutually superimposed. 
     For this reason, the antenna  63  detecting the wireless IC tag  401  is switched by transferring the electric power to each of the three antennas  63 a,  63 b, and  63 c in a predetermined order based on the instruction signal from the controller  2 . 
     In addition, the ON/OFF state of each switch portion  67  of the antennas  63 a,  63 b, and  63 c is switched by the reader  62  accompanying the switching of the three antennas  63 a,  63 b, and  63 c. 
     In other words, in a case of an instruction signal to supply electric power to the antenna  63 a is transmitted from the controller  2  to the reader  62 , for example, the reader  62  first sets the switch portion  67 a to ON through the first communication portion  65 a and the second communication portion  66 a. 
     Then, electric power is supplied to the antenna  63 a. 
     Furthermore, in a case of supplying electrical current to the antenna  63 b, the controller  2  transmits an instruction signal to set the antenna  63 a to OFF and to set the antenna  63 b to ON. 
     The reader  62  thereby wirelessly communicates this signal by way of the first communication portion  65 a and second communication portion  66 a, and sets the switch portion  67 a to OFF. 
     In addition, the reader  62  wirelessly communicates this signal by way of the first communication portion  65 b and second communication portion  66 b to set the switch portion  67 b to ON. 
     Then, the antenna  63 a is turned OFF, and electric power is supplied to the antenna  63 b. 
     The configuration of the reader  62  will be explained while referring to  FIG. 7G . 
       FIG. 7G  is a functional block diagram of the reader  62 . 
     The reader  62  is configured by a control circuit  621 , oscillation circuit  622 , modulation circuit  623 , transmitting circuit  624 , receiving circuit  625 , and demodulating circuit  626 . 
     The control circuit  621  performs overall control of the reader  62 , such as communication control with the controller  2  and intercommunication control with the wireless IC tags  401 . 
     More specifically, it outputs encoded commands to be transmitted to the wireless IC tags  401 , data for writing to the memory, and the like to the modulation circuit at the required timing. 
     In addition, it encodes and transmits replies from the wireless IC tags  401  input from the modulation circuit, memory data, and the like, to the controller  2 . 
     A memory circuit that stores a control program, data for applications, and the like is also included in this control circuit  621 . 
     The oscillation circuit  622  is a circuit that produces the carrier wave required in the intercommunication with the wireless IC tags  401 . 
     For example, this circuit causes oscillation at a precise frequency using a crystal oscillator or the like. 
     This circuit causes oscillation at a high frequency, and produces a synchronized signal with the carrier wave used by frequency dividing the high frequency. 
     The operating timing of the various circuits is made to be synchronous with this synchronized signal. 
     The modulation circuit  623  is a circuit for modulating and transmitting commands, data and the like being transmitted from the control circuit  621  to be overlapped on the carrier wave generated by the oscillation circuit  622 , to the transmitting circuit  624 . 
     For example, amplitude shift keying, frequency shift keying, phase shift keying or the like can be employed as the modulation method. 
     The transmitting circuit  624  is a circuit for transmitting commands and data overlapped with the carrier wave being transmitted from the modulation circuit  623  to the antenna. 
     The transmitting circuit  624  is further configured by an amplifier circuit for amplifying signals and a filter circuit that causes unwanted frequencies to decay and allows only the frequency to be transmitted to pass therethrough. 
     The receiving circuit  625  is a circuit that receives the weak carrier wave from the wireless IC tag  401  entering via the antenna  63 , and cuts out the received carrier wave and unwanted noise. 
     The receiving circuit  625  is also configured by a filter circuit that allows only required signals to pass therethrough, and an amplifier circuit that amplifies only the input signals. 
     Therefore, in the present embodiment, communication is performed between the antenna  63  and the reader  62  via the first communication portion  65  and the second communication portion  66 , which carry out wireless communication. 
     Consequently, it is configured to transmit and receive the signals from these communication portions in the communication performed by the transmitting circuit  624  and the receiving circuit  625 . 
     In a case of there not being a first communication portion  65  and second communication portion  66 , transmission or reception would be performed directly through the antenna  63 . 
     The demodulating circuit  626  demodulates and transmits commands and data from the wireless IC tags  401  input from the receiving circuit  625 , to the control circuit  621 . 
     The demodulating circuit  626  demodulates commands and data according to the modulation method adopted by the modulation circuit  623 . 
     In this way, the control circuit  621  of the reader  62  modulates commands and the like with the modulation circuit  623  and transmits from the transmitting circuit  624  through the antenna  63 , based on the instruction signals from the controller  2 . 
     In addition, while receiving, the carrier wave from the wireless IC tag  401  is received by the antenna  63 , encoded data is demodulated with the demodulating circuit  626  to make a format processable by the controller  2 , and the data is transmitted to the controller  2 . 
     &lt;Die&gt; 
     The die  40  will be explained with reference to  FIG. 8G . 
       FIG. 8G  is an exploded perspective view of the die  40 . 
     The die  40  is composed of a core portion  402 , an intermediate portion  403 , and a covering portion  404 , and the wireless IC tags  401  are disposed between the core portion  402  and the intermediate portion  403 . 
     These wireless IC tags  401  are disposed in each face of the die  40 , which have 6 faces. 
     The core portion  402  is a substantially cubic member which is formed by cutting off the corners of a cube. 
     At the substantially central portions of each of the faces of the core portion  402 , concave portions are formed in order to embed the wireless IC tags  401 , and the wireless IC tags  401 a,  401 b,  401 c,  401 d,  401 e, and  401 f are disposed in each of the six concave portions. 
     The intermediate portion  403  is configured by combining a first intermediate portion  403 a with a second intermediate portion  403 b, which is larger than the core portion  402  and formed by dividing a substantially cubic body in half. 
     The first intermediate portion  403 a and the second intermediate portion  403 b have concave portions formed on the insides thereof that each fit half of the core portion  402 . 
     Then, for example, by covering the core portion  402  on which the wireless IC tags  401  are embedded, by the first intermediate portion  403 a from above and the second intermediate portion  403 b from below, the core portion  402  is covered by the intermediate portion  403 . 
     The covering portion  404  is configured by combining a first external portion  404 a and a second external portion  404 b, which is slightly larger than the intermediate portion  403  and formed by dividing a substantially cubic body in half. 
     The first covering portion  404 a and the second covering portion  404 b have concave portions formed on the insides thereof that each fit half of the intermediate portion  403 . 
     For example, by covering the intermediate portion  403  by the first covering portion  404 a from the left and the second covering portion  404 b from the right, the intermediate portion  403  is covered by the covering portion  404 . 
     It should be noted that it is possible to apply a film-type tag as the wireless IC tag  401 . 
     In this case, it is not necessary to form concave portions in the core portion  402 , and it is possible to mount by attaching directly on the core portion  402 . 
     On the other hand, in order to reduce the flexure of the wireless IC tags in the dice  40 , it is particularly preferable that a hard plastic member such as ABS resin is applied as the covering portion  404 . 
     The wireless IC tag  401  can appropriately employ an active tag which embeds a battery, a passive tag operated using electric power transferred from a reader/writer, and a semi-passive tag using electric power of a battery for a sensor operation. 
     Furthermore, appropriate combinations for the wireless IC tag  401  as a reader can be employed. 
     In the present embodiment, a passive tag is employed. 
     In addition, reading the wireless IC tags  401  may not only be done by non-contact type, but also contact type. 
     In addition, the reader is not limited thereto, and anything that is appropriately designed with the object of being read may be employed. 
     The configuration of the wireless IC tag  401  will be explained with reference to  FIG. 9G . 
       FIG. 9G  is a functional block diagram of the wireless IC tag  401 . 
     The wireless IC tag  401  is configured by an antenna  421 , voltage limiting circuit  422 , rectifying circuit  423 , demodulating circuit  424 , modulation circuit  425 , control circuit  426 , and memory circuit  427 . 
     The antenna  421  is a portion that transmits and receives electric power, commands, and data transmitted from the reader  62 . 
     The antenna for the wireless IC tag  401  used must be tuned to the frequency of the carrier wave. 
     In addition, the format of the antenna is also different according to the form of the wireless IC tag  401  adopted, such as radio waves and electromagnetic induction. 
     For example, in a case of being electromagnetic induction type, a loop antenna that easily obtains the energy of a magnetic field is used. 
     In addition, in the case of being radio wave type, a dipole antenna, flat antenna, or the like that easily obtain the energy of an electric field is used. 
     The voltage limiting circuit  422  is a circuit for protecting the internal circuitry of the wireless IC tag  401  from excessive input. 
     This is because the input to the antenna  421  changes from a small input near the limit at which the IC chip operates to an excessive input. 
     More specifically, the voltage limiting circuit  422  prevents damage to the internal circuitry by converting the surplus amount of the excessive input into heat, and dissipating to outside. 
     The rectifying circuit  423  converts alternating current to direct current, and supplies an electrical source to all of the circuits of the wireless IC tag  401 . 
     This is because, although at the time of antenna input of the wireless IC tag  401 , it is alternating current, the IC chip operates with direct current. 
     The demodulating circuit  424  is a circuit that restores commands and data overlapping the carrier wave input from the reader  62  to a signal sequence of “1” or “0”. 
     The signal sequence thus demodulated is transmitted to the control circuit  426 , and operations of the wireless IC tag  401  are executed according to the commands from the reader  62 . 
     The modulation circuit  425  is a circuit that modulates the carrier wave with data to transmit to the reader  62 . 
     The carrier wave modulated with a reply to a command accepted from the control circuit  426  and data in the memory is transmitted from the antenna  63  to the reader  62 . 
     The control circuit  426  controls transmission and reception with the reader  62  and all of the operations in the wireless IC tag  401  such as batch reading and read/write to the internal memory. 
     In the wireless IC tag  401 , the modulation circuit  425  encodes information stored in the memory circuit  427  (source coding), and further encodes it for complying with a transmission channel (transmission coding). 
     Upon transmitting the information to the reader  62 , it is transmitted by modulating into an analog waveform. 
     Then, the reader  62  demodulates the data thus modulated and returns it to digital waveform, and further decodes it to the original state and transmits the information to the controller  2 . The memory circuit  427  is a circuit in which the unique ID of the wireless IC tag  401  (described later), number of dots information, and other information are stored. 
     For example, EPROM (Electrically Programmable Read Only Memory) which is of read only type, write once read many (WORM) type EEPROM (Electrically Erasable and Programmable Read Only Memory), rewritable EEPROM, FeRAM (Ferroelectric Random Access Memory), SRAM (Static Random Access Memory), and the like can be suitably applied as the memory circuit  427 . 
     Data such as that shown in  FIG. 10G  is stored in the memory space of the memory circuit  427  of the wireless IC tag  401  embedded in each face of the die  40 . 
     In other words, the data is the unique ID, the number of dots information of a die including color information of the die  40 , the CRC value as error detection information, and the die serial information indicating the serial number of the die. 
       FIG. 10G  is a table showing a summary of information stored in the memory circuit  427  of the wireless IC tag  401 . 
     The wireless IC tags  401  are embedded in each face of the die  40 , as described above. 
     Furthermore, in the present embodiment, there are three dice  40  rolled on the playing board  41 a, each given a different color. 
     The table shown in  FIG. 10G  shows the information of the wireless IC tag  401  embedded in each face of the die  40  that is red. 
     Although only one table is shown in  FIG. 10G , a similar table is stored in the memory circuit  427  in the other dice. 
     The column of “die face” indicates the number of dots depicted on the die face in which the wireless IC tag  401  is embedded. 
     In a case of the number of dots being “1”, when the face on which “1” is depicted comes to be the top face, it is recognized that the number of dots is “1”. 
     In the present embodiment, the dice  40  are six-sided bodies; therefore, from one to six dots are depicted on the respective faces, and dot number value indicates the number of dots. 
     In the column of “unique ID”, the unique ID number assigned to the wireless IC tag  401  is stored. 
     This unique ID number is assigned by the maker that manufactured the wireless IC tag  401  or the tag chip, and is written so as to be unmodifiable. 
     The columns of “00” to “06” indicate the addresses of the memory space. 
     In the present embodiment, the number of dots information and CRC value of the die are stored in any region from address “00” to “05”. 
     In addition, die serial information is stored in the region of the address “06”. 
     In the table shown in  FIG. 10G , the die serial information of “xxxxxxxx” is stored therein. 
     Which address the number of dots information and CRC value are stored depends on the value of the unique ID field. 
     In other words, when the value of the unique ID field stored in the wireless IC tag  401  is read by the reader  62 , the controller  2  having received this information from the reader  62  uses a predetermined function stored in the ROM  82  serving as a storage unit of the control  2  to calculate the value indicating the address at which the number of dots information of the die  40  is stored. 
     Thereafter, based on the value thus calculated, the reader  62  reads the number of dots information of the address indicated by this value. 
     It should be noted that the value calculated by the controller  2  is the value indicating the address at which the number of dots information is stored. 
     In the present embodiment, the CRC value is stored in the next address to the address at which the number of dots information is stored. 
     Consequently, the address of the CRC value (second address information) stored in the adjacent address thereto is also identified simultaneously with the address of the number of dots information being calculated based on the unique ID. 
     In other words, by acquiring the unique ID, the controller  2  can also obtain information of the address at which the CRC value is stored based on the unique ID. 
     Based on the address calculated from this unique ID, the reader  62  reads the number of dots information of the address indicated by the value thus calculated, and further reads the value (CRC value) stored in the next address added thereto. 
     It should be noted that the CRC value is stored in the address “01” in the case of the number of dots information being stored in the address “05”. 
     In the present embodiment, number of dots information of the die at least includes the color of the die and the number of dots on a face opposing a face of the die in which the wireless IC tag  401  is embedded. 
     That is, a value of “six” is stored in the wireless IC tag  401  on the face on which the number of dots is “one”. A value of “five” is stored in the wireless IC tag  401  on the face on which the number of dots is “two”. A value of “four” is stored in the wireless IC tag  401  on the face on which the number of dots is “three”. A value of “three” is stored in the wireless IC tag  401  on the face on which the number of dots is “four”. A value of “two” is stored in the wireless IC tag  401  on the face on which the number of dots is “five”. Finally, a value of “one” is stored together with color information of die in the wireless IC tag  401  on the face on which the number of dots is “six”. 
     For example, in a case in which a face of the die  40  that is in contact with the playing board  41 a is the face on which number of dots is “six”, the reader  62  reads the data of the IC tag  401  which is embedded in the face of “six”. 
     Number of dots information stored in the wireless IC tag  401  on the face “six” is “one”, which is the number of dots on the face opposing the face of “six”; therefore, the number of dots on the die  40  is recognized as “one”. 
     In addition, the CRC value is a value calculated using a CRC value acquisition program with the unique ID, a numerical value indicating the number of dots of the die  40 , and die serial information as seed values. 
     CRC value is a value calculated by the CRC method for verifying the authenticity of data. This CRC method generates a CRC value using a cyclic algorithm (generator polynomial). 
     This method has a characteristic of the detection accuracy of multiple-bit soft errors being high. 
     In the present embodiment, it is used to determine whether the number of dots information of the die  40  read by the reader  62  is correct. 
     In the present embodiment, CRC  32  method that calculates a 32-bit CRC value is used. 
     The CRC value acquisition program that calculates the CRC value is stored in the ROM  82  of the controller  2 . 
     Then, the CPU  81  of the controller  2  calculates the CRC value using the CRC value acquisition program from the unique ID, number of dots information, and die serial information read from the wireless IC tag  401  by the reader  62  and transmitted to the controller  2 . 
     In addition, the CPU  81  compares the CRC value read from the same wireless IC tag  401  and the CRC value newly calculated. 
     The CPU  81  recognizes the number of dots information thus read as being the correct value as a result of comparison, in the case of the two CRC values being the same value. 
     Controller 
       FIG. 11G  is a block diagram showing an internal configuration of the controller  2 . 
     The controller  2  performs control of the entire game and transmits to the reader  62  of the dice movable unit  4  an instruction signal to supply electric power to the antennas  63 a,  63 b, and  63 c. 
     The controller  2  of the gaming machine  1  includes a microcomputer  85 , which is mainly configured with a CPU  81 , ROM  82 , RAM  83 , and a bus  84  that transfers data therebetween. 
     The CPU  81  is connected with the shaking device  41  via an I/O interface  90 . 
     Furthermore, the CPU  81  is connected via the I/O interface  90  with a timer  131 , which can measure time. 
     In addition, the CPU  81  is connected with a lamp  44 . 
     The lamp  44  emits various colors of light for performing various types of rendered effects, based on output signals from the CPU  81 . 
     Furthermore, the CPU  81  is connected with a speaker  46  via a sound output circuit  461 . 
     The speaker  46  emits various sound effects for performing various types of rendered effects, based on output signals from the sound output circuit  461 . 
     Furthermore, the reader  62  is connected to the I/O interface  90 , whereby transmission and reception of number of dots information of the three dice  40  having come to rest on the playing board  41 a is performed between the reader  62 . 
     In addition, a communication interface  94  is connected to the I/O interface  90 , and via this communication interface  95 , the controller  2  transmits and receives data such as bet information, payout information, and the like to and from each station  3 , as well as data such as bet start instruction images, bet start instruction signals, and the like to and from the dealer used display  210 . 
     The ROM  82  in the controller  2  is configured to store a program for implementing basic functions of the gaming machine  1 , i.e. a program for controlling various devices which drive the dice movable unit  4 , a program for controlling each station  3 , and the like, as well as a payout table, data indicating a predetermined time T, data indicating a specific value TT, and the like. 
     The RAM  83  is memory that temporarily stores various types of data calculated by the CPU  81  and, for example, temporarily stores data bet information transmitted from each station  3 , number of dots information of the dice  40  transmitted from the reader  62 , data relating to the results of processing executed by CPU  81 , and the like. 
     A jackpot storage area is provided in the RAM  83 . 
     In the jackpot storage area, the data indicating the number of playing media stored cumulatively is stored so as to correspond to each number of dots of matching dice. 
     The data is provided to the station  3  at a predetermined timing, and a jackpot image is displayed based on this data. 
     The CPU  81  controls the shaking device  41  of the dice movable unit  4  based on data or a program stored in the ROM  82  or the RAM  83 , and to cause the playing board  41 a (a shaking motion) of the dice movable unit  4  to oscillate. 
     Furthermore, after the shaking motion of the playing board  41 a ceases, control processing associated with game progression, such as confirmation processing for confirming the number of dots on each of the dice  40  resting on the playing board  41 a, is executed. 
     In addition, the history display unit  91  is connected to the I/O interface  90 , and the controller  2  transmits and receives number of dots information as game history, to and from the history display unit  90 . 
     Furthermore, an external large-size monitor  500  is connected to the I/O interface  90  through a controller  400 , and the controller  2  transmits and receives image data and the like to and from the external large-size monitor  500 . 
     On the external large-monitor  500 , game advancement, a game result, a live image of dice rolling, a demonstration screen, and the like are displayed. 
     This attracts the interest of people around the external large-size monitor  500 . 
     In addition to the control processing described above, the CPU  81  has a function of executing a game by transmitting and receiving data to and from each station  3  so as to control each station  3 . 
     More specifically, the CPU  81  accepts bet information transmitted from each station  3 . 
     Furthermore, the CPU  81  performs win determination processing based on the number of dots on the dice  40  and the bet information transmitted from each station  3 , and calculates the amount of an award paid out in each station  3  with reference to the payout table stored in the ROM  82 . 
     Reading Flow of wireless IC Tag 
     The flow of reading the wireless IC tags  401  will be explained based on  FIG. 12G . 
       FIG. 12G  is a flowchart showing the processing of performing reading of the wireless IC tags  401 . 
     In Step S 1 , the CPU  81  of the controller  2  performs dice rolling completion processing. 
     Dice rolling completion processing is processing after the playing board  41 a is caused to move greatly vertically by way of the cylinder portion  45 , thereby causing the three dice  40 a,  40 b, and  40 c to roll. 
     More specifically, the CPU  81  causes the playing board  41 a to slightly oscillate vertically, by causing the cylinder portion  45  to slightly move vertically. 
     It is thereby possible, in a case in which the three dice  40 a,  40 b, and  40 c come to rest in a state leaning against the cover member  42  and are overlapping, to eliminate such a state. 
     Then, the CPU  81  returns to the initial position prior to rolling the playing board  41 a, and causes movement of the cylinder portion  45  to stop. 
     In Step S 2 , the CPU  81  of the controller  2  transmits an instruction signal to read the wireless IC tags  401  to the reader  62 . 
     Then, the control circuit  621  of the read  62  having received the instruction signal from the controller  2  supplies electric power to each of the three antennas  63 a,  63 b, and  63 c in a predetermined order, and initiates the switching of the ON state and OFF state thereof and reading (Step S 3 ). 
     In Step S 4 , the control circuit  621  of the reader  62  reads, by way of the antenna  63  to which electric power is supplied, the wireless IC tag  401  on the face on the playing board  41 a side (bottom face) among the six faces of the die  40  having come to rest, and transmits the information thereof to the controller  2 . 
     It should be noted that the information reading at this time is die serial information indicating the unique ID and serial number of the die  40 . 
     Then, the CPU  81  of the controller  2  stores this information in a predetermined storage region of the RAM  83 . 
     In Step S 5 , the CPU  81  of the controller  2  performs a predetermined function calculation using the unique ID and acquires information showing the address at which the number of dots information is stored. 
     Furthermore, the CPU  81  transmits an instruction signal to read based on the information showing the address to the reader  62  (Step S 6 ). 
     More specifically, the address is specified, and the instruction signal to read is transmitted to the reader  62 . 
     In Step S 7 , the control circuit  621  of the reader  62  acquires number of dots information and the CRC value from the wireless IC tag  401 . 
     More specifically, the control circuit  621  transmits to the wireless IC tag  401  a command to transmit the information stored at the address of the wireless IC tag  401  specified by the controller  2   
     Then, the control circuit  426  of the wireless IC tag  401  having received this transmits the information stored at the specified address of the memory circuit  427  (number of dots information) to the reader  62 . 
     In addition, the control circuit  426  of the wireless IC tag  401  similarly transmits the CRC value stored at a subsequent number to the address number at which the number of dots information is stored to the reader  62  (Step S 8 ). 
     In Step S 9 , the control circuit  621  of the reader  62  determines whether all of the wireless IC tags  401  on the lower face side of the three dice  40 a,  40 b, and  40 c have been detected. 
     In a case of the information of the wireless IC tags  401  of all three of the dice  40 a,  40 b, and  40 c have been read (in a case of this determination being YES), the control circuit  621  ends the processing of the present flowchart. 
     In addition, in a case of the information of the wireless IC tags  401  of all three of the dice  40 a,  40 b, and  40 c not having been read (in a case of this determination being NO), Step S 3  is advanced to. 
     In Step S 10 , the CPU  81  of the controller  2  calculates the CRC value with the unique ID, numerical value indicating the number of dots of the die  40 , and the die serial formation as seed values. 
     More specifically, the CPU  81  reads a CRC value acquisition program from the ROM  82 , and calculates the CRC value using the unique ID and die serial information stored in the RAM  83  acquired from the wireless IC tag  401  in Step S 4 , and the number of dots information (numerical value indicating the number of dots) of the die acquired in Step S 7  and Step S 8 . 
     In Step S 11 , the CPU  81  of the controller  2  compares the CRC value stored in the wireless IC tag  401  acquired in Step S 7  and Step S 8 , with the CRC value calculated in Step S 10 . 
     In Step S 12 , following the processing of Step S 11 , the CPU  81  of the controller  2  determines whether the CRC values are the same value. 
     In a case of being the same value (in a case of this determination being YES), Step S 13  is advanced to. 
     In addition, in a case of the two CRC values being different values (in a case of this determination being NO), Step S 14  is advanced to. 
     In Step S 13 , the CPU  81  of the controller  2  performs number of dots information processing. 
     More specifically, payout is performed in a case of winning, based on the combination of the number of dots of each of the three dice  40 a,  40 b, and  40 c and the playing media bet. When this processing is completed, the present flowchart is completed. 
     In Step S 14 , the CPU  81  of the controller  2  performs read error processing. 
     For example, display of the fact that an error has occurred is performed on the dealer used display  210 . In addition, the game prepares to be inactive, and performs processing such as of paying out the playing medium bet. When this processing is completed, the present flowchart is completed. 
     According to the present embodiment, the addresses in the memory circuit  427  differ at which information of the number of dots is stored in the wireless IC tags  401  embedded in each face of the dice  40 . 
     In addition, in order to read the number of dots information, the value indicating the address is calculated using the unique ID of the wireless IC tag  401 . 
     The unique ID is a unique value, and since the address at which the number of dots information is stored is calculated based on this, accidental reading of the number of dots information of another wireless IC tag  401  is eliminated. 
     The value indicating the address is calculated using one unique ID, and even if the data of other wireless IC tags  401  is called, since the number of dots information is not stored at this position, the erroneous number of dots information is not read. 
     Even in a case of performing batch reading, the number of dots information can be accurately acquired. 
     Therefore, in a case of a fraudulent act having been performed such as causing erroneous data to be read, since the fraudulent act would be revealed immediately, it becomes a deterrent to performing fraudulent acts, and thus can prevent fraudulent acts. 
     According to the present embodiment, the CRC value together with the number of dots information is stored in the memory circuit  427  of the wireless IC tag  401 . 
     Then, the controller  2  calculates the CRC value, and compares. 
     Since the CRC value basically indicates an arbitrary value, in a case of the controller  2  calculating the CRC value based on the read data and being a different value, the data read is found not to be correct. 
     It can thereby be distinguished that the number of dots information is always the correct value. 
     According to the present embodiment, the CRC value is a value calculated with the number of dots information, unique ID and die serial information as seed values. 
     Since the die serial information is a characteristic value of the maker that manufactured the die, it is more difficult to predict than simply setting the number of dots information and unique ID as seed values; therefore, it is possible to prevent fake dice or wireless IC tags and fraudulent acts such as fabricating data and the like. 
     While an embodiment of the gaming machine according to the present invention has been described, it is to be understood that the above description is intended to be illustrative, and not restrictive, and any changes in the design may be made to specific configurations such as the various means. 
     Moreover, it should be understood that the advantages described in association with the embodiments are merely a listing of most preferred advantages, and that the advantages of the present invention are by no means restricted to those described in connection with the embodiments. 
     Although the value indicating the address is calculated by the controller  2  in the present embodiment, it is not limited thereto. 
     For example, a predetermined program may be stored in the reader  62 , and the reader  62  may calculate the value indicating the address according to the program. 
     Although error detection is performed using the CRC method in the present embodiment, it is not limited thereto. It may be configured so as to perform error detection using another error detection method. 
     In addition, although it is configured to calculate a CRC32 value in the present embodiment, it is not limited thereto. 
     It may be configured to a method that calculates a value of another length. 
     Although it is configured to use an RFID system according to electromagnetic induction in order to detect the number of dots of the dice  40  in the present embodiment, it is not limited thereto. 
     For example, it can be configured to be radio waves, and use a method of reading data after executing a predetermined program in the wireless IC tag  401  or the like. 
     Although the present embodiment is configured such that, in the memory region of the memory circuit  427  of the wireless IC tags  401 , the number of dots information is respectively stored at predetermined addresses, and the CRC values are stored at subsequent addresses to the predetermined addresses, it is not limited thereto. 
     For example, it may be configured so as to be an address before the predetermined address, and stored at an address separated by a number of addresses. 
     It should be noted that, in such a case, the CPU  81  of the controller  2  not only calculates the address at which the number of dots informed is stored using the unique ID, but preferably also calculates the address at which the CRC value is stored. 
     Then, the function calculating the address using the unique ID is not limited to being singular, and may be a plurality such as a function for calculating the address at which the number of dots information is stored and a function for calculating the address at which the CRC value is stored. 
     Although it is configured so that the reader  62  is only involved in transmission and reception with the wireless IC tags  401  in the present embodiment, it is not limited thereto. 
     More specifically, it may have a writer function that can change various data stored in the wireless IC tag  401 . 
     With this function, it is possible to change the various data stored in the suitable wireless IC tag  401 . In this case, the data for changing is preferably stored in the ROM  82  of the controller  2 . 
     In addition, various data stored in the wireless IC tag  401  can be changed at periods of a predetermined interval. Since the data can be changed in a timely manner, it is possible to prevent a fraudulent act even if the game system  1  is mad to operate for an extended time period.