TW201008616A - Game system and common point managing device constituting the system - Google Patents

Game system and common point managing device constituting the system Download PDF

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Publication number
TW201008616A
TW201008616A TW098118399A TW98118399A TW201008616A TW 201008616 A TW201008616 A TW 201008616A TW 098118399 A TW098118399 A TW 098118399A TW 98118399 A TW98118399 A TW 98118399A TW 201008616 A TW201008616 A TW 201008616A
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Taiwan
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game
information
identification information
points
point
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TW098118399A
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Chinese (zh)
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TWI402089B (en
Inventor
Nobuhiro Goto
Kazuhiro Kusuda
Hirokatsu Yamaguchi
Daisuke Sato
Takashi Uchiyama
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Konami Digital Entertainment
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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3206Player sensing means, e.g. presence detection, biometrics
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3216Construction aspects of a gaming system, e.g. housing, seats, ergonomic aspects
    • G07F17/322Casino tables, e.g. tables having integrated screens, chip detection means
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3232Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
    • G07F17/3237Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed about the players, e.g. profiling, responsible gaming, strategy/behavior of players, location of players
    • G07F17/3239Tracking of individual players
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3267Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games

Abstract

Chances for users to play game machines are effectively increased even if users are not familiar with the game machines without forcing the users to play such game machines. Each of game machines counts the points on the condition that the game machine receives player identification information, and outputs the points. A common point managing device totals, for each game machine, the points outputted from the each game machine. Each time the total of the points represented by the player identification information reaches a predetermined point value, the common point managing device adds a predetermined common point or predetermined common points to the common points corresponding to the player identification information. The common point managing device performs individual processing of each player according to the amount of common points. The predetermined point value is set so that the points required to reach the next predetermined point value gradually increase or decrease.

Description

201008616 六、發明說明 【發明所屬之技術領域】 本發明係關於具有執行遊戲內容相互不同之遊戲的複 數遊戲裝置之遊戲系統以及構成其之共通點數管理裝置者 【先前技術】 於遊戲中心等的遊戲設施係設置有執行遊戲內容相互 不同之遊戲的複數遊戲裝置。然後,尋訪遊戲設施的使用 者係從其中選擇遊戲裝置並進行遊玩遊戲。爲此,遊戲裝 置的開發來源係爲了讓更多使用者遊玩自身開發之遊戲裝 置,相較於先前,針對各遊戲裝置,進行悉心硏究各種趣 味。 例如,於專利文獻1係揭示有使用設置於遊戲設施之 執行育成型賽馬模擬遊戲的賽馬遊戲機、及玩家所持之行 動電話機的遊戲系統。在此遊戲系統,在賽馬遊戲機進行 遊玩之玩家育成自己持有之馬匹並使其成爲三冠馬時,會 取得僅三冠馬可出賽之三冠馬獎之權利,但是,對於爲了 參加三冠馬獎比賽,條件是在行動電話機之遊戲中解開所 定課題。爲此,在此遊戲系統,即使是持有三冠馬之玩家 ,如果不在自己的行動電話機之遊戲中解開所定課題,則 無法使自己的三冠馬參加三冠馬獎比賽。如此,對玩家課 加上述條件係有助於提高其賽馬遊戲機的遊戲性。 〔專利文獻1〕日本特開2002 — 325960號公報 201008616 【發明內容】 〔發明所欲解決之課題〕 一般來說,尋訪遊戲設施的使用者,係大多有喜愛選 擇過去遊玩過而覺得有趣之遊戲裝置或與過去遊玩過而覺 得有趣之遊戲裝置同種的遊戲裝置之傾向。就算是執行有 趣之遊戲的遊戲裝置,如無法讓使用者遊玩,亦難以將其 樂趣傳達給使用者。因此,如何讓使用者來遊玩過去遊玩 過而覺得有趣之遊戲裝置或與過去遊玩過而覺得有趣之遊 戲裝置同種的遊戲裝置以外之其他遊戲裝置,係在讓更多 使用者得知該其他遊戲裝置的樂趣之觀點上是一重要課題 〇 又,不限定於設置在遊戲設施之遊戲裝置(遊藝場遊 戲機),亦有很多從包含家庭用遊戲機(包含攜帶型遊戲 機)等之複數遊戲裝置中,僅集中在其一部份遊戲裝置進 行遊玩的使用者。因此,對於如此使用者如何使其進行由 玩其他遊戲裝置亦在讓更多使用者知道在該其他遊戲裝置 之樂趣上,是重要課題。 習知對於此種課題,一般的手法有於各遊戲裝置中進 行華麗的表演,或針對各遊戲裝置進行宣傳活動廣告來對 使用者傳達遊戲內容等,引起使用者對其遊戲裝置的興趣 ,讓使用者遊玩其遊戲裝置。但是,該習知的手法,係對 於平常不遊玩其遊戲裝置的玩家來說,作爲想由玩其遊戲 裝置的動機較弱,關於讓更多玩家得知其遊戲裝置之樂趣 -6- 201008616 的效果也較少。 又,本案申請人係於日本特願2〇〇7-24〇266號中, 已提案有可執行代幣競賽事件的遊戲系統。於此遊戲系統 中,參加代幣競賽事件(medal rally event )之使用者係 首先到設置於遊戲設施之店舖終端單元的設置場所,並在 其接受例如關於賽馬遊戲機之第1課題與例如關於吃角子 老虎遊戲機器之第2課題的通知。之後,遍訪爲了解開該 0 等課題而需進行遊玩之賽馬遊戲機及吃角子老虎遊戲機器 的設置場所並遊玩各遊戲機,以解開個別課題爲目的。然 後,解開所有課題的使用者係可利用再次到店舖終端單元 的設置場所,而獲得獎勵代幣。依據此遊戲系統,例如, 對於平常僅遊玩賽馬遊戲機之使用者,亦促進在吃角子老 虎遊戲機器的遊玩,相反地,對於平常僅遊玩吃角子老虎 遊戲機器之使用者,亦促進在赛馬遊戲機的遊玩。結果, 可增加讓使用者進行遊玩不太遊玩之遊戲裝置的機會,並 讓更多使用者得知其遊戲裝置的樂趣。又,依據上述日本 特願2007 - 240266號之遊戲系統,亦有藉由遊戲設施側 將想讓使用者進行遊玩之遊戲機設定爲課題對象的遊戲機 ’遊戲設施側可促使在想要使用者進行遊玩之遊戲機的遊 玩之優點。 然而,在可執行於前述日本特願2007 - 240266號中 提案之代幣競賽事件的遊戲系統,不遊玩全部關於通知之 課題的遊戲機的話,無法獲得獎勵代幣。爲此,對於相較 於獎勵代幣獲得的利益,必須在不太遊玩或不太喜歡之遊 201008616 戲機進行遊玩感到較多不利益的使用者來說,難以讓使用 者參加代幣競賽事件。因此,對於此種使用者,從初始就 對代幣競賽事件的參加敬而遠之,無法增加在未曾遊玩之 遊戲機或遊戲設施側想要使用者遊玩之遊戲機進行遊玩的 機會。 本發明係有鑒於上述背景而發明者,其目的係提供不 強制在不太遊玩或不太喜愛之遊戲裝置的遊玩,即使是此 種遊戲裝置,亦可有效增加讓使用者進行遊玩的機會,可 讓更多使用者得知其遊戲裝置的樂趣之遊戲系統及構成其 之共通點數管理裝置。 〔用以解決課題之手段〕 爲了達成前述目的,請求項第1項的發明是一種遊戲 系統,係具有分別具備控制遊戲內容相互不同之遊戲進行 的遊戲進行控制手段之複數遊戲裝置,與在該複數遊戲裝 置之間管理共通之共通點數之共通點數管理裝置的遊戲系 統’其特徵爲:各遊戲裝置係具有:玩家識別資訊受取手 段’係受取玩家識別資訊;點數計算手段,係以該玩家識 別資訊受取手段受取玩家識別資訊作爲條件,計算該遊戲 裝置的遊戲進行控制手段進行控制之遊戲相關的點數;及 點數資訊輸出手段’係將表示該點數計算手段計算之點數 的點數資訊’以與該玩家識別資訊受取手段受取之玩家識 別資訊及該遊戲裝置的裝置識別資訊建立關聯之狀態來加 以輸出;各遊戲裝置或前述共通點數管理裝置係具有:點 -8 - 201008616 數規定値記憶手段,係依 ’ S己憶複數點數規定値; 置的點數資訊輸出手段輸 點數資訊所對應之毎一裝 點數加算處理手段,係每 玩家識別資訊的各裝置識 之點數,到達記憶於前述 Φ 別資訊所對應之複數點數 數加算至該玩家識別資訊 通點數;前述共通點數管 憶手段,係將前述共通點 點數之後的共通點數資訊 關聯之狀態來加以記憶; 前述共通點數資訊記憶手 共通點數量,進行對於藉 Φ 玩家的個別處理;記憶於 置識別資訊的前述複數點 定値爲止所需之點數依序 一裝置識別資訊來設定。 於此遊戲系統中,玩 之任一使玩家識別資訊受 時,可獲得已遊玩之遊戲 獲得知各遊戲裝置的點數 數管理裝置中依每一玩家 各遊戲裝置的毎一裝置識別資訊 點數加算手段,係將從各遊戲裝 出之點數資訊所示之點數,依該 置識別資訊來累積加算;及共通 於該點數加算手段累積加算之各 別資訊分別對應之點數資訊所示 點數規定値記憶手段之該裝置識 規定値任一時,將所定量共通點 所對應之共通點數資訊所示之共 理裝置係具有:共通點數資訊記 數加算處理手段加算所定量共通 ,以與對應之玩家識別資訊建立 及個別處理手段,係因應記憶於 段之各共通點數資訊分別所示之 由對應之玩家識別資訊被特定之 前述點數規定値記憶手段之各裝 數規定値,係以到達下個點數規 變大之方式或變小之方式,依每 家(使用者)係在複數遊戲裝置 取手段受取自己的玩家識別資訊 裝置的點數。遊玩各遊戲裝置所 資訊,係於各遊戲裝置或共通點 識別資訊來管理。然後,玩家係 -9- 201008616 每於各玩家識別資訊之各遊戲裝置的點數到達對應之遊戲 裝置的點數規定値時,可獲得對應之玩家識別資訊的共通 點數。 在此,於本遊戲系統中,以將針對某遊戲裝置而設定 之點數規定値以到達下個點數規定値爲止所需之點數依序 變大之方式設定時,玩家係隨著遊玩其遊戲裝置而獲得點 數,漸漸即使在其遊戲裝置獲得得分,也變得難以獲得共 通點數。因爲此種構造,可產生對於僅集中遊玩複數遊戲 裝置中一部份遊戲裝置的玩家來說,在還不太遊玩或不太 喜歡之其他遊戲裝置獲得得分會較易於獲得共通點數之狀 況。結果,可對於獲得共通點數而想要接受個別處理之玩 家,促使在還不太遊玩或不太喜愛之遊戲裝置的遊玩。相 反地,以將針對某遊戲裝置而設定之點數規定値以到達下 個點數規定値爲止所需之點數依序變小之方式設定時,玩 家係隨著遊玩其遊戲裝置而獲得點數,漸漸在其遊戲裝置 變成易於獲得點數。因此,玩家會想要一直持續該遊戲。 因此,可對於獲得共通點數而想要接受個別處理之玩家, 促使在特定遊戲裝置集中進行遊玩。 而且,依據本遊戲系統,即使僅在複數遊戲裝置中一 部份遊戲裝置進行遊玩之狀況,亦可獲得共通點數。因此 ,即使不想遊玩其他遊戲裝置之玩家,亦可獲得共通點數 而接受個別處理。結果,即使此種玩家,在獲得共通點數 之中,增加該共通點數之目的意識會提升,亦可高度期待 在更易於獲得共通點數之遊戲裝置進行遊玩之效果。 -10- 201008616 又,請求項第2項的發明是一種遊戲系統,係具有分 別具備控制遊戲內容相互不同之遊戲進行的遊戲進行控制 手段之複數遊戲裝置,與在該複數遊戲裝置之間管理共通 之共通點數之共通點數管理裝置的遊戲系統,其特徵爲: 各遊戲裝置係具有:玩家識別資訊受取手段,係受取玩家 識別資訊;點數計算手段,係以該玩家識別資訊受取手段 受取玩家識別資訊作爲條件,計算該遊戲裝置的遊戲進行 φ 控制手段進行控制之遊戲相關的點數;及點數資訊輸出手 段,係將表示該點數計算手段計算之點數的點數資訊,以 與該玩家識別資訊受取手段受取之玩家識別資訊及該遊戲 裝置的裝置識別資訊建立關聯之狀態來加以輸出;各遊戲 裝置或前述共通點數管理裝置係具有:點數規定値記憶手 段,係依各遊戲裝置的毎一裝置識別資訊,記憶複數點數 規定値;點數加算手段,係將從各遊戲裝置的點數資訊輸 出手段輸出之點數資訊所示之點數,依該點數資訊所對應 Φ 之毎一裝置識別資訊來累積加算;共通點數加算處理手段 ,係每於該點數加算手段累積加算之各玩家識別資訊的各 裝置識別資訊分別對應之點數資訊所示之點數,到達記億 於前述點數規定値記憶手段之該裝置識別資訊所對應之複 數點數規定値任一時,將所定量共通點數加算至該玩家識 別資訊所對應之共通點數資訊所示之共通點數;變更操作 受理手段,係受理用以變更記憶於前述點數規定値記憶手 段之點數規定値的變更操作;及點數規定値變更手段,係 依據該變更操作受理手段所受理之變更操作的內容,變更 -11 - 201008616 記憶於前述點數規定値記憶手段之點數規定値;前述共通 點數管理裝置係具有:共通點數資訊記憶手段,係將前述 共通點數加算處理手段加算所定量共通點數之後的共通點 數資訊,以與對應之玩家識別資訊建立關聯之狀態來加以 記憶;及個別處理手段,係因應記憶於前述共通點數資訊 記憶手段之各共通點數資訊分別所示之共通點數量,進行 對於藉由對應之玩家識別資訊被特定之玩家的個別處理。 即使於此遊戲系統中,玩家(使用者)係在複數遊戲 裝置之任一使玩家識別資訊受取手段受取自己的玩家識別 資訊時,可獲得已遊玩之遊戲裝置的點數。遊玩各遊戲裝 置所獲得知各遊戲裝置的點數資訊,係於各遊戲裝置或共 通點數管理裝置中依每一玩家識別資訊來管理。然後,玩 家係每於各玩家識別資訊之各遊戲裝置的點數到達對應之 遊戲裝置的點數規定値時,可獲得對應之玩家識別資訊的 共通點數。 在此’於本遊戲系統中,可因應遊戲設施側的管理者 等之意向來適切變更針對各遊戲裝置而設定之點數規定値 。因此’因應狀況’例如,將針對某遊戲裝置而設定之點 數規定値以到達下個點數規定値爲止所需之點數依序變大 之方式來設定變更’相反地’亦可以到達下個點數規定値 爲止所需之點數依序變小之方式來設定變更。如此,藉由 可因應狀況來設定變更點數規定値,可對於玩家,使其平 均地進行遊玩各種遊戲裝置,或繼續在特定遊戲裝置的遊 玩等,控制整體玩家的遊玩型式。 -12- 201008616 而且,於本遊戲系統中,即使僅在複數遊戲裝置中— 部份遊戲裝置進行遊玩之狀況,亦可獲得共通點數。因此 ,即使不想遊玩其他遊戲裝置之玩家,亦可獲得共通點數 而接受個別處理。結果,即使此種玩家,在獲得共通點數 之中,增加該共通點數之目的意識會提升,亦可高度期待 在更易於獲得共通點數之遊戲裝置進行遊玩之效果。 又,請求項第3項的發明是一種遊戲系統,係具有分 φ 別具備控制遊戲內容相互不同之遊戲進行的遊戲進行控制 手段之複數遊戲裝置,與在該複數遊戲裝置之間管理共通 之共通點數之共通點數管理裝置的遊戲系統,其特徵爲: 各遊戲裝置係具有:玩家識別資訊受取手段,係受取玩家 識別資訊;點數計算手段,係以該玩家識別資訊受取手段 受取玩家識別資訊作爲條件,計算該遊戲裝置的遊戲進行 控制手段進行控制之遊戲相關的點數;及點數資訊輸出手 段,係將表示該點數計算手段計算之點數的點數資訊,以 • 與該玩家識別資訊受取手段受取之玩家識別資訊及該遊戲 裝置的裝置識別資訊建立關聯之狀態來加以輸出;各遊戲 裝置或前述共通點數管理裝置係具有:點數規定値記憶手 段,係依各遊戲裝置的毎一裝置識別資訊,記憶複數點數 規定値;點數加算手段,係將從各遊戲裝置的點數資訊輸 出手段輸出之點數資訊所示之點數,依該點數資訊所對應 之毎一裝置識別資訊來累積加算;共通點數加算處理手段 ,係每於該點數加算手段累積加算之各玩家識別資訊的各 裝置識別資訊分別對應之點數資訊所示之點數’到達記憶 -13- 201008616 於前述點數規定値記憶手段之該裝置識別資訊所對應之點 數規定値任一時,將所定量共通點數加算至該玩家識別資 訊所對應之共通點數資訊所示之共通點數;及點數規定値 處理手段,係每於該點數加算手段累積加算之各玩家識別 資訊的各裝置識別資訊分別對應之點數資訊所示之點數, 到達記憶於前述點數規定値記憶手段之該裝置識別資訊所 對應之複數點數規定値時,進行降低記憶於該裝置識別資 訊以外至少1個裝置識別資訊所對應之前述點數規定値記 憶手段的點數規定値之處理;前述共通點數管理裝置係具 有:共通點數資訊記憶手段,係將前述共通點數加算處理 手段加算所定量共通點數之後的共通點數資訊,以與對應 .之玩家識別資訊建立關聯之狀態來加以記憶;及個別處理 手段,係因應記憶於前述共通點數資訊記憶手段之各共通 點數資訊分別所示之共通點數量,進行對於藉由對應之玩 家識別資訊被特定之玩家的個別處理。 即使於此遊戲系統中,玩家(使用者)係在複數遊戲 裝置之任一使玩家識別資訊受取手段受取自己的玩家識別 資訊時,可獲得已遊玩之遊戲裝置的點數。遊玩各遊戲裝 置所獲得知各遊戲裝置的點數資訊,係於各遊戲裝置或共 通點數管理裝置中依每一玩家識別資訊來管理。然後,玩 家係每於各玩家識別資訊之各遊戲裝置的點數到達對應之 遊戲裝置的點數規定値時,可獲得對應之玩家識別資訊的 共通點數。 在此’於本遊戲系統中,各遊戲裝置的點數到達對應 14 - 201008616 其之遊戲裝置的點數規定値時,該遊戲裝置以外之至少1 台遊戲裝置所對應之點數規定値會變小。因此,玩家係利 用進行遊玩某遊戲裝置而獲得點數,來獲得共通點數時, 則易於在其他遊戲裝置(前述至少1台遊戲裝置)獲得得 分所致之共通點數獲得。因爲此種構造,可產生對於僅集 中遊玩複數遊戲裝置中一部份遊戲裝置的玩家來說,在還 不太遊玩之其他遊戲裝置獲得得分會較易於獲得共通點數 之狀況。結果,可對於獲得共通點數而想要接受個別處理 之玩家,促使在還不太遊玩之遊戲裝置的遊玩。 而且,依據本遊戲系統,即使僅在複數遊戲裝置中一 部份遊戲裝置進行遊玩之狀況,亦可獲得共通點數。因此 ,即使不想遊玩其他遊戲裝置之玩家,亦可獲得共通點數 而接受個別處理。結果,即使此種玩家,在獲得共通點數 之中,會產生增加該共通點數之新的目的意識,亦可高度 期待在更易於獲得共通點數之遊戲裝置進行遊玩之效果。 又,請求項第4項至第6項的發明之特徵係於請求項 第1項至第3項任一項所記載之遊戲系統,其中,前述複 數遊戲裝置中至少1台遊戲裝置係具有:下注對象受理手 段,係受理下注對象;及支付處理手段,係依據該下注對 象受理手段受理下注對象而前述遊戲進行控制手段所控制 之遊戲的進行結果,進行用以將所定量支付對象,支付給 玩家的支付處理;前述至少1台遊戲裝置的點數計算手段 ,係以該遊戲裝置的玩家識別資訊受取手段受取玩家識別 資訊作爲條件,計算依據該遊戲裝置的下注對象受理手段 -15- 201008616 所受理之下注對象的量,及該遊戲裝置的支付處理手段對 藉由該玩家識別資訊特定之玩家支付之支付對象的量至少 一方的點數。 於此遊戲系統中,依據下注對象受理手段受理下注對 象而進行之遊戲的進行結果,支付支付對象之遊戲裝置( 代幣遊戲機等)中被計算之點數係下注對象受理手段受理 之下注對象的量及藉由支付處理手段支付之支付對象的量 至少一方或依據其來計算出之其他量。大多喜愛此種遊戲 @ 裝置而進行遊玩之玩家,係大多不遊玩未具備下注對象受 理手段及支付處理手段之其他種類的遊戲裝置(貨幣用遊 戲機等)。依據本遊戲系統,亦可對於此種玩家促使其在 貨幣用遊戲機等之其他種類的遊戲裝置之遊玩。相反地, 大多喜愛未具備下注對象受理手段及支付處理手段之其他 種類遊戲裝置(貨幣用遊戲機等)而進行遊玩之玩家,係 大多不遊玩具備下注對象受理手段及支付處理手段之遊戲 裝置(代幣遊戲機等)。依據本遊戲系統,亦可對於此種 @ $家促使其在具備下注對象受理手段及支付處理手段之代 幣遊戲機等的遊戲裝置之遊玩。 又,請求項第7項至第12項的發明之特徵係於請求 項第1項至第6項中任一項所記載之遊戲系統中,前述個 $處理手段所進行之個別處理,係從預先訂定之複數階級 胃訊中,決定因應記憶於前述共通點數資訊記億手段之共 通點數所示之共通點數的階級資訊,並將用以將決定之階 $資訊,依毎一對應之玩家識別資訊來區別並加以顯示的 -16 - 201008616 階級顯示處理。 於此遊戲系統中,玩家獲得之共通點數的量以階級資 訊之方式來顯示。再者,顯示階級資訊之場所’係各遊戲 裝置的顯示手段亦可,設置於共通點數管理裝置的顯示手 段亦可,網際網路上的網頁亦可。其顯示形式’係能讓各 玩家看見自己之階級資訊的顯示形式亦可,可一併讓自己 以外的玩家看見玩家之階級資訊的顯示形式亦可。階級資 Φ 訊的表現方法,係只要爲稱號、等級等之可理解階級之上 下關係的表現方法的話,任何方法亦可。 又,請求項第13項的發明之特徵係於請求項第1項 至第12項中任一項所記載之遊戲系統中,至少前述點數 加算手段,係設至於前述共通點數管理裝置;前述各遊戲 裝置的前述點數資訊輸出手段,係將前述點數資訊,以與 前述玩家識別資訊受取手段受取之玩家識別資訊及該遊戲 裝置的裝置識別資訊建立關聯之狀態下,寫入可搬型記憶 • 媒體者;前述共通點數管理裝置的點數加算手段,係從該 可搬型記憶媒體讀取出被寫入至該可搬型記憶媒體之點數 資訊,並累積加算至該點數資訊所對應之每一裝置識別資 訊者。 於此遊戲系統中’在將從各遊戲裝置輸出之點數資訊 ,交付至前述共通點數管理裝置時,不需要可進行資料通 訊之通訊網路。所以,不利用通訊網路來連接各遊戲裝置 與共通點數管理裝置亦可。 又,請求項第I4項的發明是一種共通點數管理裝置 -17- 201008616 ,係將依據從分別具備控制遊戲內容相互不同之遊戲進行 的遊戲進行控制手段之複數遊戲裝置輸出之點數資訊的共 通點數,依每一玩家識別資訊加以管理的共通點數管理裝 置,其特徵爲:具有:點數資訊記憶手段,係依毎一玩家 識別資訊,記憶與各遊戲裝置的裝置識別資訊分別建立關 聯之點數資訊;共通點數資訊記憶手段,係記憶與各玩家 識別資訊建立關聯之共通點數資訊;點數規定値記憶手段 ,係依各遊戲裝置的毎一裝置識別資訊,記憶複數點數規 定値;資訊受取手段,係受取從各遊戲裝置輸出之點數資 訊以及與其建立關聯之玩家識別資訊及裝置識別資訊;點 數加算手段,係將該資訊受取手段受取之點數資訊所示之 點數,以與對應該點數資訊的玩家識別資訊之該點數資訊 所對應之裝置識別資訊建立關聯之狀態下,加算至記憶於 前述點數資訊記憶手段之點數資訊的點數;共通點數加算 手段,係每於記憶於該點數資訊記憶手段之各玩家識別資 訊的各裝置識別資訊分別對應之點數資訊所示之點數,到 達記憶於前述點數規定値記憶手段之該裝置識別資訊所對 應之複數點數規定値任一時,在與該玩家識別資訊建立關 聯之狀態下,將所定量共通點數加算至記憶於前述共通點 數資訊記憶手段之共通點數資訊的共通點數;及個別處理 手段,係因應記憶於前述共通點數資訊記憶手段之各共通 點數資訊所示之共通點數量,進行對於藉由對應之玩家識 別資訊被特定之玩家的個別處理;記憶於前述點數規定値 記憶手段之各裝置識別資訊的前述複數點數規定値,係以 -18- 201008616 到達下個點數規定値爲止所需之點數依序變大之方式或變 小之方式’依每一裝置識別資訊來設定。 於此共通點數管理裝置中,利用分別具備控制遊戲內 容相互不同之遊戲進行的遊戲進行控制手段之複數遊戲裝 置協力作動,對於獲得共通點數而想要接受個別處理之玩 家’可促使其在還不太遊玩或不太喜愛之遊戲裝置的遊玩 。又’即使不想遊玩還不太遊玩或不太喜愛之遊戲裝置的 • 玩家’在獲得共通點數之中,會產生增加該共通點數之新 的目的意識,亦可高度期待在更易於獲得共通點數之遊戲 裝置進行遊玩之效果。 又’請求項第15項的發明是一種共通點數管理裝置 ’係將依據從分別具備控制遊戲內容相互不同之遊戲進行 的遊戲進行控制手段之複數遊戲裝置輸出之點數資訊的共 通點數’依每一玩家識別資訊加以管理的共通點數管理裝 置’其特徵爲具有:點數資訊記憶手段,係依毎一玩家識 Φ 別資訊,記億與各遊戲裝置的裝置識別資訊分別建立關聯 之點數資訊;共通點數資訊記憶手段,係記憶與各玩家識 別資訊建立關聯之共通點數資訊;點數規定値記憶手段, 係依各遊戲裝置的毎一裝置識別資訊,記憶複數點數規定 値;資訊受取手段,係受取從各遊戲裝置輸出之點數資訊 以及與其建立關聯之玩家識別資訊及裝置識別資訊;點數 加算手段,係將該資訊受取手段受取之點數資訊所示之點 數,以與對應該點數資訊的玩家識別資訊之該點數資訊所 對應之裝置識別資訊建立關聯之狀態下,加算至記億於前 -19- 201008616 述點數資訊記憶手段之點數資訊的點數;共通點數加算手 段,係每於記憶於該點數資訊記憶手段之各玩家識別資訊 的各裝置識別資訊分別對應之點數資訊所示之點數,到達 記憶於前述點數規定値記憶手段之該裝置識別資訊所對應 之複數點數規定値任一時,在與該玩家識別資訊建立關聯 之狀態下,將所定量共通點數加算至記憶於前述共通點數 資訊記憶手段之共通點數資訊的共通點數;個別處理手段 ,係因應記憶於前述共通點數資訊記憶手段之各共通點數 資訊所示之共通點數量,進行對於藉由對應之玩家識別資 訊被特定之玩家的個別處理;變更操作受理手段,係受理 用以變更記憶於前述點數規定値記憶手段之點數規定値的 變更操作;及點數規定値變更手段,係依據該變更操作受 理手段所受理之變更操作的內容,變更記憶於前述點數規 定値記憶手段之點數規定値。 於此共通點數管理裝置中,利用分別具備控制遊戲內 容相互不同之遊戲進行的遊戲進行控制手段之複數遊戲裝 置協力作動’可對於獲得共通點數而想要接受個別處理之 玩家’使其在平均進行遊玩各種遊戲裝置,或繼續在特定 遊戲裝置的遊玩等’控制整體玩家的遊玩型式。又,即使 不想遊玩還不太遊玩或不太喜愛之遊戲裝置的玩家,在獲 得共通點數之中’會產生增加該共通點數之新的目的意識 ’亦可高度期待在更易於獲得共通點數之遊戲裝置進行遊 玩之效果。 又’請求項第16項的發明是一種共通點數管理裝置 -20- 201008616 ,係將依據從分別具備控制遊戲內容相互不同之遊戲進行 的遊戲進行控制手段之複數遊戲裝置輸出之點數資訊的共 通點數’依每一玩家識別資訊加以管理的共通點數管理裝 置’其特徵爲具有:點數資訊記憶手段,係依毎一玩家識 別資訊’記憶與各遊戲裝置的裝置識別資訊分別建立關聯 之點數資訊;共通點數資訊記憶手段,係記憶與各玩家識 別資訊建立關聯之共通點數資訊;點數規定値記億手段, φ 係依各遊戲裝置的毎一裝置識別資訊,記憶複數點數規定 値;資訊受取手段,係受取從各遊戲裝置輸出之點數資訊 以及與其建立關聯之玩家識別資訊及裝置識別資訊;點數 加算手段,係將該資訊受取手段受取之點數資訊所示之點 數’以與對應該點數資訊的玩家識別資訊之該點數資訊所 對應之裝置識別資訊建立關聯之狀態下,加算至記憶於前 述點數資訊記憶手段之點數資訊的點數;共通點數加算手 段,係每於記憶於該點數資訊記憶手段之各玩家識別資訊 Φ 的各裝置識別資訊分別對應之點數資訊所示之點數,到達 記憶於前述點數規定値記憶手段之該裝置識別資訊所對應 之複數點數規定値任一時,在與該玩家識別資訊建立關聯 之狀態下,將所定量共通點數加算至記憶於前述共通點數 資訊記憶手段之共通點數資訊的共通點數;個別處理手段 ,係因應記憶於前述共通點數資訊記憶手段之各共通點數 資訊所示之共通點數量,進行對於藉由對應之玩家識別資 訊被特定之玩家的個別處理;點數規定値處理手段,係每 於記憶於前述點數資訊記憶手段之各玩家識別資訊的各裝 -21 - 201008616 置識別資訊分別對應之點數資訊所示之點數,到達記憶於 前述點數規定値記憶手段之該裝置識別資訊所對應之複數 點數規定値時,進行降低記憶於該裝置識別資訊以外至少 1個裝置識別資訊所對應之前述點數規定値記憶手段的點 數規定値之處理。 於此共通點數管理裝置中,利用分別具備控制遊戲內 容相互不同之遊戲進行的遊戲進行控制手段之複數遊戲裝 置協力作動,對於獲得共通點數而想要接受個別處理之玩 A 家,可促使其在還不太遊玩或不太喜愛之遊戲裝置的遊玩 。又,即使不想遊玩還不太遊玩或不太喜愛之遊戲裝置的 玩家,在獲得共通點數之中,會產生增加該共通點數之新 的目的意識,亦可高度期待在更易於獲得共通點數之遊戲 裝置進行遊玩之效果。 〔發明之效果〕 依據本發明,可取得不強制在不太遊玩或不太喜愛之 @ 遊戲裝置的遊玩,即使在此種遊戲裝置,也有效地增加讓 使用者進行遊玩之機會,並讓更多使用者得知其遊戲裝置 的樂趣之優良效果。 【實施方式】 [實施形態1] 以下,針對將本發明適用於由身爲遊戲內容相互不同 之複數的遊戲裝置之遊藝場遊戲機(業務用遊戲裝置)的 -22- 201008616 3種類之代幣遊戲機、及作爲可通訊地連接於該等之課題 通知裝置的店舖終端單元及管理伺服器所構成之遊戲系統 的一實施形態(以下將本實施形態稱爲「實施形態1」) 來說明。 [系統槪略] 首先,針對關於本實施形態之遊戲系統整體的構造加 φ 以說明。 圖1係關於本實施形態之遊戲系統整體的槪略構成圖 〇 構成該遊戲系統的3種類之代幣遊戲機1 000、2000、 3000,係硬體相互不同之遊戲機。該等代幣遊戲機1〇〇〇、 2000、3 000係在本實施形態,設置於相同遊戲中心等之遊 戲設施,經由作爲高速通訊網路的 LAN (Local Area Network),連接於其店舖的店舖終端單元5000。管理伺 服器4000係與各店舖的店舖終端單元’經由作爲低速通 訊網路的 WAN (Wide Area Network)而連接。管理伺服 器4000係與各代幣遊戲機1〇〇〇、2000、3000進行資料通 訊,與進行店舖整體之系統管理的店舖終端單元進行資料 通訊,並進行遊戲系統整體的管理。再者’在本實施形態 ,針對涵蓋複數店舖的遊戲系統加以說明’但是’即使是 單一店舖內的遊戲系統亦相同。 接著,針對各代幣遊戲機Μ00、2000、3000的構造 及動作,分別加以說明 -23- 201008616 [賽馬遊戲機1 000] 代幣遊戲機1 000係賽馬遊戲機。 在此賽馬遊戲機1000,1或2以上的玩家預測在本賽 馬遊戲機進行之賽馬比賽的名次,在預測猜中時,可接受 因應其名次之賠率的代幣支付。 圖2係揭示賽馬遊戲機1 000之一例的外觀圖。 此賽馬遊戲機1 000係具備設置予中央部份的場域部 10 02、及以包圍該場域部1002之方式來設置的複數遊戲 站1010。於場域部1 002係設置有模擬載置身爲模型之出 賽閘門1 003之賽馬場的馬場之移動面的場域面1 004,在 該場域面1 0 04內,利用未圖示之複數模型馬,來進行比 賽。又,於該場域部1 002周圍係配置有播放比賽實況及 歡聲等之複數揚聲器1005。又,於場域部1〇〇2上方係配 置有用以顯示各種資訊的顯示部1 006、用以照明場域部 10 02的照明裝置1007、及作爲將場域部1003予以攝像之 攝像手段的攝像機1 009。該等顯示部1006、照明裝置 1007及攝像機1009係藉由支持柱1〇〇8來支持。揚聲器 1〇〇5及照明裝置1007係作爲本賽馬遊戲機1〇0〇的表演手 段而作用》 於遊戲站1010係設置有顯示因應遊戲進行之遊戲畫 面的顯示器1011、及重疊該顯示器1011之顯示面的觸控 面板1012。玩家遵從遊戲畫面的指示,接觸顯示於顯示器 1011之遊戲畫面的所定位置時,會藉由觸控面板1012檢 -24- 201008616 測出其位置,而在賽馬遊戲機1 0 00辨識出玩家的操作內 容。又’於遊戲站1010係設置有藉由玩家投入代幣之代 幣投入部1013、對於玩家支付代幣的代幣支付口 1014及 作爲用以從使用者卡讀取出卡片ID之識別資訊受取手段 的讀卡機之卡片讀取面1015。 於賽馬遊戲機1 000中,係遵從所定循環周期(cycle )’依序進行與實際的中央賽馬相同名稱的比賽。作爲1 φ 年份的比賽’準備有約60場比賽,並於每場比賽,確保 有用以下注代幣的時間(亦即,用以購入馬券的時間)、 藉由模型馬來進行比賽的時間、用以顯示比賽結果的時間 。玩家係可於每場比賽預測名次,自由地購入馬券。此馬 券的購入係藉由下注代幣來進行,如購入之馬券與比賽的 結果一致的話,則因應代幣之下注數量與賠率的枚數之代 幣會作爲獎賞而支付。 又’玩家係利用使用使用者卡,育成自己的競賽馬角 〇 色(持有馬匹)’並使其參加比賽。具體來說,玩家係從 準備之複數競賽馬角色中選擇喜愛的競賽馬角色,並支付 所定枚數代幣來取得該競賽馬角色。然後,玩家係應提高 取得之競賽馬角色的能力而進行調教(訓練),可育成其 競賽馬角色。又’可使調教之競賽馬角色參加自己希望的 比賽。 在本實施形態之賽馬遊戲機1 000,場域部1 002係形 成場域面1 004’於其場域面1 004係設置有模擬實際馬場 的人工草皮、出賽閘門1〇03等之模型,而身爲移動體之 -25- 201008616 模型馬移動於其場域面1004上。 圖3係揭示用以統合控制賽馬遊戲機1〇〇〇的整體動 作之主控制部的控制區塊圖。 圖4係揭示設置於每一遊戲站1010之遊戲站控制部 的控制區塊圖。 如圖3所示,配置於場域部側的主控制部1 1 00係具 備:主控制裝置1 1 ο 1 ;移動控制裝置1 1 02,係用以控制 場域部1 002之模型馬的移動;照明控制裝置1 1 03,係控 制照明裝置1 007 ;音響控制裝置1 1 04,係控制利用揚聲 器1005播放之歡聲及實況等;SRAM1105及快閃記憶體 1106,係暫時記錄主控制裝置 1101處理的資料; ROM 11 07,係儲存遊戲所需之程式及各種資料庫;及外部 通訊裝置1108,係經由LAN,用以與店舖終端單元5000 等的外部裝置進行資料通訊。主控制裝置1101係分別連 接移動控制裝置1 1 02、照明控制裝置1 1 03、音響控制裝 置 1104、SRAM1105、快閃記憶體 1106、ROM1107、外部 通訊裝置1108、攝像機1009。於ROM1107係儲存有身爲 各模型馬之移動控制裝置的移動控制程式、關於在比赛使 用之每隻馬之各種資料及比賽之日程等的資料庫。 如圖4所示,設置於各遊戲站1010的遊戲站控制部 1 200係具備:遊戲站控制裝置1201;代幣管理裝置1202 ,係管理代幣之支付等;RAM 1 203,係暫時記錄玩家的各 種資料;及讀卡機12 04,係作爲從被插入至卡片讀取面 1015之使用者卡讀取出卡片ID的識別資訊受取手段。遊 -26- 201008616 戲站控制裝置1201係分別連接代幣管理I RAMI 203、讀卡機1 204。又,該遊戲站1201 設置於遊戲站1010之圖2所示之顯示器1011 1 〇 1 2、檢測出經由代幣投入部1 〇丨3而投入之 示之代幣投入感測器等之各部。 又,如圖3及圖4所示,各遊戲站1010 制裝置1201係連接遊戲機本體側的主控制裝 0 該等之間,可進行必須之資料通訊。 主控制部1 1 00的主控制裝置1 1 0 1係在舉 爲了忠實再次呈現實際的賽馬比賽,因應每隻 之各種資料,依每場比賽,變更各模型馬的移 =然後,其移動控制內容係在比賽開始前被決 移動控制內容來移動控制模型馬。具體來說 1 1 00的主控制裝置1 1 0 1係在比賽開始前,從 取出出賽之馬匹的各種參數、馬場的狀態等之 • 定其比賽名次。再者,對玩家之代幣的支付所 ’僅有第1名與第2名,故不需要決定出賽之 名次,只要至少僅決定第1名與第2名的馬匹 ’其他馬匹係遵從各種參數,以不會成爲第1 之方式移動控制。以主控制裝置1 1 0 1決定之 各馬匹的參數等係被送至移動控制裝置1102。 接收來自主控制裝置1 1 〇 1之資料的移 1102,係執行記錄於未圖示之ROM的移動控 對各馬匹來進行移動控制。執行移動控制程式 妾置 1202 、 亦分別連接 及觸控面板 .代幣的未圖 的遊戲站控 置1101 ,在 ;辦比賽時, 馬的參數等 動控制內容 定,遵從其 ,主控制部 ROM1 107 讀 資料,並決 相關之名次 .馬匹的所有 :即可。此時 名與第2名 名次資料、 動控制裝置 :制程式,並 的移動控制 -27- 201008616 裝置1102係從各馬匹的參數等計算出各馬匹的移動型式 ,並各模型馬1 06 0遵從其移動型式進行移動之方式,將 控制命令發送至各控制晶片1 022。具體來說,爲了產生會 使各模型馬1 060遵從各馬匹的移動型式來進行移動的磁 場,分別將控制命令發送至各磁場產生用基板的控制晶片 。接受控制命令的各控制晶片1 022,係控制流通於各線圈 的電流,使沿著各模型馬1060的移動預定路徑而拉引各 模型馬1 060之永久磁鐵之S極的磁力依序發生。藉此, 可使各模型1060沿著移動預定路徑來移動。結果,藉由 移動控制裝置1102被移動控制之各模型1060係在遊玩場 域上展開比賽。 玩家使用使用者卡來進行遊玩時,玩家係在遊玩前, 將自己的使用者卡插入至卡片讀取面1015。藉此,藉由讀 卡機1204從其使用者卡讀取出卡片ID,該卡片ID係被 記憶於SRAM1 105或快閃記憶體1 106。於該SRAM1 1 05 或快閃記憶體1106,關於該玩家遊玩遊戲而育成之競賽馬 角色的資料(馬匹名稱資料、參數資料、獲得冠軍之GI 比賽等的實績資訊等)以與該卡片ID建立關聯之狀態被 記憶。 於本賽馬遊戲機1〇〇〇中,使用使用者卡來進行遊玩 之玩家結束遊戲時,用以在下次遊戲再次開始時復原其結 束時的遊戲狀態的遊戲狀態資料,係以與該玩家的卡片 ID建立關聯之狀態,被店舖終端單元保存。於遊戲狀態 資料係包含關於該玩家育成之競賽馬角色的資料。然後, -28- 201008616 在玩家從上次持續再次開始遊戲時,利用遊玩前將自己的 使用者卡插入卡片讀取面1015,而從店舖終端單元下載其 使用者卡內之卡片ID所對應之遊戲狀態資料,並將該等 資料記憶至SRAM 1 105或快閃記憶體1106,再次開始遊 戲。 [推幣遊戲機2000] φ 接著,針對代幣遊戲機2000加以說明。 代幣遊戲機2000係推幣遊戲機。 圖5係用以說明本推幣遊戲機2 000之遊戲站部ST之 構造的說明圖。 本推幣遊戲機2000係以包圍未圖示之中央抽選裝置 之方式,設置有4個附屬設備部SA。各附屬設備部SA係 個別具備有4個遊戲站部ST,各玩家係以各遊戲站部ST 來分別遊玩進行遊戲。又,各附屬設備部SA係分別具備 0 1個附屬設備抽選裝置2001,於其附屬設備抽選裝置2001 之周圍,並排設置有各遊戲站部ST。 遊戲站部ST係主要具有代幣投入機構(投入部) 2 100、遊玩場域25 00、未圖示之遊戲站控制部及顯示部 2 7 00。於遊戲站部ST中,於上部跟前側係配置有代幣投 入機構2100,於上部深側係配置有作爲顯示手段的顯示部 2 700’於上部中央係配置有遊玩場域2500。在此,用語「 跟前側」係代表玩家進行遊戲時所位於之側,用語「深側 」係代表與玩家進行遊戲時所位於之側相反的相反側,所 -29- 201008616 謂「中央」係代表前述之「跟前側」與「深側」之間的區 域。 代幣投入機構2100係作爲在玩家進行遊戲時,用以 將代幣Μ投入至推幣遊戲機2000的構造。投入至代幣投 入機構2100之代幣Μ,係經由遊戲站部ST的框體內部之 未圖示的代幣搬送路徑,而被搬送至抬升斗,於抬升斗中 被暫時貯留。抬升斗係具有:用以貯留代幣Μ的代幣貯留 部、用以將代幣Μ抬升至所定高度的抬升部、及用以以所 定時機排出被抬升之代幣Μ的代幣排出部(排出部)。又 ,於代幣排出部的排出口,係可左右搖動地設置有用以將 被排出之代幣Μ導引至遊玩場域2500的代幣排出路徑 2400。抬升部的上端係配置於比遊玩場域2500更上方之 位置。因此,設置於抬升部的上端之代幣排出部亦配置於 比遊玩場域2500更上方。所以,被暫時蓄積於設置在遊 玩場域25 00下之代幣貯留部的代幣Μ,係藉由抬升部抬 高至比遊玩場域2500更上方之位置後,從代幣排出部經 由代幣排出路徑2400而被射出至遊玩場域2500。 於遊玩場域2500內係主要設置有貯留代幣Μ之作爲 代幣載置台的主台盤2501、及載置於主台盤2501上之作 爲代幣推頂構件的推擠部2510。推擠部2510係具有:貯 留代幣Μ的上面(將此稱爲副台盤)、從副台盤落下之代 幣Μ滑動的傾斜台盤、及推進被貯留於主台盤2 50 1之代 幣Μ的推進壁。又,推擠部2510係可滑動地設置於遊玩 場域2500之主台盤2501上,以一定周期或任意周期進行 201008616 滑動運動。推擠部25 1 0的一部份(深側)係收納有設置 於顯示部2700下方的後述之收納部。推擠部251〇係藉由 以從該收納部出入之方式來滑動,而往返運動於前後。 於副台盤係可滑動地抵接顯示部2700的框體構件。 所以,推擠部2 5 1 0往收納至收納部之方向移動時,藉由 其框體構件來推進副台盤上的代幣Μ。藉由該推進,副台 盤上的一部份之代幣Μ會落下至傾斜台盤。從副台盤落下 φ 之代幣的一部份係進入設置於傾斜台盤之作爲代幣通過口 的開口部(將此稱爲卡盤)。又,剩下的代幣Μ係直接落 下至主台盤2501,而貯留於主台盤2501。 主台盤25 01上的代幣Μ係與副台盤上的代幣Μ相同 ,藉由推擠部2510的滑動運動而被推進。亦即,於主台 盤2501上係無間隙地載置推擠部2510,故推擠部2510往 從收納部720搬出之方向移動時,會藉由推擠部2510前 面之推進壁,來推進主台盤2501上的代幣Μ。藉由該推 φ 進,主台盤250 1上的一部份之代幣Μ會落下。落下之代 幣Μ中,從玩家側之端(將此稱爲前端)落下之代幣Μ 係支付給玩家,而其他代幣Μ,例如從主台盤2501的兩 邊側(將此稱爲邊側端)落下之代幣Μ,係貯存於遊戲站 部ST內的所定貯留部。 除此之外,遊戲站部ST係如圖5所示,至少於一方 邊側具有球投入機構2800。球投入機構2800係用以將身 爲後述之作爲異形物的球狀物體之球Β1、Β2投入至遊玩 場域2500的構造,具有球投入坡道2 801與球投入位置抽 -31 - 201008616 選機構2810。再者,球Bl、B2係用以執行後述之賓果遊 戲的抽選用物體。 球投入坡道2801係用以藉由重力將從後述之球載具 25 20投入之球B1、B2導引至球投入位置抽選機構2810 的構造。所以,爲往下傾斜的坡道。又’球投入位置抽選 機構2810係用以抽選投入球Bl、B2之遊玩場域2500上 的位置之構造。如此,從後述之球載具2520投入至遊戲 站部ST的球Bl、B2,係經由球投入坡道2801及球投入 位置抽選機構2810而投入至遊玩場域2500。 又,遊戲站部ST係如圖5所示,至少於一方邊側具 有球搬運機構2900。球搬運機構2900係爲用以在球B1、 B2從遊玩場域25 00的主台盤250 1落下至設置於其跟前 側之代幣落下溝時,將該球Bl、B2搬運至附屬設備抽選 裝置2001的構造,具有未圖示之球搬送路徑、球搬運部 2910及球搬運部行走坡道2901。球搬送路徑係設置於主 台盤2501的前端下方,將從其前端落下之球Bi、B2導引 至球搬運部2910。球搬運部2910係爲用以將經由球搬送 路徑而接收之球Bl、B2搬運至附屬設備抽選裝置2001的 構造’遵從遊戲站部ST之控制部的控制而行走於球搬運 部行走坡道290 1。再者,被搬運至附屬設備抽選裝置 2001之球Bl、B2係交付給球載具2520。 又’遊戲站部ST係具有包含代幣支付機構203 〇,利 用驅動該代幣支付機構,與從主台盤25〇1的前端落下至 代幣落下溝之代幣Μ數量相同的代幣μ,係被排出至代幣 201008616 投入機構2100的貯留部2101。 接著’針對本推幣遊戲機2000的控制系加以說明。 圖6係揭示本推幣遊戲機2000的遊戲控制系之主要 構造的區塊圖。再者,該區塊圖係爲了便利說明,省略因 應遊戲進行而用以驅動各部之驅動控制系等的構造。 本推幣遊戲機2000之遊戲控制系的構造,係主要由 遊戲站部ST的控制部2600、附屬設備抽選裝置200 1的 φ 控制部26 10、及中央抽選裝置2002的控制部2620所構成 。遊戲站部ST的控制部2600係主要擔任後述之吃角子老 虎遊戲及賓果遊戲的整體進行控制,附屬設備抽選裝置 2001的控制部2610係主要擔任賓果遊戲之物理抽選的控 制及球Bl、B2的搬送控制,中央抽選裝置2002的控制部 2620係主要擔任後述之單體彩金(jackpot)抽選的控制 及本推幣遊戲機20 00的整體控制。 遊戲站部ST的控制部2600係主要由控制裝置2601 φ 、ROM2602、RAM2603、通訊裝置2604及作爲識別資訊 受取手段的讀卡機26 05所構成。控制裝置2601係執行記 憶於ROM2602之各種程式,並進行各種控制。r〇M2602 係記憶有應在遊戲站部ST的控制部2600進行之各種控制 的執行程式等。RAM2603係暫時記憶各種資料或資訊者。 通訊裝置2604係用以在與附屬設備抽選裝置2001的控制 部2610之間進行資料通訊者。讀卡機2605係從使用者持 有之使用者卡讀取出卡片ID者。再者,雖然未圖示,但 是於遊戲站部ST係設置有用以各種表演的揚聲器及照明 -33- 201008616 裝置等的表演手段,控制裝置260 1係控制該等表演手段 ,並進行各種表演。 附屬設備抽選裝置2001的控制部2610係主要由控制 裝置 2611、ROM2612、RAM2613、遊戲站側通訊裝置 26 14及中央側通訊裝置2615所構成。控制裝置2611係執 行記憶於 ROM2612之各種程式,並進行各種控制。 ROM2612係記憶有應在附屬設備抽選裝置2001的控制部 2610進行之各種控制的執行程式等。RAM2613係暫時記 憶各種資料或資訊者。遊戲站側通訊裝置26 1 4係用以在 與屬於該附屬設備部SA之各遊戲站部ST的控制部2600 之間進行資料通訊者。中央側通訊裝置26 1 5係用以在與 中央抽選裝置2002的控制部2620之間進行資料通訊者。 再者,雖然未圖示,但是於附屬設備部SA係設置有用以 各種表演的揚聲器及照明裝置等的表演手段,控制裝置 26 1 1係控制該等表演手段,並進行各種表演。 中央抽選裝置2002的控制部2620係主要由控制裝置 2621、ROM2622、RAM2623、通訊裝置2624及外部通訊 裝置2625所構成。控制裝置2621係執行記憶於ROM2622 之各種程式,並進行各種控制。ROM2622係記憶有應在中 央抽選裝置2002的控制部2620進行之各種控制的執行程 式等。RAM2623係暫時記憶各種資料或資訊者。通訊裝置 2624係用以在與各附屬設備部SA的控制部2610之間進 行資料通訊者。外部通訊裝置2625,係經由LAN,用以 與店舖終端單元5000等的外部裝置進行資料通訊者。再 201008616 者,雖然未圖示,但是於中央抽選裝置2002係設置有用 以各種表演的揚聲器及照明裝置等的表演手段,控制裝置 2621係控制該等表演手段,並進行各種表演。 於以上構造中,在本推幣遊戲機2000,係除了推幣遊 戲之外,於顯示部2700顯示如圖7所示之吃角子老虎用 遊戲畫面而執行吃角子老虎遊戲之同時,於顯示部2700 顯示如圖8所示之賓果用遊戲畫面而執行賓果遊戲。在本 0 推幣遊戲機2000,亦進行使用中央抽選裝置2002的單體 彩金抽選。又,於顯示部2700亦顯示有表示在後述之單 體彩金抽選之支付枚數的單體累積代幣枚數。 吃角子老虎遊戲係主要爲遊戲站部ST之控制部2600 進行數位抽選的數位抽選遊戲。該吃角子老虎遊戲的開始 條件,係代幣Μ進入設置在推擠部2510的傾斜台盤之卡 盤之任一。於顯示部2700係在後述之賓果遊戲未進行的 期間,顯示如圖7所示之吃角子老虎用遊戲畫面,代幣μ φ 進入卡盤之任一而達成吃角子老虎抽選開始條件時,控制 部2 60 0係進行使3個骰子狀吃角子老虎DS旋轉的顯示控 制。在吃角子老虎遊戲之數位抽選,控制部會執行所定抽 選程式,而將已產生之亂數對照所定當選表,來決定是否 當選任一獎項或落選。之後,控制部2600係在決定當選 獎項時,以關於其當選獎項之圖案的組合停止顯示於顯示 部2700的方式,進行使3個骰子狀吃角子老虎DS的旋轉 停止之顯示控制。 在本實施形態,作爲數位抽選的獎項,係準備有以下 -35- 201008616 等:小型獎項A,係將3枚代幣供給至遊玩場域2500 ;小 型獎項B,係將8枚代幣供給至遊玩場域2 5 00 ;球供給獎 項,係將球B1供給至遊玩場域2 5 00 ;通常獎勵獎項’係 將30枚代幣供給至遊玩場域2 5 00 ;確變獎勵獎項,係將 30枚代幣供給至遊玩場域2500之同時,在之後的數位抽 選使用當選機率設定爲較高之當選表;直接附屬設備獎項 ,係將球B1直接供給至附屬設備抽選裝置2001;直接中 央獎項,係將球B1直接供給至中央抽選裝置2002。各獎 項的當選機率係以依此順序降低之方式來設定。再者,準 備哪種獎項,將各獎項設定爲哪種當選機率係爲任意。例 如,以對玩家直接支付代幣Μ等,以賦予玩家各種利益之 方式來構成亦可。然後,在當選該等獎項時,遊戲站部 ST的控制裝置2601係控制揚聲器及照明裝置等,進行爲 了掀起當選高潮的個別表演。 賓果遊戲係藉由使用兩種類的球Β1、Β2與附屬設備 抽選裝置2001的物理抽選來進行之物理抽選遊戲,藉由 附屬設備抽選裝置2001的控制部2610與遊戲站部ST之 控制部2600來進行。再者,於賓果遊戲中,附屬設備抽 選裝置200 1的控制部2610係主要控制決定賓果遊戲的當 選賓果數字之抽選,屬於包含其附屬設備抽選裝置2001 之附屬設備部SA的各遊戲站部ST的控制部2600,係主 要擔任賓果遊戲的表演及賓果成立的判定等之控制。在本 實施形態,藉由在附屬設備抽選裝置2001使球Bl、Β2移 動,進行從相互不同之複數賓果數字(抽選對象)中選擇 -36- 201008616 1個當選賓果數字(當選對象)的物理抽選。在本實施形 態的物理抽選,係從「1」〜「9」的賓果數字中選擇1個 當選賓果數字。然後,例如使用作爲遊戲站部ST的排列 資訊產生手段之控制部2600,依各遊戲站部ST來個別產 生該等之「1」〜「9」的賓果數字排列成矩陣狀之賓果卡 片的排列資訊。之後,「1」〜「9」的賓果數字之畫像( 抽選對象畫像)遵從該排列資訊而排列之賓果卡片畫像 φ BC係如圖8所示,顯示於各遊戲站部ST的顯示部2700 。然後,在賓果成立時,遊戲站部ST的控制裝置2 6 0 1及 附屬設備部SA的控制裝置2611,係控制個別之揚聲器及 照明裝置等,進行爲了掀起當選高潮的個別表演。 單體彩金抽選,係在達成球Bl、B2進入分配有在上 述之賓果遊戲之在附屬設備抽選裝置200 1的物理抽選中 於中央抽選裝置2002之單體彩金抽選開始的權利之得獎 點,或在上述之吃角子老虎遊戲當選直接中央獎項之任一 • 單體彩金抽選的開始條件時,中央抽選裝置2002之控制 部2 620的控制裝置262 1,係執行記億於ROM2622之單體 彩金執行程式,並開始單體彩金抽選。然後,於中央抽選 裝置2 002中,藉由使球B1移動,決定是單體彩金獎或是 落選(包含當選單體彩金獎以外之獎賞的狀況)的物理抽 選。然後,在當選單體彩金獎時,中央抽選裝置2 00 2的 控制裝置262 1,係控制揚聲器及照明裝置等,進行爲了掀 起單體彩金獎之當選高潮的個別表演。 又,在當選單體彩金獎時,控制裝置262 1係從 -37- 201008616 RAM2623讀取出身爲支付量資料的單體Jp貯留枚數資料 ’進行用以將該資料的計數値所示之枚數份的代幣Μ,供 給至達成該當彩金抽選的開始條件之遊戲站部ST的遊玩 場域2500之處理。此時,從控制裝置2621將代幣供給命 令輸出至遊戲站部ST之控制部2600的控制裝置2601, 在控制裝置260 1的控制下,使用與通常代幣供給處理相 同之方法’將代幣Μ供給至遊玩場域2500亦可。但是, 獲得單體彩金獎時而被供給之代幣枚數,係因爲從將單體 JP貯留枚數資料重設爲初始値(例如,500枚)時,累積 加算相當於對所有遊戲站部ST的代幣投入枚數之一部份 的枚數(例如,0.03枚)者,故其數量會相當大。因此, 通常代幣供給處理之外,設爲使用獨自之代幣供給機構的 處理亦可。此時,亦適合作爲獲得單體彩金獎時的表演。 又,在當選單體彩金獎時,控制裝置2621係將記憶於 RAM2623之單體JP貯留枚數資料重設爲初始値。 玩家係在本推幣遊戲機2000進行遊玩時,在其遊玩 前將使用者卡插入未圖示之卡片讀取面。藉此,藉由讀卡 機2 60 5從其使用者卡讀取出卡片id,該卡片ID係被記 憶於RAM2603。於此RAM2603,其玩家在本推幣遊戲機 2 000的遊玩資訊(累積代幣投入數、在吃角子老虎遊戲中 當選之獎項、在賓果遊戲中賓果成立之次數及當選單體彩 金獎之次數等)以與其卡片ID建立關聯之狀態被記憶。 然後,使用使用者卡來進行遊玩之玩家結束遊戲時,記憶 於RAM2603之遊玩資訊以與其卡片ID建立關聯之狀態, -38- 201008616 被店舖終端單元保存。玩家在下次遊玩前,將自己的使用 者卡插入卡片讀取面時,其使用者卡內之卡片ID所對應 之遊玩資訊係從店舖終端單元下載,該等資料被記億於 RAM2603,而在該遊玩中的遊玩結果會被追力口至遊玩資訊 [吃角子老虎遊戲機器3 000] φ 接著,針對代幣遊戲機3000加以說明。 代幣遊戲機3 00 0係吃角子老虎遊戲機器。 圖9係揭示關於本實施形態之吃角子老虎遊戲機器 3000之外觀的立體圖。 該吃角子老虎遊戲機器3 000係具有箱型的框體3002 '可自由開閉地安裝於該框體3002前面側的前面面板 30 03等。於前面面板3003係設置有用以顯示後述之變動 顯示單元之一部份的顯示窗3004、代幣投入口 3 005、作 φ 爲開始操作裝置的開始按鍵3 006、骰子顯示窗3007、代 額數清算按鍵3 008、揚聲器3 009、具有代幣支付口 3010a 的代幣承受盤3010、表演面板3011、卡片讀取面3013a、 計數顯示部3014及BET操作部3015等。揚聲器3009及 表演面板3011係作爲本吃角子老虎遊戲機器300〇的表演 手段而作用。又’於表演面板3〇〗ι係顯不各種資訊。 於框體3002的內部係組入有作爲於外周面上印刷複 數種圖案之3個變動顯示部的捲軸。3個捲軸(以下’依 序稱爲「左捲軸」、「中捲軸」、「右捲軸」),係分別 •39- 201008616 藉由以步進電動機構成之未圖示的捲軸驅動電動機來旋轉 驅動。又,於該等捲軸中,「白7」' 「藍7」、「綠7」 、「紅7」、「櫻桃」、「空白(blank)」等之複數種圖 案,係以所定順序被印刷。再者,於本實施形態中,「空 白」的圖案係不構成任一獎項的圖案。又,亦組入有藉由 CPU及ROM其他各種電子零件,形成電子電路的主控制 電路基板、具有可收容多數枚代幣之代幣供給斗的代幣支 付裝置、及內部揚聲器等。. 圖10係揭示前面面板3 00 3之一部份的詳細前視圖。 各捲軸之所定旋轉位置之約3框格份的圖案,係通過 顯示窗3004而被玩家目視確認。於該顯示窗3004係以涵 蓋所有捲軸之方式,描繪有5條得獎連線IL。在該等得獎 連線IL上,對應預先訂定之獎群的獎項相關之圖案的組 合備齊(以下,單稱爲「獎項備齊」)時,則賦予玩家代 幣會被支付至代幣承受盤3010,或轉變成可進行特別遊戲 的特別遊戲期間之遊戲價値。再者,在本實施形態之吃角 子老虎遊戲機器3000,設置有5條得獎連線IL,但是, 使得獎連線數少於其或多於其亦可。又,得獎連線係不是 藉由玩家可目視辨認者,只要進行吃角子老虎遊戲機器之 停止控制的後述CPU 17a可辨識者即可。 計數顯示部3014係具備:代額數顯示器3014a、獎勵 計數顯示部3014b、代幣支付枚數顯示器3014c等。 又,BET操作部3015係由1BET按鍵3015a、最大 BET按鍵3015b之兩個按鍵所構成。 201008616 圖11係關於本吃角子老虎遊戲機器3000之主要構造 的控制區塊圖。 本吃角子老虎遊戲機器3 000的主控制部3100係具備 :控制裝置3101;捲軸控制裝置3102,係進行3個捲軸 的驅動控制;記憶裝置3 1 03,係記憶遊戲所需之各種程式 及各種資料庫;顯示控制裝置3104,係進行計數顯示部 3 014的顯示控制;照明控制裝置3105,係控制表演面板 φ 3 0 1 1等的照明;音響控制裝置3 1 06,係控制從揚聲器 3 009輸出之聲音;及外部通訊裝置3107,係經由LAN, 用以與店舖終端單元5000等的外部裝置進行資料通訊。 主控制裝置1101係除了該等裝置之外,亦連接代幣投入 感測器3022、作爲從插入卡片讀取面3013a之使用者卡讀 取卡片ID之識別資訊受取手段的讀卡機33013、BET操 作部3 0 1 5、代幣支付裝置3 0 1 8等。 接著,針對本吃角子老虎遊戲機器3000之遊戲的流 φ 程加以說明。 進行遊戲之前,首先,玩家係作爲其準備,必須將代 幣投入至代幣投入口 30 05。藉由玩家代幣被投入至代幣投 入口 3 005時,該代幣係通過未圖示之通路,落下至代幣 供給斗。於該通路係設置有將小於規定之代幣推落,用以 使其回到代幣支付口 3 0 1 0 a的落下口、用以阻止代幣的通 過而使其回到代幣支付口 3010a或允許代幣的通過之代幣 擋止電磁閥、以用以1個個檢測通過之代幣的光感測器等 所構成之代幣投入感測器3 022等。從檢測代幣之代幣投 -41 - 201008616 入感測器3022輸出之代幣檢測訊號,係被送至主控制部 3 1 00的控制裝置3 1 0 1。對此,控制裝置3 1 0 1係藉由顯示 控制裝置3104,進行用以使代額數顯示器3014a增加1個 顯示計數値的控制之同時,使儲存於記憶裝置3103之代 額數枚數資料增加1。通常,會1次投入複數枚代幣,使 代額數枚數增加至某種程度。然後,玩家操作BET操作部 3 0 1 5來進行下注操作時,控制裝置3 1 0 1係進行用以使儲 存於記憶裝置3 1 03之代額數枚數資料僅減少下注枚數份 之同時,使代額數顯示器3014a的顯示計數値僅減少下注 枚數份的控制。又,控制裝置3 1 0 1係因應下注枚數,辨 識成爲有效的得獎連線IL。再者,於有效的得獎連線IL 上獎項不備齊的話,則即使在不是有效的得獎連線IL上 獎項備齊也不會成爲得獎。 藉由玩家操作開始按鍵3006時,控制裝置3101係利 用執行儲存於記憶裝置3103之開始命令受理程式,作爲 開始命令受理手段而作用,受理來自其開始按鍵3 00 6的 變動顯示開始命令。受理該變動顯示開始命令的控制裝置 3101係首先,藉由捲軸控制裝置3102,開始所有捲軸的 旋轉驅動。又,受理變動顯示開始命令的控制裝置3101, 係利用執行儲存於記憶裝置3 1 0 3之獎群抽選程式,作爲 進行決定從複數獎群中選擇任一獎群之當選或不選擇任一 獎群之落選的內部抽選的手段而作用,並進行內部抽選。 該內部抽選係對照從亂數產生電路送來之亂數資料’與記 憶於記憶裝置3103之獎群抽選表來進行。該獎群抽選表 -42- 201008616 係將各亂數與獎群之任一或落選建立關聯者。如此利用建 立關聯,任一獎群會分別以所定機率當選,落選會以所定 機率發生。 開始旋轉驅動之捲軸的旋轉位置,係藉由未圖示之捲 軸位置分別檢測。然後,捲軸控制裝置3 1 02係依據來自 各捲軸位置感測器的輸出訊號,運算捲軸的旋轉速度。捲 軸的旋轉速度穩定化時,捲軸控制裝置3102係可依據來 φ 自各捲軸位置感測器的輸出訊號,辨識各捲軸上之各圖案 的位置。然後,控制裝置3 1 0 1係執行儲存於記憶裝置 3 1 03之停止控制程式,依據上述內部抽選的抽選結果,以 於得獎連線上所定圖案的組合停止顯示之方式,藉由捲軸 控制裝置3102進行捲軸的停止控制。具體來說,藉由內 部抽選當選任一獎群時,則以對應其當選之獎群的獎項相 關之圖案組合停止顯示於得獎連線IL上之方式來進行停 止控制。另一方面,藉由內部抽選並未選擇任一獎群而落 # 選時,則以使皆不對應任一獎群的圖案組合停止顯示於得 獎連線IL上之方式來進行停止控制。 於通常遊戲中,使用對應期通常遊戲的獎群抽選表, 進行內部抽選。於在該通常遊戲的內部抽選可當選之獎群 係有以下之代幣支付獎等:對應由「櫻桃_ ANY (無關圖 案)一 ANY (無關圖案)」所構成之櫻桃獎項的櫻桃獎; 對應作爲「ANY7 (無關「7」的顏色一 ANY7 (無關「7」 的顏色一 ANY7(無關「7」的顏色)),由複數顏色的「 7」所構成之AN Y7獎項的AN Y7獎;對應由「白7—白7 -43- 201008616 一白7」所構成之白7獎項的白7獎;對應由「藍7 -藍7 —藍7」所構成之藍7獎項的藍7獎;對應由「綠7-綠7 —綠7」所構成之綠7獎項的綠7獎;及對應由「紅7 — 紅7 -紅7」所構成之紅7獎項的紅7獎。藉由內部抽選 ,當選代幣支付獎之任一而對應其之獎項於得獎連線1L 上備齊時,控制裝置3101係使計數顯示部3014的代幣支 付枚數顯示器3014c,顯示對應得獎之獎的代幣支付枚數 。然後,控制裝置3101係進行因應得獎之獎的枚數之代 幣支付處理。具體來說,控制裝置3101係進行使儲存於 記憶裝置3 1 03之代額數枚數資料,僅增加該代幣支付枚 數份之同時,使代額數顯示器3014a的代幣代額數僅增加 該代幣支付枚數份的控制。在超過代幣代額數的上限値時 ,針對超過之份量,藉由代幣支付裝置3018,從代幣支付 口 3010a將代幣支付至代幣承受盤3010。再者,隨著上述 獎群的記載順序,被支付之代幣枚數會變多。 玩家係在本吃角子老虎遊戲機器3 000進行遊玩時, 在其遊玩前將使用者卡插入卡片讀取面3013a。藉此,藉 由讀卡機3013從其使用者卡讀取出卡片ID,該卡片ID 係被記憶於記憶裝置3103。於此記憶裝置3103,其玩家 在本吃角子老虎遊戲機器3 000的遊玩資訊(累積代幣投 入數、當選紅7獎之次數等)以與其卡片ID建立關聯之 狀態被記憶。然後’使用使用者卡來進行遊玩之玩家結束 遊戲時,記憶於記憶裝置3103之遊玩資訊以與其卡片ID 建立關聯之狀態,被店舖終端單元保存。玩家在下次遊玩 -44- 201008616 前,將自己的使用者卡插入卡片讀取面3013a時,其使用 者卡內之卡片ID所對應之遊玩資訊係從店舖終端單元下 載,該等資料被記憶於記憶裝置3103,而在該遊玩中的遊 玩結果會被追加至遊玩資訊。 圖12係與各店舖終端單元50 00 —起,進行關於後述 之代幣競賽事件的控制之管理伺服器4000的控制區塊圖 〇 φ 該管理伺服器4000係主要由控制裝置4001、記憶裝 置4002、外部通訊裝置4003所構成。記憶裝置4002係記 憶有各種控制程式。外部通訊裝置4003,係經由WAN, 用以與各店舖的店舖終端單元5000等之外部裝置進行資 料通訊者。 圖13係管理各店舖內的系統之同時,用以在管理伺 服器4000及該店舖的各代幣遊戲機之間進行資料通訊之 店舖伺服器店舖終端單元5000的外觀圖。 φ 圖1 4係店舖終端單元的控制區塊圖。 該店舖終端單元5000係主要由控制裝置500 1、作爲 記憶手段的記憶裝置5002、外部通訊裝置5 003、店舖內 通訊裝置5004、顯示裝置5 005、作爲操作受理手段的觸 控面板5006、讀卡機5007、代幣支付裝置5008所構成。 記憶裝置5 002係記憶有各種控制程式。外部通訊裝置 5 003,係經由WAN,用以與管理伺服器4000等的外部裝 置進行資料通訊者。外部通訊裝置5003,係經由LAN, 用以與各代幣遊戲機1000、2000、3000等進行資料通訊 -45- 201008616 者。顯示裝置5005係用以顯示各種資訊者。觸控面板 5006係用以受理使用者操作者。讀卡機5007係從使用者 持有之使用者卡讀取出卡片ID者。代幣支付裝置5〇〇8係 用以從代幣支付口 5008a支付代幣者。 接著,針對本發明的特徵部份之代幣競賽事件而加W 說明。 圖1 5係本實施形態之管理代幣競賽事件的店舖終端 單元5 000及代幣遊戲機的功能區塊圖。 再者,因爲代幣競賽事件相關之各代幣遊戲機1000、 2000、3 000的功能區塊圖相同,故在此僅針對1台代幣遊 戲機1 000來說明。 代幣遊戲機1000、2000、3000,係具有作爲遊戲進行 控制手段的遊戲進行控制部600 1、作爲玩家識別資訊受取 手段的ID受取部6002、作爲點數計算手段的代幣獲得數 計算部6003、作爲點數資訊輸出手段的代幣獲得數資訊輸 出部6 0 0 4。 遊戲進行控制部600 1係主要以各代幣遊戲機的控制 裝置1101、1201、2601、2621、3101所構成,控制各代 幣遊戲機之遊戲的進行。 ID受取部6002係以各代幣遊戲機的讀卡機1204、 2 605、3013所構成,從使用者卡讀取出身爲玩家識別資訊 的卡片ID。 代幣獲得數計算部6003係主要以各代幣遊戲機的控 制裝置 1201、2601、2611、2621、3101 所構成,以 id 受 -46- 201008616 取部6002受取卡片ID作爲條件,計算作爲遊戲進行控制 部6001進行控制之遊戲相關之點數的代幣獲得數(代幣 支付枚數)。表示計算之代幣獲得數的代幣獲得數資訊, 係保存於各代幣遊戲機的記億裝置1 203、2603、2613、 2 623、3103。再者,在本實施形態,因參加代幣競賽事件 之遊戲機全部是代幣遊戲機,故使用作爲點數的代幣獲得 數,但是,作爲代幣投入枚數亦可,在參加代幣競賽事件 φ 之遊戲機包含貨幣用遊戲機時,針對該貨幣用遊戲機,使 用投入貨幣枚數、遊戲開始時的貨幣之投入枚數、遊戲遊 玩次數、按下遊戲開始按鍵的次數、遊戲中進行操作操作 裝置的次數等之資訊亦可。又,因應遊戲機的遊戲內容, 例如,將得分、點數(point )、虛擬遊戲空間內的通貨之 獲得枚數、特定道具的獲得數、獲得特定道具之要旨的資 訊等,作爲點數來使用亦可。理想爲作爲點數,將有越在 該遊戲機進行遊玩則越增加之可能性的數値作爲點數來使 • 用。再者,點數係作爲依每一遊戲機而不同之種類者亦可 〇 代幣獲得數資訊輸出部6004係主要以各代幣遊戲機 的通訊裝置1108、2625、3107所構成,將表示記憶於記 憶裝置 1203、2603、2613、2623、3103之代幣獲得數的 代幣獲得數資訊,在與ID受取部6002受取之卡片ID及 身爲自身之裝置識別資訊的遊戲機ID建立關聯之狀態下 ’向店舖終端單元5000輸出。再者,代替此種點數資訊 輸出手段,或與其倂用,採用以將代幣獲得數資訊在與卡 -47- 201008616 片ID及遊戲機ID建立關聯之狀態下記錄至使用者卡之 式輸出的構造亦可。此時,利用與卡片ID及遊戲機ID 起以店舖終端單元5000讀取出該使用者卡內的代幣獲 數資訊,可於店舖終端單元5 0 00交付與卡片ID及遊戲 ID建立關聯之代幣獲得數資訊。 另一方面,店舖終端單元5000係具有作爲點數資 記憶手段的代幣獲得數記憶部5101、作爲共通點數資訊 憶手段的星號獲得數記憶部5 1 02、作爲點數規定値記憶 段的代幣規定値記憶部5103、作爲資訊受取手段的通訊 5 1 〇4、作爲點數加算手段的代幣獲得數加算部5丨〇5、作 共通點數加算手段的星號獲得數加算部5 1 06、作爲個別 理手段的獎勵代幣支付處理部5107。 代幣獲得數記憶部5 1 0 1係主要以記憶裝置5 〇〇2所 成’依每一卡片ID,記憶分別與各代幣遊戲機的遊戲 ID建立關聯之代幣獲得數資訊。 星號獲得數記憶部5102係主要以記憶裝置5 002所 成,記憶作爲與各卡片ID建立關聯之共通點數資訊的 號獲得數資訊。 代幣規定値記憶部5103係主要以記憶裝置5〇〇2所 成,依各代幣遊戲機1000、2000、3000的每—遊戲機 ’記憶身爲複數點數規定値的代幣規定値。 通訊部5104係主要由店舖內通訊裝置5004所構成 受取從各代幣遊戲機1000、2000、3000的代幣獲得數 訊輸出部6004輸出之代幣獲得數資訊以及與其建立關[Technical Field] The present invention relates to a game system having a plurality of game devices that execute games having different game contents and a common point management device constituting the same. [Prior Art] In a game center or the like The game facility is provided with a plurality of game devices that execute games in which the game contents are different from each other. Then, the user who is looking for the game facility selects the game device from there and plays the game. For this reason, the game device was developed in order to allow more users to play the game device developed by themselves, and compared with the previous game, the game device was carefully studied for various tastes. For example, Patent Document 1 discloses a game system using a horse racing game machine installed in a game facility to execute a horse racing simulation game, and a mobile phone held by a player. In this game system, when a player who plays in a horse racing game machine breeds his own horse and makes it a three-crown horse, he will get the right to win the three-crown horse award only for the three-crown horse, but for the purpose of participating The three-crown horse award competition, on the condition that the problem is solved in the game of the mobile phone. For this reason, in this game system, even a player who holds a three-crown horse cannot participate in the Triple Crown Awards competition if he does not solve the problem in his mobile phone game. In this way, adding the above conditions to the player's class helps to improve the gameplay of the horse racing machine. [Patent Document 1] Japanese Laid-Open Patent Publication No. 2002-325960A No. 201008616 [Summary of the Invention] [Problems to be Solved by the Invention] Generally, users who are looking for a game facility often have a favorite game that has been selected and played in the past. The tendency of a device or a game device of the same kind as a game device that has been played in the past and is interesting. Even if a game device that performs an interesting game is not allowed to be played by the user, it is difficult to convey the fun to the user. Therefore, how to let the user play the other game devices other than the game device that is interesting in the past and the game device that is interesting to play in the past is to let more users know the other games. It is an important issue from the viewpoint of the fun of the device, and is not limited to a game device (game game machine) installed in a game facility, and there are many games including a home game machine (including a portable game machine). Among the devices, only users who are part of the game device are playing. Therefore, how to make such a user play other game devices is also an important issue for more users to know the fun of the other game devices. It is a common practice for such a problem to perform a gorgeous performance in each game device, or to advertise a game for each game device to convey the game content to the user, thereby causing the user to have an interest in the game device. The user plays his game device. However, the conventional method is that for a player who does not normally play the game device, the motivation for playing the game device is weak, and the player is more aware of the fun of the game device -6-201008616 The effect is also less. In addition, the applicant of this case is in Japanese Patent No. 2〇〇7-24〇266, and a game system that can execute a token contest event has been proposed. In this game system, the user who participates in the medal rally event first goes to the installation location of the store terminal unit installed in the game facility, and accepts, for example, the first question about the horse racing game machine, for example, about We are notified of the second problem of the second problem of the game. After that, we will visit the installation place of the game console and the slot machine that we need to play to understand the problem such as the 0, and play the game machines to solve individual problems. Then, the user who solves all the problems can use the setting place of the store terminal unit again to obtain the reward token. According to this game system, for example, for a user who usually only plays a horse racing game machine, it also promotes the game in the slot machine game machine. On the contrary, for the user who usually only plays the slot machine game machine, it also promotes the game in the horse racing game. Machine play. As a result, the opportunity for the user to play a game device that is less playable can be increased, and more users can be made aware of the fun of the game device. In addition, in the game system of the above-mentioned Japanese Patent Application No. 2007-240266, the game machine on which the user wants to play the game is set as the game object by the game facility side, and the game facility side can prompt the user. The advantage of playing the game console. However, in the game system which can execute the token competition event proposed in the above-mentioned Japanese Patent Application No. 2007-240266, the bonus token cannot be obtained without playing the game machine of all the questions about the notification. For this reason, it is difficult for users who are not interested in the game to play more or less than the rewards of the reward tokens. . Therefore, for such a user, it is far from the initial participation in the token contest event, and it is impossible to increase the chance of playing the game machine that the user wants to play on the side of the game machine or the game facility that has not been played. The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a game device that is not forcibly played or less favorite, and even such a game device can effectively increase the chance for the user to play. A game system that allows more users to know the fun of their game devices and a common point management device that constitutes them. [Means for Solving the Problem] In order to achieve the above object, the invention of claim 1 is a game system having a plurality of game devices each having a game control means for controlling a game in which game contents are different from each other, and A game system of a common point management device that manages common points among a plurality of game devices is characterized in that: each game device has: player identification information receiving means is received player identification information; and the point calculation means is The player identification information receiving means is subjected to the player identification information as a condition, and the number of points related to the game in which the game control means is controlled by the game device is calculated; and the point information output means is a point which is calculated by the point calculation means The point information 'is outputted in association with the player identification information received by the player identification information receiving means and the device identification information of the game device; each game device or the aforementioned common point management device has: point-8 - 201008616 The number of 値 値 memory means The number of points is specified; the number of points of the information output means is the number of points added to the point information plus the processing means, which is the number of points recognized by each device of the player identification information, and reaches the memory corresponding to the Φ information. The number of complex points is added to the player identification information point number; the common point number management means is to memorize the state of the common point information after the common point number; the common point information memory hand The number of common points is used for individual processing by the Φ player; the number of points required to settle the aforementioned plurality of points of the identification information is set by the device identification information. In this game system, if any of the game recognition information is received, the game that has been played can obtain the number of points of the device identification information of each game device in each point management device of each game device. The adding means is to accumulate the points according to the points indicated by the point information of each game, and to accumulate the points corresponding to the respective pieces of information added by the point adding means. The number of indication points stipulates that the device of the memory means specifies the common-purpose device indicated by the common point information corresponding to the quantized common point: the common point number information counting plus processing means plus the quantitative common And the corresponding player identification information establishment and individual processing means, according to the common point information stored in the segment, the corresponding player identification information is specified by the specified number of points, and the number of the memory means is specified.値, in the way that the next point is larger or smaller, according to the way each user (user) is taken in the plural game device Players identifying information device points. The information of each game device is played and managed by each game device or common point identification information. Then, the player -9-201008616 obtains the common point of the corresponding player identification information when the number of points of each game device of each player identification information reaches the corresponding number of points of the game device. Here, in the game system, when the number of points set for a certain game device is set so that the number of points required to reach the next point is increased in order, the player plays with the player. The number of points is obtained by the game device, and it becomes difficult to obtain a common point even if the score is obtained in the game device. Because of this configuration, it is possible to generate a situation in which it is easier to obtain a common point for a player who only plays a part of the game device in a plurality of game devices, and scores are obtained when other game devices that are not too playable or less favorite are obtained. As a result, it is possible to promote the play of the game device that is not too playable or less favorite for the player who wants to receive the individual points for the common point. On the other hand, when the number of points set for a certain game device is set so that the number of points required to reach the next point is gradually reduced, the player acquires points as he orchestrate his game device. The number gradually becomes easier to get points in its game device. Therefore, the player will want to continue the game all the time. Therefore, it is possible to promote play in a specific game device for players who want to receive individual processing in order to obtain a common number of points. Further, according to the game system, even if only a part of the game devices in the plurality of game devices are played, a common point can be obtained. Therefore, even if you do not want to play other game devices, you can get a common point and accept individual processing. As a result, even if such a player gains the awareness of increasing the number of common points among the common points, it is highly desirable to play the game device which is more likely to obtain a common point. -10-201008616 Further, the invention of claim 2 is a game system having a plurality of game devices each having a game control means for controlling games having different game contents, and managing common between the plurality of game devices The game system of the common point management device of the common point is characterized in that: each game device has a player identification information receiving means, and receives the player identification information; the point calculation means receives the player identification information receiving means The player identification information is used as a condition to calculate the number of points related to the game in which the game of the game device is controlled by the φ control means; and the point information output means is a point information indicating the number of points calculated by the point calculation means, And outputting a state in which the player identification information received by the player identification information acquisition means and the device identification information of the game device are associated; the game device or the common point management device has: a point specification, a memory means, and a One device identification information of each game device, memory plural points The method of adding points is to add points calculated from the point information outputted from the point information output means of each game device, and accumulate and add according to the device identification information corresponding to Φ of the point information; common point The number addition processing means is a point indicated by the point information corresponding to each device identification information of each of the player identification information accumulated and added by the point adding means, and reaches the said number of points in the memory means When the number of the plurality of points corresponding to the device identification information is specified, the number of the common points is added to the common point indicated by the common point information corresponding to the player identification information; and the change operation accepting means is accepted for change. The change operation of the number of points specified in the above-mentioned points is defined by the number of points of the memory means; and the means of changing the number of points is changed according to the content of the change operation accepted by the change operation acceptance means, and the change is -11 - 201008616. The number specifies the number of points of memory means; the aforementioned common point management device has: a common point information memory means, The common point addition processing means adds the common point information after the quantitative common point number, and stores the state in association with the corresponding player identification information; and the individual processing means is stored in the aforementioned common point information memory The number of common points indicated by the respective common point information of the means is performed for the individual processing of the player specified by the corresponding player identification information. Even in this game system, the player (user) obtains the number of points of the game device that has been played when any of the plurality of game devices causes the player identification information receiving means to receive his/her own player identification information. The information on the points of each game device obtained by each game device is managed by each game device or the common point management device for each player identification information. Then, when the number of points of each game device of each player identification information reaches the number of points of the corresponding game device, the player can obtain the common point of the corresponding player identification information. Here, in the game system, the number of points set for each game device can be appropriately changed in accordance with the intention of the manager on the game facility side or the like. Therefore, for the "response situation", for example, the number of points set for a certain game device is set so that the number of points required to reach the next point is gradually increased. The number of points is set so that the number of points required until the order is gradually reduced. In this way, by setting the change point specification in accordance with the situation, it is possible to control the player's play type for the player to play various game devices on a regular basis or to continue playing on a specific game device. -12- 201008616 Moreover, in the game system, even if only a plurality of game devices are played in a plurality of game devices, a common point can be obtained. Therefore, even if you do not want to play other game devices, you can get a common point and accept individual processing. As a result, even if such a player gains the awareness of increasing the number of common points among the common points, it is highly desirable to play the game device which is more likely to obtain a common point. Further, the invention of claim 3 is a game system having a plurality of game devices having game control means for controlling games having different game contents, and managing commonality between the plurality of game devices. The game system of the common point management device of the points is characterized in that: each game device has: a player identification information receiving means, and receives the player identification information; and the point calculation means uses the player identification information receiving means to receive the player identification The information is used as a condition to calculate the number of points related to the game in which the game control means of the game device is controlled; and the point information output means is a point information indicating the number of points calculated by the point calculation means, and The player identification information is outputted in association with the player identification information and the device identification information of the game device; each game device or the common point management device has: a point specification, a memory means, and a game according to each game. The device of the device identifies the information, and the memory points are specified; The number addition means is to accumulate the points indicated by the point information output from the point information output means of each game device according to the device identification information corresponding to the point information; the common point addition processing means , the number of points indicated by the point information corresponding to each device identification information of each player identification information accumulated by the point adding means. Arrival memory-13- 201008616 The device is defined by the aforementioned points. The number of points corresponding to the identification information is specified at any time, and the number of common points added is added to the common point number indicated by the common point information corresponding to the player identification information; and the number of points is specified, and the processing means is The point adding means accumulates the number of points indicated by the point information corresponding to each device identification information of each player identification information added, and reaches a plurality of points corresponding to the device identification information stored in the aforementioned point number 値 memory means In the case of 値, the memory of the at least one device identification information corresponding to the device identification information is reduced. The point number management device is configured to: the common point number management device has a common point number information memory means, and the common point number addition information is added to calculate the common point number information after the common point number is calculated and matched. The player identification information is associated with the state to be memorized; and the individual processing means is based on the number of common points indicated by the common point information of the common point information memory means, and is determined by the corresponding player. Information is handled individually by specific players. Even in this game system, the player (user) obtains the number of points of the game device that has been played when any of the plurality of game devices causes the player identification information receiving means to receive his/her own player identification information. The information on the points of each game device obtained by each game device is managed by each game device or the common point management device for each player identification information. Then, when the number of points of each game device of each player identification information reaches the number of points of the corresponding game device, the player can obtain the common point of the corresponding player identification information. Here, in the game system, when the number of points of each game device reaches the number of points of the game device corresponding to 14 - 201008616, the number of points corresponding to at least one game device other than the game device is changed. small. Therefore, when the player obtains the number of points by playing a certain game device and obtains the common points, it is easy to obtain the common points obtained by the other game devices (the at least one game device). Because of this configuration, it is possible to generate a situation in which it is easier for a player who does not play the game to obtain a common point for a player who only plays a part of the game device in the plurality of game devices. As a result, it is possible to promote the play of the game device that is not yet in play for the player who wants to receive the individual processing for obtaining the common point. Further, according to the game system, even if only a part of the game devices in the plurality of game devices are played, a common point can be obtained. Therefore, even if you do not want to play other game devices, you can get a common point and accept individual processing. As a result, even if such a player obtains a new sense of purpose in which the common point is obtained among the common points, it is highly desirable to play the game device which is more likely to obtain a common point. The game system according to any one of claims 1 to 3, wherein at least one of the plurality of game devices has: The betting target receiving means receives the bet object; and the payment processing means performs the result of the game controlled by the game progress control means based on the bet object receiving means receiving the bet object, and performs the quantitative payment. The object, the payment processing to the player; the point calculation means of the at least one game device is based on the player identification information receiving means of the game device receiving the player identification information as a condition, and calculating the betting object acceptance means according to the game device -15- 201008616 The amount of the target to be placed and the payment processing means of the game device are at least one of the points of the payment target paid by the player specified by the player identification information. In the game system, the result of the game performed by the bet object receiving means accepts the bet object, and the number of points calculated by the game device (the token game machine or the like) to be paid is accepted by the betting target receiving means. The amount of the target object and the amount of the payment object paid by the payment processing means are at least one of or other amounts calculated therefrom. Most of the players who like to play with such a game are not playing other types of game devices (money game machines, etc.) that do not have a betting object management means and payment processing means. According to the game system, it is also possible for such a player to promote play of other types of game devices such as a money game machine. Conversely, most players who prefer to play other types of game devices (money game machines, etc.) that do not have the puncturing target receiving means and payment processing means are not playing games that have the puncturing target receiving means and the payment processing means. Device (token game machine, etc.). According to the game system, it is also possible for the game device to be played by a game device such as a token game machine having a bet object receiving means and a payment processing means. Further, the invention of claim 7 to claim 12 is characterized in that in the game system according to any one of claims 1 to 6, the individual processing performed by the one of the processing means is performed. In the pre-established plural class stomach news, the class information corresponding to the common points indicated by the common points of the common point information information is determined, and will be used to determine the order of the $ information. The player identifies the information to distinguish and display the -16 - 201008616 class display processing. In this game system, the amount of common points obtained by the player is displayed in the form of class information. Further, the display means for displaying the class information may be a display means of each game device, and may be provided in the display means of the common point management device, or may be a web page on the Internet. The display form is a display form that allows each player to see his or her class information, and can also let players other than himself see the display form of the player's class information. The method of expressing the class capital Φ is as long as it is a representation of the relationship between the title and the rank, and any method can be used. Further, the invention of claim 13 is characterized in that, in the game system according to any one of the items 1 to 12, at least the point adding means is provided to the common point management device; The point information output means of each of the game devices writes the movable type in a state in which the point information is associated with the player identification information received by the player identification information receiving means and the device identification information of the game device. The memory/media player; the point adding means of the common point management device reads the point information written to the portable memory medium from the portable storage medium, and accumulates the added information to the point information Corresponding to each device identification information. In the game system, when the point information output from each game device is delivered to the common point management device, a communication network capable of data communication is not required. Therefore, it is also possible to connect the game devices and the common point management device without using the communication network. Further, the invention of claim No. I4 is a common point management device -17-201008616, which is based on point information outputted by a plurality of game devices that control the game from games having different game contents. Common point number, a common point management device managed according to each player identification information, which has the following features: a point information memory means, based on a player identification information, and a memory and device identification information of each game device are separately established Linked point information; common point information memory means, is a common point information that is associated with each player's identification information; points are specified by means of memory, according to the device identification information of each game device, memory plural points The number of information is obtained by means of receiving the point information output from each game device and the player identification information and device identification information associated with the game device; the point adding means is indicated by the point information received by the information receiving means The number of points, which is the point information of the player identification information corresponding to the point information. In the state in which the device identification information is associated, the points are added to the points of the information stored in the point information memory means; the common point adding means is each player identification information stored in the information memory means of the point Each device identification information corresponds to the number of points indicated by the point information, and reaches the number of points corresponding to the device identification information stored in the aforementioned point number 値 memory means, and is established with the player identification information. In the state of association, the number of common points added is added to the common point of the common point information stored in the common point information memory means; and the individual processing means are stored in the respective common point information memory means The number of common points indicated by the common point information is performed for individual processing of the player specified by the corresponding player identification information; and the plurality of points specifying the device identification information of the memory means are stored in the number of points, The number of points required to reach the next point in -18- 201008616 is larger or smaller. Mode 'by the device identification information to each set. In the common point management device, a plurality of game devices each having a game control means for controlling games having different game contents are operated in concert, and a player who wants to receive individual processing for obtaining a common number of points can prompt the player Play games that are not too popular or too popular. And 'even if you don’t want to play, you don’t play too much or don’t like the game device. • The player’s share of the common points will have a new sense of purpose to increase the number of common points, and it is highly expected to be more common. The game device of the point is used for play. Further, the invention of claim 15 is a common point management device which is a common point number of point information outputted by a plurality of game devices which are controlled by a game having a game control device having different game contents. A common point management device that manages each player identification information is characterized by: a point information memory means, which is based on a player's knowledge of the Φ, and the device is associated with the device identification information of each game device. Point information; common point information memory means, is a common point information that is associated with each player's identification information; points are defined as memory means, according to the device identification information of each game device, the memory plural points regulations资讯; information acquisition means is to receive the point information output from each game device and the player identification information and device identification information associated with it; the point addition means is the point indicated by the point information received by the information receiving means Number, the device knowledge corresponding to the point information of the player identification information corresponding to the point information In the state where the information is connected, the points added to the point information of the number of information memory means in the previous -19-201008616; the common point plus means are used for each of the information memory means stored in the point The number of points indicated by the point information corresponding to each device identification information of the player identification information reaches the number of points corresponding to the device identification information stored in the above-mentioned points and memory means, and is in any case with the player In the state in which the identification information is associated, the number of common points is added to the common point of the common point information stored in the common point information memory means; the individual processing means are stored in the common point information memory means The number of common points indicated by the common point information is used for individual processing of the player specified by the corresponding player identification information; and the change operation accepting means accepts the memory means for changing the memory specified in the above points. The number of points specified by the change operation; and the number of points specified by the means of change are based on the means of acceptance of the change operation The content of the operation change, change memory points to the aforementioned points specified Zhi Zhi memory means of the provision. In the common point management device, a plurality of game devices each having a game control means for controlling a game having different game contents are combined to perform 'a player who wants to receive individual processing for obtaining a common number of points' On average, play various game devices, or continue to play on specific game devices, etc. 'Control the overall player's play style. Moreover, even if a player who does not want to play a game device that is not too playable or a favorite game device, "a new purpose consciousness that increases the number of common points" is obtained among the common points, and it is highly expected that it is easier to obtain a common point. The effect of the number of game devices for play. Further, the invention of claim 16 is a common point management device -20-201008616, which is based on point information outputted by a plurality of game devices that control the game from games having different game contents. The common point number 'common point management device managed by each player identification information' is characterized by: a point information memory means, which is associated with device identification information of each game device by means of a player identification information Point information; common point information memory means, is a common point information that is associated with each player's identification information; the number of points is determined by the means of 亿 亿, φ is based on the device identification information of each game device, memory plural The number of points is 値; the means of receiving information is obtained from the point information output from each game device and the player identification information and device identification information associated with it; the point adding means is the point information information received by the information receiving means The number of points indicated is the same as the point information of the player identification information corresponding to the point information. In the state in which the device identification information is associated, the points are added to the points of the information stored in the point information memory means; the common point adding means is each player identification information stored in the information memory means of the point The number of points indicated by the point information corresponding to each device identification information of Φ reaches the number of points corresponding to the device identification information stored in the above-mentioned points and memory means, and is identified with the player. In the state of establishing association, the number of common points is added to the common point of the common point information stored in the common point information memory means; the individual processing means are stored in the common point information memory means The number of common points indicated by the common point information is performed for individual processing of the player specified by the corresponding player identification information; the point specification processing means is for each player identification stored in the aforementioned point information memory means Information - 21 - 201008616 Set the number of points indicated by the information corresponding to the information, and reach the memory The number of points specifies that the number of points specified by the device identification information of the memory means is reduced, and the number of points specified by the at least one device identification information other than the device identification information is reduced. Specify the handling of defects. In the common point management device, a plurality of game devices each having a game control means for controlling a game in which the game contents are different from each other are operated in concert, and a game A who wants to receive individual processing for obtaining a common number of points can promote It is a play of game devices that are not too playable or too popular. Moreover, even if a player who does not want to play a game device that is not too playful or a favorite game device has a new purpose awareness of increasing the common point among the common points, it is highly expected that it is easier to obtain a common point. The effect of the number of game devices for play. [Effects of the Invention] According to the present invention, it is possible to obtain a play that is not forced to play in a game device that is not too playable or less popular, and even in such a game device, the opportunity for the user to play is effectively increased, and Many users know the excellent effects of the fun of their game devices. [Embodiment] [Embodiment 1] Hereinafter, the present invention is applied to a -22-201008616 3 type token of a casino game machine (business game device) which is a game device having a plurality of different game contents. An embodiment of the game system and the game system constituted by the shop terminal unit and the management server that are communicably connected to the subject notification device (hereinafter referred to as "the first embodiment") will be described. [System Strategy] First, a description will be given of the structure of the entire game system according to the present embodiment. Fig. 1 is a schematic diagram showing the overall configuration of the game system according to the present embodiment. Three types of token game machines 1 000, 2000, and 3000 constituting the game system are game machines having different hardware pieces. In the present embodiment, the token game machines 1〇〇〇, 2000, and 3 000 are installed in a game facility such as the same game center, and are connected to the store of the store via a LAN (Local Area Network) which is a high-speed communication network. Terminal unit 5000. The management server 4000 is connected to the store terminal unit of each store via a WAN (Wide Area Network) which is a low-speed communication network. The management server 4000 communicates with each of the token game machines 1, 2000, and 3000, and performs data communication with the shop terminal unit that performs system management of the entire store, and manages the entire game system. Further, in the present embodiment, a game system including a plurality of stores will be described as 'but' even in a game system in a single store. Next, the structure and operation of each token game machine Μ00, 2000, 3000 will be described separately -23- 201008616 [horse racing machine 1 000] token game machine 1 000 series horse racing machine. In this horse racing machine 1000, one or more players predict the number of horse races to be played in this horse racing machine, and in the prediction guess, the token payment in accordance with the odds of the ranking is acceptable. Fig. 2 is an external view showing an example of a horse racing machine 1000. The horse racing machine 1 000 includes a field portion 10 02 provided to the center portion and a plurality of game stations 1010 provided to surround the field portion 1002. The field portion 1 002 is provided with a field surface 1 004 for simulating the moving surface of the racecourse of the racetrack of the race gate 1 003 of the model, and is used in the field 10 0 04. The plural model horse is used to compete. Further, a plurality of speakers 1005 for playing a live game and a cheering are arranged around the field portion 1 002. Further, a display unit 1 006 for displaying various kinds of information, an illumination device 1007 for illuminating the field portion 102, and an imaging means for imaging the field portion 1003 are disposed above the field portion 1A2. Camera 1 009. The display unit 1006, the illumination device 1007, and the camera 1009 are supported by the support columns 1〇〇8. The speaker 1〇〇5 and the illumination device 1007 function as a performance means of the horse racing machine 1〇0〇. The game station 1010 is provided with a display 1011 for displaying a game screen corresponding to the game, and a display for superimposing the display 1011. The touch panel 1012. When the player follows the instruction of the game screen and touches the predetermined position of the game screen displayed on the display 1011, the position is detected by the touch panel 1012 -24 08186, and the player's operation is recognized in the horse racing machine 1 0 00. content. Further, the game station 1010 is provided with a token input unit 1013 for the token to be inserted by the player, a token payout port 1014 for paying the token for the player, and an identification information for reading the card ID from the user card. The card reading face 1015 of the card reader of the means. In the horse racing machine 1 000, the competition of the same name as the actual central horse is performed in order according to the predetermined cycle. As a competition for the year 1 φ, there are about 60 games to be prepared, and in each game, it is ensured that the time for the following tokens is used (that is, the time for purchasing the vouchers), the time for the competition by the model horse, The time used to display the results of the match. The player can freely purchase the vouchers by predicting the position in each game. The purchase of the voucher is carried out by betting on the token. If the purchased voucher matches the result of the match, the token in accordance with the number of bets and the odds of the token will be paid as a reward. In addition, the player uses his or her own user card to develop his own race horse horn (holding a horse) and participate in the competition. Specifically, the player selects a favorite race horse character from the prepared plurality of race horse characters and pays a predetermined number of tokens to obtain the race horse character. Then, the player is trained (training) to improve the ability to obtain the character of the race horse, and can be bred into a race horse character. In addition, the role of the training horse can be used to participate in the game of the hope. In the horse racing game machine 1 000 of the present embodiment, the field portion 1 002 is formed with a field surface 1 004 ′ on its field surface 1 004, and a model for artificial turf simulating the actual horse field and a gate 1 〇 03 is provided. And as a mobile body -25- 201008616 model horse moves on its field face 1004. Fig. 3 is a block diagram showing the control block for integrating the main control unit for controlling the overall operation of the horse racing machine. Fig. 4 is a diagram showing a control block of the station control unit provided in each of the stations 1010. As shown in FIG. 3, the main control unit 1 1 00 disposed on the field side unit includes a main control unit 1 1 ο 1 and a movement control unit 1 1 02 for controlling the model horse of the field unit 1 002. Moving; lighting control device 1 1 03, controlling lighting device 1 007; audio control device 1 1 04, controlling joy and live playing by speaker 1005; SRAM 1105 and flash memory 1106, temporarily recording main control device 1101 The processed data; the ROM 11 07 is a program for storing the game and various databases; and the external communication device 1108 is used for data communication with an external device such as the shop terminal unit 5000 via the LAN. The main control unit 1101 is connected to the mobile control unit 1 102, the illumination control unit 101, the audio control unit 1104, the SRAM 1105, the flash memory 1106, the ROM 1107, the external communication unit 1108, and the camera 1009. In the ROM 1107, a mobile control program as a mobile control device for each model horse, a database of various materials for each horse used in the competition, and a schedule of the game are stored. As shown in FIG. 4, the game station control unit 1200 provided in each of the game stations 1010 includes a game station control device 1201, a token management device 1202 that manages payment of tokens, and the like; and RAM 1 203, which temporarily records players. The various types of information; and the card reader 12 04 are used as the identification information receiving means for reading the card ID from the user card inserted into the card reading surface 1015.游-26- 201008616 The station control device 1201 is connected to the token management I RAMI 203 and the card reader 1 204, respectively. Further, the game station 1201 is installed in the display 1011 1 〇 1 2 shown in Fig. 2 of the game station 1010, and detects each unit of the token input sensor or the like which is input via the token input unit 1 〇丨3. Further, as shown in Figs. 3 and 4, each of the game station 1010 devices 1201 is connected to the main control device 0 on the game machine main body side, and can perform necessary data communication. The main control unit 1 1 0 1 of the main control unit 1 1 00 is in order to faithfully present the actual horse racing game again, and according to each of the various materials, the movement of each model horse is changed according to each game = and then its movement control The content is determined to move the control content to move the control model horse before the start of the game. Specifically, the main control unit 1 1 0 1 of 1 1 00 sets the ranking of the game from the various parameters of the horses to be taken out, the state of the racecourse, and the like before the start of the game. In addition, the payment for the player's tokens is only the first and second places, so there is no need to decide the ranking of the game, as long as at least only the first and second horses are determined. The parameter moves in the way that it does not become the first. The parameters of each horse determined by the main control device 1 101 are sent to the mobile control device 1102. The shift 1102 of receiving the data from the main control unit 1 1 〇 1 performs movement control by executing the movement control for each horse recorded in a ROM (not shown). The mobile control program is implemented by the device 1202 and also connected to the touch panel. The unillustrated game station of the token is controlled 1101. When the game is held, the parameters of the horse's parameters are controlled, and the main control unit ROM1 107 reads the data and decides the relevant ranking. All of the horses: yes. At this time, the name and the second place ranking data, the motion control device: the program, and the mobile control -27- 201008616 device 1102 calculates the movement pattern of each horse from the parameters of each horse, and each model horse 1 06 0 complies with The control mode is sent to each control chip 1 022 in a manner that the mobile pattern is moved. Specifically, in order to generate a magnetic field in which each model horse 1 060 moves in accordance with the movement pattern of each horse, a control command is transmitted to each of the control wafers of the magnetic field generating substrates. Each control wafer 1 022 that receives the control command controls the current flowing through each coil, and causes the magnetic force of the S pole of the permanent magnet of each model horse 1 060 to be sequentially generated along the predetermined path of movement of each model horse 1060. Thereby, each model 1060 can be moved along a predetermined path of movement. As a result, each model 1060 that is moved and controlled by the mobile control device 1102 is engaged in a game on the play field. When the player uses the user card to play, the player inserts his/her own user card into the card reading surface 1015 before playing. Thereby, the card ID is read from the user card by the card reader 1204, and the card ID is stored in the SRAM 1 105 or the flash memory 1 106. In the SRAM1 1 05 or the flash memory 1106, information on the character of the race horse (horse name information, parameter data, performance information of the GI match, etc.) which is developed by the player to play the game is established with the card ID. The state of the association is remembered. In the game machine of the present horse game, when the player who plays the game using the user card ends the game, the game state data for restoring the game state at the end of the next game restart is associated with the player. The state in which the card ID is associated is saved by the store terminal unit. In the game state, the data contains information about the character of the race horse that the player has developed. Then, -28- 201008616, when the player continues to start the game again from the last time, inserts his user card into the card reading surface 1015 before playing, and downloads the card ID in the user card from the shop terminal unit. The game status data is stored and stored in SRAM 1 105 or flash memory 1106 to start the game again. [Ticker Game Machine 2000] φ Next, the token game machine 2000 will be described. The token game machine 2000 is a push coin game machine. Fig. 5 is an explanatory diagram for explaining the structure of the game station unit ST of the push coin game machine 2 000. The pusher game machine 2000 is provided with four accessory device parts SA so as to surround a central drawing device (not shown). Each of the accessory device units SA is provided with four game station units ST, and each player plays a game with each game station unit ST. Further, each of the accessory device units SA includes 0 pieces of accessory device drawing devices 2001, and each of the game station units ST is arranged side by side around the accessory device drawing device 2001. The game station unit ST mainly includes a token input mechanism (input unit) 2 100, a play field 25 00, a game station control unit (not shown), and a display unit 2700. In the game station unit ST, a token insertion mechanism 2100 is disposed on the upper side and the front side, and a display unit 2700' as a display means is disposed on the upper deep side, and a play field 2500 is disposed in the upper center. Here, the term "front side" refers to the side on which the player plays the game, and the term "deep side" means the opposite side to the side on which the player is playing, -29- 201008616 is called "central" Represents the area between the "front side" and "deep side" mentioned above. The token depositing institution 2100 is a structure for putting a token into the pusher game machine 2000 when the player plays a game. The tokens that have been put into the token-investing unit 2100 are transported to the lift bucket via the unillustrated token transfer path inside the casing of the game station unit ST, and are temporarily stored in the lift bucket. The lifting bucket has a token storage portion for storing the tokens, a lifting portion for raising the tokens to a predetermined height, and a token discharging portion for discharging the raised tokens by the timing machine ( Discharge part). Further, at the discharge port of the token discharge portion, a token discharge path 2400 for guiding the discharged tokens to the play field 2500 can be provided to be shaken left and right. The upper end of the lift portion is disposed above the play field 2500. Therefore, the token discharge portion provided at the upper end of the lift portion is also disposed above the play field 2500. Therefore, the tokens temporarily accumulated in the token storage portion set under the play field 25 00 are lifted up to a position higher than the play field 2500, and then passed through the token discharge section. The coin discharge path 2400 is emitted to the play field 2500. In the play field 2500, a main tray 2501 as a token loading table for storing the tokens, and a pushing portion 2510 as a token pushing member placed on the main tray 2501 are mainly provided. The pushing unit 2510 has an upper surface on which the tokens are stored (this is referred to as a sub-tray), a tilting table that slides the tokens dropped from the sub-tray, and the advancement is stored in the main tray 2 50 1 The wall of the tokens. Further, the pushing portion 2510 is slidably provided on the main table 2501 of the play field 2500, and performs the 201008616 sliding motion at a fixed cycle or an arbitrary cycle. A part (deep side) of the pushing portion 25 1 0 accommodates a storage portion which will be described later, which is provided below the display portion 2700. The pushing portion 251 is slid in such a manner as to be slid in and out of the accommodating portion, and is reciprocated in the front and rear. The sub-panel is slidably abutted against the frame member of the display unit 2700. Therefore, when the pushing portion 2 5 1 0 moves in the direction of being stored in the storage portion, the token member on the sub-tray is pushed by the frame member. With this advancement, a portion of the tokens on the sub-platform will fall to the tilting table. A portion of the token of φ falling from the sub-platform enters an opening portion (referred to as a chuck) which is provided as a token passage opening on the inclined table. Further, the remaining tokens are directly dropped onto the main tray 2501 and stored on the main tray 2501. The tokens on the main pallet 25 01 are the same as the tokens on the secondary pallets, and are advanced by the sliding motion of the pushing portion 2510. In other words, since the pushing portion 2510 is placed on the main table 2501 without a gap, when the pushing portion 2510 moves in the direction of being carried out from the housing portion 720, the pushing portion 2510 is pushed by the pushing wall in front of the pushing portion 2510. The token on the main tray 2501. With this push, a portion of the tokens on the main tray 250 1 will fall. In the falling token, the token that is dropped from the player's side (this is called the front end) is paid to the player, and the other tokens, for example, from both sides of the main tray 2501 (this is called the side) The side end) is a predetermined storage unit stored in the game station unit ST. In addition, as shown in Fig. 5, the game station unit ST has a ball input mechanism 2800 at least on one side. The ball input mechanism 2800 is configured to put the ball Β1 and Β2, which are spherical objects of a shaped object, which will be described later, into the play field 2500, and has a ball input ramp 2 801 and a ball input position pumping -31 - 201008616 Mechanism 2810. Further, the balls Bl and B2 are used to perform a drawing object selected for the bingo game described later. The ball input ramp 2801 is a structure for guiding the balls B1, B2 thrown from the ball carrier 25 20 described later to the ball input position drawing mechanism 2810 by gravity. So, for the slope that slopes down. Further, the ball input position drawing mechanism 2810 is configured to select the position of the position on the play field 2500 of the balls Bl and B2. In this way, the balls B1 and B2 which are thrown into the game station unit ST from the ball carrier 2520 which will be described later are put into the play field 2500 via the ball input ramp 2801 and the ball input position drawing mechanism 2810. Further, as shown in Fig. 5, the game station unit ST has a ball transport mechanism 2900 at least on one side. The ball transport mechanism 2900 is configured to transport the balls B1 and B2 to an accessory device when the balls B1 and B2 are dropped from the main table 250 1 of the play field 25 00 to the token drop groove provided on the front side thereof. The structure of the device 2001 includes a ball transport path (not shown), a ball transport unit 2910, and a ball transport unit travel ramp 2901. The ball transport path is provided below the front end of the main table 2501, and the balls Bi and B2 dropped from the front end thereof are guided to the ball transport unit 2910. The ball transport unit 2910 is a structure for transporting the balls B1 and B2 received via the ball transport path to the accessory device drawing device 2001. The ball transport unit 29 is controlled by the control unit of the game station unit ST. 1. Further, the balls Bl and B2 carried to the accessory device drawing device 2001 are delivered to the ball carrier 2520. Further, the 'game station unit ST system has a token payment mechanism 203 〇, and uses the token payment mechanism to drive the token to the same amount as the token from the front end of the main tray 25〇1 to the token drop groove. It is discharged to the storage unit 2101 of the input mechanism 2100 of the token 201008616. Next, the control system of the push coin game machine 2000 will be described. Fig. 6 is a block diagram showing the main configuration of the game control system of the push coin game machine 2000. In addition, this block diagram omits the structure for driving the drive control system of each part in response to the progress of the game for convenience of explanation. The structure of the game control system of the push coin game machine 2000 is mainly composed of the control unit 2600 of the game station unit ST, the φ control unit 260 of the accessory device drawing device 200 1 , and the control unit 2620 of the center drawing device 2002. The control unit 2600 of the game station unit ST mainly controls the entire slot game and the bingo game to be described later, and the control unit 2610 of the accessory device lottery device 2001 mainly controls the physical drawing of the bingo game and the ball Bl, In the transfer control of B2, the control unit 2620 of the central drawing device 2002 mainly serves as the control of the jackpot lottery described later and the overall control of the pusher game machine 200. The control unit 2600 of the station portion ST is mainly composed of a control device 2601 φ, a ROM 2602, a RAM 2603, a communication device 2604, and a card reader 26 05 as a means for identifying information. The control device 2601 executes various programs that are recorded in the ROM 2602 and performs various controls. The r〇M2602 stores an execution program of various controls to be performed by the control unit 2600 of the station portion ST. RAM2603 is a person who temporarily memorizes various materials or information. The communication device 2604 is for performing a data communication with the control unit 2610 of the accessory device drawing device 2001. The card reader 2605 reads the card ID from the user card held by the user. Further, although not shown, the game station unit ST is provided with performance means such as a speaker for various performances and illumination - 33 - 201008616 devices, and the control device 260 1 controls the performance means and performs various performances. The control unit 2610 of the accessory device drawing device 2001 is mainly composed of a control device 2611, a ROM 2612, a RAM 2613, a game station side communication device 26 14 and a center side communication device 2615. The control unit 2611 executes various programs stored in the ROM 2612 and performs various controls. The ROM 2612 stores an execution program or the like for various controls to be performed by the control unit 2610 of the accessory device drawing device 2001. RAM2613 is a temporary memory of various materials or information. The game station side communication device 26 1 4 is for performing a data communication between the control unit 2600 and each of the game station units ST belonging to the accessory device unit SA. The central side communication device 26 1 5 is for performing data communication with the control unit 2620 of the central drawing device 2002. Further, although not shown, the accessory device unit SA is provided with performance means such as a speaker and an illumination device for various performances, and the control device 26 1 1 controls the performance means and performs various performances. The control unit 2620 of the central drawing device 2002 is mainly composed of a control device 2621, a ROM 2622, a RAM 2623, a communication device 2624, and an external communication device 2625. The control device 2621 executes various programs stored in the ROM 2622 and performs various controls. The ROM 2622 stores an execution method of various controls to be performed by the control unit 2620 of the central drawing device 2002. RAM2623 is a person who temporarily memorizes various materials or information. The communication device 2624 is for performing data communication with the control unit 2610 of each accessory device unit SA. The external communication device 2625 is configured to communicate with an external device such as the shop terminal unit 5000 via a LAN. Further, although not shown, the central drawing device 2002 is provided with performance means such as speakers and illumination devices for various performances, and the control device 2621 controls the performance means and performs various performances. In the above configuration, in the push-pull game machine 2000, in addition to the push-pull game, the display unit 2700 displays the slot game game screen as shown in FIG. 2700 The bingo game screen is displayed as shown in FIG. In the 0 push coin game machine 2000, the single lottery lottery using the central drawing device 2002 is also performed. Further, the display unit 2700 also displays the number of individual accumulated tokens indicating the number of payouts for the single lottery lottery described later. The slot machine game is a digital lottery game for digitally selecting the control unit 2600 of the game station department. The start condition of the slot machine game is that either the token is entered into any of the chucks of the tilting table provided in the pushing portion 2510. In the display unit 2700, when the bingo game to be described later is not performed, the game screen for the slot machine shown in FIG. 7 is displayed, and when the token μ φ enters any of the chucks to reach the start condition of the slot machine lottery, The control unit 2 60 0 performs display control for rotating the three dice-like slot machines DS. In the digital lottery of the slot machine game, the control department will execute the selected selection program and compare the generated random number to the selected table to decide whether to win any prize or lose the election. After that, when the winning prize is determined, the control unit 2600 performs display control for stopping the rotation of the three dice-like slot machines DS so that the combination of the patterns of the winning prizes is stopped and displayed on the display unit 2700. In this embodiment, as a digital lottery, the following -35-201008616 are prepared: small award A, which supplies 3 tokens to the play field 2500; small award B, which supplies 8 tokens to Play field 2 5 00; the ball is awarded for the award, the ball B1 is supplied to the play field 2 5 00; usually the award award 'send 30 tokens to the play field 2 5 00; the award award is awarded 30 tokens are supplied to the play field 2500, and the subsequent digits are selected using the election schedule with the higher probability of being selected; the direct accessory award is to directly supply the ball B1 to the accessory device selection device 2001; the direct central award The ball B1 is directly supplied to the central drawing device 2002. The probability of winning each prize is set in such a way as to decrease in this order. Furthermore, which kind of awards are prepared, and which awards are set to be arbitrary. For example, it is also possible to directly pay the player a token, etc., in order to give the player various benefits. Then, when the prizes are selected, the control unit 2601 of the station portion ST controls the speaker, the lighting device, and the like to perform an individual performance in order to pick up the climax. The bingo game is a physical drawing game by using physical sorting of the two types of balls 1, 2 and the accessory device drawing device 2001, by the control unit 2610 of the accessory device drawing device 2001 and the control portion 2600 of the station portion ST. Come on. Further, in the bingo game, the control unit 2610 of the accessory device drawing device 200 1 mainly controls the selection of the elected bingo number for determining the bingo game, and belongs to each game including the accessory device portion SA of the accessory device drawing device 2001. The control unit 2600 of the station unit ST mainly controls the performance of the bingo game and the determination of the establishment of the bingo. In the present embodiment, by moving the balls B1 and Β2 in the attached device drawing device 2001, it is selected from the plural bingo numbers (sampling objects) different from each other - 36 - 201008616 1 selected bingo number (elected object) Physical selection. In the physical drawing of this embodiment, one bingo number is selected from the bingo numbers of "1" to "9". Then, for example, the control unit 2600 which is the arrangement information generating means of the station portion ST is used to individually generate the bingo numbers of the "1" to "9" binomial numbers arranged in a matrix in accordance with each game station unit ST. Arrange information. Then, the image of the bingo number of "1" to "9" (the image of the drawing object) is displayed on the display unit of each game station unit ST as shown in Fig. 8 in accordance with the arrangement information. 2700. Then, when the bingo is established, the control device 206 of the game station unit ST and the control device 2611 of the accessory device unit SA control individual speakers, lighting devices, and the like, and perform individual performances for picking up the climax. The single lottery lottery is obtained after the ball Bl and B2 are reached and the single lottery lottery of the central drawing device 2002 is selected in the physical drawing of the accessory device drawing device 200 1 in the bingo game described above. The prize point, or the control device 262 1 of the control unit 2 620 of the central drawing device 2002 is executed in the ROM 2622 when the above-mentioned slot machine game is elected as one of the direct central awards. The single color gold execution program, and began a single lottery lottery. Then, in the central drawing device 2 002, by moving the ball B1, it is determined whether the physical lottery is selected or the physical selection of the winning (including the status of the prize other than the winning single prize). Then, when the single color prize is elected, the control device 262 1 of the central drawing device 2 00 2 controls the speaker, the lighting device, and the like, and performs individual performances for the climax of the single color prize. In addition, when the single color prize is elected, the control device 262 1 reads the single Jp storage number data of the payment amount data from -37-201008616 RAM2623, and performs the counting for the data. A plurality of tokens are supplied to the play field 2500 of the game station unit ST which has reached the start condition of the lottery lottery. At this time, the control device 2621 outputs the token supply command to the control device 2601 of the control unit 2600 of the game station unit ST, and under the control of the control device 260 1 , the same method as the normal token supply process is used. It is also possible to supply to the play field 2500. However, the number of tokens to be supplied when the single prize is awarded is based on the fact that when the number of pieces of the JP storage is reset to the initial number (for example, 500 pieces), the cumulative addition is equivalent to all the station sections. ST's token is the number of pieces in one part of the number (for example, 0. 03 pieces), so the number will be quite large. Therefore, in addition to the token supply processing, it is also possible to use the processing of the sole token supply mechanism. At this time, it is also suitable as a performance when the single prize gold medal is won. Further, when the single color prize is selected, the control device 2621 resets the single JP storage count data stored in the RAM 2623 to the initial frame. When the player plays in the push coin game machine 2000, the user inserts the user card into a card reading surface (not shown) before playing. Thereby, the card id is read from the user card by the card reader 2605, and the card ID is memorized in the RAM 2603. In this RAM2603, the player's game information in this push coin game machine 2 (accumulated token input, the prize selected in the slot machine game, the number of bingo establishment in the bingo game and the single prize gold medal) The number of times, etc.) is memorized in a state in which it is associated with its card ID. Then, when the player who plays the game using the user card ends the game, the game information stored in the RAM 2603 is associated with the card ID, and -38-201008616 is stored by the store terminal unit. When the player inserts his or her user card into the card reading surface before the next play, the game information corresponding to the card ID in the user card is downloaded from the store terminal unit, and the data is recorded in the RAM 2603. The result of the play in the game will be traced to the game information [Slots Game Machine 3 000] φ Next, the token game machine 3000 will be described. The token game machine 3 00 0 is a slot machine game machine. Fig. 9 is a perspective view showing the appearance of the slot machine game machine 3000 of the present embodiment. The slot machine game machine 3 000 has a box-shaped frame 3002' that is detachably attached to the front panel 30 03 on the front side of the frame 3002. The front panel 3003 is provided with a display window 3004 for displaying a part of the variable display unit to be described later, a token input port 3 005, a start button 3 006 for starting the operation device, a dice display window 3007, and a token clearing. A button 3 008, a speaker 3 009, a token receiving tray 3010 having a token payout port 3010a, a performance panel 3011, a card reading surface 3013a, a counter display portion 3014, a BET operation portion 3015, and the like. The speaker 3009 and the performance panel 3011 function as a performance means of the Mitsubishi game machine 300. Also, in the performance panel 3〇〗 ι is not a variety of information. A reel in which three variable display portions of a plurality of patterns are printed on the outer peripheral surface is incorporated in the inside of the casing 3002. 3 reels (hereinafter referred to as "left reel", "middle reel", "right reel"), respectively, 39-201008616 by a reel drive motor (not shown) constructed by a stepping motor . Also, in these reels, a plurality of patterns such as "white 7", "blue 7", "green 7", "red 7", "cherry", and "blank" are printed in the order specified. . Further, in the present embodiment, the "blank" pattern does not constitute a pattern of any prize. Further, a main control circuit board in which an electronic circuit is formed by various CPUs and other electronic components of the ROM, a token payment device having a token supply bucket for accommodating a plurality of tokens, and an internal speaker are incorporated. .  Figure 10 is a detailed front view showing a portion of the front panel 3003. The pattern of about 3 grids of the predetermined rotational position of each reel is visually confirmed by the player through the display window 3004. In the display window 3004, five winning links IL are depicted in such a manner as to cover all the reels. On the award-winning links IL, when the combination of the award-related patterns of the pre-defined prize group is prepared (hereinafter, simply referred to as "the prize is ready"), the player token will be paid to the token. It can withstand the disk 3010, or be converted into a game price during a special game that can be used for a special game. Further, in the slot machine game machine 3000 of the present embodiment, five winning links IL are provided, but the number of bonus lines is less than or greater than the number of bonus lines. Further, the winning connection system is not identifiable by the CPU 17a which will be described later by the slot machine game machine by the player who can visually recognize the player. The count display unit 3014 includes a token display 3014a, a bonus count display unit 3014b, a token payment number display 3014c, and the like. Further, the BET operation unit 3015 is composed of two buttons of a 1BET button 3015a and a maximum BET button 3015b. 201008616 Figure 11 is a control block diagram of the main construction of the slot machine game machine 3000. The main control unit 3100 of the slot machine game machine 3100 includes a control device 3101, a reel control device 3102 for driving control of three reels, and a memory device 3 103, which is a program for storing various programs and various kinds of games. The display control device 3104 performs display control of the count display unit 3 014; the illumination control device 3105 controls illumination of the performance panel φ 3 0 1 1; and the audio control device 3 1 06 controls the slave speaker 3 009 The outputted audio; and the external communication device 3107 is used for data communication with an external device such as the shop terminal unit 5000 via the LAN. The main control device 1101 is connected to the token input sensor 3022 in addition to the devices, and is a card reader 33013, BET as an identification information receiving means for reading the card ID from the user card inserted into the card reading surface 3013a. The operation unit 3 0 1 5, the token payment device 3 0 1 8 and the like. Next, the flow of the game of the slot machine game 3000 will be described. Before playing the game, first of all, as the player prepares, the token must be put into the token input port 30 05. When the player token is put into the token entrance 3 005, the token is dropped to the token supply bucket through a path not shown. The access channel is provided with a drop that is smaller than the prescribed token for returning to the token payment port 3 0 1 0 a, to prevent the passage of the token and return it to the token payment port. 3010a or a token-suppressing solenoid valve that allows a token to pass, a token sensor 3 022 or the like formed of a photosensor for detecting one of the tokens passed through. The token detection signal output from the sensor 3022 is sent to the control device 3 1 0 1 of the main control unit 3 1 00. In response to this, the control device 3 1 0 1 performs the control for increasing the number of display counts by the number-of-digits display 3014a by the display control unit 3104, and increases the number of pieces of the number of shares stored in the memory device 3103 by one. . Usually, a plurality of tokens are invested once, so that the number of tokens is increased to some extent. Then, when the player operates the BET operation unit 3 0 1 5 to perform the bet operation, the control device 3 1 0 1 performs the purpose of reducing the number of credits stored in the memory device 3 1 03 by only a few bets. At the same time, the display count of the divisor display 3014a is reduced to only control the number of bets. Further, the control device 3 1 0 1 recognizes that the winning connection line IL is valid in response to the number of bets placed. In addition, if the prize is not available on the valid award-winning line IL, the prize will not be awarded even if it is not valid. When the player operates the start button 3006, the control device 3101 functions as a start command accepting means by executing the start command accepting program stored in the memory device 3103, and accepts the change display start command from the start button 3 00 6 . The control device 3101 that accepts the change display start command first starts the rotational driving of all the reels by the reel control device 3102. Further, the control device 3101 that accepts the change display start command uses the prize group lottery program stored in the memory device 3 103 as a decision to select one of the plural prize groups or not to select one of the prizes. The group's selection of internal selection means, and internal selection. The internal lottery is performed in comparison with the random number data sent from the random number generating circuit and the prize group drawing table recorded in the memory device 3103. The prize group selection table -42- 201008616 is to associate each of the random numbers with the winners or the winners. In this way, the association is established, and any prize group will be elected at the determined probability, and the election will occur at the determined probability. The rotational position of the reel that starts the rotational drive is detected by the reel position not shown. Then, the reel control unit 301 calculates the rotational speed of the reel based on the output signals from the respective reel position sensors. When the rotational speed of the reel is stabilized, the reel control device 3102 can recognize the position of each pattern on each reel based on the output signal from each reel position sensor. Then, the control device 3 1 0 1 executes the stop control program stored in the memory device 3 1 03, and according to the drawing result of the internal drawing, the combination of the patterns determined on the winning line stops displaying, and is controlled by the reel. The device 3102 performs stop control of the reel. Specifically, when one of the prize groups is selected by the internal lottery, the stop control is performed in such a manner that the pattern combination corresponding to the prize of the selected prize group is stopped and displayed on the winning link IL. On the other hand, if the selection is not selected by the internal lottery, the stop control is performed such that the combination of the patterns that do not correspond to any of the prize groups is stopped and displayed on the winning link IL. In the normal game, an internal lottery is performed using a prize group drawing table corresponding to the usual game. In the internal selection of the regular game, the winners can be selected with the following token payment awards, etc.: the cherry prize corresponding to the cherry award consisting of "cherry _ ANY (don't care) ANY (unrelated pattern)"; As the "ANY7 (unrelated to the "7" color - ANY7 (unrelated to the "7" color - ANY7 (unrelated to the "7" color), the AN Y7 award of the AN Y7 award consisting of the "7" of the plural color; The White 7 Award for the White 7 Award consisting of "White 7 - White 7 - 43 - 201008616 One White 7"; corresponding to the Blue 7 Award for the Blue 7 Award consisting of "Blue 7 - Blue 7 - Blue 7"; The Green 7 Award for the Green 7 Award consisting of "Green 7-Green 7 - Green 7"; and the Red 7 Award for the Red 7 Award consisting of "Red 7 - Red 7 - Red 7". When any one of the token payment awards is selected and the prize corresponding to the award is provided on the winning connection 1L, the control device 3101 causes the token display portion 3014c of the count display portion 3014 to display the prize corresponding to the prize. The tokens are paid in the number of tokens. Then, the control device 3101 performs token payment processing in accordance with the number of prizes awarded. The control device 3101 performs the number of pieces of the number stored in the memory device 3 1 03, and increases the number of copies of the token, and increases the token amount of the token display 3014a by only the token payment. When the upper limit of the token amount is exceeded, the token is paid from the token payout slot 3010a to the token accepting tray 3010 for the excess amount by the token payment device 3018. In the order of the above-mentioned prize group, the number of coins to be paid will increase. When the player plays the game in the slot machine, the player inserts the user card into the card reading surface 3013a before playing. The card ID is read from the user card by the card reader 3013, and the card ID is stored in the memory device 3103. The memory device 3103, the player's play information in the slot machine game machine 3 000 (The cumulative token input number, the number of red 7 awards, etc.) is memorized in the state associated with the card ID. Then, when the player who uses the user card to play the game ends the game, it is memorized in the memory device 3103. The game information is stored in the store terminal unit in the state of being associated with its card ID. The player inserts his or her user card into the card reading surface 3013a before the next play -44- 201008616, and the card ID in the user card The corresponding play information is downloaded from the store terminal unit, and the data is stored in the memory device 3103, and the play result in the play is added to the play information. Fig. 12 is performed together with each store terminal unit 50 00 Control block diagram φ of the management server 4000 for controlling the token racing event to be described later. The management server 4000 is mainly composed of a control device 4001, a memory device 4002, and an external communication device 4003. The memory device 4002 remembers various control programs. The external communication device 4003 is configured to communicate with an external device such as the store terminal unit 5000 of each store via the WAN. Fig. 13 is an external view of a shop server terminal unit 5000 for performing data communication between the management server 4000 and each of the token game machines of the store while managing the system in each store. φ Figure 1 is a control block diagram of the shop terminal unit. The shop terminal unit 5000 is mainly composed of a control device 5001, a memory device 5002 as a memory means, an external communication device 5003, an in-store communication device 5004, a display device 5005, a touch panel 5006 as an operation accepting means, and a card reading. The machine 5007 and the token payment device 5008 are configured. The memory device 5 002 system has various control programs. The external communication device 5 003 is used to communicate data with an external device such as the management server 4000 via the WAN. The external communication device 5003 is configured to communicate with each of the token game machines 1000, 2000, 3000, etc. via the LAN -45-201008616. The display device 5005 is for displaying various information persons. The touch panel 5006 is for accepting user operators. The card reader 5007 reads the card ID from the user card held by the user. The token payment device 5〇〇8 is used to pay the token from the token payment port 5008a. Next, a description will be given for the token contest event of the feature portion of the present invention. Fig. 15 is a functional block diagram of the shop terminal unit 5 000 and the token game machine for managing the token competition event of the embodiment. Furthermore, since the functional block diagrams of the token game machines 1000, 2000, and 3 000 related to the token competition event are the same, only one token game machine 1000 is described here. The token game machine 1000, 2000, and 3000 are provided with a game progress control unit 6001 as a game control means, an ID acquisition unit 6002 as a player identification information acquisition means, and a token acquisition number calculation unit 6003 as a point calculation means. The token obtaining information output unit 6 0 0 4 as the point information output means. The game progress control unit 600 1 is mainly configured by the control devices 1101, 1201, 2601, 2621, and 3101 of the token game machines, and controls the progress of the game of each of the token game machines. The ID receiving unit 6002 is constituted by the card readers 1204, 2605, and 3013 of the token gaming machines, and the card ID that is the player identification information is read from the user card. The token obtaining number calculation unit 6003 is mainly composed of the control devices 1201, 2601, 2611, 2621, and 3101 of the token gaming machines, and is calculated as a game by the id receiving the card ID of the -600-201008616 taking unit 6002 as a condition. The control unit 6001 performs the number of token acquisitions (the number of token payments) of the points related to the game being controlled. The token acquisition number information indicating the calculated token acquisition amount is stored in the token devices 1 203, 2603, 2613, 2 623, and 3103 of the token game machines. In addition, in this embodiment, since all the game machines participating in the token contest event are token machines, the number of tokens used as points is used, but the number of tokens can be used as tokens. When the game machine of the competition event φ includes a game machine for money, the number of coins to be used for the game machine for the currency, the number of inputs of the currency at the start of the game, the number of game play times, the number of times the game start button is pressed, and the game are in play. Information such as the number of times the operating device is operated can be performed. In addition, in response to the game content of the game machine, for example, the score, the number of points, the number of acquisitions of the currency in the virtual game space, the number of acquisitions of the specific item, and the information for obtaining the specific item are used as points. Can also be used. It is desirable to use as a number of points, and the number of points that increase the possibility of playing on the game machine is used as the number of points. In addition, the number of points is different depending on each game machine. The number of information acquisition units 6004 is mainly composed of communication devices 1108, 2625, and 3107 of the token game machines, and the memory is represented. The token obtaining information of the tokens of the memory devices 1203, 2603, 2613, 2623, and 3103 is associated with the card ID received by the ID receiving unit 6002 and the gaming machine ID as its own device identification information. The next 'output to the store terminal unit 5000. In addition, instead of using such a point information output means, or in combination with it, the credit information obtained by the token is recorded to the user card in a state associated with the card-47-201008616 piece ID and the game machine ID. The structure of the output can also be. At this time, the token obtaining information in the user card is read by the store terminal unit 5000 with the card ID and the game machine ID, and the store terminal unit 500 00 can be associated with the card ID and the game ID. Tokens get a lot of information. On the other hand, the shop terminal unit 5000 has a token acquisition number storage unit 5101 as a point number memory means, an asterisk acquisition number storage unit 5 1 02 as a common point information retrieval means, and a number of points as a memory segment. The token is defined by the memory unit 5103, the communication 5 1 as the information acquisition means, the token acquisition number addition unit 5丨〇5 as the point addition means, and the asterisk acquisition number addition unit 5 1 as the common point addition means. 06. A reward token payment processing unit 5107 as an individual means. The token acquisition number memory unit 5 1 0 1 is mainly composed of the memory device 5 〇〇 2, and each of the card IDs is stored, and the token acquisition information associated with the game IDs of the token machines is memorized. The asterisk obtaining number memory unit 5102 is mainly composed of the memory device 5 002, and memorizes the number information obtained as the common point number information associated with each card ID. The token specification 値 memory unit 5103 is mainly composed of a memory device 5〇〇2, and each game machine of each token game machine 1000, 2000, 3000 occupies a token number defined by a plurality of points. The communication unit 5104 is mainly composed of the in-store communication device 5004, and receives the token acquisition information output from the token output unit 6004 of each token game machine 1000, 2000, 3000 and establishes it.

方 得 機 訊 記 手 部 爲 處 構 機 構 星 構 ID 資 聯 201008616 之卡片ID及遊戲機ID。 代幣獲得數加算部5105係主要以控制裝置500 1所構 成,將通訊部5104受取之代幣獲得數資訊所示之代幣獲 得數,在與對應其之卡片ID的遊戲機ID建立關聯之狀態 下,加算至記憶於代幣獲得數記憶部5 1 0 1之代幣獲得數 資訊的代幣獲得數。 星號獲得數加算部5106係主要以控制裝置5001所構 0 成,每於記憶於代幣獲得數記憶部5101之各卡片ID的各 遊戲機ID分別對應之代幣獲得數資訊所示之代幣獲得數 ,到達記憶於代幣規定値記億部5 1 03之該遊戲機ID所對 應之複數代幣規定値任一時,在與該卡片ID建立關聯之 狀態下,將所定數星號加算至記憶於星號獲得數記憶部 5 1 02之星號獲得數資訊的星號獲得數。 獎勵代幣支付處理部5 1 07係主要以控制裝置500 1所 構成,因應記憶於星號獲得數記憶部5 1 02之各星號獲得 φ 數資訊所示之星號獲得數,作爲對於藉由對應之卡片ID 特定之玩家(使用者)的個別處理,進行用以支付獎勵代 幣的代幣支付處理。 圖16係揭示本實施形態之代幣競賽事件的處理之流 程的流程圖。 參加代幣競賽事件之使用者係首先到訪店舖終端單元 5000的設置場所,並將自己的使用者卡插入其讀卡機 5007的卡片讀取面5007a。於是,使用者卡內的卡片ID 被讀卡機5007讀取(S1)。此時,對使用者要求密碼輸 -49- 201008616 入,或進行靜脈認證等之生物體認證的處理亦可。在要求 密碼輸入時,例如預先將使用者決定之密碼以與卡片ID 建立關聯之狀態’記憶於管理伺服器4000的記憶裝置 4002,利用讀卡機5007讀取出卡片ID後’從管理伺服器 4000下載與其卡片ID建立關聯之密碼,而在使用者輸入 之密碼與下載之密碼不一致時,則不進行之後的處理,僅 在一致時,轉移至之後的處理。再者’密碼資料係先記憶 在使用者卡亦可。 讀卡機5007讀取卡片ID時,控制裝置500 1係確認 在記憶裝置5002內’是否有與其卡片ID建立關聯之事件 參加旗標(S2)。關於初次參加本代幣競賽事件的使用者 ,事件參加旗標並未與讀取之卡片ID建立關聯而記憶於 記憶裝置5002內。此事件參加旗標係在途中停止事件等 ,結束事件爲止,是記億於記億裝置5 002內的狀態。因 此,控制裝置500 1係可利用事件參加旗標之有無,來掌 握其卡片ID的使用者現在是否參加事件。 在記憶裝置5002內沒有事件參加旗標時,控制裝置 500 1係使顯示裝置5 005顯示用以詢問是否參加事件的事 件參加詢問畫面(S3 )。對於顯示在顯示裝置5 005之事 件參加詢問畫面,使用者係觸碰其畫面來選擇是否參加事 件。於是,其操作被觸控面板5 006受理(S4 ),其操作 內容被送至控制裝置5 001。藉此,控制裝置500 1係在使 用者選擇參加事件時,將事件參加旗標在與其卡片ID建 立關聯之狀態下,記憶於記憶裝置5002(S5)。之後, -50- 201008616 控制裝置5001係使顯示裝置5 005顯示代幣競賽事件用的 使用者個別畫面(S 6 )。 圖1 7係揭示使用者個別畫面之一例的說明圖。 於使用者個別畫面的最下部係設置有顯示用以顯示代 幣競賽事件之規則說明畫面的按鍵畫像、用以顯示關於參 加代幣競賽事件之所有使用者的星號獲得數之排名畫面的 按鍵畫像、用以顯示用以變更自己之使用者名稱的名稱變 φ 更畫面之按鍵畫像的按鍵顯示部A。 又,於使用者個別畫面的按鍵顯示部A上,係設置有 顯示關於加入本代幣競賽事件之店舖終端單元5000所連 接之各代幣遊戲機1 000、2000、3 000的各種資訊之遊戲 機資訊顯示部B。 又,於使用者個別畫面的遊戲機資訊顯示部B上,係 設置有顯示關於該使用者之各種資訊的使用者資訊顯示部 C。 Φ 於遊戲機資訊顯示部B,該使用者在各代幣遊戲機 1000、2000、3000進行遊玩而獲得之代幣獲得數,係依每 一代幣遊戲機個別顯示。顯示於此之各代幣遊戲機1〇00、 2000、3 000的代幣獲得數,係與該使用者的卡片ID建立 關聯而依各遊戲機ID記憶於店舖終端單元5000的代幣g 得數記憶部5101內之代幣獲得數資訊所示之代幣獲得數 〇 又,於遊戲機資訊顯示部B,在以符號B1表示之胃 ,關於各代幣遊戲機1 000、2000、3000的代幣規定値, -51 - 201008616 係依每一代幣遊戲機個別顯示。顯示於此之各代幣遊戲機 1000、2000、3000的代幣規定値,係與各遊戲機ID建立 關聯而記憶於店舖終端單元5000的代幣規定値記憶部 5103內之代幣規定値。 又,於遊戲機資訊顯示部B,依據該使用者進行遊玩 各代幣遊戲機1 000 ' 2000、3 000而獲得之代幣獲得數所 得之星號的獲得數’係依每一代幣遊戲機個別顯示。顯示 於此之各代幣遊戲機1000、2000、3000的星號獲得數, 係與該使用者的卡片ID建立關聯而依各遊戲機id記憶於 店舖終端單元5000的星號獲得數記憶部51 02內之星號獲 得數資訊所示之星號獲得數。 於使用者資訊顯示部C,在以符號C1表示之處,依 據該使用者進行遊玩各代幣遊戲機1000、2000、3000而 獲得之代幣獲得數所得之星號的獲得數,係在以符號C1 表示之處’依每一週來區別顯示。再者,在本實施形態, 僅顯示最近4週份之星號的獲得數。顯示於此之星號獲得 數’係與該使用者的卡片ID建立關聯而記憶於店舖終端 單元5 00 0的星號獲得數記憶部5102內之星號獲得數資訊 所示之星號獲得數。於本實施形態中,各使用者的星號獲 得數資訊也依每一日期來管理。具體來說,於本實施形態 中,藉由代幣獲得數加算部5105加算代幣獲得數之日期 數可在 得 , , 獲此者 幣藉再 代 。 。 之憶訊 期記資 日而數 各聯得 據關獲 依立號 , 建星 聯期的 關日者 立該用 — 1 fee 建 輿 恒 訊係各 資數握 數得掌 得獲來 獲號期 幣星日 代的一 與訊每 係資依 -52- 201008616 本實施形態,因爲各使用者的星號獲得數係僅利用最近4 週份,故刪除之前的星號獲得數資訊亦可。 又,於使用者資訊顯示部C,在以符號C2表示之處 ,顯示該使用者在最近4週所得之星號獲得數的合計。 又,於使用者資訊顯示部C,在以符號C3表示之處 ,顯示依據該使用者在最近4週所得之星號獲得數的合計 而決定之作爲階級資訊的稱號資訊所示之稱號(在圖17 φ 係揭示爲「熟練者」)。顯示於此之稱號,係依據與該使 用者的卡片ID建立關聯而依每一日期記憶於店舖終端單 元5000的星號獲得數記憶部5102內之星號獲得數資訊所 示之最近4週份的合計星號獲得數,店舖終端單元5 0 00 的控制裝置500 1所決定之稱號資訊的稱號。具體來說, 因應合計星號獲得數的複數稱號係預先被訂定,店舖終端 單元5000的控制裝置5001係從該等稱號中選擇各使用者 的星號獲得數所對應之稱號,並進行顯示其的處理。此處 〇 理亦爲對於玩家(使用者)的個別處理,此時,控制裝置 5 001係作爲個別處理手段而作用。 各代幣遊戲機1000、2000、3000的代幣獲得數資訊 輸出部6004,係以所定時機,將各玩家(使用者)的代幣 獲得數資訊,與卡片ID及遊戲機ID建立關聯而向店舖終 端單元5000輸出。在本實施形態,係以玩家停止於其代 幣遊戲機中使用使用者卡之遊玩的時機來輸出。但是,此 時機係不限於此,以例如預先訂定之定期時機,輸出使用 者的各代幣獲得數資訊亦可。 -53- 201008616 如此一來,從各代幣遊戲機1000、2000、3000輸出 之各使用者的代幣獲得數資訊所示之代幣獲得數,係藉由 代幣獲得數加算部5105,與其日期建立關聯之狀態下’累 積加算至店舖終端單元5000的代幣獲得數記憶部5101內 之與該使用者的卡片ID之其代幣遊戲機所對應之遊戲機 ID建立關聯的代幣獲得數資訊。然後,星號獲得數加算 部5 1 06係比較加算後之代幣獲得數資訊所示之代幣獲得 數與記憶於代幣規定値記憶部5 1 03之該遊戲機ID所對應 之代幣規定値,在判斷已達未到達之代幣規定値時,將在 與該使用者的卡片ID建立關聯之狀態下記憶於星號獲得 數記憶部5 1 02之星號獲得數資訊的星號獲得數加算1。 如以上所述,進行遊玩各代幣遊戲機1000、2000、 3000而獲得代幣的使用者,係再次到訪店舖終端單元 5000的設置場所,並將自己的使用者卡插入其讀卡機 5007的卡片讀取面5007a。於是,使用者卡內的卡片ID 被讀卡機5007讀取(S1)。讀卡機5007讀取卡片ID時 ,控制裝置5 00 1係確認在記憶裝置5002內,是否有與其 卡片ID建立關聯之事件參加旗標(S2)。在此,因爲於 前述S5中,已經記憶有事件參加旗標,故會判斷有事件 參加旗標。因此,控制裝置5001係使顯示裝置50 05顯示 如圖17所示之使用者個別畫面(S6)。此時,獎勵代幣 支付處理部5107係比較依據與該卡片ID建立關聯而記憶 於星號獲得數記憶部5102之星號獲得數資訊的合計星號 獲得數,與針對各稱號資訊而預先訂定之臨限値,判斷該 -54- 201008616 合計星號獲得數是否超過任一臨限値(s 7 )。 於此判斷中判斷超過臨限値時,首先,.獎勵代幣支付 .處理部5107係進行使顯示裝置5005顯示用以慶祝稱號升 格之升格表演畫面的處理。再者,將此表演,利用連接各 代幣遊戲機1〇〇〇、2000、3000的表演手段來進行亦可。 進行此種表演之後,獎勵代幣支付處理部5 107係藉由代 幣支付裝置5 00 8,作爲升格獎勵,進行用以從代幣支付口 φ 5 008a支付所定枚數代幣的代幣支付處理(S8 )。 在此,於本實施形態中,依每一記憶於代幣規定値記 憶部5103之各代幣遊戲機1000、2000、3000來設定之複 數代幣規定値,係以到達下個代幣規定値爲止所需之代幣 獲得數依序變大之方式來設定。具體來說,例如,以第1 個代幣規定値是3枚,第2個代幣規定値是8枚,第3個 代幣規定値是30枚,第4個代幣規定値是100枚,之後 的代幣規定値也依序增加之方式來設定。再者,在本實施 形態,該等代幣規定値係使用在所有代幣遊戲機共通者, 但是,依每一代幣遊戲機不同之方式設定亦可。利用代幣 規定値以此種方法設定,玩家(使用者)係例如隨著進行 遊玩代幣遊戲機而獲得代幣,漸漸地即使在其代幣遊戲機 1 00 0獲得代幣,也變得難以獲得星號。亦即,對於僅集中 遊玩該代幣遊戲機10 00之玩家來說,爲了於該代幣遊戲 機1000中接著獲得星號所需之代幣獲得數會變得非常多 。於此種玩家中,如果在還不太遊玩之其他代幣遊戲機 2000、3 000的話,爲了獲得星號所需之代幣獲得數相較於 -55- 201008616 集中遊玩代幣遊戲機1000之狀況’相對地較少。此種狀 況係對於將獎勵代幣的獲得設爲目標之玩家’或者將成爲 更高稱號設爲目標之玩家來說,會成爲在還不太遊玩之其 他代幣遊戲機2000、3 000進行遊玩之強烈動機。所以, 可讓參加本代幣競賽事件之使用者得知多數遊戲裝置的樂 趣。 而且,在本實施形態,假設即使是想要集中僅進行遊 玩代幣遊戲機1 000之玩家,利用僅在該代幣遊戲機1000 獲得代幣來增加星號獲得數,可成爲更高稱號,也可獲得 獎勵代幣。因此,即使不想在其他代幣遊戲機2 000、3 00 0 進行遊玩之玩家,也能以獎勵代幣的獲得爲目標或者以成 爲更高稱號爲目標。然後,即使此種玩家,在獲得星號之 際,對於獎勵代幣的獲得及更高稱號的目的意識會提升, 可期待促使在更易於獲得星號之其他代幣遊戲機2000、 3000的遊玩。 再者,在本實施形態,已針對將點數規定値記憶手段 、點數加算手段及共通點數加算手段設置於店舖終端單元 5 0 00之狀況加以說明,但是,將該等手段設置於遊戲裝置 側亦可。此時’需要在該等手段的處理之各玩家的星號獲 得數、各玩家之每一遊戲裝置的代幣獲得數等之資訊,係 例如記憶於使用者卡亦可’或從店舖終端單元下載亦可。 又’在本實施形態’依每一記憶於代幣規定値記憶部 5103之各代幣遊戲機1〇〇〇、2〇〇〇、3〇〇〇來設定之複數代 幣規定値’係以到達下個代幣規定値爲止所需之代幣獲得 201008616 數依序變大之方式來設定,但是,相反地,以變小之方式 來設定亦可。此時,對於將獎勵代幣的獲得設爲目標之玩 家’或者將成爲更高稱號設爲目標之玩家來說,會成爲集 中進行遊玩該代幣遊戲機的強烈動機。所以,可讓參加本 代幣競賽事件之使用者得知新機種等之特定遊戲裝置的樂 趣。 又,將依每一代幣遊戲機1000、2000、3000設定之 φ 複數代幣規定値’設定爲初始時之代幣規定値係以到達下 個代幣規定値爲止所需之代幣獲得數依序變小之方式設定 ’之後的代幣規定値係以到達下個代幣規定値爲止所需之 代幣獲得數依序變大之方式設定亦可。此時,針對該代幣 遊戲機’能以到某種程度熟練爲止繼續該遊戲,到某種程 度熟練時,則轉到其他遊戲之方式,控制玩家的行動。 再者,於本實施形態中,店舖的管理者等藉由對於作 爲店舖終端單元5000之變更操作受理手段的觸控面板 5 006,進行所定變更操作,可變更代幣規定値記憶部5103 內之各代幣遊戲機1000、2000、3000之遊戲機ID所對應 之身爲點數規定値的代幣規定値亦可。此時,因爲可因應 店舖營運的情況及各種狀況,來變更各代幣遊戲機的點數 規定値,故可對於玩家(使用者),使其平均地進行遊玩 各代幣遊戲機1000、2000、3000,或繼續在特定代幣遊戲 機的遊玩等,控制整體玩家的遊玩型式。 [實施形態2] -57- 201008616 接著,針對將本發明適用於與前述實施形態1之遊戲 系統相同的遊戲系統之其他實施形態(以下將本實施形態 稱爲「實施形態2」)加以說明。 本實施形態之遊戲系統係除了構成代幣競賽事件之店 舖終端單元5000的構造一部份不同之處以外,與前述實 施形態1相同。 具體來說,在前述實施形態1,利用將各代幣遊戲機 1000、2000、3000的代幣規定値,以到下個代幣規定値爲 止所需之代幣獲得數依序變大之方式來設定,例如,設定 爲關於玩家喜愛遊玩之代幣遊戲機1 000的星號獲得所需 之代幣獲得數,相較於其他代幣遊戲機2000、3 000,會相 對地增加,促使在其他代幣遊戲機2000、3000的遊玩。 相對於此,在本實施形態,利用在關於玩家喜愛遊玩之代 幣遊戲機1〇〇〇,獲得星號獲得的話,關於其他代幣遊戲機 2 0 00、3 000的星號獲得所需之代幣獲得數變小之方式來處 理,而取得與前述實施形態1相同的作用效果。 以下,僅針對與前述實施形態1不同之處加以說明。 圖18係本實施形態之管理代幣競賽事件的店舖終端 單元5 000及代幣遊戲機的功能區塊圖。 本實施形態的店舖終端單元5000係相對於前述實施 形態1之店舖終端單元5000的構造,追加作爲點數規定 値處理手段的代幣規定値處理部5 1 0 8。此代幣規定値記憶 部5108係在記憶於代幣獲得數記憶部5101之各卡片ID 的各遊戲機ID分別對應之代幣獲得數資訊所示之代幣獲 -58- 201008616 得數,到達記憶於代幣規定値記憶部5103之該遊戲機ID 所對應之代幣規定値時,進行減少該遊戲機ID以外至少 1個遊戲機ID (在本實施形態,係除了該遊戲機ID之外 的所有遊戲機ID)所對應之代幣規定値的處理。具體來 說’例如於下個代幣規定値爲100枚之代幣遊戲機1〇〇〇 中,在此外之代幣遊戲機2000、3000進行遊玩所得之代 幣獲得數到達代幣規定値而獲得星號時,則進行將代幣遊 φ 戲機1000之下個代幣規定値從100枚減少至90枚的處理 〇 如本實施形態’利用在關於玩家喜愛遊玩之代幣遊戲 機1000’獲得星號獲得的話,關於其他代幣遊戲機2000 、3 000的星號獲得所需之代幣獲得數變小之方式來處理之 狀況,亦與前述實施形態1相同,例如,隨著進行遊玩代 幣遊戲機1000而獲得星號,在還不太遊玩之其他代幣遊 戲機2000、3000中獲得星號會變得較爲容易。此種狀況 0 係對於將獎勵代幣的獲得設爲目標之玩家,或者將成爲更 高稱號設爲目標之玩家來說,會成爲在還不太遊玩之其他 代幣遊戲機2000、3000進行遊玩之強烈動機。所以,可 讓參加本代幣競賽事件之使用者得知多數遊戲裝置的樂趣 〇 而且,即使在本實施形態,想要集中僅進行遊玩代幣 遊戲機1000之玩家,亦可利用僅在該代幣遊戲機獲 得代幣來增加星號獲得數,藉此可成爲更高稱號,也可獲 得獎勵代幣。因此,即使不想在其他代幣遊戲機2 0 〇 0、 -59- 201008616 3 000進行遊玩之玩家,也能以獎勵代幣的獲得爲目標或者 以成爲更高稱號爲目標。然後,即使此種玩家,在獲得星 號之際,對於獎勵代幣的獲得及更高稱號的目的意識會提 升,可期待促使在更易於獲得星號之其他代幣遊戲機2 000 、3000的遊玩。 再者,於本實施形態中,對於獲得星號之代幣遊戲機 的代幣規定値,係如前述實施形態1,隨著進行遊玩該代 幣遊戲機而獲得代幣,漸漸地在該代幣遊戲機即使獲得代 @ 幣,也會變得難以獲得星號之方式來設定亦可,或不這樣 設定亦可。 又,在本實施形態,已針對將點數規定値記憶手段、 點數加算手段、共通點數加算手段及點數規定値處理手段 設置於店舖終端單元5000之狀況加以說明,但是,將該 等手段設置於遊戲裝置側亦可。此時,需要在該等手段的 處理之各玩家的星號獲得數、各玩家之每一遊戲裝置的代 幣獲得數等之資訊,係例如記憶於使用者卡亦可,或從店 @ 舖終端單元下載亦可。 在前述實施形態1及2,爲了因應依據最近4週份之 星號獲得數資訊的合計星號獲得數,來決定稱號,故在每 週替換的時機,有合計星號獲得數減少,合計星號獲得數 會低於至今爲止之稱號的臨限値之狀況。此時,單僅進行 使稱號降格的處理亦可,但是,在前述實施形態1及2係 設置降格的寬限期間。亦即,在前述實施形態1及2,即 使在每週替換的時機,合計星號獲得數低於至今爲止之稱 -60- 201008616 號的臨限値時,於該週之間該稱號也會 該週之間,合計星號獲得數沒有超過該 則在下個每週替換的時機,使稱號降格 的降格係可設置1週間的寬限期間。 再者,在前述實施形態1及2,已 家之星號獲得數的個別處理是獎勵代幣 的顯示處理之狀況加以說明,但是,作 φ 例如,作爲將在推幣遊戲機2000獲得 受單體累積代幣枚數加算500枚之枚數 ,通知給使用者,以該使用者獲得單體 遊戲機2000支付單體累積代幣枚數加] 代幣之方式來控制的處理亦可。 又,因應對於各玩家之星號獲得數 爲用以實現藉由在特定遊戲機進行遊玩 以外的優惠的處理亦可。例如,亦可在 φ 先訂定之設定値之玩家在特定遊戲機進 該遊戲機中星號獲得數如果不是超過該 法遊玩之遊戲內容中進行遊玩的優惠。 號獲得數超過預先訂定之設定値之玩家 遊玩時,賦予於該遊戲機中可取得稀有 的優惠。再者,賦予如上述之優惠的特 本遊戲系統的代幣遊戲機1 000、2000、 機亦可。又,賦予如上述之優惠的特定 家所致之遊戲機的佔有率較低之遊戲機 被維持。然後,於 稱號的臨限値時, 。藉此,對於稱號 針對因應對於各玩 的支付處理與稱號 爲其他處理亦可。 單體彩金獎時可接 的代幣支付之要旨 彩金獎時,使推幣 障500枚之枚數的 的個別處理,係作 而可得到代幣支付 星號獲得數超過預 行遊玩時,賦予於 設定値之玩家則無 又例如,亦可在星 在特定遊戲機進行 道具等之特殊道具 定遊戲機,係構成 3000以外的遊戲 遊戲機,係設爲玩 (亦即,玩家不太 -61 - 201008616 遊玩之遊戲機)、新產品的遊戲機、或該玩家過去不太遊 玩之機種亦可。 又,於如此優惠設置有效期限(例如’ 1個月)亦可 。此時,已過有效期限的使用者即使是解開事件者’也無 法接受優惠。 又,在前述實施形態1及2,於使用者卡係記億有卡 片ID,針對各種使用者資訊,係與卡片ID建立關聯而記 憶在店舖終端單元5000的記憶裝置5002內,但是’將該 等使用者資訊之至少一部份,記憶在使用者卡內亦可。此 時,只要是記憶在使用者卡內的資訊,即使不與店舖終端 單元5000進行通訊,亦可利用該資訊。所以,例如,只 要將星號獲得數超過預先訂定之設定値之要旨的資訊(使 用者資訊)記憶在使用者卡內,賦予上述優惠的特定遊戲 機即使不與店舖終端單元5 000進行通訊,亦可依據該資 訊,來判斷賦予優惠之有無。又,例如,不是星號獲得數 超過預先訂定之設定値之要旨的資訊,而是將星號獲得數 超過預先訂定之設定値時表示所定獎品的獎品資訊(使用 者資訊)記憶在使用者卡內,使排出獎品的獎品排出機讀 取使用者卡內的獎品資訊,使用者即可受取因應獎品資訊 之獎品或任意獎品亦可。 又,可適用於前述實施形態1及2之遊戲系統的代幣 遊戲機,係不限定於上述之種類者,可廣泛適用。 又,適用於本遊戲系統之遊戲裝置係不是代幣遊戲機 亦可,其一部份或全部係例如不使用代幣之貨幣用遊戲機 -62- 201008616 亦可。 【圖式簡單說明】 〔圖1〕關於實施形態1之遊戲系統整體的槪略構成 圖。 〔圖2〕揭示構成同遊戲系統之賽馬遊戲機之一例的 外觀圖。 φ 〔圖3〕揭示用以統合控制同賽馬遊戲機的整體動作 之主控制部的控制區塊圖。 〔圖4〕揭示設置於同賽馬遊戲機的每一遊戲站之遊 戲站控制部的控制區塊圖。 〔圖5〕用以說明構成同遊戲系統的推幣遊戲機之遊 戲站部之構造的說明圖。 〔圖6〕揭示同推幣遊戲機的遊戲控制系之主要構造 的區塊圖。 φ 〔圖7〕揭示顯示於同推幣遊戲機的顯示部之吃角子 老虎用遊戲畫面之範例的說明圖。 〔圖8〕揭示顯示於同推幣遊戲機的顯示部之賓果用 遊戲畫面之範例的說明圖。 〔圖9〕揭示構成同遊戲系統的吃角子老虎遊戲機器 之外觀的立體圖。 〔圖10〕揭示同吃角子老虎遊戲機器之前面面板之一 部份的詳細前視圖。 〔圖11〕關於同吃角子老虎遊戲機器之主要構造的控 -63- 201008616 制區塊圖。 〔圖12〕管理伺服器的控制區塊圖。 〔圖13〕店舖終端單元的外觀圖。 〔圖14〕店舖終端單元的控制區塊圖。 〔圖15〕實施形態1之管理代幣競賽事件的店舖終端 單元及代幣遊戲機的功能區塊圖。 〔圖1 6〕揭示代幣競賽事件的處理之流程的流程圖。 〔圖17〕揭示顯示於同店舖終端單元的顯示裝置之代 幣競賽事件用的使用者個別畫面之一例的說明圖。 〔圖1 8〕實施形態2之管理代幣競賽事件的店舖終端 單元及代幣遊戲機的功能區塊圖。 【主要元件符號說明】 1000:賽馬遊戲機(代幣遊戲機) 1010 :遊戲站 1015,3013a > 5 007 :卡片讀取面 1 1 〇 1 :主控制裝置 1108,2625 > 3107,4003,5003 :外部通訊裝置 1201 :遊戲站控制裝置 1204 , 2605 > 3013 , 5007 :讀卡機 200 0 :推幣遊戲機(代幣遊戲機) 2500 :遊玩場域 2601,261 1,2621 :控制裝置 3 000:吃角子老虎遊戲機器(代幣遊戲機) 201008616The card machine ID is the card ID and game machine ID of the organization ID ID 201008616. The token obtaining number adding unit 5105 is mainly constituted by the control device 5001, and the token obtaining number indicated by the token obtained by the communication unit 5104 is associated with the gaming machine ID corresponding to the card ID corresponding thereto. In the state, the token is added to the token to obtain the token acquisition number of the number of tokens obtained by the token in the memory unit 5 1 0 1 . The asterisk obtaining number adding unit 5106 is mainly composed of the control device 5001, and each of the gaming machine IDs of the card IDs stored in the token obtaining memory unit 5101 respectively receives the tokens indicated by the token information. Obtaining the number, and reaching the memory in the token specification, the number of tokens corresponding to the game machine ID of the 部 5 5 5 1 1 1 1 5 5 5 値 値 値 値 値 値 値 値 値 値 値 値 値 値 値 値 値 値 値 値 値 値 値 値 値 値 値 値The number of asterisks obtained by the number of the memory number 5 1 02 obtained by the asterisk is obtained. The bonus token payment processing unit 5 1 07 is mainly composed of the control device 500 1 , and the number of asterisks obtained by the φ number information is obtained by the asterisks of the asterisk obtaining number memory unit 5 1 02 as the corresponding correspondence. Card ID The individual processing of the specific player (user), and the token payment processing for paying the token token. Fig. 16 is a flow chart showing the flow of processing of the token racing event of the embodiment. The user who participates in the token competition event first visits the installation location of the store terminal unit 5000, and inserts his/her own user card into the card reading surface 5007a of the card reader 5007. Thus, the card ID in the user card is read by the card reader 5007 (S1). In this case, it is also possible to request the user to enter the password, or to perform the biometric authentication such as vein authentication. When the password input is required, for example, the password determined by the user is stored in the memory device 4002 of the management server 4000 in the state associated with the card ID, and the card ID is read by the card reader 5007. 4000 downloads the password associated with the card ID, and when the password entered by the user does not match the downloaded password, the subsequent processing is not performed, and only when they match, the processing is shifted to the subsequent processing. Furthermore, the password data is first remembered in the user card. When the card reader 5007 reads the card ID, the control device 500 1 confirms whether or not there is an event participation flag associated with the card ID in the memory device 5002 (S2). Regarding the user who participated in the event of the token competition for the first time, the event participation flag is not stored in the memory device 5002 in association with the read card ID. This event participates in the flag system in the middle of the stop event, etc., and ends the event, is the state of the billion in the billion device 5 002. Therefore, the control device 500 1 can use the event participation flag to determine whether the user who is holding the card ID is currently participating in the event. When there is no event participation flag in the memory device 5002, the control device 500 1 causes the display device 5 005 to display an event participation inquiry screen for inquiring whether or not to participate in the event (S3). For the event display screen displayed on the display device 5 005, the user touches the screen to select whether or not to participate in the event. Then, its operation is accepted by the touch panel 5 006 (S4), and its operation content is sent to the control device 5 001. Thereby, when the user selects the participation event, the control device 500 1 stores the event participation flag in association with the card ID, and stores it in the memory device 5002 (S5). Thereafter, the -50-201008616 control device 5001 causes the display device 5 005 to display the user individual screen for the token contest event (S6). Fig. 1 is an explanatory diagram showing an example of a user's individual screen. At the bottom of the user's individual screen, a button image for displaying a rule description screen for displaying a token contest event, and a button image for displaying a ranking screen for the number of asterisks obtained for all users participating in the token contest event are provided. A button display portion A for displaying a button image whose name is changed to φ is changed by the name of the user name. Further, on the button display portion A of the user's individual screen, a game for displaying various information about the token game machines 1 000, 2000, and 3 000 connected to the shop terminal unit 5000 of the present token competition event is provided. Machine information display unit B. Further, on the game machine information display unit B of the user's individual screen, a user information display unit C for displaying various kinds of information about the user is provided. Φ In the game machine information display unit B, the number of tokens obtained by the user for playing in the token game machines 1000, 2000, and 3000 is individually displayed for each of the token game machines. The token acquisition number of each of the token game machines 1〇00, 2000, and 3 000 displayed here is associated with the card ID of the user, and is stored in the token of the store terminal unit 5000 according to each game machine ID. The token in the number memory unit 5101 obtains the number of tokens shown in the number information, and is displayed on the gaming machine information display unit B in the stomach indicated by the symbol B1, and on the token game machines 1 000, 2000, 3000. The token rules are 値, -51 - 201008616 are displayed separately for each token game machine. The token specification of each of the token game machines 1000, 2000, and 3000 displayed here is associated with each game machine ID, and is stored in the token of the store terminal unit 5000 and the token specification in the memory unit 5103. Further, in the game machine information display unit B, the number of asterisks obtained by the user who plays the token game machine 1 000 '2000, 3 000 and obtains the number of tokens obtained by the player is based on each token game machine. display. The asterisk obtaining number of each of the token game machines 1000, 2000, and 3000 displayed therein is associated with the card ID of the user, and is stored in the asterisk of the shop terminal unit 5000 according to each game machine id. The asterisk obtains the asterisk number shown in the information. In the user information display unit C, at the point indicated by the symbol C1, the number of asterisks obtained by the number of tokens obtained by the user playing the token game machines 1000, 2000, 3000 is determined by the symbol Where C1 is expressed 'differently displayed every week. Furthermore, in the present embodiment, only the number of acquisitions of the asterisks of the last four weeks is displayed. The asterisk number displayed here is associated with the card ID of the user, and is stored in the asterisk of the shop terminal unit 5 00 0. The asterisk obtaining number information in the number memory unit 5102 is the number of asterisks obtained. In the present embodiment, the number of information obtained by each user's asterisk is also managed on a per-date basis. Specifically, in the present embodiment, the date obtained by the token obtaining number adding unit 5105 adding the token obtaining number can be obtained, and the coin is re-submitted. . In the period of the recollection of the information, each of the joint funds has been awarded the ID number, and the customs of the Jianxing joint period will be used for the purpose of the 1st. In the present embodiment, since each user's asterisk number is only used for the last 4 weeks, the number of information obtained by deleting the asterisk before is also available. Further, in the user information display unit C, where the symbol C2 is indicated, the total number of asterisks obtained by the user in the last four weeks is displayed. Further, in the user information display unit C, where the symbol C3 is indicated, the title indicated by the title information determined as the class information based on the total number of asterisks obtained by the user in the last 4 weeks is displayed (in the figure). 17 φ is revealed as “skilled person”. The title displayed here is based on the card ID of the user and is stored in the asterisk of the store terminal unit 5000 for each date. The total number of the last 4 weeks indicated by the asterisk obtaining number information in the number memory unit 5102 is displayed. The asterisk obtains the number of the title information determined by the control device 500 1 of the shop terminal unit 5 0 00. Specifically, the plurality of titles corresponding to the total number of asterisks obtained are predetermined, and the control device 5001 of the shop terminal unit 5000 selects the number corresponding to the asterisk number of each user from the titles, and displays the number. deal with. Here, the processing is also an individual processing for the player (user), and at this time, the control device 5 001 functions as an individual processing means. The token obtaining number information output unit 6004 of each of the token game machines 1000, 2000, and 3000 acquires the number information of the tokens of each player (user) by the timer, and associates with the card ID and the game machine ID. The shop terminal unit 5000 outputs. In the present embodiment, the player outputs the time when the player stops playing in the token game machine using the user card. However, the timing is not limited to this, and for example, a predetermined timing is set in advance, and it is also possible to output the number of information of each token of the user. -53- 201008616 In this way, the number of tokens obtained by the tokens of each user outputted from each of the token game machines 1000, 2000, and 3000 is obtained by the token obtaining unit 5105. In the state in which the date is associated, the number of tokens associated with the game machine ID corresponding to the token game machine of the user's card ID in the token acquisition number storage unit 5101 accumulated in the store terminal unit 5000 is cumulatively added. News. Then, the asterisk obtaining number adding unit 5 1 06 is a comparison of the token obtaining amount shown in the token obtaining information and the token stipulation corresponding to the gaming machine ID stored in the token 値 memory unit 5 1 03値, when it is judged that the token has not reached the token, it will be stored in the state associated with the card ID of the user, and the asterisk obtained in the asterisk obtains the number of the memory number 5 1 02. . As described above, the user who has played the token game machines 1000, 2000, 3000 and obtained the tokens visits the setting place of the shop terminal unit 5000 again, and inserts his own user card into his card reader 5007. The card reads the face 5007a. Thus, the card ID in the user card is read by the card reader 5007 (S1). When the card reader 5007 reads the card ID, the control device 500_1 confirms whether or not there is an event participation flag associated with the card ID in the memory device 5002 (S2). Here, since the event participation flag has been memorized in the above S5, it is judged that there is an event participation flag. Therefore, the control device 5001 causes the display device 50 05 to display the user individual screen as shown in Fig. 17 (S6). At this time, the bonus token payment processing unit 5107 compares the total number of asterisks obtained by the asterisk obtaining number information stored in the asterisk obtaining number memory unit 5102 in association with the card ID, and the threshold set in advance for each title information. Hey, judge whether the total number of asterisks obtained by -54- 201008616 exceeds any threshold 値 (s 7 ). When it is judged in this judgment that the threshold is exceeded, first, the token payment is awarded. The processing unit 5107 performs a process of causing the display device 5005 to display the upgrade performance screen for celebrating the title promotion. Further, this performance may be performed by using a performance means connected to each of the token game machines 1, 2000, 3000. After performing such a performance, the reward token payment processing unit 5 107 performs a token payment for paying the predetermined number of tokens from the token payout port φ 5 008a as a promotion bonus by the token payment device 5 00 8 . Process (S8). Here, in the present embodiment, the plurality of tokens set in each of the token game machines 1000, 2000, and 3000 stored in the memorandum of the memory unit 5103 are set to the next token. The number of tokens required to be used up to the order is increased. Specifically, for example, the first token is three, the second token is eight, the third token is 30, and the fourth token is 100. The subsequent token rules are also set in a way that increases in order. Further, in the present embodiment, the tokens are used in common to all token game machines, but may be set differently depending on each token game machine. With the token specification, the player (user) obtains the token, for example, as the token game machine is played, and gradually becomes the token even if the token game machine 10000 gets the token. It is difficult to get an asterisk. That is, for a player who only concentrates on playing the token game machine 100, the number of tokens required to obtain the asterisk in the token game machine 1000 becomes very large. In this type of player, if you are not playing other token game machines 2000, 3,000, the number of tokens needed to obtain the asterisk is compared to the -55- 201008616 centralized play token game machine 1000. 'relatively less. This situation is for players who set the target of reward tokens or who will be the target of higher title. It will become a play for other token game machines 2000 and 3,000 that are not too playable. Strong motivation. Therefore, users who participate in this token competition event can be made aware of the fun of most game devices. Further, in the present embodiment, it is assumed that even if it is intended to concentrate only the players playing the token game machine 1 000, it is possible to increase the number of asterisks by obtaining tokens only in the token game machine 1000, which can be a higher title. Reward tokens are available. Therefore, even players who do not want to play in other token game machines 2 000, 300 0 can also target the acquisition of reward tokens or target higher titles. Then, even if such a player obtains an asterisk, the awareness of the purpose of obtaining the token token and the higher title will be improved, and it is expected to promote the play of other token game machines 2000 and 3000 which are more easily available. Furthermore, in the present embodiment, the case where the number of points, the memory means, the point adding means, and the common point adding means are provided in the shop terminal unit 500 is described. However, these means are provided in the game. The device side is also available. At this time, information such as the number of asterisks for each player who needs to be processed by these means, the number of tokens obtained for each game device of each player, etc., for example, can be downloaded from the user card or downloaded from the store terminal unit. Also. In addition, in the present embodiment, the plurality of tokens set in each of the token game machines 1〇〇〇, 2〇〇〇, 3〇〇〇 of the memory unit 5103, which are stored in the token specification, are defined as The tokens required to reach the next token specification are set in such a way that the number of 201008616 is increased in order, but conversely, it may be set to be smaller. At this time, for a player who sets the bonus token acquisition as a target player or a player who has a higher title as the target, it will become a strong motivation to concentrate on playing the token game machine. Therefore, the user who participates in the token competition event can be made interested in the specific game device such as the new model. In addition, according to the φ plural tokens set by each token game machine 1000, 2000, 3000, 値' is set as the initial token requirement, and the tokens required to reach the next token are obtained. In the case where the order is smaller, the token requirement is set to be the same as the number of tokens required to reach the next token. At this time, the token game machine can continue the game to a certain degree of proficiency, and when it is skillful to some extent, it transfers to another game mode to control the player's action. In addition, in the present embodiment, the manager of the store or the like can change the token specification in the memory unit 5103 by performing a predetermined change operation on the touch panel 5 006 which is the change operation accepting means of the shop terminal unit 5000. The tokens corresponding to the game machine IDs of the token game machines 1000, 2000, and 3000 are defined by the number of points. In this case, since the number of points of each token game machine can be changed in response to the operation of the store and various conditions, the player (user) can play the game machine 1000 and 2000 on average. , 3000, or continue to play in a specific token game console, etc., to control the overall player's play style. [Embodiment 2] -57-201008616 Next, another embodiment of the game system similar to the game system of the first embodiment (hereinafter, this embodiment will be referred to as "Embodiment 2") will be described. The game system of the present embodiment is the same as the first embodiment except that a part of the structure of the shop terminal unit 5000 constituting the token competition event is partially different. Specifically, in the first embodiment, the tokens of each of the token game machines 1000, 2000, and 3000 are specified, and the number of tokens required for the next token is increased in order. To set, for example, to set the number of tokens required for the asterisk of the token game machine 1 000 that the player likes to play, compared to other token game machines 2000, 3,000, will increase relatively, prompting other The game of the token game machine 2000, 3000. On the other hand, in the present embodiment, when the token is obtained by the token game machine 1 that the player likes to play, the tokens obtained for the other token game machines 2 0 00, 3 000 are obtained. The number of acquisitions is reduced, and the same effects as those of the first embodiment are obtained. Hereinafter, only differences from the above-described first embodiment will be described. Fig. 18 is a functional block diagram of the shop terminal unit 5 000 and the token game machine for managing the token competition event of the embodiment. The shop terminal unit 5000 of the present embodiment adds a token specifying processing unit 5 1 0 8 as a point specifying processing means to the structure of the shop terminal unit 5000 of the first embodiment. The token 値 値 値 値 108 108 108 108 108 108 値 値 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 108 When it is stored in the token specification 値 the token specification corresponding to the gaming machine ID of the storage unit 5103, at least one gaming machine ID other than the gaming machine ID is reduced (in the embodiment, the gaming machine ID is excluded) The processing of the tokens corresponding to all the game machine IDs). Specifically, for example, in the next token, the token game machine is 100 pieces, and in the other token game machines 2000 and 3000, the number of tokens obtained by the game is up to the token. When the asterisk is obtained, the process of reducing the tokens of the next generation of tokens from 100 to 90 is performed, as in the present embodiment, which is obtained by using the token game machine 1000 for the player's favorite game. If the asterisk is obtained, the situation in which the asterisk of the other token game machines 2000 and 3,000 is obtained in such a manner that the number of tokens obtained is reduced is also the same as in the first embodiment, for example, with the play token game It is easier to obtain an asterisk for the machine 1000 and to obtain an asterisk in other token game machines 2000 and 3000 that are not yet playable. In this case, the player who targets the acquisition of the token token, or the player who becomes the target of the higher title, will become a player who plays the other token game machines 2000 and 3000 that are not yet playable. Strong motivation. Therefore, the user who participates in the token competition event can learn the fun of most game devices, and even in the present embodiment, it is possible to use only the player who plays the token game machine 1000 in a concentrated manner. The coin game machine obtains the token to increase the number of asterisks, which can be a higher title and reward tokens. Therefore, even if you do not want to play in other token game machines 2 0 〇 0, -59- 201008616 3 000, you can target the acquisition of reward tokens or aim to become a higher title. Then, even if such a player acquires an asterisk, the awareness of the purpose of obtaining the token token and the higher title will increase, and it is expected to promote the play of other token game machines 2 000 and 3000 which are more easily available. Further, in the present embodiment, as for the token specification of the token game machine that obtains the asterisk, as in the first embodiment, the token is obtained as the token game machine is played, and the token is gradually formed. Even if the game machine gets the @币, it will become difficult to set the asterisk, or it may not be set. In addition, in the present embodiment, the case where the number of points, the memory means, the point adding means, the common point adding means, and the point number specifying means are provided in the shop terminal unit 5000 will be described. The means may be provided on the side of the game device. In this case, information such as the number of asterisks of each player that is processed by the means, the number of tokens obtained for each game device of each player, etc., may be stored, for example, in a user card, or from a store@shop terminal. Unit download is also available. In the first and second embodiments, in order to determine the title based on the total number of asterisks obtained from the information of the last four weeks of the asterisk, the total number of asterisks is reduced at the time of weekly replacement, and the total number of asterisks is obtained. The status of the threshold is lower than the title so far. In this case, only the process of degrading the title may be performed. However, in the first and second embodiments, the grace period of the downgrading is set. That is, in the above-described first and second embodiments, even at the timing of weekly replacement, when the total number of asterisks is lower than the limit number of -60-201008616 so far, the title will be between the weeks. Between weeks, the total number of asterisks obtained does not exceed the timing of the next weekly replacement, so that the downgrade of the title can be set to a grace period of one week. In addition, in the first and second embodiments, the individual processing of the number of the asterisks of the home is described as the display processing of the bonus token. However, as φ, for example, the monomer to be obtained in the push-to-play game machine 2000 is obtained. The number of accumulated tokens is added to the number of 500 pieces, and the user is notified to the user, and the user can obtain the processing by which the single game machine 2000 pays for the number of accumulated tokens plus the token. Further, in response to the asterisk number of each player, it is also possible to realize a process of discounting other than playing on a specific game machine. For example, the player who has set the setting in φ first can enter the game machine to enter the number of the asterisk in the game machine, if it is not more than the game content of the game play. When the number of players who have obtained more than the preset setting is played, a rare offer can be obtained in the game machine. Further, the token game machine 1 000, 2000, and the machine of the special game system having the above-mentioned discount can be given. Further, the game machine having a lower occupancy rate of the gaming machine due to the specific home as described above is maintained. Then, at the threshold of the title, . In this way, the title can be used for the payment processing and the title for each play. When the single-color prize is awarded, the tokens for the payment of the tokens can be used to make the individual processing of the number of 500 coins, and the tokens can be paid for the number of tokens. Players who set the 値 无 无 无 例如 例如 例如 例如 例如 星 星 星 星 星 星 星 星 星 星 星 星 星 星 星 星 星 星 星 星 星 星 星 星 星 星 星 星 星 星 星 星 星 星 星201008616 game consoles, new game consoles, or models that the player has not played in the past. Also, the expiration date (such as '1 month) can be set for such an offer. At this time, the user who has passed the expiration date cannot accept the offer even if he or she unlocks the event. Further, in the first and second embodiments, the user ID card has a card ID, and the user information is stored in the memory device 5002 of the shop terminal unit 5000 in association with the card ID, but At least part of the user information can be stored in the user card. In this case, as long as the information is stored in the user card, the information can be utilized even if the communication is not performed with the shop terminal unit 5000. Therefore, for example, if the information (user information) in which the number of the asterisk exceeds the predetermined setting is stored in the user card, the specific game machine that gives the offer does not communicate with the shop terminal unit 5 000. Based on this information, it is possible to judge whether or not the offer is given. Further, for example, instead of obtaining the information that the number of the asterisk exceeds the setting of the predetermined setting, the prize information (user information) indicating the prize is stored in the user card when the number of asterisks exceeds the predetermined setting. By allowing the prize discharge machine that discharges the prize to read the prize information in the user card, the user can receive the prize corresponding to the prize information or any prize. Further, the token game machine which can be applied to the game systems of the first and second embodiments is not limited to the above-described types, and can be widely applied. Further, the game device applied to the game system is not a token game machine, and some or all of them may be used for a game machine - 62 - 201008616, for example, without using a token currency. BRIEF DESCRIPTION OF THE DRAWINGS Fig. 1 is a schematic diagram showing the overall configuration of a game system according to a first embodiment. Fig. 2 is a view showing an appearance of an example of a horse racing game machine constituting the same game system. φ [Fig. 3] discloses a control block diagram for integrating the main control unit for controlling the overall operation of the horse racing game machine. Fig. 4 is a view showing a control block diagram of a game station control unit provided in each game station of the same horse racing machine. Fig. 5 is an explanatory diagram for explaining the structure of a game station unit constituting a push-to-play game machine of the game system. Fig. 6 is a block diagram showing the main structure of the game control system of the push coin game machine. φ [Fig. 7] is an explanatory view showing an example of a game screen for a slot machine displayed on the display unit of the push coin game machine. Fig. 8 is an explanatory diagram showing an example of a bingo game screen displayed on the display unit of the push coin game machine. Fig. 9 is a perspective view showing the appearance of a slot machine game machine constituting the same game system. [Fig. 10] shows a detailed front view of a portion of the face panel before the slot machine. [Fig. 11] A diagram of the control block of the main structure of the same slot machine game machine -63- 201008616. [Fig. 12] A control block diagram of the management server. [Fig. 13] An external view of a shop terminal unit. [Fig. 14] A control block diagram of a shop terminal unit. Fig. 15 is a functional block diagram of a shop terminal unit and a token game machine for managing a token competition event in the first embodiment. [Fig. 16] A flow chart showing the flow of processing of a token competition event. Fig. 17 is an explanatory diagram showing an example of a user's individual screen for displaying a token contest event in the display device of the same shop terminal unit. [Fig. 18] A functional block diagram of the shop terminal unit and the token game machine for managing the token competition event of the second embodiment. [Main component symbol description] 1000: Horse racing machine (token game machine) 1010: Game station 1015, 3013a > 5 007: Card reading surface 1 1 〇1: Main control device 1108, 2625 > 3107, 4003, 5003: external communication device 1201: game station control device 1204, 2605 > 3013, 5007: card reader 200 0: push coin game machine (token game machine) 2500: play field 2601, 261 1, 2621 : control device 3 000: Eat Slots Game Machine (Token Game Machine) 201008616

3 10 1: 4000 : 400 1 : 5000 : 5 00 1 : 5002 : 5 005 : 5 008 : 5 10 1: 5 102: 5 103: 5 104: 5 105: 5106 : 5 107: 5 108: 6001 : 6002 : 6003 : 6004 : 控制裝置 管理伺服器 控制裝置 店舖終端單元 控制裝置 記憶裝置 顯示裝置 代幣支付裝置 代幣獲得數記憶部 星號獲得數記憶部 代幣規定値記憶部 通訊部 代幣獲得數加算部 星號獲得數加算部 獎勵代幣支付處理部 代幣規定値處理部 遊戲進行控制部 ID受取部 代幣獲得數計算部 代幣獲得數資訊輸出部 -65-3 10 1:4000 : 400 1 : 5000 : 5 00 1 : 5002 : 5 005 : 5 008 : 5 10 1: 5 102: 5 103: 5 104: 5 105: 5106 : 5 107: 5 108: 6001 : 6002 : 6003 : 6004 : Control device management server control device shop terminal unit control device memory device display device token payment device token acquisition number memory unit asterisk acquisition number memory unit token specification 値 memory department communication unit token acquisition number addition unit Asterisk acquisition number addition token reward token payment processing section token specification 値 processing section game execution control section ID acquisition section token acquisition number calculation section token acquisition number information output section - 65-

Claims (1)

201008616 七、申請專利範圍 1. 一種遊戲系統,係具有分別具備控制遊戲內容相 互不同之遊戲進行的遊戲進行控制手段之複數遊戲裝置, 與在該複數遊戲裝置之間管理共通之共通點數之共通點數 管理裝置的遊戲系統,其特徵爲: 各遊戲裝置係具有: 玩家識別資訊受取手段,係受取玩家識別資訊; 點數計算手段,係以該玩家識別資訊受取手段受取玩 家識別資訊作爲條件,計算該遊戲裝置的遊戲進行控制手 段進行控制之遊戲相關的點數;及 點數資訊輸出手段,係將表示該點數計算手段計算之 點數的點數資訊,以與該玩家識別資訊受取手段受取之玩 家識別資訊及該遊戲裝置的裝置識別資訊建立關聯之狀態 來加以輸出; 各遊戲裝置或前述共通點數管理裝置係具有: 點數規定値記憶手段,係依各遊戲裝置的毎一裝置識 別資訊,記憶複數點數規定値; 點數加算手段,係將從各遊戲裝置的點數資訊輸出手 段輸出之點數資訊所示之點數,依該點數資訊所對應之毎 一裝置識別資訊來累積加算;及 共通點數加算處理手段,係每於該點數加算手段累積 加算之各玩家識別資訊的各裝置識別資訊分別對應之點數 資訊所示之點數’到達記憶於前述點數規定値記憶手段之 該裝置識別資訊所對應之複數點數規定値任一時,將所定 -66- 201008616 量共通點數加算至該玩家識別資訊所對應之共通點數資訊 所示之共通點數; 前述共通點數管理裝置係具有: 共通點數資訊記憶手段,係將前述共通點數加算處理 手段加算所定量共通點數之後的共通點數資訊,以與對應 之玩家識別資訊建立關聯之狀態來加以記憶;及 個別處理手段,係因應記憶於前述共通點數資訊記憶 φ 手段之各共通點數資訊分別所示之共通點數量,進行對於 藉由對應之玩家識別資訊被特定之玩家的個別處理; 記憶於前述點數規定値記憶手段之各裝置識別資訊的 前述複數點數規定値,係以到達下個點數規定値爲止所需 之點數依序變大之方式或變小之方式,依每一裝置識別資 訊來設定。 2. —種遊戲系統,係具有分別具備控制遊戲內容相 互不同之遊戲進行的遊戲進行控制手段之複數遊戲裝置, φ 與在該複數遊戲裝置之間管理共通之共通點數之共通點數 管理裝置的遊戲系統,其特徵爲: 各遊戲裝置係具有: 玩家識別資訊受取手段,係受取玩家識別資訊; 點數計算手段,係以該玩家識別資訊受取手段受取玩 家識別資訊作爲條件’計算該遊戲裝置的遊戲進行控制手 段進行控制之遊戲相關的點數;及 點數資訊輸出手段,係將表示該點數計算手段計算之 點數的點數資訊,以與該玩家識別資訊受取手段受取之玩 -67- 201008616 家識別資訊及該遊戲裝置的裝置識別資訊建立關聯之狀態 來加以輸出; 各遊戲裝置或前述共通點數管理裝置係具有: 點數規定値記憶手段,係依各遊戲裝置的毎一裝置識 別資訊’記憶複數點數規定値; 點數加算手段,係將從各遊戲裝置的點數資訊輸出手 段輸出之點數資訊所示之點數,依該點數資訊所對應之毎 一裝置識別資訊來累積加算; 共通點數加算處理手段,係每於該點數加算手段累積 加算之各玩家識別資訊的各裝置識別資訊分別對應之點數 資訊所示之點數,到達記憶於前述點數規定値記憶手段之 該裝置識別資訊所對應之複數點數規定値任一時,將所定 量共通點數加算至該玩家識別資訊所對應之共通點數資訊 所示之共通點數; 變更操作受理手段,係受理用以變更記憶於前述點數 規定値記憶手段之點數規定値的變更操作;及 點數規定値變更手段,係依據該變更操作受理手段所 受理之變更操作的內容,變更記憶於前述點數規定値記憶 手段之點數規定値; 前述共通點數管理裝置係具有: 共通點數資訊記憶手段,係將前述共通點數加算處理 手段加算所定量共通點數之後的共通點數資訊’以與對應 之玩家識別資訊建立關聯之狀態來加以記億;及 個別處理手段,係因應記憶於前述共通點數資訊記億 -68- 201008616 手段之各共通點數資訊分別所示之共通點數量,進行對於 藉由對應之玩家識別資訊被特定之玩家的個別處理。 3- 一種遊戲系統,係具有分別具備控制遊戲內容相 互不同之遊戲進行的遊戲進行控制手段之複數遊戲裝置, 與在該複數遊戲裝置之間管理共通之共通點數之共通點數 管理裝置的遊戲系統,其特徵爲: 各遊戲裝置係具有: φ 玩家識別資訊受取手段,係受取玩家識別資訊; 點數計算手段,係以該玩家識別資訊受取手段受取玩 家識別資訊作爲條件,計算該遊戲裝置的遊戲進行控制手 段進行控制之遊戲相關的點數;及 點數資訊輸出手段,係將表示該點數計算手段計算之 點數的點數資訊,以與該玩家識別資訊受取手段受取之玩 家識別資訊及該遊戲裝置的裝置識別資訊建立關聯之狀態 來加以輸出; 0 各遊戲裝置或前述共通點數管理裝置係具有: 點數規定値記憶手段,係依各遊戲裝置的毎一裝置識 別資訊,記憶複數點數規定値; 點數加算手段,係將從各遊戲裝置的點數資訊輸出手 段輸出之點數資訊所示之點數,依該點數資訊所對應之毎 一裝置識別資訊來累積加算; 共通點數加算處理手段,係每於該點數加算手段累積 加算之各玩家識別資訊的各裝置識別資訊分別對應之點數 資訊所示之點數,到達記憶於前述點數規定値記憶手段之 -69- 201008616 該裝置識別資訊所對應之複數點數規定値任一時,將所定 量共通點數加算至該玩家識別資訊所對應之共通點數資訊 所示之共通點數;及 點數規定値處理手段,係每於該點數加算手段累積加 算之各玩家識別資訊的各裝置識別資訊分別對應之點數資 訊所示之點數,到達記憶於前述點數規定値記憶手段之該 裝置識別資訊所對應之點數規定値時,進行降低記憶於該 裝置識別資訊以外至少1個裝置識別資訊所對應之前述點 數規定値記憶手段的點數規定値之處理; 前述共通點數管理裝置係具有: 共通點數資訊記憶手段,係將前述共通點數加算處理 手段加算所定量共通點數之後的共通點數資訊,以與對應 之玩家識別資訊建立關聯之狀態來加以記憶;及 個別處理手段,係因應記憶於前述共通點數資訊記憶 手段之各共通點數資訊分別所示之共通點數量,進行對於 藉由對應之玩家識別資訊被特定之玩家的個別處理。 4.如申請專利範圍第1項所記載之遊戲系統,其中 9 前述複數遊戲裝置中至少1台遊戲裝置係具有: 下注對象受理手段,係受理下注對象;及 支付處理手段,係依據該下注對象受理手段受理下注 對象而前述遊戲進行控制手段所控制之遊戲的進行結果, 進行用以將所定量支付對象,支付給玩家的支付處理: 前述至少1台遊戲裝置的點數計算手段,係以該遊戲 -70- 201008616 裝置的玩家識別資訊受取手段受取玩家識別資訊作爲條件 ,計算依據該遊戲裝置的下注對象受理手段所受理之下注 對象的量,及該遊戲裝置的支付處理手段對藉由該玩家識 別資訊特定之玩家支付之支付對象的量至少一方的點數。 5. 如申請專利範圍第2項所記載之遊戲系統,其中 前述複數遊戲裝置中至少1台遊戲裝置係具有: 下注對象受理手段,係受理下注對象;及 支付處理手段,係依據該下注對象受理手段受理下注 對象而前述遊戲進行控制手段所控制之遊戲的進行結果, 進行用以將所定量支付對象,支付給玩家的支付處理; 前述至少1台遊戲裝置的點數計算手段,係以該遊戲 裝置的玩家識別資訊受取手段受取玩家識別資訊作爲條件 ’計算依據該遊戲裝置的下注對象受理手段所受理之下注 對象的量,及該遊戲裝置的支付處理手段對藉由該玩家識 9 別資訊特定之玩家支付之支付對象的量至少一方的點數。 6. 如申請專利範圍第3項所記載之遊戲系統,其中 J 前述複數遊戲裝置中至少1台遊戲裝置係具有: 下注對象受理手段,係受理下注對象;及 支付處理手段,係依據該下注對象受理手段受理下注 對象而前述遊戲進行控制手段所控制之遊戲的進行結果, 進行用以將所定量支付對象,支付給玩家的支付處理; 前述至少1台遊戲裝置的點數計算手段,係以該遊戲 -71 - 201008616 裝置的玩家識別資訊受取手段受取玩家識別資訊作爲條件 ,計算依據該遊戲裝置的下注對象受理手段所受理之下注 對象的量,及該遊戲裝置的支付處理手段對藉由該玩家識 別資訊特定之玩家支付之支付對象的量至少一方的點數。 7. 如申請專利範圍第1項所記載之遊戲系統,其中 > 前述個別處理手段所進行之個別處理,係從預先訂定 之複數階級資訊中,決定因應記憶於前述共通點數資訊記 億手段之共通點數所示之共通點數的階級資訊,並將用以 將決定之階級資訊,依毎一對應之玩家識別資訊來區別並 加以顯示的階級顯示處理。 8. 如申請專利範圍第2項所記載之遊戲系統,其中 前述個別處理手段所進行之個別處理,係從預先訂定 之複數階級資訊中,決定因應記憶於前述共通點數資訊記 憶手段之共通點數所示之共通點數的階級資訊,並將用以 將決定之階級資訊,依毎一對應之玩家識別資訊來區別並 加以顯示的階級顯示處理。 9. 如申請專利範圍第3項所記載之遊戲系統,其中 y 前述個別處理手段所進行之個別處理,係從預先訂定 之複數階級資訊中,決定因應記憶於前述共通點數資訊記 憶手段之共通點數所示之共通點數的階級資訊,並將用以 將決定之階級資訊,依毎一對應之玩家識別資訊來區別並 -72- 201008616 加以顯示的階級顯示處理。 10.如申請專利範圍第4項所記載之遊戲系統,其中 前述個別處理手段所進行之個別處理,係從預先訂定 之複數階級資訊中,決定因應記憶於前述共通點數資訊記 憶手段之共通點數所示之共通點數的階級資訊,並將用以 將決定之階級資訊,依每一對應之玩家識別資訊來區別並 φ 加以顯示的階級顯示處理。 11.如申請專利範圍第5項所記載之遊戲系統,其中 前述個別處理手段所進行之個別處理,係從預先訂定 之複數階級資訊中,決定因應記億於前述共通點數資訊記 憶手段之共通點數所示之共通點數的階級資訊,並將用以 將決定之階級資訊’依毎一對應之玩家識別資訊來區別並 加以顯示的階級顯示處理。 φ 12.如申請專利範圍第6項所記載之遊戲系統,其中 前述個別處理手段所進行之個別處理,係從預先訂定 之複數階級資訊中’決定因應記憶於前述共通點數資訊記 憶手段之共通點數所示之共通點數的階級資訊,並將用以 將決定之階級資訊,依毎一對應之玩家識別資訊來區別並 加以顯示的階級顯示處理。 1 3 .如申請專利範圍第1項至第1 2項中任一項所記 載之遊戲系統,其中, -73- 201008616 至少前述點數加算手段’係設至於前述共通點數管理 裝置; 前述各遊戲裝置的前述點數資訊輸出手段,係將前述 點數資訊,以與前述玩家識別資訊受取手段受取之玩家識 別資訊及該遊戲裝置的裝置識別資訊建立關聯之狀態下, 寫入可搬型記憶媒體者; 前述共通點數管理裝置的點數加算手段,係從該可搬 型記憶媒體讀取出被寫入至該可搬型記憶媒體之點數資訊 ,並累積加算至該點數資訊所對應之每一裝置識別資訊者 〇 14. 一種共通點數管理裝置,係將依據從分別具備控 制遊戲內容相互不同之遊戲進行的遊戲進行控制手段之複 數遊戲裝置輸出之點數資訊的共通點數,依每一玩家識別 資訊加以管理的共通點數管理裝置,其特徵爲: 具有: 點數資訊記憶手段,係依毎一玩家識別資訊,記憶與 各遊戲裝置的裝置識別資訊分別建立關聯之點數資訊; 共通點數資訊記億手段,係記憶與各玩家識別資訊建 立關聯之共通點數資訊; 點數規定値記憶手段,係依各遊戲裝置的毎一裝置識 別資訊,記憶複數點數規定値; 資訊受取手段,係受取從各遊戲裝置輸出之點數資訊 以及與其建立關聯之玩家識別資訊及裝置識別資訊; 點數加算手段,係將該資訊受取手段受取之點數資訊 -74- 201008616 所示之點數,以與對應該點數資訊的玩家識別資訊之該點 數資訊所對應之裝置識別資訊建立關聯之狀態下,加算至 記憶於前述點數資訊記憶手段之點數資訊的點數; 共通點數加算手段,係每於記憶於該點數資訊記憶手 段之各玩家識別資訊的各裝置識別資訊分別對應之點數資 訊所示之點數,到達記憶於前述點數規定値記憶手段之該 裝置識別資訊所對應之複數點數規定値任一時,在與該玩 $ 家識別資訊建立關聯之狀態下,將所定量共通點數加算至 記憶於前述共通點數資訊記憶手段之共通點數資訊的共通 點數;及 個別處理手段,係因應記憶於前述共通點數資訊記憶 手段之各共通點數資訊所示之共通點數量,進行對於藉由 對應之玩家識別資訊被特定之玩家的個別處理; 記億於前述點數規定値記億手段之各裝置識別資訊的 前述複數點數規定値,係以到達下個點數規定値爲止所需 Φ 之點數依序變大之方式或變小之方式,依每一裝置識別資 訊來設定。 15. —種共通點數管理裝置,係將依據從分別具備控 制遊戲內容相互不同之遊戲進行的遊戲進行控制手段之複 數遊戲裝置輸出之點數資訊的共通點數,依每一玩家識別 資訊加以管理的共通點數管理裝置,其特徵爲具有: 點數資訊記憶手段,係依毎一玩家識別資訊,記憶與 各遊戲裝置的裝置識別資訊分別建立關聯之點數資訊; 共通點數資訊記憶手段,係記憶與各玩家識別資訊建 -75- 201008616 立關聯之共通點數資訊; 點數規定値記憶手段,係依各遊戲裝置的毎一裝置識 別資訊,記憶複數點數規定値; 資訊受取手段,係受取從各遊戲裝置輸出之點數資訊 以及與其建立關聯之玩家識別資訊及裝置識別資訊; 點數加算手段,係將該資訊受取手段受取之點數資訊 所示之點數,以與對應該點數資訊的玩家識別資訊之該點 數資訊所對應之裝置識別資訊建立關聯之狀態下,加算至 fp 記憶於前述點數資訊記憶手段之點數資訊的點數; 共通點數加算手段,係每於記憶於該點數資訊記憶手 段之各玩家識別資訊的各裝置識別資訊分別對應之點數資 訊所示之點數,到達記憶於前述點數規定値記憶手段之該 裝置識別資訊所對應之複數點數規定値任一時,在與該玩 家識別資訊建立關聯之狀態下,將所定量共通點數加算至 記憶於前述共通點數資訊記憶手段之共通點數資訊的共通 點數; _ 個別處理手段,係因應記憶於前述共通點數資訊記憶 手段之各共通點數資訊所示之共通點數量,進行對於藉由 對應之玩家識別資訊被特定之玩家的個別處理; 變更操作受理手段,係受理用以變更記億於前述點數 規定値記憶手段之點數規定値的變更操作;及 點數規定値變更手段,係依據該變更操作受理手段所 受理之變更操作的內容,變更記憶於前述點數規定値記憶 手段之點數規定値。 -76- 201008616 16. —種共通點數管理裝置,係將依據從分別具備控 制遊戲內容相互不同之遊戲進行的遊戲進行控制手段之複 數遊戲裝置輸出之點數資訊的共通點數,依每一玩家識別 資訊加以管理的共通點數管理裝置,其特徵爲具有: 點數資訊記憶手段,係依毎一玩家識別資訊,記憶與 各遊戲裝置的裝置識別資訊分別建立關聯之點數資訊; 共通點數資訊記憶手段,係記憶與各玩家識別資訊建 φ 立關聯之共通點數資訊; 點數規定値記憶手段,係依各遊戲裝置的毎一裝置識 別資訊,記憶複數點數規定値; 資訊受取手段,係受取從各遊戲裝置輸出之點數資訊 以及與其建立關聯之玩家識別資訊及裝置識別資訊; 點數加算手段,係將該資訊受取手段受取之點數資訊 所示之點數,以與對應該點數資訊的玩家識別資訊之該點 數資訊所對應之裝置識別資訊建立關聯之狀態下,加算至 0 記憶於前述點數資訊記憶手段之點數資訊的點數; 共通點數加算手段,係每於記憶於該點數資訊記憶手 段之各玩家識別資訊的各裝置識別資訊分別對應之點數資 訊所示之點數,到達記億於前述點數規定値記憶手段之該 裝置識別資訊所對應之複數點數規定値任一時,在與該玩 家識別資訊建立關聯之狀態下,將所定量共通點數加算至 記憶於前述共通點數資訊記憶手段之共通點數資訊的共通 點數; 個別處理手段,係因應記憶於前述共通點數資訊記憶 -77- 201008616 手段之各共通點數資訊所示之共通點數量,進行對於藉由 對應之玩家識別資訊被特定之玩家的個別處理; 點數規定値處理手段,係每於記億於前述點數資訊記 憶手段之各玩家識別資訊的各裝置識別資訊分別對應之點 數資訊所示之點數,到達記憶於前述點數規定値記憶手段 之該裝置識別資訊所對應之複數點數規定値時,進行降低 記憶於該裝置識別資訊以外至少1個裝置識別資訊所對應 之前述點數規定値記憶手段的點數規定値之處理。201008616 VII. Patent Application Range 1. A game system having a plurality of game devices having game control means for controlling games having different game contents, and managing common points common to the common game devices The game system of the point management device is characterized in that: each game device has: a player identification information receiving means, which is a player identification information; and a point calculation means, the player identification information receiving means receives the player identification information as a condition, Calculating the number of points related to the game in which the game control means of the game device controls; and the point information output means for indicating the point information of the points calculated by the point calculation means and the player identification information receiving means The acquired player identification information and the device identification information of the game device are outputted in association with each other; each game device or the common point management device has: a point specification, a memory means, and a device according to each game device Identification information, memory plural points regulations The point adding means is to accumulate the points indicated by the point information output from the point information output means of each game device according to the device identification information corresponding to the point information; and the common points The addition processing means is the number of points indicated by the point information corresponding to each device identification information of each of the player identification information accumulated by the point adding means, and the device identification is determined by the memory number in the aforementioned point specification memory means The number of points corresponding to the information is specified at any time, and the common point of the -66-201008616 amount is added to the common point indicated by the common point information corresponding to the player identification information; the aforementioned common point management device has The common point information memory means is to add the common point information after the common point number is added to calculate the common point information after the common point number is added to be associated with the corresponding player identification information; and the individual processing means, The number of common points indicated by the common point information stored in the common point information memory φ means The amount is determined by the individual processing of the player specified by the corresponding player identification information; the plurality of points specified in the device identification information of the memory means are stored in the above-mentioned points, and the number of points is determined by the next point. The manner in which the number of points required to be sequentially increased or decreased is set according to the identification information of each device. 2. A game system having a plurality of game devices each having a game control means for controlling a game in which game contents are different from each other, φ and a common point management device for managing a common number of common points between the plurality of game devices The game system is characterized in that: each game device has: a player identification information receiving means, which is received by the player identification information; the point calculation means is based on the player identification information receiving means receiving the player identification information as a condition to calculate the game device The number of points related to the game in which the control means is controlled; and the point information output means is a point information indicating the number of points calculated by the point calculation means to be played with the player identification information receiving means - 67- 201008616 The home identification information and the device identification information of the game device are outputted in association with each other; each game device or the common point management device has: a point specification, a memory means, and a game device Device identification information 'memory complex number of points 値; points The calculation means accumulates the points indicated by the point information outputted from the point information output means of each game device according to the device identification information corresponding to the point information; the common point addition processing means The number of points indicated by the point information corresponding to each device identification information of each of the player identification information accumulated by the point adding means is added to the device identification information stored in the memory number specified by the point number. When the number of plural points is specified, the total number of points to be quantified is added to the common point indicated by the common point information corresponding to the player identification information; and the change operation accepting means is accepted to change the memory in the above-mentioned points.变更Restriction of the number of points in the memory means; and the number of points and the means of change are based on the contents of the change operation accepted by the change operation acceptance means, and the number of points specified in the above-mentioned points and memory means are changed. The foregoing common point management device has: a common point information memory means, and the foregoing common point number is added and processed The method of calculating the common point information after the quantitative common point is added to the state of establishing the association with the corresponding player identification information; and the individual processing means are stored in the aforementioned common point information information billion-68-201008616 The number of common points indicated by the respective common point information of the means is performed for the individual processing of the player specified by the corresponding player identification information. A game system comprising a plurality of game devices each having a game control means for controlling a game in which game contents are different from each other, and a game of a common point management device for managing a common number of common points between the plurality of game devices The system is characterized in that: each game device has: φ player identification information receiving means, which is to receive player identification information; and the point calculation means, based on the player identification information receiving means receiving the player identification information as a condition, calculating the game device The number of points related to the game in which the game is controlled by the control means; and the point information output means is a point information indicating the number of points calculated by the point calculation means, and the player identification information received by the player identification information receiving means And outputting the state of the device identification information of the game device to be outputted; 0 each game device or the common point management device has: a point specification memory means, which is based on the device identification information of each game device, and memorizes The number of points is 値; The number of points indicated by the point information outputted from the point information output means of each game device is cumulatively added according to the device identification information corresponding to the point information; the common point addition processing means is used for each The point adding means accumulates the points indicated by the point information corresponding to each device identification information of each player identification information added, and reaches the memory specified by the number of points specified in the above-mentioned points - 69- 201008616 When the number of plural points is specified, the number of common points is added to the common point indicated by the common point information corresponding to the player identification information; and the number of points is specified, and the method is added for each point. The number of points indicated by the point information corresponding to each device identification information of each of the player identification information is added, and the number of points corresponding to the device identification information stored in the number of points specified by the memory means is reduced. The number of points specified in the memory identification information corresponding to at least one device identification information other than the device identification information is specified. The common point management device includes: a common point information memory means for adding the common point information after the common point number processing means to the corresponding common player point information to associate with the corresponding player identification information. The state is to be memorized; and the individual processing means is to perform an individual for the player specified by the corresponding player identification information in accordance with the number of common points respectively indicated by the common point information of the common point information memory means. deal with. 4. The game system according to claim 1, wherein at least one of the plurality of game devices includes: a betting target receiving means for accepting a betting object; and a payment processing means for The bet object receiving means accepts the bet object and the result of the game controlled by the game progress control means, and performs payment processing for paying the quantified payment object to the player: the point calculation means of the at least one game device The player identification information receiving means of the game-70-201008616 device receives the player identification information as a condition, and calculates the amount of the bet object accepted by the betting object receiving means of the game device, and the payment processing of the game device. A means for at least one of the amount of the payment object paid by the player specified by the player identification information. 5. The game system according to claim 2, wherein at least one of the plurality of game devices includes: a betting target receiving means for accepting a betting object; and a payment processing means according to the The target receiving means receives the result of the game controlled by the game progress control means, and performs a payment process for paying the quantified payment target to the player; the point calculation means of the at least one game device; The player identification information receiving means of the game device receives the player identification information as a condition to calculate the amount of the bet object to be accepted according to the betting target receiving means of the game device, and the payment processing means of the game device The player knows the number of points at least one of the amount of the payment object that the player of the information-specific player pays. 6. The game system according to claim 3, wherein at least one of the plurality of game devices of the plurality of game devices has: a betting target receiving means for accepting a betting object; and a payment processing means according to the The bet object receiving means receives the result of the game controlled by the game progress control means, and performs a payment process for paying the quantified payment object to the player; the point calculation means of the at least one game device The player identification information receiving means of the game-71-201008616 device is subjected to the player identification information as a condition, and the amount of the bet object accepted by the betting object accepting means of the game device and the payment processing of the game device are calculated. A means for at least one of the amount of the payment object paid by the player specified by the player identification information. 7. In the game system described in claim 1, wherein the individual processing performed by the individual processing means determines the means for recording the information in the common point information from the predetermined plurality of class information. The class information of the common points indicated by the common points is used to classify and display the determined class information based on the corresponding player identification information. 8. The game system as recited in claim 2, wherein the individual processing performed by the individual processing means determines a common point in response to the common point information memory means from the predetermined plurality of class information. The class information of the common points indicated by the number, and the class display processing for distinguishing and displaying the determined class information according to the corresponding player identification information. 9. The game system as recited in claim 3, wherein the individual processing performed by the individual processing means determines the commonality of the information memory means in accordance with the common point information from the predetermined plurality of class information. The class information of the common points indicated by the points will be used to distinguish the determined class information from the corresponding player identification information and the class display processing displayed by -72-201008616. 10. The game system of claim 4, wherein the individual processing performed by the individual processing means determines a common point in response to the common point information memory means from the predetermined plurality of class information. The class information of the common points indicated by the number, and the class display processing for distinguishing and displaying the determined class information according to each corresponding player identification information. 11. The game system as recited in claim 5, wherein the individual processing performed by the individual processing means determines the commonality of the information sharing means in accordance with the common point information from the predetermined plurality of class information. The class information of the common points indicated by the points, and the class display processing for distinguishing and displaying the determined class information 'depending on the corresponding player identification information. φ 12. The game system as recited in claim 6, wherein the individual processing performed by the individual processing means determines the commonality of the information memory means in response to the common point information from the predetermined plurality of class information. The class information of the common points indicated by the points, and the class display processing for distinguishing and displaying the determined class information according to the corresponding player identification information. The game system according to any one of claims 1 to 2, wherein -73-201008616 at least the point adding means is provided to the common point management device; The point information output means of the game device writes the transferable memory medium in a state in which the point information is associated with the player identification information received by the player identification information receiving means and the device identification information of the game device. The point adding means of the common point management device reads the point information written into the portable storage medium from the portable storage medium, and accumulates and adds to each point corresponding to the point information. A device identification information device 14. A common point number management device is a common point number of points information outputted by a plurality of game devices that are controlled by a game control device having games different from each other. A common point management device managed by a player identification information, which has the following features: According to the player identification information, the memory and the device identification information of each game device are separately associated with the point information; the common point information information means that the memory is associated with each player identification information to share the common point information; The number of rules and means of memory is based on the identification information of each device of the game device, and the number of points is memorized. The means of receiving information is the point information obtained from each game device and the player identification information and device associated therewith. Identification information; the point plus calculation means is the point number of the information received by the information receiving means - 74- 201008616, and the device identification corresponding to the point information of the player identification information corresponding to the point information In the state in which the information is associated, the points added to the point information stored in the point information memory means are added; the common point adding means is each device for each player identification information memorized in the point information memory means The number of points indicated by the point information corresponding to the identification information is reached, and the memory is calculated in the aforementioned points. In the state in which the number of points corresponding to the identification information of the device is specified, the number of the common points is added to the common information stored in the common point information memory means in a state associated with the game identification information. The common point of the point information; and the individual processing means, the player who is specified by the corresponding player identification information in response to the number of common points indicated by the common point information of the common point information memory means The individual processing of the above-mentioned points specifies the above-mentioned plural number of points for each device identification information of the 値 亿 billion means, and the number of points required to reach the next point is increased in order to reach the next point. Or smaller, according to each device identification information to set. 15. A common point management device that uses a common point of point information output by a plurality of game devices that are controlled by a game that controls games having different game contents, and is based on each player identification information. The management common point management device is characterized in that: the point information memory means is based on the player identification information, and the point information associated with the device identification information of each game device is memorized; the common point information memory means , the memory and the player identification information built-75- 201008616 associated with the common point information; points specified 値 memory means, according to the device identification information of each device, memory plural points 値; information access means And receiving the point information outputted from each game device and the player identification information and device identification information associated with the game device; the point adding means is the point indicated by the point information received by the information receiving means, and The device identification information corresponding to the point information of the player identification information that should count the information In the state of association, the points added to the point information of the point information memory means are added to the fp; the common point addition means is each device for each player identification information memorized in the point information memory means The number of points indicated by the point information corresponding to the identification information is reached, and the state of the plurality of points corresponding to the device identification information stored in the above-mentioned points and memory means is established, and the state associated with the player identification information is established. Next, the quantized common points are added to the common points of the common point information stored in the common point information memory means; _ the individual processing means is based on the common points of the common point information memory means The number of common points indicated by the information is subjected to individual processing for the player specified by the corresponding player identification information. The change operation accepting means accepts the number of points required to change the number of points specified in the above-mentioned points. The change operation; and the point specification/change means are based on the change accepted by the change operation acceptance means. The contents of the operation are changed in the number of points specified in the above-mentioned points and memory means. -76- 201008616 16. The common point number management device is a common point number of point information outputted by a plurality of game devices that are controlled by a game that controls games having different game contents, respectively. A common point management device for managing player identification information, characterized in that: the point information memory means is based on a player identification information, and memorizes the point information associated with the device identification information of each game device; common point The number of information memory means is a common point information in which memory and each player's identification information are associated with each other; the number of points is defined as a means of memory, which is based on the identification information of each device of the game device, and the number of points of memory is specified; The means is to receive the point information outputted from each game device and the player identification information and the device identification information associated with the game device; the point adding means is the point indicated by the point information received by the information receiving means, and Device identification information corresponding to the point information of the player identification information corresponding to the point information In the state of establishing association, the points added to the point information of the above-mentioned points information memory means are added to the points; the common point addition means is each device for each player identification information memorized in the point information memory means The points indicated by the point information corresponding to the identification information are respectively associated with the player identification information when the number of points corresponding to the device identification information specified by the above-mentioned points and memory means is specified. In the state, the quantized common points are added to the common points of the common point information stored in the common point information memory means; the individual processing means are stored in the aforementioned common point information memory-77-201008616 The number of common points indicated by the common point information is subjected to individual processing for the player specified by the corresponding player identification information; the point specification processing means is used for each of the above-mentioned points information memory means The number of points indicated by the point information corresponding to each device identification information of the player identification information reaches the memory of the aforementioned points When the number of plural points corresponding to the identification information of the device is determined by the memory means, the processing of reducing the number of points specified by the at least one device identification information other than the identification information of the device is specified. . -78--78-
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