TW201210665A - Game device and game system - Google Patents

Game device and game system Download PDF

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Publication number
TW201210665A
TW201210665A TW100131713A TW100131713A TW201210665A TW 201210665 A TW201210665 A TW 201210665A TW 100131713 A TW100131713 A TW 100131713A TW 100131713 A TW100131713 A TW 100131713A TW 201210665 A TW201210665 A TW 201210665A
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TW
Taiwan
Prior art keywords
game
player
unit
automatic
identification information
Prior art date
Application number
TW100131713A
Other languages
Chinese (zh)
Inventor
Kazuhiro Kusuda
Takashi Uchiyama
Shogo Azuma
Shinya Ito
Hirokatsu Yamaguchi
Hiroki Nakasato
Original Assignee
Konami Digital Entertainment
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Publication date
Application filed by Konami Digital Entertainment filed Critical Konami Digital Entertainment
Publication of TW201210665A publication Critical patent/TW201210665A/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/422Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • 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
    • G07F17/3234Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed about the performance of a gaming system, e.g. revenue, diagnosis of the gaming system
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/532Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing using secure communication, e.g. by encryption, authentication
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5513Details of game data or player data management involving billing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • A63F2300/6054Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands by generating automatically game commands to assist the player, e.g. automatic braking in a driving game

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Human Computer Interaction (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

Provided is a configuration terminal that is provided with a player ID-acquiring unit that acquires player IDs that uniquely identify the players; a storage unit that associates value information, which changes with consumption of credit that is exchanged for game plays or with granting of game value according to game results, to the player ID acquired by the player ID-acquiring unit and stores the value information; and an automatic game control unit that controls the game corresponding to the player ID acquired by the player ID-acquiring unit to advance automatically according to prescribed rules. The automatic game control unit controls multiple games with mutually differing corresponding player IDs so that the games advance in parallel.

Description

201210665 六、發明說明: 【發明所屬之技術領域】 本發明係關於使遊戲自動進行的遊戲裝置及遊戲系統 【先前技術】 於專利文獻1,揭示有使遊戲自動進行之家庭用視訊 遊戲裝置。此視訊遊戲裝置係使遊戲自動進行之外,可顯 示表示自動進行中之遊戲的進行狀況之資訊。再者,自動 進行之遊戲的所要時間係比不自動進行之遊戲的所要時間 還短。 〔先前技術文獻〕 〔專利文獻〕 〔專利文獻1〕日本特開2005-000252號公報 【發明內容】 〔發明所欲解決之課題〕 然而,在設置有遊藝場遊戲裝置之遊藝設施( recreation facilities)中,營業額的多寡幾乎與該遊藝場 遊戲裝置被遊玩之時間的合計成比例,故讓更多玩家長時 間進行遊玩遊戲爲佳。然而,有可進行遊玩之玩家的人數 因遊藝場遊戲裝置的數量而受到限制之課題。此係某玩家 進行遊玩遊戲之間,其遊藝場遊戲裝置會被該玩家佔有。 在此,本發明的解決課題係利用應用前述之視訊遊戲 -3- 201210665 的裝置並施加更多改良,提供可遊玩遊戲之玩家的人數不 依存於遊戲裝置之數量的遊戲裝置及遊戲系統。 〔用以解決課題之手段〕 以下說明爲了解決以上課題,本發明採用之手段。再 者,爲了容易理解本發明,以下爲了方便將圖面之參照符 號以括弧附記,但是,並不爲將本發明限定於圖示之形態 的趣旨。 本發明的遊戲裝置(4A或3B),具備:取得部(G1 或F 1 ) ’係取得用以單一識別玩家的識別資訊;第1記憶 部(45),係將根據作爲在遊戲之遊玩的對價之代額的消 費或因應遊戲結果之遊藝價値(game value )的賦予而變 化之價値資訊,與被前述取得部(G1或F1)取得之前述識 別資訊建立對應並加以記憶;及自動遊戲控制部(G2 ), 係以一邊遵從所定規則一邊自動進行之方式,控制對應藉 由前述取得部(G 1或F 1 )所取得之前述識別資訊的遊戲; 前述自動遊戲控制部(G2 ),係以平行進行對應之前述識 別資訊相互不同的複數遊戲之方式進行控制。 在此遊戲裝置,可使遊戲自動進行。即使是自動進行 的遊戲也可進行依據結果之遊藝價値的賦予,故如果是不 關心遊戲內容之玩家(僅關心遊戲結果(遊藝價値的賦予 )之玩家),就算遊戲自動進行也可滿足。又,在此遊戲 裝置中’可使遊戲針對複數玩家同時進行。因此,即使在 某玩家進行遊玩遊戲時,遊戲裝置也不會被該玩家佔有, -4 - 201210665 可對於複數玩家賦予進行遊玩自動遊戲的機會。 「識別資訊」係單一識別玩家,在遊戲裝置內處理的 識別資訊。將記錄於1C卡之媒體ID本身設爲識別資訊亦可 ,將和預先與識別資訊建立關聯來加以管理之媒體ID不同 的ID設爲識別資訊亦可。在將與媒體ID不同之ID設爲識別 資訊時,在遺失1C卡時,解除媒體ID與識別資訊的建立關 聯的話,該ID卡有可能無法使用。又,發派新的1C卡,重 新將其媒體ID與識別資訊建立關聯的話,即可持續利用過 去與識別資訊建立關聯而被管理之道具及點數等的遊藝價 値。 作爲「取得部」,第1可舉出具備讀取記錄於1C卡之 媒體ID的公知之讀取器與通訊部者。此時,讀取器讀取媒 體ID,通訊部將此媒體ID發送至中央伺服器裝置。接收此 媒體ID的中央伺服器裝置係回覆與此媒體ID預先建立關聯 的識別資訊。然後,此識別資訊會被通訊部接收。第2可 舉出讀取器本身。此時,被讀取之媒體ID作爲識別資訊來 處理。第3可舉出玩家用以直接輸入識別資訊的輸入部。 「代額」係成爲遊戲之遊玩的對價的遊藝價値,在遊 玩的對價爲1代額時與遊玩之權利等價。代額係例如作爲 代幣(token coins)或現金之物理投入或電子傳送等的結 果,從外部存入。又,代額係因作爲遊玩的對價來使用而 被消費。再者,具備因應玩家的指示,將該玩家的代額支 付至遊戲裝置之外部的支付部亦可。在此支付中,相當於 代額之代幣或票券、優惠券、證書等的遊藝媒體(game 201210665 medium )從遊戲裝置排出。亦即,如存入代額時作爲遊藝 媒體使用代幣’作爲從代額支付時的遊藝媒體使用票券, 可使存入與支付之遊藝媒體的種類不同亦可。 作爲「遊藝價値」’有代額與不會成爲遊戲之遊玩的 對價之非代額。作爲非代額,可例示道具或點數。作爲道 具’可例示於遊戲中可利用之劍或衣裝等的遊戲上可利用 之虛擬物。作爲點數’可例示可與相當於點數的道具交換 者、及因應點數的稱號賦予給玩家者。 「價値資訊」係作爲表示因在遊戲之代額的消費而變 化’且因在遊戲之遊藝價値的賦予而變化之價値的1個資 訊亦可’作爲表示因在遊戲之代額的消費而變化之價値的 資訊’與表示在遊戲之遊藝價値的賦予而變化之價値的資 訊之集合亦可。作爲在依據遊戲結果所賦予之遊藝價値是 代額時的價値資訊,可舉出表示代額數的資訊。 「代額數j係代額的數(代額的量),因代額的消費 而減少,因代額的賦予而增加。在1次遊玩的對價爲1代額 時,代額數係與可遊玩次數等價。 「遊戲」係作爲賓果遊戲亦可,作爲賽馬遊戲亦可, 作爲視訊遊戲(例如麻將遊戲或角色扮演遊戲等)亦可。 「所定規則」係在複數識別資訊之間共通亦可,依每 一識別資訊來設定亦可。 於前述之遊戲裝置(4A或3B )中,前述遊戲價値係前 述代額;前述價値資訊,係表示根據前述代額的消費或賦 予而增減之代額數亦可。[Technical Field] The present invention relates to a game device and a game system for automatically playing a game. [Prior Art] Patent Document 1 discloses a home video game device that automatically performs a game. This video game device automatically displays the game, and displays information indicating the progress of the game in progress. Moreover, the time required for the game to be played automatically is shorter than the time required for the game that is not automatically performed. [PRIOR ART DOCUMENT] [Patent Document 1] [Patent Document 1] JP-A-2005-000252 SUMMARY OF INVENTION [Problems to be Solved by the Invention] However, a recreation facility provided with a casino game device is provided. Among them, the amount of turnover is almost proportional to the total time of the game of the casino game device, so it is better to let more players play the game for a long time. However, there is a problem that the number of players who can play is limited by the number of game machines in the casino. This is a game between a player and a game machine that is occupied by the player. Here, the problem to be solved by the present invention is to provide a game device and a game system in which the number of players who can play the game does not depend on the number of game devices, by applying the above-described video game -3- 201210665. [Means for Solving the Problems] The following describes the means adopted by the present invention in order to solve the above problems. In the following, in order to facilitate the understanding of the present invention, the reference numerals of the drawings are attached to the parentheses in the following, but the present invention is not limited to the illustrated embodiments. In the game device (4A or 3B) of the present invention, the acquisition unit (G1 or F1) is configured to acquire identification information for individually identifying the player, and the first storage unit (45) is based on the game. The price of the consideration of the purchase of the price or the change of the game value in response to the game result, the information is matched with the aforementioned identification information obtained by the acquisition unit (G1 or F1) and memorized; and automatic game control The part (G2) controls the game corresponding to the identification information acquired by the acquisition unit (G1 or F1) while automatically following the predetermined rule; the automatic game control unit (G2) is The control is performed in such a manner that the plurality of games in which the aforementioned identification information are different from each other are performed in parallel. In this game device, the game can be made automatically. Even if the game is played automatically, the game price based on the result can be given. Therefore, if the player does not care about the game content (only the player who cares about the game result (the price of the game price), the game can be satisfied automatically. Also, in this game device, the game can be played simultaneously for a plurality of players. Therefore, even when a player plays a game, the game device is not occupied by the player, and -4 - 201210665 gives the player a chance to play the automatic game. "Identification Information" is a single identification of the identification information that the player processes in the game device. It is also possible to set the media ID itself recorded on the 1C card as the identification information, and to set the ID different from the media ID managed in advance in association with the identification information as the identification information. When the ID different from the media ID is set as the identification information, if the media ID is disconnected from the identification information when the 1C card is lost, the ID card may not be usable. In addition, when a new 1C card is issued and the media ID is re-associated with the identification information, the game price of the props and points managed in association with the identification information can be continuously utilized. As the "acquisition unit", a first known reader and communication unit that reads a media ID recorded on a 1C card can be cited. At this time, the reader reads the media ID, and the communication unit transmits the media ID to the central server device. The central server device receiving the media ID replies with the identification information associated with the media ID in advance. This identification information is then received by the communications department. The second example is the reader itself. At this time, the read media ID is handled as identification information. The third section may be an input unit for the player to directly input the identification information. "The amount of money" is the price of the game that is the price of the game. When the consideration for the game is 1 lot, it is equivalent to the right to play. The denomination is stored as an external deposit, for example, as a result of physical deposit or electronic transfer of token coins or cash. Also, the quota is consumed because it is used as a consideration for play. Further, the payment unit that pays the player's proxy to the outside of the game device in response to the player's instruction may be provided. In this payment, a game media (game 201210665 medium) equivalent to a token or a ticket, a coupon, a certificate, etc., is discharged from the game device. That is, if the coupon is used as a game media when the deposit is deposited, the ticket is used as a game media payment when the deposit is paid, and the type of the entertainment media that is deposited and paid may be different. As a "game price", there is a non-substitute value that does not become a game play. As a non-substitute, items or points can be exemplified. As the vehicle, a virtual object usable in a game such as a sword or a clothing that can be used in a game can be exemplified. As the number of points, it can be exemplified that the item exchanger corresponding to the number of points and the title of the number of points can be given to the player. "Price information" is a change in the price of the game, and the price of the game is changed by the price of the game. It can also be expressed as a change in the consumption of the game. A collection of information on the price of the price and the price of the change in the price of the game. As the price information at the time when the game price given in the game result is a quota, information indicating the number of tokens can be cited. "The number of the number of the number of the substitutings (the amount of the amount of the denomination) is reduced by the consumption of the denomination, and is increased by the grant of the amount of the denomination. When the consideration for one play is 1 generation, the number of tokens can be played. The game is also available as a bingo game. It can also be used as a horse racing game. It can also be used as a video game (such as a mahjong game or a role-playing game). The "defined rules" are common to the plural identification information and can be set according to each identification information. In the above game device (4A or 3B), the game price is the aforementioned quota; the price information indicates that the number of shares may be increased or decreased according to the consumption or grant of the aforementioned amount.

-6- S 201210665 於此遊戲裝置中被控制之遊戲係進行時則消費代額’ 因應結果而賦予代額的遊戲(例如代幣遊戲)。在此遊戲 中,消費者與賦予者皆爲代額,使代額增加爲遊戲的重要 目的,故不關心遊戲內容之玩家容易變多。所以’藉由自 動遊戲控制部以遵從所定規則使遊戲可自動進行之方式控 制所得之各種效果容易成爲更有益。再者’於代幣遊戲之 一種,有因應遊戲結果,不僅賦予代額,也賦予點數的遊 戲。 於前述之各遊戲裝置(4A或3B)中’更具備:設定部 (G4 ),將前述所定規則與藉由前述取得部(G 1或F 1 ) 所取得之前述識別資訊建立對應並加以設定;前述自動遊 戲控制部(G2 ),係以一邊遵從與對應之前述識別資訊建 立對應而設定之前述所定規則一邊自動進行之方式’控制 控制對象的前述遊戲亦可。此時,設定部的設定內容係例 如與價値資訊相同,與用以單一識別玩家的識別資訊建立 對應而記憶於記憶部。 依據此遊戲裝置,因所定規則依每一玩家的識別資訊 來設定,故即使是使遊戲自動進行之狀況,也可依每一玩 家使進行內容不同,可將玩家的意思某種程度反映於遊戲 。此係有助於使遊戲自動進行之玩家的增加。 再者,前述設定部,係藉由使玩家從複數規則中選擇 其一,將前述所定規則與該玩家的前述識別資訊建立對應 而加以設定亦可。此時,作爲複數規則,例如可舉出包含 代額的消費量與被期待之遊藝價値的賦予量較少的低風險 201210665 低報酬之規則,及代額的消費量與被期待之遊藝價値的賦 予量較多的高風險高報酬之規則。又,設定部係以1次選 擇來預先設定所定規則亦可,以在遊戲之每一狀況的複數 次選擇來預先設定所定規則亦可。 於前述之遊戲裝置(4A或3B)中,更具備:狀況發送 部(G6 ),係將藉由前述自動遊戲控制部(G2 )所控制 之遊戲的進行狀況,發送至與對應該遊戲的前述識別資訊 預先建立對應之外部的裝置(6)。 依據此遊戲裝置,玩家可使用外部的裝置,掌握遊戲 的進行狀況。 作爲「外部的裝置」,可例示行動電話機及攜帶型遊 戲終端等之可攜式終端裝置以及網站伺服器。例如,在可 攜式終端裝置的狀況中,藉由自動遊戲控制部自動進行之 遊戲的進行狀況,於與對應該遊戲的識別資訊預先建立對 應之可攜式終端裝置中被顯示。再者,作爲可攜式終端裝 置,因爲搭載網頁瀏覽器者很普遍,作爲發送之進行狀況 ,網頁比較合適。又例如,在網頁伺服器的狀況中,用以 顯示藉由自動遊戲控制部自動進行之遊戲的進行狀況之網 頁,記憶於與對應該遊戲的識別資訊預先建立對應之網頁 伺服器,於搭載網頁瀏覽器的終端裝置(例如個人電腦) 中被顯示。再者,依每一網站伺服器準備伺服器裝置亦可 ,使1個伺服器裝置作爲複數網站伺服器而作用亦可。 於前述之各遊戲裝置(3B)中,更具備:操作受理部 (32 ),係對於與藉由前述自動遊戲控制部(G2 )所控制 -β- ε; 201210665 之遊戲不同的1個前述遊戲,受理玩家的操作;第2記憶部 (35 )’係記憶利用前述操作受理部(32 )受理操作之前 述遊戲相關的前述價値資訊;及手動遊戲控制部(F2 ), 係以依據利用前述操作受理部(3 2 )受理之操作來進行之 方式控制該遊戲(以前述操作受理部受理操作之前述遊戲 )亦可。 依據此遊戲裝置,可使遊戲藉由自動遊戲控制部自動 進行,也可使遊戲藉由手動遊戲控制部而依據利用操作受 理部受理之操作來進行。所以,可回應玩家的多樣要求跟 希望。 於此遊戲裝置(3B)中,前述取得部(G1或F1), 係取得利用前述操作受理部(3 2 )受理操作之玩家的前述 識別資訊;前述第2記憶部(3 5 ),係將依據利用前述操 作受理部(32)受理之操作來進行之遊戲相關的前述價値 資訊,與被前述取得部(G 1或F 1 )取得之前述識別資訊建 立對應並加以記憶;前述自動遊戲控制部(G2 )與前述手 段遊戲控制部(F2 ),係分別以對應相同識別資訊的遊戲 進行之方式進行控制亦可。 依據此遊戲裝置,在遊戲依據利用操作受理部受理之 操作而進行時,對應與進行遊玩此遊戲之玩家相同的識別 資訊之遊戲會自動進行,故可將前者之遊戲的結果與後者 之遊戲的結果與相同識別資訊建立對應並加以管理。 本發明的遊戲系統(2 A ),係具備:第1遊戲裝置( 3 A ),係具有記憶根據作爲在遊戲之遊玩的對價之代額的 -9- 201210665 消費或因應遊戲結果之遊藝價値的賦予而變化之價値資訊 的第2記憶部(35),與對於遊戲而受理玩家之操作的操 作受理部(32),並依據利用前述操作受理部(32)受理 之操作來使遊戲進行;第2遊戲裝置(4A),係前述之遊 戲裝置中不具備前述之操作受理部的遊戲裝置之任一;及 共通裝置(5),係對於利用前述第1遊戲裝置(3A)進行 之遊戲(依據利用操作受理部受理之操作來進行的遊戲) 與利用前述第2遊戲裝置(4A)進行之自動遊戲,分別賦 予共通的處理結果。本發明之遊戲系統的具體樣態係可作 爲圖1及圖7所示之遊戲系統(2A )來例示。 在此遊戲系統,可使遊戲自動進行。即使是自動進行 的遊戲也可進行依據結果之遊藝價値的賦予,故如果是不 關心遊戲內容之玩家(僅關心遊戲結果(遊藝價値的賦予 )之玩家),就算遊戲自動進行也可滿足。又,在此遊戲 系統,可使利用1台遊戲裝置(第2遊戲裝置)執行之遊戲 ,針對複數玩家同時進行。因此’即使在某玩家進行遊玩 遊戲時,遊戲裝置(第2遊戲裝置)也不會被該玩家佔有 ,可對於複數玩家賦予進行遊玩自動遊戲的機會。 又,依據此遊戲系統,可使遊戲藉由自動遊戲控制部 自動進行,也可使遊戲藉由手動遊戲控制部而依據利用操 作受理部受理之操作來進行。所以’可回應玩家的多樣要 求跟希望。 又,依據此遊戲系統,於第1遊戲裝置及第2遊戲裝置 中,依據共通處理的結果來控制遊戲’故並不會有在第2 -10- a 201210665 遊戲裝置之遊戲的自動進行與在第1遊戲裝置之利用手動 之遊戲的進行任一方先行之狀況。亦即,可使在第1遊戲 裝置之遊戲的進行與在第2遊戲裝置之遊戲的進行相互同 步。 作爲「共通處理」,係可例示藉由抽選從複數選擇項 選擇其一或複數的處理。此時,選擇結果(抽選結果)爲 共通處理的結果。又,在此之「抽選」係包含機械抽選( mechanical drawing or lottery )與電子抽選( computerized drawing or lottery ) ° 再者,第2遊戲裝置具備前述之設定部亦可》此時, 即使是使遊戲自動進行之狀況,也可依每一玩家而使進行 內容不同,可將玩家的意思某種程度反映於遊戲。此係有 助於使遊戲自動進行之玩家的增加。進而,遊戲系統係具 備依每一識別資訊,積存於第1遊戲裝置中以手動操作之 遊戲的進行之履歷(遊玩履歷)的伺服器裝置,設定部係 依據被積存於前述伺服器裝置之履歷中對應1個識別資訊 的履歷,來設定前述所定規則亦可。此「1個識別資訊J 係作爲對應所定規則的設定者(玩家)之識別資訊亦可, 作爲其他識別資訊亦可。 作爲此「其他識別資訊」,係可例示與對應所定規則 的設定者(玩家)之識別資訊有所定關係的識別資訊(例 如,與設定者締結友好關係之其他玩家的識別資訊)。又 ,遊戲系統係具備記億表示複數識別資訊之間的關係之資 料,可依每一識別資訊來收集前述遊戲之進行狀況的伺服 -11 - 201210665 器裝置;前述所定規則,係使與對應之識別資訊建立對應 而進行之前述遊戲的進行狀況,與和該識別資訊有所定關 係的識別資訊或藉由設定者指定之識別資訊建立對應而進 行之前述遊戲的進行狀況一致之要旨的規則亦可。 於此遊戲系統(2A)中,前述第1遊戲裝置(3A)係 具有:第2取得部(F 1 ),係用以取得前述識別資訊;第2 記憶部(3 5 ),係將依據利用前述操作受理部(3 2 )受理 之操作來進行之遊戲相關的前述價値資訊,與被前述第2 取得部(F 1 )取得之前述識別資訊建立對應並加以記憶; 前述第1遊戲裝置(3A)與前述第2遊戲裝置(4A),係 分別進行對應相同識別資訊的遊戲亦可。 依據此遊戲系統,於第1遊戲裝置中遊戲依據操作部 的操作而進行時,對應與進行遊玩此遊戲之玩家相同的識 別資訊之遊戲會於第2遊戲裝置中自動進行,故可將前者 之遊戲的結果與後者之遊戲的結果與相同識別資訊建立對 應並加以管理。 又,本發明之其他遊戲系統(2B),具備:遊戲裝置 (4A),係前述之遊戲裝置中不具備前述之操作部的遊戲 裝置之任一;及共通裝置(5),係對於利用前述遊戲裝 置(4A )進行之複數遊戲,分別賦予共通的處理結果。本 發明之遊戲系統的具體樣態係可作爲圖8所示之遊戲系統 (2B )來例示。 又,本發明之另其他遊戲系統(2C或2D ),具備:遊 戲裝置(3B),係前述之遊戲裝置中具備前述之操作部的-6- S 201210665 When the game system controlled in this game device is executed, the game is sold as a result (for example, a token game). In this game, both the consumer and the giver are quotas, which increases the amount of the game to the important purpose of the game, so the players who do not care about the game content tend to get more. Therefore, it is more advantageous to control the various effects obtained by the automatic game control unit in such a manner that the game can be automatically performed in accordance with the prescribed rules. In addition, one of the token games has a game that not only gives the amount of money but also points. In each of the game devices (4A or 3B) described above, a setting unit (G4) is provided, and the predetermined rule is associated with the identification information acquired by the acquisition unit (G1 or F1) and set. The automatic game control unit (G2) may automatically control the game to be controlled in accordance with the predetermined rule set in association with the corresponding identification information. In this case, the setting content of the setting unit is stored in the memory unit in association with the identification information for individually identifying the player, for example, in the same manner as the price information. According to the game device, the predetermined rules are set according to the identification information of each player. Therefore, even if the game is automatically performed, the content of the player can be changed according to each player, and the meaning of the player can be reflected to the game to some extent. . This is an increase in the number of players that help the game automate. Further, the setting unit may be configured by causing the player to select one of the plural rules and setting the predetermined rule in association with the identification information of the player. In this case, as the plural rule, for example, a low-risk 201210665 low-reward rule including a small amount of consumption amount and a desired amusement price , can be cited, and the consumption amount of the quota and the expected amusement price 値A rule that gives a high amount of high risk and high reward. Further, the setting unit may set the predetermined rule in advance by one selection, and may set the predetermined rule in advance in a plurality of selections for each situation of the game. In the above-described game device (4A or 3B), the situation transmitting unit (G6) further transmits the progress of the game controlled by the automatic game control unit (G2) to the aforementioned game corresponding to the game. The identification information is pre-established with a corresponding external device (6). According to this game device, the player can use an external device to grasp the progress of the game. As the "external device", a portable terminal device such as a mobile phone and a portable game terminal, and a website server can be exemplified. For example, in the case of the portable terminal device, the progress of the game automatically performed by the automatic game control unit is displayed in the portable terminal device that is previously associated with the identification information corresponding to the game. Furthermore, as a portable terminal device, since a web browser is widely used, a web page is suitable as a status of transmission. Further, for example, in the case of the web server, a web page for displaying the progress of the game automatically played by the automatic game control unit is stored in a web server that is associated with the identification information corresponding to the game in advance, and is mounted on the web page. The browser's terminal device (such as a personal computer) is displayed. Furthermore, it is also possible to prepare a server device for each web server, and one server device may function as a plurality of website servers. Each of the game devices (3B) further includes an operation accepting unit (32) for one of the aforementioned games different from the game controlled by the automatic game control unit (G2) - β- ε; 201210665 Receiving the operation of the player; the second memory unit (35)' is configured to receive the price information related to the game operated by the operation accepting unit (32); and the manual game control unit (F2) is based on the use of the foregoing operation The receiving unit (32) may control the game in such a manner as to perform the operation (the game in which the operation accepting unit accepts the operation). According to the game device, the game can be automatically executed by the automatic game control unit, or the game can be performed by the manual game control unit in accordance with an operation accepted by the operation accepting unit. Therefore, it can respond to the player's diverse requirements and hopes. In the game device (3B), the acquisition unit (G1 or F1) acquires the identification information of the player who has received the operation by the operation accepting unit (32); the second storage unit (3 5) The price information related to the game performed by the operation accepted by the operation accepting unit (32) is associated with and stored in the identification information acquired by the acquisition unit (G1 or F1); the automatic game control unit (G2) and the above-described means game control unit (F2) may be controlled so as to perform games corresponding to the same identification information. According to the game device, when the game is performed in accordance with the operation accepted by the operation accepting unit, the game corresponding to the same identification information as the player who played the game is automatically executed, so that the result of the former game and the latter game can be played. The results are associated with and managed by the same identification information. In the game system (2A) of the present invention, the first game device (3A) is provided with a game price of -9-201210665, which is a result of the consideration for the game play, or a game price corresponding to the result of the game. The second storage unit (35) that gives the changed price information, and the operation accepting unit (32) that accepts the operation of the player for the game, performs the game according to the operation accepted by the operation accepting unit (32); The game device (4A) is any one of the game devices that do not have the operation accepting unit described above, and the common device (5) is a game played by the first game device (3A) (based on The game performed by the operation accepted by the operation accepting unit and the automatic game played by the second game device (4A) respectively provide a common processing result. The specific aspect of the game system of the present invention can be exemplified as the game system (2A) shown in Figs. 1 and 7. In this game system, the game can be made automatically. Even if the game is played automatically, the game price based on the result can be given. Therefore, if the player does not care about the game content (only the player who cares about the game result (the price of the game price), the game can be satisfied automatically. Further, in this game system, a game executed by one game device (second game device) can be simultaneously played for a plurality of players. Therefore, even when a player plays a game, the game device (second game device) is not occupied by the player, and the player can be given an opportunity to play the automatic game. Further, according to the game system, the game can be automatically executed by the automatic game control unit, or the game can be performed by the manual game control unit in accordance with the operation accepted by the operation accepting unit. So ' can respond to the player's diverse requirements and hopes. Further, according to the game system, in the first game device and the second game device, the game is controlled based on the result of the common process. Therefore, there is no automatic game play of the game device in the second -10-a 201210665 game device. The first game device uses the manual game to perform either of the preceding games. In other words, the progress of the game in the first game device and the progress of the game in the second game device can be synchronized with each other. As the "common processing", a process of selecting one or plural numbers from a plurality of selection items by lottery can be exemplified. At this time, the selection result (sampling result) is the result of the common processing. In addition, the "sampling" includes a mechanical drawing or lottery and a computerized drawing or lottery. Further, the second game device may have the aforementioned setting unit. The situation of automatic execution can also be made different for each player, and the meaning of the player can be reflected to the game to some extent. This is an increase in the number of players who make the game automatic. Further, the game system includes a server device that stores the history (play history) of the game that is manually operated by the first game device in accordance with each piece of identification information, and the setting unit is based on the history stored in the server device. The history may be set in accordance with the history of one piece of identification information. The "identification information J" may be used as the identification information corresponding to the setter (player) of the predetermined rule, and may be other identification information. As the "other identification information", the setter corresponding to the specified rule may be exemplified ( The identification information of the player's identification information (for example, the identification information of other players who have a friendly relationship with the setter). In addition, the game system is provided with information on the relationship between the plurality of identification information, and the servo device can collect the progress of the game according to each piece of identification information; The rule of the progress of the game in which the identification information is associated with the game, and the rule of the identification information that is related to the identification information or the identification information specified by the creator may be used to match the progress of the game. . In the game system (2A), the first game device (3A) includes a second acquisition unit (F1) for acquiring the identification information, and a second storage unit (3 5) for use. The price information related to the game performed by the operation accepting unit (32) is associated with and stored in the identification information acquired by the second obtaining unit (F1); the first game device (3A) It is also possible to perform a game corresponding to the same identification information separately from the second game device (4A). According to the game system, when the game is played by the operation of the operation unit in the first game device, the game corresponding to the same identification information as the player who played the game is automatically performed in the second game device, so the former can be used. The result of the game is associated with and managed by the results of the latter game and the same identification information. Further, the other game system (2B) of the present invention includes: a game device (4A), which is any one of the game devices that does not include the operation unit in the game device; and the common device (5) The plurality of games played by the game device (4A) respectively give a common processing result. The specific aspect of the game system of the present invention can be exemplified as the game system (2B) shown in Fig. 8. Further, another game system (2C or 2D) according to the present invention includes: a game device (3B), wherein the game device includes the operation unit

•12- S 201210665 遊戲裝置;及共通裝置(5),係對於利用前述遊戲裝置 (3B)的前述自動遊戲控制部(G2)及前述手動遊戲控制 部(F2 )進行之遊戲,分別賦予共通的處理結果。本發明 之遊戲系統的具體樣態係可作爲圖9所示之遊戲系統(2C )或圖10所示之遊戲系統(2D)來例示。 於前述之各遊戲系統(2A,2B,2C或2D)中,前述 共通裝置(5)更可具備:輸出部,係將前述共通之處理 的結果或狀況輸出至外部。 依據此遊戲系統,例如可於設置在遊藝設施內的監視 器,顯示從共通裝置輸出之資訊。此時,玩家即使在離遊 戲系統比較遠的場所,也可掌握共通處理的結果或共通處 理的狀況。 【實施方式】 < A-1 :實施形態的構造> 圖1係關於本發明一實施形態之系統.100的區塊圖。系 統1 00係可讓複數玩家(利用者)進行遊玩遊戲的電腦網 路系統,具有複數遊戲系統2A與中央伺服器裝置1。 複數遊戲系統2A係分別設置於例如遊戲中心等的遊藝 設施GC。該等遊藝設施GC係分別經由通訊網N1,連接於 中央伺服器裝置1。複數遊戲系統2 A係分別經由通訊網N2 及通訊網N1,或經由通訊網N1,與中央伺服器裝置1可相 互通訊。再者,通訊網N 1係以例如利用網際網路之WAN ( wide area network)或 VPN ( virtual private network)來 -13- 201210665 實現,通訊網N2係以LAN ( local area network)來實現。 利用系統1 〇〇進行遊玩之遊戲係一邊消費代額一邊進 行,可進行因應結果之代額的賦予之遊戲,具體來說有賓 果遊戲。代額係成爲遊戲之遊玩的對價之價値,藉由作爲 遊玩的對價來使用而消費。亦即,玩家係一邊消費代額, 一邊重複進行遊玩賓果遊戲。在每次遊戲中,進行從多數 數字選擇少數數字的機械抽選。玩家係可在此抽選之前, 進行消費所希望量之代額的下注(賭注)。因下注而被消 費之代額量越多,則因應遊戲結果而賦予之代額量的期待 値也越大。 遊戲系統2Α係具有複數遊戲站3Α、設定終端4Α及共 通裝置5。複數遊戲站3Α、設定終端4Α及共通裝置5係可 經由構築於遊戲系統2Α內之通訊網Ν3相互通訊。複數遊 戲站3Α、設定終端4Α及共通裝置5係於設置其遊戲系統2Α 的遊藝設施GC內,可與身爲外部之終端裝置的外部終端裝 置6無線通訊。再者,將本實施形態加以變形,將1個遊戲 系統2Α所具備之遊戲站3Α的數量設爲1亦可。 共通裝置5係共通於在該共通裝置5所屬之遊戲系統2Α 進行遊玩的所有遊戲,控制利用結果之共通處理的進行之 裝置,重複執行共通處理,共通處理結束時,將結束之共 通處理的結果,廣播發送至遊戲系統2Α內所有遊戲站3Α 及設定終端4Α。被共通裝置5控制之共通處理係具體來說 是前述之機械抽選。 被共通裝置5控制進行之共通處理,係具體來說是從 -14-• 12-S 201210665 game device; and a common device (5) for giving a common game to the game played by the automatic game control unit (G2) and the manual game control unit (F2) of the game device (3B) process result. The specific aspect of the game system of the present invention can be exemplified as the game system (2C) shown in Fig. 9 or the game system (2D) shown in Fig. 10. In each of the above-described game systems (2A, 2B, 2C or 2D), the common device (5) may further include an output unit that outputs the result or status of the common processing to the outside. According to this game system, for example, a monitor outputted in the amusement facility can display information output from the common device. At this time, even if the player is far away from the game system, the player can grasp the result of the common processing or the condition of the common processing. [Embodiment] <A-1: Structure of Embodiment> Fig. 1 is a block diagram of a system 100 according to an embodiment of the present invention. The system 100 is a computer network system that allows a plurality of players (users) to play games, and has a plurality of game systems 2A and a central server device 1. The plurality of game systems 2A are respectively installed in a game facility GC such as a game center. These amusement facilities GC are connected to the central server device 1 via the communication network N1. The plurality of game systems 2A are in communication with the central server device 1 via the communication network N2 and the communication network N1, or via the communication network N1. Furthermore, the communication network N 1 is implemented by, for example, a wide area network (WAN) or a VPN (virtual private network) -13-201210665, and the communication network N2 is implemented by a LAN (local area network). The game system that uses the system 1 游 to play while playing the vouchers can perform the game of giving the amount of the result, specifically, the bingo game. The quota is the price of the game, and it is consumed by the use as the price of the game. That is, the player repeatedly plays the bingo game while spending the amount of money. In each game, a mechanical lottery is selected that selects a few numbers from most numbers. The player can place a bet (bet) for the amount of the desired amount of consumption before the draw. The more the amount of the amount of money that is consumed by the bet, the greater the expectation of the amount of money given in response to the outcome of the game. The game system 2 has a plurality of game stations 3, a setting terminal 4, and a common device 5. The plurality of game stations 3, the setting terminal 4, and the common device 5 can communicate with each other via a communication network 3 built in the game system 2A. The plurality of game stations 3, the setting terminal 4, and the common device 5 are connected to the game facility GC in which the game system 2 is installed, and can be wirelessly communicated with the external terminal device 6 which is an external terminal device. Furthermore, this embodiment is modified to set the number of game stations 3 that are included in one game system 2 to one. The common device 5 is common to all the games that are played in the game system 2 to which the common device 5 belongs, controls the device that performs the common processing of the results, and repeats the execution of the common processing. When the common processing ends, the result of the completion of the common processing is completed. The broadcast is transmitted to all the game stations 3Α and the setting terminal 4Α in the game system 2Α. The common processing controlled by the common device 5 is specifically the aforementioned mechanical drawing. The common processing performed by the common device 5 is specifically from -14-

S 201210665 複數數字選擇1或複數數字的機械抽選。機械抽選的方法 係爲任意’例如,共通裝置5具備以垂直方向的旋轉軸爲 中心進行旋轉’於周緣部形成分別對應複數數字的複數孔 洞之圓形台’與從台上投入1或複數球的機構,從複數數 字中’選擇對應從台上投下之球所落下之孔洞的數字亦可 〇 外部終端裝置6係玩家所持有之可攜式裝置(電腦) ’相當於依據於IEEE802.il系列的無線LAN從機,搭載有 網頁瀏覽器。所以’外部終端裝置6係具有無線LAN連接 功能。作爲此種裝置,例如可例示攜帶型遊戲機及智慧型 手機。對外部終端裝置6賦予終端ID。終端ID係單一識別 外部終端裝置6的識別資訊,被賦予給各外部終端裝置6。 在本實施形態,作爲終端ID採用MAC位址,但是,採用IP 位址亦可。再者,無線通訊的規格係可採用Bluet00th或紅 外線通訊等。 中央伺服器裝置1係管理事先進行登記之玩家的伺服 益裝置(電腦),具備記憶部11。如圖2所示,記憶部11 係依進行登記之每一玩家,將玩家ID與遊玩履歷建立對應 並加以記憶。玩家ID係單一識別玩家的識別資訊,賦予給 進行登記的玩家。遊玩履歷係揭示進行遊玩之遊戲的進行 之履歷的資訊,爲揭示在哪個局面進行哪種對應會獲得何 種結果的資訊之集合。 雖然省略圖示,但是,進行登記之玩家的玩家ID與該 玩家所持有之可攜式媒體的媒體ID建立關聯,中央伺服器 -15- 201210665 裝置1係接收媒體ID,可回送與該媒體ID建立關聯之玩家 ID。媒體ID係單一識別可攜式媒體的識別資訊。可攜式媒 體係例如1C卡或行動電話,於各1C卡記錄有固有的媒體ID 〇 又,記憶部1 1係記憶與玩家ID建立對應,以該玩家ID 識別之玩家進行遊玩之遊戲站3 A或設定終端4A的第1 ID、 具有該遊戲站3A或設定終端4A之遊戲系統2A的第2ID、及 設定該遊戲系統2A之遊藝設施GC的第3ID。第1ID係單一 識別遊戲系統2A中遊戲站3A及設定終端4A的識別資訊, 第2ID係單一識別遊藝設施GC中遊戲系統2A的識別資訊, 第3 ID係單一識別遊藝設施GC的識別資訊。 < A-1-1 :遊戲站3A的構造> 圖3係遊戲站3A (第1遊戲裝置)的區塊圖。遊戲站 3A係讓1位玩家進行遊玩遊戲的遊戲裝置(電腦),具備 顯示部31、操作部32、受理部33、通訊部34、記憶部35、 代幣機構36及控制各部的控制部30A。 顯示部3 1係例如爲液晶顯示裝置,顯示遊戲的進行狀 況及結果等。 操作部(操作受理部)32係例如具有玩家所碰觸之按 鍵等的操作子’受理玩家的操作。操作部32受理之操作, 包含指示遊玩開始的操作、指示遊玩結束的操作、對於遊 戲的操作、指示代幣之支付的操作。 受理部3 3係受理玩家所致之媒體id的輸入。例如,採S 201210665 The plural number selects the mechanical lottery of 1 or a multiple number. The method of mechanical drawing is arbitrary. For example, the common device 5 is provided with a circular table that rotates around a rotation axis in the vertical direction to form a plurality of holes corresponding to a plurality of numbers in the peripheral portion, and inputs 1 or a plurality of balls from the stage. In the plural number, the number of holes corresponding to the drop from the ball dropped from the stage can also be selected as the portable device (computer) held by the external terminal device 6-based player's equivalent to IEEE802.il A series of wireless LAN slaves equipped with a web browser. Therefore, the external terminal device 6 has a wireless LAN connection function. As such a device, for example, a portable game machine and a smart phone can be exemplified. The terminal ID is given to the external terminal device 6. The terminal ID is a single identification. The identification information of the external terminal device 6 is given to each external terminal device 6. In the present embodiment, the MAC address is used as the terminal ID, but the IP address may be used. Furthermore, the specifications for wireless communication can be Bluet00th or infrared communication. The central server device 1 manages a servo device (computer) of a player who has registered in advance, and includes a storage unit 11. As shown in Fig. 2, the memory unit 11 associates and stores the player ID with the game history based on each player who is registered. The player ID is a single identification player's identification information and is given to the player who registered. The game history reveals information on the history of the game in which the game is played, and is a collection of information showing which results are obtained in which situation. Although the illustration is omitted, the player ID of the registered player is associated with the media ID of the portable media held by the player, and the central server -15-201210665 device 1 receives the media ID and can return the media. The ID of the player associated with the ID. The media ID is a single identification of the identification information of the portable media. The portable media is, for example, a 1C card or a mobile phone, and has a unique media ID recorded on each 1C card. The memory unit 1 1 is a game station 3 that is associated with the player ID and played by the player identified by the player ID. A or the first ID of the setting terminal 4A, the second ID of the game system 2A having the game station 3A or the setting terminal 4A, and the third ID of the amusement facility GC in which the game system 2A is set. The first ID identifies the identification information of the game station 3A and the setting terminal 4A in the game system 2A, the second ID identifies the identification information of the game system 2A in the game facility GC, and the third ID identifies the identification information of the amusement facility GC. <A-1-1: Structure of Game Station 3A> Fig. 3 is a block diagram of the game station 3A (first game device). The game station 3A is a game device (computer) that allows one player to play a game, and includes a display unit 31, an operation unit 32, an accepting unit 33, a communication unit 34, a storage unit 35, a token mechanism 36, and a control unit 30A that controls each unit. . The display unit 31 is, for example, a liquid crystal display device, and displays the progress and results of the game. The operation unit (operation accepting unit) 32 is an operation of accepting a player, for example, an operator having a button touched by a player. The operation accepted by the operation unit 32 includes an operation for instructing start of play, an operation for instructing completion of play, an operation for a game, and an operation for instructing payment of a token. The accepting unit 3 3 accepts the input of the media id by the player. For example, pick

-16- S 201210665 用讀取記錄於ic卡之媒體id的公知之讀取器作爲受理部33 〇 通訊部34係有線或無線的通訊介面,可進行與外部的 通訊。 記憶部(第2記憶部)3 5係可改寫的記億體或儲存器 ,將在遊戲站3A進行遊玩遊戲位玩家的玩家ID、與此 遊戲站3A無線連接之外部終端裝置6的終端ID及表示該玩 家之代額數的資料(價値資訊)建立對應並加以記億。 代額數係代額的數(量),因代額的消費而減少,因 來自外部之代額的存入或依據遊戲結果之代額的賦予而增 加。在本實施形態,來自外部之代額的存入係作爲代幣的 物理投入的結果來進行,但是,作爲電子傳送或現金的物 理投入等的結果來進行亦可。 代幣機構3 6係包含代幣檢測用感測器與代幣支付裝置 所構成。代幣從投入口投入時,藉由代幣檢測用感測器1 枚1枚地檢測,將檢測之訊號通知至控制部3 0 A,將被投入 之代幣收容於代幣支付裝置的容器。又,代幣機構3 6係被 控制部30 A控制,將收容於容器之代幣從代幣支付裝置1枚 1枚地由支付口支付。再者,雖然省略圖示,但是,投入 口及支付口係形成於遊戲站3A的表面。控制部30A係例如 以1或複數CPU (中央處理裝置)構成,作爲玩家ID取得 部F1、手動遊戲控制部F2及代額管理部F3而作用。 玩家ID取得部F Γ係取得玩家之玩家ID的功能部,以受 理部33受理媒體ID的輸入時,經由通訊部34與中央伺服器 -17- 201210665 裝置1進行通訊,並從中央伺服器裝置1取得與被輸入之媒 體ID建立關聯的玩家ID。玩家ID取得部F1取得玩家ID時, 控制部30A係將該玩家ID與以該玩家ID識別之玩家的代額 數建立對應並複寫至記憶部35。 手動遊戲控制部F2係以使遊戲一邊消費對應被玩家ID 取得部F1取得之玩家ID的代額,一邊依據操作部32的操作 來進行之方式控制的功能部。之後,將一邊消費對應被玩 家ID取得部F1取得之玩家ID的代額,一邊依據操作部32的 操作來進行之遊戲稱爲「手動遊戲」。再者,手動遊戲係 爲前述之賓果遊戲,依據共通處理(機械抽選)的結果來 進行。 代額管理部F3係管理代額的功能部,依據操作部32的 操作來控制代幣機構36之外,基本上進行通常處理。在此 通常處理中,代額管理部F3係使記憶於記憶部3 5之代額數 ,因應在手動遊戲之代額的消費與代幣機構3 6所致之代幣 的支付而減少之外,因應對代幣機構36之代幣的投入與在 手動遊戲之代額的賦予而增加。但是,代額管理部F3係在 進行使代額數共通化的共通化處理時,進行例外處理來代 替通常處理。關於共通化處理與例外處理的內容係於後敘 述。 <Α-1-2:設定終端4A的構造〉 圖4係設定終端4A (第2遊戲裝置)的區塊圖。設定終 端4 A係讓複數玩家進行遊玩自動遊戲,並且可針對遊玩之 -18- 201210665 自動遊戲進行各種設定的遊戲裝置(電腦),具備顯示部 41 '操作部42、受理部43、通訊部44、記憶部45、代幣機 構46、無線通訊部47及控制各部的控制部40A。自動遊戲 係以一邊遵從所定規則一邊自動進行之方式控制的遊戲。 即使是以自動遊戲進行之賓果遊戲,也依據共通處理(機 械抽選)的結果來進行。所以,手動遊戲與自動遊戲係依 據共通處理來決定遊戲結果,相互同步進行。 再者’ 「進行遊玩」所代表之意義係因進行遊玩之對 象的遊戲而不同。對象的遊戲是在遊戲裝置3 A進行遊玩之 手動遊戲時’ 「進行遊玩」係代表控制部(手動遊戲控制 部F2)—邊反映玩家所致之操作一邊使遊戲進行,對象的 遊戲是在自動遊戲時’ 「進行遊玩」係代表並不經由玩家 所致之操作,僅利用控制部(後述之自動遊戲控制部G 2 ) 使遊戲進行。 顯示部4 1係例如爲液晶顯示裝置,顯示經由無線通訊 部47之與外部終端裝置6的連接之認證所使用之密碼。 操作部(操作受理部)4 2係例如具有玩家所碰觸之按 鍵等的操作子,受理玩家的操作。操作部42受理之操作, 包含設定所定規則的操作及指示代幣之支付的操作。 受理部43、通訊部44及代幣機構46係分別與受理部33 、通訊部34及代幣機構36相同。但是,雖然省略圖示,代 幣機構46所處理之代幣的投入口及支付口係形成於設定終 端4A的表面’代幣之投入的通知目的地爲控制部40a。 記億部(第1記憶部)4 5係可改寫的記憶體及儲存器 -19- 201210665 ,依利用設定終端4A進行遊玩自動遊戲的每一玩家,將玩 家ID與終端ID與所定規則與代額數相互建立對應並加以記 憶。 無線通訊部47係依據IEEE802. 1 1系列之無線LAN的主 機(無線主機),可進行與外部的無線通訊。 控制部40A係例如以1或複數CPU所構成,作爲玩家ID 取得部G1、自動遊戲控制部G2、代額管理部G3、連接部 G5、設定部G4及狀況發送部G6而作用。 玩家ID取得部G1係取得玩家之玩家ID的功能部,以受 理部43受理媒體ID的輸入時,經由通訊部44與中央伺服器 裝置1進行通訊,並從中央伺服器裝置1取得與被輸入之媒 體ID建立關聯的玩家ID。玩家ID取得部G1取得玩家ID時 ’控制部40A係在該玩家ID並未記憶於記憶部45時,將該 玩家ID與以該玩家ID識別之玩家的代額數建立對應並加寫 至記億部45 » 連接部G5係經由無線通訊部47,確立與外部終端裝置 6之連接的功能部,在玩家ID被玩家ID取得部G1取得時, 與該玩家ID建立對應而發派密碼並顯示於顯示部41 ,從外 部終端裝置6取得玩家所輸入之確認用密碼,而對於被發 派之密碼與確認用密碼從發派該密碼起首次一致之外部終 端裝置6 ’將該玩家ID與該外部終端裝置6的終端ID建立對 應並§5亦於記億部4 5,藉此’確立與該外部終端裝置6的 連接。 自動遊戲控制部G2係控制自動遊戲的功能部,以使分 -20- S] 201210665 別對應藉由玩家ID取得部G1取得之1或複數玩家⑴的!或複 數遊戲,一邊遵從所定規則一邊自動進行之方式控制。又 ’自動遊戲控制部G2係以可使控制對象的複數遊戲同時( 平行)進行之方式控制。 又’自動遊戲控制部G2也作爲以使自動遊戲一邊消費 對應藉由連接部G5確立連接之外部終端裝置6的終端ID所 對應之玩家ID的代額一邊進行之方式控制的功能部。再者 ,即使是以自動遊戲進行之賓果遊戲,也依據共通處理( 機械抽選)的結果來進行。所以,手動遊戲與自動遊戲係 依據共通處理來決定遊戲結果,相互同步進行。 根據手動遊戲控制部F2及自動遊戲控制部G2的說明可 知’遊戲系統2A係具備以同時進行一邊消費對應被玩家id 取得部F1取得之玩家ID的代額,一邊依據操作部32的操作 來進行的手動遊戲,與一邊消費對應藉由連接部G5確立連 接之外部終端裝置6的終端ID所對應之玩家ID的代額,一 邊進行的自動遊戲之方式進行控制的遊戲控制部。 設定部G4係設定所定規則的功能部,與藉由玩家ID取 得部G1取得之玩家ID建立對應來設定所定規則。更具體來 說,設定部G4係藉由對代幣機構46之代幣的投入結束時, 使用顯示部4 1及操作部42,使玩家從複數規則中選擇其一 ,來特定所定規則,並將特定之所定規則與被玩家ID取得 部G1取得之玩家ID建立對應,記憶於記憶部45。 複數規則之個別內容係爲任意》例如,複數規則也可 包含代額的消費量與被期待之代額的賦予量較少的低風險 -21 - 201210665 低報酬之規則,及代額的消費量與被期待之代額的賦予量 較多的高風險高報酬之規則。又,設定部G4係可僅進行1 次前述之選擇來特定所定規則,也可依在遊戲之每一狀況 (局面)進行前述選擇來特定所定規則。玩家係首先選擇 利用1次選擇來使設定部G4特定所定規則,或依在遊戲之 每一狀況進行選擇來使設定部G4特定所定規則,選擇前者 時僅進行1次由複數規則的選擇,選擇後者時則進行複數 次.由複數規則的選擇。 代額管理部G3係管理代額的功能部,依據操作部42的 操作與被玩家ID取得部G1取得之玩家ID來控制代幣機構46 之外,基本上進行通常處理。在此通常處理中,係使記憶 於記憶部45之代額數,在一邊消費對應該代額數所對應之 玩家ID的代額一邊進行的自動遊戲中消費代額時減少,針 對對應該玩家ID的代額,使其在代幣從代幣機構46支付時 減少。另一方面’作爲對應該玩家ID的代額,使代額數在 代幣投入至代幣機構46時增加,及在該自動遊戲中賦予代 額時增加。但是’代額管理部G3係在進行共通化處理時, 並不進行通常處理而進行例外處理。 共通化處理係在將與相同玩家ID建立對應之代額數在 遊戲系統2A內設爲共通的處理,於遊戲系統2A中,進行 遊玩手動遊戲中之玩家的玩家ID被玩家ID取得部G1取得時 (以下’稱爲「第1狀況」),與於遊戲系統2 A中,進行 遊自動遊戲中之玩家的玩家ID被遊戲站3 A的玩家ID取得部 F1取得時(以下,稱爲「第2狀況」)進行.-16- S 201210665 A known reader that reads the media id recorded on the ic card is used as the receiving unit 33. The communication unit 34 is a wired or wireless communication interface for communication with the outside. The memory unit (second memory unit) 3 is a rewritable memory or a memory, and the player ID of the game player is played in the game station 3A, and the terminal ID of the external terminal device 6 wirelessly connected to the game station 3A. And the information (price information) indicating the number of shares of the player is established and recorded. The number of denominations (quantity) is reduced by the consumption of the denomination, and is increased by the deposit of external denominations or by the grant of the game results. In the present embodiment, the deposit from the outside is performed as a result of the physical input of the token, but it may be performed as a result of electronic transfer or physical input of cash. The token institution 36 includes a token detecting sensor and a token payment device. When the token is input from the input port, the token detecting sensor is detected one by one, the detected signal is notified to the control unit 30 A, and the inserted token is stored in the token payment device container. . Further, the token mechanism 36 is controlled by the control unit 30 A, and the token accommodated in the container is paid by the payment port one by one from the token payment device. Further, although not shown, the input port and the payment port are formed on the surface of the game station 3A. The control unit 30A is configured by, for example, one or a plurality of CPUs (central processing units), and functions as the player ID acquisition unit F1, the manual game control unit F2, and the counter management unit F3. The player ID acquisition unit F is a function unit that acquires the player ID of the player, and when the reception unit 33 receives the input of the media ID, the communication unit 34 communicates with the central server -17-201210665 device 1 and from the central server device. 1 Obtain a player ID associated with the input media ID. When the player ID acquisition unit F1 acquires the player ID, the control unit 30A associates the player ID with the number of tokens of the player identified by the player ID and rewrites it to the storage unit 35. The manual game control unit F2 is a function unit that controls the game to be executed in accordance with the operation of the operation unit 32 while consuming the player ID corresponding to the player ID acquired by the player ID acquisition unit F1. After that, the game that is executed in accordance with the operation of the operation unit 32 is referred to as "manual game" while the player's ID corresponding to the player ID acquired by the player ID acquisition unit F1 is consumed. Further, the manual game is the aforementioned bingo game, and is performed based on the result of the common processing (mechanical drawing). The token management unit F3 is a functional unit that manages the quota, and basically performs normal processing in addition to the token mechanism 36 in accordance with the operation of the operation unit 32. In this normal processing, the counter management unit F3 causes the number of credits stored in the storage unit 35 to be reduced in accordance with the consumption of the manual game and the payment of the token by the token institution 36. It has increased due to the investment in the tokens of the token institution 36 and the grant of the amount of the game in the manual game. However, when the sharing management unit F3 performs the common processing for making the number of tokens common, the exception processing is performed instead of the normal processing. The contents of the common processing and exception processing are described later. <Α-1-2: Structure of setting terminal 4A> Fig. 4 is a block diagram of setting terminal 4A (second game device). The setting terminal 4A is a game device (computer) that allows a plurality of players to play an automatic game, and can perform various settings for the game -18-201210665 automatic game, and includes a display unit 41' operation unit 42, an accepting unit 43, and a communication unit 44. The memory unit 45, the token mechanism 46, the wireless communication unit 47, and the control unit 40A that controls each unit. Automatic game A game that is controlled automatically while following the rules. Even bingo games that are played in automatic games are based on the results of common processing (mechanical drawing). Therefore, the manual game and the automatic game determine the game result according to the common processing, and are synchronized with each other. Furthermore, the meaning represented by "playing" is different because of the game in which the object of play is played. The game of the object is a "playing game" representative control unit (manual game control unit F2) when the game device 3A is playing a manual game. The game is performed while reflecting the operation of the player, and the game of the object is automatically In the game, "playing" means that the game is performed only by the control unit (automatic game control unit G2, which will be described later), without the operation of the player. The display unit 4 1 is, for example, a liquid crystal display device, and displays a password used for authentication of the connection with the external terminal device 6 via the wireless communication unit 47. The operation unit (operation accepting unit) 42 is, for example, an operator having a button or the like touched by the player, and accepts an operation of the player. The operation accepted by the operation unit 42 includes an operation of setting a predetermined rule and an operation of instructing payment of a token. The accepting unit 43, the communication unit 44, and the token mechanism 46 are the same as the accepting unit 33, the communication unit 34, and the token mechanism 36, respectively. However, although the illustration is omitted, the input port and the payment port of the token processed by the token mechanism 46 are formed on the surface of the setting terminal 4A. The notification destination of the token input is the control unit 40a.亿 部 ( (1st memory department) 4 5 rewritable memory and storage -19- 201210665, each player playing the automatic game by setting terminal 4A, the player ID and terminal ID and the specified rules and generations The number of numbers corresponds to each other and is remembered. The wireless communication unit 47 is capable of performing wireless communication with the outside in accordance with the host (wireless host) of the IEEE802.11 series wireless LAN. The control unit 40A is configured by, for example, one or a plurality of CPUs, and functions as a player ID acquisition unit G1, an automatic game control unit G2, a proxy management unit G3, a connection unit G5, a setting unit G4, and a status transmission unit G6. The player ID acquisition unit G1 is a function unit that acquires the player ID of the player, and when the reception unit 43 receives the input of the media ID, the communication unit 44 communicates with the central server device 1 and acquires and inputs it from the central server device 1. The media ID establishes the associated player ID. When the player ID acquisition unit G1 acquires the player ID, the control unit 40A associates the player ID with the number of players of the player identified by the player ID, and writes it to the record. The connection unit G5 establishes a function unit that is connected to the external terminal device 6 via the wireless communication unit 47. When the player ID is acquired by the player ID acquisition unit G1, the connection unit G5 associates with the player ID and assigns a password to the user. The display unit 41 acquires the confirmation password input by the player from the external terminal device 6, and the external terminal device 6' that matches the password and the confirmation password for the first time from the assignment of the password to the external terminal device 6 The terminal ID of the terminal device 6 is associated with it, and § 5 is also recorded in the unit 4, thereby establishing the connection with the external terminal device 6. The automatic game control unit G2 controls the function unit of the automatic game so that the score -20-S] 201210665 corresponds to one or a plurality of players (1) acquired by the player ID acquisition unit G1! Or plural games, controlled automatically while following the rules. Further, the automatic game control unit G2 is controlled such that the plurality of games to be controlled can be simultaneously (parallel). Further, the automatic game control unit G2 is also a function unit that controls the amount of the player ID corresponding to the terminal ID of the external terminal device 6 that is connected by the connection unit G5 while the automatic game is being played. Furthermore, even a bingo game performed in an automatic game is performed based on the result of the common processing (mechanical drawing). Therefore, the manual game and the automatic game determine the game result based on the common process, and are synchronized with each other. According to the description of the manual game control unit F2 and the automatic game control unit G2, the game system 2A is provided with a token for the player ID acquired by the player id acquisition unit F1 at the same time, and is operated in accordance with the operation of the operation unit 32. In the manual game, the game control unit that controls the automatic game that is performed while the consumer ID corresponding to the terminal ID of the external terminal device 6 connected to the external terminal device 6 is connected by the connection unit G5 is used. The setting unit G4 sets the function unit of the predetermined rule, and sets the predetermined rule in association with the player ID acquired by the player ID obtaining unit G1. More specifically, when the setting unit G4 ends the input of the token to the token mechanism 46, the display unit 41 and the operation unit 42 are used to cause the player to select one of the plural rules to specify the predetermined rule. The specific predetermined rule is associated with the player ID acquired by the player ID acquisition unit G1, and is stored in the storage unit 45. The individual content of the plural rule is arbitrary. For example, the plural rule may also contain the low risk of the amount of consumption of the amount and the amount of the expected amount of the allowance. - 201210665 The rule of low compensation, and the consumption of the quota A high-risk, high-reward rule with a large amount of money to be expected. Further, the setting unit G4 may specify the predetermined rule only by performing the above-described selection once, or may perform the above-described selection in accordance with each situation (a situation) of the game to specify the predetermined rule. The player first selects the one-time selection to cause the setting unit G4 to specify the predetermined rule, or selects each condition of the game to cause the setting unit G4 to specify the predetermined rule, and selects the former only by the selection of the plural rule, and selects The latter is repeated multiple times. The choice of the plural rule. The function management unit G3 is a function unit that manages the quota, and basically performs normal processing in addition to the token ID that is acquired by the player ID acquisition unit G1 and controls the token mechanism 46 in accordance with the operation of the operation unit 42. In the normal processing, the number of credits stored in the memory unit 45 is reduced in the automatic game during the consumption of the player ID corresponding to the player ID corresponding to the number of tokens, and is corresponding to the player ID. The quota is reduced as the token is paid from the token agency 46. On the other hand, as a token corresponding to the player ID, the number of tokens is increased when the token is put into the token institution 46, and is increased when the token is given in the automatic game. However, when the "computation management unit G3" performs the common processing, the exception processing is performed without performing the normal processing. The common processing is a process in which the number of tokens associated with the same player ID is shared in the game system 2A, and in the game system 2A, when the player ID of the player in the game manual game is acquired by the player ID acquisition unit G1. (hereinafter referred to as "the first situation"), in the game system 2A, when the player ID of the player in the automatic game is acquired by the player ID acquisition unit F1 of the game station 3A (hereinafter referred to as "the first" 2 conditions") proceed.

-22- S 201210665 是否是第1狀況的判定係例如藉由代額管理部G3參照 中央伺服器裝置1的記憶部1 1來實現。判定爲第1狀況的代 額管理部G3係與遊戲系統2A內,對應被玩家ID取得部G1 取得之玩家ID的遊戲站3A之代額管理部F3協力作動來進行 共通化處理。 是否是第2狀況的判定係例如藉由代額管理部F3參照 中央伺服器裝置1的記憶部1 1來實現。判定爲第2狀況的代 額管理部F3係與遊戲系統2A內之設定終端4A的代額管理 部G3協力作動來進行共通化處理。 在共通化處理中,例如,代額管理部G3從記憶部45刪 除與被玩家ID取得部G1取得之玩家ID (被玩家ID取得部 F1取得之玩家ID )建立對應而記憶於記憶部45的代額數之 資料,代額管理部F3將此代額數,和與該玩家ID建立對應 而記憶於記憶部35之代額數的和,作爲對應該玩家ID的代 額數之資料,複寫至記憶部3 5 » 此時,代額管理部F3及代額管理部G3係於例外處理中 ,使記億於記億部35之代額數,在手動遊戲中消費代額時 減少,從代幣機構3 6支付代幣時減少’並且在一邊消費對 應該代額數所對應之玩家ID的代額一邊進行的自動遊戲中 消費代額時減少,針對對應該玩家ID的代額’使其在從代 幣機構46支付代幣時減少。另一方面’代幣投入至代幣機 構36時使代額數增加’在手動遊戲中賦予代額時也增加。 又,針對對應該玩家ID的代額,使其在代幣投入至代幣機 構46時增加,及在該自動遊戲中賦予代額時增加。 -23- 201210665 狀況發送部G6係經由無線通訊部47,將遊戲的進行狀 況,發送至藉由連接部G5確立連接之外部終端裝置6的功 能部。具體來說,發送表示遊戲之進行狀況的網頁。亦即 ,狀況發送部G6係作爲網站伺服器而作用,從外部終端裝 置 6 的網頁瀏覽器接收 HTTP ( HyperText Transfer Protocol )要求時,等待遊戲的進行狀況被更新爲止,產生用以利 用公知的網頁記述語言記述表示更新後之遊戲進行狀況的 網頁之資料,作爲對該要求的回應而回覆。 &lt; A-2 :實施形態的動作&gt; 接著,針對系統100的動作,區分狀況來進行說明。 但是,出現於以下說明的玩家相關之玩家ID及遊玩履歷, 係記憶於中央伺服器裝置1的記憶部1 1者。又,出現於以 下說明之遊戲站3A及設定終端4A係包含於相同遊戲系統 2八者〇 &lt;Α-2-1 :僅進行遊玩手動遊戲之狀況&gt; 圖5係揭示未進行遊玩遊戲之玩家A將媒體ID輸入至有 空位之遊戲站3A,進行遊玩手動遊戲時之動作的圖。如此 圖所示,在有空位的遊戲站3A,首先受理部33受理與玩家 A的玩家ID建立關聯之媒體ID的輸入(SalO)。接著,玩 家ID取得部F1從中央伺服器裝置1取得與此媒體ID建立關 聯之玩家ID ( Sal 1 ),控制部30A將該玩家ID與以該玩家 ID識別之玩家的代額數建立對應並複寫至記憶部35 ( Sal 2 -24- S; 201210665 接著,玩家A將代幣投入至遊戲站3A,因應此投入, 代額管理部F3使記憶於記憶部35的代額數增加(Sal3)。 之後,手動遊戲控制部F2控制手動遊戲(Sal4 )。此手動 遊戲係與被玩家ID取得部F1取得之玩家ID建立對應,依據 操作部32的操作,利用共通處理的結果來進行。又,在手 動遊戲中,代額管理部F3使記憶於記億部35的代額數因應 在手動遊戲之代額的消費而減少之外,因應在手動遊戲之 代額的賦予而增加。 以上說明之動作係玩家A以外的玩家在其他遊戲站3A 進行遊玩手動遊戲時也相同,玩家A以外的玩家在設定終 端4A進行遊玩自動遊戲時也相同。亦即,遊戲系統2A係 可使複數手動遊戲同時進行,並且使手動遊戲與自動遊戲 同時進行。 &lt; A-2-2 :僅進行遊玩自動遊戲之狀況&gt; 圖6係揭示未進行遊玩遊戲之玩家A將媒體ID輸入至設 定終端4A,進行遊玩自動遊戲時之動作的圖。如此圖所示 ,在設定終端4A,首先受理部43受理與玩家A的玩家10建 立關聯之媒體ID的輸入(Sb 10 )。接著,玩家id取得部G1 從中央伺服器裝置1取得與此媒體ID建立關聯之玩家ID ( Sbll),控制部40A將該玩家ID與表示以該玩家10識別之 玩家的代額數之資料建立對應並加寫至記憶部45 ( Sb 1 2 ) -25- 201210665 接著,玩家A將代幣投入至設定終端4A,因應此投入 ,代額管理部G3使記憶於記憶部45的代額數增加(Sbl 3 ) 。接著,設定部G4與被玩家ID取得部G1取得之玩家ID建 立對應並設定所定規則(Sb 1 4 )。具體來說,藉由使用顯 示部41及操作部42,使玩家從複數規則中選擇其一,來特 定所定規則,並將特定之所定規則與被玩家ID取得部G1取 得之玩家ID建立對應,記憶於記憶部4 5。 接著,連接部G5與被玩家ID取得部G1取得之玩家ID 建立對應而發派密碼,並使發派之密碼顯示於顯示部41 ( Sbl5)。接著,玩家A藉由外部終端裝置6的無線LAN連接 功能,從其網路識別子(SSID )找出對應設定終端4A的主 機(存取點),並要求連接。於是,設定終端4A的連接部 G5係取得要求連接之外部終端裝置6的終端ID(Sbl6)。 接著’連接部G5係從要求連接之外部終端裝置6取得 由玩家輸入之確認用密碼(Sb 1 7 )。具體來說,經遊無線 通訊部47,對於外部終端裝置6催促密碼的輸入及發送, 並接收從外部終端裝置6發送來之確認用密碼。此接收時 ’連接部G5係再次取得外部終端裝置6的終端ID。 然後,連接部G5係僅在取得之確認用密碼和與被玩家 ID取得部G1取得之玩家ID建立對應之密碼一致,且在確認 用密碼的取得時取得之終端ID與密碼的發派後首次要求連 接之外部終端裝置6的終端ID —致時,亦即,僅在被認證 爲正當的玩家時(Sbl 8 : YES ),確立與該外部終端裝置 6的連接(Sb 1 9 )。-22-S 201210665 Whether or not the first state is determined is realized by, for example, referring to the memory unit 1 1 of the central server device 1 by the proxy management unit G3. In the game system 2A, the counter management unit F3 of the game station 3A corresponding to the player ID acquired by the player ID acquisition unit G1 cooperates to perform the common processing. Whether or not the second status is determined is realized by, for example, referring to the storage unit 1 1 of the central server unit 1 by the counter management unit F3. The counter management unit F3, which is determined to be in the second state, cooperates with the counter management unit G3 of the setting terminal 4A in the game system 2A to perform the common processing. In the common processing, for example, the counter management unit G3 deletes the player ID (the player ID acquired by the player ID acquisition unit F1) acquired by the player ID acquisition unit G1 from the storage unit 45, and stores it in the storage unit 45. In the data of the number of the tokens, the code management unit F3 copies the number of the tokens to the memory unit 3 as the sum of the number of tokens corresponding to the player ID and the number of tokens stored in the memory unit 35 as the number of tokens corresponding to the player ID. 5 » At this time, the Denomination Management Department F3 and the Decentralized Management Department G3 are in the exception processing, so that the number of the credits of the 100 million in the 100 million is reduced in the manual game, from the token agency 3 6 When the payment of the token is reduced, and the consumption amount is reduced in the automatic game while the player's ID corresponding to the number of the player's ID is consumed, the quota for the corresponding player ID is made to make it from the token institution. 46 Reduced when paying tokens. On the other hand, when the token is put into the token mechanism 36, the number of tokens is increased, and the number of tokens is increased in the manual game. Further, the amount of the player ID corresponding to the player ID is increased when the token is put into the token mechanism 46, and is increased when the token is given in the automatic game. -23- 201210665 The status transmitting unit G6 transmits the progress of the game to the function unit of the external terminal device 6 that is connected by the connection unit G5 via the wireless communication unit 47. Specifically, a web page indicating the progress of the game is transmitted. In other words, the status transmission unit G6 functions as a website server, and when receiving an HTTP (HyperText Transfer Protocol) request from the web browser of the external terminal device 6, it waits for the progress of the game to be updated, and generates a known web page. The description of the language describes the information on the web page indicating the progress of the game after the update, and responds as a response to the request. &lt;A-2: Operation of the embodiment&gt; Next, the operation of the system 100 will be described based on the situation. However, the player ID and the game history associated with the player described below are stored in the memory unit 1 of the central server device 1. Further, the game station 3A and the setting terminal 4A appearing in the following description are included in the same game system 2, and "Α-2-1: the situation in which only the manual game is played". FIG. 5 shows that the game is not played. The player A inputs the media ID to the game station 3A having the free space, and performs a map of the action when the manual game is played. As shown in the figure, in the game station 3A having the vacancy, the first accepting unit 33 accepts the input (SalO) of the media ID associated with the player ID of the player A. Next, the player ID acquisition unit F1 acquires the player ID (Sal 1) associated with the media ID from the central server device 1, and the control unit 30A associates the player ID with the number of tokens of the player identified by the player ID and rewrites To the memory unit 35 (Sal 2 -24-S; 201210665 Next, the player A puts the token into the game station 3A, and in response to this input, the token management unit F3 increases the number of credits stored in the memory unit 35 (Sal3). The manual game control unit F2 controls the manual game (Sal4). This manual game is associated with the player ID acquired by the player ID acquisition unit F1, and is performed by the result of the common processing in accordance with the operation of the operation unit 32. In the game, the counter management unit F3 increases the number of credits stored in the Eijiu Division 35 in addition to the consumption of the manual game, and increases the amount of the manual game. The player other than A has the same behavior when playing the manual game in the other game station 3A, and the player other than the player A is the same when the setting terminal 4A performs the game automatic game. That is, the game system 2A can make The number of manual games is performed at the same time, and the manual game is simultaneously performed with the automatic game. <A-2-2: Only the situation of the play automatic game> FIG. 6 shows that the player A who has not played the game enters the media ID to the setting. The terminal 4A performs a view of the operation when the automatic game is played. As shown in the figure, in the setting terminal 4A, the receiving unit 43 first accepts the input of the media ID associated with the player 10 of the player A (Sb 10 ). Then, the player id The acquisition unit G1 acquires the player ID associated with the media ID from the central server device 1 (Sb11), and the control unit 40A associates the player ID with the data indicating the number of tokens of the player identified by the player 10 and adds it to The memory unit 45 (Sb 1 2 ) -25 - 201210665 Next, the player A inputs the token to the setting terminal 4A, and in response to this input, the token management unit G3 increases the number of tokens stored in the storage unit 45 (Sbl 3 ). The setting unit G4 associates with the player ID acquired by the player ID obtaining unit G1 and sets a predetermined rule (Sb 1 4 ). Specifically, the player is selected from the plural rule by using the display unit 41 and the operation unit 42. One, The specific rule is specified, and the specific rule is associated with the player ID acquired by the player ID acquisition unit G1, and is stored in the memory unit 45. Next, the connection unit G5 is associated with the player ID acquired by the player ID acquisition unit G1. The password is sent and the transmitted password is displayed on the display unit 41 (Sbl5). Then, the player A finds the corresponding setting terminal 4A from its network identifier (SSID) by the wireless LAN connection function of the external terminal device 6. The host (access point) and ask for a connection. Then, the connection unit G5 of the setting terminal 4A acquires the terminal ID of the external terminal device 6 to be connected (Sbl6). Next, the connection unit G5 acquires the confirmation password (Sb 1 7) input by the player from the external terminal device 6 to be connected. Specifically, the traveling wireless communication unit 47 urges the external terminal device 6 to input and transmit a password, and receives the confirmation password transmitted from the external terminal device 6. At the time of reception, the connection unit G5 acquires the terminal ID of the external terminal device 6 again. Then, the connection unit G5 matches only the acquired password for confirmation and the password associated with the player ID acquired by the player ID acquisition unit G1, and the terminal ID and password acquired at the time of acquisition of the confirmation password are first issued. When the terminal ID of the external terminal device 6 to be connected is required, that is, only when the player is authenticated as a legitimate player (Sbl 8 : YES ), the connection with the external terminal device 6 is established (Sb 1 9 ).

-26- S 201210665 再者,不僅密碼的一致,連終端ID的也必須一致,係 因爲要減低偷看密碼之其他人會成功連接之虞。所以,根 據被要求之安全防護性的等級,僅需要密碼的一致亦可。 又,僅從密碼的發派後首次要求連接之外部終端裝置6取 得確認用密碼亦可。再者,作爲密碼,利用一次性密碼的 話,可更提升安全防護性的等級。 接著,自動遊戲控制部G2控制自動遊戲的進行(Sb20 )。此自動遊戲係一邊消費對應藉由連接部G5確立連接之 外部終端裝置6的終端ID與藉由玩家ID取得部G1取得之玩 家ID的代額,一邊遵從與該玩家ID建立對應所設定之所定 規則,利用共通處理的結果來進行。又,在自動遊戲中, 代額管理部G3使記憶於記憶部45的代額數因應在自動遊戲 之代額的消費而減少之外,因應在自動遊戲之代額的賦予 而增加。又在自動遊戲中,狀況發送部G6將其進行狀況發 送至藉由連接部G5確立連接之外部終端裝置6。 以上說明之動作係在玩家A以外的玩家在設定終端4A 進行遊玩自動遊戲時也相同。亦即,設定終端4A係可使分 別對應複數玩家之複數自動遊戲同時(平行)進行。又, 以上說明之動作係在玩家A以外的玩家在遊戲站3A進行遊 玩手動遊戲時也相同。此也代表遊戲系統2A可同時進行手 動遊戲與自動遊戲。 &lt; A-2-3 :同時進行遊玩手動遊戲及自動遊戲的狀況&gt; &lt; A-2-3-1 :之後開始手動遊戲之遊玩的狀況&gt; -27- 201210665 在玩家A進行遊玩自動遊戲時,玩家B將與玩家A的玩 家ID建立關聯之媒體ID輸入至遊戲站3A ’來進行遊玩手動 遊戲時的動作,係與圖5所示之動作相同。但是,此時, 進行共通化處理,遊戲站3A的代額管理部F3與設定終端 4 A的代額管理部G3進行例外處理》所以’記憶於遊戲站 3 A的記憶部35之代額數,成爲手動遊戲及自動遊戲共通之 代額數,因應分別在手動遊戲及自動遊戲之代額的消費而 減少之外,因應分別在手動遊戲及自動遊戲之代額的賦予 而增加。 &lt;A-2-3-2:之後開始自動遊戲之遊玩的狀況&gt; 在玩家A進行遊玩手動遊戲時,玩家B將與玩家A的玩 家ID建立關聯之媒體ID輸入至設定終端4A,來進行遊玩自 動遊戲時的動作,係與圖6所示之動作相同。但是,此時 ,進行共通化處理,遊戲站3A的代額管理部F3與設定終端 4 A的代額管理部G3進行例外處理。所以,記憶於遊戲站 3A的記憶部35之代額數,成爲手動遊戲及自動遊戲共通之 代額數,因應分別在手動遊戲及自動遊戲之代額的消費而 減少之外,因應分別在手動遊戲及自動遊戲之代額的賦予 而增加。 &lt; A-3 :實施形態的總結〉 如以上說明般’遊戲系統2 A係單一識別玩家,可使該 玩家相關之代額數,因爲在可針對該玩家同時進行之遊戲-26- S 201210665 Furthermore, not only the passwords are consistent, but also the terminal IDs must be the same, because the other people who peek the password will be able to connect successfully. Therefore, only the passwords are required to be consistent according to the level of security required. Further, it is also possible to obtain the confirmation password only from the external terminal device 6 that is requested to connect for the first time after the transmission of the password. Furthermore, as a password, a one-time password can be used to further improve the level of security protection. Next, the automatic game control unit G2 controls the progress of the automatic game (Sb20). In the automatic game, the terminal ID of the external terminal device 6 that is connected by the connection unit G5 and the player ID obtained by the player ID acquisition unit G1 are consumed, and the setting corresponding to the player ID is set. Rules are made using the results of common processing. Further, in the automatic game, the counter management unit G3 increases the number of credits stored in the storage unit 45 in accordance with the consumption of the automatic game, and increases the amount of the automatic game. Further, in the automatic game, the status transmitting unit G6 transmits the status of the progress to the external terminal device 6 that is connected by the connection unit G5. The operation described above is also the same when the player other than the player A performs the play automatic game in the setting terminal 4A. That is, the setting terminal 4A allows the plural automatic games corresponding to the plurality of players to be simultaneously (parallel). Further, the above-described operation is also the same when the player other than the player A plays the manual game at the game station 3A. This also means that the game system 2A can simultaneously perform manual games and automatic games. &lt; A-2-3 : Status of play manual game and automatic game at the same time &gt;&lt; A-2-3-1 : Status of play after manual game is started> -27- 201210665 Play automatically on player A At the time of the game, the player B inputs the media ID associated with the player ID of the player A to the game station 3A' to perform the operation when the manual game is played, which is the same as the operation shown in FIG. However, at this time, the common processing is performed, and the proxy management unit F3 of the game station 3A performs the exception processing with the proxy management unit G3 of the setting terminal 4A, so that the number of credits stored in the memory unit 35 of the game station 3A is In addition to the reduction in the consumption of the manual game and the automatic game, the increase in the amount of the hand-made game and the automatic game is increased. &lt;A-2-3-2: The situation in which the automatic game play is started later&gt; When the player A performs the play manual game, the player B inputs the media ID associated with the player ID of the player A to the setting terminal 4A. The operation when playing an automatic game is the same as the operation shown in FIG. 6. However, at this time, the common processing is performed, and the proxy management unit F3 of the game station 3A performs the exception processing with the proxy management unit G3 of the setting terminal 4A. Therefore, the number of credits stored in the memory unit 35 of the game station 3A is the number of shares common to both the manual game and the automatic game, and is reduced in the manual game and the automatic game. The increase in the amount of the automatic game is increased. &lt;A-3: Summary of Embodiments> As described above, the game system 2A is a single recognition player, and the number of tokens associated with the player can be made, because the game can be played simultaneously for the player.

-28- S 201210665 (手動遊戲及自動遊戲)的代額之消費而減少。又,相對 於手動遊戲依據操作部42的操作來控制,自動遊戲並不依 據操作部42的操作,與對應連接之外部終端裝置6的終端 ID的玩家ID建立對應而控制。因此,玩家係即使在遠離遊 戲系統2A之場所(例如遊戲中心內的吸菸區),也可藉由 使用外部終端裝置6,進行遊玩自動遊戲。 又,依據遊戲系統2A,可使依據操作部32的操作來進 行控制的手動遊戲與不依據操作部的操作來進行控制的自 動遊戲同時進行。所以,即使遊戲站3 A沒有空位,玩家也 可進行遊玩自動遊戲。 又,依據遊戲系統2A,1位玩家可同時進行遊玩手動 遊戲與自動遊戲。此時,手動遊戲及自動遊戲係一邊消費 對應該玩家之玩家ID的代額一邊進行,自動遊戲係一邊消 費對應終端ID所對應之玩家ID的代額一邊進行,故所需之 玩家ID的數量爲1。所以,相較於對1位玩家賦予複數玩家 ID,使用該等玩家ID來實現複數遊戲的同時遊玩之形態, 可削減玩家ID的取得所需之處理過程及容易進行玩家id的 管理。 又,依據遊戲系統2A,某玩家進行遊玩手動遊戲時, 與其玩家相同的識別資訊建立對應,可使其他玩家進行遊 玩自動遊戲。所以,因爲進行遊玩手動遊戲的結果與進行 遊玩自動遊戲的結果與同一個識別資訊建立對應並加以管 理,故例如可朋友彼此協力進行遊玩遊戲,可回應玩家的 多樣之要望。又’如果使在複數遊戲系統2A之間控制之遊 -29- 201210665 戲的種類相互不同,或者於各遊戲系統2A中可分別從複數 遊戲的種類中選擇的話,1位玩家可同時遊玩(兼任遊玩 )複數種類遊戲。 又,依據遊戲系統2A,於遊戲站3 A及設定終端4A中 ,依據共通處理的結果來控制遊戲,故不會有自動遊戲與 手動遊戲任一方先行之狀況。亦即,可使在遊戲站3A之遊 戲的進行與在設定終端4A之遊戲的進行相互同步。 又,依據設定終端4A,可使遊戲自動進行。即使是自 動進行的自動遊戲也可進行依據結果之代額的賦予,故如 果是不關心遊戲內容之玩家(僅關心遊戲結果(代額的賦 予)之玩家),就算遊戲自動進行也可滿足。又,在搭載 以遊戲結果可獲得多數遊藝價値之彩金遊戲及獎勵遊戲等 的機會遊戲之遊戲裝置中,也有到機會遊戲開始爲止,希 望遊戲自動進行的玩家。進而,在參加機會遊戲之際,需 要某個期間進行遊玩遊戲等之參加資格時,也有希望遊戲 自動進行而可獲得參加資格的玩家。又,在設定終端4A中 ,可使自動遊戲針對複數玩家同時進行。因此,即使在某 玩家進行遊玩遊戲時,設定終端4A也不會被該玩家佔有, 可對於複數玩家賦予進行遊玩自動遊戲的機會。 又,依據設定終端4A,因所定規則依每一玩家ID設定 ’可使自動遊戲的進行內容依每一玩家不同,可將玩家的 意思某種程度反映於遊戲。此係有助於使遊戲自動進行之 玩家的增加。又,依據設定終端4A,玩家係可使用外部終 端裝置6,掌握自動遊戲的進行狀況。-28- S 201210665 (manual games and automatic games) is reduced by the consumption of the quota. Further, the manual game is controlled in accordance with the operation of the operation unit 42 with respect to the manual game, and the automatic game is not controlled in accordance with the operation of the operation unit 42, and is associated with the player ID of the terminal ID of the external terminal device 6 to be connected. Therefore, even if the player is away from the game system 2A (e.g., a smoking area in the game center), the game can be automatically played by using the external terminal device 6. Further, according to the game system 2A, a manual game that is controlled in accordance with the operation of the operation unit 32 can be simultaneously performed with an automatic game that is not controlled by the operation of the operation unit. Therefore, even if the game station 3 A has no space, the player can play the automatic game. Further, according to the game system 2A, one player can simultaneously play a manual game and an automatic game. At this time, the manual game and the automatic game are performed while the player's player ID is consumed, and the automatic game is performed while the player ID corresponding to the terminal ID is consumed, so the number of player IDs required is required. Is 1. Therefore, compared with the case where a plurality of player IDs are given to one player, the player ID is used to realize the simultaneous play of the plurality of games, and the processing required for obtaining the player ID and the management of the player id are easily reduced. Further, according to the game system 2A, when a player plays a manual game, the same identification information as that of the player is associated, and other players can play the automatic game. Therefore, since the result of playing the manual game and the result of playing the automatic game are associated with and managed by the same identification information, for example, the friends can cooperate with each other to play the game, and can respond to the player's diverse desires. In addition, if the types of games -29-201210665 controlled between the plural game systems 2A are different from each other, or can be selected from the types of plural games in each game system 2A, one player can simultaneously play (partially Play) a variety of games. Further, according to the game system 2A, in the game station 3A and the setting terminal 4A, the game is controlled based on the result of the common processing, so that there is no situation in which either the automatic game or the manual game is advanced. That is, the progress of the game at the station 3A and the progress of the game at the setting terminal 4A can be synchronized with each other. Further, the game can be automatically performed in accordance with the setting terminal 4A. Even if the automatic game is automatically played, the grant of the result can be performed. Therefore, if the player does not care about the game content (only the player who cares about the game result (the grant of the amount), the game can be automatically performed. In addition, in a game device equipped with a game of chances such as a lottery game and a bonus game in which a majority of the game price is obtained as a result of the game, there is also a player who wants the game to be automatically played until the start of the game of chance. Further, when participating in a game of opportunity, when it is necessary to participate in a game for a certain period of time, there is a possibility that the game is automatically played and the player who is eligible to participate can be obtained. Further, in the setting terminal 4A, the automatic game can be simultaneously performed for a plurality of players. Therefore, even when a player plays a game, the setting terminal 4A is not occupied by the player, and the player can be given an opportunity to play the automatic game. Further, depending on the setting terminal 4A, the content of the automatic game can be made different for each player by the setting of the player ID for each player ID, and the meaning of the player can be reflected to the game to some extent. This helps to increase the number of players that the game automatically performs. Further, according to the setting terminal 4A, the player can grasp the progress status of the automatic game using the external terminal device 6.

S -30- 201210665 然而,於本實施形態中被控制之遊戲係進行時消費代 額,因應代額而賦予代額的遊戲。在代幣遊戲中’消費者 與賦予者皆爲代額,使代額增加爲遊戲的重要目的’故不 關心遊戲內容之玩家容易變多。所以,於本實施形態,有 前述之各種效果易於成爲更有益的優點。 &lt; B :變形例&gt; 本發明係不僅上述之實施形態’範圍也可包含將上述 之實施形態加以變形所得之各種形態’與適切組合該等形 態及上述之實施形態中兩個以上的形態所得之各種形態。 &lt; B -1 :變形例1 &gt; 圖7係揭示圖1已揭示之遊戲系統2A之槪略構造的圖’ 注目於手動遊戲控制部及自動遊戲控制部的所在者。如此 圖所示,遊戲系統2A係具有具備自動遊戲控制部的設定終 端4A,與具備手動遊戲控制部的複數遊戲站3A。 變更此構造,獲得圖8所示之構造的遊戲系統2B亦可 。遊戲系統2B係具有設定終端4A,但是不具有遊戲站。此 時,玩家係僅可進行遊玩在設定終端4A之遊戲,可進行遊 玩之遊戲僅有自動遊戲。如上所述,在設定終端4A中,自 動遊戲控制部G2係控制自動遊戲的功能部’以使分別對應 藉由玩家ID取得部G1取得之1或複數玩家ID的1或複數遊戲 ,一邊遵從所定規則一邊自動進行之方式控制。此時,共 通裝置5係對於在該設定終端4A進行之複數遊戲,分別賦 -31 - 201210665 予共通的處理結果。 &lt; B-2 :變形例2 &gt; 變更圖7所示之構造,獲得圖9所示之構造的遊戲系統 2C亦可。遊戲系統2C係具有具備自動遊戲控制部的設定終 端4A,與具備手動遊戲控制部與自動遊戲控制部的複數遊 戲站3B。 當然,複數遊戲站3 B係分別不僅具有自動遊戲控制部 ,也具有自動遊戲的遊玩所需之構造。作爲自動遊戲的遊 玩所需之構造,係有相當於自動遊戲控制部G2、玩家ID取 得部G1、記憶部(第1記憶部)45、設定部G4、狀況發送 部G6者,但是,並不限於該等,可包含設定終端4A所具 有之構造中任一必要者》相同地,複數遊戲站3 B係分別不 僅具有手動遊戲控制部,也具有手動遊戲的遊玩所需之構 造。作爲手動遊戲所需之構造,係有相當於操作部3 2、記 憶部(第2記憶部)3 5、手動遊戲控制部F2者,但是,並 不限於該等,可包含遊戲站3A所具有之構造中任一必要者 。此時,玩家係僅可利用複數遊戲站3B進行遊玩手動遊戲 ,可利用複數遊戲站3B及設定終端4A進行遊玩自動遊戲。 又,遊戲系統2C係與遊戲系統2A相同,具有共通裝置 5。此共通裝置5係對於利用自動遊戲控制部及手動遊戲控 制部進行之遊戲,分別賦予共通的處理結果。 &lt;B-3:變形例3&gt; -32-S -30- 201210665 However, in the present embodiment, the game to be controlled is a game in which the consumption amount is paid, and the game is given in accordance with the denomination. In the token game, the 'consumer and the grantor are both the amount of money, and the amount of the token is increased to the important purpose of the game.' Therefore, the player who does not care about the game content tends to become more and more. Therefore, in the present embodiment, the various effects described above tend to be more advantageous. &lt;B: Modifications&gt; The present invention is not limited to the above-described embodiments. The scope may include various forms obtained by modifying the above-described embodiments, and two or more forms of the above-described embodiments and the above-described embodiments may be combined as appropriate. The various forms obtained. &lt;B-1: Modification 1&gt; Fig. 7 is a diagram showing a schematic structure of the game system 2A disclosed in Fig. 1. The person who is interested in the manual game control unit and the automatic game control unit. As shown in the figure, the game system 2A has a setting terminal 4A including an automatic game control unit, and a plurality of game stations 3A including a manual game control unit. It is also possible to change the configuration to obtain the game system 2B having the configuration shown in Fig. 8. The game system 2B has a setting terminal 4A but does not have a game station. At this time, the player can only play the game in the setting terminal 4A, and the game that can be played is only the automatic game. As described above, in the setting terminal 4A, the automatic game control unit G2 controls the function portion ' of the automatic game so as to comply with the predetermined one or a plurality of games of the player ID obtained by the player ID obtaining unit G1. The rules are controlled in an automated manner. At this time, the common device 5 assigns a common processing result to -31 - 201210665 for the plurality of games played by the setting terminal 4A. &lt;B-2: Modification 2&gt; The structure shown in Fig. 7 is changed, and the game system 2C having the structure shown in Fig. 9 can be obtained. The game system 2C includes a setting terminal 4A including an automatic game control unit, and a plurality of game stations 3B including a manual game control unit and an automatic game control unit. Of course, the plurality of game stations 3 B have not only an automatic game control unit but also a structure required for automatic game play. The structure required for the game of the automatic game is equivalent to the automatic game control unit G2, the player ID acquisition unit G1, the memory unit (first memory unit) 45, the setting unit G4, and the status transmission unit G6. In addition to these, it is possible to include any of the configurations of the configuration of the terminal 4A. Similarly, the plurality of game stations 3 B have not only the manual game control unit but also the structure required for the game of the manual game. The structure required for the manual game is equivalent to the operation unit 3 2, the memory unit (second memory unit) 35, and the manual game control unit F2. However, the present invention is not limited to these, and may include the game station 3A. Any of the necessary constructs. At this time, the player can play the manual game only by the plurality of game stations 3B, and the automatic game can be played by the plurality of game stations 3B and the setting terminal 4A. Further, the game system 2C is the same as the game system 2A, and has the common device 5. This common device 5 provides a common processing result for each game played by the automatic game control unit and the manual game control unit. &lt;B-3: Modification 3&gt; -32-

S 201210665 變更圖7所示之構造’獲得圖10所示之構造的遊戲系 統2D亦可。遊戲系統2D係具有複數遊戲站3B,但是不具 有設定終端。此時’玩家係僅可利用複數遊戲站(遊戲裝 置)來進行遊玩遊戲’可進行遊玩之遊戲係手動遊戲及自 動遊戲。 又,遊戲系統2D係與遊戲系統2A相同,具有共通裝 置5。此共通裝置5係對於利用自動遊戲控制部及手動遊戲 控制部進行之遊戲,分別賦予共通的處理結果。 再者,如後詳述般’變形上述之實施形態,可將不伴 隨機械抽選的遊戲設爲控制對象。亦即,可採用各遊戲系 統2A不包含共通裝置5的構造。於此相同,於圖7〜圖10所 示之各構造中,採用各遊戲系統不包含共通裝置的構造亦 可。 &lt; B-4 :變形例4&gt; 在上述之實施形態,將代額數共通化並加以管理,但 是’不共通化而個別管理亦可。亦即,記憶部3 5記憶與被 玩家ID取得部F1取得之玩家ID建立對應而表示第1代額數 的資料之外’記憶部4 5將表示獨立於第1代額數而增減之 第2代額數的資料與該玩家id建立對應並加以記憶,代額 管理部F3因應對應該玩家ID之在手動遊戲之代額的消費或 賦予,進行第1代額數的增減之外,代額管理部G3因應對 應與該玩家ID建立對應之終端ID之在自動遊戲之代額的消 費或賦予,進行第2代額數的增減亦可。 -33- 201210665 &lt; B - 5 :變形例5 &gt; 於變形例4中,在第丨代額與第2代額之間,可轉移全 部或一部分的代額。亦即,在代額從第1代額轉移至第2代 額時’僅以轉移的部份’使第1代額數減少,使第2代額數 增加。相反地’在代額從第2代額轉移至第1代額時,僅以 轉移的部份’使第2代額數減少,使第!代額數增加。再者 ’關於轉移之代額數,使玩家指定亦可。依據此形態,可 玩家不用處理實際的代幣而使代額轉移。 &lt;B-6:變形例6&gt; 於上述之實施形態中,控制部30A並不作爲連接部G5 及狀況發送部G6而作用亦可。依據此形態,玩家係可不使 用外部終端裝置6來進行遊玩自動遊戲。但是,在此形態 ,進行遊玩自動遊戲的玩家並無法掌握自動遊戲的進行狀 況。但是,如果是不關心遊戲內容的玩家(僅關心遊戲結 果的玩家),即使無法掌握自動遊戲的進行狀況也可滿足 &lt;B-7:變形例7&gt; 在上述之實施形態,以賓果遊戲作爲控制對象,但是 ,以其他遊戲(例如’賽馬遊戲或麻將遊戲、角色扮演遊 戲)作爲控制對象亦可。又,在上述之實施形態’以伴隨 機械抽選的遊戲作爲控制對象’但是’以不伴隨機械抽選 -34- 201210665 的遊戲(例如,伴隨電子抽選的遊戲或不伴隨抽選的遊戲 )作爲控制對象亦可。 &lt; B - 8 :變形例8 &gt; 在上述之實施形態,玩家係到沒有代額爲止,可進行 遊玩自動遊戲,但是,即使還有代額,在特定狀況,無法 進行遊玩自動遊戲亦可。例如,將重複進行之遊戲,區分 爲允許自動遊戲之遊玩的一般遊戲,與不允許自動遊戲之 遊玩的特別遊戲。此時,玩家係在代額用光或特別遊戲開 始爲止,進行遊玩自動遊戲。再者,作爲特別遊戲,可例 示在滿足所定條件進行精彩表演的遊戲。又,以將設定之 代額數設爲自動遊戲的結束條件之方式訂定規則亦可。此 時,隨著自動遊戲的遊玩而增減之代額數,成爲該設定之 代額以上或以下時,則結束自動遊戲》 &lt; B - 9 :變形例9 &gt; 在上述之實施形態,以可因應結果來賦予代額的代幣 遊戲作爲控制對象,但是以作爲報酬可因應結果來賦予代 額以外之遊藝價値(非代額)的遊戲(例如視訊遊戲)作 爲控制對象亦可,以因應結果,不僅代額也可賦予非代額 的視訊遊戲作爲控制對象亦可。 非代額係例如道具或點數。作爲道具,可例示可於遊 戲中利用之劍或衣裝等的虛擬物品。作爲點數,可例示可 與相當於其數(量)之點數的道具交換者、及因應點數的 -35- 201210665 稱號賦予給玩家着》 在非代額爲道具時,記憶部35及45係分別將表示被賦 予之道具,因在遊戲之道具的賦予而變化之道具資訊,與 被玩家ID取得部取得之玩家ID建立對應而進而加以記憶。 該等道具資訊(價値資訊)係因應分別在對應建立對應之 玩家ID的手動遊戲及自動遊戲之道具的賦予而變化。 在非代額爲點數時,記憶部3 5及45係分別將因在遊戲 之點數的賦予而增加之點數,與被玩家ID取得部取得之玩 家ID建立對應而進而加以記億。該等點數(價値資訊)係 因應分別在對應建立對應之玩家ID的手動遊戲及自動遊戲 之點數的賦予而變化。 &lt; B -1 0 :變形例1 0〉 在上述之實施形態,依進行遊玩自動遊戲之每一玩家 來設定所定規則,但是,進行遊玩自動遊戲之複數玩家共 通來設定所定規則亦可。此時,以設定終端控制之複數自 動遊戲係任一皆遵從共通規則來進行。 &lt; B - 1 1 :變形例1 1 &gt; 又,於上述之實施形態中,.設定部G4依據積存於中央 伺服器裝置1之遊玩履歷中對應1個玩家ID的遊玩履歷,將 所定規則與該玩家ID或其他玩家ID建立對應而設定亦可。 作爲其他玩家ID,與將所定規則建立對應之玩家ID有所定 關係的玩家ID爲佳》此時,中央伺服器裝置1係記憶表示 -36- 201210665 玩家ID之間的關係的資料,設定部G4係依據此資料,特定 與將所定規則建立對應之玩家ID有所定關係的玩家ID。作 爲所定關係可舉出友好關係’其締結係例如藉由在締結關 係之兩位玩家分別由玩之兩個遊戲站之間的通訊來進行。 &lt; B -1 2 :變形例1 2 &gt; 又,於上述之實施形態中,作爲與玩家ID建立對應而 設定之所定規則,採用使一邊消費對應該玩家ID的代額一 邊進行的自動遊戲之進行狀況,與一邊消費對應其他玩家 ID的代額一邊進行的遊戲之進行狀況一致之要旨的規則亦 可。作爲其他玩家ID,與將所定規則建立對應之玩家ID有 所定關係(例如友好關係)的玩家ID爲佳。例如,中央伺 服器裝置1記憶表示玩家ID之間的關係的資料,依對應自 動遊戲的每一玩家ID,收集與該玩家ID有所定關係的玩家 ID所對應之遊戲的進行狀況,設定部G4以被中央伺服器裝 置1收集之進行狀況中,與設定所定規則之玩家ID有所定 關係的玩家ID相關之進行狀況一致之方式控制自動遊戲。 &lt; B -1 3 :變形例1 3 &gt; 在上述之各實施形態中,雖然支付代幣,但是,支付 因應代額數之張數的票券(或優惠券,又或證書)來代替 代幣亦可。此時,代額數與票券張數的對應關係係例如相 對於代額數10爲票券1張,可爲任意。又,作爲外部終端 裝置6,採用未搭載網頁瀏覽器者亦可。此時,必須先安 -37- 201210665 裝使外部終端裝置6可執行第2遊戲。亦即,在外部終端裝 置6中第2遊戲可執行之軟體的形態爲任意。 &lt; B -1 4 :變形例1 4 &gt; 在上述之實施形態’取得玩家ID的玩家ID取得部取得 與媒體ID建立關聯的玩家ID,但是,作爲玩家ID,使用媒 體ID亦可’此時’受理部作爲玩家ID取得部而作用。又, 使玩家用以直接輸入玩家ID的輸入部(例如鍵盤)作爲玩 家ID取得部而作用亦可。又,在上述之實施形態,於遊戲 站及設定終端記憶玩家ID,但是,於遊戲站或設定終端不 記憶玩家ID亦可。但是,即使此時,也對遊戲站及設定終 端賦予第1ID,第1ID係與玩家ID建立關聯,故在遊戲站或 設定終端進行之遊戲,及記憶於遊戲站或設定終端之代額 數會對應玩家ID。 &lt; B-15 :變形例15〉 又,於上述之實施形態中,共通裝置更具備將共通處 理的結果或狀況輸出至外部的輸出部亦可。作爲輸出部的 輸出目的地,可例示設置於遊藝設施內的監視器。此時, 玩家即使在比較遠的場所,也可掌握共通處理的結果或狀 況。此係尤其對於在比較遠的場所不使用外部終端裝置6 而進行自動遊戲,關心共通處理的結果或狀況的玩家來說 有益。 -38 -S 201210665 The configuration shown in Fig. 7 is changed. The game system 2D having the configuration shown in Fig. 10 can also be obtained. The game system 2D has a plurality of game stations 3B, but does not have a setting terminal. At this time, the player can use only a plurality of game stations (game devices) to play games. The games that can be played are manual games and automatic games. Further, the game system 2D is the same as the game system 2A, and has the common device 5. This common device 5 provides a common processing result for each game played by the automatic game control unit and the manual game control unit. Further, as described in detail later, the above-described embodiment can be modified, and a game that is not accompanied by mechanical drawing can be controlled. That is, a configuration in which each game system 2A does not include the common device 5 can be employed. Similarly, in each of the configurations shown in Figs. 7 to 10, a configuration in which each game system does not include a common device may be employed. &lt;B-4: Modification 4&gt; In the above-described embodiment, the number of tokens is shared and managed, but it may be managed separately without commonalization. In other words, the memory unit 35 stores the data indicating the first generation amount in association with the player ID acquired by the player ID acquisition unit F1. The memory unit 45 indicates the second increase or decrease independently of the first generation amount. The amount of the amount of the data is associated with the player id and is memorized. The amount of the first generation is increased or decreased by the amount of the first generation of the amount of the game. The part G3 may increase or decrease the second generation amount in accordance with the consumption or the grant of the automatic game in accordance with the terminal ID associated with the player ID. -33-201210665 &lt;B-5: Modification 5&gt; In Modification 4, all or a part of the quota may be transferred between the second and second generations. That is, when the amount of the quota is transferred from the first generation to the second generation, the number of the first generation is reduced by the portion transferred only, and the number of the second generation is increased. On the contrary, when the amount of the second generation is transferred from the second generation to the first generation, the number of the second generation is reduced only by the part of the transfer. The number of vouchers has increased. Furthermore, the number of transfers for the transfer allows the player to specify. According to this form, the player can transfer the amount of the token without having to deal with the actual token. &lt;B-6: Modification 6&gt; In the above embodiment, the control unit 30A does not function as the connection unit G5 and the status transmission unit G6. According to this aspect, the player can play the automatic game without using the external terminal device 6. However, in this form, the player who plays the automatic game cannot grasp the progress of the automatic game. However, if it is a player who does not care about the game content (a player who only cares about the result of the game), even if the progress of the automatic game cannot be grasped, it can satisfy [B-7: Modification 7] In the above embodiment, the bingo game is used. As a control target, other games (for example, 'horse racing games or mahjong games, role-playing games) may be controlled. Further, in the above-described embodiment, the game with the mechanical lottery is selected as the control object, but the game is not controlled by the mechanical lottery-34-201210665 (for example, a game with electronic drawing or a game without a lottery). can. &lt; B - 8 : Modification 8 &gt; In the above-described embodiment, the player can play the automatic game until there is no proof, but even if there is a quota, the automatic game cannot be played in a specific situation. . For example, a game that is repeated will be classified into a general game that allows automatic game play, and a special game that does not allow automatic game play. At this time, the player plays the automatic game of play until the start of the use of the light or the special game. Further, as a special game, a game in which a wonderful performance is performed under the predetermined conditions can be exemplified. Further, the rule may be set such that the set number of tokens is set as the end condition of the automatic game. At this time, when the number of the increase or decrease of the game of the automatic game is equal to or greater than the code of the setting, the automatic game is ended. &lt;B - 9 : Modification 9 &gt; In the above embodiment, It is possible to control the token game of the token in response to the result, but it is also possible to control the game (such as a video game) that is a reward (other than the amount of money) other than the amount of the reward as a result of the response. As a result, not only the proxy but also the non-substantial video game can be given as a control object. Non-subsequent is such as props or points. As the props, virtual items such as swords or clothes that can be used in games can be exemplified. As the number of points, an item exchanger that can be equal to the number of points (amount) and a number of -35-201210665 for the number of points can be exemplified. When the non-substituting item is an item, the memory unit 35 and In the 45 series, the item information to be added is displayed, and the item information changed by the item of the game is associated with the player ID acquired by the player ID acquisition unit and stored. The item information (price information) is changed in accordance with the assignment of the manual game and the automatic game item corresponding to the player ID corresponding to each other. When the non-substitute is the number of points, the memory units 35 and 45 respectively add the number of points added by the number of points in the game to the player ID acquired by the player ID obtaining unit, and further count the number of coins. These points (price information) are changed in accordance with the assignment of the points of the manual game and the automatic game corresponding to the player ID corresponding to each other. &lt; B - 1 0 : Modification 1 0> In the above-described embodiment, the predetermined rule is set for each player who plays the automatic game. However, the plurality of players who play the automatic game may share the predetermined rule. At this time, any of the plurality of automatic game systems controlled by the setting terminal follows the common rule. &lt; B - 1 1 : Modification 1 1 &gt; In the above-described embodiment, the setting unit G4 sets the predetermined rule based on the play history corresponding to one player ID stored in the play history of the central server device 1. It can also be set in association with the player ID or other player ID. As the other player ID, the player ID having a relationship with the player ID corresponding to the predetermined rule is preferable. At this time, the central server device 1 memorizes the data indicating the relationship between the player IDs of -36 - 201210665, and the setting unit G4 Based on this information, a player ID that is related to the player ID that corresponds to the specified rule is specified. A friendly relationship can be cited as a relationship. The conclusion is made, for example, by communication between two game stations that are played by two players in the relationship. &lt;B - 1 2 : Modification 1 2 &gt; In the above-described embodiment, an automatic game is performed while spending a quota corresponding to the player ID as a predetermined rule set in association with the player ID. The progress of the game may be the same as the rule of the game in which the game is performed while the other player ID is being used. As the other player ID, the player ID having a predetermined relationship (e.g., friendly relationship) with the player ID corresponding to the predetermined rule is preferable. For example, the central server device 1 memorizes the information indicating the relationship between the player IDs, and collects the progress status of the game corresponding to the player ID having a certain relationship with the player ID in accordance with each player ID corresponding to the automatic game, and the setting unit G4 In the progress status collected by the central server device 1, the automatic game is controlled in such a manner that the player IDs related to the player IDs of the predetermined rules are matched. &lt; B -1 3 : Modification 1 3 &gt; In each of the above-described embodiments, although the token is paid, the ticket (or coupon, or certificate) corresponding to the number of sheets of the credit is paid instead. The currency is also available. In this case, the correspondence between the number of the tokens and the number of tickets is, for example, one for the number of coupons 10, which may be arbitrary. Further, as the external terminal device 6, a person who does not have a web browser may be used. At this time, it is necessary to install the second game in the external terminal device 6 by installing -37-201210665. That is, the form of the software executable by the second game in the external terminal device 6 is arbitrary. &lt; B - 1 4 : Modification 1 4 &gt; In the above-described embodiment, the player ID acquisition unit that acquires the player ID acquires the player ID associated with the media ID. However, the media ID may be used as the player ID. The time reception unit functions as a player ID acquisition unit. Further, an input unit (e.g., a keyboard) for the player to directly input the player ID may function as the player ID acquisition unit. Further, in the above embodiment, the player ID is stored in the game station and the setting terminal. However, the game station or the setting terminal may not memorize the player ID. However, even if the game station and the setting terminal are given the first ID, the first ID system is associated with the player ID. Therefore, the game played by the game station or the setting terminal and the number of shares stored in the game station or the setting terminal correspond. Player ID. &lt;B-15: Modification 15> Further, in the above-described embodiment, the common device may further include an output unit that outputs the result or condition of the common processing to the outside. As the output destination of the output unit, a monitor provided in the amusement facility can be exemplified. At this time, the player can grasp the result or condition of the common processing even in a relatively distant place. This is especially useful for players who do not use the external terminal device 6 in a relatively remote location to perform automatic games, and who care about the results or conditions of the common processing. -38 -

S 201210665 &lt; B-16 :變形例16&gt; 又,在上述之實施形態,狀況發送部的發送目的地被 限定於外部終端裝置,但是並不限於此。作爲外部終端裝 置以外的發送目的地,可例示網站伺服器。在網頁伺服器 的狀況中,用以顯示藉由自動遊戲控制部自動進行之遊戲 的進行狀況之網頁,記憶於與對應該遊戲的玩家預先建立 對應之網頁伺服器,於搭載網頁瀏覽器的終端裝置(例如 個人電腦)中被顯示。再者,依每一網站伺服器準備伺服 器裝置亦可,使1個伺服器裝置作爲複數網站伺服器而作 用亦可。又,將狀況發送部所發送之訊號,從無線訊號變. 更成有線訊號亦可。 &lt; B - 1 7 :變形例1 7 &gt; 又,在上述之實施形態,不僅自動遊戲,針對手動遊 戲,代額的管理及遊戲的進行也與玩家ID建立對應來進行 ,但是,針對手動遊戲,不將代額的管理與遊戲的進行之 —方或雙方與玩家ID建立對應來進行亦可。 &lt; B -1 8 :變形例1 8 &gt; 於各實施形態中,玩家首次在此遊戲系統進行遊玩時 ,且進行遊玩自動遊戲時,可僅所定遊戲次數份不進行作 爲遊玩之對價的代額之消費,來進行遊玩亦可。亦即,於 自動遊戲中可提供遊戲的免費體驗。藉此,可經由免費體 驗來學習遊玩方法’可有助於新玩家的獲得。亦即,自動 -39- 201210665 遊戲控制部係以在判斷利用取得部取得之識別資訊在其遊 戲系統中過去並未進行遊玩時,允許不消費代額來進行所 定遊戲次數份之方式控制。又,進行前述判斷時,賦予所 定代額數亦可。再者,對於判斷利用取得部取得之識別資 訊過去並未在其遊戲系統進行遊玩來說,只要記憶遊玩之 玩家的識別資訊之履歷即可。 【圖式簡單說明】 〔圖1〕關於本發明一實施形態之系統1 〇〇的區塊圖。 〔圖2〕揭示系統1 0 0內的記憶部1 1之記憶內容的圖。 〔圖3〕系統1〇〇內之遊戲站3A的區塊圖。 〔圖4〕系統1〇〇內之設定終端4A的區塊圖。 〔圖5〕揭示系統1〇〇之動作的圖。 〔圖6〕揭示系統1〇〇之其他動作的圖。 〔圖7〕揭示系統100內的遊戲系統2A之槪略構造的圖 &gt; 〔圖8〕揭示遊戲系統2 A的變形例1之槪略構造的圖。 〔圖9〕揭示遊戲系統2A的變形例2之槪略構造的圖。 〔圖1 〇〕揭示遊戲系統2 A的變形例3之槪略構造的圖 【主要元件符號說明】 1 :中央伺服器裝置 2A,2B,2C,2D :遊戲系統S 201210665 &lt; B-16: Modification 16&gt; Further, in the above-described embodiment, the destination of the status transmission unit is limited to the external terminal device, but the present invention is not limited thereto. As a destination other than the external terminal device, a website server can be exemplified. In the case of the web server, a web page for displaying the progress of the game automatically performed by the automatic game control unit is stored in a web server that is associated with the player corresponding to the game in advance, and is installed in the web browser terminal. Displayed in a device such as a personal computer. Furthermore, the server device may be prepared by each web server, and one server device may be used as a plurality of web server servers. Moreover, the signal transmitted by the status transmitting unit can be changed from a wireless signal to a wired signal. &lt; B - 1 7 : Modification 1 7 &gt; In addition, in the above-described embodiment, not only the automatic game but also the manual game, the management of the token and the progress of the game are performed in association with the player ID, but for the manual In the game, the management of the token and the progress of the game may be performed in association with the player ID. &lt;B -1 8 : Modification 1 8 &gt; In each of the embodiments, when the player plays the game for the first time and plays the automatic game, the player may not perform the game as the value of the game. For the consumption of the amount, you can play it. That is, a free game experience can be provided in an automatic game. Thereby, the learning method can be learned through a free experience, which can contribute to the acquisition of new players. In other words, the game control unit allows the game control unit to control the number of times of the game number without using the proof amount when the game information is not played in the game system when the identification information obtained by the use acquisition unit is judged to have not been played. Further, when the above determination is made, the predetermined number of tokens may be given. Further, in the case where the identification information obtained by the determination acquisition unit has not been played in the game system in the past, it is only necessary to memorize the history of the identification information of the player who is playing. BRIEF DESCRIPTION OF THE DRAWINGS [Fig. 1] A block diagram of a system 1 关于 according to an embodiment of the present invention. FIG. 2 is a diagram showing the memory contents of the memory unit 1 1 in the system 100. [Fig. 3] A block diagram of the game station 3A in the system 1〇〇. [Fig. 4] A block diagram of the setting terminal 4A in the system 1A. [Fig. 5] A diagram showing the operation of the system. FIG. 6 is a diagram showing other operations of the system 1〇〇. Fig. 7 is a diagram showing a schematic structure of a game system 2A in the system 100. Fig. 8 is a diagram showing a schematic structure of a modification 1 of the game system 2A. FIG. 9 is a diagram showing a schematic structure of a modification 2 of the game system 2A. [Fig. 1 〇] A diagram showing a schematic structure of a modification 3 of the game system 2A [Description of main component symbols] 1: Central server device 2A, 2B, 2C, 2D: game system

S -40- 201210665 3 A,3B :遊戲站 4A :設定終端 5 :共通裝置 6 :外部設定終端 1 1,3 5,4 5 :記憶部 3 0 A,4 0 A :控制部 3 1,41 :顯示部 32,42 :操作部 33,43 :受理部 34,44 :通訊部 36,46 :代幣機構 47 :無線通訊部 100 :系統 FI,G1 :玩家ID取得部 F2 :手動遊戲控制部 F3,G3 :代額管理部 G2 :自動遊戲控制部 G4 :設定部 G5 :連接部 G6 :狀況發送部 -41S -40- 201210665 3 A, 3B : Game station 4A : Setting terminal 5 : Common device 6 : External setting terminal 1 1,3 5, 4 5 : Memory unit 3 0 A, 4 0 A : Control unit 3 1,41 Display unit 32, 42: operation unit 33, 43: reception unit 34, 44: communication unit 36, 46: token mechanism 47: wireless communication unit 100: system FI, G1: player ID acquisition unit F2: manual game control unit F3, G3: Denomination management unit G2: Automatic game control unit G4: Setting unit G5: Connection unit G6: Status transmission unit - 41

Claims (1)

201210665 七、申請專利範圍: 1.一種遊戲裝置,其特徵爲: 具備: 取得部,係取得用以單一識別玩家的識別資訊; 第1記憶部,係將根據作爲在遊戲之遊玩的對價之代 額的消費或因應遊戲結果之遊藝價値的賦予而變化之價値 資訊,與被前述取得部取得之前述識別資訊建立對應並加 以記憶:及 自動遊戲控制部,係以一邊遵從所定規則一邊自動進 行之方式,控制對應藉由前述取得部所取得之前述識別資 訊的遊戲; 前述自動遊戲控制部,係以平行進行對應之前述識別 資訊相互不同的複數遊戲之方式進行控制。 2 .如申請專利範圍第1項所記載之遊戲裝置,其中, 前述遊戲價値係前述代額; 前述價値資訊,係表示根據前述代額的消費或賦予而 增減之.代額數。 3.如申請專利範圍第1項所記載之遊戲裝置,其中, 更具備: 設定部,將前述所定規則與藉由前述取得部所取得之 前述識別資訊建立對應並加以設定; 前述自動遊戲控制部,係以一邊遵從與對應之前述識 別資訊建立對應而設定之前述所定規則一邊自動進行之方 式,控制控制對象的前述遊戲。 -42- S 201210665 4 ·如申請專利範圍第i項所記載之遊戲裝置’其中, 更具備: 狀況發送部’係將藉由前述自動遊戲控制部所控制之 遊戲的進行狀況’發送至與對應該遊戲的前述識別資訊預 先建立對應之外部的裝置。 5 .如申請專利範圍第1項所記載之遊戲裝置,其中, 更具備= 操作受理部’係對於與藉由前述自動遊戲控制部所控 制之遊戲不同的1個遊戲,受理玩家的操作; 第2記憶部,係記憶利用前述操作受理部受理操作之 遊戲相關的前述價値資訊;及 手動遊戲控制部,係以依據利用前述操作受理部受理 之操作來進行之方式控制該遊戲。 6. 如申請專利範圍第5項所記載之遊戲裝置,其中, 前述取得部,係取得利用前述操作受理部受理操作之 玩家的前述識別資訊; 前述第2記憶部,係將依據利用前述操作受理部受理 之操作來進行之遊戲相關的前述價値資訊,與被前述取得 部取得之前述識別資訊建立對應並加以記憶; 前述自動遊戲控制部與前述手段遊戲控制部,係分別 以對應相同識別資訊的遊戲進行之方式進行控制。 7. —種遊戲系統,其特徵爲具備: 第1遊戲裝置,係具有記憶根據作爲在遊戲之遊玩的 對價之代額的消費或因應遊戲結果之遊藝價値的賦予而變 -43- 201210665 化之價値資訊的第2記憶部’與對於遊戲而受理玩家之操 作的操作受理部’並依據利用前述操作受理部受理之操作 來使遊戲進行: 第2遊戲裝置,係申請專利範圍第1項的遊戲裝置;及 共通裝置,係對於利用前述第1遊戲裝置進行之遊戲 與利用前述第2遊戲裝置進行之自動遊戲,分別賦予# @ 的處理結果。 8 ·如申請專利範圍第7項所記載之遊戲系統,其中, 前述第1遊戲裝置係具有: 第2取得部,係用以取得前述識別資訊; 前述第2記憶部,係將依據利用前述操作受理部受g 之操作來進行之遊戲相關的前述價値資訊,與被前述 取得部取得之前述識別資訊建立對應並加以記億; 前述第1遊戲裝置與前述第2遊戲裝置,係分別進行胃 應相同識別資訊的遊戲。 9.如申請專利範圍第7項所記載之遊戲系統,其中, 前述共通裝置係更具備:輸出部,係將前述共通&amp;胃 理的結果或狀況輸出至外部。 1〇·—種遊戲系統,其特徵爲具備: 遊戲裝置,係申請專利範圍第1項所記載之遊戲裝置 :及 共通裝置,係對於利用前述遊戲裝置進行之複數遊戲 ’分別賦予共通的處理結果。 H·—種遊戲系統,其特徵爲具備: -44- S 201210665 遊戲裝置,係申請專利範圍第5項所記載之遊戲裝置 :及 共通裝置,係對於利用前述遊戲裝置的前述自動遊戲 控制部及前述手動遊戲控制部進行之遊戲,分別賦予共通 的處理結果。 -45-201210665 VII. Patent application scope: 1. A game device, comprising: an acquisition unit that acquires identification information for individually identifying a player; and a first memory unit that is based on the consideration of the game as a game play. The amount of information or the price information that changes in response to the game price of the game result is stored and stored in association with the identification information obtained by the acquisition unit: and the automatic game control unit automatically performs the compliance with the predetermined rules. The game controls the game corresponding to the identification information acquired by the acquisition unit. The automatic game control unit controls the plurality of games in which the identification information is different from each other in parallel. 2. The game device according to claim 1, wherein the game price is the aforementioned amount; the price information indicates a number of shares that are increased or decreased according to the consumption or the grant of the aforementioned amount. 3. The game device according to claim 1, further comprising: a setting unit that sets and sets the predetermined rule and the identification information acquired by the acquisition unit; the automatic game control unit The game that is controlled by the control is automatically performed while automatically following the predetermined rule set in association with the corresponding identification information. -42- S 201210665 4 - The game device of the item i of the patent application, wherein the game device further includes: the status transmission unit transmits the progress status of the game controlled by the automatic game control unit to the pair The aforementioned identification information of the game should be pre-established with the corresponding external device. (5) The game device according to the first aspect of the invention, wherein the operation acceptance unit is configured to accept an operation of the player for one game different from the game controlled by the automatic game control unit; The memory unit controls the game using the game information related to the game that is operated by the operation accepting unit; and the manual game control unit controls the game in accordance with an operation accepted by the operation accepting unit. 6. The game device according to claim 5, wherein the acquisition unit acquires the identification information of a player who has received an operation by the operation accepting unit; and the second storage unit receives the use according to the operation. The price information related to the game performed by the operation is stored in association with the identification information acquired by the acquisition unit; and the automatic game control unit and the game control unit respectively correspond to the same identification information. The way the game is played is controlled. 7. A game system, characterized in that: the first game device has a memory that is changed according to the consumption of the counterfeit value of the game play or the game price of the game result. -43-201210665 In the second memory unit of the price information, the operation accepting unit that accepts the operation of the player for the game, the game is performed in accordance with the operation accepted by the operation accepting unit: The second game device is a game that applies for the first item of the patent range. The device and the common device respectively give a processing result of #@ to the game played by the first game device and the automatic game played by the second game device. The game system according to claim 7, wherein the first game device has: a second acquisition unit configured to acquire the identification information; and the second storage unit is configured to use the operation The price information related to the game performed by the operation unit is performed in association with the identification information acquired by the acquisition unit, and the first game device and the second game device are respectively adapted to the stomach. The same game that identifies information. 9. The game system according to claim 7, wherein the common device further includes an output unit that outputs the result or condition of the common &amp; stomach to the outside. A game system characterized by comprising: a game device, which is a game device described in claim 1 and a common device, which respectively provides a common processing result for a plurality of games played by the game device . A game system comprising: -44-S 201210665, a game device according to claim 5, and a common device for the automatic game control unit using the game device and The games performed by the manual game control unit respectively give a common processing result. -45-
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US20130150156A1 (en) 2013-06-13
WO2012029747A1 (en) 2012-03-08

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