WO2006073074A1 - ゲームシステム及びゲーム用部品 - Google Patents
ゲームシステム及びゲーム用部品 Download PDFInfo
- Publication number
- WO2006073074A1 WO2006073074A1 PCT/JP2005/023723 JP2005023723W WO2006073074A1 WO 2006073074 A1 WO2006073074 A1 WO 2006073074A1 JP 2005023723 W JP2005023723 W JP 2005023723W WO 2006073074 A1 WO2006073074 A1 WO 2006073074A1
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- WO
- WIPO (PCT)
- Prior art keywords
- game
- information
- game machine
- replacement
- component
- Prior art date
Links
- 238000012545 processing Methods 0.000 claims abstract description 19
- 230000008859 change Effects 0.000 claims description 39
- 238000004891 communication Methods 0.000 claims description 33
- 238000012423 maintenance Methods 0.000 abstract description 57
- 230000002159 abnormal effect Effects 0.000 description 35
- 238000000034 method Methods 0.000 description 25
- 230000008569 process Effects 0.000 description 22
- 230000006870 function Effects 0.000 description 18
- 238000010586 diagram Methods 0.000 description 17
- 238000012790 confirmation Methods 0.000 description 14
- 230000005856 abnormality Effects 0.000 description 13
- 238000009825 accumulation Methods 0.000 description 10
- 230000005540 biological transmission Effects 0.000 description 7
- 230000001186 cumulative effect Effects 0.000 description 5
- 238000005259 measurement Methods 0.000 description 4
- 230000002093 peripheral effect Effects 0.000 description 3
- 241000283086 Equidae Species 0.000 description 2
- 230000007246 mechanism Effects 0.000 description 2
- 230000004044 response Effects 0.000 description 2
- 238000012508 change request Methods 0.000 description 1
- 230000002860 competitive effect Effects 0.000 description 1
- 238000001514 detection method Methods 0.000 description 1
- 230000000694 effects Effects 0.000 description 1
- 230000003203 everyday effect Effects 0.000 description 1
- 230000006698 induction Effects 0.000 description 1
- 238000004519 manufacturing process Methods 0.000 description 1
- 238000010295 mobile communication Methods 0.000 description 1
- 238000012360 testing method Methods 0.000 description 1
- 230000001960 triggered effect Effects 0.000 description 1
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3223—Architectural aspects of a gaming system, e.g. internal configuration, master/slave, wireless communication
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/14—Racing games, traffic games, or obstacle games characterised by figures moved by action of the players
- A63F9/143—Racing games, traffic games, or obstacle games characterised by figures moved by action of the players electric
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
- G06Q50/10—Services
Definitions
- the present invention relates to a game system and game components used in the game system.
- a game machine in which a self-propelled body that pulls a model body by a magnetic force through a field surface is provided, and a traveling game is played when the self-propelled body travels is well known (for example, Patent Literature:! 4).
- the lower surface of the field surface is provided as a power feeding surface for the self-propelled body. By running the self-propelled body in contact with the power feeding surface, power feeding and traveling are performed simultaneously.
- Patent Document 1 Japanese Patent Application Laid-Open No. 2003-33564
- Patent Document 2 JP 2003-38841 A
- Patent Document 3 Japanese Patent Laid-Open No. 2003-33567
- Patent Document 4 Japanese Patent Laid-Open No. 2000-288238
- an object of the present invention is to provide a game system or the like that improves the maintainability of parts of a game machine.
- the game system of the present invention has a game machine in which a predetermined game is played, and the game machine is for a game machine main body and an exchangeable game provided in the game machine and used in the game. And the game parts are provided with replaceable consumables that are consumed by use in the game, wherein the consumable parts are exchanged for the game parts.
- a reference storage means for storing a reference wear degree indicating the degree of wear to be performed, a measurement means for measuring a parameter indicating the amount of use of the game component in the game, and a value of the parameter measured by the measurement means Accumulating means for accumulating, a consumption degree specifying means for specifying the degree of consumption of the consumables of the game parts based on the accumulated value obtained by the accumulating means, and the consumption degree specifying means
- a replacement determination unit that determines whether it is time to replace the consumables by comparing the specified consumption level with a reference consumption level of the reference storage unit, and replacement of the consumables by the replacement determination unit.
- replacement information output means for outputting replacement information regarding replacement of the consumables to the game machine main body
- the game machine main body includes the game component Replacement information acquisition means for acquiring the replacement information output from the replacement information, and replacement of the consumables of the game parts that output the replacement information based on the replacement information acquired by the replacement information acquisition means
- the usage amount of the game component in the game is acquired as a cumulative value of a specific parameter, and the game component is determined based on the accumulated usage amount.
- the degree of wear of the provided consumables is specified, and whether or not the specified wear degree is the replacement time is determined by checking with the reference wear degree that defines the replacement time.
- the measuring means, the accumulating means, and the consumption degree specifying means for specifying the degree of consumption of the consumables are all provided in the game parts, one game part has a plurality of different game machines. Even if it is used in a game machine, It is possible to specify the degree of exhaustion in which the dose is selected. Therefore, according to the present invention, the game component itself can determine whether or not it is time to replace the consumables, and the replacement information can be notified to the housing.
- the process related to the exchange performed in the game machine main body includes a process for displaying the exchange information so that the user can recognize it, and a process for transferring the exchange information to a server in the maintenance service department.
- the degree of wear based on the cumulative value may be specified only according to the cumulative value, or may be performed with reference to information other than the cumulative value.
- information related to replacement includes information indicating the consumables to be replaced and information regarding the replacement timing, as well as the values of parameters used to advertise parts attached to the consumables to be replaced and to calculate the degree of wear. May be included.
- the game machine body includes server communication means capable of transmitting and receiving data to and from a server via a communication network, and the exchange processing means of the game machine body is obtained Based on the replacement information, the user may be notified of information regarding the replacement of the consumables, and the replacement information may be transmitted to the server. As a result, the exchange information can be notified to the user and used for other processing by the server.
- the game machine main body has game machine storage means for storing game machine identification information inherently given to the game machine in the game system, and the exchange processing means has its own game machine identification.
- the exchange information including information may be transmitted to the server.
- the server transmits reference change information including information for changing the reference consumption level to the game machine main body, and the game machine main body receives the information from the server.
- the game component has a change information output means for outputting the reference change information to the game component, and the game component is changed to acquire the reference change information from the game machine body.
- the game component includes component identification information storage means for storing component identification information uniquely given to the game component in the game system
- the exchange information output means includes The component identification information is included in the replacement information and output to the game machine body
- the reference changing means includes the reference change information in the reference change information when the component change information is included in the reference change information.
- the reference wear level is changed based on the reference change information transmitted from the server, and includes the part identification information corresponding to the game part in which the reference wear degree to be changed is stored. May be. As a result, even if a plurality of game parts are provided in one game machine, the game system can be identified by the part identification information.
- the game component is a movable body, and the game machine main body includes component communication means for transmitting and receiving control information related to operation control of the game component to and from the game component,
- the component is an operation for controlling its own operation based on the game machine communication means for transmitting / receiving control information related to the control of its own operation to / from the game machine main body and the control information transmitted from the game machine body.
- You may have control means.
- transmission / reception of information with game parts in the game machine body can use part communication means, and transmission / reception of information with game parts in the game part can use game machine communication means.
- the game machine may further include a running surface, and the game component may be a self-running body that runs on the running surface.
- the present invention can be applied to game machines and game components in which a running race is performed.
- the game component of the present invention is provided in a game machine in which a predetermined game is performed, and is provided with a replaceable consumable that is used in the game and is consumed by use in the game.
- Reference game means for storing a reference wear level indicating a wear level at which the consumables should be replaced, and a game storage device for the game in the game.
- the game Based on the measurement means for measuring the parameter indicating the amount of parts used, the accumulation means for accumulating the parameter values measured by the measurement means, and the accumulated value obtained by the accumulation means, the game A consumable replacement time by comparing a consumable degree specifying means for specifying a consumable degree of a consumable part, a consumable degree specified by the consumable degree specifying means, and a reference consumable degree of the reference storage means.
- a replacement determination means for determining whether or not the replacement determination means determines that it is time to replace the consumables, and outputs replacement information regarding the replacement of the consumables to the game machine main body.
- the game component specifies the consumption level of the consumables provided to itself based on the usage amount in the game of the game, and based on the specified consumption level. Based on this, it is determined whether or not the consumables are to be replaced, and if they are replaced, the replacement information is output, so that the user can know exactly when to replace the consumables provided in the game parts. It is possible to provide a game system that improves the maintenance of machine parts.
- FIG. 1 is a diagram showing an embodiment of a game system of the present invention.
- FIG. 2 is a diagram showing a self-propelled body provided in the game machine shown in FIG.
- FIG. 3 is a schematic diagram of the configuration of the center server.
- FIG. 4 is a schematic diagram of the configuration of the housing.
- FIG. 5 A schematic diagram of a self-propelled structure.
- FIG. 6 is a flowchart showing the flow of parameter accumulation processing performed by the self-propelled vehicle.
- FIG. 7 is a sequence diagram of a state confirmation system performed in the game system shown in FIG.
- FIG. 8 Sequence diagram of the replacement time notification system performed in the game system shown in FIG.
- FIG. 9 is a flowchart showing the flow of replacement time determination processing performed by the self-propelled vehicle.
- FIG. 10 A sequence of the standard wear level changing system performed in the game system shown in FIG. Diagram.
- FIG. 11 is a sequence diagram of an abnormality notification system performed in the game system shown in FIG.
- FIG. 12 A diagram showing an example of a list created by the maintenance server in the abnormality notification system shown in FIG.
- FIG. 13 A diagram showing another example of a list created by the maintenance server in the abnormality notification system shown in FIG.
- FIG. 14 A diagram showing another example of a list created by the maintenance server in the abnormality notification system shown in FIG.
- FIG. 15 is a flowchart showing a flow of abnormality processing performed in the housing.
- FIG. 1 is a schematic configuration diagram of a game system GS according to one embodiment of the present embodiment.
- the game system GS includes a plurality of game machines G1, G2, and G3, a center server CS, a maintenance server MS, and a maintenance client MC that are connected to each other via a communication network N.
- Each of the game machines G1 to G3 in the game system GS has the same configuration. Therefore, hereinafter, when there is no need to distinguish between them, it is referred to as “game machine G”.
- FIG. 1 shows three game machines G, the number of game machines G included in the game system GS is not limited to this.
- the center server CS mainly processes data related to the game in response to a request from the game machine G.
- the maintenance server MS stores and manages data related to maintenance such as error log information of the game system GS in its own storage unit MDB.
- the maintenance client MC is provided, for example, in the maintenance service unit that centrally manages the maintenance of the game system GS, and analyzes and analyzes the maintenance of the game system GS using the data stored in the maintenance storage unit MDB.
- Communication network N uses the Internet.
- Game machine G is a commercial game machine and is installed in a game center or a store having a game corner.
- a casing K as a game machine body of the game machine G is provided with a field F in which a game is performed, and around the field F, a plurality of stations S—S for receiving player operations are arranged. .
- the field F has an upper travel surface F1 and a lower travel surface F2.
- Bottom A self-propelled body D as a replacement part and a game part is provided on the traveling surface F2, and the self-propelled body D is bonded to the model body M by a magnetic force via the upper traveling surface F1.
- a plurality of self-propelled bodies D move while tracking the guidance lane provided on the lower running surface F2, so that the line-guided competition that pulls the model body M corresponding to each self-propelled body D is achieved.
- a game is played.
- the model body M is a model horse
- the line-guided competition game is implemented as a horse racing race with six model horses.
- This line-guided racing race proceeds by transmitting and receiving data between the self-propelled vehicle D and the chassis K.
- infrared light is used as a carrier wave for data transmission / reception.
- Each of the housing K and the self-propelled body D controls its own operation based on the received data.
- This control method may be performed by a conventionally known method.
- the back surface Fla of the upper stage running surface F1 is a power feeding surface provided with a power feeding line for feeding power to the self-propelled body D.
- game the line induction type competitive game executed on the game machine G
- users the participants of the game
- the participants of the game are called “players”, and those who provide the game machine G to the players and those who manage the maintenance of the game machine are collectively called “users”.
- the following outlines the configuration of the center server CS, the chassis, and the self-propelled body D.
- the center server CS includes a game information communication unit 10 that transmits / receives various information to / from the game machine G, a maintenance information communication unit 11 that transmits information related to maintenance to the maintenance server MS, and a rewritable nonvolatile storage medium.
- the server storage unit 12 and the server control unit 13 that controls the operation of each component provided in the center server CS.
- the server control unit 13 is configured as a computer having various peripheral circuits such as a CPU and RAM 14a and R0M14b necessary for its operation.
- the case K includes the lighting device 20 and the sound device 21 used for the production of the game, the server communication unit 23 that transmits / receives various information to / from the center server CS, and the transmission / reception of various information to the self-propelled body D.
- Self-propelled body communication unit 24 as a component communication means for performing the operation, a user display unit 25 for displaying various information to the user, a game machine storage unit 26 composed of a rewritable nonvolatile storage medium, , Provided for game console G
- a main control unit 27 for controlling the operation of each component.
- the main control unit 27 includes a CPU and various peripheral circuits such as RAM 28a and R RM28b necessary for its operation, and may be configured as a so-called personal computer, for example.
- ROM28b stores a program necessary for the operation of the casing K and a game machine ID as game machine identification information uniquely given to the game machine G in the game system GS. Yes.
- R0M28b functions as a game machine storage means.
- the user display unit 25 includes a monitor printer or the like as long as it can display various information so that the user can recognize it.
- the game machine storage unit 26 stores various data such as a D code that is uniquely given in the game system GS to the store where the game machine G is installed.
- the main control unit 27 is connected with a means for transmitting / receiving data to / from each station S (not shown) and a player display unit (not shown) for presenting information about the game to the player on a large screen. .
- the self-propelled body D includes a sensor unit 30 that includes various sensors that detect its own operation, a power supply unit 31 that supplies power, a component storage unit 33 that includes a rewritable nonvolatile storage medium, and a motor unit.
- a component control unit 35 is provided as an operation control means for controlling.
- the motor unit 34 includes a left motor 34a and a right motor 34b.
- a tire 36 is connected to each motor 34a, 34b via a gear mechanism 37, and a bearing 38 for supporting the tire 36 is provided on the axle of the tire 36.
- the motor unit 34 is further provided with a motor ROM34c, and the motor ROM 34c stores a motor ID as motor identification information uniquely given to the motor unit 34 in the game system GS.
- the motor ID and self-propelled D have a one-to-one correspondence, and are used as the self-propelled ID that identifies self-propelled D in the game system GS.
- the motor ID functions as component identification information
- the motor ROM 34c functions as component information recording means or component identification information storage means.
- the tire 36 and the gear mechanism 37 constitute a gear unit 39.
- the sensor unit 30 is provided with a sensor related to position control of the self-propelled body D, a sensor related to operation control, and the like.
- the component storage unit 33 stores various data such as status parameters and abnormal parameters used in processing to be described later. Thereby, the component storage unit 33 functions as a state information storage unit. Details of the data stored in the component storage unit 33 will be described later.
- the component control unit 35 includes a CPU and various peripheral circuits such as a RAM 35a and a ROM 35b necessary for its operation. As described above, the race is performed by six model horses, so one game machine G is provided with six self-propelled bodies D having the same configuration.
- the process performed in the self-propelled body D is the parts control unit 35
- the process performed in the chassis K is the main control unit 27
- the process performed in the center server CS is the server control unit 13 Are controlled by each.
- the parameter accumulation process is a process of updating the value of the state parameter indicating the state of the self-propelled body D, and is performed by the component control unit 35 of the self-propelled body D.
- the status parameters include, for example, the motor operating time MH that is the total operating time of the motor unit 34, the gear operating time GH that is the total operating time of the gear unit 39, and the motor that is the total number of rotations of the motors 34a and 34b.
- state parameters are collectively referred to as “state parameters”.
- the state parameter is stored in the component storage unit 33.
- step S40 it is determined whether or not the game is started until it is determined that the game is started.
- the state parameter is read from the component storage unit 33 (step S41).
- the values of the state parameters are accumulated according to the movement of the self-propelled body D during the game (step S42).
- the motor operating time BH is obtained by detecting the operation of the motor unit 34 by the motor operating sensor and measuring the time during which the operation is detected while integrating the motor operating time BH. It is done.
- the interval GH is obtained by detecting the operation of the gear unit 39 by the gear operation sensor and measuring the time during which the operation is detected, and integrating it with the value of the gear operation time GH.
- the motor rotation speed MR is obtained by detecting the rotation of the motors 34a and 34b by a motor rotation sensor and counting the rotation speed while the rotation is detected and integrating the rotation number MR. .
- the travel distance RD can be obtained from the motor speed MR.
- the state parameter functions as a parameter indicating the amount of game parts used.
- the component control unit 35 functions as a measuring unit and a totaling unit.
- the component control unit 35 includes a counter and a timer for functioning as the measuring means.
- step S43 After the game is started, it is determined whether or not the game is over until it is determined that the game is over (step S43).
- the end information indicating the end of the game is transmitted from the housing K and the self-propelled vehicle D receives the end information, it is determined that the game is over. If it is determined that the game is over, the state parameters updated during the game are stored in the parts storage unit 33, and the parameter accumulation process is terminated (step S44).
- the state confirmation system is a system that makes it possible to confirm in which game machine G a specific self-propelled body D is provided in the game system GS and in what state.
- checking the game machine G provided with the self-propelled body D and its state is referred to as “state check”.
- the component control unit 35 functions as an information output control unit.
- the self-propelled vehicle D When it is determined that the parameter accumulation process has been completed, the self-propelled vehicle D creates state information in which the self-propelled vehicle ID is associated with the state parameter stored in the component storage unit 33, and the state information is The game machine communication unit 32 transmits to the housing K (step S 51). Thereby, the component control unit 35 and the game machine communication unit 32 function as a component information output unit.
- the server communication unit 23 transmits to the center server CS (step S52).
- the self-propelled body communication unit 24 functions as a part information acquisition unit
- the server communication unit 23 functions as a server transmission unit. It works.
- the case K transmits game machine state information in which its own game machine ID is associated with information obtained by collecting state information received from all self-propelled bodies D provided to the center server CS. .
- the center server CS stores the received game machine state information in the server storage unit 12 (step S53). That is, the server storage unit 12 stores a state parameter in which the game machine ID and the self-running body ID are associated with each other.
- the state information associated with the game machine ID included in the received game machine state information already exists in the server storage unit 12
- the state information existing in the server storage unit 12 is replaced with the received game machine state information. Update to status information.
- the center server CS periodically transmits data obtained by duplicating the game machine state information stored in the server storage unit 12 to the maintenance server MS as state confirmation information, for example, every day at regular times (step S54).
- the center server CS stores the game machine state information transmitted to the maintenance server MS as a server storage unit.
- the maintenance server MS stores the received status confirmation information in the maintenance storage unit MDB (step S56).
- the maintenance server MS is based on the status confirmation information stored in the maintenance storage MDB. Processing according to the request is performed (step S58). For example, the status confirmation information is listed and displayed on the display device of the maintenance client MC, the status confirmation information is downloaded to the maintenance client MC, or various analysis processes related to the status confirmation information. Etc.
- the type of state parameter is recognized by, for example, a state code corresponding to each state parameter.
- the replacement time notification system performed after the ending of the meter accumulation process will be described with reference to the sequence diagram of FIG.
- the user can be notified of the replacement time of consumables on the self-propelled vehicle D as appropriate.
- consumables for the self-propelled body D include a gear unit 39, a bearing 38, a power supply pin, and a brush.
- the gear unit 39 and the bearing 38 will be described.
- the exchange time determination process performed by the self-propelled vehicle D is performed (step S60).
- the replacement information is transmitted from the self-propelled body D to the chassis K. Replacement time judgment process Will be described later.
- the replacement information includes a self-propelled vehicle ID and consumable information indicating the replacement target.
- the exchange information transmitted from the self-propelled body D is received by the housing K.
- the mobile communication unit 24 functions as an exchange information acquisition means.
- the chassis K displays the contents of the acquired exchange information on the user display unit 25 (step S61), and the server communication unit 23 sends the game machine exchange information in which the game machine ID is associated with the exchange information to the center server.
- Send to CS step S62).
- the main control unit 27 functions as an exchange processing unit.
- the display of the replacement information in the housing K may be performed in response to a user's display request operation, or may be triggered by reception of replacement information from the self-propelled vehicle D.
- the center server CS transmits the received game machine replacement information to the maintenance server MS.
- the maintenance server MS stores the received game machine replacement information in the maintenance storage unit MDB (step S63). That is, the consumable information associated with the game machine ID and the self-propelled vehicle ID is stored in the maintenance storage unit MDB.
- the maintenance server MS receives a request for replacement information from the maintenance client MC.
- Step S64 Based on the game machine replacement information stored in the maintenance storage unit DB, a process corresponding to the request is performed (Step S65).
- Requests related to exchange information include list display of exchange information and analysis and analysis of status information related to exchange information.
- the user of the maintenance department can display a list of replacement information on the maintenance client MC and can check which consumable of which game machine G is the replacement time.
- the user When the user replaces the consumables, the user resets a state parameter used for calculating a replacement parameter indicating the degree of consumption of the replaced consumables, for example, the travel distance RD, to an initial value.
- step S70 based on the value of each state parameter stored in the component storage unit 33, the value of the replacement parameter 1 indicating the degree of wear of the gear unit and the value of the replacement parameter 2 indicating the degree of wear of the bearing are updated (step S70).
- the replacement parameters 1 and 2 are set equal to the value of the travel distance RD.
- the component control unit 35 functions as a wear level specifying means.
- step S71 the gear unit 39 and the bearing 38 are exchanged based on the exchange parameters 1 and 2. It is determined whether or not it is due (step S71). Specifically, the value of the reference wear level 1 indicating the replacement time of the gear unit 39 is compared with the value of the replacement parameter 1, and the value of the reference wear level 2 indicating the replacement time of the bearing 38 and the value of the replacement parameter 2 are compared. And match each other. When the value of replacement parameter 1 or 2 exceeds the value of the corresponding standard consumption level 1 or 2, it is judged as replacement time. Thereby, the component control unit 35 functions as a replacement determination unit.
- a mileage RD value indicating the replacement time of each of the consumables 38 and 39 is set and stored in the parts storage unit 33 in association with each of the consumables 38 and 39. Yes.
- the component storage unit 33 functions as a reference storage unit.
- the value of each standard consumption degree 1 and 2 should just be set by the endurance test done beforehand.
- exchange information is created and transmitted from the game machine communication unit 32 to the housing K (step S72). Thereby, the game machine communication unit 32 functions as an exchange information output means.
- the exchange information includes the self-propelled vehicle ID and consumable information. If it is determined in step S71 that the replacement time is not reached, the replacement time determination process is terminated.
- the reference wear level changing system will be described with reference to the sequence diagram of FIG. In this embodiment, a case where the reference wear level 1 of the gear unit 39 is changed will be described.
- the user performs a process (reference change request) for changing the value of the reference wear degree 1 of the gear unit 39 from the maintenance client MC to the maintenance server MS (step S80).
- the reference change information including the value of the changed reference consumption level 1 is created (step S81) and transmitted to the center server CS (step S82).
- the center server CS transmits the received reference change information to each chassis K.
- the casing K that has received the reference change information from the center server CS transmits the reference change information to each self-propelled vehicle D.
- the main control unit 27 and the self-propelled body communication unit 24 function as change information output means.
- the self-propelled vehicle D that has received the reference change information by the game machine communication unit 32 as the change information acquisition means includes the value of the reference consumption level 1 stored in the parts storage unit 33 in the received reference change information.
- Change to the value of standard wear level 1 (step S83).
- the standard consumption level 1 of the self-propelled D is changed by the user to the maintenance client M.
- the component control unit 35 functions as a reference changing means. The same process is performed for changing the reference wear level 2 of the bearing 38.
- the type of consumables indicated by the consumable information and the type of standard consumption level are recognized by, for example, codes indicating the respective types.
- the abnormality notification system is a system for notifying the user of an abnormal state of the game machine G.
- each sensor of the self-propelled body D detects an abnormal state during the game (step S90).
- abnormal information including the detected abnormal state and the self-propelled vehicle ID is created and transmitted to the chassis K (step S91).
- Abnormal conditions include line disconnection, rollover, operation delay, power supply shortage, etc.
- the gyro sensor determines that the rollover has occurred.
- abnormal information indicating rollover is transmitted.
- Judgment of line detachment by the line sensor and rollover by the gyro sensor can be made by a conventionally known method.
- the type of abnormal state is recognized by an abnormal code indicating the abnormal state.
- an abnormality process is performed in the housing K (step S92).
- the abnormality process will be described later.
- warning information or error notification described later is transmitted to the center server CS in a predetermined case.
- the center server CS stores the received warning information or error notification as error log information in the server storage unit 12 (step S93). That is, the server storage unit 12 stores, as error log information, an abnormal parameter value or an error number associated with a self-propelled vehicle ID and a game machine ID. Abnormal parameters and error No. 1 will be described later.
- the center server CS periodically sends data that is a copy of the error log information stored in the server storage unit 12 to the maintenance server MS (step S94), and the error log information sent to the maintenance server MS is sent from the server storage unit 12 to the maintenance server MS. Delete (step S95).
- the maintenance server MS stores the received error log information in the maintenance storage unit MDB as error history information (step S96).
- the maintenance client MC makes a request for error log information to the maintenance server MS as necessary (step S97).
- the error stored in the maintenance storage MDB Based on the error history information, processing according to the request of the maintenance client MC is performed (step S98).
- Requests related to error log information include display of a list of statistically processed error log history information within a predetermined period. An example of a list of statistically processed error log history information is shown in Figs. Fig. 12 is a list of error occurrence information for each store. Only the error information associated with a specific D code should be extracted from the error log history information and displayed in a list.
- FIG. 13 is a list of the number of error occurrences and the number of warning occurrences for each store on a specific day.
- the number of error occurrences is the number of error notifications sent from case K
- the number of learning occurrences is the number of warning information sent from case K force.
- Fig. 14 is a list of values of each abnormal parameter for each self-propelled vehicle.
- the list of abnormal parameters may also display the value of the status parameter obtained from the above status confirmation information.
- step S100 it is determined whether or not the housing K is in an error occurrence state.
- Error occurred means an abnormal state where the game cannot be continued during the game and the game is stopped.
- step S110 it is determined whether or not abnormality information has been received from the self-propelled vehicle D (step S110). If it is determined that it has been received, the value of the abnormal parameter corresponding to the abnormal state indicated by the received abnormal information is updated (step S120).
- Abnormal parameters corresponding to abnormal conditions include line loss L ⁇ , rollover TO, operation delay MD, power shortage PF, etc., and hereinafter referred to as “abnormal parameters” unless it is necessary to distinguish them.
- the abnormal parameter is the cumulative value of the number of times the corresponding abnormal condition has occurred. For example, when the received abnormal information indicates that the line is out of line, the value of line out L0 is incremented by one.
- step S 130 it is determined whether or not it is necessary to warn the center server CS about an abnormal state corresponding to the updated abnormal parameter. For example, if the updated abnormal parameter value exceeds a predetermined reference value, it is determined that a warning is necessary.
- the reference values corresponding to the abnormal parameters and the abnormal parameter values are stored in the game machine storage unit 26 in advance.
- step S130 If it is determined in step S130 that a warning to the center server CS is necessary, the warning information is displayed. Information is created and sent (step S140).
- the warning information includes the self-propelled vehicle ID, game machine ID, D code, abnormal parameters, and transmission date and time. If it is determined in step S100 that an error has occurred, an error notification including an error number that can identify the type of error is created instead of the abnormal parameter, and is transmitted to the center server. The abnormal process described above is repeated while the game is being executed on the game machine G.
- the present embodiment is not limited to the above-described embodiment, and may be implemented in various forms.
- the self-propelled vehicle ID may be stored in the ROM of the self-propelled vehicle as an identification ID unique to the self-propelled vehicle.
- transmission of status information is not limited to when the game ends, but may be sent when a notification such as a request for a self-propelled vehicle ID is received from a case unrelated to the game, or may be performed periodically.
- a sensor that detects the status of the chassis itself and a parameter that indicates the status of the chassis based on the detection of the sensor are provided, and the parameter is included in the game machine status information. May be included.
- the game machine state information may be transmitted for each provided self-propelled body.
- the change in the reference wear level is determined by including the specific game machine ID and the self-propelled vehicle ID in the reference change information, so that only the specific game machine ID and the self-propelled vehicle ID are targeted. It may be changed.
- the exchange information may include exchange time information regarding the exchange time.
- the replacement time information may be information indicating stepwise that the replacement time is approaching according to the value of the calculated replacement parameter, for example.
- the state of the power feeding surface can be confirmed by the abnormality notification system.
- the communication network can be either a public line or a dedicated line.
- the game machine transmits / receives data only to / from the center server via the communication network, but may directly transmit / receive data to / from the maintenance server.
- the center server and the maintenance server may be directly connected without going through the communication network.
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Abstract
Description
Claims
Priority Applications (4)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
AU2005323647A AU2005323647B2 (en) | 2005-01-06 | 2005-12-26 | Game system and game part |
US11/813,473 US7874922B2 (en) | 2005-01-06 | 2005-12-26 | Game system and game part |
GB0713630A GB2437014B (en) | 2005-01-06 | 2005-12-26 | Game system and game part |
HK07111204.2A HK1107954A1 (en) | 2005-01-06 | 2007-10-17 | Game system and game part |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2005001624A JP4044564B2 (ja) | 2005-01-06 | 2005-01-06 | ゲームシステム及びゲーム用部品 |
JP2005-001624 | 2005-01-06 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2006073074A1 true WO2006073074A1 (ja) | 2006-07-13 |
Family
ID=36647556
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP2005/023723 WO2006073074A1 (ja) | 2005-01-06 | 2005-12-26 | ゲームシステム及びゲーム用部品 |
Country Status (8)
Country | Link |
---|---|
US (1) | US7874922B2 (ja) |
JP (1) | JP4044564B2 (ja) |
KR (1) | KR100868153B1 (ja) |
AU (1) | AU2005323647B2 (ja) |
GB (1) | GB2437014B (ja) |
HK (1) | HK1107954A1 (ja) |
TW (1) | TW200631641A (ja) |
WO (1) | WO2006073074A1 (ja) |
Families Citing this family (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP4044565B2 (ja) * | 2005-01-06 | 2008-02-06 | 株式会社コナミデジタルエンタテインメント | ゲームシステム |
Citations (6)
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JPH10314444A (ja) * | 1997-05-21 | 1998-12-02 | Funai Denki Kenkyusho:Kk | 光通信を利用したゲーム機等の管理システムおよび光通信システム |
JP2000330432A (ja) * | 1999-05-17 | 2000-11-30 | Canon Inc | 画像形成装置、その交換部品並びに遠隔制御システム |
JP2001070630A (ja) * | 1999-09-08 | 2001-03-21 | Konami Co Ltd | 遊技機管理システム及びその構成装置 |
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JP2002063649A (ja) * | 2000-08-21 | 2002-02-28 | Yunirekku:Kk | 機器管理システム |
JP2002169705A (ja) * | 2000-11-30 | 2002-06-14 | Matsushita Electric Ind Co Ltd | 遠隔診断システム |
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JP2000288238A (ja) | 1999-04-02 | 2000-10-17 | Konami Co Ltd | ゲームシステム |
JP2002351270A (ja) | 2001-05-29 | 2002-12-06 | Canon Inc | 画像形成装置 |
JP3668159B2 (ja) | 2001-07-19 | 2005-07-06 | コナミ株式会社 | ライン誘導型競走ゲーム装置における競走方向反転操作システム |
JP4046958B2 (ja) | 2001-07-23 | 2008-02-13 | 株式会社コナミデジタルエンタテインメント | 競走ゲーム装置におけるゲーム制御方法 |
JP3606826B2 (ja) | 2001-07-31 | 2005-01-05 | コナミ株式会社 | 競走ゲーム装置における自走体への給電機構 |
US20050119054A1 (en) * | 2003-10-21 | 2005-06-02 | Aruze Corp. | Gaming machine |
US8710119B2 (en) * | 2005-03-29 | 2014-04-29 | Asahi Kasei Chemicals Corporation | Process for producing polyphenylene ether composition |
US7700463B2 (en) * | 2005-09-02 | 2010-04-20 | Semiconductor Energy Laboratory Co., Ltd. | Method for manufacturing semiconductor device |
-
2005
- 2005-01-06 JP JP2005001624A patent/JP4044564B2/ja active Active
- 2005-12-26 AU AU2005323647A patent/AU2005323647B2/en not_active Ceased
- 2005-12-26 GB GB0713630A patent/GB2437014B/en not_active Expired - Fee Related
- 2005-12-26 US US11/813,473 patent/US7874922B2/en not_active Expired - Fee Related
- 2005-12-26 WO PCT/JP2005/023723 patent/WO2006073074A1/ja not_active Application Discontinuation
- 2005-12-26 KR KR1020077017954A patent/KR100868153B1/ko not_active IP Right Cessation
-
2006
- 2006-01-03 TW TW095100181A patent/TW200631641A/zh not_active IP Right Cessation
-
2007
- 2007-10-17 HK HK07111204.2A patent/HK1107954A1/xx not_active IP Right Cessation
Patent Citations (6)
Publication number | Priority date | Publication date | Assignee | Title |
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JPH10314444A (ja) * | 1997-05-21 | 1998-12-02 | Funai Denki Kenkyusho:Kk | 光通信を利用したゲーム機等の管理システムおよび光通信システム |
JP2000330432A (ja) * | 1999-05-17 | 2000-11-30 | Canon Inc | 画像形成装置、その交換部品並びに遠隔制御システム |
JP2001070630A (ja) * | 1999-09-08 | 2001-03-21 | Konami Co Ltd | 遊技機管理システム及びその構成装置 |
JP2001358867A (ja) * | 2000-06-15 | 2001-12-26 | Murata Mach Ltd | 画像処理装置 |
JP2002063649A (ja) * | 2000-08-21 | 2002-02-28 | Yunirekku:Kk | 機器管理システム |
JP2002169705A (ja) * | 2000-11-30 | 2002-06-14 | Matsushita Electric Ind Co Ltd | 遠隔診断システム |
Also Published As
Publication number | Publication date |
---|---|
US20080139320A1 (en) | 2008-06-12 |
TWI309578B (ja) | 2009-05-11 |
KR100868153B1 (ko) | 2008-11-12 |
GB2437014A (en) | 2007-10-10 |
JP2006187461A (ja) | 2006-07-20 |
GB2437014B (en) | 2009-06-24 |
AU2005323647A1 (en) | 2006-07-13 |
US7874922B2 (en) | 2011-01-25 |
JP4044564B2 (ja) | 2008-02-06 |
GB0713630D0 (en) | 2007-08-22 |
TW200631641A (en) | 2006-09-16 |
AU2005323647B2 (en) | 2009-12-17 |
KR20070100345A (ko) | 2007-10-10 |
HK1107954A1 (en) | 2008-04-25 |
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