WO2012029747A1 - Game device and game system - Google Patents
Game device and game system Download PDFInfo
- Publication number
- WO2012029747A1 WO2012029747A1 PCT/JP2011/069531 JP2011069531W WO2012029747A1 WO 2012029747 A1 WO2012029747 A1 WO 2012029747A1 JP 2011069531 W JP2011069531 W JP 2011069531W WO 2012029747 A1 WO2012029747 A1 WO 2012029747A1
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- WIPO (PCT)
- Prior art keywords
- game
- player
- unit
- automatic
- identification information
- Prior art date
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Classifications
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- 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
- A63F13/45—Controlling the progress of the video game
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- 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
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing 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
- A63F13/422—Processing 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
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- 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
- A63F13/70—Game security or game management aspects
- A63F13/71—Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
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- 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
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/792—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
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- 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
- G07F17/3225—Data transfer within a gaming system, e.g. data sent between gaming machines and users
- G07F17/3232—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
- G07F17/3234—Data 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
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- 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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/53—Features 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
- A63F2300/532—Features 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
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- 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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/55—Details of game data or player data management
- A63F2300/5513—Details of game data or player data management involving billing
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- 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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
- A63F2300/6054—Methods 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
Definitions
- the present invention relates to a game device and a game system for automatically progressing a game.
- Patent Document 1 discloses a home video game apparatus that automatically advances a game. While this video game device automatically advances the game, it can automatically display information indicating the progress of the game in progress. The time required for a game that progresses automatically is shorter than the time required for a game that does not progress automatically.
- the present invention provides a game apparatus and a game system in which the number of players who can play a game does not depend on the number of game apparatuses by applying the technology of the video game apparatus as described above and adding further improvements. Let it be a solution issue.
- the game device (4A or 3B) corresponds to an acquisition unit (G1 or F1) that acquires identification information for uniquely identifying a player, consumption of credit as a consideration for playing in the game, or a result of the game
- a plurality of games having different corresponding identification information are controlled to proceed in parallel.
- This game device can automatically advance the game. Since a game value can be given based on the result even in a game that progresses automatically, if the player is not interested in the content of the game (a player who is only interested in the game result (giving game value)), the game is We are satisfied even if we advance automatically. Further, in this game apparatus, the game can be progressed simultaneously for a plurality of players. Therefore, even when a certain player is playing a game, the game apparatus is not occupied by the player, and an opportunity to play an automatic game can be given to a plurality of players.
- the “identification information” is identification information that uniquely identifies the player and is handled in the game device.
- the medium ID itself recorded on the IC card may be used as the identification information, or an ID different from the medium ID managed in association with the identification information in advance may be used as the identification information.
- the ID different from the medium ID is used as the identification information, if the IC card is lost and the association between the medium ID and the identification information is canceled, the IC card can be made unusable. .
- you issue a new IC card and re-associate the media ID with the identification information you can continue to use game values such as items and points that have been managed in association with the identification information in the past. Become.
- the acquisition unit firstly, a device including a known reader that reads a medium ID recorded on an IC card and a communication unit may be used.
- the reader reads the medium ID, and the communication unit transmits the medium ID to the center server device.
- the center server apparatus that has received this medium ID returns identification information associated with the medium ID in advance. Then, this identification information is received by the communication unit.
- the reader itself can be mentioned. In this case, the read medium ID is treated as identification information.
- “Credit” is a game value as a consideration for playing the game, and is equivalent to a right to play when the consideration for the play is 1 credit. Credits are deposited from the outside, for example, as a result of physical insertion or electronic transfer of tokens or tokens. Credits are consumed by being used as consideration for play. Note that a payout unit that pays out the credit of the player to the outside of the game device may be provided in accordance with an instruction from the player. In this payout, game media such as medals, tickets, coupons, and vouchers corresponding to credits are discharged from the game device. That is, the types of game media for deposit and payout may be different, such as using a medal as a game medium when depositing into credit and using a ticket as a game medium when paying out from credit.
- Game value includes credits and non-credits that are not paid for game play. Items and points can be exemplified as non-credit. Examples of the items include virtual objects that can be used on the game such as swords and costumes that can be used in the game. Examples of points that can be exchanged for items corresponding to the number of points, and points that are given to the player according to the number of points can be given.
- the “value information” may be one piece of information that changes depending on the consumption of credits in the game and shows the value that changes depending on the game value given in the game, or the value that changes depending on the consumption of credits in the game. It may be a set of information indicating and information indicating value that changes due to the addition of game value in a game. Information indicating the number of credits is an example of value information when the game value given based on the game result is credit.
- the “number of credits” is the number of credits (the amount of credits), which decreases with credit consumption and increases with credits. When the value of one play is 1 credit, the number of credits is equivalent to the number of playable times.
- the “game” may be a bingo game, a horse racing game, or a video game (for example, a mahjong game or a role playing game).
- the “predetermined rule” may be common among a plurality of pieces of identification information, or may be set for each piece of identification information.
- the game value may be the credit, and the value information may indicate a credit number that increases or decreases due to consumption or grant of the credit.
- the game controlled in this game device is a game (for example, a medal game) that consumes credit as it progresses and grants credit according to the result.
- a game for example, a medal game
- what is consumed and what is given are credits, and increasing the credit is an important purpose of the game. Therefore, there are many players who are not interested in the content of the game. Therefore, various effects obtained by the automatic game control unit controlling the game so that it can automatically proceed according to a predetermined rule are likely to be more useful.
- one type of medal game is a game in which not only credits but also points can be awarded according to the result of the game.
- Each of the game devices (4A or 3B) further includes a setting unit (G4) that sets the predetermined rule in association with the identification information acquired by the acquisition unit (G1 or F1).
- the control unit (G2) may perform control so that the game to be controlled automatically proceeds while following the predetermined rule set in association with the corresponding identification information.
- the setting content of the setting unit is stored in the storage unit in association with the identification information for uniquely identifying the player, for example, similarly to the value information.
- this game device since a predetermined rule is set for each piece of identification information of the player, even if the game is automatically advanced, the progress can be made different for each player. It can be reflected in the game to some extent. This contributes to an increase in the number of players that automatically advance the game.
- the setting unit may set the predetermined rule in association with the identification information of the player by causing the player to select one from a plurality of rules.
- a plurality of rules for example, there are many low-risk low-return rules with a small amount of credit consumption and an expected amount of gaming value, and a large amount of credit consumption and an expected amount of gaming value.
- the setting unit may set a predetermined rule in advance by one selection, or may set in advance by a plurality of selections for each situation in the game.
- an external device (6) in which the progress of the game controlled by the automatic game control unit (G2) is associated in advance with the identification information corresponding to the game. You may make it further provide the condition transmission part (G6) transmitted to. According to this game device, the player can grasp the progress of the game using an external device.
- Examples of “external devices” include portable terminal devices such as mobile phones and portable game terminals, and web servers.
- the progress of the game automatically progressed by the automatic game control unit is displayed on the portable terminal device associated in advance with the identification information corresponding to the game.
- a web page is suitable as a progress situation transmitted.
- a web page for displaying the progress status of the game automatically progressed by the automatic game control unit is stored in a web server associated in advance with the identification information corresponding to the game. And displayed on a terminal device (for example, a personal computer) equipped with a web browser.
- a server device may be prepared for each web server, or one server device may function as a plurality of web servers.
- an operation reception unit (32) that receives a player's operation for one game different from the game controlled by the automatic game control unit (G2), and the operation reception A second storage unit (35) for storing the value information relating to the game whose operation is received by the unit (32), and the game (the game whose operation is received by the operation reception unit).
- a manual game control unit (F2) that controls to proceed based on the operation received in step (1).
- the game can be automatically advanced by the automatic game control unit, or can be advanced based on the operation received by the operation reception unit by the manual game control unit. Therefore, it is possible to meet various demands of players.
- the acquisition unit (G1 or F1) acquires the identification information of a player whose operation is received by the operation reception unit (32), and the second storage unit (35)
- the value information relating to a game that proceeds based on an operation received by the operation receiving unit (32) is stored in association with the identification information acquired by the acquiring unit (G1 or F1), and the automatic game control unit (G2) and the manual game control unit (F2) may each perform control so that a game corresponding to the same identification information proceeds.
- the game corresponding to the same identification information as the player playing this game automatically progresses.
- the result of the former game and the result of the latter game can be managed in association with the same identification information.
- the game system (2A) of the present invention includes a second storage unit (35) that stores value information that varies depending on consumption of credit as a consideration for play in a game or game value according to a game result, and a game A first game device (3A) that has an operation accepting unit (32) that accepts the player's operation and advances the game based on the operation accepted by the operation accepting unit (32), and the above game A second game device (4A) that is one of the devices that does not include the above-described operation accepting unit, and a game that is progressing on the first game device (3A) (operation accepted by the operation accepting unit) And a common device (5) for giving a common processing result to each of the automatic game progressing on the second game device (4A).
- a specific aspect of the game system of the present invention is exemplified as the game system (2A) shown in FIGS.
- the game can be automatically advanced. Since a game value can be given based on the result even in a game that progresses automatically, if the player is not interested in the content of the game (a player who is only interested in the game result (giving game value)), the game is We are satisfied even if we advance automatically. Further, in this game system, a game executed on one game device (second game device) can be progressed simultaneously for a plurality of players. Therefore, even when a certain player is playing a game, the game device (second game device) is not occupied by the player, and an opportunity to play an automatic game can be given to a plurality of players.
- the game can be automatically advanced by the automatic game control unit, or can be advanced based on the operation received by the operation reception unit by the manual game control unit. Therefore, it is possible to meet various demands of players. Further, according to this game system, since the game is controlled based on the result of the common process in the first game device and the second game device, the automatic progress of the game on the second game device and the first game Either the manual game progress on the device will not be preceded. That is, the progress of the game on the first game device and the progress of the game on the second game device can be synchronized with each other.
- the selection result is the result of the common process.
- the “lottery” referred to here includes a mechanical lottery (mechanical drawing drawing or lottery) and an electronic lottery (computerized drawing drawing or lottery).
- the second game device may include the setting unit described above.
- the game system includes a server device that accumulates, for each identification information, a history of progress of a game manually operated on the first game device (play history), and the setting unit stores the history of the history accumulated in the server device.
- the predetermined rule may be set based on a history corresponding to one piece of identification information. This “one identification information” may be identification information corresponding to a setter (player) of a predetermined rule, or may be other identification information.
- the “different identification information” includes identification information having a predetermined relationship with identification information corresponding to a setter (player) of a predetermined rule (for example, identification of another player who has concluded a friendly relationship with the setter. Information).
- the game system includes a server device that stores data indicating a relationship between a plurality of pieces of identification information and can collect the progress of the game for each piece of identification information, and the predetermined rule corresponds to the corresponding identification information In accordance with a rule that the progress of the game that progresses with the match is the same as the progress of the game that proceeds in association with the identification information having a predetermined relationship with the identification information or the identification information specified by the setter There may be.
- the first game device (3A) includes a second acquisition unit (F1) that acquires the identification information
- the second storage unit (35) includes the operation reception unit (32).
- this game system when the game is progressing on the first game device based on the operation of the operation unit, a game corresponding to the same identification information as the player who plays this game is automatically played on the second game device. Therefore, it is possible to manage the result of the former game and the result of the latter game in association with the same identification information.
- the game device (4A) is one of the game devices that do not include the operation unit, and the game device (4A). And a common device (5) for giving a common processing result to each of the plurality of games.
- a specific aspect of the game system of the present invention is exemplified as a game system (2B) shown in FIG.
- another game system (2C or 2D) of the present invention includes a game device (3B) including the above-described operation unit among the game devices, and the automatic game control unit (3B) of the game device (3B). G2) and a common device (5) that gives a common processing result to each of the games progressed by the manual game control unit (F2).
- a specific aspect of the game system of the present invention is exemplified as the game system (2C) shown in FIG. 9 or the game system (2D) shown in FIG.
- the common device (5) may further include an output unit that outputs the result or situation of the common processing to the outside.
- the common device for example, information output from the common device can be displayed on a monitor installed in a game facility. In this case, the player can grasp the result of the common process or the status of the common process even when the player is away from the game system.
- FIG. 1 is a block diagram of a system 100 according to an embodiment of the present invention.
- FIG. 3 is a diagram showing storage contents of a storage unit 11 in the system 100.
- 2 is a block diagram of a station 3A in the system 100.
- FIG. 4 is a block diagram of a setting terminal 4A in the system 100.
- FIG. FIG. 3 is a diagram showing the operation of the system 100.
- FIG. 4 is a diagram illustrating another operation of the system 100.
- 2 is a diagram showing a schematic configuration of a game system 2A in the system 100.
- FIG. It is a figure which shows schematic structure of the modification 1 of 2 A of game systems. It is a figure which shows schematic structure of the modification 2 of 2 A of game systems. It is a figure which shows schematic structure of the modification 3 of 2 A of game systems.
- FIG. 1 is a block diagram of a system 100 according to one embodiment of the present invention.
- the system 100 is a computer network system that allows a plurality of players (users) to play a game, and includes a plurality of game systems 2 ⁇ / b> A and a center server device 1.
- Each of the plurality of game systems 2A is installed in a game facility GC such as a game center, for example.
- Each of these game facilities GC is connected to the center server device 1 via the communication network N1.
- Each of the plurality of game systems 2A can communicate with the center server device 1 via the communication network N2 and the communication network N1, or via the communication network N1.
- the communication network N1 is realized by, for example, a WAN (wide area network) or VPN (virtual area private network) using the Internet, and the communication network N2 is realized by a LAN (local area area network).
- the game played on the system 100 is a game that progresses while consuming credits and can be given credits according to the result, and is specifically a bingo game.
- the credit is a value that is a consideration for playing the game, and is consumed by being used as a consideration for the play. That is, the player repeatedly plays the bingo game while consuming credits.
- a mechanical lottery that selects a small number from a large number is performed. Prior to the lottery, the player can place a bet that consumes a desired amount of credit. As the amount of credits consumed by betting increases, the expected value of the amount of credits given according to the game result increases.
- the game system 2A includes a plurality of stations 3A, a setting terminal 4A, and a common device 5.
- the plurality of stations 3A, the setting terminal 4A, and the common device 5 can communicate with each other via a communication network N3 built in the game system 2A.
- Each of the plurality of stations 3A, the setting terminal 4A and the common device 5 can wirelessly communicate with the external terminal device 6 which is an external terminal device in the gaming facility GC where the game system 2A is installed.
- the present embodiment may be modified so that the number of stations 3A included in one game system 2A is one.
- the common device 5 is a device that controls the progress of a common process in which a result is used in common for all games played in the game system 2A to which the common device 5 belongs, and repeatedly executes the common process. When is finished, the result of the finished common process is broadcast to all the stations 3A and the setting terminal 4A in the game system 2A.
- the common process controlled by the common device 5 is the mechanical lottery described above.
- the common process whose progress is controlled by the common device 5 is specifically a mechanical lottery that selects one or a plurality of numbers from a plurality of numbers.
- the mechanical lottery method is arbitrary.
- the common device 5 rotates around the vertical axis of rotation, and a circular base in which a plurality of holes corresponding to a plurality of numbers are formed in the peripheral portion, respectively.
- a mechanism for dropping one or a plurality of balls on the table, and a number corresponding to the hole in which the ball dropped on the table dropped may be selected from a plurality of numbers.
- the external terminal device 6 is a portable device (computer) owned by the player, corresponds to a wireless LAN slave device conforming to the IEEE802.11 series, and includes a web browser. Therefore, the external terminal device 6 has a wireless LAN connection function. Examples of such a device include a portable game machine and a smartphone.
- a terminal ID is assigned to the external terminal device 6.
- the terminal ID is identification information for uniquely identifying the external terminal device 6 and is given to each external terminal device 6.
- the MAC address is adopted as the terminal ID, but an IP address may be adopted.
- Bluetooth, infrared communication, etc. can be employ
- the center server device 1 is a server device (computer) that manages players that have been registered in advance, and includes a storage unit 11. As shown in FIG. 2, the storage unit 11 stores a player ID and a play history in association with each registered player.
- the player ID is identification information that uniquely identifies the player, and is given to the registered player.
- the play history is information indicating a history of progress of a played game, and is a set of information indicating what kind of situation is dealt with and what result is obtained.
- the player ID of the registered player is associated with the medium ID of the portable medium possessed by the player, and the center server device 1 receives the medium ID and receives the medium ID.
- the player ID associated with the medium ID can be returned.
- the medium ID is identification information for uniquely identifying a portable medium.
- the portable medium is, for example, an IC card or a mobile phone, and a unique medium ID is recorded on each IC card.
- the storage unit 11 is associated with the player ID, and the first ID of the station 3A or the setting terminal 4A that the player identified by the player ID is playing, and the game system 2A having the station 3A or the setting terminal 4A.
- the second ID and the third ID of the gaming facility GC in which the game system 2A is set are stored.
- the first ID is identification information for uniquely identifying the station 3A and the setting terminal 4A in the game system 2A
- the second ID is identification information for uniquely identifying the game system 2A in the gaming facility GC
- the third ID is for identifying the gaming facility GC. This is identification information for uniquely identifying.
- FIG. 3 is a block diagram of the station 3A (first game device).
- the 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, a reception unit 33, a communication unit 34, a storage unit 35, a medal mechanism 36, And a control unit 30A for controlling each unit.
- the display unit 31 is, for example, a liquid crystal display device, and displays the progress status and results of the game.
- the operation unit (operation reception unit) 32 includes an operation element such as a button that can be touched by the player, for example, and receives an operation of the player.
- the operation received by the operation unit 32 includes an operation for instructing the start of play, an operation for instructing the end of play, an operation for a game, and an operation for instructing payout of medals.
- the accepting unit 33 accepts an input of a medium ID by the player. For example, a known reader that reads the medium ID recorded on the IC card is employed as the receiving unit 33.
- the communication unit 34 is a wired or wireless communication interface and can communicate with the outside.
- the storage unit (second storage unit) 35 is a rewritable memory or storage, and a player ID of one player who plays a game at the station 3A, and a terminal of the external terminal device 6 wirelessly connected to the station 3A.
- the ID and data (value information) indicating the number of credits of the player are stored in association with each other.
- the number of credits is the number (amount) of credits, which decreases as credits are consumed and increases due to credits from outside and credits based on game results.
- the credit deposit from the outside is performed as a result of physical insertion of medals, but may be performed as a result of electronic transfer or physical insertion of cash.
- the medal mechanism 36 includes a medal detection sensor and a medal payout device.
- the medals detection sensor detects the medals one by one, notifies the control unit 30A of the detected signal, and stores the inserted medals in the container of the medal payout device. Further, the medal mechanism 36 is controlled by the control unit 30A and pays out medals stored in the container one by one from the medal payout device one by one.
- the inlet and the outlet are formed on the surface of the station 3A.
- the control unit 30A includes, for example, one or a plurality of CPUs (central processing units), and functions as a player ID acquisition unit F1, a manual game control unit F2, and a credit management unit F3.
- the player ID acquisition unit F1 is a functional unit that acquires the player ID of the player.
- the player ID acquisition unit F1 communicates with the center server device 1 via the communication unit 34, and the input medium.
- the player ID associated with the ID is acquired from the center server device 1.
- the control unit 30A associates the player ID with the credit number of the player identified by the player ID and overwrites the storage unit 35.
- the manual game control unit F2 is a functional unit that controls the game to progress based on the operation of the operation unit 32 while consuming the credit corresponding to the player ID acquired by the player ID acquisition unit F1.
- a game that progresses based on an operation of the operation unit 32 while consuming a credit corresponding to the player ID acquired by the player ID acquisition unit F1 is referred to as a “manual game”. Since the manual game is the above bingo game, the game progresses based on the result of the common process (mechanical lottery).
- the credit management unit F3 is a functional unit that manages credits, and controls the medal mechanism 36 based on the operation of the operation unit 32, while basically performing normal processing. In this normal process, the credit management unit F3 decreases the number of credits stored in the storage unit 35 according to the credit consumption in the manual game and the payout of medals by the medal mechanism 36, while the medal mechanism 36 The number of medals is increased in accordance with the insertion of the medal and the credit in the manual game. However, the credit management unit F3 performs an exception process instead of the normal process when the common process for sharing the number of credits is performed. The contents of the common processing and exception processing will be described later.
- FIG. 4 is a block diagram of the 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 perform various settings for the automatic game to be played, and includes a display unit 41, an operation unit 42, and a reception unit 43.
- An automatic game is a game that is controlled so as to automatically proceed in accordance with predetermined rules.
- a bingo game performed in an automatic game also proceeds based on the result of common processing (mechanical lottery). Accordingly, the game results of the manual game and the automatic game are determined based on a common process and proceed in synchronization with each other.
- “play” varies depending on the game to be played.
- “play” means that the control unit (manual game control unit F2) advances the game while reflecting the operation by the player.
- “play” means that the game is advanced only by the control unit (automatic game control unit G2 described later) without any operation by the player.
- the display unit 41 is, for example, a liquid crystal display device, and displays a password used for authentication of connection with the external terminal device 6 via the wireless communication unit 47.
- the operation unit (operation reception unit) 42 has an operation element such as a button that can be touched by the player, for example, and receives an operation of the player.
- the operation received by the operation unit 42 includes an operation for setting a predetermined rule and an operation for instructing the payout of medals.
- the receiving unit 43, the communication unit 44, and the medal mechanism 46 are the same as the receiving unit 33, the communication unit 34, and the medal mechanism 36, respectively. However, although not shown, the medal slot and payout port handled by the medal mechanism 46 are formed on the surface of the setting terminal 4A, and the medal insertion notification destination is the control unit 40A.
- the storage unit (first storage unit) 45 is a rewritable memory or storage, and associates a player ID, a terminal ID, a predetermined rule, and a credit amount with each player who plays an automatic game on the setting terminal 4A.
- the wireless communication unit 47 is a wireless LAN base unit (wireless base unit) conforming to the IEEE802.11 series, and is capable of wireless communication with the outside.
- the control unit 40A includes, for example, one or a plurality of CPUs, and functions as a player ID acquisition unit G1, an automatic game control unit G2, a credit management unit G3, a connection unit G5, a setting unit G4, and a situation transmission unit G6.
- the player ID acquisition unit G1 is a functional unit that acquires the player ID of the player.
- the player ID acquisition unit G1 communicates with the center server device 1 via the communication unit 44 and inputs the medium.
- the player ID associated with the ID is acquired from the center server device 1.
- the control unit 40A when the player ID is not stored in the storage unit 45, the player ID and the credit number of the player identified by the player ID. Are added to the storage unit 45 in association with each other.
- the connection unit G5 is a functional unit that establishes a connection with the external terminal device 6 via the wireless communication unit 47.
- a password is associated with the player ID.
- the confirmation password input by the player is acquired from the external terminal device 6, and the issued external password and the confirmation password match the first time after the password is issued
- a connection with the external terminal device 6 is established by causing the device 6 to store the player ID and the terminal ID of the external terminal device 6 in association with each other in the storage unit 45.
- the automatic game control unit G2 is a functional unit that controls the automatic game, and automatically plays one or more games corresponding to one or more player IDs acquired by the player ID acquisition unit G1 according to a predetermined rule. Control to progress to. Further, the automatic game control unit G2 controls a plurality of games to be controlled so that they can proceed simultaneously (in parallel).
- the automatic game control unit G2 is a functional unit that controls the automatic game to progress while consuming credit corresponding to the player ID corresponding to the terminal ID of the external terminal device 6 that is connected by the connection unit G5. is there. Note that even a bingo game performed in an automatic game proceeds based on the result of common processing (mechanical lottery). Accordingly, the game results of the manual game and the automatic game are determined based on a common process and proceed in synchronization with each other.
- the game system 2A is based on the operation of the operation unit 32 while consuming credits corresponding to the player ID acquired by the player ID acquisition unit F1.
- Game control for controlling so that a manual game that progresses and an automatic game that progresses while consuming credit corresponding to the player ID corresponding to the terminal ID of the external terminal device 6 established by the connection unit G5 A part.
- the setting unit G4 is a functional unit that sets a predetermined rule, and sets a predetermined rule in association with the player ID acquired by the player ID acquisition unit G1. More specifically, when the medal insertion into the medal mechanism 46 is completed, the setting unit G4 uses the display unit 41 and the operation unit 42 to cause the player to select one of a plurality of rules and set a predetermined rule.
- the specified specified rule is stored in the storage unit 45 in association with the player ID acquired by the player ID acquisition unit G1.
- each of the rules are arbitrary.
- multiple rules include a low-risk low-return rule with a small amount of credit consumption and an expected credit grant amount, or a high-risk high-return rule with a large amount of credit consumption and an expected credit grant amount.
- the setting unit G4 may specify the predetermined rule by making the selection only once, or may specify the predetermined rule by making the selection for each situation (aspect) in the game. Is possible. First, the player selects whether the setting unit G4 specifies a predetermined rule with one selection, or selects for each situation in the game and causes the setting unit G4 to specify a predetermined rule, and selects the former. In such a case, selection from a plurality of rules is performed only once, and if the latter is selected, a plurality of rules are selected.
- the credit management unit G3 is a functional unit that manages credits, and controls the medal mechanism 46 based on the operation of the operation unit 42 and the player ID acquired by the player ID acquisition unit G1, while basically performing normal processing. I do.
- the credit management unit G3 consumes credits in an automatic game that progresses while consuming credits corresponding to the player IDs corresponding to the credits, the credits stored in the storage unit 45 are consumed.
- the medal is paid out from the medal mechanism 46, the credit corresponding to the player ID is decreased.
- the credit management unit G3 performs exception processing instead of normal processing.
- the sharing process is a process for sharing the number of credits associated with the same player ID in the game system 2A.
- the player ID of the player who is playing the manual game is assigned to the player ID acquisition unit G1.
- the player ID of the player who is playing the automatic game is acquired by the player ID acquisition unit F1 of the station 3A (hereinafter referred to as “the first case”). , Referred to as “second case”).
- the determination as to whether or not this is the first case is realized, for example, by referring to the storage unit 11 of the center server device 1 by the credit management unit G3.
- the credit management unit G3 determined to be in the first case cooperates with the credit management unit F3 of the station 3A corresponding to the player ID acquired by the player ID acquisition unit G1 in the game system 2A. I do.
- the determination as to whether or not this is the second case is realized, for example, by referring to the storage unit 11 of the center server device 1 by the credit management unit F3.
- the credit management unit F3 determined to be in the second case performs a sharing process in cooperation with the credit management unit G3 of the setting terminal 4A in the game system 2A.
- the credit management unit G3 is associated with the player ID acquired by the player ID acquisition unit G1 (player ID acquired by the player ID acquisition unit F1) and stored in the storage unit 45.
- the credit management unit F3 corresponds to the player ID the sum of the credit number and the credit number stored in the storage unit 35 in association with the player ID.
- the storage unit 35 is overwritten as credit amount data.
- the credit management unit F3 and the credit management unit G3 reduce the number of credits stored in the storage unit 35 in the exception process when the credits are consumed in the manual game, and the medals are paid out from the medal mechanism 36. And when the credit is consumed in the automatic game that proceeds while consuming the credit corresponding to the player ID corresponding to the credit number, the medal is paid out from the medal mechanism 46 for the credit corresponding to the player ID. Decrease. On the other hand, the number of credits is increased when medals are inserted into the medal mechanism 36, and is increased when credits are given in the manual game. Further, the credit corresponding to the player ID is increased when a medal is inserted into the medal mechanism 46, and is increased when a credit is given in the automatic game.
- the status transmission unit G6 is a functional unit that transmits the progress status of the game via the wireless communication unit 47 to the external terminal device 6 that is connected by the connection unit G5. Specifically, a web page indicating the progress of the game is transmitted.
- the status transmission unit G6 functions as a web server, and upon receiving an HTTP (HyperText Transfer Protocol) request from the web browser of the external terminal device 6, waits until the progress of the game is updated, and the progress of the updated game Is generated as a response to the request.
- HTTP HyperText Transfer Protocol
- FIG. 5 is a diagram illustrating an operation when a player A who is not playing a game inputs a medium ID to an empty station 3A to play a manual game.
- the receiving unit 33 first receives an input of the medium ID linked to the player ID of the player A (Sa10).
- the player ID acquisition unit F1 acquires the player ID associated with the medium ID from the center server device 1 (Sa11), and the control unit 30A has the player ID and the player ID identified by the player ID.
- the storage unit 35 is overwritten in association with the credit amount (Sa12).
- the player A inserts a medal into the station 3A, and in response to this insertion, the credit management unit F3 increases the number of credits stored in the storage unit 35 (Sa13). Thereafter, the manual game control unit F2 controls the manual game (Sa14).
- This manual game is associated with the player ID acquired by the player ID acquisition unit F1, and proceeds using the result of the common processing based on the operation of the operation unit 32.
- the credit management unit F3 decreases the number of credits stored in the storage unit 35 according to the consumption of credits in the manual game, while increasing the credits in the manual game.
- the operation described above is the same when a player other than player A is playing a manual game at another station 3A, and when a player other than player A is playing an automatic game at setting terminal 4A. Is the same. That is, the game system 2A can simultaneously advance a plurality of manual games, and can simultaneously advance a manual game and an automatic game.
- FIG. 6 is a diagram illustrating an operation in the case where a player A who is not playing a game inputs a medium ID to the setting terminal 4A to play an automatic game.
- the receiving unit 43 first receives an input of a medium ID associated with the player ID of the player A (Sb10).
- the player ID acquisition unit G1 acquires the player ID associated with the medium ID from the center server device 1 (Sb11), and the control unit 40A determines the player ID and the player ID identified by the player ID.
- the data indicating the number of credits is associated and added to the storage unit 45 (Sb12).
- the player A inserts a medal into the setting terminal 4A, and in response to the insertion, the credit management unit G3 increases the number of credits stored in the storage unit 45 (Sb13).
- the setting unit G4 sets a predetermined rule in association with the player ID acquired by the player ID acquisition unit G1 (Sb14). Specifically, a predetermined rule is specified by causing the player to select one of a plurality of rules using the display unit 41 and the operation unit 42, and the specified predetermined rule is acquired by the player ID acquisition unit G1. And stored in the storage unit 45 in association with the player ID.
- connection unit G5 issues a password in association with the player ID acquired by the player ID acquisition unit G1, and displays the issued password on the display unit 41 (Sb15).
- the player A searches for the parent device (access point) corresponding to the setting terminal 4A from the network identifier (SSID) by the wireless LAN connection function of the external terminal device 6, and requests connection.
- the connection unit G5 of the setting terminal 4A acquires the terminal ID of the external terminal device 6 that has requested connection (Sb16).
- connection unit G5 acquires the confirmation password input by the player from the external terminal device 6 that has requested connection (Sb17). Specifically, it prompts the external terminal device 6 to input and transmit a password via the wireless communication unit 47, and receives the confirmation password transmitted from the external terminal device 6. At the time of this reception, the connection unit G5 obtains the terminal ID of the external terminal device 6 again.
- the connection unit G5 matches the acquired confirmation password with the password associated with the player ID acquired by the player ID acquisition unit G1, and the terminal ID acquired when the confirmation password is acquired is the password. Only when it matches the terminal ID of the external terminal device 6 that has requested the connection for the first time after issuance, that is, only when it is authenticated as a valid player (Sb18: YES), Is established (Sb19).
- the automatic game control unit G2 controls the progress of the automatic game (Sb20).
- This automatic game is associated with the player ID while consuming credits corresponding to the terminal ID of the external terminal device 6 established by the connection unit G5 and the player ID acquired by the player ID acquisition unit G1.
- the process proceeds using the result of the common process according to the predetermined rule set in the above.
- the credit management unit G3 decreases the number of credits stored in the storage unit 45 according to the consumption of credits in the automatic game, while increasing the number according to the credits given in the automatic game.
- the status transmission unit G6 transmits the progress status to the external terminal device 6 to which the connection is established by the connection unit G5.
- the operations described above are the same when a player other than the player A is playing an automatic game on the setting terminal 4A. That is, the setting terminal 4A can simultaneously (in parallel) advance a plurality of automatic games corresponding to each of a plurality of players.
- the operation described above is the same when a player other than the player A is playing a manual game at the station 3A. This also means that the game system 2A can proceed with the manual game and the automatic game at the same time.
- ⁇ A-2-3 When playing manual games and automatic games simultaneously> ⁇ A-2-3-1: Manual game play later>
- ⁇ A-2-3-1 Manual game play later>
- the operation when the player B inputs the medium ID linked to the player ID of the player A to the station 3A and plays the manual game is shown in FIG. It is the same.
- the common processing is performed, and the credit management unit F3 of the station 3A and the credit management unit G3 of the setting terminal 4A perform exception processing. Therefore, the number of credits stored in the storage unit 35 of the station 3A becomes the number of credits common to the manual game and the automatic game, and decreases according to the consumption of the credit in each of the manual game and the automatic game. And it increases according to the grant of credit in each of the automatic games.
- FIG. 6 shows an operation when the player A is playing a manual game and the player B inputs the medium ID linked to the player ID of the player A to the setting terminal 4A to play the automatic game.
- the operation is the same.
- the common processing is performed, and the credit management unit F3 of the station 3A and the credit management unit G3 of the setting terminal 4A perform exception processing. Therefore, the number of credits stored in the storage unit 35 of the station 3A becomes the number of credits common to the manual game and the automatic game, and decreases according to the consumption of the credit in each of the manual game and the automatic game. And it increases according to the grant of credit in each of the automatic games.
- the game system 2A uniquely identifies a player, and reduces the number of credits associated with the player by consuming credits in games (manual game and automatic game) that can proceed simultaneously for the player. Can do. Further, while the manual game is controlled based on the operation of the operation unit 42, the automatic game is not based on the operation of the operation unit 42, and the player ID corresponding to the terminal ID of the connected external terminal device 6 is set. It is controlled in association. Therefore, the player can play an automatic game by using the external terminal device 6 even at a place away from the game system 2A (for example, a smoking place in the game center).
- a manual game controlled based on the operation of the operation unit 32 and an automatic game controlled not based on the operation of the operation unit can be advanced simultaneously. Therefore, the player can play the automatic game even if the station 3A is not empty.
- one player can play a manual game and an automatic game at the same time.
- the manual game and the automatic game proceed while consuming the credit corresponding to the player ID of the player
- the automatic game proceeds while consuming the credit corresponding to the terminal ID corresponding to the player ID.
- the number of player IDs to be played is one. Therefore, compared with a mode in which a plurality of player IDs are assigned to one player and simultaneous play of a plurality of games is realized using these player IDs, it is possible to reduce the effort required to acquire the player ID, and ID management can be facilitated.
- the game system 2A when a certain player is playing a manual game, it is possible to cause another player to play an automatic game in association with the same identification information as that player. Therefore, since the result of playing the manual game and the result of playing the automatic game are managed in association with the same identification information, it is possible to play the game in cooperation with friends, for example, Can respond to various requests. Also, if different game types are controlled among the plurality of game systems 2A, or each game system 2A can be selected from a plurality of game types, one player can simultaneously play a plurality of types of games. Playing (holding play) becomes possible.
- the game is controlled based on the result of the common process in the station 3A and the setting terminal 4A, so that either the automatic game or the manual game is not preceded. 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.
- the game can be automatically advanced. Credit can be given based on the result even in an automatic game that progresses automatically, so if the player is not interested in the content of the game (a player who is only interested in the game result (granting credit)), the game is automatically Satisfied even if it progresses automatically.
- the game apparatus equipped with a chance game such as a jackpot game or a bonus game that can obtain a lot of gaming value as a result of the game, the game is automatically advanced until the chance game is started. Some players want it.
- the automatic game can be simultaneously advanced for a plurality of players. Even when a certain player is playing a game, the setting terminal 4A is not occupied by the player, and an opportunity to play an automatic game can be given to a plurality of players.
- the setting terminal 4A since a predetermined rule is set for each player ID, the progress of the automatic game can be made different for each player, and the player's intention can be reflected to some extent in the game. This contributes to an increase in the number of players that automatically advance the game. Further, according to the setting terminal 4A, the player can grasp the progress of the automatic game using the external terminal device 6.
- the game controlled in this embodiment is a medal game that consumes credit as it progresses and grants credit according to the result.
- the medal game what is consumed and what is given are both credits, and increasing the credit is an important purpose of the game. Therefore, there are many players who are not interested in the content of the game. Therefore, this embodiment has an advantage that the various effects described above are likely to be more useful.
- ⁇ B Modification>
- the present invention is not limited to the above-described embodiment, but includes various forms obtained by modifying the above-described embodiments, and various forms obtained by appropriately combining two or more of these forms and the above-described embodiments. Forms can also be included in the scope.
- FIG. 7 is a diagram showing a schematic configuration of the game system 2A already shown in FIG. 1, and pays attention to the location of the manual game control unit and the automatic game control unit.
- the game system 2A includes a setting terminal 4A having an automatic game control unit and a plurality of stations 3A having a manual game control unit. This configuration may be changed to obtain the game system 2B having the configuration shown in FIG.
- the game system 2B has the setting terminal 4A but does not have a station. In this case, the player can play the game only on the setting terminal 4A, and the only game that can be played is an automatic game.
- the automatic game control unit G2 is a functional unit that controls the automatic game, and one or a plurality of player IDs respectively corresponding to one or a plurality of player IDs acquired by the player ID acquisition unit G1.
- the game is controlled so as to automatically proceed according to a predetermined rule.
- the common device 5 gives a common processing result to each of the plurality of games progressing on the setting terminal 4A.
- the configuration shown in FIG. 7 may be changed to obtain the game system 2C having the configuration shown in FIG.
- the game system 2C includes a setting terminal 4A including an automatic game control unit, and a plurality of stations 3B including a manual game control unit and an automatic game control unit.
- each of the plurality of stations 3B has a configuration necessary for playing an automatic game as well as the automatic game control unit.
- Configurations necessary for playing the automatic game include those corresponding to the automatic game control unit G2, the player ID acquisition unit G1, the storage unit (first storage unit) 45, the setting unit G4, and the situation transmission unit G6.
- the present invention is not limited to this, and may include any necessary configuration among the configurations of the setting terminal 4A.
- each of the plurality of stations 3B has a configuration necessary for playing the manual game as well as the manual game control unit.
- the configuration required for playing the manual game is equivalent to the operation unit 32, the storage unit (second storage unit) 35, and the manual game control unit F2, but is not limited thereto, and the station 3A has Any necessary configuration may be included.
- the player can play the manual game only at each of the plurality of stations 3B, and can play the automatic game at each of the plurality of stations 3B and the setting terminal 4A.
- the game system 2C has the common apparatus 5 similarly to the game system 2A.
- the common device 5 gives a common processing result to each of the games progressing in the automatic game control unit and the manual game control unit.
- the configuration shown in FIG. 7 may be changed to obtain the game system 2D having the configuration shown in FIG.
- the game system 2D has a plurality of stations 3B but does not have a setting terminal.
- the player can play a game only at each of a plurality of stations (game devices), and the playable games are a manual game and an automatic game.
- the game system 2D has a common device 5 similarly to the game system 2A.
- the common device 5 gives a common processing result to each of the games progressing in the automatic game control unit and the manual game control unit.
- the embodiment described above can be modified to control a game that does not involve mechanical lottery. That is, a configuration in which each game system 2A does not include the common device 5 can be employed. Similarly, in each configuration shown in FIGS. 7 to 10, a configuration in which each game system does not include a common device may be adopted.
- the number of credits is managed in common, but may be managed individually without being shared. That is, the storage unit 35 stores data indicating the first credit number in association with the player ID acquired by the player ID acquisition unit F1, while the storage unit 45 increases or decreases independently of the first credit number. The data indicating the number of two credits is stored in association with the player ID, and the credit management unit F3 increases or decreases the first credit number according to the consumption or grant of the credit in the manual game corresponding to the player ID. You may make it the credit management part G3 increase / decrease the 2nd credit number according to consumption or grant of the credit in the automatic game corresponding to the terminal ID matched with the said player ID.
- ⁇ B-5 Modification 5>
- all or some of the credits may be transferable between the first credit and the second credit. That is, when the credit is transferred from the first credit to the second credit, the first credit number is decreased and the second credit number is increased by the amount of the transferred credit. Conversely, when transferring credit from the second credit to the first credit, the second credit number is decreased and the first credit number is increased by the amount of credit to be transferred. Note that the number of credits to be transferred may be specified by the player. According to this aspect, credits can be transferred without the player handling actual medals.
- control unit 30A may not function as the connection unit G5 and the situation transmission unit G6.
- the player can play an automatic game without using the external terminal device 6.
- the player who plays the automatic game cannot grasp the progress of the automatic game.
- a player who is not interested in the game content (a player who is only interested in the game result) is satisfied even if the progress of the automatic game cannot be grasped.
- the bingo game is the control target, but another game (for example, a horse racing game, a mahjong game, or a role playing game) may be the control target.
- a game with a mechanical lottery is a control target, but a game without a mechanical lottery (for example, a game with an electronic lottery or a game without a lottery) is a control target. It is good.
- ⁇ B-8 Modification 8>
- the player can play the automatic game until there is no credit.
- the player may not be able to play the automatic game in a specific case even if the credit remains.
- a game that is repeatedly performed is divided into a normal game that permits play of an automatic game and a special game that does not allow play of the automatic game.
- the player can play the automatic game until the credit is exhausted or the special game is started.
- a special game the game which was elaborate in the effect performed when a predetermined condition is satisfied can be illustrated.
- a predetermined rule may be set so that the set credit number is used as the end condition of the automatic game. In this case, the automatic game is terminated when the number of credits that increase or decrease with the play of the automatic game is greater than or less than the set credit number.
- a medal game that can be given credit according to a result is a control target, but a game (for example, a video game) that can be given a game value (non-credit) other than credit as a reward according to the result.
- the control target may be a medal game that can be given not only credit but also non-credit according to the result.
- Non-credit is, for example, an item or a point.
- the items include virtual objects such as swords and costumes that can be used in the game.
- points that can be exchanged for items corresponding to the number (amount) of points, and points that are given to the player according to the number of points can be exemplified.
- each of the storage units 35 and 45 associates the item information indicating the assigned item and changed by the item addition in the game with the player ID acquired by the player ID acquisition unit. I will remember it. These item information (value information) changes in accordance with item assignment in each of the manual game and the automatic game corresponding to the associated player ID.
- each of the storage units 35 and 45 further stores the number of points that are increased by the addition of points in the game in association with the player ID acquired by the player ID acquisition unit.
- the number of points (value information) increases according to the points given in each of the manual game and the automatic game corresponding to the associated player ID.
- a predetermined rule is set for each player who plays the automatic game.
- a predetermined rule may be set commonly for a plurality of players who play the automatic game. In this case, the plurality of automatic games controlled by the setting terminal all proceed according to a common rule.
- the setting unit G4 assigns a predetermined rule to the player ID or another player ID based on the play history corresponding to one player ID among the play histories accumulated in the center server device 1. It may be set in association with each other. Another player ID is preferably a player ID having a predetermined relationship with a player ID associated with a predetermined rule.
- the center server device 1 stores data indicating a relationship between player IDs, and the setting unit G4 specifies a player ID having a predetermined relationship with a player ID associated with a predetermined rule based on this data.
- the predetermined relationship includes a friendly relationship, and the conclusion is performed, for example, by communication between two stations that are played by two players who conclude the relationship.
- ⁇ B-12 Modification 12>
- the center server device 1 stores data indicating the relationship between the player IDs, and collects the progress of the game corresponding to the player ID having a predetermined relationship with the player ID for each player ID corresponding to the automatic game. Then, the setting unit G4 controls the automatic game so that the progress situation collected by the center server device 1 matches the progress situation related to the player ID that has a predetermined relationship with the player ID that sets a predetermined rule.
- ⁇ B-13 Modification 13>
- medals are paid out, but instead of medals, a number of tickets (or coupons or vouchers) corresponding to the number of credits may be paid out.
- the correspondence between the number of credits and the number of tickets is arbitrary, for example, one ticket for 10 credits.
- the external terminal device 6 needs to be installed in advance so that the second game can be executed. That is, the form of software that allows the second game to be executed by the external terminal device 6 is arbitrary.
- the player ID acquisition unit that acquires the player ID acquires the player ID associated with the medium ID.
- the medium ID may be used as the player ID.
- the reception unit functions as a player ID acquisition unit.
- an input unit for example, a keyboard
- the player ID acquisition unit may function as the player ID acquisition unit.
- the player ID is stored in the station and the setting terminal, but the player ID may not be stored in the station or the setting terminal.
- the first ID is assigned to the station and the setting terminal, and the first ID is associated with the player ID, a game that proceeds in the station or the setting terminal or a credit stored in the station or the setting terminal is stored. The number corresponds to the player ID.
- the common apparatus may further include an output unit that outputs the result or status of the common process to the outside.
- an output destination of the output unit a monitor installed in the game facility can be exemplified. In this case, the player can grasp the result or situation of the common processing even when the player is away. This is particularly beneficial for a player who plays an automatic game at a remote location without using the external terminal device 6 and is interested in the result or situation of the common processing.
- the transmission destination of the status transmission unit is limited to the external terminal device, but may not be limited to this.
- a web server can be exemplified.
- a web page for displaying a progress status of a game automatically progressed by an automatic game control unit is stored in a web server previously associated with a player corresponding to the game, and a web browser is installed. Displayed on the terminal device (for example, a personal computer).
- a server device may be prepared for each web server, or one server device may function as a plurality of web servers.
- the signal transmitted by the status transmission unit may be changed from a wireless signal to a wired signal.
- ⁇ B-18 Modification 18>
- a player plays for the first time with this game system, and the play is performed by an automatic game, it is possible to play without spending credit as a consideration for a predetermined number of games. You may make it do. That is, a free game experience can be provided in an automatic game. Thereby, it becomes possible to learn a play method through a free experience, and it can lead to acquisition of a new player.
- the automatic game control unit permits a predetermined number of games to be played without credit consumption. Control to do. Further, when the above determination is made, a predetermined number of credits may be given.
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Abstract
Description
「取得部」としては、第1に、ICカードに記録された媒体IDを読み取る公知の読取器と通信部とを備えたものが挙げられる。この場合、媒体IDを読取器が読み取り、この媒体IDを通信部がセンターサーバ装置へ送信する。この媒体IDを受信したセンターサーバ装置は、この媒体IDに予め紐付けられた識別情報を返信する。そして、この識別情報が通信部に受信される。第2に、読取器そのものが挙げられる。この場合、読み取られた媒体IDは識別情報として扱われる。第3に、プレイヤが識別情報を直接的に入力するための入力部が挙げられる。 The “identification information” is identification information that uniquely identifies the player and is handled in the game device. The medium ID itself recorded on the IC card may be used as the identification information, or an ID different from the medium ID managed in association with the identification information in advance may be used as the identification information. When the ID different from the medium ID is used as the identification information, if the IC card is lost and the association between the medium ID and the identification information is canceled, the IC card can be made unusable. . In addition, if you issue a new IC card and re-associate the media ID with the identification information, you can continue to use game values such as items and points that have been managed in association with the identification information in the past. Become.
As the “acquisition unit”, firstly, a device including a known reader that reads a medium ID recorded on an IC card and a communication unit may be used. In this case, the reader reads the medium ID, and the communication unit transmits the medium ID to the center server device. The center server apparatus that has received this medium ID returns identification information associated with the medium ID in advance. Then, this identification information is received by the communication unit. Secondly, the reader itself can be mentioned. In this case, the read medium ID is treated as identification information. Third, there is an input unit for the player to directly input identification information.
「価値情報」は、ゲームでのクレジットの消費により変化し、ゲームでの遊技価値の付与により変化する価値を示す一つの情報であってもよいし、ゲームでのクレジットの消費により変化する価値を示す情報と、ゲームでの遊技価値の付与により変化する価値を示す情報との集合であってもよい。ゲームの結果に基づいて付与される遊技価値がクレジットの場合の価値情報としては、クレジット数を示す情報が挙げられる。 “Game value” includes credits and non-credits that are not paid for game play. Items and points can be exemplified as non-credit. Examples of the items include virtual objects that can be used on the game such as swords and costumes that can be used in the game. Examples of points that can be exchanged for items corresponding to the number of points, and points that are given to the player according to the number of points can be given.
The “value information” may be one piece of information that changes depending on the consumption of credits in the game and shows the value that changes depending on the game value given in the game, or the value that changes depending on the consumption of credits in the game. It may be a set of information indicating and information indicating value that changes due to the addition of game value in a game. Information indicating the number of credits is an example of value information when the game value given based on the game result is credit.
「ゲーム」は、ビンゴゲームであってもよいし、競馬ゲームであってもよいし、ビデオゲーム(例えば、麻雀ゲームやロールプレイングゲームなど)であってもよい。
「所定の規則」は、複数の識別情報間で共通であってもよいし、識別情報ごとに設定されてもよい。 The “number of credits” is the number of credits (the amount of credits), which decreases with credit consumption and increases with credits. When the value of one play is 1 credit, the number of credits is equivalent to the number of playable times.
The “game” may be a bingo game, a horse racing game, or a video game (for example, a mahjong game or a role playing game).
The “predetermined rule” may be common among a plurality of pieces of identification information, or may be set for each piece of identification information.
このゲーム装置において制御されるゲームは、進行するとクレジットを消費し、結果に応じてクレジットを付与するゲーム(例えばメダルゲーム)である。このゲームでは、消費するものと付与するものとが共にクレジットであり、クレジットを増加させることがゲームの重要な目的となるから、ゲームの内容に関心がないプレイヤが多くなり易い。したがって、自動ゲーム制御部がゲームを所定の規則にしたがって自動的に進行可能に制御することによって得られる各種の効果が、より有益となりやすい。なお、メダルゲームの一種には、ゲームの結果に応じてクレジットのみならずポイントも付与されうるゲームがある。 In the above game device (4A or 3B), the game value may be the credit, and the value information may indicate a credit number that increases or decreases due to consumption or grant of the credit.
The game controlled in this game device is a game (for example, a medal game) that consumes credit as it progresses and grants credit according to the result. In this game, what is consumed and what is given are credits, and increasing the credit is an important purpose of the game. Therefore, there are many players who are not interested in the content of the game. Therefore, various effects obtained by the automatic game control unit controlling the game so that it can automatically proceed according to a predetermined rule are likely to be more useful. Note that one type of medal game is a game in which not only credits but also points can be awarded according to the result of the game.
このゲーム装置によれば、プレイヤは外部の装置を用いてゲームの進行状況を把握することができる。 In the game device (4A or 3B), an external device (6) in which the progress of the game controlled by the automatic game control unit (G2) is associated in advance with the identification information corresponding to the game. You may make it further provide the condition transmission part (G6) transmitted to.
According to this game device, the player can grasp the progress of the game using an external device.
このゲーム装置によれば、ゲームを、自動ゲーム制御部によって自動的に進行させることも、手動ゲーム制御部によって操作受付部で受け付けられた操作に基づいて進行させることもできる。したがって、プレイヤの多様な要望に応えることができる。 In each of the game devices (3B), an operation reception unit (32) that receives a player's operation for one game different from the game controlled by the automatic game control unit (G2), and the operation reception A second storage unit (35) for storing the value information relating to the game whose operation is received by the unit (32), and the game (the game whose operation is received by the operation reception unit). ) May be further provided with a manual game control unit (F2) that controls to proceed based on the operation received in step (1).
According to this game device, the game can be automatically advanced by the automatic game control unit, or can be advanced based on the operation received by the operation reception unit by the manual game control unit. Therefore, it is possible to meet various demands of players.
このゲーム装置によれば、操作受付部で受け付けられた操作に基づいてゲームが進行しているときに、このゲームをプレイするプレイヤと同一の識別情報に対応するゲームが自動的に進行するから、前者のゲームの結果と後者のゲームの結果とを同一の識別情報に対応付けて管理することが可能となる。 In the game apparatus (3B), the acquisition unit (G1 or F1) acquires the identification information of a player whose operation is received by the operation reception unit (32), and the second storage unit (35) The value information relating to a game that proceeds based on an operation received by the operation receiving unit (32) is stored in association with the identification information acquired by the acquiring unit (G1 or F1), and the automatic game control unit (G2) and the manual game control unit (F2) may each perform control so that a game corresponding to the same identification information proceeds.
According to this game apparatus, when the game is progressing based on the operation received by the operation receiving unit, the game corresponding to the same identification information as the player playing this game automatically progresses. The result of the former game and the result of the latter game can be managed in association with the same identification information.
また、このゲームシステムによれば、第1ゲーム装置および第2ゲーム装置において、共通処理の結果に基づいてゲームが制御されるから、第2ゲーム装置でのゲームの自動的な進行と第1ゲーム装置での手動でのゲームの進行とのどちらか一方が先行してしまうことがない。つまり、第1ゲーム装置でのゲームの進行と第2ゲーム装置でのゲームの進行とを互いに同期させることができる。 In addition, according to this game system, the game can be automatically advanced by the automatic game control unit, or can be advanced based on the operation received by the operation reception unit by the manual game control unit. Therefore, it is possible to meet various demands of players.
Further, according to this game system, since the game is controlled based on the result of the common process in the first game device and the second game device, the automatic progress of the game on the second game device and the first game Either the manual game progress on the device will not be preceded. That is, the progress of the game on the first game device and the progress of the game on the second game device can be synchronized with each other.
このゲームシステムによれば、第1ゲーム装置において操作部の操作に基づいてゲームが進行しているときに、このゲームをプレイするプレイヤと同一の識別情報に対応するゲームが第2ゲーム装置において自動的に進行するから、前者のゲームの結果と後者のゲームの結果とを同一の識別情報に対応付けて管理することが可能となる。 In the game system (2A), the first game device (3A) includes a second acquisition unit (F1) that acquires the identification information, and the second storage unit (35) includes the operation reception unit (32). ) Is stored in association with the identification information acquired by the second acquisition unit (F1), and the first game apparatus (3A) and the Each of the second game devices (4A) may advance a game corresponding to the same identification information.
According to this game system, when the game is progressing on the first game device based on the operation of the operation unit, a game corresponding to the same identification information as the player who plays this game is automatically played on the second game device. Therefore, it is possible to manage the result of the former game and the result of the latter game in association with the same identification information.
このゲームシステムによれば、例えば遊技施設内に設置されたモニターに、共通装置から出力された情報を表示することができる。この場合、プレイヤは、ゲームシステムとは離れた場所にいても、共通処理の結果または共通処理の状況を把握することができる。 In each of the game systems (2A, 2B, 2C, or 2D), the common device (5) may further include an output unit that outputs the result or situation of the common processing to the outside.
According to this game system, for example, information output from the common device can be displayed on a monitor installed in a game facility. In this case, the player can grasp the result of the common process or the status of the common process even when the player is away from the game system.
図1は、本発明の一実施形態に係るシステム100のブロック図である。システム100は、複数のプレイヤ(利用者)にゲームをプレイさせることができるコンピュータネットワークシステムであり、複数のゲームシステム2Aとセンターサーバ装置1とを有する。 <A-1: Configuration of Embodiment>
FIG. 1 is a block diagram of a
図3は、ステーション3A(第1ゲーム装置)のブロック図である。ステーション3Aは、一人のプレイヤにゲームをプレイさせるゲーム装置(コンピュータ)であり、表示部31と、操作部32と、受付部33と、通信部34と、記憶部35と、メダル機構36と、各部を制御する制御部30Aとを備える。 <A-1-1: Configuration of station 3A>
FIG. 3 is a block diagram of the station 3A (first game device). The station 3A is a game device (computer) that allows one player to play a game, and includes a
操作部(操作受付部)32は、例えばプレイヤに触れられるボタンなどの操作子を有し、プレイヤの操作を受け付ける。操作部32が受け付ける操作には、プレイの開始を指示する操作や、プレイの終了を指示する操作、ゲームに対する操作、メダルの払い出しを指示する操作が含まれる。
受付部33は、プレイヤによる媒体IDの入力を受け付ける。例えば、ICカードに記録された媒体IDを読み取る公知の読取器が受付部33として採用される。
通信部34は、有線または無線の通信インターフェイスであり、外部との通信が可能である。 The
The operation unit (operation reception unit) 32 includes an operation element such as a button that can be touched by the player, for example, and receives an operation of the player. The operation received by the
The accepting
The
図4は、設定端末4A(第2ゲーム装置)のブロック図である。設定端末4Aは、複数のプレイヤに自動ゲームをプレイさせるとともに、プレイさせる自動ゲームについて各種の設定を行うことができるゲーム装置(コンピュータ)であり、表示部41と、操作部42と、受付部43と、通信部44と、記憶部45と、メダル機構46と、無線通信部47と、各部を制御する制御部40Aとを備える。自動ゲームは、所定の規則に従いながら自動的に進行するよう制御されるゲームである。自動ゲームで行われるビンゴゲームでも共通処理(機械的な抽選)の結果に基づいて進行する。したがって、手動ゲームと自動ゲームは共通処理に基づいてゲームの結果が決定され、互いに同期して進行する。 <A-1-2: Configuration of setting terminal 4A>
FIG. 4 is a block diagram of the setting
操作部(操作受付部)42は、例えばプレイヤに触れられるボタンなどの操作子を有し、プレイヤの操作を受け付ける。操作部42が受け付ける操作には、所定の規則を設定する操作や、メダルの払い出しを指示する操作が含まれる。
受付部43、通信部44及びメダル機構46は、それぞれ、受付部33、通信部34及びメダル機構36と同様である。ただし、図示を略すが、メダル機構46が扱うメダルの投入口および払出口は設定端末4Aの表面に形成されており、メダルの投入の通知先は制御部40Aである。 The
The operation unit (operation reception unit) 42 has an operation element such as a button that can be touched by the player, for example, and receives an operation of the player. The operation received by the
The receiving
無線通信部47は、IEEE802.11シリーズに準拠した無線LANの親機(無線親機)であり、外部との無線通信が可能である。
制御部40Aは、例えば1又は複数のCPUで構成され、プレイヤID取得部G1、自動ゲーム制御部G2、クレジット管理部G3、接続部G5、設定部G4及び状況送信部G6として機能する。 The storage unit (first storage unit) 45 is a rewritable memory or storage, and associates a player ID, a terminal ID, a predetermined rule, and a credit amount with each player who plays an automatic game on the setting
The
The
次に、システム100の動作について、場合分けして説明する。ただし、以降の説明に登場するプレイヤに係るプレイヤID及びプレイ履歴はセンターサーバ装置1の記憶部11に記憶されているものとする。また、以降の説明に登場するステーション3A及び設定端末4Aは同一のゲームシステム2Aに含まれているものとする。 <A-2: Operation of Embodiment>
Next, the operation of the
図5は、ゲームをプレイしていないプレイヤAが空いているステーション3Aに媒体IDを入力して手動ゲームをプレイする場合の動作を示す図である。この図に示すように、空いているステーション3Aでは、まず受付部33が、プレイヤAのプレイヤIDに紐付けられた媒体IDの入力を受け付ける(Sa10)。次にプレイヤID取得部F1が、この媒体IDに紐付けられたプレイヤIDをセンターサーバ装置1から取得し(Sa11)、制御部30Aが、当該プレイヤIDと、当該プレイヤIDで識別されるプレイヤのクレジット数とを対応付けて記憶部35に上書きする(Sa12)。 <A-2-1: When playing manual games only>
FIG. 5 is a diagram illustrating an operation when a player A who is not playing a game inputs a medium ID to an empty station 3A to play a manual game. As shown in this figure, in the vacant station 3A, the receiving
図6は、ゲームをプレイしていないプレイヤAが設定端末4Aに媒体IDを入力して自動ゲームをプレイする場合の動作を示す図である。この図に示すように、設定端末4Aでは、まず受付部43が、プレイヤAのプレイヤIDに紐付けられた媒体IDの入力を受け付ける(Sb10)。次にプレイヤID取得部G1が、この媒体IDに紐付けられたプレイヤIDをセンターサーバ装置1から取得し(Sb11)、制御部40Aが、当該プレイヤIDと、当該プレイヤIDで識別されるプレイヤのクレジット数を示すデータとを対応付けて記憶部45に追記する(Sb12)。 <A-2-2: When playing only automatic games>
FIG. 6 is a diagram illustrating an operation in the case where a player A who is not playing a game inputs a medium ID to the setting terminal 4A to play an automatic game. As shown in this figure, in the setting
<A-2-3-1:手動ゲームのプレイを後から開始する場合>
プレイヤAが自動ゲームをプレイしているときに、プレイヤBがプレイヤAのプレイヤIDに紐付けられた媒体IDをステーション3Aに入力して手動ゲームをプレイする場合の動作は、図5に示す動作と同様である。ただし、この場合には、共通化処理が行われ、ステーション3Aのクレジット管理部F3と設定端末4Aのクレジット管理部G3とが例外処理を行う。したがって、ステーション3Aの記憶部35に記憶されているクレジット数が、手動ゲーム及び自動ゲームに共通するクレジット数となり、手動ゲーム及び自動ゲームのそれぞれでのクレジットの消費に応じて減少する一方、手動ゲーム及び自動ゲームのそれぞれでのクレジットの付与に応じて増加することになる。 <A-2-3: When playing manual games and automatic games simultaneously>
<A-2-3-1: Manual game play later>
When the player A is playing the automatic game, the operation when the player B inputs the medium ID linked to the player ID of the player A to the station 3A and plays the manual game is shown in FIG. It is the same. However, in this case, the common processing is performed, and the credit management unit F3 of the station 3A and the credit management unit G3 of the setting
プレイヤAが手動ゲームをプレイしているときに、プレイヤBがプレイヤAのプレイヤIDに紐付けられた媒体IDを設定端末4Aに入力して自動ゲームをプレイする場合の動作は、図6に示す動作と同様である。ただし、この場合には、共通化処理が行われ、ステーション3Aのクレジット管理部F3と設定端末4Aのクレジット管理部G3とが例外処理を行う。したがって、ステーション3Aの記憶部35に記憶されているクレジット数が、手動ゲーム及び自動ゲームに共通するクレジット数となり、手動ゲーム及び自動ゲームのそれぞれでのクレジットの消費に応じて減少する一方、手動ゲーム及び自動ゲームのそれぞれでのクレジットの付与に応じて増加することになる。 <A-2-3-3-2: When automatic game play starts later>
FIG. 6 shows an operation when the player A is playing a manual game and the player B inputs the medium ID linked to the player ID of the player A to the setting terminal 4A to play the automatic game. The operation is the same. However, in this case, the common processing is performed, and the credit management unit F3 of the station 3A and the credit management unit G3 of the setting
以上説明したように、ゲームシステム2Aは、プレイヤを一意に識別し、当該プレイヤに係るクレジット数を、当該プレイヤについて同時に進行可能なゲーム(手動ゲームおよび自動ゲーム)でのクレジットの消費によって減少させることができる。また、手動ゲームが操作部42の操作に基づいて制御されるのに対し、自動ゲームは、操作部42の操作に基づかずに、接続された外部端末装置6の端末IDに対応するプレイヤIDに対応付けて制御される。よって、プレイヤは、ゲームシステム2Aから離れた場所(例えばゲームセンター内の喫煙所)であっても、外部端末装置6を用いることにより、自動ゲームをプレイすることができる。 <A-3: Summary of Embodiment>
As described above, the
本発明は、上述した実施形態のみならず、上述した実施形態を変形して得られる各種の形態や、これらの形態および上述した実施形態のうち2以上の形態を適宜に組み合わせて得られる各種の形態をも範囲に含みうる。 <B: Modification>
The present invention is not limited to the above-described embodiment, but includes various forms obtained by modifying the above-described embodiments, and various forms obtained by appropriately combining two or more of these forms and the above-described embodiments. Forms can also be included in the scope.
図7は、図1にすでに示したゲームシステム2Aの概略構成を示す図であり、手動ゲーム制御部および自動ゲーム制御部の所在に注目したものである。この図に示すように、ゲームシステム2Aは、自動ゲーム制御部を備えた設定端末4Aと、手動ゲーム制御部を備えた複数のステーション3Aとを有する。
この構成を変更し、図8に示す構成のゲームシステム2Bを得てもよい。ゲームシステム2Bは、設定端末4Aを有するが、ステーションを有しない。この場合、プレイヤは設定端末4Aでのみゲームをプレイ可能であり、プレイ可能なゲームは自動ゲームのみである。上述したように、設定端末4Aでは、自動ゲーム制御部G2は、自動ゲームを制御する機能部であり、プレイヤID取得部G1によって取得された1又は複数のプレイヤIDにそれぞれ対応する1又は複数のゲームを、所定の規則に従いながら自動的に進行するよう制御する。この場合、共通装置5は、当該設定端末4Aで進行する複数のゲームのそれぞれに対して、共通の処理結果を与える。 <B-1: Modification 1>
FIG. 7 is a diagram showing a schematic configuration of the
This configuration may be changed to obtain the
図7に示す構成を変更し、図9に示す構成のゲームシステム2Cを得てもよい。ゲームシステム2Cは、自動ゲーム制御部を備えた設定端末4Aと、手動ゲーム制御部と自動ゲーム制御部とを備えた複数のステーション3Bとを有する。
もちろん、複数のステーション3Bの各々は、自動ゲーム制御部のみならず、自動ゲームのプレイに必要な構成を有する。自動ゲームのプレイに必要な構成としては、自動ゲーム制御部G2、プレイヤID取得部G1、記憶部(第1記憶部)45、設定部G4、状況送信部G6に相当するものがあるが、これらに限られるものではなく、設定端末4Aが有する構成のうちいずれか必要なものを含み得る。同様に、複数のステーション3Bの各々は、手動ゲーム制御部のみならず、手動ゲームのプレイに必要な構成を有する。手動ゲームのプレイに必要な構成としては、操作部32、記憶部(第2記憶部)35、手動ゲーム制御部F2に相当するものがあるが、これらに限られるものではなく、ステーション3Aが有する構成のうちいずれか必要なものを含み得る。この場合、プレイヤは、複数のステーション3Bの各々でのみ手動ゲームをプレイ可能であり、複数のステーション3Bの各々および設定端末4Aで自動ゲームをプレイ可能である。
また、ゲームシステム2Cは、ゲームシステム2Aと同様に、共通装置5を有する。この共通装置5は、自動ゲーム制御部および手動ゲーム制御部で進行するゲームのそれぞれに対して、共通の処理結果を与える。 <B-2: Modification 2>
The configuration shown in FIG. 7 may be changed to obtain the
Of course, each of the plurality of
Moreover, the
図7に示す構成を変更し、図10に示す構成のゲームシステム2Dを得てもよい。ゲームシステム2Dは、複数のステーション3Bを有するが、設定端末を有しない。この場合、プレイヤは、複数のステーション(ゲーム装置)の各々でのみゲームをプレイ可能であり、プレイ可能なゲームは手動ゲーム及び自動ゲームである。
また、ゲームシステム2Dは、ゲームシステム2Aと同様に、共通装置5を有する。この共通装置5は、自動ゲーム制御部および手動ゲーム制御部で進行するゲームのそれぞれに対して、共通の処理結果を与える。
なお、詳しくは後述するように、上述した実施形態を変形し、機械的な抽選を伴わないゲームを制御対象とすることができる。すなわち、各ゲームシステム2Aが共通装置5を含まない構成を採用可能である。これと同様に、図7~図10に示す各構成において、各ゲームシステムが共通装置を含まない構成を採用してもよい。 <B-3: Modification 3>
The configuration shown in FIG. 7 may be changed to obtain the
In addition, the
As will be described in detail later, the embodiment described above can be modified to control a game that does not involve mechanical lottery. That is, a configuration in which each
上述した実施形態では、クレジット数を共通化して管理しているが、共通化せずに個別に管理するようにしてもよい。すなわち、記憶部35が、プレイヤID取得部F1に取得されたプレイヤIDに対応付けて第1クレジット数を示すデータを記憶する一方、記憶部45が第1クレジット数とは独立して増減する第2クレジット数を示すデータを当該プレイヤIDに対応付けて記憶し、クレジット管理部F3が当該プレイヤIDに対応する手動ゲームでのクレジットの消費または付与に応じて第1クレジット数の増減を行う一方、クレジット管理部G3が当該プレイヤIDに対応付けられた端末IDに対応する自動ゲームでのクレジットの消費または付与に応じて第2クレジット数の増減を行うようにしてもよい。 <B-4: Modification 4>
In the embodiment described above, the number of credits is managed in common, but may be managed individually without being shared. That is, the
変形列4において、第1クレジットと第2クレジットとの間で全部または一部のクレジットを移行可能としてもよい。すなわち、第1クレジットから第2クレジットへクレジットを移行する場合には、移行するクレジットの分だけ、第1クレジット数を減少させ、第2クレジット数を増加させる。逆に、第2クレジットから第1クレジットへクレジットを移行する場合には、移行するクレジットの分だけ、第2クレジット数を減少させ、第1クレジット数を増加させる。なお、移行するクレジットの数については、プレイヤに指定させてもよい。この形態によれば、実際のメダルをプレイヤが取り扱うことなくクレジットを移行させることができる。 <B-5: Modification 5>
In the modified row 4, all or some of the credits may be transferable between the first credit and the second credit. That is, when the credit is transferred from the first credit to the second credit, the first credit number is decreased and the second credit number is increased by the amount of the transferred credit. Conversely, when transferring credit from the second credit to the first credit, the second credit number is decreased and the first credit number is increased by the amount of credit to be transferred. Note that the number of credits to be transferred may be specified by the player. According to this aspect, credits can be transferred without the player handling actual medals.
上述した実施形態において、制御部30Aが接続部G5及び状況送信部G6として機能しないようにしてもよい。この形態によれば、プレイヤは、外部端末装置6を用いることなく自動ゲームをプレイすることができる。ただし、この形態では、自動ゲームをプレイするプレイヤは、自動ゲームの進行状況を把握することができない。しかし、ゲームの内容に関心が無いプレイヤ(ゲームの結果にしか関心がないプレイヤ)ならば、自動ゲームの進行状況を把握することができなくても満足する。 <B-6:
In the above-described embodiment, the
上述した実施形態では、ビンゴゲームを制御対象としているが、他のゲーム(例えば、競馬ゲームや麻雀ゲーム、ロールプレイングゲーム)を制御対象としてもよい。また、上述した実施形態では、機械的な抽選を伴うゲームを制御対象としているが、機械的な抽選を伴わないゲーム(例えば、電子的な抽選を伴うゲームや抽選を伴わないゲーム)を制御対象としてもよい。 <B-7: Modification 7>
In the embodiment described above, the bingo game is the control target, but another game (for example, a horse racing game, a mahjong game, or a role playing game) may be the control target. In the embodiment described above, a game with a mechanical lottery is a control target, but a game without a mechanical lottery (for example, a game with an electronic lottery or a game without a lottery) is a control target. It is good.
上述した実施形態では、プレイヤは、クレジットが無くなるまで自動ゲームをプレイすることができるが、クレジットが残っていても特定の場合には自動ゲームをプレイすることができないようにしてもよい。例えば、繰り返し行われるゲームを、自動ゲームのプレイを許可する通常ゲームと、自動ゲームのプレイを許可しない特別ゲームとに区分けする。この場合、プレイヤは、クレジットが無くなるか、特別ゲームが開始するまで、自動ゲームをプレイすることができる。なお、特別ゲームとしては、所定の条件が充足された場合に行われる演出に凝ったゲームを例示可能である。また、設定したクレジット数を自動ゲームの終了条件とするように所定の規則を定めても良い。この場合、自動ゲームのプレイにともなって増減するクレジット数が、当該設定したクレジット数以上または以下となった場合に、自動ゲームが終了するようにする。 <B-8: Modification 8>
In the embodiment described above, the player can play the automatic game until there is no credit. However, the player may not be able to play the automatic game in a specific case even if the credit remains. For example, a game that is repeatedly performed is divided into a normal game that permits play of an automatic game and a special game that does not allow play of the automatic game. In this case, the player can play the automatic game until the credit is exhausted or the special game is started. In addition, as a special game, the game which was elaborate in the effect performed when a predetermined condition is satisfied can be illustrated. In addition, a predetermined rule may be set so that the set credit number is used as the end condition of the automatic game. In this case, the automatic game is terminated when the number of credits that increase or decrease with the play of the automatic game is greater than or less than the set credit number.
上述した実施形態では、結果に応じてクレジットを付与可能なメダルゲームを制御対象としているが、結果に応じてクレジット以外の遊技価値(非クレジット)を報奨として付与可能なゲーム(例えばビデオゲーム)を制御対象としてもよいし、結果に応じてクレジットのみならず非クレジットも付与されうるメダルゲームを制御対象としてもよい。 <B-9: Modification 9>
In the embodiment described above, a medal game that can be given credit according to a result is a control target, but a game (for example, a video game) that can be given a game value (non-credit) other than credit as a reward according to the result. The control target may be a medal game that can be given not only credit but also non-credit according to the result.
上述した実施形態では、自動ゲームをプレイするプレイヤごとに所定の規則を設定しているが、自動ゲームをプレイする複数のプレイヤに共通して所定の規則を設定するようにしてもよい。この場合、設定端末で制御される複数の自動ゲームは、いずれも、共通の規則にしたがって進行することになる。 <B-10: Modification 10>
In the embodiment described above, a predetermined rule is set for each player who plays the automatic game. However, a predetermined rule may be set commonly for a plurality of players who play the automatic game. In this case, the plurality of automatic games controlled by the setting terminal all proceed according to a common rule.
また上述した実施形態において、設定部G4が、センターサーバ装置1に蓄積されたプレイ履歴のうち一つのプレイヤIDに対応するプレイ履歴に基づいて、所定の規則を当該プレイヤID又は別のプレイヤIDに対応付けて設定するようにしてもよい。別のプレイヤIDとしては、所定の規則を対応付けるプレイヤIDと所定の関係にあるプレイヤIDが好ましい。この場合、センターサーバ装置1は、プレイヤID間の関係を示すデータを記憶し、設定部G4は、このデータに基づいて、所定の規則を対応付けるプレイヤIDと所定の関係にあるプレイヤIDを特定する。所定の関係としては友好関係が挙げられ、その締結は、例えば、関係を締結する二人のプレイヤがそれぞれプレイしている二つのステーション間での通信によって行われる。 <B-11:
In the above-described embodiment, the setting unit G4 assigns a predetermined rule to the player ID or another player ID based on the play history corresponding to one player ID among the play histories accumulated in the center server device 1. It may be set in association with each other. Another player ID is preferably a player ID having a predetermined relationship with a player ID associated with a predetermined rule. In this case, the center server device 1 stores data indicating a relationship between player IDs, and the setting unit G4 specifies a player ID having a predetermined relationship with a player ID associated with a predetermined rule based on this data. . The predetermined relationship includes a friendly relationship, and the conclusion is performed, for example, by communication between two stations that are played by two players who conclude the relationship.
また上述した実施形態において、プレイヤIDに対応付けて設定する所定の規則として、当該プレイヤIDに対応するクレジットを消費しながら進行する自動ゲームの進行状況を、別のプレイヤIDに対応するクレジットを消費しながら進行するゲームの進行状況と一致させる旨の規則を採用してもよい。別のプレイヤIDとしては、所定の規則を対応付けるプレイヤIDと所定の関係(例えば友好関係)にあるプレイヤIDが好ましい。例えば、センターサーバ装置1が、プレイヤID間の関係を示すデータを記憶し、自動ゲームに対応するプレイヤIDごとに、当該プレイヤIDと所定の関係にあるプレイヤIDに対応するゲームの進行状況を収集し、設定部G4が、センターサーバ装置1に収集された進行状況のうち、所定の規則を設定するプレイヤIDと所定の関係にあるプレイヤIDに係る進行状況と一致するように自動ゲームを制御する。 <B-12: Modification 12>
In the above-described embodiment, as a predetermined rule set in association with the player ID, the progress of the automatic game that progresses while consuming the credit corresponding to the player ID, and the credit corresponding to another player ID is consumed. However, a rule that matches the progress of the progressing game may be adopted. Another player ID is preferably a player ID that has a predetermined relationship (for example, a friendly relationship) with a player ID associated with a predetermined rule. For example, the center server device 1 stores data indicating the relationship between the player IDs, and collects the progress of the game corresponding to the player ID having a predetermined relationship with the player ID for each player ID corresponding to the automatic game. Then, the setting unit G4 controls the automatic game so that the progress situation collected by the center server device 1 matches the progress situation related to the player ID that has a predetermined relationship with the player ID that sets a predetermined rule. .
上述した各実施形態では、メダルが払い出されるが、メダルに代えて、クレジット数に応じた枚数のチケット(またはクーポンまたはバウチャー)が払い出されるようにしてもよい。この場合、クレジットの数とチケットの枚数の対応関係は、例えばクレジット数10に対してチケット1枚のように任意である。また、外部端末装置6として、ウェブブラウザを搭載していないものを採用してもよい。この場合、外部端末装置6で第2ゲームを実行できるようにあらかじめインストールしておく必要がある。つまり、外部端末装置6で第2ゲームが実行可能とするソフトウエアの形態は任意である。 <B-13: Modification 13>
In each embodiment described above, medals are paid out, but instead of medals, a number of tickets (or coupons or vouchers) corresponding to the number of credits may be paid out. In this case, the correspondence between the number of credits and the number of tickets is arbitrary, for example, one ticket for 10 credits. Moreover, you may employ | adopt the thing which does not mount a web browser as the external
上述した実施形態では、プレイヤIDを取得するプレイヤID取得部が、媒体IDに紐付けられたプレイヤIDを取得しているが、媒体IDをプレイヤIDとして用いるようにしてもよく、この場合には、受付部がプレイヤID取得部として機能する。また、プレイヤがプレイヤIDを直接的に入力するための入力部(例えばキーボード)をプレイヤID取得部として機能させてもよい。また、上述した実施形態では、ステーション及び設定端末にプレイヤIDが記憶されるが、ステーション又は設定端末にプレイヤIDが記憶されないようにしてもよい。ただし、この場合でも、ステーション及び設定端末には第1IDが付与されており、第1IDはプレイヤIDに紐付けられるから、ステーション又は設定端末で進行するゲームや、ステーション又は設定端末に記憶されるクレジット数はプレイヤIDに対応することになる。 <B-14: Modification 14>
In the above-described embodiment, the player ID acquisition unit that acquires the player ID acquires the player ID associated with the medium ID. However, the medium ID may be used as the player ID. The reception unit functions as a player ID acquisition unit. Further, an input unit (for example, a keyboard) for the player to directly input the player ID may function as the player ID acquisition unit. In the above-described embodiment, the player ID is stored in the station and the setting terminal, but the player ID may not be stored in the station or the setting terminal. However, even in this case, since the first ID is assigned to the station and the setting terminal, and the first ID is associated with the player ID, a game that proceeds in the station or the setting terminal or a credit stored in the station or the setting terminal is stored. The number corresponds to the player ID.
また上述した実施形態において、共通装置が、共通処理の結果または状況を外部に出力する出力部をさらに備えるようにしてもよい。出力部の出力先としては、遊技施設内に設置されたモニターを例示可能である。この場合、プレイヤは、離れた場所にいても、共通処理の結果または状況を把握することができる。これは、特に、離れた場所で外部端末装置6を用いずに自動ゲームをプレイし、共通処理の結果または状況に関心があるプレイヤにとって有益である。 <B-15: Modification 15>
In the above-described embodiment, the common apparatus may further include an output unit that outputs the result or status of the common process to the outside. As an output destination of the output unit, a monitor installed in the game facility can be exemplified. In this case, the player can grasp the result or situation of the common processing even when the player is away. This is particularly beneficial for a player who plays an automatic game at a remote location without using the external
また上述した実施形態では、状況送信部の送信先が外部端末装置に限られるが、これに限らないようにしてもよい。外部端末装置以外の送信先としては、ウェブサーバを例示可能である。ウェブサーバの場合、自動ゲーム制御部によって自動的に進行するゲームの進行状況を表示するためのウェブページが、当該ゲームに対応するプレイヤに予め対応付けられたウェブサーバに記憶され、ウェブブラウザを搭載した端末装置(例えばパーソナルコンピュータ)において表示されることになる。なお、ウェブサーバ毎にサーバ装置を用意してもよいし、一つのサーバ装置を複数のウェブサーバとして機能させてもよい。また、状況送信部が送信する信号を無線信号から有線信号に変更してもよい。 <B-16: Modification 16>
Further, in the above-described embodiment, the transmission destination of the status transmission unit is limited to the external terminal device, but may not be limited to this. As a destination other than the external terminal device, a web server can be exemplified. In the case of a web server, a web page for displaying a progress status of a game automatically progressed by an automatic game control unit is stored in a web server previously associated with a player corresponding to the game, and a web browser is installed. Displayed on the terminal device (for example, a personal computer). Note that a server device may be prepared for each web server, or one server device may function as a plurality of web servers. Further, the signal transmitted by the status transmission unit may be changed from a wireless signal to a wired signal.
また上述した実施形態では、自動ゲームのみならず、手動ゲームについても、クレジットの管理およびゲームの進行がプレイヤIDに対応付けて行われるが、手動ゲームについては、クレジットの管理とゲームの進行との一方または両方をプレイヤIDに対応付けずに行うようにしてもよい。 <B-17: Modification 17>
In the embodiment described above, credit management and game progress are performed in association with the player ID not only for automatic games but also for manual games. However, for manual games, credit management and game progress One or both may be performed without associating with the player ID.
各実施形態において、プレイヤがこのゲームシステムで初めてプレイする場合であって、そのプレイを自動ゲームで行う場合に、所定のゲーム数分だけプレイの対価としてのクレジットの消費をなしにプレイを可能とするようにしてもよい。すなわち、自動ゲームにおいてゲームの無料体験を提供することができる。これにより、無料体験を通してプレイ方法を習得することが可能となり、新規プレイヤの獲得につなげることができる。つまり、自動ゲーム制御部は、取得部で取得された識別情報がそのゲームシステムで過去にプレイされていないと判断したとき、所定ゲーム数分のゲームをクレジットの消費をなしにプレイさせることを許可するように制御する。また、上記判断をしたとき、所定のクレジット数を付与するようにしてもよい。なお、取得部で取得された識別情報がそのゲームシステムで過去にプレイされていないと判断するには、プレイしたプレイヤの識別情報の履歴を記憶するようにすればよい。 <B-18: Modification 18>
In each embodiment, when a player plays for the first time with this game system, and the play is performed by an automatic game, it is possible to play without spending credit as a consideration for a predetermined number of games. You may make it do. That is, a free game experience can be provided in an automatic game. Thereby, it becomes possible to learn a play method through a free experience, and it can lead to acquisition of a new player. In other words, when it is determined that the identification information acquired by the acquisition unit has not been played in the past in the game system, the automatic game control unit permits a predetermined number of games to be played without credit consumption. Control to do. Further, when the above determination is made, a predetermined number of credits may be given. In addition, what is necessary is just to memorize | store the history of the identification information of the player who played, in order to judge that the identification information acquired by the acquisition part has not been played in the game system in the past.
DESCRIPTION OF SYMBOLS 1 ... Center server apparatus, 2A, 2B, 2C, 2D ... Game system, 3A, 3B ... Station, 4A ... Setting terminal, 5 ... Common apparatus, 6 ... External setting terminal, 11, 35, 45 ... Storage section, 30A, 40A ... Control section, 31, 41 ... Display section, 32, 42 ... Operation section, 33, 43 ... Reception section, 34, 44 ... Communication section, 36, 46 ... Medal mechanism, 47... Wireless communication unit, 100... System, F1, G1... Player ID acquisition unit, F2... Manual game control unit, F3 and G3. G4: setting unit, G5: connection unit, G6: status transmission unit.
Claims (11)
- プレイヤを一意に識別する識別情報を取得する取得部と、
ゲームでのプレイの対価としてのクレジットの消費またはゲームの結果に応じた遊技価値の付与によって変化する価値情報を、前記取得部に取得された前記識別情報に対応付けて記憶する第1記憶部と、
前記取得部によって取得された前記識別情報に対応するゲームを、所定の規則に従いながら自動的に進行するよう制御する自動ゲーム制御部とを備え、
前記自動ゲーム制御部は、対応する前記識別情報が互いに異なる複数のゲームを並列に進行するよう制御する、
ことを特徴とするゲーム装置。 An acquisition unit for acquiring identification information for uniquely identifying a player;
A first storage unit that stores value information that changes as a result of consumption of credit as a consideration for play in a game or a game value according to a game result in association with the identification information acquired by the acquisition unit; ,
An automatic game control unit that controls the game corresponding to the identification information acquired by the acquisition unit to automatically proceed while following a predetermined rule;
The automatic game control unit controls the corresponding identification information to proceed in parallel with a plurality of different games;
A game device characterized by that. - 前記遊技価値は前記クレジットであり、
前記価値情報は、前記クレジットの消費または付与により増減するクレジット数を示す、
ことを特徴とする請求項1に記載のゲーム装置。 The gaming value is the credit,
The value information indicates the number of credits that increase or decrease due to consumption or grant of the credits.
The game device according to claim 1. - 前記所定の規則を前記取得部によって取得された前記識別情報に対応付けて設定する設定部をさらに備え、
前記自動ゲーム制御部は、制御対象の前記ゲームを、対応する前記識別情報に対応付けて設定された前記所定の規則に従いながら自動的に進行するよう制御する、
ことを特徴とする請求項1に記載のゲーム装置。 A setting unit that sets the predetermined rule in association with the identification information acquired by the acquisition unit;
The automatic game control unit controls the game to be controlled to automatically proceed while following the predetermined rule set in association with the corresponding identification information.
The game device according to claim 1. - 前記自動ゲーム制御部によって制御されるゲームの進行状況を、当該ゲームに対応する前記識別情報に予め対応付けられた外部の装置へ送信する状況送信部をさらに備える、
ことを特徴とする請求項1に記載のゲーム装置。 A situation transmitting unit for transmitting the progress of the game controlled by the automatic game control unit to an external device associated in advance with the identification information corresponding to the game;
The game device according to claim 1. - 前記自動ゲーム制御部によって制御されるゲームとは異なる一つのゲームに対してプレイヤの操作を受け付ける操作受付部と、
前記操作受付部で操作が受け付けられるゲームに係る前記価値情報を記憶する第2記憶部と、
当該ゲームを前記操作受付部で受け付けられた操作に基づいて進行するよう制御する手動ゲーム制御部とをさらに備える、
ことを特徴とする請求項1に記載のゲーム装置。 An operation accepting unit that accepts a player's operation for one game different from the game controlled by the automatic game control unit;
A second storage unit that stores the value information relating to a game whose operation is received by the operation reception unit;
A manual game control unit that controls the game to proceed based on an operation received by the operation receiving unit;
The game device according to claim 1. - 前記取得部は、前記操作受付部で操作が受け付けられるプレイヤの前記識別情報を取得し、
前記第2記憶部は、前記操作受付部で受け付けられた操作に基づいて進行するゲームに係る前記価値情報を前記取得部に取得された前記識別情報に対応付けて記憶し、
前記自動ゲーム制御部と前記手動ゲーム制御部はそれぞれ、同一の識別情報に対応するゲームが進行するよう制御する、
ことを特徴とする請求項5に記載のゲーム装置。 The acquisition unit acquires the identification information of a player whose operation is received by the operation reception unit,
The second storage unit stores the value information related to the game that proceeds based on the operation received by the operation reception unit in association with the identification information acquired by the acquisition unit,
Each of the automatic game control unit and the manual game control unit controls the game corresponding to the same identification information to proceed,
The game device according to claim 5. - ゲームでのプレイの対価としてのクレジットの消費またはゲームの結果に応じた遊技価値の付与によって変化する価値情報を記憶する第2記憶部と、ゲームに対してプレイヤの操作を受け付ける操作受付部とを有し、前記操作受付部で受け付けられた操作に基づいてゲームを進行させる第1ゲーム装置と、
請求項1に記載のゲーム装置である第2ゲーム装置と、
前記第1ゲーム装置で進行するゲームと前記第2ゲーム装置で進行する自動ゲームのそれぞれに対して、共通の処理結果を与える共通装置とを備える、
ことを特徴とするゲームシステム。 A second storage unit for storing value information that changes by consumption of credit as a consideration for playing in a game or a game value according to a game result; and an operation receiving unit that receives a player's operation for the game A first game device that advances a game based on an operation received by the operation receiving unit;
A second game device which is the game device according to claim 1;
A common device that gives a common processing result to each of the game progressing on the first game device and the automatic game progressing on the second game device;
A game system characterized by that. - 前記第1ゲーム装置は、
前記識別情報を取得する第2取得部を有し、
前記第2記憶部は、前記操作受付部で受け付けられた操作に基づいて進行するゲームに係る前記価値情報を前記第2取得部に取得された前記識別情報に対応付けて記憶し、
前記第1ゲーム装置と前記第2ゲーム装置はそれぞれ、同一の識別情報に対応するゲームを進行する、
ことを特徴とする請求項7に記載のゲームシステム。 The first game device includes:
A second acquisition unit for acquiring the identification information;
The second storage unit stores the value information related to the game that proceeds based on the operation received by the operation reception unit in association with the identification information acquired by the second acquisition unit,
The first game device and the second game device each advance a game corresponding to the same identification information.
The game system according to claim 7. - 前記共通装置は、前記共通の処理の結果または状況を外部に出力する出力部をさらに備える、
ことを特徴とする請求項7に記載のゲームシステム。 The common device further includes an output unit that outputs the result or status of the common processing to the outside.
The game system according to claim 7. - 請求項1に記載のゲーム装置と、
前記ゲーム装置で進行する複数のゲームのそれぞれに対して、共通の処理結果を与える共通装置とを備える、
ことを特徴とするゲームシステム。 A game device according to claim 1;
A common device that provides a common processing result for each of a plurality of games that proceed on the game device;
A game system characterized by that. - 請求項5に記載のゲーム装置と、
前記ゲーム装置の前記自動ゲーム制御部および前記手動ゲーム制御部で進行するゲームのそれぞれに対して、共通の処理結果を与える共通装置とを備える、
ことを特徴とするゲームシステム。
A game device according to claim 5;
A common device that gives a common processing result to each of the games that proceed in the automatic game control unit and the manual game control unit of the game device,
A game system characterized by that.
Priority Applications (3)
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US13/817,193 US20130150156A1 (en) | 2010-09-03 | 2011-08-30 | Game apparatus and game system |
CN201180042214XA CN103079656A (en) | 2010-09-03 | 2011-08-30 | Game device and game system |
AU2011297146A AU2011297146A1 (en) | 2010-09-03 | 2011-08-30 | Game device and game system |
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JP2010197678A JP5138746B2 (en) | 2010-09-03 | 2010-09-03 | GAME DEVICE AND GAME SYSTEM |
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JP (1) | JP5138746B2 (en) |
CN (1) | CN103079656A (en) |
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JP6482024B2 (en) * | 2015-07-23 | 2019-03-13 | 株式会社コナミデジタルエンタテインメント | GAME DEVICE AND PROGRAM |
JP6381505B2 (en) * | 2015-10-08 | 2018-08-29 | 株式会社コナミデジタルエンタテインメント | GAME DEVICE, GAME SYSTEM, AND COMPUTER PROGRAM |
JP6337355B2 (en) * | 2016-02-17 | 2018-06-06 | 株式会社コナミデジタルエンタテインメント | GAME SYSTEM, GAME SERVER, AND COMPUTER PROGRAM |
US10717005B2 (en) | 2017-07-22 | 2020-07-21 | Niantic, Inc. | Validating a player's real-world location using activity within a parallel reality game |
JP6727511B2 (en) * | 2018-07-31 | 2020-07-22 | 株式会社コナミデジタルエンタテインメント | Game device, game system, and computer program |
JP6635484B1 (en) * | 2019-02-20 | 2020-01-29 | 株式会社コナミアミューズメント | Game system, game control method and program |
JP7477069B2 (en) | 2019-05-21 | 2024-05-01 | 株式会社コナミアミューズメント | GAME DEVICE, METHOD FOR OPERATION OF GAME DEVICE AND PROGRAM |
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