WO2012029747A1 - Game device and game system - Google Patents

Game device and game system Download PDF

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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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WO
WIPO (PCT)
Prior art keywords
game
player
unit
automatic
identification information
Prior art date
Application number
PCT/JP2011/069531
Other languages
French (fr)
Japanese (ja)
Inventor
和弘 楠田
内山 貴視
尚吾 東
伊藤 信也
泰功 山口
博紀 中里
Original Assignee
株式会社コナミデジタルエンタテインメント
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社コナミデジタルエンタテインメント filed Critical 株式会社コナミデジタルエンタテインメント
Priority to US13/817,193 priority Critical patent/US20130150156A1/en
Priority to CN201180042214XA priority patent/CN103079656A/en
Priority to AU2011297146A priority patent/AU2011297146A1/en
Publication of WO2012029747A1 publication Critical patent/WO2012029747A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/422Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3232Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
    • G07F17/3234Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed about the performance of a gaming system, e.g. revenue, diagnosis of the gaming system
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/532Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing using secure communication, e.g. by encryption, authentication
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5513Details of game data or player data management involving billing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • A63F2300/6054Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands by generating automatically game commands to assist the player, e.g. automatic braking in a driving game

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

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

Description

ゲーム装置およびゲームシステムGAME DEVICE AND GAME SYSTEM
 本発明は、ゲームを自動的に進行させるゲーム装置およびゲームシステムに関する。 The present invention relates to a game device and a game system for automatically progressing a game.
 特許文献1には、ゲームを自動的に進行させる家庭用のビデオゲーム装置が開示されている。このビデオゲーム装置は、ゲームを自動的に進行させる一方、自動的に進行中のゲームの進行状況を示す情報を表示することができる。なお、自動的に進行するゲームの所要時間は、自動的には進行しないゲームの所要時間よりも短い。 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.
特開2005-000252号公報JP 2005-000252 A
 ところで、アーケードゲーム装置が設置された遊技施設(recreation facilities)では、売り上げの多寡は当該アーケードゲーム装置がプレイされた時間の合計にほぼ比例するため、より多くのプレイヤに長時間ゲームをプレイしてもらうことが望まれる。しかしながら、プレイ可能なプレイヤの人数は、アーケードゲーム装置の数によって制限を受けてしまうという課題がある。これは、あるプレイヤがゲームをプレイしている間、そのアーケードゲーム装置は当該プレイヤに占有されてしまうからである。 By the way, in a game facility (recreation facilities) where an arcade game device is installed, the amount of sales is almost proportional to the total time that the arcade game device is played. It is hoped that However, there is a problem that the number of players that can be played is limited by the number of arcade game devices. This is because the arcade game device is occupied by the player while a player is playing the game.
 そこで、本発明は、上記のビデオゲーム装置の技術を応用してさらなる改良を加えることで、ゲームをプレイ可能なプレイヤの人数がゲーム装置の数に依存しないゲーム装置およびゲームシステムを提供することを解決課題とする。 Therefore, 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.
 以上の課題を解決するために本発明が採用する手段を以下に説明する。なお、本発明の理解を容易にするために以下では図面の参照符号を便宜的に括弧書で付記するが、本発明を図示の形態に限定する趣旨ではない。 Means adopted by the present invention to solve the above problems will be described below. In order to facilitate understanding of the present invention, reference numerals in the drawings will be appended in parentheses for convenience in the following, but the present invention is not intended to be limited to the illustrated forms.
 本発明のゲーム装置(4A又は3B)は、プレイヤを一意に識別する識別情報を取得する取得部(G1又はF1)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(game value)の付与によって変化する価値情報を、前記取得部(G1又はF1)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(45)と、前記取得部(G1又はF1)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(G2)とを備え、前記自動ゲーム制御部(G2)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。 The game device (4A or 3B) according to the present invention 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 first storage unit (45) for storing value information that changes due to a game value (game 価 値 value) in association with the identification information acquired in the acquisition unit (G1 or F1), and the acquisition unit (G1) Or an automatic game control unit (G2) that controls the game corresponding to the identification information acquired in F1) to automatically proceed according to a predetermined rule, and the automatic game control unit (G2) A plurality of games having different corresponding identification information are controlled to proceed in parallel.
 このゲーム装置では、ゲームを自動的に進行させることができる。自動的に進行するゲームでも結果に基づく遊技価値の付与は可能であるから、ゲームの内容に関心が無いプレイヤ(ゲームの結果(遊技価値の付与)にしか関心がないプレイヤ)ならば、ゲームが自動的に進行しても満足する。また、このゲーム装置では、ゲームを、複数のプレイヤについて同時に進行させることができる。よって、あるプレイヤがゲームをプレイしているときでもゲーム装置は当該プレイヤに占有されることがなく、複数のプレイヤに対して自動ゲームをプレイする機会を与えることができる。 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.
 「識別情報」は、プレイヤを一意に識別し、ゲーム装置内で取り扱う識別情報である。ICカードに記録された媒体IDそのものを識別情報としてもよいし、予め識別情報と紐付けて管理された媒体IDとは異なるIDを識別情報としてもよい。媒体IDとは異なるIDを識別情報とした場合には、ICカードを紛失した場合に、媒体IDと識別情報との紐付けを解除すれば、当該ICカードは使用できなくすることが可能となる。また、新しいICカードを発行してその媒体IDと識別情報との紐付けをし直せば、過去に識別情報と紐づけて管理されているアイテムやポイントなどの遊技価値を継続して利用可能となる。
 「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.
 「クレジット」は、ゲームのプレイの対価となる遊技価値であり、プレイの対価が1クレジットの場合にはプレイする権利と等価である。クレジットは、例えば、メダル(token coins)又は現金の物理的な投入や電子的な転送などの結果として外部から預入される。また、クレジットは、プレイの対価として使用されることにより消費される。なお、プレイヤの指示に応じて、当該プレイヤのクレジットをゲーム装置の外部に払い出す払出部を備えるようにしてもよい。この払い出しでは、クレジットに相当するメダルやチケット、クーポン、バウチャーなどの遊技媒体(game medium)がゲーム装置から排出される。つまり、クレジットへ預入れる場合は遊技媒体としてメダルを使用し、クレジットから払出す場合の遊技媒体としてチケットを使用するというように、預入れと払出しの遊技媒体の種類が異なるようにしてもよい。 “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.
 「遊技価値」としては、クレジットと、ゲームのプレイの対価とならない非クレジットがある。非クレジットとしてはアイテムやポイントを例示可能である。アイテムとしては、ゲームにおいて利用可能な剣や衣装などのゲーム上で利用可能な仮想物を例示可能である。ポイントとしては、ポイント数に相当するアイテムと交換可能なものや、ポイント数に応じた称号がプレイヤに付与されるものを例示可能である。
 「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.
 「クレジット数」は、クレジットの数(クレジットの量)であり、クレジットの消費により減少し、クレジットの付与により増加する。1回のプレイの対価が1クレジットの場合には、クレジット数はプレイ可能回数と等価である。
 「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.
 上記のゲーム装置(4A又は3B)において、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ようにしてもよい。
 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.
 上記の各ゲーム装置(4A又は3B)において、前記所定の規則を前記取得部(G1又はF1)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(G4)をさらに備え、前記自動ゲーム制御部(G2)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ようにしてもよい。この場合、設定部の設定内容は、例えば、価値情報と同様に、プレイヤを一意に識別する識別情報に対応付けられて記憶部に記憶される。 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. In this case, 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.
 このゲーム装置によれば、所定の規則がプレイヤの識別情報ごとに設定されるから、ゲームを自動的に進行させる場合であってもプレイヤごとに進行内容を異ならせることができ、プレイヤの意思をある程度ゲームに反映させることができる。これは、ゲームを自動的に進行させるプレイヤの増加に寄与する。 According to 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.
 なお、前記設定部は、複数の規則から一つをプレイヤに選択させることにより、前記所定の規則を当該プレイヤの前記識別情報に対応付けて設定するようにしてもよい。この場合、複数の規則としては、例えば、クレジットの消費量と期待される遊技価値の付与量とが少ないローリスクローリターンの規則や、クレジットの消費量と期待される遊技価値の付与量とが多いハイリスクハイリターンの規則を含むものが挙げられる。また、設定部は、所定の規則を、1回の選択で予め設定してもよいし、ゲームでの状況ごとの複数回の選択で予め設定してもよい。 Note that 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. In this case, as 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. One that includes high-risk, high-return rules. Further, 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.
 上記のゲーム装置(4A又は3B)において、前記自動ゲーム制御部(G2)によって制御される前記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(6)へ送信する状況送信部(G6)をさらに備えるようにしてもよい。
 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.
 「外部の装置」としては、携帯電話機や携帯型ゲーム端末などの可搬型の端末装置や、ウェブサーバを例示可能である。例えば、可搬型の端末装置の場合には、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が、当該ゲームに対応する識別情報に予め対応付けられた可搬型の端末装置において表示される。なお、可搬型の端末装置として、ウェブブラウザを搭載したものが普及しているから、送信される進行状況としては、ウェブページが好適である。また例えば、ウェブサーバの場合には、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識別情報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ー)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。 Examples of “external devices” include portable terminal devices such as mobile phones and portable game terminals, and web servers. For example, in the case of a portable terminal device, 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. . In addition, since the thing equipped with a web browser has prevailed as a portable terminal device, a web page is suitable as a progress situation transmitted. Also, for example, in the case of a web server, 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. Note that a server device may be prepared for each web server, or one server device may function as a plurality of web servers.
 上記の各ゲーム装置(3B)において、前記自動ゲーム制御部(G2)によって制御される前記ゲームとは異なる一つの前記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(32)と、前記操作受付部(32)で操作が受け付けられる前記ゲームに係る前記価値情報を記憶する第2記憶部(35)と、当該ゲーム(前記操作受付部で操作が受け付けられる前記ゲーム)を前記操作受付部(32)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(F2)とをさらに備えるようにしてもよい。
 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(3B)において、前記取得部(G1又はF1)は、前記操作受付部(32)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(35)は、前記操作受付部(32)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(G1又はF1)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(G2)と前記手動ゲーム制御部(F2)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してもよい。
 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.
 本発明のゲームシステム(2A)は、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(35)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(32)とを有し、前記操作受付部(32)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(3A)と、上記のゲーム装置のうち上記の操作受付部を備えないゲーム装置のいずれか一つである第2ゲーム装置(4A)と、前記第1ゲーム装置(3A)で進行するゲーム(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)と前記第2ゲーム装置(4A)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(5)とを備える。本発明のゲームシステムの具体的態様は、図1および図7に示すゲームシステム(2A)として例示される。 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.
 このゲームシステムでは、ゲームを自動的に進行させることができる。自動的に進行するゲームでも結果に基づく遊技価値の付与は可能であるから、ゲームの内容に関心が無いプレイヤ(ゲームの結果(遊技価値の付与)にしか関心がないプレイヤ)ならば、ゲームが自動的に進行しても満足する。また、このゲームシステムでは、一つのゲーム装置(第2ゲーム装置)で実行するゲームを、複数のプレイヤについて同時に進行させることができる。よって、あるプレイヤがゲームをプレイしているときでもゲーム装置(第2ゲーム装置)は当該プレイヤに占有されることがなく、複数のプレイヤに対して自動ゲームをプレイする機会を与えることができる。 In this game system, 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.
 また、このゲームシステムによれば、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。
 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.
 「共通処理」としては、抽選によって複数の選択肢から1又は複数を選択する処理を例示可能である。この場合、選択結果(抽選結果)が共通処理の結果となる。また、ここでいう「抽選」には、機械的な抽選(mechanical drawing or lottery)と電子的な抽選(computerized drawing or lottery)とが含まれる。 As the “common process”, a process of selecting one or more from a plurality of options by lottery can be exemplified. In this case, the selection result (lottery 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).
 なお、第2ゲーム装置が前述の設定部を備えるようにしてもよい。この場合、ゲームを自動的に進行させる場合であってもプレイヤごとに進行内容を異ならせることができ、プレイヤの意思をある程度ゲームに反映させることができる。これは、ゲームを自動的に進行させるプレイヤの増加に寄与する。さらに、ゲームシステムが、第1ゲーム装置において手動で操作されたゲームの進行の履歴(プレイ履歴)を識別情報ごとに蓄積するサーバ装置を備え、設定部が、前記サーバ装置に蓄積された履歴のうち一つの識別情報に対応する履歴に基づいて前記所定の規則を設定するようにしてもよい。この「一つの識別情報」は、所定の規則の設定者(プレイヤ)に対応する識別情報であってもよいし、別の識別情報であってもよい。この「別の識別情報」としては、所定の規則の設定者(プレイヤ)に対応する識別情報と所定の関係にある識別情報(例えば設定者と友好関係が締結したとされる他のプレイヤの識別情報)を例示可能である。また、ゲームシステムが、複数の識別情報間の関係を示すデータを記憶し、前記ゲームの進行状況を識別情報ごとに収集可能なサーバ装置を備え、前記所定の規則は、対応する識別情報に対応付けて進行する前記ゲームの進行状況を、当該識別情報と所定の関係にある識別情報、もしくは設定者により指定された識別情報に対応付けて進行する前記ゲームの進行状況と一致させる旨の規則であるようにしてもよい。 Note that the second game device may include the setting unit described above. In this case, even if the game is automatically advanced, the progress can be made different for each player, and the player's intention can be reflected in the game to some extent. This contributes to an increase in the number of players that automatically advance the game. Further, 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). In addition, 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.
 このゲームシステム(2A)において、前記第1ゲーム装置(3A)は、前記識別情報を取得する第2取得部(F1)を有し、第2記憶部(35)は、前記操作受付部(32)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(F1)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(3A)と前記第2ゲーム装置(4A)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ようにしてもよい。
 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.
 また、本発明の別のゲームシステム(2B)は、上記のゲーム装置のうち上記の操作部を備えないゲーム装置のうちいずれか一つのゲーム装置(4A)と、前記ゲーム装置(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共通装置(5)とを備える。本発明のゲームシステムの具体的態様は、図8に示すゲームシステム(2B)として例示される。 In another game system (2B) of the present invention, 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.
 また、本発明の更に別のゲームシステム(2C又は2D)は、上記のゲーム装置のうち上記の操作部を備えたゲーム装置(3B)と、前記ゲーム装置(3B)の前記自動ゲーム制御部(G2)および前記手動ゲーム制御部(F2)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(5)とを備える。本発明のゲームシステムの具体的態様は、図9に示すゲームシステム(2C)または図10に示すゲームシステム(2D)として例示される。 Further, 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.
 上記の各ゲームシステム(2A、2B、2C又は2D)において、前記共通装置(5)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ようにしてもよい。
 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.
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。1 is a block diagram of a system 100 according to an embodiment of the present invention. システム100内の記憶部11の記憶内容を示す図である。FIG. 3 is a diagram showing storage contents of a storage unit 11 in the system 100. システム100内のステーション3Aのブロック図である。2 is a block diagram of a station 3A in the system 100. FIG. システム100内の設定端末4Aのブロック図である。4 is a block diagram of a setting terminal 4A in the system 100. FIG. システム100の動作を示す図である。FIG. 3 is a diagram showing the operation of the system 100. システム100の別の動作を示す図である。FIG. 4 is a diagram illustrating another operation of the system 100. システム100内のゲームシステム2Aの概略構成を示す図である。2 is a diagram showing a schematic configuration of a game system 2A in the system 100. FIG. ゲームシステム2Aの変形例1の概略構成を示す図である。It is a figure which shows schematic structure of the modification 1 of 2 A of game systems. ゲームシステム2Aの変形例2の概略構成を示す図である。It is a figure which shows schematic structure of the modification 2 of 2 A of game systems. ゲームシステム2Aの変形例3の概略構成を示す図である。It is a figure which shows schematic structure of the modification 3 of 2 A of game systems.
<A-1:実施形態の構成>
 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 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.
 複数のゲームシステム2Aの各々は、例えばゲームセンターなどの遊技施設GCに設置される。これらの遊技施設GCの各々は、通信網N1を介してセンターサーバ装置1に接続されている。複数のゲームシステム2Aの各々は、通信網N2及び通信網N1を介して、又は通信網N1を介してセンターサーバ装置1と相互に通信可能である。なお、通信網N1は、例えばインターネットを利用したWAN(wide area network)やVPN(virtual private network)で実現され、通信網N2は、LAN(local area network)で実現される。 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).
 システム100でプレイされるゲームは、クレジットを消費しながら進行し、結果に応じたクレジットの付与が可能なゲームであり、具体的にはビンゴゲームである。クレジットは、ゲームのプレイの対価となる価値であり、プレイの対価として使用されることにより消費される。つまり、プレイヤは、クレジットを消費しながらビンゴゲームを繰り返しプレイすることになる。各回のゲームでは、多数の数字から少数の数字を選択する機械的な抽選が行われる。プレイヤは、この抽選に先立って、所望量のクレジットを消費するベット(賭け)を行うことができる。ベットで消費されるクレジットの量が多いほど、ゲームの結果に応じて付与されるクレジットの量の期待値が大きくなる。 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. In each game, 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.
 ゲームシステム2Aは、複数のステーション3Aと、設定端末4Aと、共通装置5とを有する。複数のステーション3Aと、設定端末4Aと、共通装置5とは、ゲームシステム2A内に構築された通信網N3を介して相互に通信可能である。複数のステーション3Aの各々、設定端末4A及び共通装置5は、そのゲームシステム2Aが設置された遊技施設GC内において、外部の端末装置である外部端末装置6と無線通信可能である。なお、本実施形態を変形し、一つのゲームシステム2Aが備えるステーション3Aの数を1としてもよい。 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. Note that the present embodiment may be modified so that the number of stations 3A included in one game system 2A is one.
 共通装置5は、当該共通装置5の属するゲームシステム2Aでプレイされる全てのゲームに共通して結果が利用される共通処理の進行を制御する装置であり、共通処理を繰り返し実行し、共通処理が終了すると、終了した共通処理の結果をゲームシステム2A内の全てのステーション3A及び設定端末4Aに同報送信する。共通装置5に制御される共通処理は、具体的には、上記の機械的な抽選である。 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. Specifically, the common process controlled by the common device 5 is the mechanical lottery described above.
 共通装置5に進行が制御される共通処理は、具体的には、複数の数字から1又は複数の数字を選択する機械的な抽選である。機械的な抽選の方法は任意であり、例えば、共通装置5が、鉛直方向の回転軸を中心にして回転し、周縁部に複数の数字にそれぞれ対応する複数の穴が形成された円形の台と、台上に1又は複数のボールを投下する機構とを備え、複数の数字のうち、台上に投下されたボールが落下した穴に対応する数字を選択するようにしてもよい。 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. For example, 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. And 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.
 外部端末装置6は、プレイヤに所有される可搬型の装置(コンピュータ)であり、IEEE802.11シリーズに準拠した無線LANの子機に相当し、ウェブブラウザを搭載している。したがって、外部端末装置6は、無線LAN接続機能を有する。このような装置としては、例えば、携帯型ゲーム機やスマートフォンを例示可能である。外部端末装置6には端末IDが付与される。端末IDは、外部端末装置6を一意に識別する識別情報であり、各外部端末装置6に付与される。本実施形態では、端末IDとしてMACアドレスを採用しているが、IPアドレスを採用してもよい。なお、無線通信の規格は、Bluetoothや赤外線通信などを採用し得る。 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. In this embodiment, the MAC address is adopted as the terminal ID, but an IP address may be adopted. In addition, Bluetooth, infrared communication, etc. can be employ | adopted for the standard of wireless communication.
 センターサーバ装置1は、事前に登録が行われたプレイヤを管理するサーバ装置(コンピュータ)であり、記憶部11を備える。図2に示すように、記憶部11は、登録が行われたプレイヤごとに、プレイヤIDとプレイ履歴とを対応付けて記憶する。プレイヤIDは、プレイヤを一意に識別する識別情報であり、登録が行われたプレイヤに付与される。プレイ履歴は、プレイしたゲームの進行の履歴を示す情報であり、どの局面でどう対処してどういう結果が得られたかを示す情報の集合である。 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.
 図示を略すが、登録が行われたプレイヤのプレイヤIDには、当該プレイヤに所持される可搬型の媒体の媒体IDが紐付けられており、センターサーバ装置1は、媒体IDを受信して当該媒体IDに紐付けられたプレイヤIDを返信することができる。媒体IDは、可搬型の媒体を一意に識別する識別情報である。可搬型の媒体は、例えばICカードや携帯電話であり、個々のICカードには固有の媒体IDが記録されている。 Although illustration is omitted, 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.
 また記憶部11は、プレイヤIDに対応付けて、当該プレイヤIDで識別されるプレイヤがプレイしているステーション3A又は設定端末4Aの第1IDと、当該ステーション3A又は設定端末4Aを有するゲームシステム2Aの第2IDと、当該ゲームシステム2Aが設定された遊技施設GCの第3IDとを記憶する。第1IDはゲームシステム2Aにおいてステーション3A及び設定端末4Aを一意に識別する識別情報であり、第2IDは遊技施設GCにおいてゲームシステム2Aを一意に識別する識別情報であり、第3IDは遊技施設GCを一意に識別する識別情報である。 In addition, 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, and the third ID is for identifying the gaming facility GC. This is identification information for uniquely identifying.
<A-1-1:ステーション3Aの構成>
 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 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.
 表示部31は、例えば液晶表示装置であり、ゲームの進行状況および結果などを表示する。
 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 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.
 記憶部(第2記憶部)35は、書き換え可能なメモリ又はストレージであり、ステーション3Aでゲームをプレイする1人のプレイヤのプレイヤIDと、このステーション3Aと無線接続された外部端末装置6の端末IDと、当該プレイヤのクレジット数を示すデータ(価値情報)とを対応付けて記憶する。 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.
 クレジット数は、クレジットの数(量)であり、クレジットの消費により減少し、外部からのクレジットの預入やゲームの結果に基づくクレジットの付与により増加する。本実施形態では、外部からのクレジットの預入は、メダルの物理的な投入の結果として行われるが、電子的な転送や現金の物理的な投入などの結果として行われるようにしてもよい。 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. In this embodiment, 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.
 メダル機構36は、メダル検知用センサとメダル払出し装置を含んで構成される。投入口からメダルが投入されるとメダル検知用センサにより1枚ずつ検知され、検出された信号を制御部30Aに通知し、投入されたメダルをメダル払出し装置の容器に収容する。また、メダル機構36は、制御部30Aに制御され、容器に収容されたメダルをメダル払出し装置から1枚ずつ払出口から払い出す。なお、図示を略すが、投入口および払出口は、ステーション3Aの表面に形成されている。制御部30Aは、例えば1又は複数のCPU(中央処理装置)で構成され、プレイヤID取得部F1、手動ゲーム制御部F2及びクレジット管理部F3として機能する。 The medal mechanism 36 includes a medal detection sensor and a medal payout device. When medals are inserted from the insertion slot, 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. Although not shown, 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.
 プレイヤID取得部F1は、プレイヤのプレイヤIDを取得する機能部であり、受付部33で媒体IDの入力が受け付けられると、通信部34を介してセンターサーバ装置1と通信し、入力された媒体IDに紐付けられたプレイヤIDをセンターサーバ装置1から取得する。プレイヤID取得部F1がプレイヤIDを取得すると、制御部30Aは、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。 The player ID acquisition unit F1 is a functional unit that acquires the player ID of the player. When the input of the medium ID is received by the reception unit 33, 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. When the player ID acquisition unit F1 acquires the player ID, 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.
 手動ゲーム制御部F2は、ゲームを、プレイヤID取得部F1に取得されたプレイヤIDに対応するクレジットを消費しながら操作部32の操作に基づいて進行するように制御する機能部である。以降、プレイヤID取得部F1に取得されたプレイヤIDに対応するクレジットを消費しながら操作部32の操作に基づいて進行するゲームを「手動ゲーム」と称する。なお、手動ゲームは上記のビンゴゲームであるから、共通処理(機械的な抽選)の結果に基づいて進行する。 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. Hereinafter, 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).
 クレジット管理部F3は、クレジットを管理する機能部であり、操作部32の操作に基づいてメダル機構36を制御する一方、基本的には通常処理を行う。この通常処理では、クレジット管理部F3は、記憶部35に記憶されているクレジット数を、手動ゲームでのクレジットの消費とメダル機構36によるメダルの払い出しとに応じて減少させる一方、メダル機構36へのメダルの投入と手動ゲームでのクレジットの付与とに応じて増加させる。ただし、クレジット管理部F3は、クレジット数を共通化する共通化処理が行われると、通常処理の代わりに例外処理を行う。共通化処理と例外処理の内容については後述する。 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.
<A-1-2:設定端末4Aの構成>
 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 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. A communication unit 44, a storage unit 45, a medal mechanism 46, a wireless communication unit 47, and a control unit 40A that controls each unit. 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.
 なお、「プレイ」の意味するところは、プレイの対象のゲームによって異なる。対象のゲームがゲーム装置3Aでプレイされる手動ゲームの場合、「プレイ」は、制御部(手動ゲーム制御部F2)が、プレイヤによる操作を反映させながらゲームを進行させることを意味し、対象のゲームが自動ゲームの場合、「プレイ」は、プレイヤによる操作を介在させることなく制御部(後述の自動ゲーム制御部G2)のみでゲームを進行させることを意味する。 Note that the meaning of “play” varies depending on the game to be played. In the case where the target game is a manual game played on the game device 3A, “play” means that the control unit (manual game control unit F2) advances the game while reflecting the operation by the player. When the game is an automatic game, “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.
 表示部41は、例えば液晶表示装置であり、無線通信部47を介する外部端末装置6との接続の認証に用いるパスワードを表示する。
 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 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.
 記憶部(第1記憶部)45は、書き換え可能なメモリ又はストレージであり、設定端末4Aで自動ゲームをプレイするプレイヤごとに、プレイヤIDと端末IDと所定の規則とクレジット数とを互いに対応付けて記憶する。
 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 terminal 4A. Remember.
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.
 プレイヤID取得部G1は、プレイヤのプレイヤIDを取得する機能部であり、受付部43で媒体IDの入力が受け付けられると、通信部44を介してセンターサーバ装置1と通信し、入力された媒体IDに紐付けられたプレイヤIDをセンターサーバ装置1から取得する。プレイヤID取得部G1がプレイヤIDを取得すると、制御部40Aは、当該プレイヤIDが記憶部45に記憶されていない場合には、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45に追記する。 The player ID acquisition unit G1 is a functional unit that acquires the player ID of the player. When the reception unit 43 receives an input of a medium ID, 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. When the player ID acquisition unit G1 acquires the player ID, 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.
 接続部G5は、無線通信部47を介して外部端末装置6との接続を確立させる機能部であり、プレイヤID取得部G1にプレイヤIDが取得されると、当該プレイヤIDに対応付けてパスワードを発行して表示部41に表示させ、プレイヤが入力した確認用パスワードを外部端末装置6から取得し、発行されたパスワードと確認用パスワードとが、当該パスワードが発行されてから最初に一致した外部端末装置6に対して、当該プレイヤIDと当該外部端末装置6の端末IDとを対応付けて記憶部45に記憶させることにより、当該外部端末装置6との接続を確立させる。 The connection unit G5 is a functional unit that establishes a connection with the external terminal device 6 via the wireless communication unit 47. When the player ID is acquired by the player ID acquisition unit G1, a password is associated with the player ID. Issued and displayed on the display unit 41, 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.
 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。また自動ゲーム制御部G2は、制御対象の複数のゲームを、同時に(並列に)進行可能に制御する。 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).
 また、自動ゲーム制御部G2は、自動ゲームを、接続部G5によって接続が確立された外部端末装置6の端末IDに対応するプレイヤIDに対応するクレジットを消費しながら進行するよう制御する機能部でもある。なお、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。 In addition, 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.
 手動ゲーム制御部F2及び自動ゲーム制御部G2の説明から明らかなように、ゲームシステム2Aは、プレイヤID取得部F1に取得されたプレイヤIDに対応するクレジットを消費しながら操作部32の操作に基づいて進行する手動ゲームと、接続部G5によって接続が確立された外部端末装置6の端末IDに対応するプレイヤIDに対応するクレジットを消費しながら進行する自動ゲームとが同時に進行するよう制御するゲーム制御部を備える。 As is apparent from the descriptions of the manual game control unit F2 and the automatic game control unit G2, 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.
 設定部G4は、所定の規則を設定する機能部であり、プレイヤID取得部G1によって取得されたプレイヤIDに対応付けて所定の規則を設定する。より具体的には、設定部G4は、メダル機構46へのメダルの投入が終了すると、表示部41及び操作部42を用いて複数の規則から一つをプレイヤに選択させることによって所定の規則を特定し、特定した所定の規則を、プレイヤID取得部G1に取得されたプレイヤIDに対応付けて記憶部45に記憶させる。 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.
 複数の規則の各々の内容は任意である。例えば、複数の規則が、クレジットの消費量と期待されるクレジットの付与量とが少ないローリスクローリターンの規則や、クレジットの消費量と期待されるクレジットの付与量とが多いハイリスクハイリターンの規則を含むようにしてもよい。また、設定部G4は、上記の選択を1回だけ行わせて所定の規則を特定することも、ゲームでの状況(局面)ごとに上記の選択を行わせて所定の規則を特定することも可能である。プレイヤは、まず、1回の選択で設定部G4に所定の規則を特定させるのか、ゲームでの状況ごとに選択を行って設定部G4に所定の規則を特定させるのかを選択し、前者を選択した場合には1回だけ、後者を選択した場合には複数回にわたり、複数の規則からの選択を行うことになる。 The contents of each of the rules are arbitrary. For example, 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. May be included. 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.
 クレジット管理部G3は、クレジットを管理する機能部であり、操作部42の操作とプレイヤID取得部G1に取得されたプレイヤIDとに基づいてメダル機構46を制御する一方、基本的には通常処理を行う。この通常処理では、クレジット管理部G3は、記憶部45に記憶されているクレジット数を、当該クレジット数に対応するプレイヤ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でクレジットが消費されると減少させ、当該プレイヤIDに対応するクレジットについてメダル機構46からメダルが払い出されると減少させる。一方、当該プレイヤIDに対応するクレジットとしてメダル機構46へメダルが投入されると、クレジット数を増加させ、当該自動ゲームでクレジットが付与されると増加させる。ただし、クレジット管理部G3は、共通化処理が行われると、通常処理ではなく例外処理を行う。 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. In this normal process, when 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. When the medal is paid out from the medal mechanism 46, the credit corresponding to the player ID is decreased. On the other hand, when a medal is inserted into the medal mechanism 46 as a credit corresponding to the player ID, the number of credits is increased, and is increased when a credit is given in the automatic game. However, when the common processing is performed, the credit management unit G3 performs exception processing instead of normal processing.
 共通化処理は、同一のプレイヤIDに対応付けられたクレジット数をゲームシステム2A内で共通とする処理であり、ゲームシステム2Aにおいて、手動ゲームをプレイ中のプレイヤのプレイヤIDがプレイヤID取得部G1に取得された場合(以降、「第1の場合」と称する)と、ゲームシステム2Aにおいて、自動ゲームをプレイ中のプレイヤのプレイヤIDがステーション3AのプレイヤID取得部F1に取得された場合(以降、「第2の場合」と称する)に行われる。 The sharing process is a process for sharing the number of credits associated with the same player ID in the game system 2A. 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. In the game system 2A, 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”).
 第1の場合であるか否かの判定は、例えば、クレジット管理部G3がセンターサーバ装置1の記憶部11を参照することにより実現される。第1の場合であると判定したクレジット管理部G3は、ゲームシステム2A内の、プレイヤID取得部G1に取得されたプレイヤIDに対応するステーション3Aのクレジット管理部F3と協働して共通化処理を行う。 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.
 第2の場合であるか否かの判定は、例えば、クレジット管理部F3がセンターサーバ装置1の記憶部11を参照することにより実現される。第2の場合であると判定したクレジット管理部F3は、ゲームシステム2A内の設定端末4Aのクレジット管理部G3と協働して共通化処理を行う。 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.
 共通化処理では、例えば、クレジット管理部G3が、プレイヤID取得部G1に取得されたプレイヤID(プレイヤID取得部F1に取得されたプレイヤID)に対応付けて記憶部45に記憶されているクレジット数のデータを記憶部45から削除し、クレジット管理部F3が、このクレジット数と、当該プレイヤIDに対応付けて記憶部35に記憶されているクレジット数との和を、当該プレイヤIDに対応するクレジット数のデータとして記憶部35に上書きする。 In the sharing process, for example, 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.
 この場合、クレジット管理部F3及びクレジット管理部G3は、例外処理において、記憶部35に記憶されているクレジット数を、手動ゲームでクレジットが消費されると減少させ、メダル機構36からメダルが払い出されると減少させるとともに、当該クレジット数に対応するプレイヤ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でクレジットが消費されると減少させ、当該プレイヤIDに対応するクレジットについてメダル機構46からメダルが払い出されると減少させる。一方、メダル機構36へメダルが投入されるとクレジット数を増加させ、手動ゲームでクレジットが付与されると増加させる。また、当該プレイヤIDに対応するクレジットについてメダル機構46へメダルが投入されると増加させ、当該自動ゲームでクレジットが付与されると増加させることになる。 In this case, 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.
 状況送信部G6は、無線通信部47を介して、ゲームの進行状況を、接続部G5によって接続が確立された外部端末装置6へ送信する機能部である。具体的には、ゲームの進行状況を示すウェブページが送信される。つまり、状況送信部G6はウェブサーバとして機能し、外部端末装置6のウェブブラウザからHTTP(HyperText Transfer Protocol)リクエストを受信すると、ゲームの進行状況が更新されるまで待ち、更新後のゲームの進行状況を示すウェブページを公知のページ記述言語で記述するためのデータを生成し、当該リクエストへのレスポンスとして返信する。 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. In other words, 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.
<A-2:実施形態の動作>
 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 system 100 will be described for each case. However, it is assumed that the player ID and the play history relating to the player appearing in the following description are stored in the storage unit 11 of the center server device 1. In addition, it is assumed that the station 3A and the setting terminal 4A that appear in the following description are included in the same game system 2A.
<A-2-1:手動ゲームのみをプレイする場合>
 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 unit 33 first receives an input of the medium ID linked to the player ID of the player A (Sa10). Next, 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).
 次にプレイヤAがステーション3Aにメダルを投入し、この投入に応じて、クレジット管理部F3が、記憶部35に記憶されているクレジット数を増加させる(Sa13)。以降、手動ゲーム制御部F2が手動ゲームを制御する(Sa14)。この手動ゲームは、プレイヤID取得部F1に取得されたプレイヤIDに対応付けられ、操作部32の操作に基づいて、共通処理の結果を利用して進行する。また手動ゲームでは、クレジット管理部F3が、記憶部35に記憶されているクレジット数を、手動ゲームでのクレジットの消費に応じて減少させる一方、手動ゲームでのクレジットの付与に応じて増加させる。 Next, 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. In the manual game, 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.
 以上説明した動作は、プレイヤA以外のプレイヤが他のステーション3Aで手動ゲームをプレイしている場合にも同様であり、プレイヤA以外のプレイヤが設定端末4Aで自動ゲームをプレイしている場合にも同様である。つまり、ゲームシステム2Aは、複数の手動ゲームを同時に進行させることが可能であるとともに、手動ゲームと自動ゲームとを同時に進行させることが可能である。 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.
<A-2-2:自動ゲームのみをプレイする場合>
 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 terminal 4A, the receiving unit 43 first receives an input of a medium ID associated with the player ID of the player A (Sb10). Next, 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).
 次にプレイヤAが設定端末4Aにメダルを投入し、この投入に応じて、クレジット管理部G3が、記憶部45に記憶されているクレジット数を増加させる(Sb13)。次に設定部G4が、プレイヤID取得部G1に取得されたプレイヤIDに対応付けて所定の規則を設定する(Sb14)。具体的には、表示部41及び操作部42を用いて複数の規則から一つをプレイヤに選択させることによって所定の規則を特定し、特定した所定の規則を、プレイヤID取得部G1に取得されたプレイヤIDに対応付けて記憶部45に記憶させる。 Next, 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). Next, 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.
 次に接続部G5が、プレイヤID取得部G1に取得されたプレイヤIDに対応付けてパスワードを発行し、発行したパスワードを表示部41に表示させる(Sb15)。次にプレイヤAが外部端末装置6の無線LAN接続機能により、設定端末4Aに対応した親機(アクセスポイント)を、そのネットワーク識別子(SSID)から探し出し、接続を要求する。すると、設定端末4Aの接続部G5は、接続を要求してきた外部端末装置6の端末IDを取得する(Sb16)。 Next, the 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). Next, 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. Then, the connection unit G5 of the setting terminal 4A acquires the terminal ID of the external terminal device 6 that has requested connection (Sb16).
 次に接続部G5は、接続を要求してきた外部端末装置6からプレイヤより入力された確認用パスワードを取得する(Sb17)。具体的には、無線通信部47を介して、外部端末装置6に対してパスワードの入力および送信を促し、外部端末装置6から送信されてきた確認用パスワードを受信する。この受信の際、接続部G5は、外部端末装置6の端末IDを再び取得する。 Next, the 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.
 そして、接続部G5は、取得した確認用パスワードと、プレイヤID取得部G1に取得されたプレイヤIDに対応付けたパスワードとが一致し、かつ、確認用パスワードの取得時に取得した端末IDが、パスワードの発行後最初に接続を要求してきた外部端末装置6の端末IDと一致する場合にのみ、すなわち正当なプレイヤであることが認証された場合にのみ(Sb18:YES)、当該外部端末装置6との接続を確立させる(Sb19)。 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).
 なお、パスワードの一致のみならず、端末IDの一致をも必須としているのは、パスワードを盗み見た他人が接続に成功してしまう虞を低減するためである。したがって、要求されるセキュリティのレベルによっては、パスワードの一致のみを必須としてもよい。また、パスワードの発行後最初に接続を要求してきた外部端末装置6のみから確認用パスワードを取得するようにしてもよい。なお、パスワードとしてワンタイムパスワードを利用すれば、さらにセキュリティのレベルを高めることが可能となる。 The reason why not only the password match but also the terminal ID match is essential in order to reduce the possibility that another person who steals the password will succeed in the connection. Therefore, depending on the level of security required, only password matching may be required. Alternatively, the confirmation password may be acquired only from the external terminal device 6 that first requested connection after the password issuance. If a one-time password is used as a password, the level of security can be further increased.
 次に自動ゲーム制御部G2が、自動ゲームの進行を制御する(Sb20)。この自動ゲームは、接続部G5によって接続が確立された外部端末装置6の端末IDと、プレイヤID取得部G1によって取得されたプレイヤIDとに対応するクレジットを消費しながら、当該プレイヤIDに対応付けて設定された所定の規則にしたがって、共通処理の結果を利用して進行する。また自動ゲームでは、クレジット管理部G3が、記憶部45に記憶されているクレジット数を、自動ゲームでのクレジットの消費に応じて減少させる一方、自動ゲームでのクレジットの付与に応じて増加させる。また自動ゲームでは、状況送信部G6が、その進行状況を、接続部G5によって接続が確立された外部端末装置6へ送信する。 Next, 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. In the automatic game, 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. 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.
 以上説明した動作は、プレイヤA以外のプレイヤが設定端末4Aで自動ゲームをプレイしている場合にも同様である。つまり、設定端末4Aは、複数のプレイヤのそれぞれに対応した複数の自動ゲームを同時に(並列に)進行させることが可能である。また、以上説明した動作は、プレイヤA以外のプレイヤがステーション3Aで手動ゲームをプレイしている場合にも同様である。このこともまた、ゲームシステム2Aが手動ゲームと自動ゲームとを同時に進行可能であることを意味する。 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:手動ゲーム及び自動ゲームを同時にプレイする場合>
<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 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.
<A-2-3-2:自動ゲームのプレイを後から開始する場合>
 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 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.
<A-3:実施形態のまとめ>
 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 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).
 またゲームシステム2Aによれば、操作部32の操作に基づいて制御される手動ゲームと、操作部の操作に基づかずに制御される自動ゲームとを同時に進行させることができる。したがって、ステーション3Aに空きがなくとも、プレイヤは自動ゲームをプレイすることができる。 Further, according to the game system 2A, 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.
 またゲームシステム2Aによれば、一人のプレイヤが手動ゲームと自動ゲームとを同時にプレイ可能である。この場合、手動ゲーム及び自動ゲームは当該プレイヤのプレイヤIDに対応するクレジットを消費しながら進行し、自動ゲームは当該プレイヤIDに対応する端末IDに対応するクレジットを消費しながら進行するから、必要とされるプレイヤIDの数は1である。したがって、一人のプレイヤに複数のプレイヤIDを付与し、これらのプレイヤIDを用いて複数のゲームの同時プレイを実現する形態に比較して、プレイヤIDの取得に要する手間を削減すること、及びプレイヤIDの管理を容易とすることができる。 Also, according to the game system 2A, one player can play a manual game and an automatic game at the same time. In this case, the manual game and the automatic game proceed while consuming the credit corresponding to the player ID of the player, and 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.
 またゲームシステム2Aによれば、あるプレイヤが手動ゲームをプレイしているときに、そのプレイヤと同一の識別情報に対応付けて他のプレイヤに自動ゲームをプレイさせることができる。したがって、手動ゲームをプレイした結果と自動ゲームをプレイした結果とが同一の識別情報に対応付けて管理されるので、例えば友達同士などで協力してゲームをプレイすることが可能となり、プレイヤの多様な要望に応えることができる。また、複数のゲームシステム2Aの間で制御するゲームの種類を互いに異ならせるか、各ゲームシステム2Aにおいて複数のゲームの種類からそれぞれ選択できるようにすれば、一人のプレイヤが複数種類のゲームを同時にプレイすること(掛け持ちプレイ)が可能となる。 Further, according to 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.
 またゲームシステム2Aによれば、ステーション3Aおよび設定端末4A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、自動ゲームと手動ゲームとのどちらか一方が先行してしまうことがない。つまり、ステーション3Aでのゲームの進行と設定端末4Aでのゲームの進行とを互いに同期させることができる。 Further, according to the game system 2A, 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.
 また設定端末4Aによれば、ゲームを自動的に進行させることができる。自動的に進行する自動ゲームでも結果に基づくクレジットの付与は可能であるから、ゲームの内容に関心が無いプレイヤ(ゲームの結果(クレジットの付与)にしか関心がないプレイヤ)ならば、ゲームが自動的に進行しても満足する。また、ゲームの結果で多くの遊技価値を得られるジャックポットゲームやボーナスゲーム等のチャンスゲームを搭載しているゲーム装置では、チャンスゲームが開始されるまではゲームが自動的に進行されることを望むプレイヤもいる。さらに、チャンスゲームに参加するにあたり、ある期間ゲームをプレイしていること等の参加資格を必要とする場合には、参加資格が得られるようにゲームが自動的に進行されることを望むプレイヤもいる。また、設定端末4Aでは、自動ゲームを、複数のプレイヤについて同時に進行させることができる。あるプレイヤがゲームをプレイしているときでも設定端末4Aは当該プレイヤに占有されることがなく、複数のプレイヤに対して自動ゲームをプレイする機会を与えることができる。 Further, according to the setting terminal 4A, 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. In addition, in a 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. Furthermore, when participating in the chance game, if a player needs a qualification such as playing a game for a certain period of time, a player who wants the game to automatically advance so that the qualification can be obtained. Yes. In the setting terminal 4A, 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.
 また設定端末4Aによれば、所定の規則がプレイヤIDごとに設定されるから、自動ゲームの進行内容をプレイヤごとに異ならせることができ、プレイヤの意思をある程度ゲームに反映させることができる。これは、ゲームを自動的に進行させるプレイヤの増加に寄与する。また設定端末4Aによれば、プレイヤは外部端末装置6を用いて自動ゲームの進行状況を把握することができる。 Further, according to 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.
 ところで、本実施形態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メダルゲームである。メダルゲームでは、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、本実施形態には、上記の各種の効果がより有益となりやすいという利点がある。 By the way, the game controlled in this embodiment is a medal game that consumes credit as it progresses and grants credit according to the result. In 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:変形例>
 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.
<B-1:変形例1>
 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 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. As shown in this figure, 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. As described above, in the setting terminal 4A, 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. In this case, the common device 5 gives a common processing result to each of the plurality of games progressing on the setting terminal 4A.
<B-2:変形例2>
 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 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.
Of course, 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. However, the present invention is not limited to this, and may include any necessary configuration among the configurations of the setting terminal 4A. Similarly, 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. In this case, 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.
Moreover, 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.
<B-3:変形例3>
 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 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. In this case, 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.
In addition, 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.
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 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.
<B-4:変形例4>
 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 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:変形例5>
 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.
<B-6:変形例6>
 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: Modification 6>
In the above-described embodiment, the control unit 30A may not function as the connection unit G5 and the situation transmission unit G6. According to this aspect, the player can play an automatic game without using the external terminal device 6. However, in this form, the player who plays the automatic game cannot grasp the progress of the automatic game. However, 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.
<B-7:変形例7>
 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.
<B-8:変形例8>
 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.
<B-9:変形例9>
 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.
 非クレジットは、例えば、アイテムやポイントである。アイテムとしては、ゲームにおいて利用可能な剣や衣装などの仮想物を例示可能である。ポイントとしては、その数(量)であるポイント数に相当するアイテムと交換可能なものや、ポイント数に応じた称号がプレイヤに付与されるものを例示可能である。 Non-credit is, for example, an item or a point. Examples of the items include virtual objects 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 (amount) of points, and points that are given to the player according to the number of points can be exemplified.
 非クレジットがアイテムの場合、記憶部35及び45は、それぞれ、付与されたアイテムを示しゲームでのアイテムの付与により変化するアイテム情報を、プレイヤID取得部に取得されたプレイヤIDに対応付けてさらに記憶することになる。これらのアイテム情報(価値情報)は、対応付けられたプレイヤIDに対応する手動ゲームおよび自動ゲームのそれぞれでのアイテムの付与に応じて変化する。 When the non-credit is an item, 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.
 非クレジットがポイントの場合、記憶部35及び45は、それぞれ、ゲームでのポイントの付与により増加するポイント数を、プレイヤID取得部に取得されたプレイヤIDに対応付けてさらに記憶することになる。これらのポイント数(価値情報)は、対応付けられたプレイヤIDに対応する手動ゲームおよび自動ゲームのそれぞれでのポイントの付与に応じて増加する。 When the non-credit is a point, 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.
<B-10:変形例10>
 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.
<B-11:変形例11>
 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: Modification 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.
<B-12:変形例12>
 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. .
<B-13:変形例13>
 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 terminal device 6. FIG. In this case, 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.
<B-14:変形例14>
 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.
<B-15:変形例15>
 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 terminal device 6 and is interested in the result or situation of the common processing.
<B-16:変形例16>
 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.
<B-17:変形例17>
 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.
<B-18:変形例18>
 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.
1……センターサーバ装置、2A,2B,2C,2D……ゲームシステム、3A,3B……ステーション、4A……設定端末、5……共通装置、6……外部設定端末、11,35,45……記憶部、30A,40A……制御部、31,41……表示部、32,42……操作部、33,43……受付部、34,44……通信部、36,46……メダル機構、47……無線通信部、100……システム、F1,G1……プレイヤID取得部、F2……手動ゲーム制御部、F3,G3……クレジット管理部、G2……自動ゲーム制御部、G4……設定部、G5……接続部、G6……状況送信部。
 
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)

  1.  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.
  2.  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.
  3.  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.
  4.  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.
  5.  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.
  6.  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.
  7.  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.
  8.  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.
  9.  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.
  10.  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.
  11.  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.
PCT/JP2011/069531 2010-09-03 2011-08-30 Game device and game system WO2012029747A1 (en)

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