WO2014002832A1 - Game system, control method used therefor, and computer program - Google Patents

Game system, control method used therefor, and computer program Download PDF

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Publication number
WO2014002832A1
WO2014002832A1 PCT/JP2013/066746 JP2013066746W WO2014002832A1 WO 2014002832 A1 WO2014002832 A1 WO 2014002832A1 JP 2013066746 W JP2013066746 W JP 2013066746W WO 2014002832 A1 WO2014002832 A1 WO 2014002832A1
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WO
WIPO (PCT)
Prior art keywords
game
range
user
play
game machine
Prior art date
Application number
PCT/JP2013/066746
Other languages
French (fr)
Japanese (ja)
Inventor
貴生 山本
Original Assignee
株式会社コナミデジタルエンタテインメント
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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
Publication of WO2014002832A1 publication Critical patent/WO2014002832A1/en

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Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3272Games involving multiple players
    • G07F17/3283Games involving multiple players wherein the number of active machines is limited
    • 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
    • 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
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/577Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
    • 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
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/54Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/814Musical performances, e.g. by evaluating the player's ability to follow a notation

Definitions

  • the present invention relates to a game system that can change the maximum range of games that a user can play continuously, a control method used therefor, and a computer program.
  • Patent Document 1 As a game machine, there is known a game machine that can play a predetermined range of games by paying a predetermined play fee, for example, a game for a predetermined number of music pieces if a music game (see Patent Document 1).
  • a game machine that can expand the range of the game to a preset upper limit for example, a game for a number of songs corresponding to a play fee paid in addition to the number of songs corresponding to a predetermined play fee in the case of a music game
  • Patent Documents 2 and 3 exist as prior art documents related to the present invention.
  • JP 2002-263360 A Japanese Patent No. 3331347 JP 2009-0505516 A
  • the game machine can be monopolized to the upper limit of the range in which the user can play continuously.
  • the game machine can be monopolized to the upper limit of the range in which the user can play continuously.
  • the waiting user may be uncomfortable.
  • the upper limit of the range that can be expanded by the additional play fee is constant, the game can be played continuously only up to the upper limit even though there is no waiting user. In this case, since the user has to play the game again from the beginning, there is a possibility that the user feels troublesome for the operation.
  • an object of the present invention is to provide a game system capable of appropriately changing the maximum range of games that can be continuously played by one user, a control method used therefor, and a computer program.
  • the game system includes information acquisition means for acquiring information capable of estimating the number of users waiting to play a game, and one user is allowed to play the game based on the information acquired by the information acquisition means. And a maximum range changing unit that changes the size of the maximum range of games that can be played continuously in a game machine that executes the above.
  • the size of the maximum range of a game that can be continuously played by one user is changed by the maximum range changing means. Therefore, for example, when it is estimated that there are many users waiting in the store to play a game, the waiting time of the user waiting to play the game next is reduced by reducing the maximum range. Can be shortened. Thereby, it can suppress that the user who waits becomes uncomfortable.
  • the maximum range is expanded so that the user can only be in a short time even though there are no waiting users. It can suppress that it becomes impossible to play a game continuously. In this case, the user does not have to perform a useless operation such as an operation for starting the game from the beginning. Therefore, the user can be concentrated on the game.
  • the information acquisition means includes information on an execution history of the game on the game machine, information on a store where the game machine is installed, and a user who plays the game on the game machine. At least one of the pieces of play history information may be acquired as information that can estimate the number of users waiting to play the game. For example, if the number of times the game has been executed on the game machine is large, or if the game has been executed on the game machine for a long time in one day, the user who is waiting to play the game on the game machine It can be estimated that there are many people.
  • the accumulated time that the game was executed on the game machine can be determined, so the number of users waiting to play the game on the game machine is estimated. it can.
  • a system is known that collects and manages changes in the number of users for each hour or day of the week as information for each store. In this case, the number of users waiting to play the game can be estimated based on the store information. Therefore, the number of users waiting to play the game can be estimated from these pieces of information.
  • a fee collection means for collecting a play fee from a user, and a game in an initial range that is a range of a game that is first allowed to be played by a user who plays the game on the game machine.
  • a continuation control means for permitting the user to play a game up to a predetermined maximum continuation range after the initial range on the condition that the fee collection means has collected the play fee from the user when the game is completed;
  • the maximum range is a range obtained by summing the initial range and the continuous maximum range, and the maximum range changing unit is configured to increase the maximum continuous range based on the information acquired by the information acquiring unit. You may change the size. By changing the size of the maximum continuous range in this way, it is possible to change the range of games that the user can play continuously while providing the user with a game of a predetermined initial range.
  • the continuation control means includes range selection means for causing the user to select the size of a game range to be played following the initial range on condition that the size is within the maximum continuation range. You may have. In this case, the user can appropriately select the size of the game range to be played following the initial range.
  • the maximum range changing unit is a range of a game that first allows a user who plays the game on the game machine to play based on the information acquired by the information acquiring unit.
  • the size of the initial range may be changed. According to this form, the range of the game initially provided to the user can be changed.
  • the control method of the present invention includes an information acquisition step of acquiring information that can estimate the number of users waiting to play a game in a computer incorporated in a game system, and information acquired by the information acquisition means. Based on this, a maximum range changing step of changing the size of the maximum range of a game that can be continuously played by a single user on a game machine that executes the game is executed.
  • a computer program for a game system includes an information acquisition unit that acquires information capable of estimating the number of users who are waiting to play a game on a computer incorporated in the game system, and the information acquisition unit includes: What is configured to function as maximum range changing means for changing the size of the maximum range of a game that can be played continuously by a single user on a game machine that executes the game based on the acquired information It is.
  • the size of the maximum range of games that can be continuously played by one user is changed. Therefore, the waiting time of the user who is waiting to play the game next can be shortened. In addition, it is possible to prevent the game from being played only for a short time even when there is no user waiting.
  • FIG. 1 is a diagram showing an outline of the overall configuration of the game system according to the first embodiment of the present invention.
  • a plurality of game machines GM and a center server 3 as a server device are connected to a network 5 as a communication line via a router 4.
  • a network 5 as a communication line via a router 4.
  • an appropriate number of game machines GM are installed in a commercial facility such as the store 6.
  • a local server may be installed between the game machine GM and the router 4, and the game machine GM may be connected to the center server 3 via the local server.
  • the center server 3 is not limited to an example configured by a single physical device.
  • one logical center server 3 may be configured by a server group as a plurality of physical devices.
  • the center server 3 may be logically configured using cloud computing.
  • the game machine GM may function as the center server 3.
  • the network 5 for example, the Internet is used. Either a wired network or a wireless network (including a mobile phone network) may be used.
  • Each game machine GM and the center server 3 has unique information that can be identified on the network 5. Thereby, on the game system 1, each game machine GM and the center server 3 can be identified. For example, an IP address may be used as such unique information.
  • the network 5 is a public network such as the Internet, a unique fixed address on the network 5 is set for each router 4.
  • Each game machine GM or the like is set with an IP address as a private address for uniquely recognizing the game machine GM or the like on the network 5 in combination with the fixed address.
  • a virtual private network (VPN) is established between the game machine GM and the center server 3, and each game machine GM and the like are uniquely specified on the VPN using a private address.
  • the information for identifying each game machine GM and the center server 3 on the network 5 is called address information. In communication via the network 5, it is assumed that the other party to communicate with is specified based on the address information unless otherwise specified.
  • a unique store ID is set for each store 6, and a unique housing ID is set for each game machine GM, separately from the address information described above.
  • the center server 3 can uniquely identify the store 6 to which the communication partner game machine GM belongs and the game machine GM.
  • the center server 3 provides various services to the game machine GM via the network 5.
  • the center server 3 provides various game machine services to the game machine GM or a user who is playing a game on the game machine GM.
  • a game machine service for example, the center server 3 provides a service for matching users when a plurality of users play a common game via the network 5.
  • the game machine service includes a service for updating or adding a program and data of the game machine GM via the network 5.
  • a service for providing the play data being played to the game machine GM may be included.
  • the game machine GM is configured as a business (commercial) game machine that provides a user with a game on the condition that a predetermined play fee has been collected from the user.
  • FIG. 2 is a diagram illustrating an appearance of the game machine GM.
  • the game machine GM includes a housing 7 and a monitor 8 as a display device disposed on the upper surface of the housing 7 so as to be inclined toward the user U.
  • a transparent touch panel 9 is superimposed on the surface of the monitor 8.
  • the touch panel 9 is a known input device that outputs a signal corresponding to the contact position when the user U touches with a finger or the like.
  • the game machine GM is provided with various input devices and output devices that are included in a normal business game machine such as a button for selecting and determining, a power switch, a volume operation switch, and a power lamp. However, these are not shown in FIG.
  • FIG. 3 is a functional block diagram of the main part of the game system 1.
  • the control unit 10 is provided in the game machine GM.
  • the control unit 10 is configured as a computer unit combining a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor.
  • the control unit 10 is connected to the monitor 8, the touch panel 9, the audio output device 11, the card reader 12, the money collection device 13, and the storage device 14.
  • the monitor 8 displays a game screen or the like based on the video signal output from the control unit 10.
  • the touch panel 9 outputs a signal corresponding to the touch operation of the user U to the control unit 10.
  • the audio output device 11 reproduces predetermined audio (including music) based on the audio reproduction signal output from the control unit 10.
  • the card reader 12 reads information on the card C possessed by the user and outputs a signal corresponding to the information to the control unit 10.
  • the card C is provided with a non-volatile storage medium (not shown) such as an IC chip and a magnetic stripe, and the medium has a unique ID for each card C (hereinafter also referred to as a card ID). It is recorded.
  • the card ID may be recorded on the card C in the form of a barcode or the like.
  • the money receiving device 13 detects the amount of money (coins or banknotes) inserted by the user, and outputs a signal corresponding to the input amount to the control unit 10.
  • the storage device 14 is configured by, for example, an optical storage medium such as a DVDROM or a CDROM, or a non-volatile semiconductor memory device such as an EEPROM so that the storage can be held without power supply.
  • a game program 101 is stored in the storage device 14.
  • the game program 101 is a computer program necessary for the game machine GM to provide a game.
  • the storage device 14 stores various types of data that are referred to when the game program 101 is executed. Examples of such various data include, for example, image data for displaying images of various objects in the game, sound effect data for reproducing various sound effects in the game, and music for providing the music game For example, music data 102 for reproducing the.
  • the storage device 14 stores sequence data 103 as one of such various data.
  • the control unit 10 When the control unit 10 reads and executes the game program 101 of the storage device 14, a game control unit 15 and a charge management unit 16 as logical devices are provided inside the control unit 10.
  • the game control unit 15 executes various processes necessary for playing the game such as management of start, progress, and end of the game provided to the user by the game machine GM.
  • the charge management unit 16 performs processing related to the collection of the play fee, such as requesting the user to pay the play fee and determining whether or not the requested amount of the play fee has been collected.
  • a means (payment method) for the user to pay the play fee the user pays by using a cash payment method using the money receiving device 13 and by debiting electronic currency from an account managed by the center server 3. The method can be selected.
  • the minimum unit (minimum amount) of the payment amount is smaller in the electronic currency payment method than in the cash payment method.
  • 100 yen is the minimum unit, but in electronic currency, payment in an amount equivalent to 1 yen is possible.
  • the billing management unit 16 corresponds to the fee collection means of the present invention.
  • the center server 3 is provided with a control unit 20 and a storage device 21.
  • the control unit 20 is configured as a computer unit in which a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor are combined.
  • the control unit 20 is connected to an input device such as a keyboard and an output device such as a monitor, but these are not shown.
  • the storage device 21 is configured by a large-capacity storage medium such as a magnetic tape, for example, so that the storage can be held without supplying power.
  • the storage device 21 stores a server program 201 and various data referred to by the program 201.
  • sequence data 103, user data 202, account data 203, and store data 204 are recorded as a kind of data to be referred to by the control unit 20.
  • the server program 201 is a computer program necessary for the center server 3 to provide various services to the game machine GM.
  • User data 202 is a set of records in which information related to game play contents such as a user's play history and results is recorded in association with the card ID of the card C possessed by the user.
  • the account data 203 is a set of records recorded by associating the amount of electronic currency held by the user with an ID unique to the user (hereinafter referred to as a user ID).
  • the card ID and the user ID are associated one-to-one or many-to-one.
  • the storage device 21 of the center server 3 also stores data for determining the ID correspondence.
  • the amount of electronic currency held in the account data 203 can be increased (deposited) by the user via a website or the like operated by a system operator or the like.
  • Billing to the user corresponding to the deposit of electronic currency is performed separately through settlement means such as a credit card.
  • electronic currency may be deposited in exchange for cash using a terminal dedicated to depositing electronic currency.
  • the depositing and settlement of the electronic currency for the account data 203 may be the same as that of the prepaid electronic currency system, and the details thereof will be omitted.
  • the functions of the account management unit and the account data may be managed by an apparatus physically separated from the center server 3.
  • the store data 204 includes a history of the number of visitors for each day of the week and each hour of each store 6, whether or not there is an event related to the game machine GM in each store 6, the number of game machines GM installed in each store 6, and each game machine A set of records in which information related to the game such as the case ID of the GM and the date and time when the data such as the sequence data 103 is updated or added to each game machine GM of each store 6 is recorded for each store 6 is there. Such information may be input to the center server 3 by an administrator of the game system 1, for example.
  • a game machine service processing unit 22 and an account management unit 23 as logical devices are provided inside the control unit 20.
  • the game machine service processing unit 22 executes a process for providing the game machine service described above.
  • the game machine service processing unit 22 plays a predetermined game via the network 5 such as a process of transmitting the user data 202 to the game machine GM or updating the user data 202 based on information sent from the game machine GM. Execute the necessary processing to provide A part of the game machine service such as the matching service is realized by the cooperation of the game control unit 15 of the game machine GM and the game machine service processing unit 22 of the center server 3.
  • the account management unit 23 is in charge of processing related to electronic currency management, such as withdrawing a specified amount of electronic currency from a corresponding record in the account data 203 in response to a request for withdrawal of a play fee from the game machine GM. That is, when a withdrawal process is requested along with the card ID and the payment amount from the game machine GM, the account management unit 23 identifies the user ID record corresponding to the card ID from the account data 203, and the identified record By subtracting the amount of payment from the amount held in, the payment of the play fee in electronic currency is completed.
  • FIG. 4 schematically shows an example of a game screen of a music game provided by the game machine GM.
  • the game screen 50 includes a game area 52 for guiding the operation time to the user, and an information area 53 for displaying game information including the score of each user.
  • the game area 52 is formed in a rectangular shape. In the vicinity of both end portions 52U and 52B in the longitudinal direction (vertical direction in FIG.
  • the first reference portion 55A and the second reference portion 55B are arranged to face each other.
  • Each of the reference portions 55A and 55B extends linearly in a direction orthogonal to the longitudinal direction of the game area 52.
  • the reference portions 55A and 55B may be simply expressed as the reference portion 55.
  • Each reference portion 55 is used as a reference for the current time on the game by the game user.
  • the first reference unit 55A functions as a mark indicating the reference of the current time of the first user
  • the second reference unit 55B functions as a mark indicating the reference of the current time of the second user.
  • the game screen 50 is drawn with the front side down and the back side up as viewed from the first user.
  • different colors are used for each reference unit 55 in order to distinguish each user.
  • the information area 53 is arranged around the game area 52, and one end side in the longitudinal direction of the game area 52 is used to display the score of one user, and the other end side displays the score of the other user. Used for.
  • the lower end 52B side is used for displaying the score of the first user
  • the upper end 52U side is used for displaying the score of the second user group.
  • Each reference part 55 includes a plurality of repulsion points arranged at predetermined intervals. As indicated by broken lines in the figure, the plurality of repulsion points R1 included in the first reference portion 55A and the plurality of repulsion points R2 included in the second reference portion 55B are respectively defined by a plurality of routes (movement routes) W. Are connected to each other. Specifically, a plurality of paths W from one repulsion point R1 of the first reference portion 55A to a plurality of repulsion points R2 included in the second reference portion 55B are also one of the second reference portions 55B. A plurality of paths W are provided from the repulsion point R2 to a plurality of repulsion points R1 included in the first reference portion 55A. In FIG.
  • each route W is indicated by a broken line for convenience of explanation, but a plurality of routes W are not displayed on the actual game screen 50.
  • the object 60 appears at the repulsion point R1 or the repulsion point R2 at an appropriate time in the music, and appears from the repulsion points R that appear to the repulsion points R located on the opposite side as the music progresses. It moves on a route W extending from each repulsion point R.
  • the object 60 disappears.
  • the next object 60 appears at each repulsion point R of each reference unit 55 on which an appropriate operation has been performed. That is, when an appropriate operation is performed, the position (repulsion point R) where the object 60 has reached functions as the appearance position of the next object 60.
  • the object 60 moves along any one of a plurality of paths W set for one repulsion point R.
  • the object 60 that appears at the appearance position moves toward each repulsion point R located on the opposite side from the appearance position. For this reason, when an appropriate operation is performed, the object 60 repeatedly moves between the reference portions 55 alternately so as to repel each repulsion point R. On the other hand, when an appropriate operation is not executed, the object 60 passes through each reference portion 55 along each path W and moves to the upper end portion 52U or the lower end portion 52B. And the position where the object 60 of each end 52U, 52B arrives functions as the appearance position of the next object 60. For this reason, when an appropriate operation is not executed, that is, when the user misses the operation, the object 60 moves from the end portions 52U and 52B toward the reference portion located on the opposite side, and the end portions 52U.
  • the movement path of the object 60 after rebounding at the end portions 52U and 52B is set to a path that does not pass through the side walls 52L and 52R and has the minimum distance to the rebound point to be reached next.
  • each user U is required to perform a touch operation of touching the position at which the object 60 of each reference unit 55 has reached in accordance with the arrival of the object 60 to each reference unit 55.
  • a time difference between the time when the object 60 matches each reference portion 55 and the time when each user performs the touch operation is detected. The smaller the deviation time, the higher the user's operation is evaluated.
  • sound effects are reproduced from the audio output device 14 in response to the touch operation.
  • the object 60 is moving on the route W toward the repulsion point R1 of the first reference portion 55A.
  • the first user touches the position at which the object 60 of the first reference portion 55A is displayed on the game screen 50 of the game machine that the user plays. Just operate. Further, the object 60 is displayed in a color corresponding to each reference portion 55 ahead.
  • a plurality of operation units are formed by a combination of the reference units 55 on the monitor 8 and the touch panel 9 superimposed on them.
  • the reference portions 55A and 55B may be used as terms representing the operation unit.
  • the selection of the route W along which the object 60 moves is determined based on a predetermined route condition.
  • a predetermined route condition For example, a random condition is adopted as the predetermined route condition.
  • the path W along which the object moves is determined randomly based on a predetermined algorithm. This determination is performed every time the game is started, for example. That is, in this case, each of the plurality of movement paths W is distributed to each object 60 every time the game is started.
  • a touch operation position may be adopted as a predetermined route condition.
  • the movement path W of the object 60 is determined based on the touch operation position where the user touches the object 60.
  • a designation operation for designating the movement direction may be adopted as the predetermined route condition.
  • the path W extending in the direction corresponding to the designation operation may be adopted as the movement path W of the object 60.
  • designated operation may be employ
  • the route selection condition is satisfied, for example, when a value obtained by a predetermined operation exceeds a predetermined value and an operation for consuming the value is performed by the user.
  • the designation of the movement direction of the user may be reflected in the selection of the movement route W of the object 60 in exchange for the consumption of the acquired value.
  • the game control unit 15 of the game machine GM corresponds to the range corresponding to the first-time play fee (hereinafter referred to as the first play fee).
  • the first play fee the first-time play fee
  • an initial range a game for four songs is provided to the user in terms of the number of songs.
  • the game control unit 15 can play the game continuously by paying a predetermined continue fee as a play fee, and the so-called continue Notify users that they can.
  • the game control unit 15 determines the upper limit of the range in which the user can continuously play the game (hereinafter, sometimes referred to as “continue maximum range”), for example, the number of songs that can be played continuously or the number of plays. Is displayed on the monitor 8.
  • the user can select a range of continuous play as long as it is within the continuation maximum range. Specifically, for example, when the maximum range of the continuation is 5 songs, the user may pay an additional continuation fee corresponding to 5 songs, or pay a continuation fee corresponding to 1 song. May be. When the game is continuously played by paying a continuation fee corresponding to one song, the user is shown that four more songs can be played continuously after the game for that one song is completed. Thus, in this game system 1, a game is provided to a user so that one user can play a game continuously to a continuation maximum range.
  • the charge management unit 16 plays the play fee corresponding to the game range within the maximum continue range, for example, if the number of songs that can be played continuously is 5, the play corresponding to any of 1 to 5 songs. It is confirmed whether or not the fee has been paid by the user as a continue fee.
  • the game control unit 15 When the charge management unit 16 confirms the collection of the continuation fee, the game control unit 15 provides the user with a game in a range corresponding to the paid continuation fee.
  • the billing management unit 16 has a play fee corresponding to a range in which the user exceeds the continuation maximum range, for example, six songs even though the upper limit of the number of songs that can be played continuously is five.
  • the collection of the play fee is stopped, and the user is notified to pay a play fee corresponding to the maximum continue range. If the charge management unit 16 cannot confirm the payment of the continue fee, the game control unit 15 notifies the user that the game cannot be continued after a predetermined time has elapsed.
  • FIG. 5 shows a routine executed in the game system 1 in order to execute such a continue process.
  • the control units 10 and 20 execute various known processes, but a detailed description thereof is omitted.
  • the processing executed by the control unit 10 includes, for example, object display processing for appropriately generating the object 60 and moving and displaying the object 60 on the predetermined route W so as to reach the reference unit 55 at a predetermined operation time, touch
  • the route determination process for determining the path W of the object 60 based on the operation position or the specified operation, the evaluation process for evaluating the operation result of each user, and the like are included.
  • the routine of FIG. 5 is implemented by the control unit 20 of the center server 3 and the control unit 10 of the game machine GM in cooperation. More specifically, the routine of FIG. 5 is executed through the game machine service processing unit 22 of the control unit 20 and the game control unit 15 of the control unit 10. This routine is executed every time the game in the range corresponding to the play fee currently paid in the game machine GM is completed.
  • the game control unit 15 may be described as the execution subject process as the game machine GM, and the game machine service processing unit 36 as the execution subject process as the center server 3.
  • the game machine GM finishes the game in the range corresponding to the play fee currently paid in step S11, information of the user who is currently playing the game, and the game machine GM.
  • Information is notified to the center server 3.
  • the user information includes, for example, the current play history, the current game results, and the like.
  • the information of the game machine GM includes, for example, a case ID, a range of games played continuously until the game ended this time, and the number of times the game was played today on the game machine GM and the time. ing.
  • the center server 3 receives these pieces of information from the game machine GM in step S21, the information of the user who is playing on the game machine GM of the casing ID, and other game machines GM installed in the same store 6 are displayed. And information on the store 6 are acquired.
  • the user information may be acquired from the card ID of the card C currently set in the card reader 12 and the user data 202 stored in the storage device 21.
  • This user information includes, for example, the user's play history up to the previous time, game results, and the like.
  • Information on the game machine GM is acquired based on the information returned from the game machine GM by instructing the center server 3 to send information to other game machines GM in the store 6 where the game machine GM is located. Is done.
  • the information of the game machine GM includes, for example, the number of times that the game has been played on that day, the time that the game has been played, and the like. What is necessary is just to acquire the information of the shop 6 based on the shop data 204 etc., for example.
  • the information of the store 6 includes, for example, the number of users expected to be in the store 6 where the game machine GM is installed at the current date, whether or not an event is held in the store 6, and each game machine GM of the store 6 This includes the date and time when data was updated or added.
  • what is necessary is just to acquire the number of users estimated to be in the store 6 from, for example, the history of the number of visitors for each day of the week and each hour of each store 6 included in the store data 204.
  • the number of users increases as the time during which the game has not been played on the game machine GM is shorter.
  • the relationship between the time when the game has not been played and the number of users can be obtained by experimentation and stored in the storage device 14 of the game machine GM. That's fine.
  • the number of users may be estimated using this relationship.
  • the number of users in the store 6 correlates with the number of users waiting to play the game, and the more users in the store 6 are waiting to play the game.
  • the number of users is also expected to increase. Therefore, these pieces of information correspond to information that can estimate the number of users waiting to play the game of the present invention.
  • the center server 3 calculates the continuation maximum range of the game machine GM at that time based on the acquired information, and notifies the game machine GM of the calculated upper limit.
  • a base range for example, 5 songs by the number of songs is set in advance.
  • the continuation maximum range is set by expanding or reducing the base range.
  • the maximum continue range is reduced, for example, when the number of users expected to be in the store 6 is large. For example, if the base range is 5 songs and the number of users is equal to or greater than a predetermined reduction determination value, 1 song is subtracted from the base range and 4 songs are set as the maximum continue range.
  • the continue maximum range may be expanded.
  • the base range is 5 songs and the number of users is less than a predetermined enlargement determination value
  • 1 song is added to the base range and 6 songs are set as the maximum continue range.
  • the continuation maximum range may be set so as to be reduced when an event is held at the store 6 and to be enlarged when the event is not held.
  • the program and data of the game machine GM are updated or added, it is considered that the number of users who want to play a game on the game machine GM increases. Therefore, when the program and data are updated or added, the continuation maximum range may be reduced for a predetermined period, for example, one week from the date of update or addition.
  • the continuation maximum range may be calculated using all of these, or may be calculated using some of them. That is, the continuation maximum range may be set based on all of the information that can estimate the number of users waiting to play the game among the acquired information, or some of the information You may set based on.
  • the continuation maximum range may be corrected with reference to the play history and play results of the user who is currently playing the game. For example, if the previous game play frequency or play time is equal to or greater than a predetermined judgment value, the continuation maximum range is expanded from the base range, and if the play frequency or play time is less than the judgment value, the continuation maximum range is increased. It may be the base range.
  • the game machine GM When the game machine GM receives the continuation maximum range from the center server 3 in step S12, the game machine GM subtracts a range in which the current user has played continuously up to the present time from the continuation maximum range (sometimes referred to as a continuable range). Is displayed on the monitor 8. In subsequent step S13, the game machine GM determines whether or not collection of a play fee corresponding to the game range within the continuable range has been confirmed. If it is determined that the collection of the play fee has been confirmed, the process proceeds to step S14, and the game machine GM executes a play continuation process. In this play continuation process, various processes for providing the user with a game in a range corresponding to the collected play fee are performed. Since these various processes are the same as well-known processes performed in the arcade game machine, the description thereof is omitted. Thereafter, the current routine is terminated.
  • step S15 the game machine GM determines whether or not a predetermined time, for example, 10 seconds has elapsed since the game ended. If it is determined that the predetermined time has not elapsed, the process returns to step S13. On the other hand, if it is determined that the predetermined time has elapsed, the process proceeds to step S16, and the game machine GM executes a play end process. In this play end process, various processes for ending the game that has been played continuously are performed. Since these various processes are the same as the well-known processes performed in the arcade game machine, the description is omitted. Thereafter, the current routine is terminated.
  • a predetermined time for example, 10 seconds has elapsed since the game ended. If it is determined that the predetermined time has not elapsed, the process returns to step S13. On the other hand, if it is determined that the predetermined time has elapsed, the process proceeds to step S16, and the game machine GM executes a play end process. In this play end process, various
  • the continuation maximum range is reduced, so that the user waiting to play the game next time
  • the waiting time can be shortened. Therefore, it can suppress that the waiting user becomes uncomfortable.
  • the continuation maximum range is expanded, so that the user finishes the continuous play of the game in a short time even though there are no waiting users. There is no need. In this case, the user does not have to perform a useless operation such as an operation for starting the game from the beginning. Therefore, the user can be concentrated on the game.
  • the maximum continue range is reduced, so the number of users who can play the game Can be increased. Thereby, it can suppress that the user who visited the store 6 becomes uncomfortable without being able to play a game. Furthermore, since the continuation maximum range is expanded when the play history and play time of the user who is playing the game are larger than the determination value, a privilege can be given to the user.
  • the game range provided by the user at the time of continuing may be fixed to a certain range. Then, the game may be continuously provided to one user until the accumulation of the game in the certain range reaches the maximum continue range. More specifically, for example, when the game range provided to the user at the time of continuation is fixed to one song in terms of the number of songs, and the maximum continuation range is 5 songs in number of songs, it continues up to five times for one user. Continue is permitted. Even in this case, the same effect as the above-described embodiment can be obtained by appropriately changing the continuation maximum range according to the user information, the game machine GM information, and the store 6 information.
  • control unit 20 of the center server 3 functions as the information acquisition unit of the present invention by executing the process of step S21 in FIG. Further, the control unit 20 of the center server 3 functions as a maximum range changing unit by executing the process of step S22 of FIG. Then, the control unit 10 of the game machine GM functions as the continuation control means and the range selection means of the present invention by executing the processes of steps S13 and S14 in FIG.
  • FIGS. 1 to 4 are referred to for the entire configuration of the game system 1 and the game machine GM.
  • the initial range is calculated based on the user information, the store 6 information, and the like, and the calculated initial range game is provided to the user.
  • FIG. 6 shows a game start processing routine executed by the game system 1.
  • This routine is also implemented in cooperation with the control unit 20 of the center server 3 and the control unit 10 of the game machine GM, as in the routine of FIG.
  • This routine is executed when the card C is set in the card reader 12 of the game machine GM.
  • the game control unit 15 may be described as the execution subject process as the game machine GM, and the game machine service processing unit 36 as the execution subject process as the center server 3.
  • FIG. 6 the same processes as those in FIG.
  • the game machine GM notifies the center server 3 of the information read from the card C in step 31 and the information of the game machine GM.
  • the information of the game machine GM includes, for example, a case ID, the number of times the game was played on this game machine GM on this day, time, and the like.
  • the center server 3 receives these pieces of information from the game machine GM in step S21, the information of the user who is playing on the game machine GM of the casing ID, and other game machines GM installed in the same store 6 are displayed. And information on the store 6 are acquired.
  • the center server 3 calculates the initial range of the game machine GM based on the acquired information, and notifies the game machine GM of the calculated initial range.
  • the initial range is preset with a base range, for example, 4 songs by the number of songs.
  • the initial range is calculated by enlarging or reducing the base range.
  • the initial range is calculated by the same method as the above-described maximum continue range. For example, the initial range is reduced when the number of users expected to be in the store 6 is large, and the initial range is expanded when the number of users is large. Further, when an event related to the game machine GM is held in the store 6, the initial range is reduced.
  • the initial range is reduced for a predetermined period from the date of update or addition.
  • the initial range may be calculated based on all the information described above, or may be calculated based on a part of the information described above.
  • the initial range may be enlarged and corrected when the number of plays and the play history of the user who has set the card C are larger than the determination value.
  • the game machine GM When the game machine GM receives the initial range from the center server 3 in step S32, the game machine GM calculates an initial play fee corresponding to the initial range. For example, when the initial range is 4 pieces of music, 200 yen is set as the first play fee, and when the initial range is 2 songs, the initial play fee is 100 yen.
  • the method for setting the initial play fee is not limited to this method, and may be changed as appropriate. For example, when the play fee is paid in electronic currency, the play fee may be changed by an amount equivalent to one yen unit.
  • the game machine GM displays the initial range and the calculated initial play fee on the monitor 8.
  • step S34 the game machine GM determines whether or not the collection of the first play fee has been confirmed.
  • the process proceeds to step S35, and the game machine GM executes a game providing process.
  • this game providing process various processes for providing the user with an initial range of games are performed. Since these various processes are the same as well-known processes performed in the arcade game machine, the description thereof is omitted. Thereafter, the current routine is terminated.
  • step S36 the game machine GM determines whether or not the card C is in the card reader 12. If the card reader 12 has the card C, the process returns to step S34. On the other hand, if it is determined that there is no card C in the card reader 12, the current routine is terminated.
  • the initial range is changed according to the user information, the game machine GM information, and the store 6 information. Therefore, the waiting time of the user who is waiting to play the game next can be shortened. In addition, it is possible to prevent the game play from having to be completed in a short time, although there are no other users waiting.
  • the program and data of the game machine GM are updated or added, or when an event related to the game machine GM is held in the store 6, the number of users who can play the game can be increased. Therefore, it can suppress that the user who visited the store 6 becomes uncomfortable without being able to play a game. Since the continuation maximum range is expanded when the play history or play time of the user who plays the game is larger than the determination value, a privilege can be given to the user.
  • both the maximum continuous range and the initial range may be changed according to the user information, the game machine GM information, and the store 6 information.
  • the present invention is not limited to the above-described form and may be implemented in various forms.
  • the continuation maximum range or the initial range is calculated by the control unit 20 of the center server 3, but these calculations may be performed by the control unit 10 of the game machine GM.
  • the present invention may be applied to a game system realized by a game machine that is not connected to a network.
  • the control unit 10 of the game machine GM functions as information acquisition means and maximum range changing means of the present invention.
  • the game machine of the present invention may be realized in an appropriate form such as an arcade game machine installed in a commercial facility, a home-use game machine, or a portable game machine.
  • the touch panel 9 is used as an input device, and a touch operation is employed as a play action.
  • the play act is not limited to such a form.
  • the user's operation may be input to the game machine GM using an input device such as a camera. In this case, a user's action may be adopted as a play act.
  • the game executed by the game system of the present invention is not limited to a competitive music game.
  • various games such as an action game, a simulation game, and a sports game may be executed on the game machine.
  • the information used for changing the initial range and the continuation maximum range in the present invention is not limited to the information shown in the above-described form.
  • the game system of the present invention provides a game of mahjong or shogi between users via a network
  • the maximum range may be changed. More specifically, for example, when the number of users applying for a game to a specific user is equal to or greater than a predetermined determination value, the number of times that one user can play with the specific user continuously is reduced. This allows many users to play with that particular user.
  • the number of songs and the number of plays are shown as the game range, but the game range is not limited to these.
  • the game range includes game play time.

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Abstract

Provided is a game system capable of altering, as applicable, the maximum range of a game that one user can continuously play. This game system (1) obtains information whereby the number of users (U) waiting to play a game can be estimated, and alters the size of the maximum range of a game that one user can continuously play on a game machine (GM), on the basis of the obtained information.

Description

ゲームシステム、それに用いられる制御方法、及びコンピュータプログラムGAME SYSTEM, CONTROL METHOD USED FOR THE SAME, AND COMPUTER PROGRAM
 本発明は、ユーザが連続してプレイ可能なゲームの最大範囲を変更できるゲームシステム、それに用いられる制御方法、及びコンピュータプログラムに関する。 The present invention relates to a game system that can change the maximum range of games that a user can play continuously, a control method used therefor, and a computer program.
 ゲーム機として、所定のプレイ料金を支払うことにより所定範囲のゲーム、例えば音楽ゲームであれば所定楽曲数分のゲームがプレイできるゲーム機が知られている(特許文献1参照)。また、このようなゲーム機において、ユーザがゲーム開始前に所定のプレイ料金に加えて追加のプレイ料金を支払ったり、ゲーム終了時に追加のプレイ料金を支払ったりすることによりそのユーザがプレイ可能なゲームの範囲を予め設定された上限まで拡げることができるゲーム機、例えば音楽ゲームであれば所定のプレイ料金に対応する楽曲数分に加えて追加で支払われたプレイ料金に応じた楽曲数分のゲームをプレイできるゲーム機が知られている。その他、本発明に関連する先行技術文献として特許文献2、3が存在する。 As a game machine, there is known a game machine that can play a predetermined range of games by paying a predetermined play fee, for example, a game for a predetermined number of music pieces if a music game (see Patent Document 1). In such a game machine, a game that the user can play by paying an additional play fee in addition to a predetermined play fee before starting the game or paying an additional play fee at the end of the game A game machine that can expand the range of the game to a preset upper limit, for example, a game for a number of songs corresponding to a play fee paid in addition to the number of songs corresponding to a predetermined play fee in the case of a music game Game machines that can play are known. In addition, Patent Documents 2 and 3 exist as prior art documents related to the present invention.
特開2002-263360号公報JP 2002-263360 A 特許第3331347号公報Japanese Patent No. 3331347 特開2009-050516号公報JP 2009-0505516 A
 このようなゲーム機では、例えばユーザがプレイ料金を追加で支払い続けることによりそのユーザが連続してプレイ可能な範囲の上限までそのゲーム機を独占できる。しかしながら、このように一人のユーザが長時間ゲーム機を独占してしまうと他のユーザがそのゲーム機でゲームをプレイすることができない。特にそのゲーム機でゲームをするために待っているユーザがいる場合には、その待っているユーザが不快になるおそれがある。また、追加のプレイ料金により拡大できることが可能な範囲の上限が一定の場合には、待っているユーザがいないにも拘わらずその上限までしかゲームを連続してプレイできない。この場合、ユーザはゲームを改めて最初から行わなければならないため、ユーザがそのための操作を煩わしいと感じるおそれがある。 In such a game machine, for example, if the user continues to pay additional play fees, the game machine can be monopolized to the upper limit of the range in which the user can play continuously. However, if one user monopolizes the game machine for a long time as described above, other users cannot play the game on the game machine. In particular, when there is a user waiting to play a game on the game machine, the waiting user may be uncomfortable. In addition, when the upper limit of the range that can be expanded by the additional play fee is constant, the game can be played continuously only up to the upper limit even though there is no waiting user. In this case, since the user has to play the game again from the beginning, there is a possibility that the user feels troublesome for the operation.
 そこで、本発明は、一人のユーザが連続してプレイ可能なゲームの最大範囲を適宜に変更することが可能なゲームシステム、それに用いられる制御方法、及びコンピュータプログラムを提供することを目的とする。 Therefore, an object of the present invention is to provide a game system capable of appropriately changing the maximum range of games that can be continuously played by one user, a control method used therefor, and a computer program.
 本発明のゲームシステムは、ゲームをプレイするために待機しているユーザの人数を推定可能な情報を取得する情報取得手段と、前記情報取得手段が取得した情報に基づいて一人のユーザが前記ゲームを実行するゲーム機において連続してプレイ可能なゲームの最大範囲の大きさを変更する最大範囲変更手段と、を備えていることにより、上述した課題を解決する。 The game system according to the present invention includes information acquisition means for acquiring information capable of estimating the number of users waiting to play a game, and one user is allowed to play the game based on the information acquired by the information acquisition means. And a maximum range changing unit that changes the size of the maximum range of games that can be played continuously in a game machine that executes the above.
 本発明のゲームシステムによれば、最大範囲変更手段によって一人のユーザが連続してプレイ可能なゲームの最大範囲の大きさが変更される。そのため、例えばゲームをプレイするために店舗内に待機しているユーザの人数が多いと推定される場合には最大範囲を縮小することにより、次にゲームをプレイしようと待っているユーザの待ち時間を短縮できる。これにより待っているユーザが不快になることを抑制できる。一方、ゲームをプレイするために店舗内に待機しているユーザの人数が少ないと推定される場合には最大範囲を拡大することにより、待っているユーザがいないにも拘わらず短時間しかユーザが連続してゲームをプレイできなくなることを抑制できる。そして、この場合にはユーザはゲームを最初から始めるための操作といった無駄な操作をしなくてもよい。そのため、ユーザをゲームに集中させることができる。 According to the game system of the present invention, the size of the maximum range of a game that can be continuously played by one user is changed by the maximum range changing means. Therefore, for example, when it is estimated that there are many users waiting in the store to play a game, the waiting time of the user waiting to play the game next is reduced by reducing the maximum range. Can be shortened. Thereby, it can suppress that the user who waits becomes uncomfortable. On the other hand, when it is estimated that the number of users waiting in the store to play the game is small, the maximum range is expanded so that the user can only be in a short time even though there are no waiting users. It can suppress that it becomes impossible to play a game continuously. In this case, the user does not have to perform a useless operation such as an operation for starting the game from the beginning. Therefore, the user can be concentrated on the game.
 本発明のゲームシステムの一形態において、前記情報取得手段は、前記ゲーム機の前記ゲームの実行履歴の情報、前記ゲーム機が設置された店舗の情報、及び前記ゲーム機で前記ゲームをプレイするユーザのプレイ履歴の情報のうちの少なくともいずれか一つの情報を、前記ゲームをプレイするために待機しているユーザの人数を推定可能な情報として取得してもよい。例えば、ゲーム機においてゲームが実行された回数が多い場合、又は1日においてそのゲーム機でゲームが実行された時間が長い場合には、そのゲーム機でゲームをプレイしようと待機しているユーザの人数が多いと推定できる。なお、ユーザのプレイ履歴の情報も同様に参照することにより、そのゲーム機でゲームが実行された累計時間が判別できるので、そのゲーム機でゲームをプレイしようと待機しているユーザの人数を推定できる。時間毎や曜日毎におけるユーザの人数の変化を情報として店舗毎に収集し、管理するシステムが知られている。この場合には、その店舗の情報に基づいてゲームをプレイするために待機しているユーザの人数を推定できる。そのため、これらの情報からゲームをプレイするために待機しているユーザの人数を推定できる。 In one form of the game system of the present invention, the information acquisition means includes information on an execution history of the game on the game machine, information on a store where the game machine is installed, and a user who plays the game on the game machine. At least one of the pieces of play history information may be acquired as information that can estimate the number of users waiting to play the game. For example, if the number of times the game has been executed on the game machine is large, or if the game has been executed on the game machine for a long time in one day, the user who is waiting to play the game on the game machine It can be estimated that there are many people. By referring to the information of the user's play history in the same way, the accumulated time that the game was executed on the game machine can be determined, so the number of users waiting to play the game on the game machine is estimated. it can. A system is known that collects and manages changes in the number of users for each hour or day of the week as information for each store. In this case, the number of users waiting to play the game can be estimated based on the store information. Therefore, the number of users waiting to play the game can be estimated from these pieces of information.
 本発明のゲームシステムの一形態においては、ユーザからプレイ料金を徴収する料金徴収手段と、前記ゲーム機で前記ゲームをプレイするユーザに最初にプレイを許可したゲームの範囲である初期範囲のゲームが終了した場合に、前記料金徴収手段が前記ユーザから前記プレイ料金を徴収したことを条件に、前記ユーザに前記初期範囲に続けて所定の継続最大範囲までのゲームのプレイを許可する継続制御手段と、をさらに備え、前記最大範囲は、前記初期範囲と前記継続最大範囲とを合計した範囲であり、前記最大範囲変更手段は、前記情報取得手段が取得した情報に基づいて前記継続最大範囲の大きさを変更してもよい。このように継続最大範囲の大きさを変更することにより、ユーザに所定の初期範囲のゲームを提供しつつ、そのユーザが連続してプレイ可能なゲームの範囲を変更できる。 In one form of the game system of the present invention, there is a fee collection means for collecting a play fee from a user, and a game in an initial range that is a range of a game that is first allowed to be played by a user who plays the game on the game machine. A continuation control means for permitting the user to play a game up to a predetermined maximum continuation range after the initial range on the condition that the fee collection means has collected the play fee from the user when the game is completed; The maximum range is a range obtained by summing the initial range and the continuous maximum range, and the maximum range changing unit is configured to increase the maximum continuous range based on the information acquired by the information acquiring unit. You may change the size. By changing the size of the maximum continuous range in this way, it is possible to change the range of games that the user can play continuously while providing the user with a game of a predetermined initial range.
 この形態において、前記継続制御手段は、前記継続最大範囲内の大きさの範囲であることを条件として前記初期範囲に続けてプレイするゲームの範囲の大きさを前記ユーザに選択させる範囲選択手段を備えていてもよい。この場合、ユーザは初期範囲に続けてプレイするゲームの範囲の大きさを適宜に選択できる。 In this embodiment, the continuation control means includes range selection means for causing the user to select the size of a game range to be played following the initial range on condition that the size is within the maximum continuation range. You may have. In this case, the user can appropriately select the size of the game range to be played following the initial range.
 本発明のゲームシステムの一形態において、前記最大範囲変更手段は、前記情報取得手段が取得した情報に基づいて前記ゲーム機で前記ゲームをプレイするユーザに最初にプレイを許可するゲームの範囲である初期範囲の大きさを変更してもよい。この形態によれば、ユーザに最初に提供するゲームの範囲を変更することができる。 In one form of the game system of the present invention, the maximum range changing unit is a range of a game that first allows a user who plays the game on the game machine to play based on the information acquired by the information acquiring unit. The size of the initial range may be changed. According to this form, the range of the game initially provided to the user can be changed.
 本発明の制御方法は、ゲームシステムに組み込まれるコンピュータに、ゲームをプレイするために待機しているユーザの人数を推定可能な情報を取得する情報取得工程と、前記情報取得手段が取得した情報に基づいて一人のユーザが前記ゲームを実行するゲーム機において連続してプレイ可能なゲームの最大範囲の大きさを変更する最大範囲変更工程と、を実行させるものである。 The control method of the present invention includes an information acquisition step of acquiring information that can estimate the number of users waiting to play a game in a computer incorporated in a game system, and information acquired by the information acquisition means. Based on this, a maximum range changing step of changing the size of the maximum range of a game that can be continuously played by a single user on a game machine that executes the game is executed.
 本発明のゲームシステム用のコンピュータプログラムは、ゲームシステムに組み込まれるコンピュータを、ゲームをプレイするために待機しているユーザの人数を推定可能な情報を取得する情報取得手段と、前記情報取得手段が取得した情報に基づいて一人のユーザが前記ゲームを実行するゲーム機において連続してプレイ可能なゲームの最大範囲の大きさを変更する最大範囲変更手段と、して機能させるように構成されたものである。本発明の制御方法、あるいはコンピュータプログラムが実行されることにより、本発明のゲームシステムを実現することができる。 A computer program for a game system according to the present invention includes an information acquisition unit that acquires information capable of estimating the number of users who are waiting to play a game on a computer incorporated in the game system, and the information acquisition unit includes: What is configured to function as maximum range changing means for changing the size of the maximum range of a game that can be played continuously by a single user on a game machine that executes the game based on the acquired information It is. By executing the control method or computer program of the present invention, the game system of the present invention can be realized.
 以上に説明したように、本発明によれば、一人のユーザが連続してプレイ可能なゲームの最大範囲の大きさが変更される。そのため、次にゲームをプレイしようと待っているユーザの待ち時間を短縮できる。また、待っているユーザがいないにも拘わらず短時間しかゲームがプレイできなくなることを抑制できる。 As described above, according to the present invention, the size of the maximum range of games that can be continuously played by one user is changed. Therefore, the waiting time of the user who is waiting to play the game next can be shortened. In addition, it is possible to prevent the game from being played only for a short time even when there is no user waiting.
本発明の第1の形態に係るゲームシステムの全体構成の概要を示す図。The figure which shows the outline | summary of the whole structure of the game system which concerns on the 1st form of this invention. ゲーム機の外観を示す図。The figure which shows the external appearance of a game machine. ゲームシステムの要部の機能ブロック図。The functional block diagram of the principal part of a game system. ゲーム機が提供する音楽ゲームのゲーム画面の一例を模式的に示す図。The figure which shows typically an example of the game screen of the music game which a game machine provides. ゲームシステムにおいて実行されるコンティニュー処理ルーチンを示すフローチャート。The flowchart which shows the continue process routine performed in a game system. 本発明の第2の形態に係るゲームシステムにおいて実行されるゲーム開始処理ルーチンを示すフローチャート。The flowchart which shows the game start process routine performed in the game system which concerns on the 2nd form of this invention.
(第1の形態)
 図1~図5を参照して本発明の第1の形態に係るゲームシステムについて説明する。図1は、本発明の第1の形態に係るゲームシステムの全体構成の概要を示す図である。図1に示すように、ゲームシステム1においては、複数のゲーム機GMと、サーバ装置としてのセンターサーバ3とがルータ4を介して通信回線としてのネットワーク5にそれぞれ接続されている。また、ゲーム機GMは、店舗6等の商業施設に適当な台数ずつ設置されている。
(First form)
A game system according to the first embodiment of the present invention will be described with reference to FIGS. FIG. 1 is a diagram showing an outline of the overall configuration of the game system according to the first embodiment of the present invention. As shown in FIG. 1, in the game system 1, a plurality of game machines GM and a center server 3 as a server device are connected to a network 5 as a communication line via a router 4. Further, an appropriate number of game machines GM are installed in a commercial facility such as the store 6.
 なお、ゲーム機GMとルータ4との間にローカルサーバが設置され、そのローカルサーバを介してゲーム機GMがセンターサーバ3と通信可能に接続されていてもよい。また、センターサーバ3は、一台の物理的装置によって構成されている例に限らない。例えば、複数の物理的装置としてのサーバ群によって一台の論理的なセンターサーバ3が構成されてもよい。更に、クラウドコンピューティングを利用して論理的にセンターサーバ3が構成されてもよい。また、ゲーム機GMがセンターサーバ3として機能してもよい。ネットワーク5として、例えば、インターネットが利用される。ネットワークは、有線、無線(携帯電話網含む)のいずれが利用されてもよい。 Note that a local server may be installed between the game machine GM and the router 4, and the game machine GM may be connected to the center server 3 via the local server. Further, the center server 3 is not limited to an example configured by a single physical device. For example, one logical center server 3 may be configured by a server group as a plurality of physical devices. Furthermore, the center server 3 may be logically configured using cloud computing. Further, the game machine GM may function as the center server 3. As the network 5, for example, the Internet is used. Either a wired network or a wireless network (including a mobile phone network) may be used.
 各ゲーム機GM及びセンターサーバ3には、ネットワーク5上でそれぞれを識別可能なユニークな情報が付されている。これにより、ゲームシステム1上では、各ゲーム機GM及びセンターサーバ3を識別可能である。このようなユニークな情報として、例えば、IPアドレスが利用されてよい。ネットワーク5がインターネットのように公開性のあるネットワークであれば、各ルータ4にネットワーク5上でユニークな固定アドレスが設定される。そして、各ゲーム機GM等には、その固定アドレスとの組み合わせによってネットワーク5上でゲーム機GM等を一意に認識するためのプライベートアドレスがIPアドレスとして設定される。また、この場合、ゲーム機GMとセンターサーバ3との間には仮想プライベートネットワーク(VPN)が構築され、そのVPN上で各ゲーム機GM等がプライベートアドレスを用いて一意に特定される。以下では、各ゲーム機GM、及びセンターサーバ3をネットワーク5上で識別するための情報をアドレス情報と呼ぶ。ネットワーク5を介した通信では、特別な記載のない限り、そのアドレス情報に基づいて通信すべき相手が特定されることを前提とする。 Each game machine GM and the center server 3 has unique information that can be identified on the network 5. Thereby, on the game system 1, each game machine GM and the center server 3 can be identified. For example, an IP address may be used as such unique information. If the network 5 is a public network such as the Internet, a unique fixed address on the network 5 is set for each router 4. Each game machine GM or the like is set with an IP address as a private address for uniquely recognizing the game machine GM or the like on the network 5 in combination with the fixed address. In this case, a virtual private network (VPN) is established between the game machine GM and the center server 3, and each game machine GM and the like are uniquely specified on the VPN using a private address. Below, the information for identifying each game machine GM and the center server 3 on the network 5 is called address information. In communication via the network 5, it is assumed that the other party to communicate with is specified based on the address information unless otherwise specified.
 また、ゲームシステム1では、上述のアドレス情報とは別に、店舗6毎にユニークな店舗IDが設定され、ゲーム機GM毎にユニークな筐体IDが設定される。センターサーバ3は、通信相手のゲーム機GMから店舗ID及び筐体IDを受け取ることにより、その通信相手のゲーム機GMが所属する店舗6及びそのゲーム機GMを一意に特定することができる。 In addition, in the game system 1, a unique store ID is set for each store 6, and a unique housing ID is set for each game machine GM, separately from the address information described above. By receiving the store ID and the housing ID from the communication partner game machine GM, the center server 3 can uniquely identify the store 6 to which the communication partner game machine GM belongs and the game machine GM.
 センターサーバ3は、ゲーム機GMに対し、ネットワーク5を介して各種のサービスを提供する。例えば、センターサーバ3は、ゲーム機GM又はそのゲーム機GMでゲームをプレイしているユーザに対して各種のゲーム機用サービスを提供する。ゲーム機用サービスとして、例えば、センターサーバ3は、ネットワーク5を介して複数のユーザが共通のゲームをプレイする際にユーザ同士をマッチングするサービスを提供する。また、ゲーム機用サービスには、ネットワーク5を介してゲーム機GMのプログラム及びデータを更新したり追加したりするサービスが含まれる。更に、ゲーム機用サービスには、例えば、その他にもゲーム機GMからユーザの識別情報を受け取ってそのユーザを認証するサービス、及び認証したユーザのプレイデータをゲーム機GMから受け取って保存したり保存しているプレイデータをゲーム機GMに提供したりするサービスが含まれていてもよい。 The center server 3 provides various services to the game machine GM via the network 5. For example, the center server 3 provides various game machine services to the game machine GM or a user who is playing a game on the game machine GM. As a game machine service, for example, the center server 3 provides a service for matching users when a plurality of users play a common game via the network 5. The game machine service includes a service for updating or adding a program and data of the game machine GM via the network 5. Furthermore, in the game machine service, for example, a service for receiving user identification information from the game machine GM to authenticate the user, and receiving and storing the authenticated user play data from the game machine GM. A service for providing the play data being played to the game machine GM may be included.
 ゲーム機GMは、所定のプレイ料金をユーザから徴収したことを条件として、ゲームをユーザに提供する業務用(商業用)のゲーム機として構成されている。図2は、ゲーム機GMの外観を示す図である。図2に示すように、ゲーム機GMは、筐体7と、筐体7の上面にユーザU側に傾けられて配置される表示装置としてのモニタ8と、を備えている。モニタ8の表面には、透明なタッチパネル9が重ね合わされている。タッチパネル9は、ユーザUが指等で触れると、その接触位置に応じた信号を出力する公知の入力装置である。その他にも、ゲーム機GMには、選択や決定をするためのボタン、電源スイッチ、ボリューム操作スイッチ、電源ランプといった通常の業務用のゲーム機が備えている各種の入力装置及び出力装置が設けられているが、図2ではそれらの図示を省略している。 The game machine GM is configured as a business (commercial) game machine that provides a user with a game on the condition that a predetermined play fee has been collected from the user. FIG. 2 is a diagram illustrating an appearance of the game machine GM. As shown in FIG. 2, the game machine GM includes a housing 7 and a monitor 8 as a display device disposed on the upper surface of the housing 7 so as to be inclined toward the user U. A transparent touch panel 9 is superimposed on the surface of the monitor 8. The touch panel 9 is a known input device that outputs a signal corresponding to the contact position when the user U touches with a finger or the like. In addition to the above, the game machine GM is provided with various input devices and output devices that are included in a normal business game machine such as a button for selecting and determining, a power switch, a volume operation switch, and a power lamp. However, these are not shown in FIG.
 次に、図3を参照して、ゲーム機GM及びセンターサーバ3に関する制御系の主要部の構成を説明する。図3は、ゲームシステム1の要部の機能ブロック図である。図3に示すように、ゲーム機GMには、制御ユニット10が設けられている。制御ユニット10は、マイクロプロセッサと、そのマイクロプロセッサの動作に必要な内部記憶装置(一例としてROM及びRAM)等の各種周辺装置とを組み合わせたコンピュータユニットとして構成されている。 Next, with reference to FIG. 3, the structure of the main part of the control system related to the game machine GM and the center server 3 will be described. FIG. 3 is a functional block diagram of the main part of the game system 1. As shown in FIG. 3, the control unit 10 is provided in the game machine GM. The control unit 10 is configured as a computer unit combining a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor.
 制御ユニット10には、上述したモニタ8、タッチパネル9、音声出力装置11、カードリーダ12、金銭収受装置13及び記憶装置14が接続されている。モニタ8は、制御ユニット10から出力される映像信号に基づいて、ゲーム画面等を表示する。タッチパネル9は、ユーザUのタッチ操作に応じた信号を制御ユニット10に出力する。音声出力装置11は、制御ユニット10から出力される音声再生信号に基づいて、所定の音声(楽曲等を含む)を再生する。カードリーダ12は、ユーザが所持するカードCの情報を読み取ってその情報に対応した信号を制御ユニット10に出力する。カードCには、ICチップ、磁気ストライプといった不揮発性記憶媒体(不図示)が設けられており、その媒体にはカードC毎にユニークなID(以下、カードIDと呼ぶことがある。)等が記録されている。なお、カードIDは、カードCにバーコード等の形態で記録されていてもよい。金銭収受装置13は、ユーザが投入した金銭(硬貨あるいは紙幣)の額を検出し、投入額に応じた信号を制御ユニット10に出力する。 The control unit 10 is connected to the monitor 8, the touch panel 9, the audio output device 11, the card reader 12, the money collection device 13, and the storage device 14. The monitor 8 displays a game screen or the like based on the video signal output from the control unit 10. The touch panel 9 outputs a signal corresponding to the touch operation of the user U to the control unit 10. The audio output device 11 reproduces predetermined audio (including music) based on the audio reproduction signal output from the control unit 10. The card reader 12 reads information on the card C possessed by the user and outputs a signal corresponding to the information to the control unit 10. The card C is provided with a non-volatile storage medium (not shown) such as an IC chip and a magnetic stripe, and the medium has a unique ID for each card C (hereinafter also referred to as a card ID). It is recorded. The card ID may be recorded on the card C in the form of a barcode or the like. The money receiving device 13 detects the amount of money (coins or banknotes) inserted by the user, and outputs a signal corresponding to the input amount to the control unit 10.
 記憶装置14は、電源の供給がなくても記憶を保持可能なように、例えば、DVDROM、CDROM等の光学式記憶媒体、又はEEPROM等の不揮発性半導体メモリ装置などにより構成されている。記憶装置14には、ゲームプログラム101が記憶されている。ゲームプログラム101は、ゲーム機GMがゲームを提供するために必要なコンピュータプログラムである。また、記憶装置14には、ゲームプログラム101の実行に伴って参照される各種のデータが記憶されている。このような各種のデータには、例えば、ゲーム中の各種オブジェクトの画像を表示するための画像データ、ゲーム中の各種効果音を再生するための効果音データ、及び音楽ゲームを提供する際の楽曲を再生するための楽曲データ102等が含まれる。記憶装置14には、このような各種データの一つとして、シーケンスデータ103が記憶されている。 The storage device 14 is configured by, for example, an optical storage medium such as a DVDROM or a CDROM, or a non-volatile semiconductor memory device such as an EEPROM so that the storage can be held without power supply. A game program 101 is stored in the storage device 14. The game program 101 is a computer program necessary for the game machine GM to provide a game. Further, the storage device 14 stores various types of data that are referred to when the game program 101 is executed. Examples of such various data include, for example, image data for displaying images of various objects in the game, sound effect data for reproducing various sound effects in the game, and music for providing the music game For example, music data 102 for reproducing the. The storage device 14 stores sequence data 103 as one of such various data.
 記憶装置14のゲームプログラム101を制御ユニット10が読み取って実行することにより、制御ユニット10の内部には、論理的装置としてのゲーム制御部15及び課金管理部16が設けられる。ゲーム制御部15は、ゲーム機GMにてユーザに提供されるゲームの開始、進行、及び終了の管理といったゲームのプレイに必要な各種の処理を実行する。課金管理部16は、ユーザに対してプレイ料金の支払いを要求し、要求した額のプレイ料金が徴収されたか否かを判別するといったプレイ料金の徴収に関連する処理を実行する。なお、本形態では、ユーザがプレイ料金を支払う手段(支払い方法)として、金銭収受装置13を利用した現金による支払い方法と、センターサーバ3にて管理されている口座から電子通貨を引き落とすことにより支払う方法とが選択可能とされている。ただし、支払い額の最小単位(最小額)は、現金による支払い方法よりも、電子通貨による支払い方法がより小さい。例えば、現金では100円が最小単位であるのに対して、電子通貨では1円単位相当量での支払いが可能とされる。なお、この課金管理部16が本発明の料金徴収手段に対応する。 When the control unit 10 reads and executes the game program 101 of the storage device 14, a game control unit 15 and a charge management unit 16 as logical devices are provided inside the control unit 10. The game control unit 15 executes various processes necessary for playing the game such as management of start, progress, and end of the game provided to the user by the game machine GM. The charge management unit 16 performs processing related to the collection of the play fee, such as requesting the user to pay the play fee and determining whether or not the requested amount of the play fee has been collected. In this embodiment, as a means (payment method) for the user to pay the play fee, the user pays by using a cash payment method using the money receiving device 13 and by debiting electronic currency from an account managed by the center server 3. The method can be selected. However, the minimum unit (minimum amount) of the payment amount is smaller in the electronic currency payment method than in the cash payment method. For example, in cash, 100 yen is the minimum unit, but in electronic currency, payment in an amount equivalent to 1 yen is possible. The billing management unit 16 corresponds to the fee collection means of the present invention.
 センターサーバ3には、制御ユニット20と、記憶装置21とが設けられている。制御ユニット20は、マイクロプロセッサと、そのマイクロプロセッサの動作に必要な内部記憶装置(一例としてROM及びRAM)等の各種周辺装置とを組み合わせたコンピュータユニットとして構成されている。なお、制御ユニット20には、キーボード等の入力装置、及びモニタ等の出力装置等が接続されるが、それらの図示は省略した。記憶装置21は、電源の供給がなくても記憶を保持可能なように、例えば、磁気テープ等の大容量記憶媒体により構成されている。記憶装置21には、サーバ用プログラム201及びそのプログラム201が参照する各種のデータが記憶されている。記憶装置21には、制御ユニット20が参照すべきデータの一種としてシーケンスデータ103、ユーザデータ202、口座データ203、及び店舗データ204が記録されている。サーバ用プログラム201は、センターサーバ3がゲーム機GMに各種のサービスを提供するために必要なコンピュータプログラムである。 The center server 3 is provided with a control unit 20 and a storage device 21. The control unit 20 is configured as a computer unit in which a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor are combined. The control unit 20 is connected to an input device such as a keyboard and an output device such as a monitor, but these are not shown. The storage device 21 is configured by a large-capacity storage medium such as a magnetic tape, for example, so that the storage can be held without supplying power. The storage device 21 stores a server program 201 and various data referred to by the program 201. In the storage device 21, sequence data 103, user data 202, account data 203, and store data 204 are recorded as a kind of data to be referred to by the control unit 20. The server program 201 is a computer program necessary for the center server 3 to provide various services to the game machine GM.
 ユーザデータ202は、ユーザのプレイ履歴、成績といったゲームのプレイ内容に関連した情報を、そのユーザが所持するカードCのカードIDと関連付けて記録したレコードの集合である。口座データ203は、ユーザが保持する電子通貨の額をそのユーザに固有のID(以下、ユーザIDと呼ぶ。)と関連付けて記録したレコードの集合である。カードIDとユーザIDとは1対1又は多対1で対応付けられている。センターサーバ3の記憶装置21には、IDの対応関係を判別するためのデータも記録されている。口座データ203に保持される電子通貨の額は、システム運営者等が運営するウェブサイト等を介してユーザが増額(預入)することが可能とされている。電子通貨の預入に対応したユーザへの課金は、例えばクレジットカード等による決済手段を通じて別途行われる。あるいは、電子通貨の預入専用端末等を利用して現金と引き換えに電子通貨が預け入れられるようにしてもよい。口座データ203に対する電子通貨の預入及びその決済は、プリペイド型の電子通貨システムのそれと同様でよく、その詳細は説明を省略する。なお、口座管理部及び口座データの機能はセンターサーバ3とは物理的に分けられた装置にて管理されていてもよい。店舗データ204は、各店舗6の曜日毎及び時間毎の来客数の履歴、各店舗6におけるゲーム機GMに関するイベント開催の有無、各店舗6に設置されているゲーム機GMの台数及び各ゲーム機GMの筐体ID、各店舗6の各ゲーム機GMに対してシーケンスデータ103等のデータの更新や追加を行った日時などといったゲームに関連した情報を、店舗6毎に記録したレコードの集合である。このような情報は、例えばゲームシステム1の管理者がセンターサーバ3に入力すればよい。 User data 202 is a set of records in which information related to game play contents such as a user's play history and results is recorded in association with the card ID of the card C possessed by the user. The account data 203 is a set of records recorded by associating the amount of electronic currency held by the user with an ID unique to the user (hereinafter referred to as a user ID). The card ID and the user ID are associated one-to-one or many-to-one. The storage device 21 of the center server 3 also stores data for determining the ID correspondence. The amount of electronic currency held in the account data 203 can be increased (deposited) by the user via a website or the like operated by a system operator or the like. Billing to the user corresponding to the deposit of electronic currency is performed separately through settlement means such as a credit card. Alternatively, electronic currency may be deposited in exchange for cash using a terminal dedicated to depositing electronic currency. The depositing and settlement of the electronic currency for the account data 203 may be the same as that of the prepaid electronic currency system, and the details thereof will be omitted. Note that the functions of the account management unit and the account data may be managed by an apparatus physically separated from the center server 3. The store data 204 includes a history of the number of visitors for each day of the week and each hour of each store 6, whether or not there is an event related to the game machine GM in each store 6, the number of game machines GM installed in each store 6, and each game machine A set of records in which information related to the game such as the case ID of the GM and the date and time when the data such as the sequence data 103 is updated or added to each game machine GM of each store 6 is recorded for each store 6 is there. Such information may be input to the center server 3 by an administrator of the game system 1, for example.
 制御ユニット20がサーバ用プログラム201を読み取って実行することにより、制御ユニット20の内部には、論理的装置としてのゲーム機サービス処理部22及び口座管理部23が設けられる。ゲーム機サービス処理部22は、上述のゲーム機用サービスを提供するための処理を実行する。ゲーム機サービス処理部22は、ユーザデータ202をゲーム機GMに送信し、あるいはゲーム機GMから送られた情報に基づいてユーザデータ202を更新する処理といった、ネットワーク5を介した所定のゲームをプレイヤに提供するために必要な処理を実行する。なお、マッチングサービス等のゲーム機サービスの一部は、ゲーム機GMのゲーム制御部15とセンターサーバ3のゲーム機サービス処理部22とが協働することにより実現される。 When the control unit 20 reads and executes the server program 201, a game machine service processing unit 22 and an account management unit 23 as logical devices are provided inside the control unit 20. The game machine service processing unit 22 executes a process for providing the game machine service described above. The game machine service processing unit 22 plays a predetermined game via the network 5 such as a process of transmitting the user data 202 to the game machine GM or updating the user data 202 based on information sent from the game machine GM. Execute the necessary processing to provide A part of the game machine service such as the matching service is realized by the cooperation of the game control unit 15 of the game machine GM and the game machine service processing unit 22 of the center server 3.
 口座管理部23は、ゲーム機GMからのプレイ料金の引き落とし要求に応答して、口座データ203の対応するレコードから指定された額の電子通貨を引き落とすといった電子通貨の管理に関する処理を担当する。すなわち、ゲーム機GMからカードIDと支払い額とを沿えて引き落とし処理が要求された場合、口座管理部23はそのカードIDに対応するユーザIDレコードを口座データ203から特定し、その特定されたレコードに保持されている額から支払い額を減算することにより、電子通貨によるプレイ料金の支払いを完了させる。 The account management unit 23 is in charge of processing related to electronic currency management, such as withdrawing a specified amount of electronic currency from a corresponding record in the account data 203 in response to a request for withdrawal of a play fee from the game machine GM. That is, when a withdrawal process is requested along with the card ID and the payment amount from the game machine GM, the account management unit 23 identifies the user ID record corresponding to the card ID from the account data 203, and the identified record By subtracting the amount of payment from the amount held in, the payment of the play fee in electronic currency is completed.
 次に、ゲーム機GMで提供されるゲームについて説明する。このゲーム機GMでは、音楽に合わせて二人のユーザ(ゲーム機GMが一方のユーザとして機能する場合を含む)が操作を実行し、その二人のユーザの操作時期を評価して競わせる対戦タイプの音楽ゲームが提供される。図4は、ゲーム機GMが提供する音楽ゲームのゲーム画面の一例を模式的に示している。この図に示すように、ゲーム画面50には、ユーザに操作時期を案内するためのゲーム領域52と、各ユーザの得点等を含むゲーム情報を表示するための情報領域53とが含まれている。ゲーム領域52は矩形に形成されている。ゲーム領域52の長手方向(図4の上下方向)の両端部52U、52Bの付近には、第1基準部55A及び第2基準部55Bが互いに対向するように配置されている。各基準部55A、55Bは、ゲーム領域52の長手方向と直交する方向に直線状に延びている。なお、各基準部55A、55Bを互いに区別しない場合には、単に基準部55と表現する場合がある。 Next, a game provided by the game machine GM will be described. In this game machine GM, two users (including the case where the game machine GM functions as one user) perform an operation according to music, and a battle in which the operation time of the two users is evaluated and competed. A type of music game is provided. FIG. 4 schematically shows an example of a game screen of a music game provided by the game machine GM. As shown in this figure, the game screen 50 includes a game area 52 for guiding the operation time to the user, and an information area 53 for displaying game information including the score of each user. . The game area 52 is formed in a rectangular shape. In the vicinity of both end portions 52U and 52B in the longitudinal direction (vertical direction in FIG. 4) of the game area 52, the first reference portion 55A and the second reference portion 55B are arranged to face each other. Each of the reference portions 55A and 55B extends linearly in a direction orthogonal to the longitudinal direction of the game area 52. When the reference portions 55A and 55B are not distinguished from each other, they may be simply expressed as the reference portion 55.
 各基準部55は、ゲームのユーザによりそれぞれゲーム上の現在時刻の基準として用いられる。具体的には、第1基準部55Aが第1ユーザの現在時刻の基準を示す標識として機能し、第2基準部55Bが第2ユーザの現在時刻の基準を示す標識として機能する。ここで、図4の例では、ゲーム画面50は、第1ユーザから見て、手前側を下に、奥側を上にして描かれている。また、各基準部55には、各ユーザを区別するために異なる色が用いられている。情報領域53は、ゲーム領域52の周囲に配置され、ゲーム領域52の長手方向の一端側が一方のユーザの得点等を表示するために用いられ、他端側が他方のユーザの得点等を表示するために用いられる。図4の例では、下端部52B側が第1ユーザの得点等を表示するために利用され、上端部52U側が第2ユーザ群の得点等を表示するために利用されている。 Each reference portion 55 is used as a reference for the current time on the game by the game user. Specifically, the first reference unit 55A functions as a mark indicating the reference of the current time of the first user, and the second reference unit 55B functions as a mark indicating the reference of the current time of the second user. Here, in the example of FIG. 4, the game screen 50 is drawn with the front side down and the back side up as viewed from the first user. In addition, different colors are used for each reference unit 55 in order to distinguish each user. The information area 53 is arranged around the game area 52, and one end side in the longitudinal direction of the game area 52 is used to display the score of one user, and the other end side displays the score of the other user. Used for. In the example of FIG. 4, the lower end 52B side is used for displaying the score of the first user, and the upper end 52U side is used for displaying the score of the second user group.
 各基準部55は、所定の間隔で配置された複数の反発点をそれぞれ含んでいる。図中に破線で示したように、第1基準部55Aに含まれる複数の反発点R1と第2基準部55Bに含まれる複数の反発点R2とは、それぞれ複数の経路(移動経路)Wによって相互に接続されている。具体的には、第1基準部55Aの一の反発点R1からは第2基準部55Bに含まれる複数の反発点R2に到る複数の経路Wが、同様に第2基準部55Bの一の反発点R2からは第1基準部55Aに含まれる複数の反発点R1に到る複数の経路Wが、それぞれ設けられている。なお、図4では、一部の反発点R1、R2のみが例示されているが、実際には、多数の反発点R1、R2が基準部55A、55Bに沿って一定間隔で存在する。経路Wも同様に一部の経路Wのみを表示している。なお、第1基準部55Aの反発点R1及び第2基準部55Bの反発点R2を互いに区別しない場合には、単に反発点Rと表現する場合がある。 Each reference part 55 includes a plurality of repulsion points arranged at predetermined intervals. As indicated by broken lines in the figure, the plurality of repulsion points R1 included in the first reference portion 55A and the plurality of repulsion points R2 included in the second reference portion 55B are respectively defined by a plurality of routes (movement routes) W. Are connected to each other. Specifically, a plurality of paths W from one repulsion point R1 of the first reference portion 55A to a plurality of repulsion points R2 included in the second reference portion 55B are also one of the second reference portions 55B. A plurality of paths W are provided from the repulsion point R2 to a plurality of repulsion points R1 included in the first reference portion 55A. In FIG. 4, only some of the repulsion points R1 and R2 are illustrated, but actually, a large number of repulsion points R1 and R2 exist at regular intervals along the reference portions 55A and 55B. Similarly, only a part of the route W is displayed. When the repulsion point R1 of the first reference portion 55A and the repulsion point R2 of the second reference portion 55B are not distinguished from each other, they may be simply expressed as the repulsion point R.
 音楽ゲームの実行中、つまり、楽曲の再生の進行中において、反発点R1と反発点R2とを接続する経路W上には、操作を指示する操作指示標識としてのオブジェクト60がシーケンスデータ28に従って表示される。なお、図4では、説明の都合上、各経路Wを破線で示したが、実際のゲーム画面50では複数の経路Wが表示されていない。 While the music game is being executed, that is, while the reproduction of the music is in progress, an object 60 as an operation instruction indicator for instructing an operation is displayed according to the sequence data 28 on the path W connecting the repulsion point R1 and the repulsion point R2. Is done. In FIG. 4, each route W is indicated by a broken line for convenience of explanation, but a plurality of routes W are not displayed on the actual game screen 50.
 オブジェクト60は、曲中の適当な時期に反発点R1或いは、反発点R2に出現し、楽曲の進行に従って、出現した各反発点Rから反対側に位置する各反発点Rに向かって、出現した各反発点Rから延びる経路W上を移動する。そして、オブジェクト60の到達に合わせてプレイ行為としての適切な操作が実行された場合、オブジェクト60は消滅する。このオブジェクト60の消滅と引き換えに、適切な操作が実行された各基準部55の各反発点Rには、次のオブジェクト60が出現する。つまり、適切な操作が行われた場合、オブジェクト60が到達した位置(反発点R)が次のオブジェクト60の出現位置として機能する。なお、オブジェクト60は、一つの反発点Rに対して設定された複数の経路Wのいずれか一つに沿って移動する。 The object 60 appears at the repulsion point R1 or the repulsion point R2 at an appropriate time in the music, and appears from the repulsion points R that appear to the repulsion points R located on the opposite side as the music progresses. It moves on a route W extending from each repulsion point R. When an appropriate operation as a play action is executed in accordance with the arrival of the object 60, the object 60 disappears. In exchange for the disappearance of the object 60, the next object 60 appears at each repulsion point R of each reference unit 55 on which an appropriate operation has been performed. That is, when an appropriate operation is performed, the position (repulsion point R) where the object 60 has reached functions as the appearance position of the next object 60. The object 60 moves along any one of a plurality of paths W set for one repulsion point R.
 出現位置に出現したオブジェクト60は、その出現位置から反対側に位置する各反発点Rに向かって移動する。このため、適切な操作が実行された場合には、オブジェクト60は、各反発点Rであたかも反発するように、各基準部55間を交互に繰り返し移動する。一方、適切な操作が実行されなかった場合には、オブジェクト60は、各経路Wに沿って各基準部55を通過して、上端部52U又は下端部52Bまで移動する。そして、各端部52U、52Bのオブジェクト60が到達した位置が次のオブジェクト60の出現位置として機能する。このため、適切な操作が実行されなかった場合、すなわちユーザが操作をミスした場合には、オブジェクト60は、各端部52U、52Bから反対側に位置する基準部に向かって、各端部52U、52Bにてあたかも反発したかのように移動方向を変える。端部52U、52Bにて反発した後のオブジェクト60の移動経路については、側壁52L、52Rを経由せず、次に到達すべき反発点までの距離が最小となる経路に設定される。 The object 60 that appears at the appearance position moves toward each repulsion point R located on the opposite side from the appearance position. For this reason, when an appropriate operation is performed, the object 60 repeatedly moves between the reference portions 55 alternately so as to repel each repulsion point R. On the other hand, when an appropriate operation is not executed, the object 60 passes through each reference portion 55 along each path W and moves to the upper end portion 52U or the lower end portion 52B. And the position where the object 60 of each end 52U, 52B arrives functions as the appearance position of the next object 60. For this reason, when an appropriate operation is not executed, that is, when the user misses the operation, the object 60 moves from the end portions 52U and 52B toward the reference portion located on the opposite side, and the end portions 52U. , 52B, the direction of movement is changed as if rebounded. The movement path of the object 60 after rebounding at the end portions 52U and 52B is set to a path that does not pass through the side walls 52L and 52R and has the minimum distance to the rebound point to be reached next.
 上述した適切な操作として、各ユーザUには、オブジェクト60の各基準部55への到達に合わせて、各基準部55のオブジェクト60が到達した位置をタッチするタッチ操作が要求される。各ユーザがタッチ操作を行うと、オブジェクト60が各基準部55に一致した時刻と、各ユーザがタッチ操作した時刻との間のずれ時間が検出される。そのずれ時間が小さいほどユーザの操作が高く評価される。また、タッチ操作に応じて効果音が音声出力装置14から再生される。 As an appropriate operation described above, each user U is required to perform a touch operation of touching the position at which the object 60 of each reference unit 55 has reached in accordance with the arrival of the object 60 to each reference unit 55. When each user performs a touch operation, a time difference between the time when the object 60 matches each reference portion 55 and the time when each user performs the touch operation is detected. The smaller the deviation time, the higher the user's operation is evaluated. In addition, sound effects are reproduced from the audio output device 14 in response to the touch operation.
 図4の例では、オブジェクト60が経路W上を第1基準部55Aの反発点R1向かって移動中である。そのオブジェクト60の第1基準部55Aへの到達に合わせて、第1ユーザは、自分がプレイするゲーム機のゲーム画面50に表示されている第1基準部55Aのオブジェクト60が到達する位置をタッチ操作すればよい。また、オブジェクト60は、これから向かう先の各基準部55に対応した色で表示されている。本形態では、モニタ8上の各基準部55と、それらに重ね合わされるタッチパネル9との組み合わせによって、複数の操作部が形成される。なお、以下では、各基準部55A、55Bを、操作部を代表する用語として使用することがある。 In the example of FIG. 4, the object 60 is moving on the route W toward the repulsion point R1 of the first reference portion 55A. As the object 60 reaches the first reference portion 55A, the first user touches the position at which the object 60 of the first reference portion 55A is displayed on the game screen 50 of the game machine that the user plays. Just operate. Further, the object 60 is displayed in a color corresponding to each reference portion 55 ahead. In the present embodiment, a plurality of operation units are formed by a combination of the reference units 55 on the monitor 8 and the touch panel 9 superimposed on them. Hereinafter, the reference portions 55A and 55B may be used as terms representing the operation unit.
 オブジェクト60が移動する経路Wの選択は、所定の経路条件に基づいて決定される。例えば、所定の経路条件として、ランダム条件が採用される。具体的には、オブジェクトが移動する経路Wは、所定のアルゴリズムに基づいてランダムに決定される。この決定は、例えば、ゲーム開始毎に実行される。つまり、この場合、ゲーム開始毎に各オブジェクト60に複数の移動経路Wのうちのいずれかが振り分けられる。また、例えば、所定の経路条件として、タッチ操作位置が採用されてもよい。この場合、オブジェクト60に対してユーザがタッチ操作するタッチ操作位置に基づいてオブジェクト60の移動経路Wが決定される。また、所定の経路条件として、移動方向を指定する指定操作が採用されてもよい。この場合、指定操作に対応する方向に延びる経路Wがオブジェクト60の移動経路Wとして採用されてよい。また、この指定操作は、経路選択条件とともに採用されてもよい。経路選択条件として、例えば、所定の操作によって得られる値が所定値を超え、かつ、その値を消費するための操作がユーザによって実行された場合に満たされる。つまり、獲得した値の消費と引き換えにオブジェクト60の移動経路Wの選択にユーザの移動方向の指定が反映されてもよい。 The selection of the route W along which the object 60 moves is determined based on a predetermined route condition. For example, a random condition is adopted as the predetermined route condition. Specifically, the path W along which the object moves is determined randomly based on a predetermined algorithm. This determination is performed every time the game is started, for example. That is, in this case, each of the plurality of movement paths W is distributed to each object 60 every time the game is started. For example, a touch operation position may be adopted as a predetermined route condition. In this case, the movement path W of the object 60 is determined based on the touch operation position where the user touches the object 60. In addition, a designation operation for designating the movement direction may be adopted as the predetermined route condition. In this case, the path W extending in the direction corresponding to the designation operation may be adopted as the movement path W of the object 60. Moreover, this designation | designated operation may be employ | adopted with route selection conditions. The route selection condition is satisfied, for example, when a value obtained by a predetermined operation exceeds a predetermined value and an operation for consuming the value is performed by the user. In other words, the designation of the movement direction of the user may be reflected in the selection of the movement route W of the object 60 in exchange for the consumption of the acquired value.
 次に、このゲームシステム1におけるユーザへのゲームの提供方法について説明する。このゲームシステム1では、ゲーム機GMの課金管理部16が所定の初回のプレイ料金が支払われたことを確認すると、そのゲーム機GMのゲーム制御部15が初回のプレイ料金に対応した範囲(以下、初期範囲と称することがある。)、例えば楽曲数で4曲分のゲームをユーザに提供する。そして、ゲーム制御部15は、この初期範囲のゲームが終了すると、初期範囲のゲームが終了したこと、及びプレイ料金として所定のコンティニュー料金を追加で支払うことにより連続してゲームをプレイできること、いわゆるコンティニューできることをユーザに通知する。この際にゲーム制御部15は、ユーザがこれから連続してゲームをプレイ可能な範囲の上限(以下、コンティニュー最大範囲と称することがある。)、例えば連続してプレイ可能な楽曲数又はプレイ回数等をモニタ8に表示する。 Next, a method for providing a game to the user in the game system 1 will be described. In the game system 1, when the charge management unit 16 of the game machine GM confirms that the predetermined first-time play fee has been paid, the game control unit 15 of the game machine GM corresponds to the range corresponding to the first-time play fee (hereinafter referred to as the first play fee). , Sometimes referred to as an initial range.) For example, a game for four songs is provided to the user in terms of the number of songs. When the game in the initial range ends, the game control unit 15 can play the game continuously by paying a predetermined continue fee as a play fee, and the so-called continue Notify users that they can. At this time, the game control unit 15 determines the upper limit of the range in which the user can continuously play the game (hereinafter, sometimes referred to as “continue maximum range”), for example, the number of songs that can be played continuously or the number of plays. Is displayed on the monitor 8.
 このゲームシステム1では、このコンティニュー最大範囲内であれば、ユーザが連続してプレイする範囲を選択できる。具体的に説明すると、例えばコンティニュー最大範囲が楽曲数で5曲であった場合、ユーザは5曲分に対応するコンティニュー料金を追加で支払ってもよいし、1曲分に対応するコンティニュー料金を支払ってもよい。1曲分に対応するコンティニュー料金を支払ってゲームを継続してプレイした場合、その1曲分のゲームが終了した後にユーザにはあと4曲分のゲームを連続してプレイできることが示される。このようにこのゲームシステム1では、コンティニュー最大範囲まで一人のユーザがゲームを連続してプレイできるようにユーザにゲームを提供する。そして、課金管理部16は、コンティニュー最大範囲内のゲーム範囲に対応するプレイ料金、例えば連続してプレイ可能な楽曲数が5曲であった場合には1~5曲のいずれかに対応するプレイ料金がコンティニュー料金としてユーザから支払われたか否か確認する。 In this game system 1, the user can select a range of continuous play as long as it is within the continuation maximum range. Specifically, for example, when the maximum range of the continuation is 5 songs, the user may pay an additional continuation fee corresponding to 5 songs, or pay a continuation fee corresponding to 1 song. May be. When the game is continuously played by paying a continuation fee corresponding to one song, the user is shown that four more songs can be played continuously after the game for that one song is completed. Thus, in this game system 1, a game is provided to a user so that one user can play a game continuously to a continuation maximum range. Then, the charge management unit 16 plays the play fee corresponding to the game range within the maximum continue range, for example, if the number of songs that can be played continuously is 5, the play corresponding to any of 1 to 5 songs. It is confirmed whether or not the fee has been paid by the user as a continue fee.
 課金管理部16によりコンティニュー料金の徴収が確認された場合には、ゲーム制御部15はその支払われたコンティニュー料金に対応した範囲のゲームをユーザに提供する。なお、課金管理部16は、この際にユーザがコンティニュー最大範囲を超える範囲に対応するプレイ料金、例えば連続してプレイ可能な楽曲数の上限が5曲であったにも拘わらず6曲分のプレイ料金を支払う操作をした場合には、そのプレイ料金の徴収は中止し、ユーザにコンティニュー最大範囲に対応するプレイ料金を支払うように通知する。また、課金管理部16がコンティニュー料金の支払いを確認できない場合には、ゲーム制御部15は所定時間経過後にゲームのコンティニューができなくなったことをユーザに通知する。 When the charge management unit 16 confirms the collection of the continuation fee, the game control unit 15 provides the user with a game in a range corresponding to the paid continuation fee. In this case, the billing management unit 16 has a play fee corresponding to a range in which the user exceeds the continuation maximum range, for example, six songs even though the upper limit of the number of songs that can be played continuously is five. When an operation of paying a play fee is performed, the collection of the play fee is stopped, and the user is notified to pay a play fee corresponding to the maximum continue range. If the charge management unit 16 cannot confirm the payment of the continue fee, the game control unit 15 notifies the user that the game cannot be continued after a predetermined time has elapsed.
 図5は、このようなコンティニュー処理を実行するためにゲームシステム1において実行されるルーチンを示している。なお、この図に示したルーチン以外にも各制御ユニット10、20は各種の周知な処理を実行するが、それらの詳細な説明は省略する。なお、制御ユニット10が実行する処理には、例えばオブジェクト60を適宜に生成し、所定の経路W上を所定の操作時期に基準部55に到達するように移動表示させるためのオブジェクト表示処理、タッチ操作位置あるいは指定操作等に基づいてオブジェクト60の経路Wを決定するための経路決定処理、及び各ユーザの操作結果を評価するための評価処理等が含まれる。 FIG. 5 shows a routine executed in the game system 1 in order to execute such a continue process. In addition to the routine shown in this figure, the control units 10 and 20 execute various known processes, but a detailed description thereof is omitted. Note that the processing executed by the control unit 10 includes, for example, object display processing for appropriately generating the object 60 and moving and displaying the object 60 on the predetermined route W so as to reach the reference unit 55 at a predetermined operation time, touch The route determination process for determining the path W of the object 60 based on the operation position or the specified operation, the evaluation process for evaluating the operation result of each user, and the like are included.
 図5のルーチンは、センターサーバ3の制御ユニット20及びゲーム機GMの制御ユニット10が協働して実現するものである。より具体的には、制御ユニット20のゲーム機サービス処理部22及び制御ユニット10のゲーム制御部15を通じて図5のルーチンが実行される。このルーチンは、ゲーム機GMにおいて現在支払われているプレイ料金に対応する範囲のゲームが終了する毎に実行される。なお、以下では、簡略化のためゲーム制御部15が実行主体の処理をゲーム機GMとして、ゲーム機サービス処理部36が実行主体の処理をセンターサーバ3として、それぞれ説明することがある。 5 is implemented by the control unit 20 of the center server 3 and the control unit 10 of the game machine GM in cooperation. More specifically, the routine of FIG. 5 is executed through the game machine service processing unit 22 of the control unit 20 and the game control unit 15 of the control unit 10. This routine is executed every time the game in the range corresponding to the play fee currently paid in the game machine GM is completed. In the following description, for the sake of simplification, the game control unit 15 may be described as the execution subject process as the game machine GM, and the game machine service processing unit 36 as the execution subject process as the center server 3.
 このルーチンが開始されると、ゲーム機GMはステップS11で現在支払われているプレイ料金に対応する範囲のゲームが終了したこと、現在ゲームをプレイしているユーザの情報、及び自ゲーム機GMの情報をセンターサーバ3に通知する。なお、このユーザの情報には、例えば今回のプレイ履歴、及び今回のゲームの成績などが含まれている。また、自ゲーム機GMの情報には、例えば筐体ID、今回終了したゲームまでに連続でプレイされたゲームの範囲、及び自ゲーム機GMにおいて本日ゲームがプレイされた回数及び時間などが含まれている。センターサーバ3は、ステップS21においてゲーム機GMからこれらの情報を受け取ると、その筐体IDのゲーム機GMでプレイしているユーザの情報、同一店舗6内に設置されている他のゲーム機GMの情報、及びその店舗6の情報を取得する。 When this routine is started, the game machine GM finishes the game in the range corresponding to the play fee currently paid in step S11, information of the user who is currently playing the game, and the game machine GM. Information is notified to the center server 3. The user information includes, for example, the current play history, the current game results, and the like. The information of the game machine GM includes, for example, a case ID, a range of games played continuously until the game ended this time, and the number of times the game was played today on the game machine GM and the time. ing. When the center server 3 receives these pieces of information from the game machine GM in step S21, the information of the user who is playing on the game machine GM of the casing ID, and other game machines GM installed in the same store 6 are displayed. And information on the store 6 are acquired.
 ユーザの情報は、現在カードリーダ12にセットされているカードCのカードIDと記憶装置21に記憶されているユーザデータ202から取得すればよい。このユーザの情報には、例えば前回までのユーザのプレイ履歴及びゲームの成績等が含まれる。ゲーム機GMの情報は、センターサーバ3からそのゲーム機GMがある店舗6の他のゲーム機GMに対して情報を送るように指示を出し、それらゲーム機GMから返ってきた情報に基づいて取得される。このゲーム機GMの情報には、例えばその日にゲームがプレイされた回数やプレイされた時間などが含まれる。店舗6の情報は、例えば店舗データ204などに基づいて取得すればよい。店舗6の情報には、例えば現日時においてそのゲーム機GMが設置されている店舗6内にいると予想されるユーザの数、その店舗6におけるイベント開催の有無、その店舗6の各ゲーム機GMに対してデータの更新や追加を行った日時などが含まれる。なお、店舗6内にいると予想されるユーザの数は、例えば店舗データ204に含まれている各店舗6の曜日毎及び時間毎の来客数の履歴から取得すればよい。この他、ユーザの数は、同一店舗6内にある他のゲーム機GMにおいてゲームがプレイされた時間などに基づいて取得してもよい。この場合、プレイされた時間が多いほどユーザの数が多いと予想できる。さらに自ゲーム機GMにおいて直近にユーザがプレイを終了した時刻から現在のユーザがゲームを開始するまでの間の時間に基づいてユーザの数を取得してもよい。この場合、自ゲーム機GMにおいてゲームがプレイされていなかった時間が短いほどユーザの数が多いと予想できる。なお、このようにしてユーザの数を推定する場合には、予めゲームがプレイされていなかった時間とユーザの数との関係を実験等により求めてゲーム機GMの記憶装置14に記憶させておけばよい。そして、この関係を用いてユーザの数を推定すればよい。一般的に店舗6内にいるユーザの人数はゲームをプレイするために待機しているユーザの人数と相関し、店舗6内にいるユーザの人数が多いほどゲームをプレイするために待機しているユーザの人数も多くなると考えられる。そのため、これらの情報が、本発明のゲームをプレイするために待機しているユーザの人数を推定可能な情報に相当する。 The user information may be acquired from the card ID of the card C currently set in the card reader 12 and the user data 202 stored in the storage device 21. This user information includes, for example, the user's play history up to the previous time, game results, and the like. Information on the game machine GM is acquired based on the information returned from the game machine GM by instructing the center server 3 to send information to other game machines GM in the store 6 where the game machine GM is located. Is done. The information of the game machine GM includes, for example, the number of times that the game has been played on that day, the time that the game has been played, and the like. What is necessary is just to acquire the information of the shop 6 based on the shop data 204 etc., for example. The information of the store 6 includes, for example, the number of users expected to be in the store 6 where the game machine GM is installed at the current date, whether or not an event is held in the store 6, and each game machine GM of the store 6 This includes the date and time when data was updated or added. In addition, what is necessary is just to acquire the number of users estimated to be in the store 6 from, for example, the history of the number of visitors for each day of the week and each hour of each store 6 included in the store data 204. In addition, you may acquire the number of users based on the time when the game was played in the other game machine GM in the same store 6, etc. In this case, it can be expected that the more played time, the more users. Furthermore, you may acquire the number of users based on the time from the time when a user complete | finished play most recently in own game machine GM until the present user starts a game. In this case, it can be expected that the number of users increases as the time during which the game has not been played on the game machine GM is shorter. When estimating the number of users in this way, the relationship between the time when the game has not been played and the number of users can be obtained by experimentation and stored in the storage device 14 of the game machine GM. That's fine. Then, the number of users may be estimated using this relationship. In general, the number of users in the store 6 correlates with the number of users waiting to play the game, and the more users in the store 6 are waiting to play the game. The number of users is also expected to increase. Therefore, these pieces of information correspond to information that can estimate the number of users waiting to play the game of the present invention.
 センターサーバ3は、取得した情報に基づいてその時点におけるそのゲーム機GMのコンティニュー最大範囲を算出し、算出した上限をゲーム機GMに通知する。コンティニュー最大範囲には、ベース範囲、例えば楽曲数で5曲などが予め設定されている。この処理では、このベース範囲を拡大したり縮小したりしてコンティニュー最大範囲を設定する。コンティニュー最大範囲は、例えば店舗6にいると予想されるユーザの数が多い場合には縮小される。例えば、ベース範囲が楽曲数で5曲であり、かつユーザの数が所定の縮小判定値以上の場合にはベース範囲から1曲減らされて4曲がコンティニュー最大範囲として設定される。これに対して、店舗6にいると予想されるユーザの数が少ない場合にはコンティニュー最大範囲を拡大してもよい。例えば、ベース範囲が楽曲数で5曲であり、かつユーザの数が所定の拡大判定値未満の場合にはベース範囲に1曲加えられて6曲がコンティニュー最大範囲として設定される。店舗6でゲーム機GMに関するイベントが開催されている場合にはその店舗6にいるユーザの数が増加すると考えられる。そこで、コンティニュー最大範囲は、店舗6でイベントが開催されている場合には縮小され、開催されていない場合には拡大されるように設定してもよい。ゲーム機GMのプログラム及びデータが更新又は追加された場合には、そのゲーム機GMでゲームのプレイを希望するユーザ数が増加すること考えられる。そこで、プログラム及びデータが更新又は追加された場合には、その更新又は追加された日から所定期間、例えば1週間の間はコンティニュー最大範囲を縮小してもよい。コンティニュー最大範囲は、これら全てを用いて算出してもよいし、これらのうちの一部を用いて算出してもよい。すなわち、コンティニュー最大範囲は、取得した情報のうちゲームをプレイするために待機しているユーザの人数を推定可能な情報の全てに基づいて設定してもよいし、それらのうちの一部の情報に基づいて設定してもよい。 The center server 3 calculates the continuation maximum range of the game machine GM at that time based on the acquired information, and notifies the game machine GM of the calculated upper limit. In the continuation maximum range, a base range, for example, 5 songs by the number of songs is set in advance. In this process, the continuation maximum range is set by expanding or reducing the base range. The maximum continue range is reduced, for example, when the number of users expected to be in the store 6 is large. For example, if the base range is 5 songs and the number of users is equal to or greater than a predetermined reduction determination value, 1 song is subtracted from the base range and 4 songs are set as the maximum continue range. On the other hand, when the number of users expected to be in the store 6 is small, the continue maximum range may be expanded. For example, when the base range is 5 songs and the number of users is less than a predetermined enlargement determination value, 1 song is added to the base range and 6 songs are set as the maximum continue range. When an event related to the game machine GM is held in the store 6, it is considered that the number of users in the store 6 increases. Therefore, the continuation maximum range may be set so as to be reduced when an event is held at the store 6 and to be enlarged when the event is not held. When the program and data of the game machine GM are updated or added, it is considered that the number of users who want to play a game on the game machine GM increases. Therefore, when the program and data are updated or added, the continuation maximum range may be reduced for a predetermined period, for example, one week from the date of update or addition. The continuation maximum range may be calculated using all of these, or may be calculated using some of them. That is, the continuation maximum range may be set based on all of the information that can estimate the number of users waiting to play the game among the acquired information, or some of the information You may set based on.
 なお、上述した情報に加えて、現在ゲームをプレイしているユーザのプレイ履歴及びプレイ成績を参照してコンティニュー最大範囲を補正してもよい。例えば、これまでのゲームのプレイ頻度やプレイ時間が所定の判定値以上の場合にはコンティニュー最大範囲をベース範囲よりも拡大し、プレイ頻度やプレイ時間が判定値未満の場合にはコンティニュー最大範囲をベース範囲としてもよい。 In addition to the information described above, the continuation maximum range may be corrected with reference to the play history and play results of the user who is currently playing the game. For example, if the previous game play frequency or play time is equal to or greater than a predetermined judgment value, the continuation maximum range is expanded from the base range, and if the play frequency or play time is less than the judgment value, the continuation maximum range is increased. It may be the base range.
 ゲーム機GMは、ステップS12においてセンターサーバ3からコンティニュー最大範囲を受け取ると、そのコンティニュー最大範囲から現ユーザが現時点まで連続してプレイした範囲を引いた範囲(コンティニュー可能範囲と称することがある。)をモニタ8に表示する。続くステップS13においてゲーム機GMは、コンティニュー可能範囲内のゲーム範囲に対応したプレイ料金の徴収が確認されたか否か判定する。プレイ料金の徴収が確認されたと判定した場合はステップS14に進み、ゲーム機GMはプレイ継続処理を実行する。このプレイ継続処理では、徴収したプレイ料金に対応する範囲のゲームをユーザに提供するための種々の処理が行われる。この種々の処理は業務用ゲーム機で行われる周知の処理と同じであるため、説明を省略する。その後、今回のルーチンを終了する。 When the game machine GM receives the continuation maximum range from the center server 3 in step S12, the game machine GM subtracts a range in which the current user has played continuously up to the present time from the continuation maximum range (sometimes referred to as a continuable range). Is displayed on the monitor 8. In subsequent step S13, the game machine GM determines whether or not collection of a play fee corresponding to the game range within the continuable range has been confirmed. If it is determined that the collection of the play fee has been confirmed, the process proceeds to step S14, and the game machine GM executes a play continuation process. In this play continuation process, various processes for providing the user with a game in a range corresponding to the collected play fee are performed. Since these various processes are the same as well-known processes performed in the arcade game machine, the description thereof is omitted. Thereafter, the current routine is terminated.
 一方、プレイ料金の徴収が確認できない場合にはステップS15に進み、ゲーム機GMはゲーム終了から所定時間、例えば10秒が経過したか否か判定する。所定時間経過していないと判定した場合はステップS13に戻る。一方、所定時間経過したと判定した場合はステップS16に進み、ゲーム機GMはプレイ終了処理を実行する。このプレイ終了処理では、それまで連続してプレイされてきたゲームを終了する種々の処理が行われる。この種々の処理も業務用ゲーム機で行われる周知の処理と同じであるため、説明を省略する。その後、今回のルーチンを終了する。 On the other hand, if the collection of the play fee cannot be confirmed, the process proceeds to step S15, and the game machine GM determines whether or not a predetermined time, for example, 10 seconds has elapsed since the game ended. If it is determined that the predetermined time has not elapsed, the process returns to step S13. On the other hand, if it is determined that the predetermined time has elapsed, the process proceeds to step S16, and the game machine GM executes a play end process. In this play end process, various processes for ending the game that has been played continuously are performed. Since these various processes are the same as the well-known processes performed in the arcade game machine, the description is omitted. Thereafter, the current routine is terminated.
 以上に説明したように、本発明によれば、店舗6にいると予想されるユーザの数が多い場合にはコンティニュー最大範囲が縮小されるので、次にゲームをプレイしようと待っているユーザの待ち時間を短縮できる。そのため、その待っているユーザが不快になることを抑制できる。一方、店舗6にいると予想されるユーザの数が少ない場合にはコンティニュー最大範囲が拡大されるので、ユーザは待っているユーザがいないにも拘わらず短い時間でゲームの連続したプレイを終了する必要がない。この場合、ユーザはゲームを最初から始めるための操作といった無駄な操作をしなくてもよい。そのため、ユーザをゲームに集中させることができる。また、ゲーム機GMのプログラム及びデータが更新又は追加された場合、又は店舗6でゲーム機GMに関するイベントが開催されている場合にはコンティニュー最大範囲が縮小されるので、ゲームをプレイできるユーザの数を増加させることができる。これにより店舗6に来店したユーザがゲームをプレイできずに不快になることを抑制できる。さらに、ゲームをプレイしているユーザのプレイ履歴やプレイ時間が判定値より大きい場合にはコンティニュー最大範囲が拡大されるので、これによりそのユーザに特典を付与できる。 As described above, according to the present invention, when the number of users expected to be in the store 6 is large, the continuation maximum range is reduced, so that the user waiting to play the game next time The waiting time can be shortened. Therefore, it can suppress that the waiting user becomes uncomfortable. On the other hand, when the number of users expected to be in the store 6 is small, the continuation maximum range is expanded, so that the user finishes the continuous play of the game in a short time even though there are no waiting users. There is no need. In this case, the user does not have to perform a useless operation such as an operation for starting the game from the beginning. Therefore, the user can be concentrated on the game. In addition, when the program and data of the game machine GM are updated or added, or when an event relating to the game machine GM is held in the store 6, the maximum continue range is reduced, so the number of users who can play the game Can be increased. Thereby, it can suppress that the user who visited the store 6 becomes uncomfortable without being able to play a game. Furthermore, since the continuation maximum range is expanded when the play history and play time of the user who is playing the game are larger than the determination value, a privilege can be given to the user.
 なお、この形態では、コンティニュー時にユーザが提供されるゲーム範囲が一定範囲に固定されていてもよい。そして、この一定範囲のゲームの累積がコンティニュー最大範囲に達するまで一人のユーザに連続してゲームを提供してもよい。具体的に説明すると、例えばコンティニュー時にユーザに提供されるゲーム範囲が楽曲数で1曲に固定され、コンティニュー最大範囲が楽曲数で5曲である場合、一人のユーザに対して5回まで連続してコンティニューが許可される。この場合でもコンティニュー最大範囲をユーザの情報、ゲーム機GMの情報、及び店舗6の情報に応じて適宜に変更することにより、上述した形態と同様の作用効果を得ることができる。 In this mode, the game range provided by the user at the time of continuing may be fixed to a certain range. Then, the game may be continuously provided to one user until the accumulation of the game in the certain range reaches the maximum continue range. More specifically, for example, when the game range provided to the user at the time of continuation is fixed to one song in terms of the number of songs, and the maximum continuation range is 5 songs in number of songs, it continues up to five times for one user. Continue is permitted. Even in this case, the same effect as the above-described embodiment can be obtained by appropriately changing the continuation maximum range according to the user information, the game machine GM information, and the store 6 information.
 なお、以上の形態において、センターサーバ3の制御ユニット20が図5のステップS21の処理を実行することにより、本発明の情報取得手段として機能する。また、センターサーバ3の制御ユニット20が図5のステップS22の処理を実行することにより、最大範囲変更手段として機能する。そして、ゲーム機GMの制御ユニット10が図5のステップS13、14の処理を実行することにより、本発明の継続制御手段及び範囲選択手段として機能する。 In the above embodiment, the control unit 20 of the center server 3 functions as the information acquisition unit of the present invention by executing the process of step S21 in FIG. Further, the control unit 20 of the center server 3 functions as a maximum range changing unit by executing the process of step S22 of FIG. Then, the control unit 10 of the game machine GM functions as the continuation control means and the range selection means of the present invention by executing the processes of steps S13 and S14 in FIG.
(第2の形態)
 次に図6を参照して本発明の第2の形態に係るゲームシステムについて説明する。なお、この形態においてもゲームシステム1の全体構成やゲーム機GMについては図1~図4が参照される。この形態では、ゲームシステム1がユーザに初回のゲームを提供する際にユーザの情報や店舗6の情報等に基づいて初期範囲を算出し、その算出した初期範囲のゲームをユーザに提供する。
(Second form)
Next, a game system according to the second embodiment of the present invention will be described with reference to FIG. Also in this embodiment, FIGS. 1 to 4 are referred to for the entire configuration of the game system 1 and the game machine GM. In this embodiment, when the game system 1 provides the user with the first game, the initial range is calculated based on the user information, the store 6 information, and the like, and the calculated initial range game is provided to the user.
 図6は、ゲームシステム1が実行するゲーム開始処理ルーチンを示している。このルーチンも図5のルーチンと同様にセンターサーバ3の制御ユニット20及びゲーム機GMの制御ユニット10が協働して実現される。このルーチンは、ゲーム機GMのカードリーダ12にカードCがセットされた場合に実行される。なお、以下では、簡略化のためゲーム制御部15が実行主体の処理をゲーム機GMとして、ゲーム機サービス処理部36が実行主体の処理をセンターサーバ3として、それぞれ説明することがある。図6において図5と共通の処理には同一の符号を付して説明を省略する。 FIG. 6 shows a game start processing routine executed by the game system 1. This routine is also implemented in cooperation with the control unit 20 of the center server 3 and the control unit 10 of the game machine GM, as in the routine of FIG. This routine is executed when the card C is set in the card reader 12 of the game machine GM. In the following description, for the sake of simplification, the game control unit 15 may be described as the execution subject process as the game machine GM, and the game machine service processing unit 36 as the execution subject process as the center server 3. In FIG. 6, the same processes as those in FIG.
 このルーチンが開始されると、ゲーム機GMはステップ31でカードCから読み出した情報及びゲーム機GMの情報をセンターサーバ3に通知する。ゲーム機GMの情報には、例えば筐体ID、この日にこのゲーム機GMでゲームがプレイされた回数及び時間等が含まれている。センターサーバ3は、ステップS21においてゲーム機GMからこれらの情報を受け取ると、その筐体IDのゲーム機GMでプレイしているユーザの情報、同一店舗6内に設置されている他のゲーム機GMの情報、及びその店舗6の情報を取得する。 When this routine is started, the game machine GM notifies the center server 3 of the information read from the card C in step 31 and the information of the game machine GM. The information of the game machine GM includes, for example, a case ID, the number of times the game was played on this game machine GM on this day, time, and the like. When the center server 3 receives these pieces of information from the game machine GM in step S21, the information of the user who is playing on the game machine GM of the casing ID, and other game machines GM installed in the same store 6 are displayed. And information on the store 6 are acquired.
 続くステップS41においてセンターサーバ3は、取得した情報に基づいてそのゲーム機GMの初期範囲を算出し、算出した初期範囲をゲーム機GMに通知する。初期範囲にはベース範囲、例えば楽曲数で4曲などが予め設定されている。そして、この処理ではそのベース範囲を拡大したり縮小したりして初期範囲を算出する。この際、初期範囲は、上述したコンティニュー最大範囲と同様の方法で算出される。例えば、店舗6にいると予想されるユーザの数が多い場合には初期範囲が縮小され、ユーザの数が多い場合には初期範囲が拡大される。また、店舗6でゲーム機GMに関するイベントが開催されている場合には初期範囲が縮小される。ゲーム機GMのプログラム及びデータが更新又は追加された場合には、更新又は追加された日から所定期間の間は初期範囲が縮小される。初期範囲は、上述した全ての情報に基づいて算出されてもよいし、上述した情報の一部に基づいて算出されてもよい。これに加えてカードCをセットしたユーザのプレイ回数やプレイ履歴が判定値より大きい場合には初期範囲を拡大補正してもよい。 In subsequent step S41, the center server 3 calculates the initial range of the game machine GM based on the acquired information, and notifies the game machine GM of the calculated initial range. The initial range is preset with a base range, for example, 4 songs by the number of songs. In this process, the initial range is calculated by enlarging or reducing the base range. At this time, the initial range is calculated by the same method as the above-described maximum continue range. For example, the initial range is reduced when the number of users expected to be in the store 6 is large, and the initial range is expanded when the number of users is large. Further, when an event related to the game machine GM is held in the store 6, the initial range is reduced. When the program and data of the game machine GM are updated or added, the initial range is reduced for a predetermined period from the date of update or addition. The initial range may be calculated based on all the information described above, or may be calculated based on a part of the information described above. In addition to this, the initial range may be enlarged and corrected when the number of plays and the play history of the user who has set the card C are larger than the determination value.
 ゲーム機GMは、ステップS32においてセンターサーバ3から初期範囲を受け取ると、その初期範囲に対応した初回のプレイ料金を算出する。例えば、初期範囲が楽曲数で4曲の場合には初回のプレイ料金として200円が設定され、初期範囲が楽曲数で2曲の場合には初回のプレイ料金として100円が設定される。なお、初回のプレイ料金の設定方法はこの方法に限定されず、適宜に変更してよい。例えば、プレイ料金の支払いが電子通貨で行われる場合には1円単位相当量でプレイ料金を変更してよい。続くステップS33においてゲーム機GMは、初期範囲及び算出した初回のプレイ料金をモニタ8に表示する。 When the game machine GM receives the initial range from the center server 3 in step S32, the game machine GM calculates an initial play fee corresponding to the initial range. For example, when the initial range is 4 pieces of music, 200 yen is set as the first play fee, and when the initial range is 2 songs, the initial play fee is 100 yen. The method for setting the initial play fee is not limited to this method, and may be changed as appropriate. For example, when the play fee is paid in electronic currency, the play fee may be changed by an amount equivalent to one yen unit. In subsequent step S33, the game machine GM displays the initial range and the calculated initial play fee on the monitor 8.
 次のステップS34においてゲーム機GMは、初回のプレイ料金の徴収が確認されたか否か判定する。初回のプレイ料金の徴収が確認された場合にはステップS35に進み、ゲーム機GMはゲーム提供処理を実行する。このゲーム提供処理では、ユーザに初期範囲のゲームを提供するための種々の処理が行われる。この種々の処理は業務用ゲーム機で行われる周知の処理と同じであるため、説明を省略する。その後、今回のルーチンを終了する。 In the next step S34, the game machine GM determines whether or not the collection of the first play fee has been confirmed. When the collection of the first play fee is confirmed, the process proceeds to step S35, and the game machine GM executes a game providing process. In this game providing process, various processes for providing the user with an initial range of games are performed. Since these various processes are the same as well-known processes performed in the arcade game machine, the description thereof is omitted. Thereafter, the current routine is terminated.
 一方、初回のプレイ料金の徴収が確認できない場合にはステップS36に進み、ゲーム機GMはカードリーダ12にカードCが有るか否か判定する。カードリーダ12にカードCが有る場合にはステップS34に戻る。一方、カードリーダ12にカードCが無いと判定した場合には、今回のルーチンを終了する。 On the other hand, if the collection of the first play fee cannot be confirmed, the process proceeds to step S36, and the game machine GM determines whether or not the card C is in the card reader 12. If the card reader 12 has the card C, the process returns to step S34. On the other hand, if it is determined that there is no card C in the card reader 12, the current routine is terminated.
 この第2の形態によれば、上述したようにユーザの情報、ゲーム機GMの情報、及び店舗6の情報に応じて初期範囲が変更される。そのため、次にゲームをプレイしようと待っているユーザの待ち時間を短縮できる。また、他に待っているユーザがいないにも拘わらず、ゲームのプレイを短時間で終了しなければならなくなることを抑制できる。ゲーム機GMのプログラム及びデータが更新又は追加された場合、又は店舗6でゲーム機GMに関するイベントが開催されている場合にはゲームをプレイできるユーザの数を増加させることができる。そのため、店舗6に来店したユーザがゲームをプレイできずに不快になることを抑制できる。ゲームをプレイするユーザのプレイ履歴やプレイ時間が判定値より大きい場合にはコンティニュー最大範囲が拡大されるので、これによりそのユーザに特典を付与できる。 According to the second mode, as described above, the initial range is changed according to the user information, the game machine GM information, and the store 6 information. Therefore, the waiting time of the user who is waiting to play the game next can be shortened. In addition, it is possible to prevent the game play from having to be completed in a short time, although there are no other users waiting. When the program and data of the game machine GM are updated or added, or when an event related to the game machine GM is held in the store 6, the number of users who can play the game can be increased. Therefore, it can suppress that the user who visited the store 6 becomes uncomfortable without being able to play a game. Since the continuation maximum range is expanded when the play history or play time of the user who plays the game is larger than the determination value, a privilege can be given to the user.
 なお、本発明では、上述した第1の形態と第2の形態とを組み合わせて行ってもよい。すなわち、ユーザの情報、ゲーム機GMの情報、及び店舗6の情報に応じてコンティニュー最大範囲及び初期範囲の両方が変更されてもよい。 In the present invention, the above-described first form and second form may be combined. That is, both the maximum continuous range and the initial range may be changed according to the user information, the game machine GM information, and the store 6 information.
 本発明は上述の形態に限らず種々の形態にて実施されてよい。例えば、上述した形態では、コンティニュー最大範囲又は初期範囲をセンターサーバ3の制御ユニット20で算出しているが、これらの算出はゲーム機GMの制御ユニット10で行ってもよい。また、本発明は、ネットワークに接続されていないゲーム機で実現されるゲームシステムに適用してもよい。上述したようにゲーム機GMが設置されている店舗&にいるユーザの数は、自ゲーム機GMにおいてゲームがプレイされていなかった時間から推定できる。そこで、このように推定したユーザの数に基づいて初期範囲やコンティニュー最大範囲を変更してもよい。この場合、ゲーム機GMの制御ユニット10が本発明の情報取得手段及び最大範囲変更手段として機能する。 The present invention is not limited to the above-described form and may be implemented in various forms. For example, in the above-described embodiment, the continuation maximum range or the initial range is calculated by the control unit 20 of the center server 3, but these calculations may be performed by the control unit 10 of the game machine GM. Further, the present invention may be applied to a game system realized by a game machine that is not connected to a network. As described above, the number of users at the store & where the game machine GM is installed can be estimated from the time when the game was not played on the game machine GM. Therefore, the initial range and the maximum continue range may be changed based on the number of users estimated in this way. In this case, the control unit 10 of the game machine GM functions as information acquisition means and maximum range changing means of the present invention.
 本発明のゲーム機は、商業施設に設置される業務用ゲーム機、家庭用の据置型ゲーム機、携帯型のゲーム機等、適宜の形態で実現されてよい。上述の形態では、入力装置としてタッチパネル9が利用され、プレイ行為としてタッチ操作が採用されている。しかし、プレイ行為は、このような形態に限定されない。例えば、カメラ等の入力装置を利用して、ユーザの動作がゲーム機GMに入力されてもよい。この場合、ユーザの動作がプレイ行為として採用されてよい。 The game machine of the present invention may be realized in an appropriate form such as an arcade game machine installed in a commercial facility, a home-use game machine, or a portable game machine. In the above-described embodiment, the touch panel 9 is used as an input device, and a touch operation is employed as a play action. However, the play act is not limited to such a form. For example, the user's operation may be input to the game machine GM using an input device such as a camera. In this case, a user's action may be adopted as a play act.
 本発明のゲームシステムで実行されるゲームは、対戦型の音楽ゲームに限定されない。例えば、アクションゲーム、シミュレーションゲーム、スポーツゲーム等、各種のゲームがゲーム機で実行されてよい。また、本発明において初期範囲やコンティニュー最大範囲の変更に用いる情報は、上述した形態で示した情報に限定されない。例えば、本発明のゲームシステムでネットワークを介したユーザ同士の麻雀や将棋の対局を提供する場合、特定のユーザに対局を申し込んでいるユーザの数で一人のユーザが連続してプレイ可能なゲームの最大範囲を変更してもよい。具体的に説明すると、例えば特定のユーザに対して対局を申し込んでいるユーザの数が所定判定値以上の場合には、一人のユーザがその特定のユーザと連続して対局できる回数を減少させる。これにより多くのユーザがその特定のユーザと対局することができる。 The game executed by the game system of the present invention is not limited to a competitive music game. For example, various games such as an action game, a simulation game, and a sports game may be executed on the game machine. In addition, the information used for changing the initial range and the continuation maximum range in the present invention is not limited to the information shown in the above-described form. For example, when the game system of the present invention provides a game of mahjong or shogi between users via a network, a game in which one user can play continuously with the number of users who have applied for a game to a specific user. The maximum range may be changed. More specifically, for example, when the number of users applying for a game to a specific user is equal to or greater than a predetermined determination value, the number of times that one user can play with the specific user continuously is reduced. This allows many users to play with that particular user.
 なお、上述した形態では、ゲームの範囲として楽曲数やプレイ回数を示したが、ゲームの範囲はこれらに限定されない。例えば、ゲームの範囲にはゲームのプレイ時間が含まれる。 In the above-described embodiment, the number of songs and the number of plays are shown as the game range, but the game range is not limited to these. For example, the game range includes game play time.

Claims (7)

  1.  ゲームをプレイするために待機しているユーザの人数を推定可能な情報を取得する情報取得手段と、
     前記情報取得手段が取得した情報に基づいて一人のユーザが前記ゲームを実行するゲーム機において連続してプレイ可能なゲームの最大範囲の大きさを変更する最大範囲変更手段と、を備えているゲームシステム。
    Information acquisition means for acquiring information capable of estimating the number of users waiting to play a game;
    A maximum range changing unit that changes the size of the maximum range of a game that can be continuously played by a single user on a game machine that executes the game based on the information acquired by the information acquisition unit; system.
  2.  前記情報取得手段は、前記ゲーム機の前記ゲームの実行履歴の情報、前記ゲーム機が設置された店舗の情報、及び前記ゲーム機で前記ゲームをプレイするユーザのプレイ履歴の情報のうちの少なくともいずれか一つの情報を、前記ゲームをプレイするために待機しているユーザの人数を推定可能な情報として取得する請求項1のゲームシステム。 The information acquisition means includes at least one of information on an execution history of the game on the game machine, information on a store where the game machine is installed, and information on a play history of a user who plays the game on the game machine. The game system of Claim 1 which acquires such one information as information which can estimate the number of users who are waiting in order to play the said game.
  3.  ユーザからプレイ料金を徴収する料金徴収手段と、
     前記ゲーム機で前記ゲームをプレイするユーザに最初にプレイを許可したゲームの範囲である初期範囲のゲームが終了した場合に、前記料金徴収手段が前記ユーザから前記プレイ料金を徴収したことを条件に、前記ユーザに前記初期範囲に続けて所定の継続最大範囲までのゲームのプレイを許可する継続制御手段と、をさらに備え、
     前記最大範囲は、前記初期範囲と前記継続最大範囲とを合計した範囲であり、
     前記最大範囲変更手段は、前記情報取得手段が取得した情報に基づいて前記継続最大範囲の大きさを変更する請求項1又は2のゲームシステム。
    Fee collection means for collecting play fees from users,
    On the condition that the fee collection means has collected the play fee from the user when the game of the initial range, which is the range of the game that was first allowed to play by the user who plays the game on the game machine, has ended. Continuation control means for allowing the user to play a game up to a predetermined maximum continuation range following the initial range, and
    The maximum range is a total range of the initial range and the continuous maximum range,
    The game system according to claim 1 or 2, wherein the maximum range changing unit changes the size of the continuous maximum range based on the information acquired by the information acquisition unit.
  4.  前記継続制御手段は、前記継続最大範囲内の大きさの範囲であることを条件として前記初期範囲に続けてプレイするゲームの範囲の大きさを前記ユーザに選択させる範囲選択手段を備えている請求項3のゲームシステム。 The said continuation control means is provided with the range selection means which makes the said user select the magnitude | size of the range of the game played following the said initial range on condition that it is the range of the magnitude | size within the said continuation maximum range. Item 3. The game system according to item 3.
  5.  前記最大範囲変更手段は、前記情報取得手段が取得した情報に基づいて前記ゲーム機で前記ゲームをプレイするユーザに最初にプレイを許可するゲームの範囲である初期範囲の大きさを変更する請求項1~4のいずれか一項のゲームシステム。 The maximum range changing unit changes a size of an initial range that is a range of a game that is first allowed to a user who plays the game on the game machine based on the information acquired by the information acquisition unit. 5. The game system according to any one of 1 to 4.
  6.  ゲームシステムに組み込まれるコンピュータに、
     ゲームをプレイするために待機しているユーザの人数を推定可能な情報を取得する情報取得工程と、
     前記情報取得手段が取得した情報に基づいて一人のユーザが前記ゲームを実行するゲーム機において連続してプレイ可能なゲームの最大範囲の大きさを変更する最大範囲変更工程と、を実行させる制御方法。
    In the computer that is built into the game system,
    An information acquisition step of acquiring information capable of estimating the number of users waiting to play a game;
    A control method for executing a maximum range changing step of changing the size of the maximum range of a game that can be continuously played by a single user on a game machine that executes the game based on information acquired by the information acquisition means .
  7.  ゲームシステムに組み込まれるコンピュータを、
     ゲームをプレイするために待機しているユーザの人数を推定可能な情報を取得する情報取得手段と、
     前記情報取得手段が取得した情報に基づいて一人のユーザが前記ゲームを実行するゲーム機において連続してプレイ可能なゲームの最大範囲の大きさを変更する最大範囲変更手段と、して機能させるように構成されたゲームシステム用のコンピュータプログラム。
    The computer built into the game system,
    Information acquisition means for acquiring information capable of estimating the number of users waiting to play a game;
    Based on the information acquired by the information acquisition means, it functions as a maximum range changing means for changing the size of the maximum range of games that can be played continuously by a single user on a game machine that executes the game. A computer program for a game system configured as described above.
PCT/JP2013/066746 2012-06-28 2013-06-18 Game system, control method used therefor, and computer program WO2014002832A1 (en)

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