U.S. patent application number 11/674163 was filed with the patent office on 2007-09-27 for game system and game device.
This patent application is currently assigned to KONAMI GAMING INCORPORATED. Invention is credited to Eiji AIDA.
Application Number | 20070225076 11/674163 |
Document ID | / |
Family ID | 38534175 |
Filed Date | 2007-09-27 |
United States Patent
Application |
20070225076 |
Kind Code |
A1 |
AIDA; Eiji |
September 27, 2007 |
GAME SYSTEM AND GAME DEVICE
Abstract
A game system and game device are disclosed which shorten the
time needed until a game is selected when a player is selecting a
game with an operation accepting unit. When play history of players
associated with player-specifying information (player ID) is stored
in an identifier storage unit, and the input accepting unit accepts
the player ID prior to acceptance by an operation accepting unit of
game selection operation, an assist display image based on the play
history associated with the accepted player ID is displayed prior
to acceptance of game selection operation by the operation
accepting unit. In this way, the player can check his/her own play
history and the time a player takes to decide which game to play
can be shortened.
Inventors: |
AIDA; Eiji; (Zama city,
JP) |
Correspondence
Address: |
GLOBAL IP COUNSELORS, LLP
1233 20TH STREET, NW, SUITE 700
WASHINGTON
DC
20036-2680
US
|
Assignee: |
KONAMI GAMING INCORPORATED
Las Vegas
NV
|
Family ID: |
38534175 |
Appl. No.: |
11/674163 |
Filed: |
February 13, 2007 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3262 20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Mar 23, 2006 |
JP |
2006-080380 |
Claims
1. A game system in which a server device configured to execute at
least one game program, and a plurality of game terminals
configured to communicate with the server device and provide a
player with game data of the game program, are connected in a
manner enabling two-way communication, wherein each game terminal
comprises: an input accepting unit configured to accept
player-specifying information specifying a player prior to game
commencement; an operation accepting unit configured to accept game
selection operations for selection of a game program, and game
operations for a game in progress, from the player; a terminal
communication processing unit configured to transmit to the server
device the player-specifying information, a use request for a game
program corresponding to the game selection operation, and game
operation information specifying the game operations, and receive
game data provided by execution of the game program by the server
device; a display unit configured to display a game screen based on
image information contained in game data received by the terminal
communication processing unit; and a display processing unit that
controls the display on the display unit; and the server device
comprises: a server communication processing unit configured to
receive the player-specifying information, the use request, and the
game operation information from the game terminals; a program
storage unit configured to store at least one game program; a
player information storage unit configured to store the
player-specifying information; a control unit configured to read
from the program storage unit a game program corresponding to the
use request received from a game terminal, execute the read game
program, and control game data of a game being executed by the game
program in accordance with the game operation information; and an
action history processing unit configured to associate action
history based on the game operation information or game progress
status with the player-identifying information and store the same
in the player information storage unit; wherein the server
communication processing unit is configured to transmit, to the
display processing unit of a game terminal, the action history
associated with the player-specifying information in the player
information storage unit via the terminal communication processing
unit of the game terminal; and the display processing unit of the
game terminal is configured to generate an assist display image
based on the action history associated with the player-specifying
information, and perform control so that the same is displayed on
the display unit in the period prior to acceptance by the operation
accepting unit of the game selection operation.
2. The game system according to claim 1, wherein the action history
contains the number of times a game program has been executed.
3. The game system according to claim 1, wherein the action history
includes game play results for each game program.
4. The game system according to claim 1, wherein the display
processing unit, in place of, or together with, the assist display
image, is configured to generate an assist display image based on
action history associated with player-specifying information other
than the player-specifying information inputted into the input
accepting unit, and perform display processing in order to cause
such assist display image to be displayed on the display unit of
the game terminal or other display unit in the period prior to
acceptance by the operation accepting unit of the game selection
operation.
5. A game system configured to enable two-way communication between
a server device on which at least one game program is stored and a
plurality of game terminals, wherein each game terminal comprises:
an input accepting unit configured to accept player-specifying
information that specifies a player prior to game commencement; an
operation accepting unit configured to accept a game selection
operation for selection of a game program, and game operations for
a game in progress, from a player; a terminal communication
processing unit configured to transmit to the server device the
player-specifying information, a use request for a game program
corresponding to the game selection operation, and game operation
information specifying the game operations, and receive from the
server device a game program corresponding to the use request; a
control unit configured to execute a game program received by the
terminal communications processing unit, and control game data of
the game to be executed by the game program in accordance with the
game operation information; a display unit configured to display
game images based on image information contained in the game data;
and a display processing unit configured to control the display on
the display unit; and the server device comprises: a program
storage unit configured to store at least one game program; a
server communication processing unit configured to receive the
player-specifying information, the use request, and the game
operation information from a game terminal, read a game program
corresponding to the use request from the program storage unit, and
transmit the read game program to the game terminal that was the
transmission source for the game selection operation information; a
player information storage unit configured to store the
player-specifying information; and an action history processing
unit configured to associate action history based on the game
operation information or game progress status with the
player-specifying information, and store the same in the player
information storage unit; wherein the server communication
processing unit is configured to transmit, to the display
processing unit of a game terminal, the action history associated
with the player-specifying information in the player information
storage unit via the terminal communication processing unit of the
game terminal; and the display processing unit of the game terminal
is configured to generate an assist display image based on the
action history associated with the player-specifying information,
and perform control so that the same is displayed on the display
unit in the period prior to acceptance by the operation accepting
unit of the game selection operation.
6. The game system according to claim 5, wherein the action history
contains the number of times each game program has been
executed.
7. The game system according to claim 5, wherein the action history
contains game play results for each game program.
8. The game system according to claim 5, wherein the display
processing unit, in place of, or together with, the assist display
image, is configured to generate an assist display image based on
action history associated with player-specifying information other
than the player-specifying information inputted into the input
accepting unit, and perform display processing to cause such assist
display image to be displayed on the display unit of the game
terminal or other display unit in the period prior to acceptance by
the operation accepting unit of the game selection operation.
9. A game system configured to enable two-way communication between
a server device on which at least one game program is stored and a
plurality of game terminals, wherein each game terminal comprises:
an input accepting unit configured to accept player-specifying
information specifying a player; an operation accepting unit
configured to accept game selection operations for selection of a
game program, and game operations for a game in progress, from a
player; a terminal communication processing unit configured to
transmit the player-specifying information and the use request for
a game program corresponding to the game selection operation to the
server device, and receive from the server device a game program
corresponding to the use request; a control unit configured to
execute a game program received by the terminal communication
processing unit, and control game data of a game being executed by
the game program in accordance with the game operation information;
a display unit configured to display a game image based on image
information contained in the game data; a display processing unit
configured to control the display on the display unit; and an
action history processing unit configured to associate action
history based on game operation information for specifying the game
operations or game progress status with the player-specifying
information, and transmit the same to the server device; and the
server device comprises: a program storage unit that stores at
least one game program; a server communication processing unit
configured to receive the player-specifying information, the use
request, and association between action history and the
player-specifying information from a game terminal, read a game
program corresponding to the use request from the program storage
unit, and transmit the read game program to the game terminal that
was the transmission source for the use request; and a player
information storage unit configured to store the player-specifying
information as well as the association between action history and
the player-specifying information; wherein the server communication
processing unit is configured to transmit, to the display
processing unit of a game terminal, the action history associated
with the player-specifying information in the player information
storage unit via the terminal communication processing unit of the
game terminal; and the display processing unit of the game terminal
is configured to generate an assist display image based on the
action history associated with the player-specifying information,
and perform control so that the same is displayed on the display
unit in the period prior to acceptance by the operation accepting
unit of the game selection operation.
10. A game system in which a server device configured to execute at
least one game program, and a plurality of game terminals
configured to communicate with the server device and provide a
player with game data of the game program, are connected in a
manner enabling two-way communication, wherein each game terminal
comprises: an input accepting unit configured to accept
player-specifying information that specifies a player prior to game
commencement; an operation accepting unit configured to accept a
game selection operation for selection of a game program, and game
operations for a game in progress, from a player; a terminal
communication processing unit configured to transmit to the server
device the player-specifying information, a use request for a game
program corresponding to the game selection operation, and game
operation information specifying the game operations, and receive
game data provided by execution of a game program by the server
device; a display unit configured to display game images based on
image information contained in game data received by the terminal
communications processing unit; a display processing unit
configured to control the display on the display unit; and an
action history processing unit configured to associate action
history based on the game operation information or the game
progress status with the player-specifying information, and
transmit the same to the server device; and the server device
comprises: a server communication processing unit configured to
receive from a game terminal the player-specifying information, the
use request, the game operation information, and association
between action history and the player-specifying information; a
program storage unit configured to store at least one game program;
a player information storage unit configured to store the
player-specifying information as well as the associations between
action history and the player-specifying information; and a control
unit configured to read, from the program storage unit, a game
program corresponding to the use request received from a game
terminal, execute the read game program, and control the game data
of a game being executed by the game program in accordance with the
game operation information; and wherein the server communication
processing unit is configured to transmit, to the display
processing unit of a game terminal, action history associated with
the player-specifying information in the player information storage
unit via the terminal communication processing unit of the game
terminal; and the display processing unit of the game terminal is
configured to generate an assist display image based on the action
history associated with the player-specifying information, and
perform control so that the same is displayed on the display unit
in the period prior to acceptance by the operation accepting unit
of the game selection operation.
11. A game system in which a server device configured to execute at
least one game program, and a plurality of game terminals
configured to communicate with the server device and provide a
player with game data of the game program, are connected in a
manner enabling two-way communication, wherein each game terminal
comprises: an input accepting unit configured to accept
player-specifying information specifying a player prior to game
commencement; an operation accepting unit configured to accept a
game selection operation for selection of a game program, and game
operations for a game in progress, from a players; a terminal
communication processing unit configured to transmit to the server
device the player-specifying information, game selection
operations, a use request for a game program corresponding to the
game selection operation, and game operation information specifying
the game operations, and receive game data provided by execution of
a game program by the server device; a display unit configured to
display game images based on image information contained in game
data received by the terminal communications processing unit; and a
display processing unit configured to control the display on the
display unit; and the server device comprises: a server
communication processing unit configured to receive from a game
terminal the player-specifying information, the game selection
operations, the use request, and the game operation information; a
program storage unit configured to store at least one game program;
a player information storage unit configured to store the
player-specifying information; a control unit configured to read,
from the program storage unit, a game program corresponding to the
use request received from a game terminal, execute the read game
program, and control game data of a game being executed by the game
program in accordance with the game operation information; an
operation history processing unit configured to associate operation
history based on the game selection operation with the
player-specifying information, and store the same in the player
information storage unit; and an operation omission processing unit
configured to generated, based on the operation history stored in
the player information storage unit, pattern-omitted data such that
operation patterns in past operation history that were repeatedly
accepted by the operation accepting unit are omitted at least in
part; wherein the server communication processing unit is
configured to transmit, to the display processing unit of the game
terminal, the pattern-omitted data associated with the
player-specifying information via the terminal communication
processing unit of the game terminal; and the display processing
unit of the game terminal is configured to generate an assist
display image based on the pattern-omitted data associated with the
player-specifying information, and perform control so that the same
is displayed on the display unit.
12. A game system configured to enable two-way communication
between a server device on which at least one game program is
stored and a plurality of game terminals, wherein each game
terminal comprises: an input accepting unit configured to accept
player-specifying information specifying a player prior to game
commencement; an operation accepting unit configured to accept a
game selection operation for selection of a game program, and game
operations for a game in progress, from a player; a terminal
communication processing unit configured to transmit to the server
device the player-specifying information, the game selection
operation, and a use request for a game program corresponding to
the game selection operation, and receive a game program
corresponding to the use request from the server device; a control
unit configured to execute the game program received by the
terminal communication processing unit, and control game data for
the game executed by such game program in accordance with the game
operation information for specifying the game operations; a display
unit configured to display game images based on image information
contained in game data; and a display processing unit configured to
control the display on the display unit; and the server device
comprises: a program storage unit configured to store at least one
game program; a server communication processing unit configured to
receive from a game terminal the player-specifying information, the
game selection operations, and the use request, read the game
program corresponding to the use request from the program storage
unit, and transmit the read game program to the game terminal that
was the transmission source for the use request; a player
information storage unit configured to store the player-specifying
information; an operation history processing unit configured to
associate the operation history based on the game selection
operation with the player-specifying information, and store the
same in the player information storage unit; and an operation
omission processing unit configured to generated, based on the
operation history stored in the player information storage unit,
pattern-omitted data such that operation patterns in past operation
history that have been repeatedly accepted by the operation
accepting unit are omitted at least in part; wherein the server
communication processing unit is configured to transmit, to the
display processing unit of the game terminal, the pattern-omitted
data associated with the player-specifying information via the
terminal communication processing unit of the game terminal, and
the display processing unit of the game terminal is configured to
generate an assist display image based on the pattern-omitted data
associated with the player-specifying information, and perform
control such that the same is displayed on the display unit.
13. A game system configured to enable two-way communication
between a server device on which at least one game program is
stored and a plurality of game terminals, wherein each game
terminal comprises: an input accepting unit configured to accept
player-specifying information specifying a player prior to game
commencement; an operation accepting unit configured to accept a
game selection operation for selection of a game program, and game
operations for a game in progress, from a player; a terminal
communication processing unit configured to transmit to the server
device the player-specifying information and a use request for a
game program corresponding to the game selection operation, and
receive a game program corresponding to the use request from the
server device; a control unit configured to execute the game
program received by the terminal communication processing unit, and
control game data for the game executed by such game program in
accordance with the game operation information for specifying the
game operations; a display unit configured to display game images
based on image information contained in game data; a display
processing unit configured to control the display on the display
unit; an operation history processing unit configured to associate
the operation history based on the game selection operation with
the player-specifying information, and transmit the same to the
server device; and an operation omission processing unit configured
to receive from the server device the operation history associated
with the player-specifying information, and generate
pattern-omitted data such that operation patterns in past operation
history associated with the player-specifying information that the
operation accepting unit repeatedly accepted are omitted at least
in part; and the server device comprises a program storage unit
configured to store at least one game program; a server
communication processing unit configured to receive from a game
terminal the player-specifying information, the use request, and
the association between the operation history and the
player-specifying information, read the game program corresponding
to the use request from the program storage unit, and transmit the
read game program to the game terminal that was the transmission
source for the use request; and a player information storage unit
configured to store the player-specifying information, and store
the association between the operation history and the
player-specifying information; wherein the server communication
processing unit is configured to transmit the operation history
associated with the player-specifying information in the player
information storage unit to the operation omission processing unit
of the game terminal via the terminal communication processing unit
of the game terminal; and the display processing unit of the game
terminal is configured to generate an assist display image based on
the pattern-omitted data associated with the player-specifying
information, and perform control so that the same is displayed on
the display unit.
14. A game system in which a server device configured to execute at
least one game program, and a plurality of game terminals
configured to communicate with the server device and provide a
player with game data of the game program, are connected in a
manner enabling two-way communication, wherein a game terminal
comprises: an input accepting unit configured to accept, prior to
game commencement, player-specifying information specifying a
player; an operation accepting unit configured to accept a game
selection operation for selection of a game program, and game
operations for a game in progress, from a player; a terminal
communication processing unit configured to transmit to the server
device the player-specifying information, a use request for a game
program corresponding to the game selection operation, and game
operation information specifying the game operations, and receive
game data provided by execution of a game program by the server
device; a display unit configured to display game images based on
image information contained in game data received by the terminal
communication processing unit; a display processing unit configured
to control the display on the display unit; an operation history
processing unit configured to associate operation history based on
the game selection operation with the player-specifying
information, and transmit the same to the server device; and an
operation omission processing unit configured to receive, from the
server device, the operation history associated with the
player-specifying information, and generate pattern-omitted data
such that operation patterns in past operation history associated
with the player-specifying information that the operation accepting
unit repeatedly accepted are omitted at least in part; and the
server device comprises: a server communication processing unit
configured to receive the player-specifying information, the use
request, the game operation information, and the association
between the operation history and the player-specifying information
from the game terminals; a program storage unit configured to store
at least one game program; a player information storage unit
configured to store the player-specifying information, and store
the association between the operation history and the
player-specifying information; and a control unit configured to
read from the program storage unit a game program corresponding to
the use request received from a game terminal, execute the read
game program, and control game data of the game being executed by
the game program in accordance with the game operation information;
wherein the server communication processing unit is configured to
transmit the operation history associated with the
player-specifying information in the player information storage
unit to the operation omission processing unit of the game terminal
via the terminal communication processing unit of the game
terminal; and the display processing unit of the game terminal is
configured to generate an assist display image based on the
pattern-omitted data associated with the player-specifying
information, and perform control so that the same is displayed on
the display unit.
15. A game device comprises: a program storage unit configured to
store at least one game program; an input accepting unit configured
to accept, prior to game commencement, player-specifying
information that specifies a player; a player information storage
unit configured to store the player-specifying information; an
operation accepting unit configured to accept a game selection
operation for selection of a game program, and game operations for
a game in progress, from a player; a control unit configured to
read a game program corresponding to the game selection operation
from the program storage unit, execute the read game program, and
control game data of the game being executed by the game program in
accordance with the game operation information specifying the game
operations; a display unit configured to display game images based
on image information contained in the game data; a display
processing unit configured to control the display on the display
unit; and an action history processing unit configured to associate
action history based on the game operation information with the
player-specifying information, and cause the same to be stored in
the player-specifying information storage unit; wherein the display
processing unit is configured to generate an assist display image
based on the action history associated with the player-specifying
information in the player information storage unit, and control
such that the same is displayed on the display unit prior to
acceptance of game selection operation by the operation accepting
unit.
16. A game device comprising: a program storage unit configured to
store at least one game program; an input accepting unit configured
to accept, prior to game commencement, player-specifying
information specifying a player; a player information storage unit
configured to store the player-specifying information; an operation
accepting unit configured to accept a game selection operation for
selection of a game program, and game operations for a game in
progress, from a player; a control unit configured to read a game
program corresponding to the game selection operation from the
program storage unit, execute the read game program, and control
game data of the game being executed by the game program in
accordance with the game operation information specifying the game
operations; a display unit configured to display game images based
on image information contained in the game data; a display
processing unit configured to control the display on the display
unit; an operation history processing unit configured to associate
the operation history based on the game selection operation with
the player-specifying information, and store the same in the player
information storage unit; and an operation omission processing unit
configured to generate pattern-omitted data such that operation
patterns in past operation history associated with the
player-specifying operation repeatedly accepted by the operation
accepting unit are omitted at least in part; wherein the display
processing unit is configured to generate an assist display image
based on the pattern-omitted data associated with the
player-specifying information, and perform control so that the same
is displayed on the display unit.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application claims priority to Japanese Patent
Application No. 2006-080380. The entire disclosure of Japanese
Patent Application No. 2006-080380 is hereby incorporated herein by
reference.
FIELD OF THE INVENTION
[0002] The present invention relates to a game system and game
device to be installed in a game facility or the like.
BACKGROUND OF THE INVENTION
[0003] A known example of this type of game system is the system
described in the specification of U.S. Pat. No. 6,409,602. This
system comprises a server that stores a plurality of game programs
and a plurality of game terminals, and the server can execute a
plurality of game programs. Each client can access a plurality of
game programs to be executed by the server, and the game screen of
the accessed game program is displayed on the relevant client.
[0004] The player can choose a game program from among a plurality
of game programs stored on the server by performing a game
selection operation on the game terminal operation unit of the
client game terminal. The player can play the relevant game program
executed by the server by performing game operations at the
client.
[0005] However, with this kind of game system, problems that arise
are that the player that operates the operation accepting unit of
the game terminal takes time in performing a game selection
operation because he/she has trouble selecting which game to play,
or the operations to be performed until a game is selected are
time-consuming.
[0006] This kind of problem is not limited to game systems
comprising a server and a plurality of clients. This problem also
arises with a standalone game device storing a plurality of game
programs from which the player can select a game.
[0007] In view of the above, it will be apparent to those skilled
in the art from this disclosure that there exists a need for an
improved game system and game device that can reduce the amount of
time needed for the player to select a game when selecting a game
with the operation accepting unit. This invention addresses this
need in the art as well as other needs, which will become apparent
to those skilled in the art from this disclosure.
SUMMARY OF THE INVENTION
[0008] According to a first aspect of the present invention, a game
system is disclosed in which a server device configured to execute
at least one game program, and a plurality of game terminals
configured to communicate with the server device and provide a
player with game data of the game program, are connected in a
manner enabling two-way communication.
[0009] Each game terminal comprises an input accepting unit
configured to accept player-specifying information specifying a
player prior to game commencement; an operation accepting unit
configured to accept game selection operations for selection of a
game program, and game operations for a game in progress, from the
player; a terminal communication processing unit configured to
transmit to the server device the player-specifying information, a
use request for a game program corresponding to the game selection
operation, and game operation information specifying the game
operations, and receive game data provided by execution of the game
program by the server device; a display unit configured to display
a game screen based on image information contained in game data
received by the terminal communication processing unit; and a
display processing unit that controls the display on the display
unit.
[0010] The server device comprises a server communication
processing unit configured to receive the player-specifying
information, the use request, and the game operation information
from the game terminals; a program storage unit configured to store
at least one game program; a player information storage unit
configured to store the player-specifying information; a control
unit configured to read from the program storage unit a game
program corresponding to the use request received from a game
terminal, execute the read game program, and control game data of a
game being executed by the game program in accordance with the game
operation information; and an action history processing unit
configured to associate action history based on the game operation
information or game progress status with the player-identifying
information and store the same in the player information storage
unit.
[0011] Here, the server communication processing unit is configured
to transmit, to the display processing unit of a game terminal, the
action history associated with the player-specifying information in
the player information storage unit via the terminal communication
processing unit of the game terminal. In addition, the display
processing unit of the game terminal is configured to generate an
assist display image based on the action history associated with
the player-specifying information, and perform control so that the
same is displayed on the display unit in the period prior to
acceptance by the operation accepting unit of the game selection
operation.
[0012] With this game system, the action history (play history) of
players is associated with player-specifying information and
stored. When the input accepting unit has accepted input of
player-specifying information, an assist display image based on a
specified play history associated with accepted player-specifying
information is displayed on the display unit prior to acceptance of
game selection operation by the operation accepting unit. Here, a
player in many cases will select a game after referring to his/her
own play history, such as the type of games played, number of times
each type was played, and play performance. When players select a
game, displaying an assist display image based on their own play
history enables players to check their own play history and shorten
the time spent deciding which game to play.
[0013] According to a second aspect of the present invention, the
action history of the first aspect contains the number of times a
game program has been executed.
[0014] When selecting a game, a player can check an assist display
screen based on the number of times he/she played various games.
Thus, a player can use the number of times he/she played a game as
an aid to game selection and shorten the time taken to decide which
game to select.
[0015] According to a third aspect of the present invention, the
action history of the first aspect includes game play results for
each game program.
[0016] This game system stores an action history containing game
play results. Because an assist display image based on assist
information generated using game play results is displayed, the
player can check his/her own past play performance on an individual
game basis. Thus, the player can use play results as an aid to game
selection and shorten the time taken deciding which game to
select.
[0017] According to a fourth aspect of the present invention, in
the first aspect, the display processing unit, in place of, or
together with, the assist display image, is configured to generate
an assist display image based on action history associated with
player-specifying information other than the player-specifying
information inputted into the input accepting unit, and perform
display processing in order to cause such assist display image to
be displayed on the display unit of the game terminal or other
display unit in the period prior to acceptance by the operation
accepting unit of the game selection operation.
[0018] This game system displays assist display images based not
only on the play history of a player but the play history of other
players. A player can check the assist display image based on
information containing the play histories of other players such as
game popularity ranking, and ranking based on play history. Thus,
the player can use the play histories of other players as an aid to
game selection and shorten the time taken to decide which game to
select.
[0019] According to a fifth aspect of the present invention, a game
system is configured to enable two-way communication between a
server device on which at least one game program is stored and a
plurality of game terminals.
[0020] Each game terminal comprises an input accepting unit
configured to accept player-specifying information that specifies a
player prior to game commencement; an operation accepting unit
configured to accept a game selection operation for selection of a
game program, and game operations for a game in progress, from a
player; a terminal communication processing unit configured to
transmit to the server device the player-specifying information, a
use request for a game program corresponding to the game selection
operation, and game operation information specifying the game
operations, and receive from the server device a game program
corresponding to the use request; a control unit configured to
execute a game program received by the terminal communications
processing unit, and control game data of the game to be executed
by the game program in accordance with the game operation
information; a display unit configured to display game images based
on image information contained in the game data; and a display
processing unit configured to control the display on the display
unit.
[0021] The server device comprises a program storage unit
configured to store at least one game program; a server
communication processing unit configured to receive the
player-specifying information, the use request, and the game
operation information from a game terminal, read a game program
corresponding to the use request from the program storage unit, and
transmit the read game program to the game terminal that was the
transmission source for the game selection operation information; a
player information storage unit configured to store the
player-specifying information; and an action history processing
unit configured to associate action history based on the game
operation information or game progress status with the
player-specifying information, and store the same in the player
information storage unit.
[0022] Here, the server communication processing unit is configured
to transmit, to the display processing unit of a game terminal, the
action history associated with the player-specifying information in
the player information storage unit via the terminal communication
processing unit of the game terminal. In addition, the display
processing unit of the game terminal is configured to generate an
assist display image based on the action history associated with
the player-specifying information, and perform control so that the
same is displayed on the display unit in the period prior to
acceptance by the operation accepting unit of the game selection
operation.
[0023] The effects of the fifth aspect of the invention are the
same as the first aspect.
[0024] According to a sixth aspect of the present invention, the
action history of the first fifth aspect contains the number of
times each game program has been executed.
[0025] According to a seventh aspect of the present invention, the
action history of the fifth aspect contains game play results for
each game program.
[0026] According to an eighth aspect of the present invention, in
the fifth aspect, the display processing unit, in place of, or
together with, the assist display image, is configured to generate
an assist display image based on action history associated with
player-specifying information other than the player-specifying
information inputted into the input accepting unit, and perform
display processing to cause such assist display image to be
displayed on the display unit of the game terminal or other display
unit in the period prior to acceptance by the operation accepting
unit of the game selection operation.
[0027] According to a ninth aspect of the present invention, a game
system is configured to enable two-way communication between a
server device on which at least one game program is stored and a
plurality of game terminals.
[0028] Each game terminal comprises an input accepting unit
configured to accept player-specifying information specifying a
player; an operation accepting unit configured to accept game
selection operations for selection of a game program, and game
operations for a game in progress, from a player; a terminal
communication processing unit configured to transmit the
player-specifying information and the use request for a game
program corresponding to the game selection operation to the server
device, and receive from the server device a game program
corresponding to the use request; a control unit configured to
execute a game program received by the terminal communication
processing unit, and control game data of a game being executed by
the game program in accordance with the game operation information;
a display unit configured to display a game image based on image
information contained in the game data; a display processing unit
configured to control the display on the display unit; and an
action history processing unit configured to associate action
history based on game operation information for specifying the game
operations or game progress status with the player-specifying
information, and transmit the same to the server device.
[0029] The server device comprises a program storage unit that
stores at least one game program; a server communication processing
unit configured to receive the player-specifying information, the
use request, and association between action history and the
player-specifying information from a game terminal, read a game
program corresponding to the use request from the program storage
unit, and transmit the read game program to the game terminal that
was the transmission source for the use request; and a player
information storage unit configured to store the player-specifying
information as well as the association between action history and
the player-specifying information.
[0030] Here, the server communication processing unit is configured
to transmit, to the display processing unit of a game terminal, the
action history associated with the player-specifying information in
the player information storage unit via the terminal communication
processing unit of the game terminal. In addition, the display
processing unit of the game terminal is configured to generate an
assist display image based on the action history associated with
the player-specifying information, and perform control so that the
same is displayed on the display unit in the period prior to
acceptance by the operation accepting unit of the game selection
operation.
[0031] The effects of the ninth aspect of the invention are the
same as the first aspect of the invention.
[0032] According to a tenth aspect of the present invention, a game
system is disclosed in which a server device configured to execute
at least one game program, and a plurality of game terminals
configured to communicate with the server device and provide a
player with game data of the game program, are connected in a
manner enabling two-way communication.
[0033] Each game terminal comprises an input accepting unit
configured to accept player-specifying information that specifies a
player prior to game commencement; an operation accepting unit
configured to accept a game selection operation for selection of a
game program, and game operations for a game in progress, from a
player; a terminal communication processing unit configured to
transmit to the server device the player-specifying information, a
use request for a game program corresponding to the game selection
operation, and game operation information specifying the game
operations, and receive game data provided by execution of a game
program by the server device; a display unit configured to display
game images based on image information contained in game data
received by the terminal communications processing unit; a display
processing unit configured to control the display on the display
unit; and an action history processing unit configured to associate
action history based on the game operation information or the game
progress status with the player-specifying information, and
transmit the same to the server device.
[0034] The server device comprises a server communication
processing unit configured to receive from a game terminal the
player-specifying information, the use request, the game operation
information, and association between action history and the
player-specifying information; a program storage unit configured to
store at least one game program; a player information storage unit
configured to store the player-specifying information as well as
the associations between action history and the player-specifying
information; and a control unit configured to read, from the
program storage unit, a game program corresponding to the use
request received from a game terminal, execute the read game
program, and control the game data of a game being executed by the
game program in accordance with the game operation information.
[0035] Here, the server communication processing unit is configured
to transmit, to the display processing unit of a game terminal,
action history associated with the player-specifying information in
the player information storage unit via the terminal communication
processing unit of the game terminal. In addition, the display
processing unit of the game terminal is configured to generate an
assist display image based on the action history associated with
the player-specifying information, and perform control so that the
same is displayed on the display unit in the period prior to
acceptance by the operation accepting unit of the game selection
operation.
[0036] The effects of the tenth aspect of the present invention are
the same as those of the first aspect.
[0037] According to an eleventh aspect of the present invention, a
game system is disclosed in which a server device configured to
execute at least one game program, and a plurality of game
terminals configured to communicate with the server device and
provide a player with game data of the game program, are connected
in a manner enabling two-way communication.
[0038] Each game terminal comprises an input accepting unit
configured to accept player-specifying information specifying a
player prior to game commencement; an operation accepting unit
configured to accept a game selection operation for selection of a
game program, and game operations for a game in progress, from a
players; a terminal communication processing unit configured to
transmit to the server device the player-specifying information,
game selection operations, a use request for a game program
corresponding to the game selection operation, and game operation
information specifying the game operations, and receive game data
provided by execution of a game program by the server device; a
display unit configured to display game images based on image
information contained in game data received by the terminal
communications processing unit; and a display processing unit
configured to control the display on the display unit.
[0039] The server device comprises a server communication
processing unit configured to receive from a game terminal the
player-specifying information, the game selection operations, the
use request, and the game operation information; a program storage
unit configured to store at least one game program; a player
information storage unit configured to store the player-specifying
information; a control unit configured to read, from the program
storage unit, a game program corresponding to the use request
received from a game terminal, execute the read game program, and
control game data of a game being executed by the game program in
accordance with the game operation information; an operation
history processing unit configured to associate operation history
based on the game selection operation with the player-specifying
information, and store the same in the player information storage
unit; and an operation omission processing unit configured to
generated, based on the operation history stored in the player
information storage unit, pattern-omitted data such that operation
patterns in past operation history that were repeatedly accepted by
the operation accepting unit are omitted at least in part.
[0040] Here, the server communication processing unit is configured
to transmit, to the display processing unit of the game terminal,
the pattern-omitted data associated with the player-specifying
information via the terminal communication processing unit of the
game terminal. In addition, the display processing unit of the game
terminal is configured to generate an assist display image based on
the pattern-omitted data associated with the player-specifying
information, and perform control so that the same is displayed on
the display unit.
[0041] This game system associates operation history for past
pre-game selection operation history--i.e., operations up to game
selection--with player-specifying information and stores the same.
When the input accepting unit accepts input of player-specifying
information, operations performed repeatedly in the game selection
operations are omitted based on the operation history associated
with that player-specifying information. In some cases, as players
repeat game selection tasks, their operations will to a certain
extent fall into a specific pattern. Players with such a set
pattern repeat the same operation pattern each time they play, and
this can become tiresome for a player.
[0042] This game system can comprehend game selection operation
patterns for players on an individual player basis based on the
operation history for pre-game selection operations. Because
recurring operations can be omitted at least in part, a player can
enjoy the effects of repeated operations without having to actually
perform the operations repeatedly. Thus the operations preceding a
player's game selection operation can be simplified.
[0043] According to a twelfth aspect of the present invention, a
game system is configured to enable two-way communication between a
server device on which at least one game program is stored and a
plurality of game terminals.
[0044] Each game terminal comprises an input accepting unit
configured to accept player-specifying information specifying a
player prior to game commencement; an operation accepting unit
configured to accept a game selection operation for selection of a
game program, and game operations for a game in progress, from a
player; a terminal communication processing unit configured to
transmit to the server device the player-specifying information,
the game selection operation, and a use request for a game program
corresponding to the game selection operation, and receive a game
program corresponding to the use request from the server device; a
control unit configured to execute the game program received by the
terminal communication processing unit, and control game data for
the game executed by such game program in accordance with the game
operation information for specifying the game operations; a display
unit configured to display game images based on image information
contained in game data; and a display processing unit configured to
control the display on the display unit.
[0045] The server device comprises a program storage unit
configured to store at least one game program; a server
communication processing unit configured to receive from a game
terminal the player-specifying information, the game selection
operations, and the use request, read the game program
corresponding to the use request from the program storage unit, and
transmit the read game program to the game terminal that was the
transmission source for the use request; a player information
storage unit configured to store the player-specifying information;
an operation history processing unit configured to associate the
operation history based on the game selection operation with the
player-specifying information, and store the same in the player
information storage unit; and an operation omission processing unit
configured to generated, based on the operation history stored in
the player information storage unit, pattern-omitted data such that
operation patterns in past operation history that have been
repeatedly accepted by the operation accepting unit are omitted at
least in part.
[0046] Here, the server communication processing unit is configured
to transmit, to the display processing unit of the game terminal,
the pattern-omitted data associated with the player-specifying
information via the terminal communication processing unit of the
game terminal. In addition, the display processing unit of the game
terminal is configured to generate an assist display image based on
the pattern-omitted data associated with the player-specifying
information, and perform control such that the same is displayed on
the display unit.
[0047] The effects of the twelfth aspect of the present invention
are the same as those of the eleventh aspect.
[0048] According to a thirteenth aspect of the present invention, a
game system is configured to enable two-way communication between a
server device on which at least one game program is stored and a
plurality of game terminals.
[0049] Each game terminal comprises an input accepting unit
configured to accept player-specifying information specifying a
player prior to game commencement; an operation accepting unit
configured to accept a game selection operation for selection of a
game program, and game operations for a game in progress, from a
player; a terminal communication processing unit configured to
transmit to the server device the player-specifying information and
a use request for a game program corresponding to the game
selection operation, and receive a game program corresponding to
the use request from the server device; a control unit configured
to execute the game program received by the terminal communication
processing unit, and control game data for the game executed by
such game program in accordance with the game operation information
for specifying the game operations; a display unit configured to
display game images based on image information contained in game
data; a display processing unit configured to control the display
on the display unit; an operation history processing unit
configured to associate the operation history based on the game
selection operation with the player-specifying information, and
transmit the same to the server device; and an operation omission
processing unit configured to receive from the server device the
operation history associated with the player-specifying
information, and generate pattern-omitted data such that operation
patterns in past operation history associated with the
player-specifying information that the operation accepting unit
repeatedly accepted are omitted at least in part.
[0050] The server device comprises a program storage unit
configured to store at least one game program; a server
communication processing unit configured to receive from a game
terminal the player-specifying information, the use request, and
the association between the operation history and the
player-specifying information, read the game program corresponding
to the use request from the program storage unit, and transmit the
read game program to the game terminal that was the transmission
source for the use request; and a player information storage unit
configured to store the player-specifying information, and store
the association between the operation history and the
player-specifying information.
[0051] Here, the server communication processing unit is configured
to transmit the operation history associated with the
player-specifying information in the player information storage
unit to the operation omission processing unit of the game terminal
via the terminal communication processing unit of the game
terminal. Here, the display processing unit of the game terminal is
configured to generate an assist display image based on the
pattern-omitted data associated with the player-specifying
information, and perform control so that the same is displayed on
the display unit.
[0052] The effects of the thirteenth aspect of the present
invention are the same as those of the eleventh aspect.
[0053] According to a fourteenth aspect of the present invention, a
game system is disclosed in which a server device configured to
execute at least one game program, and a plurality of game
terminals configured to communicate with the server device and
provide a player with game data of the game program, are connected
in a manner enabling two-way communication.
[0054] A game terminal comprises an input accepting unit configured
to accept, prior to game commencement, player-specifying
information specifying a player; an operation accepting unit
configured to accept a game selection operation for selection of a
game program, and game operations for a game in progress, from a
player; a terminal communication processing unit configured to
transmit to the server device the player-specifying information, a
use request for a game program corresponding to the game selection
operation, and game operation information specifying the game
operations, and receive game data provided by execution of a game
program by the server device; a display unit configured to display
game images based on image information contained in game data
received by the terminal communication processing unit; a display
processing unit configured to control the display on the display
unit; an operation history processing unit configured to associate
operation history based on the game selection operation with the
player-specifying information, and transmit the same to the server
device; and an operation omission processing unit configured to
receive, from the server device, the operation history associated
with the player-specifying information, and generate
pattern-omitted data such that operation patterns in past operation
history associated with the player-specifying information that the
operation accepting unit repeatedly accepted are omitted at least
in part.
[0055] The server device comprises a server communication
processing unit configured to receive the player-specifying
information, the use request, the game operation information, and
the association between the operation history and the
player-specifying information from the game terminals; a program
storage unit configured to store at least one game program; a
player information storage unit configured to store the
player-specifying information, and store the association between
the operation history and the player-specifying information; and a
control unit configured to read from the program storage unit a
game program corresponding to the use request received from a game
terminal, execute the read game program, and control game data of
the game being executed by the game program in accordance with the
game operation information.
[0056] Here, the server communication processing unit is configured
to transmit the operation history associated with the
player-specifying information in the player information storage
unit to the operation omission processing unit of the game terminal
via the terminal communication processing unit of the game
terminal. In addition, the display processing unit of the game
terminal is configured to generate an assist display image based on
the pattern-omitted data associated with the player-specifying
information, and perform control so that the same is displayed on
the display unit.
[0057] The effects of the fourteenth aspect of the present
invention are the same as those of the eleventh aspect.
[0058] According to a fifteenth aspect of the present invention, a
game device comprises a program storage unit configured to store at
least one game program; an input accepting unit configured to
accept, prior to game commencement, player-specifying information
that specifies a player; a player information storage unit
configured to store the player-specifying information; an operation
accepting unit configured to accept a game selection operation for
selection of a game program, and game operations for a game in
progress, from a player; a control unit configured to read a game
program corresponding to the game selection operation from the
program storage unit, execute the read game program, and control
game data of the game being executed by the game program in
accordance with the game operation information specifying the game
operations; a display unit configured to display game images based
on image information contained in the game data; a display
processing unit configured to control the display on the display
unit; and an action history processing unit configured to associate
action history based on the game operation information with the
player-specifying information, and cause the same to be stored in
the player-specifying information storage unit.
[0059] Here, the display processing unit is configured to generate
an assist display image based on the action history associated with
the player-specifying information in the player information storage
unit, and control such that the same is displayed on the display
unit prior to acceptance of game selection operation by the
operation accepting unit.
[0060] This game device associates player-specifying information
and stores specified action history of players (play history). When
the input accepting unit accepts input of player-specifying
information, an assist display image based on specified play
history associated with the received player-specifying information
is displayed prior to acceptance of a game selection operation by
the operation accepting unit. Players often select a game based on
their own play history, such as the kinds of games played in the
past, the number of times they played that game and play
performance. Displaying an assist display screen based on a
player's own play history when the player is selecting a game
enables the player to check his/her own play history, shortening
the time for a player to decide which game to play.
[0061] A game device comprising a program storage unit configured
to store at least one game program; an input accepting unit
configured to accept, prior to game commencement, player-specifying
information specifying a player; a player information storage unit
configured to store the player-specifying information; an operation
accepting unit configured to accept a game selection operation for
selection of a game program, and game operations for a game in
progress, from a player; a control unit configured to read a game
program corresponding to the game selection operation from the
program storage unit, execute the read game program, and control
game data of the game being executed by the game program in
accordance with the game operation information specifying the game
operations; a display unit configured to display game images based
on image information contained in the game data; a display
processing unit configured to control the display on the display
unit; an operation history processing unit configured to associate
the operation history based on the game selection operation with
the player-specifying information, and store the same in the player
information storage unit; and an operation omission processing unit
configured to generate pattern-omitted data such that operation
patterns in past operation history associated with the
player-specifying operation repeatedly accepted by the operation
accepting unit are omitted at least in part.
[0062] Here, the display processing unit is configured to generate
an assist display image based on the pattern-omitted data
associated with the player-specifying information, and perform
control so that the same is displayed on the display unit.
[0063] This game device associates operation history of past
pre-game selection operations prior to game selection with
player-specifying information and stores the same. When the input
accepting unit accepts player-specifying information, recurring
pre-game selection operations are omitted based on the operation
history associated with that player-specifying information. In some
cases, as players repeat game selection tasks, their operations
will to a certain extent fall into a specific pattern. Players with
such a set pattern repeat the same operation pattern each time they
play, and this can become tiresome for a player.
[0064] This game device can grasp game selection operation patterns
for players on an individual player basis based on the operation
history for pre-game selection operations. Because recurring
operations can be omitted at least in part, a player can enjoy the
effects of repeated operations without having to actually perform
the operations repeatedly. Thus the operations preceding a player's
game selection operation can be simplified.
[0065] In accordance with the present invention, a game system or
game device is provided that can shorten the time needed until a
game selection operation when a player is selecting a game with an
operation accepting unit.
[0066] These and other objects, features, aspects and advantages of
the present invention will become apparent to those skilled in the
art from the following detailed description, which, taken in
conjunction with the annexed drawings, discloses a preferred
embodiment of the present invention.
BRIEF DESCRIPTION OF THE DRAWINGS
[0067] Referring now to the attached drawings which form a part of
this original disclosure:
[0068] FIG. 1 is functional block diagram showing the main
configuration of a casino game system according to Embodiment
1.
[0069] FIG. 2 is a block diagram showing the hardware configuration
of a server device constituting the casino game system.
[0070] FIG. 3 is an external view of a game terminal constituting
the casino game system.
[0071] FIG. 4 is a block diagram showing the hardware configuration
of the main control board constituting the game terminal.
[0072] FIG. 5 is a block diagram showing the hardware configuration
of a sub-control board constituting a game terminal.
[0073] FIG. 6 is a sequence flow diagram showing the process flow
when a player is playing a game at a game terminal.
[0074] FIG. 7 is a flowchart showing the flow of a slot game based
on a game program executed by a server device.
[0075] FIG. 8 is a diagram for explaining an example of stop
patterns when a winning is decided in a slot game.
[0076] FIG. 9 is a functional block diagram showing the main
configuration of a casino game system according to Embodiment
2.
[0077] FIG. 10 is a sequence flow diagram showing processing when a
player plays a game at a game terminal constituting the casino game
system.
[0078] FIG. 11 is a functional block diagram showing the main
configuration of a game device in the Variations.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0079] Selected embodiments of the present invention will now be
explained with reference to the drawings. It will be apparent to
those skilled in the art from this disclosure that the following
descriptions of the embodiments of the present invention are
provided for illustration only and not for the purpose of limiting
the invention as defined by the appended claims and their
equivalents.
Embodiment 1
[0080] Now, one embodiment of the present invention where the
present invention is applied to a casino game system for a licensed
casino facility (hereinafter referred to as "Embodiment 1") will be
explained. FIG. 1 is a functional block diagram showing the main
configuration of the casino game system according to Embodiment 1.
This casino game system is a thin-client type game system that is
comprised of a plurality of game terminals 1 having no system
board, and a server device 50 storing multiple kinds of game
programs. In other words, a game based on a game program executed
in the server device 50 can be played at each game terminal 1.
[0081] The game terminal 1 acts as an interface for a player when
playing the game, and is installed on a casino floor where the
players actually play the game. On the other hand, the server
device 50 is installed in a security room, for example, where entry
by the players is not permitted. This security room is strictly
managed by a casino operator. Each game terminal 1 and the server
device 50 are connected via a communication network so as to allow
two-way communication therebetween. When all or a portion of the
functional elements of the server device 50 are installed in a
location away from the casino, they may be connected to the server
device via a public telephone line, dedicated telephone line,
communication network implemented by a wireless communication line,
etc. Configuration of the server device 50
[0082] First, the server device 50 of the casino game system will
be explained. FIG. 2 is a block diagram showing the hardware
configuration of the server device 50 according to Embodiment 1.
The server device 50 comprises a CPU 51, RAM 52, ROM 53, system bus
54, information storage device 55, input device 56, output device
57, server communication device 58, etc. Elements such as CPU 51
and RAM 52 exchange data and program instructions and the like with
each other via the system bus 54. A program for operating the
server device 50 in accordance with a predetermined sequence is
stored in the ROM 53 and information storage unit 55, and called up
to a working area in the CPU 51 and RAM 52 and executed as
necessary. The information storage device 55 stores multiple kinds
of game programs A, B, C and so on that can be played selectively
on the game terminal 1. A new game program can be added to the
information storage device 55 or an existing game program can be
deleted therefrom by the casino operating staff operating the input
device 56. These game programs may include a game program for a
slot machine and a game program for a table game such as blackjack
and poker, but is not limited thereto.
[0083] When the server device 50 receives game selection operation
information from the game terminal 1, as explained below, the CPU
51 executes a game program specified by the game selection
operation information. Image and audio information according to the
progress of the game is created by the executed game program and is
transmitted from the server communication device 58 to the game
terminal 1, i.e., the source of the game selection operation
information. When the game terminal 1 receives the image and audio
information, a game display based on the image information and
sound effects based on the audio information are outputted. When
the player performs game operation to the game terminal, the game
operation information is transmitted to the server device 50. The
CPU 51 of the server device 50 that has received the game operation
information changes the progress of the game based on the game
operation information. This allows the player to play the game that
progresses in accordance with the game program executed by the
server device 50 on the game terminal 1.
[0084] Note that the server device 50 may be configured as a
dedicated control device or may be configured using a general
computer system. Also, it may be configured with a single computer
or with a plurality of computers connected via a network, each of
the plurality of computers being equipped with each of a plurality
of functions. Configuration of the game terminal 1
[0085] Next, the game terminal 1 of the casino game system will be
explained. FIG. 3 is a perspective exterior view of the game
terminal 1 according to Embodiment 1. The game terminal 1 has a
box-shape case 2, front panel 3 attached to the front side of the
case 2 such that the case 2 can be opened and closed, and so on.
Provided on the front panel 3 are a display window 4 for visibly
checking a monitor 11, a coin slot 5a and bill slot 5b, a spin
button 6a, a credit payoff button 6b, BET buttons 7a and 7b used to
play a game after a player has inserted coins into the game
terminal, a game selection button 8, a coin receiving tray 9 having
a coin payout outlet 9a, lamps 10a and 10b, etc. The spin button
6a, credit payoff button 6b, BET buttons 7a and 7b, and game
selection button 8 are lamp buttons that include a light
emitter.
[0086] The monitor 11 is arranged inside the game terminal 1. This
monitor 11 displays a game display based on the image information
of a game display transmitted from the server device 50. In the
case of a slot game, for example, a plurality of the same or
different symbols that are to be arranged in a predetermined
arrangement are respectively displayed in five symbol display areas
11a. The monitor 11 is configured with a CRT display but may also
be configured with a plasma display, liquid crystal display, and
the like. Also, the monitor 11 is provided with a credit display
unit 11b, bet display unit 11c, and winning money display unit 11d
above the five symbol display areas 11a. The credit display unit
11b displays the number of credits equivalent to the amount of
money that the player has inputted into the coin slot 5a or bill
slot 5b (deposit amount). The bet display unit 11c displays a bet
that the player has placed using the BET buttons 7a and 7b. The
winning money display unit 11d displays the amount of money that
the player has won in accordance with the results of a game. The
game terminal 1 also internally includes a detection device for
detecting whether or not inputted coins and bills are counterfeit,
a coin payout device having a hopper capable of holding a large
number of coins (not shown), a speaker that serves as a sound
output unit, etc. Note, however, that a control unit that executes
a game program and progresses the game is not provided in the game
terminal 1 but rather in the server device 50 as mentioned
earlier.
[0087] A card slot 13 for inserting a house card as a portable
recording medium used at the casino, and a display device 14, are
provided at the upper part of the game terminal 1. The house card
manages personal information that the player has registered at the
casino reception and the like. A player ID, or unique player
identification information for each player, is stored in the house
card. The house card is also used by the server device 50 and the
like to manage points given to the player in accordance with the
amount of money he/she has spent for the game. This makes it easier
to award privileges to a player, such as a hotel voucher based on
the points. The points that the player has earned, etc. are
displayed on the display device 14.
[0088] FIG. 4 is a block diagram showing the hardware configuration
of a main control board 20 of the game terminal 1. FIG. 5 is a
block diagram showing the hardware configuration of a sub-control
board 30 of the game terminal 1. An input/output port 21a of the
main control board 20 is used in order to communicate with the
sub-control board 30. An input/output port 21b of the main control
board 20 is used in order to communicate with the monitor 11, lamps
10a and 10b, speaker 15, various buttons 6a, 6b, 7a 7b and 8, and
coin payout device 16. An external input/output port 21c of the
main control board 20 is used in order to communicate with the
server device 50 via the communication network. Various programs,
such as a communication program that are executed by a CPU 21, are
stored in a ROM 22 and are outputted to the CPU 21. Note, however,
that no game program is stored in the ROM 22. A RAM 23 temporarily
stores the processing results and the like of the CPU 21. A video
driver 25 controls the display of the monitor 11 under the control
of the CPU 21. Alight control unit 26 controls the lighting of the
lamps 10a and 10b under the control of the CPU 21. A sound control
unit 27 controls audio announcements and sound effects and the like
that the speaker 15 outputs under the control of the CPU 21. A
payout control unit 28 controls the coin payout device 16 so that
coins are paid out from the coin payout outlet 9a to the coin
receiving tray 9 under the control of the CPU 21. The CPU 21 of the
main control board 20 is also connected to the spin button 6a,
credit payoff button 6b, BET buttons 7a and 7b, and game selection
button 8, and receives operation signals from the input/output port
21b. In addition, the CPU 21 is also connected to a deposit amount
counting device (not shown) that counts the amount of money
inserted into the coin slot 5a and bill slot 5b.
[0089] The sub-control board 30 comprises a CPU 31, ROM 32, RAM 33,
card reader 34, display driver 24, input/output ports 36a and 36b,
etc. The ROM 32 stores data such as various programs, various
databases, etc. used by the CPU 31, which are outputted to the CPU
31. The RAM 33 temporarily stores the processing results and the
like of the CPU 31. The card reader 34 reads out an ID stored in a
house card that is inserted in the card slot 13 and outputs the ID
to the CPU 31. The display driver 35 controls the display of the
display device 14 under the control of the CPU 31. The input/output
port 36a is used for communicating data with the main control board
20. The input/output port 36b is used for communication with the
display device 14.
[0090] As shown in the functional block diagram of FIG. 1, the game
terminal in Embodiment 1 primarily comprises the operation
accepting unit 41, terminal communication processing unit 42,
display unit 43, and input accepting unit 71.
[0091] The operation accepting unit 41 comprises a spin button 6a,
credit payoff button 6b, BET buttons 7a and 7b, and game selection
button 8, etc. When a player performs a button operation, the
input-output port 21b sends the operation signal to the CPU 21 of
the main control board 20. Included in these operations is a game
selection operation for selecting the kind of game program to be
executed by the server device 50.
[0092] The terminal communication processing unit 42 performs
two-way communication with the server device 50 and comprises
primarily the CPU 21, ROM 22, RAM 23, and external input-output
port 21c of a main control board 20. When the operation accepting
unit 41 accepts a game selection operation as described below, the
terminal communication processing unit 42 performs processing for
transmitting to the server device game selection operation
information (use request) specifying the kind of game program to be
executed on the server device 50. When the operation accepting unit
41 accepts various game operations, processing is performed to
transmit the game operation information corresponding to the
received game operation to the server device. Here, game operation
information is information for performing controls such as changing
the progress status of a game based on a game program being
executed by the server device 50. Further, the terminal
communication processing unit 42 also performs processing for
receiving image and sound information in accordance with the
progress status of a game based on a game program being executed by
the server device.
[0093] The display unit 43 comprises the CPU 21 and 31, ROM 22 and
32, RAM 23 and 33, video driver 25, display driver 35, etc. serving
as the display processing unit; and comprises the monitor 11 and
display device 14, etc. The display unit 43 displays on the monitor
11 and display device 14 game images based on image information
received from the terminal communication processing unit 42. The
display unit also displays a screen for game selection as described
below on the monitor 11.
[0094] The input accepting unit 71 comprises the card slot 13, card
reader 34, etc., and accepts the ID that is the player identifier
stored in the house card. More specifically, an ID stored in the
house card inserted into the card slot 13 is read by the card
reader 34, and that ID is transmitted to the terminal communication
processing unit 42. The terminal communication processing unit 42
outputs the ID received from the input accepting unit 71 to the
server device 50.
[0095] The other hand, the server device 50 comprises a storage
unit 61, control unit 62, server communication processing unit 63,
identifier storage unit 64, identifier selection unit 65 and action
history processing unit 72.
[0096] The storage unit 61 comprises the RAM 52, ROM 53,
information storage unit 55, etc., and stores a plurality of game
programs A, B, C and the like.
[0097] The control unit 62 comprises the CPU 51, ROM 52, RAM 53,
system bus 54, etc., and can execute at least two or more game
programs simultaneously. When the control unit 62 receives an
execution command from the identifier selection unit 65 described
above, the storage unit 61 reads and executes the game program
relating to that execution command. At this time, if while the game
program is being executed on one game terminal 1, another execution
command is received, the latter game program is executed in
parallel while execution of the former game program continues.
Further, the control unit 62 transmits via the server communication
processing unit 63 image and audio information in accordance with
the game progress status based on a game program to the game
terminal 1 that is the transmission source for the game selection
operation information corresponding to that game program. Further,
when the server communication processing unit 63 receives game
operation information, the control unit 62 performs control so as
to change the game progress status based on the game operation
information.
[0098] The server communication processing unit 63 performs two-way
communication with each game terminal 1 and comprises primarily the
CPU 51, ROM 52, RAM 53, system bus 54, server communication device
58, etc. The server communication processing unit 63 performs
processing for receiving game selection operation or game operation
information transmitted by each game terminal 1, and for
transmitting to the game terminal image or audio information in
accordance with the game progress status based on the game program
being executed by the control unit 62.
[0099] The identifier storage unit 64 comprises RAM 52, ROM 53,
information storage device 55, etc. and stores a plurality of
different identifiers for the same game program. In other words,
the identifiers make it appear that there is a plurality of the
same game program, and identify each of them. For example, there
are more than two identifiers for a game program A, more than two
identifiers for a game program B, and more than two identifiers for
a game program C. Note, however, there may be a program that has
only one corresponding identifier, or a game program that has no
corresponding identifier. Also note that a plurality of virtual
machines (virtual game devices) that are capable of executing the
same game program are provided, and each of the identifiers for the
game program is correlated with each virtual machine.
[0100] The identifier selection unit 65 comprises a CPU 51, ROM 52,
RAM 53, system bus 54 and the like. When the server communication
processing unit 63 receives game selection operation information
(use request), that game selection operation information is
transmitted to the identifier selection unit 65. The identifier
selection unit 65 then determines whether or not unselected
identifiers exist for the game program corresponding to the game
selection operation information. When there are unselected
identifiers, the identifier selection unit 65 performs a process in
which one identifier is selected from the unselected identifiers in
accordance with a predetermined selection condition. As explained
below, the selection condition in Embodiment 1 is that an
identifier is selected if that identifier is unselected.
[0101] For example, each game terminal 1 transmits notification
image selection information together with the game selection
operation information to the server device 50. This notification
image selection information indicates which virtual machine has
been selected by a player. The notification image identifies each
of the identifiers that corresponds to each of a plurality of the
same game programs that exist virtually. Simply put, the
notification image indicates whether or not each of a plurality of
virtual machines that can execute a selected game is currently
used, so that the player can select one from the unused virtual
machines. Here, according to the selection condition of Embodiment
1, if an identifier corresponding to notification image selection
information is an unselected identifier, that identifier can be
selected.
[0102] Note that the selection condition is not limited to the
aforementioned condition. It may be that an identifier is selected
from unselected identifiers randomly, or that an identifier is
selected based on an order of priority predetermined for a
plurality of identifiers. Also, when the identifier selection unit
65 selects an identifier, it sets a selection flag on for that
selected identifier in the identifier storage unit 64. The
identifier selection unit 65 determines whether or not each
identifier has already been selected depending on whether or not
its selection flag is on. When selecting an identifier, the
identifier selection unit 65 also outputs an execution command to
the control unit 62 to execute a game program corresponding to that
identifier.
[0103] The action history processing unit 72 comprises a CPU 51,
ROM 52, RAM 53, system bus 54, etc. The action history processing
unit 72 associates identifiers corresponding to the game program
executed by the control unit 62, player IDs received from the game
terminals, and the specified action history information (play
history information) for game programs being executed, and stores
the same in the identifier storage unit 64. In other words, the
action operation processing unit 72 performs processing to store
the play history of players in the identifier storage unit 64.
[0104] Therefore, the identifier storage unit 64, in addition to
storing a plurality of different identifiers for the same game
program, associates action history information with player IDs and
stores the same.
[0105] The action history information is a history of game
operation information for each player or game progress status based
on a game program executed by the control unit 62. Therefore, the
action history processing unit 72 receives the game progress status
from the control unit, and receives a player's game operation
information from the operation accepting unit 41.
[0106] Next, the process flow when a player plays a game on the
game terminal 1 is explained. FIG. 6 is a sequence flow diagram
showing the process flow when a player plays the game on the game
terminal. When the player is about to start playing the game on one
game terminal 1, the monitor 11 of that game terminal 1 is usually
displaying images of the preceding game played on that game
terminal 1. The player can choose to play that game or to play
another kind of game that is stored in the program storage unit 61
of the server device 50. When the player chooses to play another
type of game, the player first performs an operation on the
operation accepting unit 41 in order to call up a game selection
display. Upon this operation, the CPU 21 of the game terminal 1
executes a game selection program, reads out game selection display
information stored in the ROM 22 and RAM 23, and displays the game
selection display on the monitor 11. Note that a case in which the
game selection display information is stored in each game terminal
1 is explained in Embodiment 1, but it may be stored in the server
device 50 instead. If the game selection display information is
stored in the server device 50, the management efficiency will
improve because all the game selection display information can be
centrally managed. For example, when adding a new game program or
deleting an existing game program, all that has to be done is to
change the game selection display information stored in the server
device 50. In this way, the changes can be made easily.
[0107] A list of available games for the player on the game
terminal 1 is displayed on the game selection display. The player
then views the game selection display, and, by operating the game
selection button 8, performs a game selection operation on the
operation accepting unit 41 in order to select a game that the
player wishes to play. The game selection operation information
corresponding to that operation is transmitted from the terminal
communication processing unit 42 to the server device 50. Here, a
case where the player has selected a slot game is taken as an
example. When the server communication processing unit 63 receives
the game selection operation information, the CPU 51 of the server
device 50 executes a predetermined notification processing program.
Upon this execution, the CPU 51 of the server device 50 specifies a
game program based on the game selection operation information,
refers to the identifier storage unit 64, and determines whether or
not a selection flag is on for a plurality of identifiers (or one
identifier) corresponding to the specified game program.
Thereafter, the CPU 51 performs control by which selection flag
information that indicates the determination result is sent from
the server communication processing unit 63 to the game terminal 1
that has transmitted the game selection operation information.
Here, the selection flag information is information
(selected/unselected information) that indicates whether a virtual
machine is being used or not (selected or unselected). Then, when
the game terminal 1 receives the selection flag information by the
terminal communication processing unit 42, the CPU 21 displays a
virtual machine selection display on the display unit 43. The
virtual machine selection display displays a plurality of virtual
machine images (notification images) such that that each of them is
identifiable. Note that a game selected by a game selection
operation is provided with a plurality of identifiers, and a
virtual machine image (notification image) is provided for each of
the identifiers.
[0108] In other words, when a player selects a desired game, a
plurality of virtual machine images (notification images) that can
execute the selected game are displayed on the display unit 43.
This plurality of virtual machine images indicate which virtual
machine is being used (selected) and which virtual machine is not
being used (unselected) among the plurality of virtual machines on
which the selected game can be played. The player can thus know the
selectable virtual machines from the virtual machine images.
[0109] In Embodiment 1, each virtual machine image (notification
image) is thus displayed on the display unit 43 of the game
terminal 1 by the cooperating of the game terminal 1 and the server
device 50. A notification process in which each virtual machine
image (notification image) is displayed on the display unit 43 is
executed by a notification processing unit. The notification
processing unit comprises the RAM 52 that configures the identifier
storage unit 64 of the server device 50, CPU 51, the server
communication device 58 that configures server communication
processing unit 63; and the external input/output port 21c and CPU
21 that configures the terminal communication processing unit 42 of
the game terminal 1.
[0110] In Embodiment 1, each virtual machine image on a virtual
machine selection display is displayed on a different position
thereon. An image of a slot machine can be used as a virtual game
image, for example. Alternatively, an image of a slot machine with
a virtual machine number assigned thereon can be used. In
Embodiment 1, an image of slot machine with a virtual machine
number is used for the virtual machine image. Each virtual machine
image may be the same image or may be a different image. In
Embodiment 1, however, a virtual machine image corresponding to an
identifier that has already been selected by the identifier
selection unit 65 (selected identifier) is at least made different
from a virtual machine image corresponding to an identifier not yet
selected by the identifier selection unit 65 (unselected
identifier). Specifically, the virtual machine image corresponding
to an unselected identifier is displayed in color; the virtual
machine image corresponding to a selected identifier in gray.
[0111] A specific control will be explained below. The CPU 21 of
the game terminal 1 executes the predetermined notification
processing program. Upon this execution, the CPU 21 of the game
terminal 1 determines whether each of the identifiers corresponding
to the game program is selected or unselected based on selection
flag information. A virtual machine selection display is displayed
on the display unit 43 where a virtual machine image corresponding
to an identifier determined to have been already selected is
displayed in gray, and a virtual machine image corresponding to an
identifier determined not to have been selected is displayed in
color. Then, a player views the virtual machine selection display
and performs a virtual machine selection operation (notification
image selection operation). The virtual machine selection operation
is an operation on the operation accepting unit 41 in which a
player selects a virtual machine image with a desired virtual
machine number. At this time, the operation accepting unit 41
accepts a virtual machine selection operation in which a virtual
machine image with an unselected identifier (virtual machine image
displayed in color) is selected, but does not accept a virtual
machine selection operation in which a virtual machine image with a
selected identifier (virtual machine image displayed in gray) is
selected. Alternatively, a virtual machine image in gray may be
made unselectable from the beginning. When the operation accepting
unit 41 receives the virtual machine selection operation, virtual
machine selection operation information corresponding to that
operation is transmitted from the terminal communication processing
unit 42 to the server device 50.
[0112] When the server communication processing unit 63 of the
server device 50 receives the virtual machine selection operation
information, the identifier selection unit 65 of the server device
50 refers to the identifier storage unit 64 and determines whether
or not the virtual machine (identifier) specified by the virtual
machine selection operation information has already been selected
based on its selection flag. If it is determined that the
identifier has not been selected (selection flag off), its
selection flag is changed from off to on. Further, the identifier
selection unit 65 outputs, to the control unit 62, an execution
command to execute a game program corresponding to the identifier,
i.e., a game program specified by the game selection operation
information that the server communication processing unit 63 has
currently received.
[0113] When the control unit 62 of the server device 50 receives
the execution command from the identifier selection unit 65, it
reads out a game program corresponding to the execution command
from the program storage unit 62 and executes it. Upon this
execution, the slot game is initiated on the game terminal 1 that
has transmitted the virtual machine selection operation
information. The control unit 62 of the server device 50 controls
the server communication processing unit 63 to transmit image
information in accordance with the progress of the slot game to the
game terminal 1 that has transmitted the virtual machine selection
operation information. After receiving the image information, the
terminal communication processing unit 42 of the game terminal 1
displays a game display based on the image information on the
display unit 43. The player can then play the slot game he/she has
selected.
[0114] In Embodiment 1, a game program that the control unit 62 of
the server device 50 executes is the same no matter which virtual
machine image in a virtual machine selection display is selected by
the player. Here, the player can select a virtual machine image in
the virtual machine selection display before he/she starts playing
the slot game. The player cannot select a virtual machine image
that is already selected by another player. Therefore, when the
player selects a virtual machine, it is as if he/she is choosing a
real game machine. Accordingly, a player who plays a slot game
based on the game program executed by the server device 50 can feel
as if he/she is playing the slot game on a virtual game machine
(virtual machine) that he/she has selected.
[0115] FIG. 7 is a flow chart showing the flow of the slot game
based on the game program executed by the server device 50. First,
when a coin (not shown) is inserted into the coin slot 5a or bill
slot 5b of the game terminal 1 by a player, the deposit amount is
counted by the deposit amount counting device (not shown).
Thereafter, the CPU 21 of the main control board 20 in the game
terminal performs a credit adding process, in which the number of
credits equivalent to the deposit amount counted by the deposit
amount counting device are added to the credit data stored in the
RAM 23.
[0116] After deciding an amount to bet, the player operates the BET
buttons 7a and 7b of the game terminal 1 in order to place the bet
(S1). When the operation accepting unit 41 receives this bet
operation (game operation), the bet operation information (game
operation information) is transmitted to the server device 50 from
the terminal communication processing unit 42. When the server
communication processing unit 63 of the server device 50 receives
this bet operation information, the control unit 62 of the server
device 50 changes the progress of the slot game according to the
bet operation information. In other words, the game status is
changed where the spin button 6a can accept a spin operation (game
operation).
[0117] Specifically, the control unit 62 creates image information
based on the bet operation information, and transmits it to the
game terminal 1 from the server communication processing unit 63.
When the terminal communication processing unit 42 of the game
terminal 1 receives this image information, the amount of the bet
according to the bet operation information is displayed on the bet
display unit 11c. When the operation accepting unit 41 accepts the
bet operation, the CPU 21 of the main control board 20 of the game
terminal 1 performs a process in which the number of credits
according to the bet operation is reduced from the credit data of
the RAM 23 (S2).
[0118] Thereafter, when the player operates the spin button 6a of
the game terminal 1 (S3), the operation accepting unit 41 accepts
that spin operation (game operation). Then, the spin operation
information (game operation information) is transmitted to the
server device 50 from the terminal communication processing unit
42. When the server communication processing unit 63 of the server
device 50 receives this spin operation information, the control
unit 62 of the server device 50 changes the progress of the slot
game according to the spin operation information. For example, the
symbols displayed on the five symbol display areas 11a of the
display unit 43 are symbols that are changed randomly one after
another. Specifically, image information for changing the symbols
to be displayed on the five symbol display areas 11a one after
another is transmitted from the server communication processing
unit 63 to the game terminal 1. On the game terminal 1 that has
received this image information with its terminal communication
processing unit 42, the symbols are displayed randomly on the five
symbol display areas 11a in accordance with the received image
information (S4).
[0119] When the server communication processing unit 63 receives
the spin operation information, the control unit 62 of the server
device 50 generates five random numbers (S5), and performs a
process in which the symbols to be displayed statically in the
symbol display areas 11a are determined. Specifically, the control
unit 62 compares the five generated random numbers with their
respective stoppage position tables. The stoppage position table is
provided for each symbol display area 11a. Based on each of the
random numbers and stoppage position tables, the control unit 62
determines the stoppage position in the symbol display areas 11a of
each of the symbols that have been displayed randomly.
[0120] Further, when the server communication processing unit 63
receives the spin operation information, the control unit 62 of the
server device 50 compares a combination of the five random numbers
with a win determination table, and performs a prize drawing
process which determines whether or not any prizes have been won
(S6). In Embodiment 1, the prizes are mainly categorized as prizes
which award the player predetermined credits, and prizes which
allow the player to play an event, bonus game, and feature game
that are categorized in a special game status. Then, based on the
combination of the random numbers, and the win determination table,
the control unit 62 of the server device 50 determines which prize
the player has won from the current slot game, or that no prize has
been won. In the following explanation, the former prize is taken
as an example.
[0121] In Embodiment 1, each win determination table is made to
determine a win when a symbol corresponding to one prize is
displayed statically in any one of the symbol displaying areas and
in its adjacent symbol displaying areas, in relation to the
stoppage position table. In other words, an arrangement pattern of
the symbols displayed statically in all of the symbol display areas
11a is determined by the five generated random numbers and the
stoppage position tables. A winning prize is determined by
comparing a combination of symbols that are displayed statically in
any one of the symbol display areas 11a and its adjacent symbol
display areas with the win determination table. For example, when
the symbols displayed in the adjacent symbol display areas are in a
predetermined arrangement, a prize is won.
[0122] FIG. 8 is an explanatory diagram showing one example of a
pattern of the symbols statically displayed when determining a win.
In this example, five prizes are won. For the purpose of
explanation, the five symbol display areas 11a are referred to,
from left to right in FIG. 8, a first symbol display area, second
symbol display area, third symbol display area, fourth symbol
display area, and fifth symbol display area. As mentioned above, if
the symbol corresponding to one same prize is displayed statically
on any one of the symbol display areas and its adjacent symbol
display areas, a prize will be won.
[0123] With reference to FIG. 8, all of the symbol display areas
have a "1st" symbol statically displayed thereon. Therefore, the
"First" prize corresponding to the five "1st" symbols is won.
Meanwhile, a "W" symbol is statically displayed on the second
symbol display area. Here, a "W" symbol can be treated as a "1st"
symbol. Therefore, similar to the aforementioned case, another
"First" prize corresponding to the five "1st" symbols is won. All
of the symbol display areas have a "K" symbol statically displayed
thereon. Therefore, the "King" prize corresponding to the five "K"
symbols is won. Meanwhile, a "W" symbol is statically displayed on
the second symbol display area. This "W" symbol can be treated as a
"K" symbol. Therefore, similar to the aforementioned case, the
"King" prize corresponding to the five "K" symbols is won.
Furthermore, a "2nd" symbol is statically displayed in the third
and fourth symbol display areas, and a "W" symbol is statically
displayed in the second symbol display area. Because a "W" symbol
can also be treated as "2nd" symbol, the "Second" prize
corresponding to three "2nd" symbols is won. Note that a prize will
be won only when more than three adjacent symbol display areas
display a symbol corresponding to the same prize in Embodiment 1.
Therefore, with reference to FIG. 8, although an "A" symbol is
statically displayed in the first and second symbol display areas,
because neither an "A" nor a "W" symbol is displayed in the third
symbol display area, this does not constitute the "Ace" prize. Of
course, the number of adjacent symbol display areas with the same
symbol to win a prize may be set to be more than two or four
instead of three. In Embodiment 1, even a prize corresponding to
the same symbol may be treated as a different prize if the number
of the same symbols is different. More specifically, even for a
prize corresponding to a "1st" symbol, the "First" prize
corresponding to three "1st" symbols, the "First" prize
corresponding to four "1st" symbols, and the "First" prize
corresponding to five "1st" symbols are considered to be different
prizes. Accordingly, the dividend amount will be different for each
prize. The more symbols there are, the bigger the dividend will
become.
[0124] In Embodiment 1, the prize is won when a symbol
corresponding to one prize is statically displayed in any one of
the symbol display areas and in its adjacent areas, but the method
for determining a win is not limited thereto. A typical slot game
may be employed in which a prize is won when the same symbol is
displayed statically on a prize-winning line that lies across all
of the symbol display areas, as well as various kinds of slot
games.
[0125] When the prize drawing process has thus been completed, and
after a predetermined time period has elapsed since the spin
operation information was received, the control unit 62 of the
server device 50 changes the progress of the slot game so that the
random display of symbols in the symbol display areas 11a is
stopped at a stoppage position determined by the five random
numbers and the stoppage position tables. Specifically, image
information for stopping the random display of the five symbol
display areas 11a is transmitted from the server communication
processing unit 63 to the game terminal 1. When the terminal
communication processing unit 42 of the game terminal 1 receives
the image information, the random display of the five symbol
display areas 11a is stopped according to the received image
information (S7).
[0126] On the other hand, if, in the prize drawing process, a prize
in which predetermined credits will be awarded to the player is
decided (S8), the control unit 62 of the server device 50 transmits
prize winning information that indicates the winning of the prize
from the server communication processing unit 63 to the game
terminal. When the terminal communication processing unit 42 of the
game terminal receives this prize winning information, the CPU 21
of the main control board 20 performs a process for paying out the
dividend (S9). Specifically, the CPU 21 of the main control board
20 performs a pay out process in which credits according to the
winning prize are added to the credit data stored in the RAM 23.
Also included in the prize winning information of Embodiment 1 is
information regarding a lamp control instruction and sound effects.
Therefore, when the terminal communication processing unit of the
game terminal receives the prize winning information, the CPU 21 of
the main control board 20 outputs a control instruction to the
light control unit 26 in accordance with the lamp control
instruction. In this way, the light control unit 26 performs a
lighting process in which the lamp buttons provided with the light
emitter such as the lamps 10a and 10b, spin button 6a, credit
payoff button 6b, BET buttons 7a and 7b, game selection button 8,
etc. that are left on are made to flash with a flashing pattern in
accordance with the control instruction. Also, the CPU 21 of the
main control board 20 transmits sound effect information to the
sound control unit 27. Then, the sound control 27 pauses the music
that has been outputted from the speaker 15 as accompanying music,
and outputs the sound effects from the speaker 15. In this way, the
various lamp buttons of the game terminal 1 are flashed and sound
effects are outputted from the speaker 15.
[0127] If a player playing such a slot game on the game terminal 1
wants to play a different game, he/she performs an operation to
call up a game selection screen with the operation accepting unit
41. With this operation, a game selection screen is displayed on
the monitor 11 as described above. The player selects another game
by operating the game selection button 8 and when he/she selects a
virtual machine image of the virtual machine number that he/she
wants to play, he/she can play the selected game.
[0128] In this way, with the above game system, a player can freely
select a game program to be executed from among a plurality of game
programs. Here, some kind of support is needed if there are far too
many games to choose from. If no support is available when
selecting from among many selections, the problem arises of the
player not being able to choose what game to play and taking time
to perform a game selection operation because the operations until
selection are time-consuming. Spending time on game selection
operations is a waste of the player's time. Further, for the game
facility, a game is not progressing even though a player is at game
terminal 1, meaning that the actual operating rate is lowered.
EXAMPLE 1
[0129] Next, Example 1, which supports the game selection operation
of players using the game system of Embodiment 1, will be
explained.
[0130] In Example 1, when the input accepting unit 71 accepts a
player ID, the control unit 62 reads action history (play history)
corresponding to the player from the identifier storage unit 64.
The control unit 62 generates assist information to assist with
selection based on this play history. Then, this assist information
is sent to the game terminal 1 where the relevant player ID was
accepted. When it receives the assist information, the game
terminal 1 displays an assist image on the display unit 43 based on
the assist information.
[0131] Play history information may be action history such as the
number of times a game has been in a specified progress state in a
specified period in the past or the kind of specified progress
state, etc. This play history information is associated with the
player ID input before play and stored in the identifier storage
unit 64. More specifically, the play history is game progress
status in a game based on a game program executed by the control
unit 62 of the server device 50, such as the number of times a
large amount of credit has been paid out or the number of times a
specified event has occurred. Taking the example of the slot game
described above, the number of times a prize is won resulting in an
event or a transition to a bonus game or feature game or the type
of such prize, etc. can be stored as play history information.
Another example of a player history is a history of a player's game
operations.
[0132] When the server device 50 receives a player ID from a game
terminal 1, the control unit 62 generates assist information based
on play history information associated with that player's ID and
transmits the same to the game terminal 1. The display processing
unit of the game terminal that received the assist information
displays a display image of the relevant assist information
(hereinafter "assist image") before the operation accepting unit 41
accepts a game selection operation. In this way, because the player
can select a game while referring to an assist image, the player
can be encouraged to select a game.
[0133] Some examples of play history information stored in the
identifier storage unit 64 are, for each kind of game or for each
virtual machine, the up-to-date figures (including the past one
month, for example) for the number of times a game has been played,
losses, and the number of times a bonus game has been won or
largest payout on a slot machine. If a prize has been set such as a
jackpot that has no relation to the game progress state, the game
identifier or virtual machine identifier so set can be stored in
the identifier storage unit 64 along with the number of times a
prize was awarded.
[0134] As described above, an example was given of taking play
history when the game progress status reached a specified progress
status, but provided that taking play history is a significant
action, play history is not limited to the foregoing. For example,
a history of game operations by a player can be used as a play
history.
[0135] The assist image displayed on the display unit 43 can be,
for example, an image in which play history information is
expressed in figures that is quantified. More specifically, when a
recognizable icon is displayed for each playable game (or virtual
machine) on the selection screen, the play history information
expressed in numerical form is displayed at positions corresponding
to each icon. The numbers displayed here can be all or a portion of
the numbers relating to specified play history information stored
in the identifier storage unit 64.
[0136] The assist image displayed on the display unit 43 can also
be an image made based on the play history information. For
example, when input of a player ID is accepted, an assist image is
generated based on the number of times each game program has been
executed in the past or number of times a selected virtual machine
has been used with the relevant player ID. For example, the control
unit 62 generates as an assist image a ranking table that ranks the
kinds of games in order of most times executed and virtual machines
in order of most times used, and the display processing unit
displays this assist image on the display unit 43.
[0137] It is also possible to display on the display unit 43 only
the icons corresponding to the game program executed the most times
or the virtual machine used the most times. In this way, games that
are played more frequently can be selected easily.
[0138] Further, from the number of times each game was played in
the past, trends in a player's game selection (preferences) can be
predicted, and a game suited to the player's preferences can be
displayed. Here, elements for predicting trends in a player's game
selection include game category such as poker and slots,
manufacturer, or game series. Information for games having the same
elements for game category, manufacturer, game series or the like
with games played often is displayed on the selection screen of the
display unit 43 as an assist image.
[0139] In the case of a game series, when the game program for a
new game that is a sequel to a game played frequently by the
relevant player is added to the server device 50, an assist image
announcing that a new game has arrived can be displayed on the
display unit 43. Further, in addition to announcement of the game,
the display unit 43 can display a button enabling execution of the
new game, and when the player selects the button, the relevant new
game is executed.
[0140] Also, when many kinds of games are stored in the server
device 50, a player will very likely take time selecting a game. In
such cases, as described above, a selection screen such that only
games in accordance with a player's preferences are displayed on
the display unit 43. In this way, the player is encouraged to
select a game, and the time taken for game selection can be
shortened.
[0141] Assist screens are not limited to screens for facilitating
selection of games played frequently. An assist screen can
facilitate selection of games not played frequently, or games in
game categories or from manufacturers not played frequently.
[0142] Alternatively, based on win-loss data for each kind of game
or each virtual machine, specifically, data that compares amount
inserted and amount won, a kind of game or virtual machine well
suited to the player is extracted. An assist screen that can
identify a kind of game or virtual machine well suited to a player
can be displayed on the display unit 43. The win-loss data here is
not limited to total number of wins and losses, but if the game is
a slot game, the number of times a bonus game was awarded, or the
highest single payout amount could be used; and a game or virtual
machine that suits the player well is extracted based on such
data.
[0143] In an alternative configuration, a suitable game type of
virtual machine is not extracted, but rather, icons only for games
for which the difference between amount won and amount inserted,
number of times a bonus game was won, or the maximum paid out at
one time or the like is at least a certain value are displayed on
the display unit 43. In this way, players can determine which games
are suitable for them and which are not.
[0144] The basis for assist information generation is not limited
to the number of times a play executed a game program. Assist
information can also be generated based on number of times a game
program has been executed on the game system overall. In other
words, assist information is generated based on the total number of
times players have played the game program on the game system.
Players for whom the total number of times played is at least a
specified number of times are designated VIP players, and an assist
screen different from the screen for regular players is displayed
on the display unit 43. For example, a game selection screen
enabling selection of VIP-specific games or special images or
special images are displayed on the display unit 43.
[0145] Alternatively, a customer manager meticulously analyzes a
VIP player's trends based on his/her play history and creates
specialized assist information. The specialized assist information
can be associated with the relevant VIP player and stored in the
identifier storage unit 64. In this case, when player ID
information of the relevant VIP player is input into the input
accepting unit, an assist image based on the specialized assist
information is generated by the control unit 62 and displayed on
the display unit 43.
[0146] The standards for determining a VIP player are not limited
to the number of times a player has played a game but can also be
the number of times the player has visited the game facilities, the
total time spent playing or the total amount inserted.
[0147] The game system of the present invention is equipped with
search functions enabling search of content or history data as
requested by a player.
[0148] When a player requests information other than information
displayed on the normal selection screen or assist screen, game
selection is facilitated with content search, enabling the listing
of information using various classifications. Such information
classifications include game category, manufacturer, year of
manufacture, rate and so on. With this content search, for example,
by choosing slot machine from types of game and selecting a rate of
either high or low, only information relating to games meeting the
selected conditions is displayed on the display unit 43. Narrowing
down the conditions in this way facilitates selection of a desired
game when selecting from a large variety of games; a player is
encouraged to select a game, and the time the player takes to
select a game can be shortened. The condition for narrowing down
selections can be a condition for narrowing down selections based
on a player's play history such as "games played in the last
week."
[0149] With history data search, a player can check a list of games
played in the past based on a player's play history. In this way,
when a player wants to play a game again that he/she has played in
the past, the player can search for that game from a list, even if
he/she does not know the name.
[0150] The play history of all players with registered IDs is
stored in the identifier storage unit 64 described above.
Therefore, the control unit 62 can generate assist information
based on information contained in play history associated with
other player IDs and is not limited to play history associated with
the player from whom input accepting unit 71 accepted input. For
example, an assist image is displayed on the display unit 43 that
displays in an easy-to-understand manner the kinds of game that are
currently popular, such as a ranking of games that are popular at
the game facility or a ranking of the top ten games being played,
thus encouraging all players to select popular game.
[0151] Alternatively, the identifier storage unit 64 can record the
play history of all players on an individual virtual machine basis,
rather than the play history for each game. Play history
information is displayed for each virtual machine image
corresponding to a virtual machine. The play history information
includes not only play history information of a specified player,
but the play history information of other players. In this case,
players can learn which prizes have been won how many times in
games played within a specified period on the virtual machines,
with respect not just to themselves, but including the information
for other players.
[0152] Alternatively, assist information is not limited to assist
information based on play history stored in identifier storage unit
64, and recommendation information set by the game facility can
also be displayed as assist information. At this time, the
recommended game is displayed on the display unit 43 in a state
making selection thereof easier than selection of other games, thus
encouraging a player to select the recommended game.
[0153] The identifier storage unit 64 can also store a concierge
character associated with a player ID. This concierge character is
selected by the player, for example, and registered. When the input
accepting unit 71 accepts a player ID, the concierge character
associated with the relevant player ID is displayed on the display
unit 43 together with the game selection image; and this concierge
character gives directions so as to assist with game selection
operations.
[0154] In Example 1 of Embodiment 1 above, the action history
processing unit 72 associates player action history (play history)
with player-specifying information and stores the same in the
identifier storage unit 64, which is the player information storage
unit. When the input accepting unit 71 has accepted input of a
player ID, an assist display image based on a specific play history
associated with the accepted player-specifying information is
displayed on the display unit before the operation accepting unit
41 accepts a game selection operation. In other words, play history
is stored on an individual player basis, and when a player selects
a game, an assist display image is displayed based on the player's
own play history. Thus, game selection by the player is encouraged
and the time the player takes deciding on a game to play is
shortened.
EXAMPLE 2
[0155] Next, Example 2, which supports game selection operations of
a player using the game system of Embodiment 1, will be
explained.
[0156] In Example 2, the control unit 72 shown in FIG. 1 includes
an operation history processing unit, and the control unit 62
includes an operation omission processing unit. The operation
history processing unit and operation omission processing unit can
also be provided separately and independently of the action history
processing unit 72 and the control unit 62.
[0157] In Example 2, the operation history of past pre-game
selection operations prior to game selection is associated with
player-specifying information and stored. When the input accepting
unit accepts input of player-specifying information, recurring
operations in the pre-game selection operations are omitted based
on the operation history associated with the specifying information
of that player.
[0158] More specifically, the operation history processing unit
associates specific operation history operation received from the
operation accepting unit 41 (pre-game selection operation history)
and player ID and stores the same in the identifier storage unit
64. When the player inputs a player ID into the input accepting
unit 71, the operation omission processing unit reads such player's
pre-game selection operation history information from the
identifier storage unit 64. The operation omission processing unit
determines whether or not the read pre-game selection operation
history information contains operations repeatedly accepted by the
operation accepting unit 41 (operation patterns). If an operation
pattern is contained in the pre-game selection operation history
information, the operation omission processing unit generates a
pattern-omitted signal for omitting at least a portion of the
operation pattern (pattern-omitted data), and transmits this
pattern-omitted signal to the game terminal 1 at which the relevant
player ID was accepted. When the game terminal 1 receives the
pattern-omitted signal, a pattern-omitted operation screen based on
the pattern-omitted signal is displayed on the display unit 43.
[0159] In the game system of Example 2, operation patterns prior to
game selection can be grasped from each player's operation history
for pre-game selection operations. Pattern-omitted image is
generated such that based on operation history recurring operations
are omitted at least in part. By performing an operation before
game selection using the pattern-omitted image, the game system
performs the same processing as the repeated operations and the
player is not forced to repeat operations. In this way, operations
up to game selection can be simplified and the player can be
encouraged to select a game.
[0160] Operation patterns can be for example, in a case where a
certain player always selects a specific game, the pre-game
selection operations the player performs when performing game
selection operations for that specified game.
[0161] Here, many kinds of games are provided and it is difficult
to display on one screen all of the games that can be selected. One
game selection method is to make classifications into categories
such as game category, manufacturer and the like, narrow down
choices in stages, and in the end have a player select the game
he/she wants to play. In this case, if operation patterns cannot be
omitted, the player will end up repeating the same operation
patterns each time, following the same selection screens as other
players, even if the player wants to play the specific game he/she
always plays. These kinds of operations force a player to perform
troublesome operations.
[0162] On the other hand, with the game system of Example 2, when a
player always selects a specific game each time, an operation
pattern is stored in the pre-game selection operation history
information in the identifier storage unit 64. Here, when the input
accepting unit 71 accepts a player ID, the operation omission
processing unit determines where there is an operation pattern
based on stored pre-game selection operation history information
associated with the relevant player ID. The operation omission
processing unit generates a pattern-omitted signal for omitting
operation patterns, and transmits the pattern-omitted signal to the
game terminal that accepted the relevant player ID. The game
terminal 1 displays a pattern-omitted operation image based on the
received pattern-omitted signal on the display unit 43. Thus, when
the player inputs his/her player ID in the input accepting unit 71,
he/she can check the pattern-omitted screen on the display unit 43.
The pattern-omitted screen could be a message asking whether the
player wants to play a specific game (for example, displaying
YES/NO buttons). If the player performs the operation for selecting
the specified game (for example, selects the YES button), the
control unit 62 executes the game program corresponding to the
relevant specified game based on the game selection operation. In
this way, a player can play a specified game he/she always plays
without being forced to repeatedly perform an operation pattern
following the same selection screens as other players.
[0163] Further, when a certain player performs operations to have
specified information displayed on the display unit 43 each time
before a game selection operation, the pre-game selection
operations that are performed until the specified information is
displayed can be configured as operation patterns.
[0164] Here, in the game system of Embodiment 1, a player can
select a game from among a plurality of game programs, and can
check information useful when selecting a game. In such cases,
information frequently checked by each player will be different.
More specifically, some players consider their own play history to
be useful information while other players consider a ranking of
recent popular games to be useful information. Still other players
select a game without checking any such information.
[0165] Here, there will be cases where there is a large amount of
information useful for selecting a game, and all of the useful
information cannot be displayed on a single screen. In such cases,
a player performs operations from the normal selection screen for
causing display of a screen containing the information they will
check, the selections are narrowed down in stages in accordance
with the displayed information, and in the end the player selects
the information he/she wants to check. In such cases, if operation
patterns cannot omitted, the player will end of repeating the same
operation patterns each time, even if he/she wants to check
specific information that he/she always checks. These kinds of
operations force a player to perform troublesome operations.
[0166] On the other hand, with the game system of Example 2, when a
player always checks specified information each time, an operation
pattern is stored in the pre-game selection operation history in
the identifier storage unit 64. Here, the operation omission
processing unit generates a pattern-omitted signal and the display
processing unit of the game terminal 1 displays a pattern-omitted
operation image on the display unit 43 in the same manner as
described above. Therefore, when a player inputs his/her player ID
into the input accepting unit 71, the pattern-omitted image can be
checked on the display unit 43. With this pattern-omitted image,
the specific information is displayed on the display unit 43.
Alternatively, even if there is more than a single piece of
information, shortcuts or other icons enabling the respective
information to be checked can be displayed on the display unit 43.
In this way, the player can check the specific information that
he/she always checks without having to repeat patterned operations
following the same selection screens as other players.
[0167] As described above, with Example 2 of Embodiment 1, the
operation processing accepting unit associates operation history
for past pre-game selection operations prior to game selection with
the player-specifying information and stores the same in the
identifier storage unit 64. When the input accepting unit 71
accepts input of the player-specifying information, the operation
omission processing unit calls up the pre-game selection operation
history corresponding to such player-specifying information, and
the operation patterns recurring in pre-game selection operations
are omitted at least in part. Therefore, operations until a player
makes game selection operations can be shortened, and the player is
encouraged to select a game.
Embodiment 2
[0168] Next, another embodiment will be explained in which the
present invention is applied to the casino game system similar to
that of Embodiment 1 (hereinafter referred to as "Embodiment 2").
FIG. 9 is a functional block diagram showing the main configuration
of the casino game system according to Embodiment 2. This casino
game system is a download type game system. The server device 50
stores multiple kinds of game programs. Each game terminal 1
downloads a game program that the player has selected from the
server device 50 and executes it. Each game terminal 1 is installed
on a casino floor where the players actually play the game. The
server device 50 is installed in a security room as in the case of
Embodiment 1. Each game terminal 1 and the server device 50 are
connected via a communication network so as to allow two-way
communication therebetween. When some or all of the functional
elements of the server device 50 are installed at a location away
from the casino, they may be connected to the server device via a
public telephone line, dedicated telephone line, communication
network achieved by a wireless communication line, etc. The
hardware configurations of the game terminal 1 and the server
device 50 are almost identical to those described in Embodiment 1
so the explanation therefor is omitted.
[0169] The game terminal 1 according to Embodiment 2 comprises a
control unit 70 in addition to the operation accepting unit 41,
terminal communication processing unit 42, display unit 43, deposit
accepting unit 44, deposit amount detection unit 45, credit process
execution unit 46, and the credit storage unit 47 that the game
terminal 1 of Embodiment 1 also comprises. The terminal
communication processing unit 42 of Embodiment 2 transmits the game
selection operation information to the server device 50 after the
operation accepting unit 41 has accepted the game selection
operation. The game selection operation information specifies the
kind of game program to be downloaded from the server device 50.
The terminal communication processing unit 42 also receives the
game program corresponding to the game selection operation
information. The control unit 70 executes the game program that the
terminal communication processing unit 42 has received and, changes
the progress of the game based on the game operation information.
The game operation information is generated when the operation
accepting unit 41 accepts the game operation from the player. The
control unit 70 also performs control by which game images are
displayed on the monitor 11 and display device 14 in accordance
with the game progress, and sounds for the sound effects are
outputted from the speaker 15. In other words, the control unit 70
of Embodiment 2 controls the progress of the game in a similar
manner to the control unit 62 of Embodiment 1.
[0170] In Embodiment 2, the control unit 70 provided for each game
terminal only has to be capable of executing a single game program,
and does not have to be capable of executing a plurality of game
programs in parallel as the control unit 62 provided in the server
device in Embodiment 1 does. Because the casino game system of
Embodiment 1 is a thin-client type, the control unit 62 provided in
the server device must be able to execute a plurality of game
programs in parallel. Therefore, the processing ability required
from the control unit 70 according to Embodiment 2 is much less
than the processing ability required from the control unit 62 of
Embodiment 1. Therefore, the control unit 70 of Embodiment 2 can be
constructed at a much lower cost than the control unit 62 of
Embodiment 1.
[0171] A typical conventional game system comprises a plurality of
independent game machines (self-contained real game devices) each
of which executes a particular game program. In the casino game
system of Embodiment 1, on the other hand, many of the functions
that were conventionally provided in a game machine are omitted
from each game terminal 1, and are centralized in the server device
50. This dramatically reduces the costs for each game terminal 1,
thus reducing the cost of the entire system. With the casino system
of Embodiment 2, it is possible to reduce costs as much as the
casino system of Embodiment 1 does.
[0172] The control unit 62 is included in the server device 50 of
Embodiment 1, but is not included in the server device 50 of
Embodiment 2. In other words, the server device 50 of Embodiment 2
is not equipped with the function of executing the game program and
controlling the progress of the game. Note that the other functions
are almost identical to the ones the server device 50 of Embodiment
1 is equipped with.
[0173] Next, the process flow when a player plays a game on the
game terminal 1 will be explained. FIG. 10 is a sequence flow
diagram showing a flow of process when the player plays the game on
the game terminal 1. When the player is about to start playing the
game at one game terminal 1, the monitor 11 of that game terminal 1
is usually displaying the display of the preceding game that was
played on the game terminal 1. The player can choose to play that
game or to play another kind of game that is stored in the storage
unit 61 of the server device 50. Similar to Embodiment 1, when the
player chooses to play another kind of game, the player will
perform an operation to call up the game selection display to the
operation accepting unit 41. Then, the game selection display is
displayed on the monitor 11. Also in Embodiment 2, a case will be
explained in which the game selection display information is stored
in each game terminal 1, but it may be stored in the server device
50 as explained in Embodiment 1.
[0174] The player then views the game selection display displayed
on the monitor 11, and, by operating the game selection button 8,
performs a game selection operation on the operation accepting unit
41 to select a game that the player wishes to play. The game
selection operation information corresponding to that operation is
transmitted from the terminal communication processing unit 42 to
the server device 50. Here, similar to Embodiment 1, a case in
which the player has selected a slot game is taken as an example.
When the server communication processing unit 63 of the server
device 50 receives this game selection operation information, the
CPU 51 of the server device 50 executes a predetermined
notification processing program. Upon this execution, the CPU 51 of
the server device 50 specifies a game program based on the game
selection operation information in a similar manner to Embodiment
1, and checks whether or not each of the identifiers for the game
program has the selection flag on. The CPU 51 of the server device
50 also transmits selection flag information that indicates the
check result from the server communication processing unit 63 to
the game terminal 1 that is a source of the game selection
operation information. When the terminal communication processing
unit 42 of the game terminal 1 receives the selection flag
information, a virtual machine selection display is displayed on
the display unit 43 by the CPU 21 executing the predetermined
notification processing program.
[0175] Thereafter, the player views the virtual machine selection
display and selects a virtual machine image with a desired virtual
machine number. Then, virtual machine selection operation
information corresponding to this virtual machine selection
operation (notification image selection operation) is transmitted
from the terminal communication processing unit 42 to the server
device 50. When the server communication processing unit 63 of the
server device 50 receives the virtual machine selection operation
information, as in Embodiment 1, the identifier selection unit 65
of the server device 50 determines whether or not the virtual
machine (identifier) specified by the received virtual machine
selection operation information has already been selected. If it
has not been selected, the identifier selection unit 65 of the
server device 50 outputs an execution command to the control unit
70 to execute the game program corresponding to the identifier via
the server communication processing unit 63, as well as setting its
selection flag on.
[0176] When the server communication processing unit 63 of the
server device 50 receives the execution command from the identifier
selection unit 65, it reads out the game program corresponding
thereto from the program storage unit 61 and transmits it to the
game terminal that has transmitted the virtual machine selection
operation information. When the terminal communication processing
unit 42 of the game terminal 1 receives the game program, the game
program is temporarily stored in a game program storage region of
the RAM 23. Thereafter, the control unit 70 of the game terminal 1
executes the game program stored in the RAM 23 and initiates the
slot game. Specifically, the control unit 70 displays the game
display according to the executed game program on the display unit
43. This allows the player to play the slot game that the player
has selected. Then, the player performs a game operation such as
the bet operation and spin operation mentioned above to the
operation accepting unit 41 which changes the progress of the game,
and the slot game proceeds further. Note that the control of the
slot game is identical with that of Embodiment 1, except that the
control unit 70 provided in the game terminal 1 executes the game
program, an therefore an explanation thereof will be omitted.
[0177] The game program that is temporarily stored in the game
program storage region of the RAM 23 may be deleted when the player
chooses a different game as the next game to play. In this case,
the game program storage region of the RAM 23 only needs to have a
capacity for one game program, therefore costs can be reduced. When
the remaining capacity of the game program storage region of the
RAM 12 is smaller than the volume of the downloaded program, some
(the game program that was first downloaded, for example) or all of
the game programs stored in that game program storage region, may
be deleted. In this case, if the game program that the player has
selected is still in the RAM 23, that game program can be executed
without a need to transmit the game selection operation information
to the server device 50. In this way, the communication data volume
between each game terminal 1 and the server device 50 can be
reduced, and the degradation of overall performance of the casino
game system can be minimized.
EXAMPLES
[0178] Examples 1 and 2 can be applied to Embodiment 2 as well. In
other words Examples 1 and 2 can also be applied to the
download-type game system of Embodiment 2. In such cases, the
server device 50 does not have a control unit, and game terminal 1
has a control unit 70.
[0179] When Example 1 is applied to Embodiment 2, the server device
50 has the storage unit 61, server communication processing unit
63, identifier storage unit 64, identifier selection unit 65, and
action history processing unit 72, and the game terminal 1 has the
terminal communication processing unit 42, display unit 43,
operation accepting unit 41, input accepting unit 71, and control
unit 70.
[0180] When the server communication processing unit 63 receives
game selection operation information from the game terminal 1, it
reads the corresponding game program from the storage unit 61, and
transmits the read game program to the game terminal that was the
transmission source of the game selection operation information.
The control unit 70 of the game terminal 1 executes the received
game program and controls the game in accordance with the player's
game operation information. Further, when the server communication
processing unit 63 receives a player's ID, it reads the action
history associated with the player ID from the identifier storage
unit 64, and transmits the same to the control unit 70 via the
terminal communication processing unit 42 of the game terminal 1.
The control unit 70 of the game terminal 1 generates assist display
image based on the received action information, and the display
processing unit displays an assist display screen on the display
unit 43 prior to acceptance of a game selection operation by the
operation accepting unit 41.
[0181] When Example 1 is applied to Embodiment 2, the server device
50 comprises the storage unit 61, server communication processing
unit 63, identifier storage unit 64, identifier selection unit 65,
operation history processing unit and operation omission processing
unit. The game terminal 1 comprises the terminal communication
processing unit 42, display unit 43, operation accepting unit 41,
input accepting unit 71, and control unit 70. When the server
communications processing unit 63 receives game selection operation
information from the game terminal 1, it reads the corresponding
game program from the storage unit 61, and transmits the read game
program to the game terminal that was the transmission source of
the game selection operation information. The control unit 70 of
the game terminal 1 executes the received game program and controls
a game in accordance with the player's game operation information.
Further, when the server communication processing unit 63 receives
a player ID, it reads the action history associated with the player
ID from the identifier storage unit 64, and transmits the same to
the control unit 70 via the terminal communication processing unit
42 of game terminal 1. The server communication processing unit 63
transmits the pattern omitted data corresponding to such player ID
to the control unit 70 via the terminal communication processing
unit 42 of the game terminal 1. The control unit 70 of the game
terminal 1 generates assist display information based on the
pattern omitted data, and the display processing unit displays the
assist display screen on the display unit 43.
OTHER EXAMPLES
[0182] In the above example, the server device 50 comprises the
action history processing unit 72; alternatively, the game terminal
1 can have an action history processing unit. Further, above, the
server device 50 comprises an operation history processing unit and
operation omission processing unit; alternatively, the game
terminal 1 can have an operation history processing unit and
operation omission processing unit. More specifically, the
following configuration is an example.
[0183] In a thin-client type game system, the server device 50
comprises the storage unit 61, control unit 62, server
communication processing unit 63, identifier storage unit 64 and
identifier selection unit 65, and the game terminal 1 comprises the
terminal communication processing unit 42, display unit 43,
operation accepting unit 41, input accepting unit 71, and action
history processing unit. The action history processing unit of the
game terminal 1 associates an action history with a player ID and
stores the same in the identifier storage unit 64 of the server
device 50. When the control unit 62 of the server device 50
receives a player ID, it reads the action history associated with
the player ID in the identifier storage unit 64, and generates an
assist display image based on that action history. The control unit
62 transmits the assist display image via the terminal
communication processing unit 42 of the game terminal 1 to the
display processing unit of the game terminal. The display
processing unit of the game terminal displays an assist display
image on the display unit 43 prior to acceptance of a game
selection operation by the operation accepting unit 41.
[0184] In a download-type game system, the server device 50
comprises the storage unit 61, server communication processing unit
63, identifier storage unit 64 and identifier selection unit 65,
and the game terminal 1 comprises the terminal communication
processing unit 42, display unit 43, operation accepting unit 41,
input accepting unit 71, control unit 70 and action history
processing unit. The action history processing unit of the game
terminal 1 associates an action history with a player ID and stores
the same in the identifier storage unit 64 of the server device 50.
When the server communication processing unit 63 receives a player
ID, it transmits the action history associated with the player ID
in the identifier storage unit 64 to the control unit 70 via the
terminal communication processing unit 42 of the game terminal 1.
The control unit 70 of game terminal 1 generates an assist display
image based on the received action history. The display processing
unit displays the assist display image on the display unit 43 prior
to acceptance of a game selection operation by the operation
accepting unit 41.
[0185] In a thin-client game system, the server device 50 comprises
the storage unit 61, control unit 62, server communication
processing unit 63, identifier storage unit 64 and identifier
selection unit 65, and the game terminal 1 comprises the terminal
communication processing unit 42, display unit 43, operation
accepting unit 41, input accepting unit 71, an operation history
processing unit and an operation omission processing unit. The
operation history processing unit of the game terminal 1 associates
an operation history based on the pre-game selection operation with
a player ID and stores the same in the identifier storage unit 64
of the server 50. When the server communication processing unit 63
receives the player ID, it transmits the operation history
associated with the player ID in the identifier storage unit 64 to
the operation omission processing unit via the terminal
communication processing unit 42 of the game terminal 1. The
operation omission processing unit of the game terminal 1 receives
the operation history associated with the player ID from the server
50 and generates pattern-omitted data such that operation patterns
are omitted at least in part. The display processing unit of the
game terminal 1 displays an assist display image on the display
unit 43 based on the pattern-omitted data.
[0186] In a download-type game system, the server device 50
comprises the storage unit 61, server communication processing unit
63, identifier storage unit 64 and identifier selection unit 65,
and the game terminal 1 comprises the terminal communication
processing unit 42, display unit 43, operation accepting unit 41,
input accepting unit 71, control unit 70, an operation history
processing unit and operation omission processing unit. The
operation history processing unit of the game terminal 1 associates
an operation history based on pre-game selection operations with a
player ID and stores the same in the identifier storage unit 64 of
the server device 50. When the server communication processing unit
63 receives the player ID, it transmits the operation history
associated with the player ID in the identifier storage unit 64 to
the operation omission processing unit via the terminal
communication processing unit 42 of the game terminal 1. The
operation omission processing unit of the game terminal 1 receives
the operation history from the server device 50 and generates
pattern-omitted data such that the operation patterns are omitted
at least in part. The display processing unit of the game terminal
1 displays an assist display image based on the pattern-omitted
data on the display unit 43.
[0187] Note that while hereinabove the control unit 62 of the
server device 50 or the control unit 70 of the game terminal 1
generates an assist display image, the display processing unit can
also generate an assist display image.
Variation 1
[0188] Next, Variation 1 of Embodiments 1 and 2 will be explained.
In the above Embodiments, an explanation was given for the present
invention as applied to a game system comprising the server device
50 and a game terminal 1. However, the present invention can also
be similarly applied to a standalone-type game device, such that
the game device alone selects and executes a game program relating
to game selection operations by a player from among a plurality of
game programs stored in a storage unit.
[0189] FIG. 11 is a functional block diagram showing the main
configuration of a standalone-type game device 100 of Variation 1.
The standalone-type game device 100 of Variation 1 comprises a
storage unit 61, identifier storage unit 64, identifier selection
unit 65, display unit 43, operation accepting unit 41, input
accepting unit 71, control unit and action history processing
unit.
[0190] In the game system of Embodiment 1, because the server
device 50 and game terminal 1 are separate, the server
communication processing unit 63 and the terminal communication
processing unit 42, which exchange information with each other. In
contrast, the game device 100 of Variation 1 by itself achieves
generation and display of an assist display image based on a play
history that in Embodiment 1 was performed by the server device 50
and game terminal 1.
Variation 2
[0191] Next, Variation 2 of Embodiments 1 and 2 will be explained.
The standalone-type game device 100 of Variation 2 has a storage
unit 61, identifier storage unit 64, identifier selection unit 65,
display unit 43, operation accepting unit 41, input accepting unit
71, control unit, operation history processing unit and operation
omission processing unit. The game device 100 of Variation 2
achieves by itself the function of omitting at least in part
operation patterns repeatedly carried out before game selection
that had been performed by the server device 50 and game terminal
1.
Other Variations
[0192] In the above Embodiments (including the above Variations),
explanation was made of a case where the operation accepting unit
41 was constituted by buttons; alternatively, a touch panel can
also be provided on the monitor 11.
[0193] Further, in the above embodiments, when a player performs a
game selection operation during display of a game selection screen,
the display is changed to the virtual machine selection screen. A
plurality of virtual machine images corresponding to the game
relating to that game selection operation is displayed in the
virtual machine selection screen. When the player performs a
virtual machine selection operation, the relevant game commences.
However, the configuration is not limited thereto. For example, on
the game selection screen, virtual machine images corresponding to
two or more games are initially displayed. When the player performs
an operation to select a virtual machine image, in addition to
virtual machine selection operation information to the effect that
that virtual machine image was selected, game selection operation
information to the effect that a game corresponding to that virtual
machine image was selected can also be transmitted to the server
device 50. In this case, the player can complete game selection and
virtual machine image selection in a single operation, simplifying
operations.
[0194] In the above embodiments and variations an example was given
of a case where the virtual machine images are displayed on the
monitor 11 constituting the display unit 43 in a state where they
are identifiable from each other, but these could also be displayed
by a separate display device 14. A player uses the operation
accepting unit 41 to select a virtual machine image from among the
virtual machine images displayed on the display device 14.
[0195] Further, in the embodiments and variations, an explanation
was given for a case where the virtual machines are processed in a
state where they are identifiable from each other; however, the
configuration is not limited to by individual virtual machine, and
identification can be made by individual game-type. In this case,
the player selects a game on an individual game program type basis
rather than selecting on an individual virtual machine basis. When
the number of people who can play a single game type is limited,
the selection flag information is attached not only on an
individual virtual machine basis, but on an individual game-type
basis. When the number of people who can play a single game type is
not limited, processing for attaching the selection flag
information is not necessary.
General Interpretation of Terms
[0196] In understanding the scope of the present invention, the
term "configured" as used herein to describe a component, section
or part of a device includes hardware and/or software that is
constructed and/or programmed to carry out the desired function. In
understanding the scope of the present invention, the term
"comprising" and its derivatives, as used herein, are intended to
be open ended terms that specify the presence of the stated
features, elements, components, groups, integers, and/or steps, but
do not exclude the presence of other unstated features, elements,
components, groups, integers and/or steps. The foregoing also
applies to words having similar meanings such as the terms,
"including", "having" and their derivatives. Also, the terms
"part," "section," "portion," "member" or "element" when used in
the singular can have the dual meaning of a single part or a
plurality of parts. Finally, terms of degree such as
"substantially", "about" and "approximately" as used herein mean a
reasonable amount of deviation of the modified term such that the
end result is not significantly changed. For example, these terms
can be construed as including a deviation of at least .+-.5% of the
modified term if this deviation would not negate the meaning of the
word it modifies.
[0197] While only selected embodiments have been chosen to
illustrate the present invention, it will be apparent to those
skilled in the art from this disclosure that various changes and
modifications can be made herein without departing from the scope
of the invention as defined in the appended claims. Furthermore,
the foregoing descriptions of the embodiments according to the
present invention are provided for illustration only, and not for
the purpose of limiting the invention as defined by the appended
claims and their equivalents.
* * * * *