U.S. patent application number 13/817193 was filed with the patent office on 2013-06-13 for game apparatus and game system.
This patent application is currently assigned to KONAMI DIGITAL ENTERTAINMENT CO., LTD.. The applicant listed for this patent is Shogo Azuma, Shinya Ito, Kazuhiro Kusuda, Hiroki Nakasato, Takashi Uchiyama, Hirokatsu Yamaguchi. Invention is credited to Shogo Azuma, Shinya Ito, Kazuhiro Kusuda, Hiroki Nakasato, Takashi Uchiyama, Hirokatsu Yamaguchi.
Application Number | 20130150156 13/817193 |
Document ID | / |
Family ID | 45772833 |
Filed Date | 2013-06-13 |
United States Patent
Application |
20130150156 |
Kind Code |
A1 |
Kusuda; Kazuhiro ; et
al. |
June 13, 2013 |
GAME APPARATUS AND GAME SYSTEM
Abstract
A setting terminal is provided that has a player ID obtainer
that obtains a player ID uniquely identifying a player, a storage
device that stores, in association with the identification
information obtained by the player ID obtainer, value information
that changes when credit is consumed in exchange for a play in a
game or when a game value is granted depending on a result of the
game, and an automatic game controller that controls a game
corresponding to the identification information obtained by the
player ID obtainer, to advance automatically while following a
predetermined rule. The automatic game controller controls plural
games respectively corresponding to which plural pieces of
identification information differ from one another, to advance in
parallel.
Inventors: |
Kusuda; Kazuhiro;
(Minato-ku, JP) ; Uchiyama; Takashi; (Minato-ku,
JP) ; Azuma; Shogo; (Minato-ku, JP) ; Ito;
Shinya; (Minato-ku, JP) ; Yamaguchi; Hirokatsu;
(Minato-ku, JP) ; Nakasato; Hiroki; (Minato-ku,
JP) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Kusuda; Kazuhiro
Uchiyama; Takashi
Azuma; Shogo
Ito; Shinya
Yamaguchi; Hirokatsu
Nakasato; Hiroki |
Minato-ku
Minato-ku
Minato-ku
Minato-ku
Minato-ku
Minato-ku |
|
JP
JP
JP
JP
JP
JP |
|
|
Assignee: |
KONAMI DIGITAL ENTERTAINMENT CO.,
LTD.
Minato-ku, Tokyo
JP
|
Family ID: |
45772833 |
Appl. No.: |
13/817193 |
Filed: |
August 30, 2011 |
PCT Filed: |
August 30, 2011 |
PCT NO: |
PCT/JP2011/069531 |
371 Date: |
February 15, 2013 |
Current U.S.
Class: |
463/29 |
Current CPC
Class: |
A63F 13/71 20140902;
A63F 13/422 20140902; A63F 2300/5513 20130101; A63F 2300/6054
20130101; A63F 13/792 20140902; G07F 17/3234 20130101; A63F
2300/532 20130101; A63F 13/45 20140902 |
Class at
Publication: |
463/29 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Sep 3, 2010 |
JP |
2010-197678 |
Claims
1. A game apparatus comprising: an obtainer that obtains
identification information uniquely identifying a player; a first
storage device that stores, in association with the identification
information obtained by the obtainer, value information that
changes when credit is consumed in exchange for a play in a game or
when a game value is granted depending on a result of the game; and
an automatic game controller that controls a game corresponding to
the identification information obtained by the obtainer, to advance
automatically while following a predetermined rule, wherein the
automatic game controller controls plural games respectively
corresponding to which plural pieces of identification information
differ from one another, to advance in parallel.
2. A game apparatus according to claim 1, wherein the game value is
the credit, and wherein the value information indicates the number
of credits that increases or decreases when the credit is consumed
or granted.
3. A game apparatus according to claim 1, further comprising a
setting unit that sets the predetermined rule in association with
the identification information obtained by the obtainer, wherein
the automatic game controller controls the game to be controlled so
as to advance automatically while following the predetermined rule
that is set in association with the identification information that
corresponds to the game.
4. A game apparatus according to claim 1, further comprising a
status transmitter that transmits a progress status of a game
controlled by the automatic game controller to an external device
that is associated in advance with the identification information
corresponding to the game.
5. A game apparatus according to claim 1, further comprising: an
operation receiver that receives an operation of a player for a
game differing from the game controlled by the automatic game
controller; a second storage device that stores the value
information with respect to the game for which the operation is
received by the operation receiver; and a manual game controller
that controls the game to advance based on the operation received
by the operation receiver.
6. A game apparatus according to claim 5, wherein the obtainer
obtains the identification information of a player whose operation
is received by the operation receiver, wherein the second storage
device stores, in association with the identification information
obtained by the obtainer, the value information with respect to the
game that advances based on the operation received by the operation
receiver, and wherein the automatic game controller and the manual
game controller respectively control games, each corresponding to
the same identification information.
7. A game system comprising: a first game apparatus comprising a
second storage device that stores value information that changes
when credit is consumed in exchange for a play in a game or when a
game value is granted depending on a result of the game, and an
operation receiver that receives an operation of a player with
respect to the game, the first game apparatus advancing the game
based on the operation received by the operation receiver; a second
game apparatus being the game apparatus according to claim 1; and a
common device that provides a common process result to each of a
game that advances at the first game apparatus and an automatic
game that advances at the second game apparatus.
8. A game system according to claim 7, wherein the first game
apparatus comprises a second obtainer that obtains the
identification information, wherein the second storage device
stores, in association with the identification information obtained
by the second obtainer, the value information with respect to the
game that advances based on the operation received by the operation
receiver, and wherein the first game apparatus and the second game
apparatus respectively advance games, each corresponding to the
same identification information.
9. A game system according to claim 7, wherein the common device
comprises an outputter that outputs a result or a status of the
common process to the outside.
10. A game system comprising: a game apparatus according to claim
1; and a common device that provides a common process result to
each of plural games that advance at the game apparatus.
11. A game system comprising: a game apparatus according to claim
5; and a common device that provides a common process result to
each of games that respectively advances at the automatic game
controller and the manual game controller of the game apparatus.
Description
TECHNICAL FIELD
[0001] The present invention relates to a game apparatus and to a
game system by which it is possible to progress a game
automatically.
BACKGROUND ART
[0002] Patent Document 1 discloses a home video game apparatus by
which it is possible to progress a game automatically. This video
game apparatus enables a game to advance automatically, and is able
to display information indicating a progress status of a game
advancing automatically. A time required for a game that advances
automatically is shorter than that required for a game that does
not advance automatically.
PRIOR ART
Patent Document
[0003] Patent Document 1 JP-A-2005-000252
DISCLOSURE OF INVENTION
Problems to be Solved by the Invention
[0004] In recreation facilities where arcade game apparatuses are
sited, the amount of sales is almost in proportion to the total
length of time for which the arcade game apparatuses are played.
Therefore, it is desired that a greater number of players play
games for longer periods of time. However, the problem is that the
number of players allowed to play is restricted by the number of
arcade game apparatuses. This is because while a player is playing
a game, the arcade game apparatus will be occupied by the
player.
[0005] Accordingly, the present invention has as an object to
provide a game apparatus and a game system in which the number of
players allowed to play does not depend on the number of game
apparatuses, by applying the technique of the above-described video
game apparatus and adding additional improvements.
DISCLOSURE OF INVENTION
[0006] To solve the problem stated above, means employed by the
present invention will be described below. It is to be noted that
in the following, although the reference numerals of the present
invention will be appended in parentheses for convenience to
facilitate understanding of the present invention, it is not to
intend to limit the present invention to embodiments shown in the
figures.
[0007] A game apparatus (4A or 3B) according to the present
invention has: an obtainer (G1 or F1) that obtains identification
information uniquely identifying a player; a first storage device
(45) that stores, in association with the identification
information obtained by the obtainer (G1 or F1), value information
that changes when credit is consumed in exchange for a play in a
game or when a game value is granted depending on a result of the
game; and an automatic game controller (G2) that controls a game
corresponding to the identification information obtained by the
obtainer (G1 or F1), to advance automatically while following a
predetermined rule, and the automatic game controller (G2) controls
plural games respectively corresponding to which plural pieces of
identification information differ from one another, to advance in
parallel.
[0008] In this game apparatus, it is possible to advance a game
automatically. Because it is possible to grant a game value based
on a result even in automatically advancing games, a player who is
not interested in the content of the game (a player who focuses
only on a result of the game (grant of a game value)) would be
satisfied even if the game advances automatically. Additionally, in
this game apparatus, it is possible to simultaneously advance games
for plural players. Therefore, even when a player plays a game, the
game apparatus will not be occupied by the player, and plural
players will be given opportunities to play automatic games.
[0009] The "identification information" uniquely identifies a
player, and is identification information handled in the game
apparatus. The identification information may be a medium ID
recorded in an IC card, or it may be an ID differing from the
medium ID, with the ID being managed in advance in association with
the identification information. In a case in which the ID differing
from the medium ID is used as the identification information, the
IC card can be disabled by disassociating the medium ID and the
identification information, even if the IC card is lost. Also, a
new IC card may be issued so that a medium ID of the new IC card is
reassociated with the identification information, so that game
values such as items and points that were associated with the
identification information in the past can be continuously
used.
[0010] The "obtainer" is provided with, as a first example, a
publicly known reader for reading a medium ID recorded in an IC
card and a communication unit. In this case, the reader reads a
medium ID, and the communication unit transmits this medium ID to a
center server device. Having received this medium ID, the center
server device returns the identification information pre-associated
with the medium ID. The identification information is then received
by the communication unit. A second example is a reader itself. In
this case, the read medium ID is treated as the identification
information. A third example is an input unit for a player for
directly inputting the identification information.
[0011] The "credit" is a game value that is exchanged for a game
play. In a case in which an equivalent value of a play is one
credit, the credit is equivalent to a right to play. For example,
the credit is deposited from outside as a result of physically
inserting or electrically transferring a medal (token coin) or
cash. Also, the credit is used and consumed in exchange for a play.
A dispenser may be provided for, in response to an instruction from
a player, dispensing credit for the player to the outside of the
game apparatus. In this dispensing, a game medium such as a medal,
ticket, coupon, or voucher corresponding to credit is dispensed
from the game apparatus. Thus, different types of game media can be
used for deposits and withdrawals, such as using a medal as a game
medium for depositing credit and using a ticket as a game medium
for dispensing credit.
[0012] The "game value" includes credit and non-credit that cannot
be exchanged for a play of a game. The non-credit is, for example,
an item and a point. The item is, for example, a virtual item
usable in a game such as a sword or costume. The examples of a
point include those which can be exchanged for an item equivalent
to the number of points and those for which a title equivalent to
the number of points is conferred to a player.
[0013] The "value information" may be a piece of information
indicating a value that changes when credit is consumed in a game
or when a game value is granted in the game or may be a collection
if a piece of information indicating value that changes when credit
is consumed and a piece of information indicating when a game value
is granted. In a case in which a game value granted based on a
result of a game is credit, the value information is, for example,
the number of credits.
[0014] "The number of credits" is the number or amount of credits,
and it decreases when the credit is consumed and increases when the
credit is granted. When an equivalent value for a single play is
one credit, the number of credits is equal to the number of times
the game can be played.
[0015] The "game" may be a bingo game, a horse racing game, or a
video game (for example, a mahjong game or a role playing game,
etc.).
[0016] The "predetermined rule" can be common to plural sets of
identification information or may be established for each set of
identification information.
[0017] In the above-described game apparatus (4A or 3B), the game
value may be the credit, and the value information may indicate the
number of credits that increases or decreases when the credit is
consumed or granted.
[0018] The game controlled at the game apparatus is a game (for
example, a medal game) that consumes the credit as the game
advances and grants credit depending on a result. In this game,
because what is consumed and what is granted are both credits, and
because increasing credit is the important purpose of the game,
players not interested in the content of the game are likely to
increase. Therefore, various effects attainable by the automatic
game controller controlling the game so as to advance automatically
in accordance with a predetermined rule are more likely to be
advantageous. A medal game includes those types in which not only
credit but also points can be granted depending on a result of the
game.
[0019] Each of the above-described game apparatus (4A or 3B) may
additionally have a setting unit (G4) that sets the predetermined
rule in association with the identification information obtained by
the obtainer (G1 or F1), and the automatic game controller (G2) may
control the game to be controlled so as to advance automatically
while following the predetermined rule that is set in association
with the identification information that corresponds to the game.
In this case, the settings of the setting unit are stored, for
example, in association with identification information uniquely
identifying a player, as in the case with value information.
[0020] According to this game apparatus, because a predetermined
rule is set for each piece of identification information of
respective players, the progress contents can be made different for
each player even when automatically advancing a game, so that the
intention of the player can be reflected to the game to some
extent. This will contribute to the increase of players who have
the game advance automatically.
[0021] It is to be noted that the setting unit may have a player
select one of plural rules, whereby the predetermined rule is set
in association with the identification information of this player.
In this case, for example, plural rules may include a
low-risk-and-low-return rule with a small number of credits
consumed and a small number of credits anticipated to be awarded as
a return, and a high-risk-and-high-return rule with a large number
of credits consumed and a large number of credits anticipated to be
awarded as a return. Also, the setting unit may set a predetermined
rule in advance by a one-time selection, or may alternatively
identify a predetermined rule in advance by a multiple-time
selection for each state of a game.
[0022] The game apparatus (4A or 3B) may additionally have a status
transmitter (G6) that transmits a progress status of a game
controlled by the automatic game controller (G2) to an external
device (6) that is associated in advance with the identification
information corresponding to the game.
[0023] According to this game apparatus, a player is able to know
the progress status of a game using an external device.
[0024] The "external device" is, for example, a portable terminal
device such as a portable phone or a portable game terminal, or a
web server. For example, in the case of the portable terminal
device, the progress status of a game that advances automatically
by the automatic game controller is displayed at a portable
terminal device that is associated in advance with identification
information corresponding to the game. Because portable terminal
devices with a web browser installed are in widespread use, it is
preferable that a web page be transmitted as a progress status.
Also, for example, in the case of the web server, a webpage for
displaying the progress status of a game that advances
automatically by the automatic game controller is stored at a web
server that is associated in advance with identification
information corresponding to the game, and the webpage will be
displayed at a terminal device (for example, a personal computer)
with a web browser installed. It is to be noted that a server
device may be prepared for each web server, and a single server
device may serve as plural web servers.
[0025] The above-described game apparatus (3B) may additionally
have an operation receiver (32) that receives an operation of a
player for a game differing from the game controlled by the
automatic game controller (G2); a second storage device (35) that
stores the value information with respect to the game for which the
operation is received by the operation receiver (32); and a manual
game controller (F2) that controls the game to advance based on the
operation received by the operation receiver (32).
[0026] According to this game apparatus, the game can be
automatically advanced by the automatic game controller or can be
advanced by the manual game controller based on an operation
received by the operation receiver. Therefore, it is possible to
meet various demands of players.
[0027] In this game apparatus (3B), the obtainer (G1 or F1) may
obtain the identification information of a player whose operation
is received by the operation receiver (32), the second storage
device (35) may store, in association with the identification
information obtained by the obtainer (G1 or F1), the value
information with respect to the game that advances based on the
operation received by the operation receiver (32), and the
automatic game controller (G2) and the manual game controller (F2)
may respectively control games, each corresponding to the same
identification information.
[0028] According to this game apparatus, while a game is advancing
based on an operation received at the operation receiver, another
game advances automatically, the another game corresponding to the
same identification information of a player who plays the game
advancing based on an operation received at the operation receiver.
Therefore, it is possible to manage, in association with the same
identification information, a result of the game advancing based on
an operation and a result of the game advancing automatically.
[0029] A game system (2A) of the present invention has a first game
apparatus (3A) having a second storage device (35) that stores
value information that changes when credit is consumed in exchange
for a play in a game or when a game value is granted depending on a
result of the game, and an operation receiver (32) that receives an
operation of a player with respect to the game, the first game
apparatus advancing the game based on the operation received by the
operation receiver (32); a second game apparatus (4A) being one of
the above-described game apparatuses not provided with the
above-described operation receiver; and a common device (5) that
provides a common process result to each of a game (a game
advancing based on an operation received by the operation receiver)
that advances at the first game apparatus (3A) and an automatic
game that advances at the second game apparatus (4A). The specific
embodiments of the game system of the present invention are
exemplified as a game system (2A) shown in FIGS. 1 and 7.
[0030] In this game system, it is possible to advance a game
automatically. Because it is possible to grant a game value based
on a result even in a game that advances automatically, a player
would be satisfied even if a game advances automatically if the
player is not interested in the content of a game (if the player
focuses only on a result of the game (grant of credit)). Also, in
this game system, it is possible to simultaneously advance games
executed at a game apparatus (second game apparatus) with respect
to plural players. Therefore, plural players can be given chances
to play an automatic game because even when a player is playing a
game, the game apparatus (second game apparatus) will not be
occupied by the player.
[0031] Also, in this game system, it is possible to advance a game
automatically by the automatic game controller, and also to advance
a game by the manual game controller based on an operation received
at the operation receiver. Therefore, it is possible to respond to
the various needs of players.
[0032] Also in this game system, because a game is controlled based
on a result of the common process in the first game apparatus and
in the second game apparatus, either the automatic progress of a
game at the second game apparatus or the manual progress of a game
will not precede the other. That is, the game progress at the first
game apparatus and the game progress at the second game apparatus
can be synchronized with each other.
[0033] The "common process" is, for example, a process of selecting
one or more than one from plural options by lottery. In this case,
a selection result (lottery result) will be a result of the common
process. Also, the "lottery" here includes a mechanical drawing or
lottery and a computerized drawing or lottery.
[0034] It is to be noted that the second game apparatus may have
the above-described setting unit. In this case, even in a case in
which the game is made to advance automatically, the progress
content of the automatic game can be made different for each
player, so that the intention of the player can be reflected by the
game to some extent. This will contribute to the increase of
players who have the game advance automatically. Additionally, the
game system may have a server device that stores for each
identification information a history (play history) of the progress
of a game operated manually at the first game apparatus, and the
setting unit may set the predetermined rule based on a history
corresponding to one piece of identification information from among
histories stored in the server device. This "one piece of
identification information" may be identification information
corresponding to a setting person (player) of the predetermined
rule or another piece of identification information. This "another
piece of identification information" is, for example,
identification information that is in a given relationship with
identification information of a person (player) who has set the
predetermined rule (for example, identification information of
another player who is engaged in friendship with the setting
person). Also, the game system may have a server device that stores
data indicating relationships between plural pieces of
identification information and that is able to collect the progress
status of the game for each identification information, and the
predetermined rule may be a rule of making the progress status of
the game that advances in association with the identification
information corresponding to the game conform to the progress
status of the game that advances in association with another piece
of identification information that is in a given relationship with
the identification information corresponding to the game or in
association with another piece of identification information
specified by the setting person.
[0035] In this game system (2A), the first game apparatus (3A) may
have a second obtainer (F1) that obtains the identification
information, and the second storage device (35) may store, in
association with the identification information obtained by the
second obtainer (F1), the value information with respect to the
game that advances based on the operation received by the operation
receiver (32), and the first game apparatus (3A) and the second
game apparatus (4A) respectively may advance games, each
corresponding to the same identification information.
[0036] According to this game system, when a game is advancing
based on an operation of the operation unit at the first game
apparatus, a game corresponding to the same identification
information with a player who plays this game advances
automatically at the second game apparatus, a result of a game of
the former and a result of a game of the latter can be managed in
association with the same identification information.
[0037] Also, another game system (2B) of the present invention has
a game apparatus (4A) from among the above-described game
apparatuses without the above-described operation unit out of the
above-described game apparatuses, and a common device (5) that
provides a common process result to each of plural games that
advance at the game apparatus (4A). The specific embodiments of the
game system of the present invention are exemplified as a game
system (2B) shown in FIG. 8.
[0038] Still another game system (2C or 2D) of the present
invention has a game apparatus (3B) provided with the
above-described operation unit from among the above-described game
apparatuses, and a common device (5) that provides a common process
result to each of games that respectively advances at the automatic
game controller (G2) and the manual game controller (F2) of the
game apparatus (3B). The specific embodiments of the game system of
the present invention are exemplified as a game system (2C) shown
in FIG. 9 or a game system (2D) shown in FIG. 10.
[0039] In each of the above-described game systems (2A, 2B, 2C or
2D), the common device (5) may have an outputter that outputs a
result or a status of the common process to the outside.
[0040] According to this game system, it is possible to display
information output from the common device, for example, on a
monitor arranged in a recreation facility. In this case, even if a
player is located at a place remote from the game system, the
player is able to know a result of the common process or a status
of the common process.
BRIEF DESCRIPTION OF THE DRAWINGS
[0041] FIG. 1 is a block diagram of a system 100 according to an
embodiment of the present invention.
[0042] FIG. 2 is a diagram showing the memory content of a storage
device 11 in system 100.
[0043] FIG. 3 is a block diagram of a station 3A in system 100.
[0044] FIG. 4 is a block diagram of a setting terminal 4A in system
100.
[0045] FIG. 5 is a diagram showing an operation of system 100.
[0046] FIG. 6 is a diagram showing another operation of system
100.
[0047] FIG. 7 is a diagram showing a schematic configuration of a
game system 2A in system 100.
[0048] FIG. 8 is a diagram showing a schematic configuration of
Modification 1 of game system 2A.
[0049] FIG. 9 is a diagram showing a schematic configuration of
Modification 2 of game system 2A.
[0050] FIG. 10 is a diagram showing a schematic configuration of
Modification 3 of game system 2A.
BEST MODE FOR CARRYING OUT THE INVENTION
A-1: Configuration of Embodiment
[0051] FIG. 1 is a block diagram of a system 100 according to an
embodiment of the present invention. System 100 is a computer
network system in which plural players (users) are able to play a
game, and has plural game systems 2A and a center server device
1.
[0052] Plural game systems 2A are respectively sited at recreation
facilities GC such as game centers. Each of these recreation
facilities GC is connected to center server device 1 via a
communication network N1. Each of plural game systems 2A is capable
of communicating with center server device 1 mutually via a
communication network N2 and communication network N1, or via
communication network N1. Communication network N1 is realized, for
example, by a WAN (wide area network) and a VPN (virtual private
network) using the Internet, and communication network N2 is
realized by a LAN (local area network).
[0053] A game played in system 100 advances while consuming credit,
and is a game in which credit can be granted depending on a result;
specifically, a bingo game. The credit is a value to be exchanged
for a gameplay, and is consumed when used in exchange for a play.
That is, a player will repeatedly play a bingo game while consuming
credit. In each round of the game, a mechanical drawing or lottery
is performed in which a small number of numbers are selected from a
large number of numbers. Prior to the lottery, a player can make a
bet consuming a desired amount of credits. The more credits in a
bet, the more credits that are anticipated depending on the game
result.
[0054] Game system 2A has plural stations 3A, plural setting
terminals 4A, and a common device 5. Plural stations 3A, setting
terminals 4A, and common device 5 can communicate with one another
via communication network N3 provided in game system 2A. Each of
plural stations 3A, setting terminal 4A, and common device 5 can
wirelessly communicate with an external terminal device 6, which is
an external terminal device in a recreation facility GC where game
system 2A is sited. However, the present embodiment may be modified
so that the number of stations 3A provided at game system 2A is set
to one.
[0055] Common device 5 is a device that controls the progress of a
common process. A result of the common process is used in all games
played at game system 2A of which common device 5 is a part. Common
device 5 repeatedly executes the common process, and when the
common process ends, simultaneously transmits a result of the
common process to all stations 3A and setting terminals 4A in game
system 2A. The common process controlled by common device 5 is,
specifically, the above mechanical drawing.
[0056] The common process controlled by common device 5 is,
specifically, a mechanical drawing in which one or a plurality of
numbers is selected from among multiple numbers. The method of the
mechanical drawing can be freely selected. For example, common
device 5 may be provided with a round board rotating around a
vertical rotation axis and a mechanism for dropping one or more
balls on the board, the round board having multiple holes formed
corresponding to the multiple numbers in the peripheral area
thereof. Common device 5 may select, from the multiple numbers,
those one or more numbers corresponding to a hole or holes into
which the balls dropped on the board fall.
[0057] External terminal device 6 is a portable device (computer)
owned by a player and is a wireless LAN adapter compliant with
IEEE802.11 series, being equipped with a web browser. Therefore,
external terminal device 6 has a wireless LAN connection function.
Such a device is, for example, a portable game device or a smart
phone. A terminal ID is assigned to external terminal device 6. The
terminal ID is identification information uniquely identifying
external terminal device 6, and is assigned to each external
terminal device 6. In the present embodiment, a MAC address is used
as the terminal ID, but an IP address may be used. As the
specification for the wireless communication, Bluetooth or infrared
communication can be employed.
[0058] Center server device 1 is a server device (computer) that
manages players who are registered in advance and has a storage
device 11. As shown in FIG. 2, storage device 11 stores, for each
player who has registered, a player ID and a play history in
association with each other. The player ID is identification
information for uniquely identifying a player, and is assigned to a
player who has registered. The play history is information
indicating the history of the progress for a game played, and is a
collection of pieces of information indicating how the player acted
in which situation and which result was obtained.
[0059] Although not shown, the player ID of a player who has
registered is associated with a medium ID of a portable medium
owned by the player. Center server device 1 can receive the medium
ID and return the player ID associated with the medium ID. The
medium ID is identification information uniquely identifying a
portable medium. The portable medium is, for example, an IC card or
a portable phone, and each IC card has a unique medium ID recorded
therein.
[0060] Storage device 11 stores, in association with a player ID, a
first ID of station 3A or setting terminal 4A at which a player
identified by this player ID is playing, a second ID of game system
2A having the station 3A or the setting terminal 4A, and a third ID
of recreation facility GC at which the game system 2A is sited. The
first ID is identification information uniquely identifying station
3A and setting terminal 4A in game system 2A. The second ID is
identification information uniquely identifying game system 2A in
recreation facility GC. The third ID is identification information
uniquely identifying recreation facility GC.
A-1-1: Configuration of Station 3A
[0061] FIG. 3 is a block diagram of station 3A (first game
apparatus). Station 3A is a game apparatus (computer) for having a
single player play a game, and has a display unit 31, an operation
unit 32, a receiver 33, a communication unit 34, a storage device
35, a medal mechanism 36, and a controller 30A controlling each
component.
[0062] Display unit 31 is, for example, a liquid crystal display
device, and displays a progress status and a result of a game.
[0063] Operation unit (operation receiver) 32 has, for example, an
operator such as a button touched by a player and receives an
operation of the player. The operation received by operation unit
32 includes an operation instructing the start of a play, an
operation instructing the end of a play, an operation for the game,
and an operation instructing the withdrawal of a medal.
[0064] Receiver 33 receives an input of a medium ID from a player.
For example, a publically known reader for reading medium IDs
recorded in IC cards is employed as receiver 33.
[0065] Communication unit 34 is a wired or wireless communication
interface and is capable of communicating with the outside.
[0066] Storage device (second storage device) 35 is a rewritable
memory or a storage device, and stores a player ID of one player
who plays a game at station 3A, a terminal ID of an external
terminal device 6 that is wirelessly connected with the station 3A,
and data indicating the number of credits (value information) for
the player in association with one another.
[0067] The number (amount) of credits decreases when credit is
consumed, and it increases when credit is deposited from outside
and when credit is granted depending on a result of a game. In the
present embodiment, the deposit of credit from outside is performed
as a result of physically inputting a medal, but it may be
performed also as a result of electronic transfer and physical
input of cash.
[0068] Medal mechanism 36 includes a medal detection sensor and a
medal dispensing device. When a medal is inserted into a coin
acceptance slot, each medal is individually detected by the medal
detection sensor. Medal mechanism 36 sends a detection signal to
controller 30A, and accommodates the inserted coin in a container
of the medal dispensing device. Medal mechanism 36 is controlled by
controller 30A, and dispenses, from the medal dispensing device,
medals accommodated in the container one by one from a dispenser.
Although not shown, the coin acceptance slot and the dispenser are
formed on the outer surface of station 3A. Controller 30A is
configured by, for example, one or plural CPUs (central processing
units) and serves as a player ID obtainer F1, a manual game
controller F2, and a credit manager F3.
[0069] Player ID obtainer F1 is a function unit that obtains a
player ID of a player, and when receiver 33 receives an input of
the medium ID, player ID obtainer F1 communicates with center
server device 1 via communication unit 34, to obtain a player ID
that is linked with the input medium ID from center server device
1. When player ID obtainer F1 obtains a player ID, controller 30A
overwrites data in storage device 35 with the player ID and the
number of credits of a player identified by this player ID in
association with each other.
[0070] Manual game controller F2 is a function unit that controls a
game to advance based on an operation made to operation unit 32
while consuming credit corresponding to a player ID obtained by
player ID obtainer F1. A game that advances based on an operation
of operation unit 32 while consuming credit corresponding to the
player ID obtained by player ID obtainer F1 will be hereinafter
referred to as a "manual game". Because the manual game is the
above bingo game, the manual game advances based on a result of the
common process (mechanical drawing).
[0071] Credit manager F3 is a function unit that manages credits.
It controls medal mechanism 36 based on an operation of operation
unit 32, but it basically performs a normal process. In this normal
process, credit manager F3 reduces the number of credits stored in
storage device 35 depending on credit consumed in the manual game
and medals dispensed by medal mechanism 36, whereas it increases
the number of credits depending on medals input into medal
mechanism 36 and credit granted in the manual game. However, credit
manager F3 performs an exception process instead of the normal
process when a totaling process of totaling the number of credits
is performed. The totaling process and the exception process will
be described later.
A-1-2: Configuration of Setting Terminal 4A
[0072] FIG. 4 is a block diagram of setting terminal 4A (second
game apparatus). Setting terminal 4A allows plural players to play
automatic games, and it is a game apparatus (computer) for enabling
various settings for an automatic game that is played, having a
display unit 41, an operation unit 42, a receiver 43, a
communication unit 44, a storage device 45, a medal mechanism 46, a
radio communication unit 47, and a controller 40A controlling each
component. The automatic game is a game that is controlled to
advance automatically in accordance with a predetermined rule. The
bingo game that is played in the automatic game also advances based
on a result of the common process (mechanical drawing). Therefore,
game results of the manual game and the automatic game are
determined based on the common process, and these games advance in
synchrony with each other.
[0073] It is to be noted that what is meant by the "play" differs
depending on a game to be played. In a case in which a game to be
played is a manual game which is played at game apparatus 3A, the
"play" means that the controller (manual game controller F2)
advances a game while reflecting operations by a player. In a case
in which a game to be played is an automatic game, the "play" means
advancing a game without involving player's operations but only by
the controller (automatic game controller G2 described below).
[0074] Display unit 41 is, for example, a liquid crystal display
device, and displays a password used for authorization for
connection with external terminal device 6 via radio communication
unit 47.
[0075] Operation unit (operation receiver) 42 has an operator such
as a button touched by a player, and receives an operation by a
player. Types of operations received by operation unit 42 include
an operation for setting a predetermined rule and an operation for
instructing the withdrawal of medals.
[0076] Receiver 43, communication unit 44, and medal mechanism 46
are the same as receiver 33, communication unit 34, and medal
mechanism 36, respectively. However, although not shown, a coin
acceptance slot and a dispenser for medals handled by medal
mechanism 46 are formed on the outer surface of setting terminal
4A. The input of a medal is notified to controller 40A.
[0077] Storage device 45 (first storage device) is a rewritable
memory or a storage device, and stores, for each player who plays
an automatic game at setting terminal 4A, a player ID, a terminal
ID, a predetermined rule, and the number of credits, in association
with one another.
[0078] Radio communication unit 47 is a wireless LAN base unit
(radio base unit) compliant with IEEE802.11 series, and it is
capable of wirelessly communicating with the outside.
[0079] Controller 40A is configured of, for example, one or more
CPUs, and serves as a player ID obtainer G1, an automatic game
controller G2, a credit manager G3, a connection unit G5, a setting
unit G4, and a status transmitter G6.
[0080] Player ID obtainer G1 is a function unit that obtains a
player ID of a player. When an input of a medium ID is received at
receiver 43, player ID obtainer G1 communicates with center server
device 1 via communication unit 44, to obtain a player ID
associated with the input medium ID from center server device 1.
When player ID obtainer G1 obtains a player ID and in a case in
which this player ID is not stored in storage device 45, controller
40A appends, in storage device 45, the player ID and the number of
credits of a player identified by the player ID in association with
each other.
[0081] Connection unit G5 is a function unit that enables the
establishment of a connection with external terminal device 6 via
radio communication unit 47. When a player ID is obtained by player
ID obtainer G1, connection unit 6 issues a password corresponding
to the player ID to cause display unit 41 to display the password,
and obtains, from external terminal device 6, a password for
confirmation input by a player. Connection unit 6 then stores in
storage device 45, for external terminal device 6 for which the
password for confirmation first agrees with the issued password,
the player ID and a terminal ID of the external terminal device 6
in association with each other, and establishes a connection with
this external terminal device 6.
[0082] Automatic game controller G2 is a function unit that
controls the automatic game. It controls one or a plurality of
games respectively corresponding to one or a plurality of player
IDs obtained by player ID obtainer G1, to automatically advance in
accordance with a predetermined rule. Also, automatic game
controller G2 controls plural games that are controlled, in such a
way that the games are able to advance simultaneously (in
parallel).
[0083] Automatic game controller G2 is also a function unit that
controls the automatic game to advance while consuming credit
corresponding to a player ID corresponding to a terminal ID of
external terminal device 6 for which a connection has been
established by connection unit G5. The bingo game performed in the
automatic game advances based on a result of the common process
(mechanical drawing). Therefore, game results of the manual game
and the automatic game are determined based on the common process,
and the manual game and the automatic game advance in synchrony
with each other.
[0084] As is obvious from the description of manual game controller
F2 and automatic game controller G2, game system 2A has a game
controller that controls the manual game and the automatic game to
advance simultaneously, the manual game advancing while consuming
credit corresponding to a player ID obtained by ID obtainer F1
based on the operation of operation unit 32, and the automatic game
advancing while consuming credit corresponding to a player ID
corresponding to a terminal ID of external terminal device 6 for
which a connection has been established by connection unit G5.
[0085] Setting unit G4 is a function unit that sets a predetermined
rule. It sets a predetermined rule corresponding to a player ID
obtained by player ID obtainer G1. More specifically, setting unit
G4, when the input of medals into medal mechanism 46 ends,
identifies a predetermined rule by prompting a player to select one
of plural rules through display unit 41 and operation unit 42, to
store in storage device 45 the identified predetermined rule in
association with the player ID obtained by player ID obtainer
G1.
[0086] The details of plural rules each can be freely selected. For
example, plural rules may include a low-risk-and-low-return rule
with a small number of credits consumed and a small number of
credits anticipated to be awarded as a return, and a
high-risk-and-high-return rule with a large number of credits
consumed and a large number of credits anticipated to be awarded as
a return. Also, setting unit G4 may identify a predetermined rule
by prompting the above selection only once, or may alternatively
identify a predetermined rule by prompting the above selection for
each state (phase) of a game. A player first selects whether to let
setting unit G4 identify a predetermined rule with a one-time
selection or to let setting unit G4 identify a predetermined rule
by performing selection for each game state. The player will make a
selection only once in a case in which the player selects the
former, and will perform selections plural times in a case in which
the player selects the latter.
[0087] Credit manager G3 is a function unit that manages credits.
It controls medal mechanism 46 based on an operation of operation
unit 42 and a player ID obtained by player ID obtainer G1, and
basically performs the normal process. In this normal process,
credit manager G3 reduces the number of credits stored in storage
device 45 when credit is consumed in an automatic game advancing
while consuming credit corresponding to a player ID corresponding
to the number of credits stored in storage device 45, and reduces
the number of credits when a medal is withdrawn from medal
mechanism 46 for the credit corresponding to the player ID. On the
other hand, credit manager G3 increases the number of credits when
a medal is input to medal mechanism 46 as the credit corresponding
to the player ID, and increases the credits when the credit is
given in the automatic game. However, credit manager G3 performs
the exception process instead of the normal process when the
totaling process is performed.
[0088] The totaling process is a process in which the number of
credits associated with the same player ID is totaled in game
system 2A, and is performed when a player ID of a player who is
playing the manual game is obtained by player ID obtainer G1 at
game system 2A (hereinafter referred to as the "first case") and
when a player ID of a player who is playing the automatic game is
obtained by player ID obtainer F1 of station 3A at game system 2A
(hereinafter referred to as the "second case").
[0089] The determination is made as to whether it is the first case
that is realized, for example, by credit manager G3 referring to
storage device 11 of center server device 1. In a case in which it
is determined to be the first case, credit manager G3 performs the
totaling process in cooperation with credit manager F3 of station
3A corresponding to a player ID obtained by player ID obtainer G1
in game system 2A.
[0090] The determination is made as to whether it is the second
case that is realized, for example, by credit manager F3 referring
to storage device 11 of center server device 1. In a case in which
it is determined to be the second case, credit manager F3 performs
the totaling process in cooperation with credit manager G3 of
setting terminal 4A of game system 2A.
[0091] In the totaling process, for example, credit manager G3
deletes from storage device 45 data of the number of credits
stored, in association with a player ID obtained by player ID
obtainer G1 (player ID obtained by player ID obtainer F1). Credit
manager F3 overwrites data, the number of credits corresponding to
this player ID in storage device 35, with the sum of the number of
credits that was deleted and the number of credits in association
with this player ID stored in storage device 35.
[0092] In this case, credit manager F3 and credit manager G3, in
the exception process, reduces the number of credits stored in
storage device 35 when credit is consumed in the manual game, and
when a medal is withdrawn from medal mechanism 36. Also, the number
of credits is reduced when credit is consumed in the automatic game
that advances while consuming credit corresponding to a player ID
corresponding to the number of credits to be reduced, and is
reduced when a medal is withdrawn from medal mechanism 46 for the
credit corresponding to this player ID. On the other hand, the
number of credits is increased when a medal is input to medal
mechanism 36, and is increased when credit is granted in the manual
game. Also, the number of credits is increased when a medal is
input to medal mechanism 46 for the credit corresponding to this
player ID, and is increased when credit is granted in the automatic
game.
[0093] Status transmitter G6 is a function unit that transmits, via
radio communication unit 47, a game status to external terminal
device 6 with which a connection has been established via
connection unit G5. Specifically, a webpage indicating the progress
status of a game is transmitted. That is, status transmitter G6
serves as a web server, and when it receives an HTTP (HyperText
Transfer Protocol) request from a web browser of external terminal
device 6, the status transmitter waits for the game progress status
to be updated, generates data for describing a web page indicating
the updated progress status of the game with a publicly known page
description language, and replies with the data as a response to
the request.
A-2: Operation of Embodiment
[0094] Description will be next given of an operation of system 100
for different cases. A player ID and a play history for a player
appearing in the following description are stored in storage device
11 of center server device 1. Station 3A and setting terminal 4A
appearing in the following are provided at the same game system
2A.
A-2-1: Playing Manual Game Only
[0095] FIG. 5 is a diagram showing an operation in a case in which
a player A who is not playing a game and is going to play the
manual game by entering a medium ID at an available station 3A. As
shown in this diagram, at the available station 3A, receiver 33
first receives an input of a medium ID associated with a player ID
of player A (Sa10). Player ID obtainer F1 obtains a player ID
associated with this medium ID from center server device 1 (Sa11),
and controller 30A overwrites storage device 35 with this player ID
and the number of credits of a player identified by this player ID
(Sa12).
[0096] Next, player A inputs a medal into station 3A, and credit
manager F3 increases the number of credits stored in storage device
35 in response to the input (Sa13). After this, manual game
controller F2 controls the manual game (Sa14). The manual game is
associated with a player ID obtained by player ID obtainer F1, and
advances based on an operation of operation unit 32, using a result
of the common process. In the manual game, credit manager F3
reduces the number of credits stored in storage device 35 depending
on credit consumed in the manual game, and increases the number of
credits depending on credit granted in the manual game.
[0097] The above-described operation also applies to a case in
which a player other than player A is playing the manual game at
another station 3A, and also applies to a case in which a player
other than player A is playing the automatic game at setting
terminal 4A. Thus, game system 2A is capable of advancing plural
manual games simultaneously, and of advancing the manual game and
the automatic game simultaneously.
A-2-2: Playing Automatic Game Only
[0098] FIG. 6 is a diagram showing an operation in which player A
is not playing the game but is going to play the automatic game by
inputting the medium ID to setting terminal 4A. As shown in this
diagram, at setting terminal 4A, receiver 43 first receives the
input of the medium ID associated with the player ID of player A
(Sb10). Player ID obtainer G1 then obtains the player ID associated
with the medium ID from center server device 1 (Sb11). Controller
40A then appends to storage device 45 the player ID and data
indicating the number of credits identified by a player of the
player ID in association with each other (Sb12).
[0099] Player A then inputs a medal into setting terminal 4A, and
credit manager G3 increases the number of credits stored in storage
device 45 (Sb13) in response to the input. Setting unit G4 then
sets a predetermined rule in association with the player ID
obtained by player ID obtainer G1 (Sb14). Specifically, setting
unit G4 uses display unit 41 and operation unit 42 to prompt a
player to select one of plural rules, to identify the predetermined
rule, and causes storage device 45 to store the identified
predetermined rule in association with the player ID obtained by
player ID obtainer G1.
[0100] Next, connection unit G5 issues a password by associating
with the player ID obtained by player ID obtainer G1, and causes
display unit 41 to issue the password (Sb15). Subsequently, player
A uses a wireless LAN connection function of external terminal
device 6 to search a base unit (access point) corresponding to
setting terminal 4A based on a network identifier (SSID) thereof,
and requests a connection. Connection unit G5 of setting terminal
4A then obtains a terminal ID of external terminal device 6 that
has requested the connection (Sb16).
[0101] Connection unit G5 then obtains a password for confirmation
input by the player from external terminal device 6 that has
requested the connection (Sb17). Specifically, via radio
communication unit 47, connection unit G5 prompts external terminal
device 6 for the input and the transmission of the password, to
receive the transmitted password for confirmation from external
terminal device 6. When this is received, connection unit G5
reacquires the terminal ID of external terminal device 6.
[0102] Connection unit G5 establishes a connection with external
terminal device 6 (Sb19) only when the obtained password for
confirmation agrees with the password associated with the player ID
obtained by player ID obtainer G1 and when the terminal ID obtained
in obtaining the password for confirmation agrees with the terminal
ID of external terminal device 6 that has first requested for
connection since the password was issued, i.e., only when it is
authorized that the player is a valid player (Sb18: YES).
[0103] The agreement of not only the password but also the terminal
ID is required to reduce the probability of a third party obtaining
the password and successfully establishing a connection. Therefore,
it may be configured such that the agreement of only the password
is required, depending on a requested security level. Also, it may
be configured so that the password for confirmation is obtained
only from external terminal device 6 that has first requested since
the password was issued. A one-time-use password may be used as a
password, to further enhance the security level.
[0104] Next, automatic game controller G2 controls the progress of
the automatic game (Sb20). This automatic game, while consuming
credit corresponding to the terminal ID of external terminal device
6 for which the connection has been established by connection unit
G5 and corresponding to the player ID obtained by player ID
obtainer G1, advances in accordance with a predetermined rule that
is set in association with the player ID and advances using a
result of the common process. In the automatic game, credit manager
G3 reduces the number of credits stored in storage device 45
depending on credit consumed in the automatic game, and increases
the number of credits depending on credit granted in the automatic
game. Furthermore, in the automatic game, status transmitter G6
transmits a progress status of the game to external terminal device
6 for which the connection has been established via connection unit
G5.
[0105] The above-described operation is performed when a player
other than player A plays the automatic game at setting terminal
4A. Thus, setting terminal 4A is capable of simultaneously (in
parallel) advancing plural automatic games respectively
corresponding to plural players. Also, the above-described
operation is performed also when a player other than player A plays
the manual game at station 3A. This also means that game system 2A
is capable of simultaneously advancing the manual game and the
automatic game.
A-2-3: Playing Manual Game and Automatic Game Simultaneously
A-2-3-1: Starting Play of Manual Game Afterward
[0106] An operation that is performed in a case in which player B
inputs the medium ID associated with the player ID of player A to
station 3A to play the manual game while player A is playing the
automatic game is the same as that indicated in FIG. 5. However, in
this case, the totaling process is performed, and credit manager F3
of station 3A and credit manager G3 of setting terminal 4A perform
the exception process. Accordingly, the number of credits stored in
storage device 35 of station 3A will be the number of credits
common to the manual game and the automatic game, will decrease
depending on credit consumed respectively in the manual game and
the automatic game, and will increase depending on credit granted
respectively in the manual game and the automatic game.
A-2-3-2: Starting Play of Automatic Game Afterward
[0107] An operation that is performed in a case in which player B
inputs the medium ID associated with the player ID of player A to
setting terminal 4A to play the automatic game while player A is
playing the manual game is the same as that indicated in FIG. 6.
However, in this case, the totaling process is performed, so that
credit manager F3 of station 3A and credit manager G3 of setting
terminal 4A preform the exception process. Therefore, the number of
credits stored in storage device 35 of station 3A will be the
number of credits common to the manual game and the automatic game,
will decrease depending on credit consumed in the manual game and
the automatic game, and will increase depending on credit granted
respectively in the manual game and the automatic game.
A-3: Conclusion of Embodiment
[0108] As described above, game system 2A is capable of uniquely
identifying a player and reducing the number of credits for this
player depending on credit consumed in games (the manual game and
the automatic game) that can simultaneously advance for this
player. Also, the manual game is controlled based on an operation
of operation unit 42, whereas the automatic game is controlled
based not on the operation of operation unit 42 but in association
with a player ID corresponding to terminal ID of external terminal
device 6 for which a connection has been established. Therefore, a
player is able to play the automatic game by using external
terminal device 6 even at a place remote from game system 2A (for
example, a smoking area at a game).
[0109] Also, according to game system 2A, it is possible to
simultaneously progress the manual game based on an operation of
operation unit 32 and the automatic game not based on the operation
of the operation unit. Therefore, a player can play the automatic
game even when station 3A is not available.
[0110] Also, according to game system 2A, a single player can
simultaneously play the manual game and the automatic game. In this
case, the manual game and the automatic game advance while
consuming credit corresponding to a player ID of the player, and
the automatic game advances while consuming credit corresponding to
the terminal ID corresponding to the player ID. Therefore, the
number of player IDs required is one. Therefore, in comparison with
a case in which multiple player IDs are assigned to a single player
and are used in implementing the simultaneous play of plural games
by using these player IDs, the work necessary for obtaining a
player ID can be reduced, and the management of player IDs can be
made simpler.
[0111] Also, according to game system 2A, while a player is playing
the manual game, another player is able to play the automatic game
in association with the same identification information as that of
the player playing the manual game. Therefore, because a result of
the manual game played and a result of the automatic game played
can be managed in association with the same identification
information, it is possible to meet various demands of players. For
example, friends will be able to cooperatively play a game. Also,
if types of games to be controlled are different among plural game
systems 2A, or if one of plural types of games can be selected
respectively at each game system 2A, a single player can
simultaneously play plural types of games (simultaneous gameplays
by a single player).
[0112] Also, according to game system 2A, because a game is
controlled based on a result of the common process at station 3A
and setting terminal 4A, neither the automatic game nor the manual
game will precede the other. That is, the game progress at station
3A and the game progress at setting terminal 4A can be synchronized
with each other.
[0113] The game can be automatically advanced at setting terminal
4A. Credit can be granted based on a result even in the automatic
game that automatically advances. Therefore, a player would be
satisfied even if a game advances automatically if the player is
not interested in the content of a game (if the player focuses only
on a result of the game (grant of credit)). Also, in a game
apparatus loaded with a chance game such as a jackpot game and a
bonus game in which a large number of game values can be obtained
depending on a game result, some players may wish to have a game
advance automatically until a chance game is started. Furthermore,
in participating in a chance game, in a case in which those able to
participate need to have played a game for a certain period, some
players may wish to have a game advance automatically so that the
qualifications for participation can be obtained. Also, at setting
terminal 4A, automatic games can be advanced for plural players
simultaneously. Plural players can be given chances to play an
automatic game because, even when a player is playing a game,
setting terminal 4A will not be occupied by the player.
[0114] Also, according to setting terminal 4A, because a
predetermined rule is set for each player ID, the progress content
of the automatic game can be made different for each player, so
that the intention of the player can be reflected to the game to
some extent. This will contribute to the increase of players who
have the game advance automatically. Also, according to setting
terminal 4A, a player can use external terminal device 6 to know
the progress status of the automatic game.
[0115] A game that is controlled according to the present
embodiment is a medal game that uses credit when the game advances
and grants credit depending on a result. In a medal game, because
those that are consumed and granted are both credits, and
increasing credits will be the significant purpose of the game,
there will likely be more players who are not interested in the
content of the game. Therefore, the present embodiment has
advantages in that the above various effects are more likely to be
more beneficial.
B: Modification
[0116] The present invention may include in its scope not only the
above embodiments but also various embodiments obtained by
modifying the above embodiments and also those that are obtained by
appropriately combining two or more of these embodiments and the
above embodiments.
B-1: Modification 1
[0117] FIG. 7 is a diagram showing a schematic configuration of
game system 2A that is already shown in FIG. 1, and focuses on the
location of the manual game controller and the automatic game
controller. As shown in this figure, game system 2A has setting
terminal 4A provided with the automatic game controller and plural
stations 3A each provided with the manual game controller.
[0118] This configuration may be modified to derive a game system
2B having a configuration shown in FIG. 8. Game system 2B has
setting terminal 4A, but does not have a station. In this case, a
player can play a game only at setting terminal 4A, and the game
allowed to play is the automatic game only. As described above, at
setting terminal 4A, automatic game controller G2 is a function
unit that controls the automatic game. Automatic game controller G2
controls one or more games respectively corresponding to one or
more player IDs obtained by player ID obtainer G1, so as to advance
automatically while following a predetermined rule. In this case,
common device 5 gives a common process result to each of plural
games that advance at this setting terminal 4A.
B-2: Modification 2
[0119] The configuration shown in FIG. 7 may be modified to derive
a game system 2C having a configuration shown in FIG. 9. Game
system 2C has setting terminal 4A provided with the automatic game
controller and plural stations 3B each provided with the manual
game controller and the automatic game controller.
[0120] Of course, each of plural stations 3B has not only the
automatic game controller but also the configuration necessary for
playing the automatic game. The configuration necessary for playing
the automatic game includes those equivalent to automatic game
controller G2, player ID obtainer G1, storage device (first storage
device) 45, setting unit G4, and status transmitter G6, but is not
limited thereto, and can include one or more necessary components
out of the configuration of setting terminal 4A.
[0121] Likewise, each of plural stations 3B has not only the manual
game controller but also the configuration necessary for playing
the manual game. The configuration necessary for playing the manual
game includes those equivalent to operation unit 32, storage device
(second storage device) 35, and manual game controller F2, but is
not limited thereto, and can include one or more necessary
components out of the configuration of station 3A. In this case, a
player is able to play the manual game only at each of plural
stations 3B, and is able to play the automatic game at each of
plural stations 3B and at setting terminal 4A.
[0122] Game system 2C has common device 5 as in the case of game
system 2A. This common device 5 gives a common process result to
each of the games advancing at the automatic game controller and
the manual game controller.
B-3: Modification 3
[0123] The configuration shown in FIG. 7 may be modified to derive
a game system 2D having a configuration shown in FIG. 10. Game
system 2D has plural stations 3B, but does not have a setting
terminal. In this case, a player is able to play a game only at
each of the plural stations (game apparatuses), and games allowed
to play are the manual game and the automatic game.
[0124] Game system 2D has common device 5 as in the case of game
system 2A. This common device 5 gives a common process result to
each of games that advance at the automatic game controller and the
manual game controller.
[0125] It is to be noted that, as described below in detail, the
above-described embodiment may be modified to control a game not
involving a mechanical drawing. That is, each game system 2A can
employ a configuration without common device 5. Likewise, in each
configuration shown in FIGS. 7 to 10, each game system may employ a
configuration without a common device.
B-4: Modification 4
[0126] In the above embodiment, the number of credits is managed by
being totaled, but this may be managed without being totaled. That
is, storage device 35 may store data indicating the number of first
credits in association with a player ID obtained by player ID
obtainer F1, whereas storage device 45 may store data indicating
the number of second credits increasing or decreasing independently
from the number of first credits in association with the same
player ID. Credit manager F3 may increase or reduce the number of
first credits depending on credit consumed or granted in the manual
game corresponding to the player ID, whereas credit manager G3 may
increase or reduce the number of second credits depending on credit
consumed or granted in the automatic game corresponding to a
terminal ID associated with the player ID.
B-5: Modification 5
[0127] In Modification 4, it may be configured so that it is
possible to transfer all or some of the credits between the first
credit and the second credit. That is, in a case in which the
credit manager transfers credits from the first credit to the
second credit, the number of the first credits is reduced by the
number of credits to be transferred and the number of the second
credits is increased by the number of credits to be transferred.
Conversely, in a case in which the credit manager transfers credits
from the first credit to the second credit, the credit manager
reduces the number of second credits and increases the number of
first credits by the number of credits to be transferred. A player
may be prompted to specify the number of credits to be transferred.
In this mode, credits can be transferred without a player handling
actual medals.
B-6: Modification 6
[0128] In the above-described embodiment, it may be configured so
that controller 30A does not serve as connection unit G5 and status
transmitter G6. According to this embodiment, a player can play the
automatic game without using external terminal device 6. However,
in this mode, a player playing the automatic game is not able to
know the progress status of the automatic game. Nevertheless, a
player who is not interested in the content of the game (a player
who focuses only on a game result) would be satisfied even if the
player is not able to know the progress status of the automatic
game.
B-7: Modification 7
[0129] In the above-described embodiment, a bingo game is
controlled. However, other games (for example, a horse racing game,
a mahjong game, and a role playing game) may be controlled. Also,
in the above-described embodiment, a game involving mechanical
drawing is controlled. However, a game not involving mechanical
drawing (for example, a game involving a computerized drawing or a
lottery or a game not involving a lottery) may be controlled.
B-8: Modification 8
[0130] In the above-described embodiment, a player is able to play
the automatic game until credit runs out. However, it may be
configured so that a player is no longer able to play the automatic
game even if credit is still remaining in a specific case. For
example, repeatedly played games are divided into a normal game
permitting the play of the automatic game and a special game not
permitting the play of the automatic game. In this case, a player
is able to play the automatic game either until credit runs out or
until a special game starts. Such a special game includes a game
with elaborated dramatic interpretation that is performed when a
predetermined condition is satisfied. Also, a given rule may be
determined such as providing a set number of credits as a condition
for ending the automatic game. In this case, the automatic game
ends in a case in which the number of credits that increases or
decreases with the automatic gameplay becomes equal to or greater
than the set number of credits or equal to or less than the set
number of credits.
B-9: Modification 9
[0131] In the above-described embodiment, a medal game in which
credits can be granted depending on a result is controlled.
However, a game (for example, a video game) in which game values
(non-credit) other than credits can be granted as rewards depending
on a result may be a game to be controlled. A medal game in which
not only the credit, but also the non-credit, can be granted
depending on a result may be a game to be controlled.
[0132] The "non-credit" is, for example, items or points. Such an
item includes a virtual object such as a sword and costume usable
in a game. Such a point includes that which can be exchangeable
with an item corresponding to the number of points and a title
corresponding to the number of points, the title being granted to a
player.
[0133] In a case in which the non-credit is an item, storage
devices 35 and 45 each additionally store, in association with a
player ID obtained by the player ID obtainer, item information that
indicates granted items and that varies depending on an item
granted in a game. The item information (value information) changes
depending on an item granted respectively in the manual game and in
the automatic game corresponding to the associated player ID.
[0134] In a case in which the non-credit is a point, storage
devices 35 and 45 each additionally store, in association with a
player ID obtained by the player ID obtainer, the number of points
that increases depending on the grant of points in a game. The
number of points (value information) changes depending on a point
granted respectively in the manual game and in the automatic game
corresponding to the associated player ID.
B-10: Modification 10
[0135] In the above-described embodiment, a predetermined rule is
set for each player who plays the automatic game. However, a
predetermined rule may be set in common for plural players who play
that automatic game. In this case, each of plural automatic games
controlled by the setting terminal will progress in accordance with
the common rule.
B-11: Modification 11
[0136] In the above-described embodiment, setting unit G4 may set,
based on a play history corresponding to a player ID out of play
histories stored in center server device 1, a predetermined rule in
association with the player ID or another player ID. Another player
ID is preferably a player ID that is in a predetermined
relationship with the player ID with which a predetermined rule is
associated. In this case, center server device 1 stores data
indicating the relationships among player IDs, and setting unit G4
identifies, based on this data, a player ID that is in a
predetermined relationship with the player ID with which the
predetermined rule is to be associated. Such a predetermined
relationship includes a friendship, and the engagement thereof is
performed, for example, through communication between two stations
at which two players who will engage in the relationship are
respectively playing.
B-12: Modification 12
[0137] In the above-described embodiment, as a predetermined rule
to be set in association with a player, a predetermined rule may be
employed such that the automatic game that progresses while
consuming credit corresponding to a player ID is made corresponding
to the progress status of a game that progresses while consuming
credit corresponding to another player ID. Another player ID is
preferably a player ID that has a predetermined relationship (for
example, friendship) with a player ID with which a predetermined
rule is associated. For example, center server device 1 stores data
indicating relationships among player IDs, and collects, for each
player ID corresponding to the automatic game, the progress status
of a game corresponding to another player ID that is in a
predetermined relationship with each player ID corresponding to the
automatic game. Setting unit G4 controls, out of the progress
statuses collected by center server device 1, the automatic game so
as to correspond to the progress status for another player ID that
is in a predetermined relationship with the player ID with which a
predetermined rule is to be set.
B-13: Modification 13
[0138] In the above-described embodiment, medals are dispensed.
However, a number of tickets (or coupons or vouchers) corresponding
to the number of credits may be dispensed instead of medals. In
this case, the correspondence between the number of tickets and the
number of credits can be freely selected in such a way that one
ticket is equivalent to ten credits.
[0139] Additionally, external terminal device 6 may be one not
loaded with a web browser. In this case, the second game needs to
be installed in advance so that the second game is executed in
external terminal device 6. Thus, a mode of software for enabling
the execution of the second game at external terminal device 6 can
be freely selected.
B-14: Modification 14
[0140] In each of the above-described embodiments, the player ID
obtainer for obtaining a player ID obtains a player ID associated
with a medium ID. However, the medium ID may be used as the player
ID. In this case, the receiver serves as the player ID obtainer.
Also, the input unit (for example, a keyboard) for a player for
directly inputting the player ID may serve as the player ID
obtainer. Also, in the above-described embodiment, player IDs are
stored in the station and the setting terminal, and it may be
configured so that player IDs are not stored in the station or in
the setting terminal. However, also in this case, because the first
ID is assigned to the station and the setting terminal and the
first ID is associated with a player ID, a game that progresses at
the station or at the setting terminal and the number of credits
stored in the station or in the setting terminal will correspond to
the player ID.
B-15: Modification 15
[0141] In the above-described embodiment, the common device may
additionally have an outputter for outputting a result or a status
of the common process to the outside. The output destination of the
outputter can be, for example, a monitor provided in recreation
facilities. In this case, a player is able to know a result or a
status of the common process even at a remote location. This is
especially beneficial for a player who plays an automatic game
without using external terminal device 6 at a remote location and
is interested in a result or a status of the common process.
B-16: Modification 16
[0142] In the above-described embodiment, the destination of the
status transmitter is limited to an external terminal device, but
it is not limited thereto. A destination other than an external
terminal device is, for example, a web server. In the case of a web
server, a webpage for displaying a progress status of a game that
advances automatically by the automatic game controller is stored
in a web server that is stored in advance in association with a
player corresponding to the game, so that the webpage will be
displayed at a terminal device (for example, personal computer)
having installed a web browser. It is to be noted that a server
device may be provided for each web server, or a single server
device may serve as plural web servers. Also, a signal transmitted
by the status transmitter may be changed from a wireless signal to
a wired signal.
B-17: Modification 17
[0143] In the above-described embodiment, the credit management and
the game progress are performed in association with the player ID
not only for the automatic game but also for the manual game.
However, for the manual game, at least one of the credit management
and the game progress may be performed without associating with the
player ID.
B-18: Modification 18
[0144] In each embodiment, when a player plays at this game system
for the first time and when the play is performed in the automatic
game, it may be configured so that it is possible to play the game
without consuming credit in exchange for the play for a
predetermined number of games. That is, it is possible to provide a
free trial play in the automatic game, and it is possible to learn
a play method in a free trial. Therefore, new players can be
gained. Specifically, in a case in which it is determined that the
identification information obtained by the information obtainer has
not been used for the play so far at the game system, the automatic
game controller controls the game so as to permit the play without
consuming credit for a predetermined number of games. Also, when
the above determination is performed, the predetermined number of
credits may be granted. To determine whether the identification
information obtained by the obtainer has not been used for the play
at the game system so far, the history of the identification
information of a player who played may be stored.
DESCRIPTION OF THE REFERENCE NUMERALS
[0145] 1 . . . center server device, 2A, 2B, 2C, 2D . . . game
system, 3A,3B . . . station, 4A . . . setting terminal, 5 . . .
common device, 6 . . . external setting terminal, 11, 35, 45 . . .
storage device, 30A,40A . . . controller, 31,41 . . . display unit,
32,42 . . . operation unit, 33,43 . . . receiver, 34,44 . . .
communication unit, 36,46 . . . medal mechanism, 47 . . . radio
communication unit, 100 . . . system, F1,G1 . . . player ID
obtainer, F2 . . . manual game controller, F3,G3 . . . credit
manager, G2 . . . automatic game controller, G4 . . . setting unit,
G5 . . . connection unit, G6 . . . status transmitter.
* * * * *