US20130150156A1 - Game apparatus and game system - Google Patents

Game apparatus and game system Download PDF

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Publication number
US20130150156A1
US20130150156A1 US13/817,193 US201113817193A US2013150156A1 US 20130150156 A1 US20130150156 A1 US 20130150156A1 US 201113817193 A US201113817193 A US 201113817193A US 2013150156 A1 US2013150156 A1 US 2013150156A1
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United States
Prior art keywords
game
player
identification information
automatic
credit
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Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
Application number
US13/817,193
Inventor
Kazuhiro Kusuda
Takashi Uchiyama
Shogo AZUMA
Shinya Ito
Hirokatsu Yamaguchi
Hiroki Nakasato
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Konami Digital Entertainment Co Ltd
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Konami Digital Entertainment Co Ltd
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Filing date
Publication date
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Assigned to KONAMI DIGITAL ENTERTAINMENT CO., LTD. reassignment KONAMI DIGITAL ENTERTAINMENT CO., LTD. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: KUSUDA, KAZUHIRO, NAKASATO, HIROKI, YAMAGUCHI, HIROKATSU, AZUMA, SHOGO, ITO, SHINYA, UCHIYAMA, TAKASHI
Publication of US20130150156A1 publication Critical patent/US20130150156A1/en
Abandoned legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/422Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3232Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
    • G07F17/3234Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed about the performance of a gaming system, e.g. revenue, diagnosis of the gaming system
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/532Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing using secure communication, e.g. by encryption, authentication
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5513Details of game data or player data management involving billing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • A63F2300/6054Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands by generating automatically game commands to assist the player, e.g. automatic braking in a driving game

Definitions

  • the present invention relates to a game apparatus and to a game system by which it is possible to progress a game automatically.
  • 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.
  • 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.
  • 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.
  • 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.
  • a game apparatus ( 4 A or 3 B) has: an obtainer (G 1 or F 1 ) 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 (G 1 or F 1 ), 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 (G 2 ) that controls a game corresponding to the identification information obtained by the obtainer (G 1 or F 1 ), to advance automatically while following a predetermined rule, and the automatic game controller (G 2 ) controls plural games respectively corresponding to which plural pieces of identification information differ from one another, to advance in parallel.
  • 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.
  • 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.
  • the IC card can be disabled by disassociating the medium ID and the identification information, even if the IC card is lost.
  • 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.
  • 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.
  • the reader reads a medium ID
  • 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.
  • the “credit” is a game value that is exchanged for a game play.
  • an equivalent value of a play is one credit
  • the credit is equivalent to a right to play.
  • the credit is deposited from outside as a result of physically inserting or electrically transferring a medal (token coin) or cash.
  • 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.
  • a game medium such as a medal, ticket, coupon, or voucher corresponding to credit is dispensed from the game apparatus.
  • 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.
  • 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.
  • 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.
  • the value information is, for example, the number of credits.
  • 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.
  • 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.).
  • the “predetermined rule” can be common to plural sets of identification information or may be established for each set of identification information.
  • the game value may be the credit
  • the value information may indicate the number of credits that increases or decreases when the credit is consumed or granted.
  • 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.
  • a game for example, a medal game
  • a medal game includes those types in which not only credit but also points can be granted depending on a result of the game.
  • Each of the above-described game apparatus ( 4 A or 3 B) may additionally have a setting unit (G 4 ) that sets the predetermined rule in association with the identification information obtained by the obtainer (G 1 or F 1 ), and the automatic game controller (G 2 ) 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • the game apparatus ( 4 A or 3 B) may additionally have a status transmitter (G 6 ) that transmits a progress status of a game controlled by the automatic game controller (G 2 ) to an external device ( 6 ) that is associated in advance with the identification information corresponding to the game.
  • a status transmitter (G 6 ) that transmits a progress status of a game controlled by the automatic game controller (G 2 ) to an external device ( 6 ) that is associated in advance with the identification information corresponding to the game.
  • a player is able to know the progress status of a game using an external device.
  • the “external device” is, for example, a portable terminal device such as a portable phone or a portable game terminal, or a web server.
  • a portable terminal device such as a portable phone or a portable game terminal, or a web server.
  • 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.
  • 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.
  • 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.
  • a terminal device for example, a personal computer
  • a server device may be prepared for each web server, and a single server device may serve as plural web servers.
  • the above-described game apparatus ( 3 B) 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 (G 2 ); 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 (F 2 ) that controls the game to advance based on the operation received by the operation receiver ( 32 ).
  • 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.
  • the obtainer (G 1 or F 1 ) 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 (G 1 or F 1 ), 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 (G 2 ) and the manual game controller (F 2 ) may respectively control games, each corresponding to the same identification information.
  • 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.
  • a game system ( 2 A) of the present invention has a first game apparatus ( 3 A) 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 ( 4 A) 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 ( 3 A) and an automatic game that advances at the second game apparatus ( 4 A).
  • the specific embodiments of the game system of the present invention are exemplified as a game system ( 2 A) shown in FIGS. 1 and 7 .
  • 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.
  • 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.
  • the “common process” is, for example, a process of selecting one or more than one from plural options by lottery.
  • a selection result (lottery result) will be a result of the common process.
  • the “lottery” here includes a mechanical drawing or lottery and a computerized drawing or lottery.
  • the second game apparatus may have the above-described setting unit.
  • 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).
  • 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
  • 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.
  • the first game apparatus ( 3 A) may have a second obtainer (F 1 ) that obtains the identification information, and the second storage device ( 35 ) may store, in association with the identification information obtained by the second obtainer (F 1 ), 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 ( 3 A) and the second game apparatus ( 4 A) respectively may advance games, each corresponding to the same identification information.
  • 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.
  • another game system ( 2 B) of the present invention has a game apparatus ( 4 A) 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 ( 4 A).
  • the specific embodiments of the game system of the present invention are exemplified as a game system ( 2 B) shown in FIG. 8 .
  • Still another game system ( 2 C or 2 D) of the present invention has a game apparatus ( 3 B) 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 (G 2 ) and the manual game controller (F 2 ) of the game apparatus ( 3 B).
  • the specific embodiments of the game system of the present invention are exemplified as a game system ( 2 C) shown in FIG. 9 or a game system ( 2 D) shown in FIG. 10 .
  • the common device ( 5 ) may have an outputter that outputs a result or a status of the common process to the outside.
  • 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.
  • FIG. 1 is a block diagram of a system 100 according to an embodiment of the present invention.
  • FIG. 2 is a diagram showing the memory content of a storage device 11 in system 100 .
  • FIG. 3 is a block diagram of a station 3 A in system 100 .
  • FIG. 4 is a block diagram of a setting terminal 4 A in system 100 .
  • FIG. 5 is a diagram showing an operation of system 100 .
  • FIG. 6 is a diagram showing another operation of system 100 .
  • FIG. 7 is a diagram showing a schematic configuration of a game system 2 A in system 100 .
  • FIG. 8 is a diagram showing a schematic configuration of Modification 1 of game system 2 A.
  • FIG. 9 is a diagram showing a schematic configuration of Modification 2 of game system 2 A.
  • FIG. 10 is a diagram showing a schematic configuration of Modification 3 of game system 2 A.
  • 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 2 A and a center server device 1 .
  • Plural game systems 2 A 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 N 1 . Each of plural game systems 2 A is capable of communicating with center server device 1 mutually via a communication network N 2 and communication network N 1 , or via communication network N 1 .
  • Communication network N 1 is realized, for example, by a WAN (wide area network) and a VPN (virtual private network) using the Internet
  • communication network N 2 is realized by a LAN (local area network).
  • 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.
  • a mechanical drawing or lottery is performed in which a small number of numbers are selected from a large number of numbers.
  • a player 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.
  • Game system 2 A has plural stations 3 A, plural setting terminals 4 A, and a common device 5 .
  • Plural stations 3 A, setting terminals 4 A, and common device 5 can communicate with one another via communication network N 3 provided in game system 2 A.
  • Each of plural stations 3 A, setting terminal 4 A, 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 2 A is sited.
  • the present embodiment may be modified so that the number of stations 3 A provided at game system 2 A is set to one.
  • 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 2 A 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 3 A and setting terminals 4 A in game system 2 A.
  • the common process controlled by common device 5 is, specifically, the above mechanical drawing.
  • 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.
  • 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.
  • 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 .
  • a MAC address is used as the terminal ID, but an IP address may be used.
  • Bluetooth or infrared communication can be employed.
  • Center server device 1 is a server device (computer) that manages players who are registered in advance and has a storage device 11 .
  • 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.
  • 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.
  • Storage device 11 stores, in association with a player ID, a first ID of station 3 A or setting terminal 4 A at which a player identified by this player ID is playing, a second ID of game system 2 A having the station 3 A or the setting terminal 4 A, and a third ID of recreation facility GC at which the game system 2 A is sited.
  • the first ID is identification information uniquely identifying station 3 A and setting terminal 4 A in game system 2 A.
  • the second ID is identification information uniquely identifying game system 2 A in recreation facility GC.
  • the third ID is identification information uniquely identifying recreation facility GC.
  • A-1-1 Configuration of Station 3 A
  • FIG. 3 is a block diagram of station 3 A (first game apparatus).
  • Station 3 A 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 30 A controlling each component.
  • Display unit 31 is, for example, a liquid crystal display device, and displays a progress status and a result of a game.
  • 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.
  • Receiver 33 receives an input of a medium ID from a player.
  • a publically known reader for reading medium IDs recorded in IC cards is employed as receiver 33 .
  • Communication unit 34 is a wired or wireless communication interface and is capable of communicating with the outside.
  • 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 3 A, a terminal ID of an external terminal device 6 that is wirelessly connected with the station 3 A, and data indicating the number of credits (value information) for the player in association with one another.
  • 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.
  • 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.
  • 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 30 A, and accommodates the inserted coin in a container of the medal dispensing device. Medal mechanism 36 is controlled by controller 30 A, 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 3 A. Controller 30 A is configured by, for example, one or plural CPUs (central processing units) and serves as a player ID obtainer F 1 , a manual game controller F 2 , and a credit manager F 3 .
  • CPUs central processing units
  • Player ID obtainer F 1 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 F 1 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 .
  • controller 30 A 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.
  • Manual game controller F 2 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 F 1 .
  • 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 F 1 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).
  • Credit manager F 3 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 F 3 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 F 3 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 4 A
  • FIG. 4 is a block diagram of setting terminal 4 A (second game apparatus).
  • Setting terminal 4 A 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 40 A 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.
  • the “play” differs depending on a game to be played.
  • a game to be played is a manual game which is played at game apparatus 3 A
  • the “play” means that the controller (manual game controller F 2 ) advances a game while reflecting operations by a player.
  • the “play” means advancing a game without involving player's operations but only by the controller (automatic game controller G 2 described below).
  • 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 .
  • 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.
  • 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 4 A. The input of a medal is notified to controller 40 A.
  • Storage device 45 is a rewritable memory or a storage device, and stores, for each player who plays an automatic game at setting terminal 4 A, a player ID, a terminal ID, a predetermined rule, and the number of credits, in association with one another.
  • 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.
  • Controller 40 A is configured of, for example, one or more CPUs, and serves as a player ID obtainer G 1 , an automatic game controller G 2 , a credit manager G 3 , a connection unit G 5 , a setting unit G 4 , and a status transmitter G 6 .
  • Player ID obtainer G 1 is a function unit that obtains a player ID of a player.
  • player ID obtainer G 1 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 .
  • controller 40 A 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.
  • Connection unit G 5 is a function unit that enables the establishment of a connection with external terminal device 6 via radio communication unit 47 .
  • 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 .
  • Automatic game controller G 2 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 G 1 , to automatically advance in accordance with a predetermined rule. Also, automatic game controller G 2 controls plural games that are controlled, in such a way that the games are able to advance simultaneously (in parallel).
  • Automatic game controller G 2 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 G 5 .
  • 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.
  • game system 2 A 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 F 1 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 G 5 .
  • Setting unit G 4 is a function unit that sets a predetermined rule. It sets a predetermined rule corresponding to a player ID obtained by player ID obtainer G 1 . More specifically, setting unit G 4 , 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 G 1 .
  • 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.
  • setting unit G 4 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 G 4 identify a predetermined rule with a one-time selection or to let setting unit G 4 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.
  • Credit manager G 3 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 G 1 , and basically performs the normal process. In this normal process, credit manager G 3 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 G 3 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 G 3 performs the exception process instead of the normal process when the totaling process is performed.
  • the totaling process is a process in which the number of credits associated with the same player ID is totaled in game system 2 A, and is performed when a player ID of a player who is playing the manual game is obtained by player ID obtainer G 1 at game system 2 A (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 F 1 of station 3 A at game system 2 A (hereinafter referred to as the “second case”).
  • the determination is made as to whether it is the first case that is realized, for example, by credit manager G 3 referring to storage device 11 of center server device 1 .
  • credit manager G 3 performs the totaling process in cooperation with credit manager F 3 of station 3 A corresponding to a player ID obtained by player ID obtainer G 1 in game system 2 A.
  • the determination is made as to whether it is the second case that is realized, for example, by credit manager F 3 referring to storage device 11 of center server device 1 .
  • credit manager F 3 performs the totaling process in cooperation with credit manager G 3 of setting terminal 4 A of game system 2 A.
  • credit manager G 3 deletes from storage device 45 data of the number of credits stored, in association with a player ID obtained by player ID obtainer G 1 (player ID obtained by player ID obtainer F 1 ). Credit manager F 3 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 .
  • credit manager F 3 and credit manager G 3 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.
  • Status transmitter G 6 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 G 5 . Specifically, a webpage indicating the progress status of a game is transmitted. That is, status transmitter G 6 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.
  • HTTP HyperText Transfer Protocol
  • 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 3 A and setting terminal 4 A appearing in the following are provided at the same game system 2 A.
  • 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 3 A.
  • receiver 33 first receives an input of a medium ID associated with a player ID of player A (Sa 10 ).
  • Player ID obtainer F 1 obtains a player ID associated with this medium ID from center server device 1 (Sa 11 ), and controller 30 A overwrites storage device 35 with this player ID and the number of credits of a player identified by this player ID (Sa 12 ).
  • player A inputs a medal into station 3 A, and credit manager F 3 increases the number of credits stored in storage device 35 in response to the input (Sa 13 ).
  • manual game controller F 2 controls the manual game (Sa 14 ).
  • the manual game is associated with a player ID obtained by player ID obtainer F 1 , and advances based on an operation of operation unit 32 , using a result of the common process.
  • credit manager F 3 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.
  • game system 2 A 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
  • 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 4 A.
  • receiver 43 first receives the input of the medium ID associated with the player ID of player A (Sb 10 ).
  • Player ID obtainer G 1 then obtains the player ID associated with the medium ID from center server device 1 (Sb 11 ).
  • Controller 40 A 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 (Sb 12 ).
  • Player A then inputs a medal into setting terminal 4 A, and credit manager G 3 increases the number of credits stored in storage device 45 (Sb 13 ) in response to the input.
  • Setting unit G 4 then sets a predetermined rule in association with the player ID obtained by player ID obtainer G 1 (Sb 14 ). Specifically, setting unit G 4 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 G 1 .
  • connection unit G 5 issues a password by associating with the player ID obtained by player ID obtainer G 1 , and causes display unit 41 to issue the password (Sb 15 ).
  • player A uses a wireless LAN connection function of external terminal device 6 to search a base unit (access point) corresponding to setting terminal 4 A based on a network identifier (SSID) thereof, and requests a connection.
  • Connection unit G 5 of setting terminal 4 A then obtains a terminal ID of external terminal device 6 that has requested the connection (Sb 16 ).
  • Connection unit G 5 then obtains a password for confirmation input by the player from external terminal device 6 that has requested the connection (Sb 17 ). Specifically, via radio communication unit 47 , connection unit G 5 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 G 5 reacquires the terminal ID of external terminal device 6 .
  • Connection unit G 5 establishes a connection with external terminal device 6 (Sb 19 ) only when the obtained password for confirmation agrees with the password associated with the player ID obtained by player ID obtainer G 1 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 (Sb 18 : YES).
  • 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.
  • automatic game controller G 2 controls the progress of the automatic game (Sb 20 ).
  • 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 G 5 and corresponding to the player ID obtained by player ID obtainer G 1 , 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.
  • credit manager G 3 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.
  • status transmitter G 6 transmits a progress status of the game to external terminal device 6 for which the connection has been established via connection unit G 5 .
  • setting terminal 4 A 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 3 A. This also means that game system 2 A 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
  • 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 3 A to play the manual game while player A is playing the automatic game is the same as that indicated in FIG. 5 .
  • the totaling process is performed, and credit manager F 3 of station 3 A and credit manager G 3 of setting terminal 4 A perform the exception process.
  • the number of credits stored in storage device 35 of station 3 A 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
  • game system 2 A 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.
  • the manual game is controlled based on an operation of operation unit 42
  • 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 2 A (for example, a smoking area at a game).
  • game system 2 A 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 3 A is not available.
  • a single player can simultaneously play the manual game and the automatic game.
  • the manual game and the automatic game advance while consuming credit corresponding to a player ID of the player
  • 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.
  • game system 2 A 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 2 A, or if one of plural types of games can be selected respectively at each game system 2 A, a single player can simultaneously play plural types of games (simultaneous gameplays by a single player).
  • game system 2 A because a game is controlled based on a result of the common process at station 3 A and setting terminal 4 A, neither the automatic game nor the manual game will precede the other. That is, the game progress at station 3 A and the game progress at setting terminal 4 A can be synchronized with each other.
  • the game can be automatically advanced at setting terminal 4 A. 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.
  • 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
  • setting terminal 4 A 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 4 A, a player can use external terminal device 6 to know the progress status of the automatic game.
  • 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.
  • 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.
  • 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.
  • FIG. 7 is a diagram showing a schematic configuration of game system 2 A that is already shown in FIG. 1 , and focuses on the location of the manual game controller and the automatic game controller.
  • game system 2 A has setting terminal 4 A provided with the automatic game controller and plural stations 3 A each provided with the manual game controller.
  • This configuration may be modified to derive a game system 2 B having a configuration shown in FIG. 8 .
  • Game system 2 B has setting terminal 4 A, but does not have a station.
  • a player can play a game only at setting terminal 4 A, and the game allowed to play is the automatic game only.
  • automatic game controller G 2 is a function unit that controls the automatic game.
  • Automatic game controller G 2 controls one or more games respectively corresponding to one or more player IDs obtained by player ID obtainer G 1 , so as to advance automatically while following a predetermined rule.
  • common device 5 gives a common process result to each of plural games that advance at this setting terminal 4 A.
  • Game system 2 C has setting terminal 4 A provided with the automatic game controller and plural stations 3 B each provided with the manual game controller and the automatic game controller.
  • each of plural stations 3 B 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 G 2 , player ID obtainer G 1 , storage device (first storage device) 45 , setting unit G 4 , and status transmitter G 6 , but is not limited thereto, and can include one or more necessary components out of the configuration of setting terminal 4 A.
  • each of plural stations 3 B 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 F 2 , but is not limited thereto, and can include one or more necessary components out of the configuration of station 3 A.
  • a player is able to play the manual game only at each of plural stations 3 B, and is able to play the automatic game at each of plural stations 3 B and at setting terminal 4 A.
  • Game system 2 C has common device 5 as in the case of game system 2 A.
  • 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.
  • the configuration shown in FIG. 7 may be modified to derive a game system 2 D having a configuration shown in FIG. 10 .
  • Game system 2 D has plural stations 3 B, 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.
  • Game system 2 D has common device 5 as in the case of game system 2 A.
  • 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.
  • each game system 2 A can employ a configuration without common device 5 .
  • each game system may employ a configuration without a common device.
  • 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 F 1 , 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 F 3 may increase or reduce the number of first credits depending on credit consumed or granted in the manual game corresponding to the player ID
  • credit manager G 3 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.
  • 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.
  • controller 30 A does not serve as connection unit G 5 and status transmitter G 6 .
  • a player can play the automatic game without using external terminal device 6 .
  • a player playing the automatic game is not able to know the progress status of the automatic game.
  • a player who is not interested in the content of the game a player who focuses only on a game result
  • a bingo game is controlled.
  • other games for example, a horse racing game, a mahjong game, and a role playing game
  • a game involving mechanical drawing is controlled.
  • a game not involving mechanical drawing for example, a game involving a computerized drawing or a lottery or a game not involving a lottery
  • a player is able to play the automatic game until credit runs out.
  • 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.
  • 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.
  • 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.
  • a given rule may be determined such as providing a set number of credits as a condition for ending the automatic game.
  • 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.
  • a medal game in which credits can be granted depending on a result is controlled.
  • a game for example, a video game
  • game values (non-credit) other than credits can be granted as rewards depending on a result
  • 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.
  • 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.
  • 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.
  • 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.
  • a predetermined rule is set for each player who plays the automatic game.
  • 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.
  • setting unit G 4 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.
  • center server device 1 stores data indicating the relationships among player IDs, and setting unit G 4 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.
  • 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.
  • 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.
  • 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 G 4 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.
  • medals are dispensed.
  • a number of tickets (or coupons or vouchers) corresponding to the number of credits may be dispensed instead of medals.
  • 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.
  • external terminal device 6 may be one not loaded with a web browser.
  • the second game needs to be installed in advance so that the second game is executed in external terminal device 6 .
  • a mode of software for enabling the execution of the second game at external terminal device 6 can be freely selected.
  • the player ID obtainer for obtaining a player ID obtains a player ID associated with a medium ID.
  • the medium ID may be used as the player ID.
  • the receiver serves as the player ID obtainer.
  • the input unit for example, a keyboard
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • a server device may be provided for each web server, or a single server device may serve as plural web servers.
  • a signal transmitted by the status transmitter may be changed from a wireless signal to a wired signal.
  • 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.
  • at least one of the credit management and the game progress may be performed without associating with the player ID.
  • 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.
  • F 1 ,G 1 . . . player ID obtainer F 2 . . . manual game controller, F 3 ,G 3 . . . credit manager, G 2 . . . automatic game controller, G 4 . . . setting unit, G 5 . . . connection unit, G 6 . . . status transmitter.

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.

Description

    TECHNICAL FIELD
  • 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
  • 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
    • Patent Document 1 JP-A-2005-000252
    DISCLOSURE OF INVENTION Problems to be Solved by the Invention
  • 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.
  • 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
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • “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.
  • 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.).
  • The “predetermined rule” can be common to plural sets of identification information or may be established for each set of identification information.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • According to this game apparatus, a player is able to know the progress status of a game using an external device.
  • 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.
  • 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).
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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
  • FIG. 1 is a block diagram of a system 100 according to an embodiment of the present invention.
  • FIG. 2 is a diagram showing the memory content of a storage device 11 in system 100.
  • FIG. 3 is a block diagram of a station 3A in system 100.
  • FIG. 4 is a block diagram of a setting terminal 4A in system 100.
  • FIG. 5 is a diagram showing an operation of system 100.
  • FIG. 6 is a diagram showing another operation of system 100.
  • FIG. 7 is a diagram showing a schematic configuration of a game system 2A in system 100.
  • FIG. 8 is a diagram showing a schematic configuration of Modification 1 of game system 2A.
  • FIG. 9 is a diagram showing a schematic configuration of Modification 2 of game system 2A.
  • 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
  • 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.
  • 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).
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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
  • 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.
  • Display unit 31 is, for example, a liquid crystal display device, and displays a progress status and a result of a game.
  • 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.
  • 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.
  • Communication unit 34 is a wired or wireless communication interface and is capable of communicating with the outside.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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).
  • 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
  • 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.
  • 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).
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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).
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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”).
  • 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.
  • 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.
  • 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.
  • 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.
  • 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
  • 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
  • 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).
  • 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.
  • 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
  • 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).
  • 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.
  • 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).
  • 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.
  • 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).
  • 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.
  • 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.
  • 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
  • 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
  • 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
  • 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).
  • 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.
  • 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.
  • 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).
  • 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.
  • 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.
  • 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.
  • 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
  • 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
  • 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.
  • 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
  • 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.
  • 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.
  • 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.
  • 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
  • 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.
  • 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.
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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.
  • 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.
  • 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.
  • 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
  • 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
  • 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
  • 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
  • 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.
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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.

Claims (11)

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.
US13/817,193 2010-09-03 2011-08-30 Game apparatus and game system Abandoned US20130150156A1 (en)

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JP2010-197678 2010-09-03
JP2010197678A JP5138746B2 (en) 2010-09-03 2010-09-03 GAME DEVICE AND GAME SYSTEM
PCT/JP2011/069531 WO2012029747A1 (en) 2010-09-03 2011-08-30 Game device and game system

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WO2012029747A1 (en) 2012-03-08
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JP5138746B2 (en) 2013-02-06
AU2011297146A1 (en) 2013-02-28

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