GAME SYSTEM AND ARTICLE ACQUISITION GAME DEVICE

JP2023153295A5Active Publication Date: 2025-02-12SEGA CORP
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Patent Information

Application Number
JP2023135027
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-22
Publication Date
2025-02-12
Estimated Expiration
2042-02-28

AI Technical Summary

Technical Problem

Players in crane game devices often need to temporarily leave the device, risking their turn being taken by others, and unconsumed credits can go to waste without a convenient way to transfer them to another machine.

Method used

A game system with crane game devices, communication terminals, and a server that allows players to pair their devices, occupy the game for temporary absences, and transfer unused credits to other machines, using IDs for registration and management.

Benefits of technology

Enables efficient use of unused credits and prevents others from taking your turn, balancing profit and customer turnover by ensuring only the player can release the occupation and allowing easy credit transfer.

✦ Generated by Eureka AI based on patent content.

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Abstract

To enable occupation by a player in an article acquisition game device.SOLUTION: A game system includes multiple crane game devices, a communication terminal, and a server. A game machine ID for identifying a crane game device is registered in the crane game devices, and a player ID for identifying a player is registered in the communication terminal. The crane game devices or the communication terminal acquires an ID registered in the other device, and transmits an ID registered in an own device and an ID acquired from the other device to the server. The server includes: a player management part for associatively registering a transmitted player ID and a game machine ID in a pair; and an occupation management part for disabling a first game device when an occupation instruction is received from a player with the first game device as an object. The occupation management part enables the first game device when a cancellation instruction is received from a player in which pairing with the first game device is registered.SELECTED DRAWING: Figure 9
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Description

Technical Field

[0001] The present invention relates to an item acquisition game for acquiring items such as prizes.

Background Art

[0002] Many game centers have installed crane game devices (item acquisition game devices). A stage (game field) is provided inside the housing of the crane game device, and prizes (items) such as stuffed toys and snacks are placed thereon. The player operates an item holding part such as a crane by making full use of horizontal buttons and vertical buttons. If the player grabs a prize with the crane and moves it to the drop hole, the player can acquire the prize.

[0003] Before playing, the player acquires credit by paying the play fee. Credit is the right to challenge the crane game. When having 3 credits, the player can challenge the crane game 3 times. Since it is not easy to acquire the prizes of the crane game device, the play fee for several credits is often paid together (see Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] Players may play a particular crane game machine for an extended period of time if they wish to win a specific prize stored in that machine. In this case, players may have to temporarily leave the crane game machine. For example, they might need to exchange money to purchase additional credits or need to use the restroom. However, when a player leaves a crane game machine, there is a possibility that another player may start playing it while the player is away.

[0006] This invention was completed in view of the above background, and its main purpose is to propose a technology that enables players to occupy items in an item acquisition game device. [Means for solving the problem]

[0007] A game system in one aspect of the present invention comprises a plurality of crane game machines, a communication terminal, and a server. Each crane game machine has a game machine ID registered to identify it, and each communication terminal has a player ID registered to identify the player. One of the crane game machine and the other communication terminal obtains the ID registered in the other machine and sends the ID registered in its own machine and the ID obtained from the other machine to the server. The server includes a player management unit that associates the transmitted player ID and game machine ID and registers them for pairing, and an occupation management unit that, when an occupation instruction is received from a player for the first game device, sets the first game device to be unusable. When the occupancy management unit receives a deactivation command from a player who is registered to be paired with the first game device, it sets the first game device to be usable. [Effects of the Invention]

[0008] According to the present invention, it becomes easier to effectively utilize unused credits in an item acquisition game device. [Brief explanation of the drawing]

[0009] [Figure 1] This is a hardware configuration diagram of the game system. [Figure 2] This is a schematic diagram showing the overall configuration of a crane game machine. [Figure 3] This is a functional block diagram of the server. [Figure 4] This is a functional block diagram of a crane game machine. [Figure 5] This is a screenshot of the initial screen. [Figure 6] This is a sequence diagram showing the pairing process. [Figure 7] This is a data structure diagram of pairing information. [Figure 8] This is a screenshot of the occupied screen. [Figure 9] This is a sequence diagram showing the process of the occupation process. [Figure 10] This is a screenshot of the screen that allows you to release the possession. [Figure 11] This is a screenshot of the migration screen. [Figure 12] This is a data structure diagram of credit management information. [Figure 13] This is a sequence diagram showing the process of the transfer. [Modes for carrying out the invention]

[0010] In the following, we will first describe the configuration and basic functions of the crane game device. Next, we will explain the three functions of the crane game device in this embodiment: the "pairing function," the "occupancy function," and the "transfer function." Note that the "item holding unit" is not limited to the type that suspends from above like a crane; it may also be a type that hooks or pushes prizes from the side, but in the following embodiment, we will explain using a crane as an example.

[0011] The pairing function is a function that associates a crane game device with a player. It is based on a concept similar to login, but the details will be described later. The occupancy function is a function that enables a player to occupy a crane game device for a while even when the player temporarily leaves the crane game device. The transfer function is a function that transfers the credits remaining unconsumed on a certain crane game device to another crane game device.

[0012] Figure 1 is a hardware configuration diagram of the game system 100. In the game system 100, a plurality of crane game devices 104a, 104b ··· 104n (hereinafter, collectively referred to as "crane game device 104" when mentioned together or not particularly distinguished) and user terminals 110a ··· 110m (hereinafter, collectively referred to as "user terminal 110" when mentioned together or not particularly distinguished) are connected to the server 102 via the Internet 106.

[0013] The crane game device 104 is connected to the server 102 via the relay device 108. The relay device 108 is installed for each store or for each floor of a store, and is connected to one or more crane game devices 104.

[0014] The user terminal 110 (communication terminal) in the present embodiment assumes a smartphone. The user terminal 110 may be a tablet terminal or a laptop PC. The user terminal 110 and the Internet 106 are wirelessly connected, but may also be wired-connected. A dedicated application (hereinafter referred to as "CS (Crane Service) software") is installed on the user terminal 110.

[0015] The crane game device 104 is installed in a play facility such as an amusement park or a game center. In order to remotely manage the crane game device 104, a tablet terminal used by an operator who operates the play facility may be connected to the crane game device 104.

[0016] Server 102 provides various services for the crane game, including the pairing, occupancy, and transfer functions described above. The player downloads the CS software from Server 102 to the user terminal 110. At this time, player registration is performed, and Server 102 assigns the player a player ID. The player ID is also registered on the user terminal 110. Server 102 also registers a game machine ID that identifies the crane game machine 104 and a store ID that identifies the store where the crane game machine 104 is installed.

[0017] Figure 2 is a schematic diagram showing the overall configuration of the crane game machine 104. The crane game device 104 comprises a rectangular base 112 and a box-shaped prize storage section 114 provided on the base 112. A play space S is formed inside the prize storage section 114, and a prize display stand 116 (game field) is provided. Prizes P, such as stuffed animals and miscellaneous goods, are placed on the prize display stand 116. A crane 118 is provided above the prize display stand 116. The crane 118 can move forward, backward, left, right, and up and down within the play space S, and grasps / releases the prizes P.

[0018] The prize storage section 114 has transparent glass on its front and left and right sides. This is to allow for visibility of the prizes P from the outside. A monitor 120 is installed on the rear (back side) of the prize storage section 114. The monitor 120 displays various visual effects. A camera 122 is installed on the ceiling of the crane game machine 104. The camera 122 captures images of the prize display stand 116 from above. The monitor 120 can also display images captured by the camera 122.

[0019] LEDs (Light Emitting Diodes) are installed on the vertical columns 150 of the crane game machine 104, and they light up as part of the visual effects during gameplay. A door 124 is provided on the front of the prize storage section 114, allowing the operator to place the prizes P inside the prize storage section 114.

[0020] The prize display stand 116 is divided into a first area 126 and a second area 128. Each divided area is made up of removable panels. By removing either panel, a drop-off opening 130 for dropping the prize P can be formed. When the prize P is placed in the first area 126 and the drop-off opening 130 is formed in the second area 128, the player can acquire the prize P if they can move the prize P from the first area 126 to the second area 128 (drop-off opening 130).

[0021] A prize stock space 132 is formed inside the base 112 to accommodate the prizes P that fall from the drop opening 130. A prize retrieval opening 134 is formed on the front of the base 112 for retrieving the prizes P that have fallen into the prize stock space 132.

[0022] A control panel 136 is provided on the front side of the base 112. The control panel 136 is equipped with a coin slot 138, an IC (Integrated Circuit) card reader 140, an operation unit 142, and a setting display unit 144. To start the game, the player either inserts a coin into the coin slot 138 or touches an IC card loaded with electronic money to the IC card reader 140. In the latter case, payment processing using electronic money is performed, but since this is a publicly known technology, the details will be omitted.

[0023] The control unit 142 has control buttons 142a and 142b for the player to move the crane 118. The control unit 142 functions as a "crane control unit" that receives input signals based on the player's operations. Control button 142a is a button that moves the crane 118 in the left-right direction (X direction), and control button 142b is a button that moves the crane 118 in the forward-backward direction (Y direction). As a variation, the crane 118 may be moved forward, backward, left, and right using a joystick.

[0024] A touch panel is installed on the settings display unit 144. The settings display unit 144 accepts input of game setting information from the operator and displays information related to the game, such as the operation method of the control unit 142 and game results. The crane game device 104 also includes a speaker (not shown) and external connection terminals.

[0025] The crane 118 has an arm 146 capable of gripping and releasing the prize P. The crane 118 includes a motor that drives the arm 146 to open and close. By opening and closing the arm 146, the prize P is gripped and released.

[0026] The crane 118 is movable along a guide rail (not shown) installed on the top of the prize storage section 114 and is driven by a crane drive unit 148. The crane drive unit 148 includes a movement mechanism that drives the crane 118 in the horizontal (X direction) and vertical (Y direction) directions, and a lifting mechanism that drives it in the vertical (Z direction) direction. The movement mechanism includes an X-direction motor and a Y-direction motor. The lifting mechanism includes a Z-direction motor. The crane drive unit 148 can move the crane 118 to any position in the play space S. Since such a drive mechanism is publicly known, a detailed explanation is omitted.

[0027] Figure 3 is a functional block diagram of server 102. Each component of server 102 is realized by hardware including arithmetic units such as a CPU (Central Processing Unit) and various coprocessors, memory and storage devices, and wired or wireless communication lines connecting them, as well as software stored in the storage devices that supplies processing instructions to the arithmetic units. The computer program may consist of device drivers, an operating system, various application programs located at a higher layer, and libraries that provide common functions to these programs. The blocks described below represent functional units, not hardware units. The same applies to each component of the crane game device 104, which will be explained in relation to the following Figure 4.

[0028] The server 102 includes a data processing unit 162, a data storage unit 164, and a communication unit 160. The communication unit 160 is responsible for communication processing with the user terminal 110 and the relay device 108. The data storage unit 164 stores various types of data. The data processing unit 162 performs various processes based on the data received by the communication unit 160 and the data stored in the data storage unit 164. The data processing unit 162 also functions as an interface between the communication unit 160 and the data storage unit 164.

[0029] The communication unit 160 includes a transmitting unit 166 that transmits various types of data and a receiving unit 168 that receives data.

[0030] The data processing unit 162 includes a player management unit 170 and an occupancy management unit 172. The player management unit 170 manages pairing and credit transfers, etc. The occupancy management unit 172 manages the occupancy of the crane game machine 104 by players.

[0031] Figure 4 is a functional block diagram of the crane game machine 104. The crane game device 104 includes a user interface processing unit 180, a mechanism unit 182, a data processing unit 186, a communication unit 184, and a data storage unit 188. The user interface processing unit 180 accepts operations from the player via various input devices and is responsible for processing related to the user interface, such as image display and audio output. The mechanism unit 182 drives various mechanisms such as the crane 118 and the prize stock space 132. The communication unit 184 is responsible for communication processing with the user terminal 110 and the relay device 108. The data storage unit 188 stores various data. The data processing unit 186 executes various processes based on the data input from the user interface processing unit 180, the data received by the communication unit 184, and the data stored in the data storage unit 188. The data processing unit 186 also functions as an interface to the mechanism unit 182, the user interface processing unit 180, the communication unit 184, and the data storage unit 188.

[0032] The user interface processing unit 180 includes an operation unit 142 that receives input from the player and an output unit 190 that outputs various information such as images and sounds to the player. The output unit 190 includes a display unit 192 that displays images on the setting display unit 144, etc. The player operates the operation unit 142 to play the crane game.

[0033] The communication unit 184 includes a transmission unit 194 that transmits various data to the server 102, etc., and a reception unit 196 that receives the data.

[0034] The mechanism unit 182 includes a crane drive unit 148 and a camera 122 (imaging unit). As described above, the camera 122, which is installed on the ceiling of the crane game machine 104, images the prize placement platform 116 (game field). This image allows the player to understand the placement and movement of the prizes. Furthermore, displaying the image on the monitor 120 makes it easier for the player to understand the positional relationship between the crane 118 and the prizes more accurately. As described above, the crane drive unit 148 performs the movement, gripping, and release of the crane 118.

[0035] The data processing unit 186 includes a game control unit 198, a credit management unit 204, a code generation unit 206, and an occupancy setting unit 208. The game control unit 198 controls the progress of the crane game. The game control unit 198 includes a crane control unit 200 (movement control unit) and a movement determination unit 202. The crane control unit 200 instructs the crane drive unit 148 to move, grip, and release according to the operation instructions from the operation unit 142. The movement determination unit 202 determines whether the prize drop opening 130 has dropped, in other words, whether the crane game is successful or not. The credit management unit 204 converts the play fee inserted by the player into the crane game machine 104 into credits. The code generation unit 206 generates a two-dimensional code, which will be described later. The occupancy setting unit 208 sets the state of the crane game machine 104 to either "occupied state" or "release state" according to instructions from the player.

[0036] The data storage unit 188 stores the game program for the crane game, as well as information related to its usage status, such as settings and game play results.

[0037] [Pairing function] Figure 5 is a screenshot of the initial screen 210. The display unit 192 displays the initial screen 210 on the setting display unit 144. The setting display unit 144 includes a single play button 212, multiple play buttons 214, and a pairing setting area 216. The pairing setting area 216 displays a two-dimensional code 218 containing the game console ID. In this embodiment, the two-dimensional code 218 is described as a QR code (registered trademark), but the two-dimensional code 218 can be any image on which the game console ID is encoded.

[0038] Before playing, the player captures a QR code 218 using the camera on the user terminal 110. The CS software on the user terminal 110 extracts the game machine ID from the QR code 218 and then accesses the server 102, which starts the pairing process (described later). As a result of pairing, the server 102 registers the player ID and the game machine ID in association. In other words, through pairing, the crane game machine 104 and the player playing the crane game on that crane game machine 104 are associated.

[0039] After pairing is complete, the player pays the play fee. The play fee may be paid with coins or with electronic money. When the player wants to try the crane game once, they touch the single play button 212. After touching the single play button 212, the player pays the credit unit price. In the crane game device 104 shown in Figure 5, the credit unit price is 100 yen. After payment, the credit management unit 204 generates 1 credit.

[0040] When a player wants to try the crane game six times, they touch the multiple play button 214. After touching the multiple play button 214, the player pays the specified 500 yen. When the multiple play button 214 is touched, the credit management unit 204 generates 6 credits for the 500 yen payment. Since the player receives 6 credits for the price of 5 credits, it is more advantageous for the player to purchase 6 credits at once. Each time the crane game is played, the credit management unit 204 deducts 1 credit.

[0041] Players can receive benefits by installing the CS software on their user terminal 110, registering as a player, and performing a pairing process. For example, the player management unit 170 of the server 102 may send a coupon that functions as electronic money to the user terminal 110 of a player who played the crane game after pairing. By using this coupon, the player can receive a discount on the fee for their next play. In this embodiment, the occupancy function and transfer function, described later, will be explained as being executed on the premise of pairing processing.

[0042] Figure 6 is a sequence diagram showing the pairing process. The code generation unit 206 of the crane game machine 104 displays a two-dimensional code 218 encoding the game machine ID on the initial screen 210 (S10). The player captures the two-dimensional code 218 using the user terminal 110 (S12). The CS software of the user terminal 110 extracts the game machine ID from the two-dimensional code 218 (S14) and sends a pairing request to the server 102 (S16). The pairing request includes the game machine ID and the player ID.

[0043] The receiving unit 168 of the server 102 receives the pairing request. The player management unit 170 performs the pairing settings (S18). For example, when a player with player ID=P02 (hereinafter referred to as "player(P02)") sends a pairing request to the crane game machine 104 with game machine ID=C01 (hereinafter referred to as "crane game machine 104(C01)"), the player management unit 170 registers C01 and P02 as a "pair" in the pairing information 220 (described later). Through pairing, the server 102 can determine the current player of the crane game machine 104(C02).

[0044] The transmission unit 166 of the server 102 notifies the user terminal 110 that pairing is complete (S20). The transmission unit 166 also notifies the crane game machine 104 that pairing is complete (S22). However, if a pairing request is sent from a player (user terminal 110) that has already been paired, or if a pairing request is sent targeting a crane game machine 104 that has already been paired, the player management unit 170 rejects the new pairing.

[0045] After the crane game ends, the crane game device 104 sends an end notification, including the game machine ID, to the server 102. At this time, the player management unit 170 unpairs the players. For example, when an end notification is sent from the crane game device 104 (C01) to the server 102, the player management unit 170 unpairs the crane game device 104 (C01) and the player (P02). The end of the crane game may also be an explicit termination instruction from the player to the crane game device 104. When a predetermined time has elapsed since the credits reached zero, the transmission unit 194 of the crane game device 104 may send an end notification of the crane game to the server 102.

[0046] Alternatively, in S18, a "provisional setting" of pairing may be performed, and the transmission unit 166 of the server 102 may send a pairing confirmation to the crane game machine 104. The display unit 192 of the crane game machine 104 displays a pairing confirmation screen (not shown), and if the player purchases credits at this time, the transmission unit 194 of the crane game machine 104 may notify the server 102 that "pairing successful". The player management unit 170 of the server 102 may confirm the pairing upon receiving this notification. After confirming pairing, the server 102 may send a completion notification (S20) to the user terminal 110, and the CS software on the user terminal 110 may display "Logged in". In this example, the process in S22 is unnecessary.

[0047] Figure 7 is a data structure diagram of the pairing information 220. The pairing information 220 is stored in the data storage unit 164 of the server 102. The game machine ID and store ID are pre-associated. In other words, the server 102 has registered which store each crane game machine 104 is installed in.

[0048] Store ID=T01 (Store (T01)) has crane game machines 104(C01) to 104(C04) installed. Additionally, crane game machine 104(C05) is installed in store (T02).

[0049] Crane game machine 104(C01) is paired with player (P02). Crane game machine 104(C02) is paired with player (P01) and is also occupied. Occupancy will be described in detail in relation to Figure 8 and subsequent figures. Also, since crane game machine 104(C04) is not paired with any player, it is currently playable by anyone. When pairing is established, the player management unit 170 registers the pairing in the pairing information 220, and when it receives a termination notification, it deletes the pairing from the pairing information 220.

[0050] [Occupied function] Figure 8 is a screen view of the occupied screen 230. The display unit 192 displays an occupancy button on the setting display unit 144 (not shown). When a player touches this occupancy button, the occupancy process described later is executed, and the display unit 192 displays the occupancy screen 230. The occupancy screen 230 indicates that the crane game machine 104 is occupied by a player (occupant). Other players cannot play the crane game on the occupied crane game machine 104.

[0051] When a player is using the crane 118 to move the prize P they are aiming for and is close to winning it, they may need to temporarily leave the crane game machine 104. For example, they might need to exchange money to purchase additional credits, or they might need to use the restroom. In such cases, the crane game machine 104 is kept in a reserved state to prevent other players from using it. The remaining credit area 232 indicates the number of unused credits. In Figure 8, the crane game machine 104 has entered a reserved state with 2 credits remaining.

[0052] As an alternative, if there are unused credits, the display unit 192 may hide the occupancy button.

[0053] The display unit 192 may display the occupancy screen 230 when the crane game reaches a predetermined state, for example, when one play is completed, and accept occupancy instructions. In addition, the crane game device 104 may notify the server 102 of the progress of the crane game, and the server 102 may accept occupancy instructions on the condition that the crane game is not currently running.

[0054] Figure 9 is a sequence diagram showing the process of the occupation process. This explanation assumes that a player (P01) who has successfully paired with the crane game machine 104 (T01:C02) is occupying the crane game machine 104 (C02).

[0055] The player (P01) touches the occupancy button (not shown) on the crane game machine 104 (C02) (S30). At this time, the transmission unit 194 of the crane game machine 104 (C02) sends an occupancy request including game machine ID=C02 to the server 102 (S32).

[0056] The server 102's occupancy management unit 172 refers to the pairing information 220 and sets the player (P01) who has been paired with the crane game machine 104 (C02) as the occupant, and updates the pairing information 220 (S34). Note that if the crane game machine 104 (C02) has not been paired, the occupancy setting is not performed.

[0057] After setting the occupation, the transmission unit 166 sends an occupation notification to the user terminal 110 (P01) (S36). Meanwhile, the occupation setting unit 208 of the crane game machine 104 (C02) changes the status of the crane game machine 104 from the released state to the occupied state after sending the occupation request (S38). At this time, the display unit 192 displays an occupation screen 230 (see Figure 8) indicating that the machine is occupied.

[0058] When the player (P01) wants to resume the crane game on the crane game machine 104 (C02), they touch the release button (not shown) on the user terminal 110 (P01). At this time, the user terminal 110 sends a release request to the server 102 (S40). The release request includes the player ID = P01.

[0059] The server 102's occupancy management unit 172 refers to the pairing information 220 and performs a de-pair setting for the crane game machine 104 (C02) that has been paired with the player (P01), and updates the pairing information 220 (S42). Note that if pairing is not established for the player (P01) that sent the de-pair request, the de-pair request will not be accepted.

[0060] After the release setting is completed, the transmission unit 166 of the server 102 sends a release instruction (S44) to the crane game machine 104 (C02) (S44). The occupation setting unit 208 of the crane game machine 104 (C02) changes the status of the crane game machine 104 (C02) from occupied state to released state (S46). At this time, the display unit 192 changes the occupation notification area 234 to hidden.

[0061] As described above, a player (P01) paired with the crane game device 104 (C02) can temporarily occupy the crane game device 104 (C02). Furthermore, only the occupant (P01) can release the occupant of the crane game device 104 (C02).

[0062] If the occupant (P01) forgets to release their possession of the crane game machine 104 (C02), the crane game machine 104 (C02) will remain unplayable, which is undesirable. Therefore, in the game system 100 of this embodiment, based on two time limits, "first hour" and "second hour," it is set up so that the possession of the crane game machine 104 (C02) can be exceptionally released by someone other than the occupant (P01).

[0063] The first hour is the time limit set in server 102. In this embodiment, the first hour is set to 180 seconds (3 minutes). The occupancy management unit 172 of server 102 measures the elapsed time after the occupancy setting (S34). When the first hour has elapsed, the occupancy management unit 172 instructs the transmission unit 166 to send a first release instruction to the crane game device 104 (C02).

[0064] When the first release instruction is received, the occupancy setting unit 208 of the crane game machine 104(C02) displays the release button 236 on the occupancy screen 230 (see Figure 10). Thereafter, when someone, not limited to the occupant (P01), touches the release button 236, the occupancy setting unit 208 of the crane game machine 104(C02) changes its state from occupancy to release. After the occupancy is released, the crane game machine 104(C02) sends a release notification to the server 102, and the occupancy management unit 172 of the server 102 updates the pairing information 220.

[0065] Thus, even if the player (P01) forgets to release their possession, anyone can release their possession of the crane game machine 104 (C02) after the first hour has elapsed. Therefore, it is possible to prevent the crane game machine 104 (C02) from being unfairly occupied.

[0066] The second time is the time set in the crane game device 104(C02). In this embodiment, the second time is set to 300 seconds (5 minutes). The occupation setting unit 208 of the crane game device 104(C02) measures the elapsed time after setting it to the occupied state (S38). When the second time has elapsed, the occupation setting unit 208 automatically changes from the occupied state to the released state. After the occupation is released, the crane game device 104(C02) sends a release notification to the server 102, and the occupation management unit 172 of the server 102 updates the pairing information 220. With this control method, for example, even if a communication problem occurs between the crane game device 104 and the server 102, the crane game device 104 can automatically release the occupation after the second time has elapsed.

[0067] Alternatively, the occupancy setting unit 208 of the crane game machine 104 (C02) may display a release button 236 on the occupancy screen 230 after the first time has elapsed since changing to the occupancy state (S38).

[0068] [Transfer function] Figure 11 is a screenshot of the transfer screen 240. When a prize is successfully won and there are unused credits, the display unit 192 displays the transfer screen 240. The player may use the unused credits to try to win another prize, or they may transfer the unused credits to another crane game machine 104.

[0069] Here, we assume that when a player (P01) who has paired with crane game machine 104 (C02) wins a prize, they have 2 credits remaining. Through the transfer function, player (P01) can convert the 2 unused credits into credits for another crane game machine 104.

[0070] In the transfer screen 240 of Figure 11, 2 credits remain unused. Here, let's assume that the player (P01) touches the multiple play button 214 to purchase 6 credits for 500 yen, and after consuming 4 credits, that is, on their 4th attempt, they have won prize P. The player (P01) then ends the crane game because there are no more prize P they want to win from the crane game machine 104 (C02).

[0071] When a player (P01) wishes to transfer credits, they select the "Yes" button in the transfer confirmation area 242. As will be explained in more detail later, at this time, the 2 unused credits are temporarily registered with the server 102. Hereafter, the transfer of unused credits from one crane game machine 104 (source) to the server 102 will be referred to as the "first transfer," and the transfer of credits from the server 102 to another crane game machine 104 (destination) will be referred to as the "second transfer."

[0072] Figure 12 is a data structure diagram of the credit management information 250. The credit management information 250 is stored in the data storage unit 164 of the server 102. The credit management information 250 associates the crane game machine 104 with the player and unused credits. When the player (P01) gives an instruction to transfer unused credits from the crane game machine 104 (C02) using the method described later, the player management unit 170 updates the credit management information 250 and performs the first transfer of unused credits.

[0073] Suppose a player (P01) has given a transfer instruction for 2 unused credits at a crane game machine 104 (C02) located in a store (T01). At this time, as shown in the credit management information 250 in Figure 12, the store ID, game machine ID, player ID, and unused credits are registered in association. The 2 credits shown in the credit management information 250 mean that there are 2 unused credits left by the player (P01) at the crane game machine 104 (C02). In other words, the credit management information 250 indicates the first transferred credits.

[0074] Figure 13 is a sequence diagram showing the transfer process. This explanation assumes a scenario where a player (P01) who has successfully paired with crane game machine 104 (T01:C02) transfers unused credits from crane game machine 104 (C02) to crane game machine 104 (C04).

[0075] The player (P01) instructs the crane game machine 104 (C02) to transfer credits on the transfer screen 240 (S50). At this time, the credit management unit 204 of the crane game machine 104 (C02) instructs the transmission unit 194 to send a transfer request to the server 102, including the number of unused credits and the game machine ID = C02 (S52). At this time, the credit management unit 204 may also send the play fee corresponding to the unused credits to the server 102.

[0076] The player management unit 170 identifies the player (P01) paired with the crane game machine 104 (C02) and registers any unused credits in the credit management information 250 (S54). The player management unit 170 then unpairs the crane game machine 104 (C02) from the player (P01) (S56).

[0077] After registering the unused credits, the transmission unit 166 sends a clear instruction to the crane game machine 104(C02) (S58). The credit management unit 204 of the crane game machine 104(C02) deletes the unused credits from the machine's memory (S58). Through the above process, the unused credits of the crane game machine 104(C02) are first transferred to the server 102.

[0078] Next, we will explain the process of transferring unused credits, which were initially transferred to server 102, to crane game machine 104 (C04) in a second transfer. The player (P01) pairs with the crane game machine 104 (C04) (S70). The pairing process is the same as the process steps S10 to S22 shown in Figure 6.

[0079] The player management unit 170 converts the unused credits registered in the pairing information 220 of the crane game machine 104(C02) into credits for the crane game machine 104(C04) (S72). For example, suppose the credit unit price of the source crane game machine 104(C02) is 100 yen, the credit unit price of the destination crane game machine 104(C04) is 200 yen, and there are 2 unused credits in the source crane game machine 104(C02).

[0080] In this case, the value of the two unused credits in the source crane game machine 104(C02) is 200 yen (=100 x 2), which corresponds to 1 credit in the destination crane game machine 104(C04). Therefore, the player management unit 170 converts the 2 credits in crane game machine 104(C02) to 1 credit in crane game machine 104(C04).

[0081] After conversion, the transmission unit 166 notifies the destination crane game machine 104(C04) of the number of credits (S74). The credit management unit 204 of the crane game machine 104(C04) grants the credits to the player (P01). In the above example, the 2 unused credits in the crane game machine 104(C02) become 1 credit in the crane game machine 104(C04), and the player can try the crane game once in the crane game machine 104(C04) without paying an additional fee.

[0082] Furthermore, when the player (P01) successfully pairs with the crane game machine 104 (C04), the player management unit 170 may automatically perform the credit conversion and the associated second transfer. In the above example, when pairing with the crane game machine 104 (C04) is successful, one credit will be automatically inserted into the crane game machine 104 (C04). In addition, before the second transfer, the crane game machine 104 (C04) may display a confirmation screen (not shown) to check the number of credits. On this confirmation screen, the second transfer may be executed only if the player (P01) instructs the second credit transfer.

[0083] Credit conversion may be performed by the destination crane game machine 104(CY) instead of server 102. For example, suppose the charge for unused credits in the source crane game machine 104(CX) is 500 yen. Server 102 divides this 500 yen by 100 (unit charge) to convert it to 5 points. Suppose that 1 credit in the destination crane game machine 104(CY) is 200 yen (2 points). Server 102 notifies 5 points during pairing. The credit management unit 204 of the crane game machine 104(CY) may process 2 credits, obtained by dividing these 5 points by 2 points (200 yen), as credits available for the player to use.

[0084] [Summary] The game system 100 has been described above based on the embodiment. According to this embodiment, a player can transfer any remaining credits from one crane game machine 104 to another crane game machine 104. Since the credits are not wasted even after winning a prize P, players can confidently purchase credits in bulk.

[0085] Before playing the crane game, the player performs a pairing process. Since this only requires scanning a QR code 218 with the user terminal 110, the player can easily perform the pairing process. Once paired, the player can transfer credits with simple operations without having to input player ID, game machine ID, or credit count.

[0086] Furthermore, a player can reserve the crane game machine 104 by touching a reservation button (not shown) on the machine. This prevents other players from winning the prize even if the player has to temporarily leave the crane game machine 104 just before winning it.

[0087] Even if the crane game machine 104 can be occupied by touching the occupancy button, the interests of the occupant cannot be protected if anyone can release the occupancy. In this embodiment, the occupancy of the crane game machine 104 is ensured by making it so that only the occupant can release the occupancy. Furthermore, since the occupant is paired, the occupant can occupy the crane game machine 104 with a simple operation of just touching the occupancy button, without having to enter a player ID or anything like that.

[0088] Furthermore, by setting a first and second time limit, the crane game machine 104 will not be occupied for extended periods, thus enabling a balance between profit from occupancy and maintaining customer turnover.

[0089] The present invention is not limited to the embodiments or modifications described above, and can be materialized by modifying the components without departing from the spirit of the invention. Various inventions may be formed by appropriately combining the multiple components disclosed in the embodiments and modifications described above. Furthermore, some components may be deleted from all the components shown in the embodiments and modifications described above.

[0090] [Differentiation] In this embodiment, the player is described as performing a pairing process with the crane game device 104 before playing the crane game. As an alternative, the crane game may be playable without performing the pairing process.

[0091] The CS software on the user terminal 110 may display a two-dimensional code encoding the player ID on the screen of the user terminal 110. The camera built into the crane game machine 104 will capture an image of this two-dimensional code. The crane game machine 104, rather than the user terminal 110, may then send a pairing request including the game machine ID and player ID to the server 102.

[0092] The player may manually enter the game machine ID of the crane game machine 104 into the user terminal 110. Alternatively, the player may manually enter the player ID into the crane game machine 104. In this case as well, the user terminal 110 or the crane game machine 104 can send a pairing request including the game machine ID and player ID to the server 102.

[0093] In this embodiment, the player is described as making a reservation input on the screen of the crane game machine 104. As a variation, the player may make a reservation input on the screen of the user terminal 110. In this case, the user terminal 110 sends a reservation request including the player ID to the server 102, and the server 102 may set the reservation for the crane game machine 104 that has been paired with the player ID.

[0094] In this embodiment, the player is described as giving a transfer instruction on the screen of the crane game machine 104. As a variation, the player may give a transfer instruction on the screen of the user terminal 110. In this case, the user terminal 110 may send a transfer request including the player ID to the server 102, and the server 102 may execute the transfer process targeting the crane game machine 104 that has been paired with the player ID.

[0095] A player may extend the first hour, which is the time limit for occupancy. For example, a player (P01) who is occupying a crane game machine 104 (C02) sends an extension request from the user terminal 110 (P01) to the server 102. The extension request includes the player ID. At this time, the occupancy management unit 172 of the server 102 adds a predetermined extension time to the first hour if the crane game machine 104 (C02) that is paired with the player (P01) is still occupied.

[0096] Extension requests may be limited to a predetermined number of times, for example, once. Furthermore, the right to request an extension may be granted only to specific players who have been registered in advance. The player management unit 170 may grant an extension of the first period on the condition that the player pays the extension fee. Specifically, when a player (P01) sends an extension request to the server 102, the player management unit 170 may deduct the extension fee from the bank account pre-associated with the player (P01) and then extend the first period.

[0097] The player management unit 170 may set a time limit on the storage period of unused credits that have been first transferred to the server 102. For example, the player management unit 170 may delete credits registered in the credit management information 250 at a predetermined time, for example, 17:00 every day. Alternatively, the player management unit 170 may delete unused credits that have been instructed to be transferred by a player after a predetermined time has elapsed since the transfer instruction, for example, 1 hour. With such a control method, unused credits will not remain on the server 102 indefinitely, making it easier to encourage players to enjoy other crane games.

[0098] The player management unit 170 may restrict the destination of unused credits to crane game machines 104 within the same store. Specifically, the player management unit 170 may permit the transfer of unused credits from crane game machine 104 (C01) in store (T01) to crane game machine 104 (C02) in the same store, but may not permit the transfer to crane game machine 104 (C06) in a different store (T02). This control method prevents credits purchased at store (T01) from being taken to other stores, thus allowing store (T02) to avoid the disadvantage of having crane games played with credits from other stores that it has not paid for.

[0099] The player management unit 170 may determine whether a second transfer is permissible when converting unused credits, based on the credit unit price at the source crane game machine 104 and the credit unit price at the destination crane game machine 104. For example, suppose the credit unit price at crane game machine 104(C10) is 100 yen and the credit unit price at crane game machine 104(C11) is 150 yen. Suppose the player (P20) has 2 credits remaining at crane game machine 104(C10). In this case, the value of the 2 unused credits is 100 x 2 = 200 yen. The credit unit price at the destination crane game machine 104(C11) = 150 yen does not divide 200 yen evenly. In this way, when the play fee corresponding to the unused credits at the source is not divisible by the credit unit price at the destination, the player management unit 170 may not permit a second transfer of credits.

[0100] The player management unit 170 may recognize the credits of the source crane game machine 104 as credits for the destination crane game machine 104, regardless of the exchange rate of credit unit prices. For example, even if the credit unit prices of crane game machine 104(C10) and crane game machine 104(C12) are different, the player management unit 170 may convert the 2 unused credits remaining in crane game machine 104(C10) as 2 credits for crane game machine 104(C12). Even if a player leaves a large number of unused credits in crane game machine 104(C10), they can use the same number of credits in crane game machine 104(C12), making it easier to buy credits in bulk.

[0101] The player management unit 170 may calculate the number of credits at the destination based on the exchange rate between the credit unit price of the source crane game machine 104 and the credit unit price of the destination crane game machine 104. For example, suppose the credit unit price of the source crane game machine 104(C10) is 100 yen, and the credit unit price of the destination crane game machine 104(C13) is 150 yen. Also, suppose that there are 2 unspent credits in the crane game machine 104(C10). In this case, the value of the 2 unspent credits is 200 yen, so the player management unit 170 may grant 1 credit (=200 ÷ 150) to the destination. On the other hand, if the credit unit price of the destination is 60 yen, the player management unit 170 may grant 3 credits (=200 ÷ 60) to the destination.

[0102] In this embodiment, the display unit 192 was described as displaying the transfer screen 240 when a prize is won. As a variation, the display unit 192 may display the transfer screen 240 on the setting display unit 144 at any time or at all times.

[0103] In the transfer function of this embodiment, it was explained that unused credits from one crane game machine 104 are first transferred to the server 102, and then the credits transferred to the server 102 are secondly transferred to another crane game machine 104. Unused credits may be made available for use in game machines other than the crane game machine 104. For example, unused credits from one crane game machine 104 may be converted into credits for another commercial game machine other than the crane game machine 104, such as a racing game machine. Alternatively, unused credits may be used as payment for other valuable items such as food and beverages provided by the store.

[0104] In this embodiment, the exclusive use function was described assuming that a pairing process was performed. As a variation, a player who has not paired with the crane game machine 104 may also be able to exclusive use of the crane game machine 104. Specifically, when the player requests exclusive use, they input their player ID, and the crane game machine 104 sends an exclusive use request including the player ID and game machine ID to the server 102. At this time, the server 102 sets the crane game machine 104 to an exclusive use state. When the player wants to release the exclusive use, they can do so by inputting their player ID into the crane game machine 104.

[0105] Similarly, the transfer function may be made available even to players who are not paired. When transferring, the player inputs the first transfer instruction along with the player ID. At this time, the crane game machine 104 sends the transfer instruction to the server 102. The server 102 registers the player ID, game machine ID, and number of credits in the credit management information 250.

[0106] Next, the player inputs a second credit transfer instruction to the destination crane game machine 104. At this time, the player inputs their player ID. The crane game machine 104 sends a credit acquisition request including the player ID to the server 102. The server 102 then grants the credit associated with this player ID to the destination crane game machine 104.

[0107] The pairing, occupancy, and transfer functions can be applied to applications other than crane games. For example, the pairing and occupancy functions may be implemented in commercial game machines such as racing games. Furthermore, unused credits in commercial video game machines such as racing games may be made available for use as credits in amusement machines other than video games in photo booth machines.

[0108] [Note] From the above description of embodiments and modifications, the following invention can be understood. A1. Equipped with a game device, communication terminal and server, The game device is registered with a game machine ID to identify the game device, and the communication terminal is registered with a player ID to identify the player. One of the game device and the communication terminal obtains an ID registered in the other device, and transmits the ID registered in its own device and the ID obtained from the other device to the server. The aforementioned server, A player management unit that associates the transmitted player ID and game console ID and registers them for pairing, Includes a occupancy management unit that, when an occupancy instruction is received from a player for a first game device, sets the first game device to be unusable, The aforementioned occupancy management unit is a game system that, when a release instruction is received from a player who is paired with the first game device, sets the first game device to be usable.

[0109] A2. The game system according to A1, wherein the occupancy management unit receives an occupancy instruction from a player on the condition that the game in the first game device has reached a predetermined state.

[0110] A3. When the first game device has been set to unusable for one hour, the occupancy management unit will cause the first game device to display a release screen. The game system according to A1 or A2, wherein the first game device is made available when any player instructs to release the occupation on the release screen.

[0111] A4. The game system according to any one of A1 to A3, wherein the first game device is set to be usable when a second time has elapsed since the first game device was set to be unusable.

[0112] A5. The game system according to A3, wherein the server's occupancy management unit extends the first time when an extension request is received from a player who is paired with the first game device while the first game device is set to be unavailable.

[0113] A6. The game system described in A5, wherein the server's occupancy management unit accepts either or both of the occupancy instructions and extension instructions, on the condition that a fee is paid by the player. [Explanation of symbols]

[0114] 100 Game system, 102 Server, 104 Crane game machine, 106 Internet, 108 Relay device, 110 User terminal, 112 Base, 114 Prize storage area, 116 Prize display stand, 118 Crane, 120 Monitor, 122 Camera, 124 Door, 126 First area, 128 Second area, 130 Drop-off point, 132 Prize stock space, 134 Prize retrieval exit, 136 Control panel, 138 Coin slot, 140 IC card reader, 142 Control unit, 142a Control buttons, 142b Control buttons, 144 Setting display unit, 146 Arm, 148 Crane drive unit, 150 Column, 160 Communication unit, 162 Data processing unit, 164 Data storage unit, 166 Transmission unit, 168 Receiving unit, 170 Player Management Unit, 172 Occupancy Management Unit, 180 User Interface Processing Unit, 182 Mechanism Unit, 184 Communication Unit, 186 Data Processing Unit, 188 Data Storage Unit, 190 Output Unit, 192 Display Unit, 194 Transmission Unit, 196 Receiving Unit, 198 Game Control Unit, 200 Crane Control Unit, 202 Movement Judgment Unit, 204 Credit Management Unit, 206 Code Generation Unit, 208 Occupancy Setting Unit, 210 Initial Screen, 212 Single Play Button, 214 Multiple Play Button, 216 Pairing Setting Area, 218 QR Code, 220 Pairing Information, 230 Occupancy Screen, 232 Remaining Credit Area, 234 Occupancy Notification Area, 236 Release Button, 240 Transfer Screen, 242 Transfer Confirmation Area, 250 Credit Management Information

Claims

1. A game system comprising: a plurality of item acquisition game devices; and a server; The item acquisition game device includes: a game field provided in the play space and having a first area in which an item to be acquired is placed and a second area to which the item is to be moved; An article holding portion for holding the article; an operation unit that receives an operation from a player; a credit management unit that grants credits according to a play fee paid by a player; a movement control unit that drives the item holding unit in accordance with the operation on the condition that credits are consumed, The server, a player management unit that receives an instruction to transfer a value corresponding to the credits granted in a first item acquisition game device from a player, and transfers the value corresponding to the credits granted in the first item acquisition game device to a second item acquisition game device that is a transfer destination; The player management unit of the server, receiving a transfer instruction for a value corresponding to an unconsumed credit in the first item acquisition game device, on condition that a game machine ID of the second item acquisition game device and a player ID of the player are received, and then transmitting the value corresponding to the unconsumed credit to the second item acquisition game device; The credit management section of the second item acquisition game device converts a value corresponding to the unconsumed credits into credits that are granted in the device itself.

2. A game system comprising: a plurality of item acquisition game devices; and a server; The item acquisition game device includes: a game field provided in the play space and having a first area in which an item to be acquired is placed and a second area to which the item is to be moved; An article holding portion for holding the article; an operation unit that receives an operation from a player; a credit management unit that grants credits according to a play fee paid by a player; a movement control unit that drives the item holding unit in accordance with the operation on condition that credits are consumed; A movement determination unit that determines whether the movement of the article to the second area has been successful; a display unit that displays a transfer screen when the movement of the item to the second area is successful; The server, a player management unit that receives an instruction to transfer a value corresponding to the credits granted in a first item acquisition game device from a player, and transfers the value corresponding to the credits granted in the first item acquisition game device to a second item acquisition game device that is a transfer destination; The player management unit of the server, receiving an instruction to transfer a value corresponding to credits from a player on the transfer screen of the first item acquisition game device, and then transmitting a value corresponding to the unconsumed credits in the first item acquisition game device to the second item acquisition game device; The credit management section of the second item acquisition game device converts a value corresponding to the unconsumed credits into credits that are granted in the device itself.

3. A device connected to a server via a communication network, a game field provided in the play space and having a first area in which an item to be acquired is placed and a second area to which the item is to be moved; An article holding portion for holding the article; an operation unit that receives an operation from a player; a credit management unit that grants credits according to a play fee paid by a player; a movement control unit that drives the item holding unit in accordance with the operation on condition that credits are consumed; a transmission unit that transmits a transfer request for value corresponding to unconsumed credits in the own device to the server; A receiving unit that receives a notification of a value corresponding to the credit transferred from the other device from the server, The credit management unit When transferring value corresponding to unconsumed credits from the own device, After the transfer request is transmitted to the server, the unconsumed credits to be transferred are deleted from the own device; When the value corresponding to the unconsumed credits is transferred to the own device, The item acquisition game device converts a value corresponding to the notified unconsumed credit into a credit for the device itself, and registers the converted credit as a credit for the device itself.

4. The transmission unit transmits the transfer request, which includes a player ID that identifies the player and a game machine ID that identifies the game machine, to the server; 4. The item acquisition game device according to claim 3, wherein said receiving unit receives a notification of a value corresponding to said transferred credits from said server on condition that said transfer request has been received by said server.