Article acquisition game terminal and game system
Patent Information
- Application Number
- JP2022075731
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-05-02
- Publication Date
- 2025-02-17
- Estimated Expiration
- 2042-05-02
AI Technical Summary
Existing online crane games lack unique gameplay mechanics, failing to provide engaging and interactive experiences for players.
An article acquisition game terminal connected via a communication network to an article acquisition game device, which includes a reception unit for capturing images, an operation unit for controlling a crane, a compositing unit for generating composite images with effect images, and a display unit for displaying these images, along with virtual article management and crane control units to enhance gameplay.
Provides players with a unique and engaging online crane game experience by incorporating virtual objects and dynamic composite images, enhancing gameplay interaction and excitement.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to an item acquisition game in which items such as prizes can be acquired. [Background technology]
[0002] Many game centers are equipped with crane game machines (item acquisition game machines). A stage (game field) is set up inside the cabinet of the crane game machine, and prizes (items) such as stuffed toys and sweets are placed on it. The player operates the crane by making full use of the horizontal and vertical buttons. If the crane can grab a prize and move it to the drop hole, the player can win the prize.
[0003] In recent years, the market for online crane games, also known as net catchers, has been expanding rapidly. In online crane games, players remotely control the crane game machine using a communication device such as a smartphone in an attempt to win prizes. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 6844586 Summary of the Invention [Problem to be solved by the invention]
[0005] The unique feature of online crane games is that you can enjoy them without having to go to a crane game machine location. However, there are not many proposals yet for the unique gameplay of online crane games.
[0006] The present invention was completed in view of the above background, and its main purpose is to propose new gameplay in online crane games. [Means for solving the problem]
[0007] An item acquisition game terminal according to one aspect of the present invention is connected to an item acquisition game device via a communication network. This terminal includes a receiving unit that receives an image of the play space where the real item to be acquired is placed from the item acquisition game device, an operation unit that accepts operations from the player regarding a crane that can grasp the real item, a synthesis unit that generates a composite image by synthesizing a performance image that changes the visibility of the play space with the captured image, and a display unit that displays the generated composite image.
[0008] An item capture game terminal according to another aspect of the present invention is also connected to an item capture game device via a communication network, and position coordinates of virtual items are set in the play space. This terminal includes a receiving unit that receives, from the item acquisition game device, an image of the play space where the real item to be acquired is placed, an operation unit that accepts operations from the player on a crane that can grasp the real item, a display unit that displays the image, and a virtual item management unit that grants the virtual item to the player when the crane performs a grasping operation targeting the position coordinates of the virtual item.
[0009] A game system in one aspect of the present invention includes a synthesis unit that generates a synthetic image by synthesizing a captured image of the play space in an item acquisition game device with a performance image that changes the visibility of the play space, a display unit that displays the generated synthetic image to a player, and a crane control unit that moves a crane in the item acquisition game device in accordance with operations from the player.
[0010] In another aspect of the present invention, real objects are placed in the play space of the object capture game device, and the position coordinates of virtual objects are also set in advance in the play space. The game system includes a crane control unit that moves a crane of the item acquisition game device in accordance with an operation from a player, and a virtual item management unit that provides a virtual item to a player when the crane performs a grasping operation targeting the position coordinates of the virtual item. [Effects of the Invention]
[0011] According to the present invention, it is possible to provide players with the enjoyment that is unique to online crane games. [Brief explanation of the drawings]
[0012] [Figure 1] FIG. 2 is a hardware configuration diagram of the game system. [Figure 2] 1 is a diagram illustrating an overall configuration of a crane game device. [Figure 3] FIG. 2 is a functional block diagram of a server and a crane game device. [Figure 4] FIG. 2 is a functional block diagram of a user terminal. [Figure 5] FIG. 10 is a schematic diagram showing an example of the placement of items on a game field. [Figure 6] FIG. 10 is a data structure diagram of item placement information. [Figure 7] FIG. 10 is a diagram showing a captured image transmitted from the crane game machine to a user terminal. [Figure 8] FIG. 10 is a screen diagram showing a first example of a composite image. [Figure 9] FIG. 10 is a screen diagram showing a second example of a composite image. [Figure 10] FIG. 10 is a screen diagram showing a third example of a composite image. [Figure 11] FIG. 10 is a screen diagram showing a fourth example of a composite image. [Figure 12] FIG. 10 is a diagram illustrating a selection screen. [Figure 13] 1 is a schematic diagram showing an image captured by a game image capturing device; DETAILED DESCRIPTION OF THE INVENTION
[0013] FIG. 1 is a diagram showing the hardware configuration of a game system 100. As shown in FIG. In the game system 100, a server 102 is connected to a plurality of crane game machines 104a, 104b,..., 104n (hereinafter collectively referred to as "crane game machines 104" when referring to them collectively or when no distinction is made), and user terminals 110a...110m (hereinafter collectively referred to as "user terminals 110" when referring to them collectively or when no distinction is made), which serve as item acquisition game terminals, via the Internet 106.
[0014] In this embodiment, the user terminal 110 (communication terminal) is assumed to be a smartphone. The user terminal 110 may be a tablet terminal or a laptop PC. The user terminal 110 and the Internet 106 are connected wirelessly, but may also be connected by wire. A dedicated application (hereinafter referred to as "CS (Crane Service) software") is installed in the user terminal 110.
[0015] The crane game machine 104 is installed in an amusement facility such as an amusement park or a game center. In order to remotely manage the crane game machine 104, a tablet terminal used by an operator of the amusement facility may be connected to the crane game machine 104.
[0016] The server 102 provides various services for the crane game. The player downloads the CS software from the server 102 to the user terminal 110. At this time, player registration is performed, and the server 102 assigns a player ID to the player. The player ID is also registered in the user terminal 110. When registering the player, various pieces of information about the player, such as the player's bank account number, name, and address, are registered in the server 102 as player information, along with the player ID. A game machine ID that identifies the crane game machine 104 is also registered in the server 102.
[0017] After player registration, the player accesses the server 102 from the user terminal 110. The server 102 displays a selection screen (described later) for a plurality of crane game machines 104 on the user terminal 110. The player selects the crane game machine 104 with which he or she wishes to play online on this selection screen. After that, a captured image of the play space is sent from a camera installed on the crane game machine 104 to the user terminal 110, and the player performs operation input while viewing the screen of the user terminal 110. The crane game machine 104 executes the crane game in accordance with the operation input from the player.
[0018] When the crane game machine 104 selected on the selection screen is already being played by another player, the server 102 manages reservations. A player can play the crane game online when there are no more players who have made reservations before him, that is, when it is his turn. Also, while he has a reservation, he can watch other players play.
[0019] For example, suppose that player P2 reserves the crane game machine 104a after player P1. When player P1 plays an online crane game at the crane game machine 104a, a captured image of the play space of the crane game machine 104a is transmitted not only to the user terminal 110 of player P1 but also to the user terminal 110 of player P2.
[0020] The crane game machine 104 in this embodiment is configured to be playable both online and offline. A player can play an offline crane game (a normal crane game) by directly operating the crane game machine 104 at the location where the crane game machine 104 is installed. Alternatively, as described above, a player can play an online crane game by remotely accessing the crane game machine 104 from the user terminal 110. The following description will be given assuming online play on a crane game machine 104 that is compatible with both offline and online play.
[0021] FIG. 2 is a diagram showing the overall configuration of the crane game machine 104. As shown in FIG. The crane game machine 104 comprises a rectangular parallelepiped 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 placing table 116 (game field) is provided therein. Prizes P such as stuffed toys and miscellaneous goods are placed on the prize placing table 116. A crane 118 is provided above the prize placing table 116. The crane 118 can move back and forth, left and right, and up and down within the play space S to grasp and release the prizes P.
[0022] The prize storage section 114 has its front and left and right sides made of transparent glass. This is done to allow for visibility of the prizes P from outside. A camera 122 is installed on the ceiling surface of the crane game device 104. The camera 122 captures images of the prize placement table 116 from above. In addition, for online play, another camera 122 is installed to capture images of the entire play space from diagonally above.
[0023] An LED (Light Emitting Diode) is attached to the upright 150 of the crane game device 104, and lights up as part of the effects during play. A door 124 is provided on the front of the prize container 114, and an operator can place a prize P inside the prize container 114.
[0024] The prize placing table 116 is divided into a first area 126 and a second area 128. Each divided area is made up of a removable panel. By removing either panel, a drop hole 130 for dropping a prize P can be formed. When a prize P is placed in the first area 126 and the drop hole 130 is formed in the second area 128, a player can obtain the prize P if he or she can move the prize P from the first area 126 to the second area 128 (drop hole 130).
[0025] A prize stock space 132 is formed inside the base 112 to store the prizes P dropped from the drop port 130. A prize outlet 134 is formed in the front of the base 112 to remove the prizes P dropped into the prize stock space 132.
[0026] An operation console 136 is provided on the front side of the base 112. The operation console 136 is provided with a coin slot 138, an IC (Integrated Circuit) card reader 140, an operation unit 142, and a setting display unit 144. To start a game, a player 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, a payment process using electronic money is executed, but as this is a well-known technique, detailed explanation of this process will be omitted.
[0027] The operation unit 142 has operation buttons 142a and 142b that the player uses to move the crane 118. The operation unit 142 functions as a "crane operation unit" that receives input signals based on the player's operation. The operation button 142a is a button that moves the crane 118 left and right (X direction), and the operation button 142b is a button that moves the crane 118 forward and backward (Y direction). As a variant, the crane 118 may be moved forward and backward and left and right using a joystick.
[0028] A touch panel is installed on the setting display unit 144. The setting display unit 144 accepts input of game setting information from the operator and displays information related to the game, such as how to operate the operation unit 142 and game results. The crane game machine 104 also includes a speaker (not shown), an external connection terminal, etc.
[0029] The crane 118 has an arm 146 that can grip and release the prize P. The crane 118 includes a motor that drives the arm 146 to open and close. The prize P is gripped and released by opening and closing the arm 146.
[0030] The crane 118 is movable along a guide rail (not shown) installed above the prize storage section 114, and is driven by a crane driving section 148. The crane driving section 148 includes a movement mechanism that drives the crane 118 in the horizontal direction (X direction) and vertical direction (Y direction), and a lifting mechanism that drives it in the vertical direction (Z direction). The movement mechanism includes an X-direction motor and a Y-direction motor. The lifting mechanism includes a Z-direction motor. The crane driving section 148 can move the crane 118 to any position in the play space S. Note that such drive mechanisms are well known, and therefore a detailed description thereof will be omitted.
[0031] In online play, the devices on the operation console 136 are not used. In online play, the crane 118 is remotely controlled in accordance with operation input from the user terminal 110. As in offline play, the prize P is acquired when the crane 118 successfully grabs the prize P and carries it to the drop hole 130. The acquired prize P is later mailed to the player's home.
[0032] FIG. 3 is a functional block diagram of the server 102 and the crane game machine 104. Each component of the server 102 and the crane game machine 104 is realized by hardware including computing units such as a CPU (Central Processing Unit) and various co-processors, storage devices such as memory and storage, and wired or wireless communication lines connecting them, as well as software stored in the storage devices and supplying processing instructions to the computing units. The computer program may be composed of device drivers, an operating system, various application programs located at higher layers than these, and libraries that provide common functions to these programs. Each block described below represents a functional block rather than a hardware configuration. The same applies to the components of the user terminal 110 described below in relation to FIG.
[0033] (Server 102) 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 crane game machine 104. The data storage unit 164 stores various data. The data processing unit 162 executes 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.
[0034] The communication unit 160 includes a transmission unit 166 that transmits various data and a reception unit 168 that receives data.
[0035] The data processing unit 162 includes a player management unit 170 , a search unit 172 , and an entry management unit 174 . The player management unit 170 manages player registration, play history management, etc. for each player. The search unit 172 searches for the crane game machine 104 that is the target of play from the player. The search for the crane game machine 104 will be described with reference to FIG. 12. The entry management unit 174 manages reservations for plays on the crane game machine 104 by players.
[0036] (Crane game device 104) The crane game machine 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 user interface-related processing 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 server 102. The data storage unit 188 stores various data. The data processing unit 186 executes various processes based on data input from the user interface processing unit 180, data received by the communication unit 184, and data stored in the data storage unit 188. The data processing unit 186 also functions as an interface between the mechanism unit 182, user interface processing unit 180, communication unit 184, and data storage unit 188.
[0037] The user interface processing unit 180 includes an input unit 152 that accepts input from the player, and an output unit 190 that outputs various information such as images and sounds to the player. The input unit 152 corresponds to the operation unit 142 (see FIG. 2). The output unit 190 also displays images on the setting display unit 144, etc.
[0038] The communication unit 184 includes a transmission unit 194 that transmits various data to the server 102 and the like, and a reception unit 196 that receives data.
[0039] The mechanism unit 182 includes a crane driving unit 148 and a camera 122 (imaging unit). As described above, the camera 122 installed in the crane game machine 104 captures images of the prize placing table 116 (game field). This captured image makes it possible to grasp the placement and movement of the prizes. The captured image is also transmitted as a live view image to the user terminal 110 by the transmission unit 194. As described above, the crane driving unit 148 moves, grips, and releases the crane 118.
[0040] The data processing unit 186 includes a crane control unit 154 , a movement determination unit 156 , an item detection unit 230 and a visibility management unit 158 . In the case of an offline crane game, the crane control unit 154 instructs the crane driving unit 148 to move, grasp, or release in accordance with operation instructions from the operation unit 142. In the case of an online crane game, the crane control unit 154 instructs the crane driving unit 148 on how to operate in accordance with operation instructions received from the user terminal 110. The movement determination unit 156 determines whether the prize P has fallen into the drop hole 130, in other words, whether the crane game has been successful.
[0041] The item detection unit 230 detects the position of the prize P by performing image recognition on the image of the prize placement table 116 captured by the camera 122. The visibility management unit 158 manages visibility, which is the ease with which a player can confirm the position of an item, during an online crane game. Visibility management will be described in detail with reference to Figure 8 onwards.
[0042] The data storage unit 188 stores information on the game program for the crane game, as well as information on the settings and usage status such as game play results.
[0043] FIG. 4 is a functional block diagram of the user terminal 110. The user terminal 110 includes a user interface processing unit 200 , a communication unit 202 , a data processing unit 204 , and a data storage unit 206 . The user interface processing unit 200 accepts operations from the player via an input device such as a touch panel, and is responsible for processing related to the user interface, such as image display and audio output. The communication unit 202 is responsible for communication processing with the server 102 and the crane game device 104. The data storage unit 206 stores various data. The data processing unit 204 executes various processes based on input from the user interface processing unit 200, data received by the communication unit 202, and data stored in the data storage unit 206. The data processing unit 204 also functions as an interface between the communication unit 202, the user interface processing unit 200, and the data storage unit 206.
[0044] The user interface processing unit 200 includes an input unit 208 and an output unit 212 . The input unit 208 accepts various inputs from the player. The input unit 208 includes an operation unit 210. The CS software displays on the screen operation buttons for moving the crane 118 in the X and Y directions, and an operation button for lowering the crane 118 in the Z direction to perform a grasping operation. The operation unit 210 accepts operations on these operation buttons from the player.
[0045] The output unit 212 outputs various information to the player. The output unit 212 includes a display unit 214 and a support notification unit 216. The display unit 214 displays a composite image (described later) generated from captured images transmitted from the crane game machine 104 on the screen of the user terminal 110. The support notification unit 216 outputs support information for supporting the player in winning a prize. The support information will be described in detail later.
[0046] The communication unit 202 includes a transmission unit 218 that transmits various data to the server 102, etc., and a reception unit 220 that receives data. The transmission unit 218 transmits operation input by the player to the crane game machine 104 via the server 102. The crane game machine 104 controls the crane 118 in accordance with the operation input at the user terminal 110. The crane game machine 104 also transmits images of the play space captured by the camera 122 to the user terminal 110 via the server 102.
[0047] The data processing unit 204 includes a synthesis unit 222 and a virtual object management unit 224 . The synthesis unit 222 generates a synthesis image by superimposing a performance image (to be described later) on the captured image. The virtual item management unit 224 manages virtual items (to be described later).
[0048] FIG. 5 is a schematic diagram showing an example of the placement of items on the game field. In this embodiment, there are two types of prizes (items): physically existing items (hereinafter referred to as "real items 252") as shown in FIG. 2, and items that are digital information and do not physically exist (hereinafter referred to as "virtual items 276"). Hereinafter, when there is no need to distinguish between the real items 252 and the virtual items 276, or when they are referred to collectively, they will be simply referred to as "items." Items are identified by an item ID (hereinafter referred to as "GID").
[0049] The item with GID=R01 is the real item 252 (hereinafter referred to as "real item 252 (R01)"). The camera 122 captures an image of the prize placing table 116. The item detection unit 230 identifies the position coordinates of the real item (R01) by image recognition processing of the captured image. The position coordinates of the real item 252 (R01) are assumed to be (x1, y1). Items (V01) to (V03) are virtual items 276. Position coordinates are set in advance for the virtual item 276. For example, the position coordinates of the virtual item (V01) are assumed to be (x2, y2).
[0050] The virtual item 276 is digital content such as a ticket that indicates the right to play the crane game one more time, and will be described in detail later.
[0051] Point C indicates the point directly below the crane 118. The range within a radius K centered on point C is the radar range 232. The radar range 232 will also be described later. In this embodiment, the player plays the online crane game with the objective of winning not only real items 252 placed on the prize platform 116 (game field), but also virtual items 276.
[0052] FIG. 6 is a data structure diagram of the item placement information 240. The item placement information 240 is stored in the data storage unit 188 of the crane game machine 104. The item placement information 240 indicates the type (classification) and position coordinates of the real item 252 and the virtual item 276. As described above, the real item 252 (R01) is placed at position (x1, y1) on the game field. The real item 252 (R01) is a stuffed doll.
[0053] The virtual item 276 (V01) is a "cleaner" that is set at position (x2, y2). As will be described in detail later, in the online crane game of this embodiment, the items are presented as if they are buried in the desert. The cleaner is an item that blows away this desert. The virtual item 276 (V02) is a "ticket." When a player obtains a ticket, he or she can try the crane game one more time. The virtual item 276 (V03) is a "losing ticket." Even if a player obtains the virtual item 276 (V03), he or she will not gain any profit.
[0054] FIG. 7 is a diagram showing a captured image 250 transmitted from the crane game machine 104 to the user terminal 110. As shown in FIG. A video of the prize platform 116 (game field) is captured by a camera 122 above the front of the crane game machine 104. A transmission unit 194 of the crane game machine 104 streams an image 250 captured by this camera to the user terminal 110. The captured image 250 shown in FIG. 7 shows the crane 118, the arm 146, the prize platform 116, and a prize as an actual object 252 (R01). A synthesis unit 222 of the user terminal 110 generates a composite image by superimposing a performance image, which will be described later, on this captured image 250.
[0055] FIG. 8 is a screen diagram showing a first example of a composite image 260. As shown in FIG. The composition unit 222 generates a composite image 260 by overlaying a prepared effect image 254 on the captured image 250. One of the effect images 254 is a computer graphics image showing a desert (hereinafter referred to as a "desert image"). The composition unit 222 detects an area of the captured image 250 that corresponds to the prize placing table 116, and overlays the desert image (effect image 254) so that the prize placing table 116 is completely covered. As a result, the actual object 252 (R01) is hidden from the composite image 260. During online play, the composite image 260, rather than the captured image 250, is displayed to the player, so the player cannot know where the actual object 252 is located.
[0056] The composition unit 222 detects an image area corresponding to the crane 118 from the captured image 250, and overlays a performance image 254 (hereinafter referred to as a "UFO image 272") showing a UFO (Unidentified Flying Object). The UFO image 272 is a type of performance image 254. The UFO image 272 makes the player appear to be operating a UFO with the arm 146, rather than the crane 118. A shadow image 266 is displayed directly below the crane 118 to indicate the point directly below the crane 118 (UFO). The center of the shadow image 266 corresponds to the point directly below C (see FIG. 5).
[0057] The player cannot know where the real item 252 or the virtual item 276 is located just by looking at the composite image 260. Therefore, the composition unit 222 introduces an alien 270 that gives the player hints about the location of each item. The alien 270 moves around the desert and utters various hints near the location of an item, such as "Here, here," "More right," "More over there," "Is it not here?" and "Try again here." The hints given by the alien 270 are a type of the support information mentioned above. The support notification unit 216 may output the words of the alien 270 as voice, or may display them as speech bubbles as shown in FIG. 8.
[0058] The support information (hints) provided by the alien 270 may be definite or vague. Also, some information may be true and some may be false. The support notification unit 216 randomly selects this support information to guide the player to the item. More specifically, the synthesis unit 222 refers to the item placement information 240 and randomly selects one item to provide a hint to. The selection probability of the real item 252 is set higher than the selection probability of the virtual item 276. Furthermore, the synthesis unit 222 selects, as the destination, a location where no item is located, with a predetermined selection probability. For example, the synthesis unit 222 selects the location of the real item 252 (R01) with a probability of 50% and the location of the virtual item 276 (V01) to the virtual item 276 (V03) with a probability of 15% each, and selects, as the destination, a location where no item is located with a remaining probability of 5%.
[0059] Next, the synthesis unit 222 moves the alien 270 to the destination. The support notification unit 216 selects a line from a plurality of lines prepared in advance for the alien 270 who has arrived at the destination. For example, the alien 270 gives a hint such as "Isn't it here?" at the hiding place of the virtual object 276 (V01).
[0060] When the x and y coordinates of the crane 118, or more specifically, the point C directly below the crane 118, approach the position coordinates of any item, the support notification unit 216 outputs a sound (hereinafter referred to as a "proximity sound"). The proximity sound may be a buzzer sound or music. For example, when the distance between the position coordinates of the item and the point C directly below the crane 118 is within R (>K), the support notification unit 216 outputs the proximity sound. The closer the crane 118 is to the item, the louder the support notification unit 216 makes the proximity sound. The proximity sound is also a type of support information. Instead of increasing the volume of the proximity sound, the support notification unit 216 may change the tone or tempo of the proximity sound depending on the distance. Furthermore, the proximity sound when the crane 118 is approaching the virtual item 276 may be different from the proximity sound when it is approaching the real item 252.
[0061] When any item is present within radar range 232 (see FIG. 5) around crane 118, in other words, when the distance between the item and directly below point C is within K, support notification unit 216 displays radar screen 262 in the lower right corner of the game screen. Radar screen 262 displays a circle indicating radar range 232 and a bright dot 264 indicating the location of the item. This bright dot 264 is also a type of support information. The player carefully operates crane 118 so that crane 118 and bright dot 264 overlap.
[0062] In this way, by superimposing the effect image 254 on the captured image 250 to generate the composite image 260 and providing the player with support information, a unique gameplay similar to a treasure hunt in the desert is realized.
[0063] FIG. 9 is a screen diagram showing a second example of the composite image 260. As shown in FIG. The player relies on various support information to determine the landing point of the crane 118. When the player stops the crane 118 and touches a descent button (not shown) displayed on the user terminal 110, the crane 118 descends. In response to this, the synthesis unit 222 executes an effect in which the UFO image 272 lands in the desert and dust 274 rises up.
[0064] FIG. 10 is a screen diagram showing a third example of the composite image 260. As shown in FIG. When the arm 146 grabs and lifts the real object 252 (R01), the synthesis unit 222 creates an effect that makes it appear as if the real object 252 (R01) is being abducted by a UFO. In the crane game device 104 of this embodiment, the gripping force of the arm 146 is set stronger during online play compared to offline crane games, so if the arm 146 can grab the real object 252, it is relatively easy to acquire the real object 252.
[0065] After the crane 118 lifts the real item 252, the crane 118 automatically carries the real item 252 to the drop hole 130. The acquired real item 252 is later mailed to the player's home.
[0066] Furthermore, when the crane 118 is lowered when the distance between the position coordinates (xy coordinates) of the point C directly below the crane 118 and the position coordinates (xy coordinates) of the virtual item 276 is within a predetermined threshold, the player can obtain the virtual item 276. At this time, too, an effect is executed in which the virtual item 276 is lifted up by a UFO. The virtual item 276 is considered to have been acquired as long as it can be lifted up.
[0067] For example, if the virtual item 276 is a ticket, the virtual item management unit 224 grants the player the right to play one more time. When the virtual item 276 (ticket) is acquired, the virtual item management unit 224 notifies the server 102 of the ticket acquisition along with the player ID, and the player management unit 170 of the server 102 registers the player ID and the ticket in association with each other. The same applies to other virtual items 276, and the player management unit 170 manages what virtual items 276 (items) the player possesses.
[0068] FIG. 11 is a screen diagram showing a fourth example of the composite image 260. As shown in FIG. The depth of the desert is set in advance. In this embodiment, the desert is set to three layers: a lower layer, a middle layer, and an upper layer from deepest to deepest. It is assumed that each item is buried in the lower layer.
[0069] When a player lowers the crane 118 to any point, the view management unit 158 changes the desert to a two-layer structure (lower and middle layers). In other words, the upper layer of the desert is removed as the crane 118 descends. Hereinafter, the condition under which the crane 118 reduces the depth of the desert is referred to as the "cancellation condition." The view management unit 158 manages the number of layers in the desert. When the desert has a two-layer structure, the synthesis unit 222 changes it to a desert image (performance image 254) with the upper layer removed, in other words, a desert image that is slightly shallower.
[0070] When the desert has two layers and one of the players lowers the crane 118, the view management unit 158 changes the desert to a single-layer structure (lower layer). The view management unit 158 notifies the user terminal 110 of the number of layers in the desert. When there is only one layer, the synthesis unit 222 changes to an even thinner desert image by deleting the upper and middle layers.
[0071] When only the lower layer is a desert image, a composite image 260 is created in which a part of the item is exposed. Figure 11 shows composite image 260 when effect image 254 corresponding to the desert image of only the lower layer is composited with captured image 250. The more players try the online crane game, the easier it becomes for later players to find the item, which is an advantage.
[0072] The composition unit 222 may display a composite image 260 showing a state in which the desert has been dug up only near the drop point of the crane 118. For example, assume that the crane 118 lands at a position (x5, y5). At this time, the composition unit 222 may superimpose on the captured image 250 a desert image (staged image 254) in which the upper layer has been removed within a radius L from the position (x5, y5).
[0073] When the virtual object 276 is exposed, the player can easily obtain the virtual object by simply aligning the crane 118 with the position of the virtual object 276. On the other hand, the real object 252, even if it is exposed in the desert, is not necessarily easy to obtain. This is because even if the crane 118 can be lowered near the real object 252, the arm 146 may not be able to securely grab the real object 252 depending on the tilt of the real object 252 and the positional relationship between the arm 146 and the arm 146.
[0074] As described above, when a player owns a cleaner, which is a type of virtual item 276, the player can use the cleaner. The server 102 provides the user terminal 110 with a list of owned virtual items 276 in advance. The player instructs the user terminal 110 to use the cleaner he or she owns. At this time, the composition unit 222 removes part of the desert from the composite image 260. For example, when a cleaner is used when the desert has a three-layer structure, the composition unit 222 changes the image of the desert to one corresponding to two layers. At this time, the transmission unit 218 notifies the crane game device 104 via the server 102 that the cleaner has been used, and the view management unit 158 changes the depth of the desert to "two layers (lower and upper layers)." Alternatively, when the cleaner is used, the composition unit 222 may completely remove the desert image.
[0075] The view management unit 158 periodically restores the desert. For example, when a predetermined time has passed since the upper layer of the desert was removed to reduce the desert to two layers, the view management unit 158 returns the desert to three layers. At this time, the crane game device 104 notifies the user terminal 110 via the server 102 that the desert has been reduced to three layers. Upon receiving this notification of the reduction to three layers, the composition unit 222 of the user terminal 110 changes the desert image corresponding to the second layer to the desert image corresponding to the third layer. This control method enables an effect in which the visibility of the play space increases each time a release condition is met, and after a while the desert naturally fills in, reducing the visibility.
[0076] As described above, the release condition may be satisfied when the crane 118 descends, or when the crane 118 descends but fails to acquire the item.
[0077] FIG. 12 is a diagram of the selection screen 280. When a player wants to play an online crane game, the player accesses the server 102 from the user terminal 110. At this time, the entry management unit 174 of the server 102 causes the selection screen 280 shown in Fig. 12 to be displayed on the user terminal 110. On the selection screen 280, the player selects the crane game device 104 to be played.
[0078] The player inputs the name of a favorite character in the favorites field 282. In FIG. 12, "bear" is specified. The data storage unit 164 of the server 102 stores in advance information that associates the game machine ID with the type of actual item 252 stored in the crane game machine 104. The search unit 172 searches for crane game machines 104 that store "bear" as the actual item 252, and displays a list of the crane game machines 104 on the selection screen 280.
[0079] The selection buttons 284 are buttons corresponding to the crane game machines 104 that store the "bear" as the real item 252. When the player selects one of the selection buttons 284, the selected crane game machine 104 can be connected to the user terminal 110. Thereafter, the server 102 relays data transmission and reception between the crane game machine 104 and the user terminal 110. At this time, the player consumes an amount of points designated by the crane game machine 104. The points referred to here are digital data that function as currency for playing the game.
[0080] <Summary> The game system 100 has been described above based on the embodiment. The player can enjoy the online crane game using a synthetic image 260 that resembles virtual reality, in which a staged image 254 is superimposed on a captured image 250 showing the actual play space. The staged image 254 obstructs the visibility of the item, so in addition to the traditional gameplay of skillfully grabbing the item, a new gameplay element of finding where the item is can be provided.
[0081] When the player lowers the crane 118, the release condition is met, and the synthesis unit 222 changes the desert image (the effect image 254) to improve the visibility of the play space. Therefore, the more players play the online crane game, the greater the sense of anticipation for winning an item. In addition, the alien 270 and others can provide various support information to liven up the search for the item.
[0082] The alien 270 may not give clear hints. Alternatively, the hints given by the alien 270 may be incorrect. The player can enjoy the unique psychological experience of wondering whether or not to believe the hints given by the alien 270. The operator can also adjust the difficulty of the online crane game depending on the number of aliens 270 that appear and the accuracy of the hints (support information) provided by the alien 270.
[0083] In this embodiment, in addition to the real item 252, a virtual item 276 can also be acquired. Since the player can acquire the virtual item 276 as a bonus in addition to the real item 252, the player's expectations for success in the crane game can be increased more than in an offline crane game. For example, even if the player does not acquire the real item 252, if the player can acquire a virtual item 276 such as a cleaner or a ticket, this can stimulate the player's desire to try again. On the other hand, since the virtual item 276 can also be a losing item, the game can provide not only the excitement of a treasure hunt but also the excitement of a lottery.
[0084] The present invention is not limited to the above-described embodiments and modifications, and the components can be modified without departing from the spirit of the invention. Various inventions can be formed by appropriately combining multiple components disclosed in the above-described embodiments and modifications. Furthermore, some components can be omitted from all the components shown in the above-described embodiments and modifications.
[0085] Although the game system 100 has been described as including multiple crane game machines 104, multiple user terminals 110, and the server 102, some of the functions of the crane game machine 104 or the user terminal 110 may be implemented by the server 102, or some of the functions of the server 102 may be assigned to the user terminal 110 or the crane game machine 104. Furthermore, a third device other than the crane game machine 104, the user terminal 110, and the server 102 may perform some of the functions of the server 102, the crane game machine 104, or the user terminal 110. The functions of the crane game machine 104 and the user terminal 110 and the functions of the server 102 described in FIGS. 3 and 4 can be broadly considered as a single "information processing device." The allocation of multiple functions required to implement the present invention to one or more pieces of hardware may be determined in consideration of the processing capabilities of each piece of hardware, the specifications required for the game system 100, and the like.
[0086] <Modification> In this embodiment, the entire game field is described as being hidden by the effect image 254, but the effect image 254 may be an image that hides at least all or part of the item. Here, "hiding" may mean completely blocking the item with an opaque image, or may mean making the item difficult to see with a translucent image.
[0087] The unlocking condition can be set arbitrarily. For example, the unlocking condition may be met when the crane 118 descends and grabs the real item 252 or the virtual item 276. Alternatively, the unlocking condition may be met when the player pays an additional fee. The unlocking condition may be met and the desert image may change when the cleaner is acquired, rather than when the player commands the cleaner to be used.
[0088] The shallower the desert, the easier it may be for the UFO's radar to react. For example, the support notification unit 216 may set the radius of the radar range 232 to K1 when the desert has three layers, and may set the radius of the radar range 232 to K2 (>K1) when the desert has two layers. According to this control method, the shallower the desert, the easier it is for the radar to find an item.
[0089] The effect image 254 for reducing the visibility of the item is not limited to a desert image. For example, the composition unit 222 may obstruct the player's view by overlaying a moving image showing a snowstorm on the captured image as the effect image 254. When a release condition is met by lowering the crane 118 or using a cleaner, the composition unit 222 may increase visibility by calming the snowstorm.
[0090] The synthesis unit 222 may use a representation image 254 showing water to create the effect that the item is submerged in water.
[0091] The composition unit 222 may use a performance image 254 showing a flame to create an effect that makes it appear as if the item is hidden in a sea of fire. A performance image 254 showing a puddle may be superimposed on the area corresponding to the drop hole 130. In this case, the composition unit 222 may execute an effect in which the item is lifted out of the flames by the crane 118 and carried to the puddle by the crane 118.
[0092] Alternatively, the user terminal 110 may display the captured image 250 without displaying the effect image 254 that reduces the visibility of the item. The composition unit 222 may compose only the effect image 254 corresponding to the virtual item 276 onto the captured image 250. In this case, the player can enjoy the online crane game in a play space where real items 252 and virtual items 276 are mixed. The player plays the crane game by selecting which item to acquire while checking the real items 252 and virtual items 276 scattered around the game field.
[0093] The player management unit 170 may set a predetermined number of points, for example, 50 points, so that the player can play the online crane game once. The player management unit 170 awards one point to the player each time the player plays the online crane game. The virtual item management unit 224 may also award points to the player as a type of virtual item 276.
[0094] As a modified example, for example, the virtual item 276 may include a "megaphone." When the player uses the virtual item 276 "megaphone," the support notification unit 216 increases the number of aliens 270. As described above, the support information provided by the aliens 270 is ambiguous. Therefore, as the number of aliens 270 increases, the amount of support information becomes more abundant, making it easier for the player to find the item.
[0095] Other possible virtual items 276 include items that strengthen the gripping power of the arm 146, items that increase the number or types of virtual items 276 that appear in the game field, items that physically tilt the game field, and items that change the effect images 254 such as UFO images.
[0096] Players may be able to pay additional fees to acquire items such as cleaners to improve visibility of the play space.
[0097] In the present embodiment, it has been described that when a player inputs a character into the favorites field 282, a crane game machine 104 corresponding to the specified character is searched for. In addition, for example, when a player often plays a crane game machine 104 that stores character X, the player management unit 170 may register character X as this player's favorite. When character X is dropped into any crane game machine 104, the server 102 may send a new arrival notification to players who have character X as their favorite. Furthermore, when image recognition by the camera 122 shows that the drop opening 130 and the actual object 252 are close and this actual object 252 is character X, the server 102 may notify players who have character X as their favorite that they have a chance to win the object.
[0098] The function of the virtual item management unit 224 may be realized by the crane game machine 104 or the server 102, rather than by the user terminal 110. Similarly, the function of the synthesis unit 222 may be realized by the server 102.
[0099] In the present embodiment, it has been described that visibility is reduced by the effect image 254 and that visibility increases when the release condition is met. As a variation, visibility may be reduced by the effect image 254 each time the release condition is met. The effect image 254 may adjust the difficulty level by increasing the gripping force of the arm 146 when visibility decreases.
[0100] If the server 102 or the crane game machine 104 has the functionality of the synthesis unit 222, there is no need to install CS software in the user terminal 110. The user terminal 110 may access the server 102 or the like via a web browser, and the crane game machine 104 may stream the captured image 250 via the web browser.
[0101] FIG. 13 is a schematic diagram showing a captured image 290 in the game image capturing device. It is also possible to combine a game image capturing device, known as a Purikura (registered trademark), with a crane game. Assume that a player acquires an actual object 252, such as a stuffed toy, corresponding to a character C1 in a crane game. The player brings in the actual object 252 (character C1) and captures an image of it using the game image capturing device.
[0102] The game image capturing device detects the actual object 252 by image recognition and identifies the character C1. At this time, the game image capturing device displays a character image 294 corresponding to the character C1 superimposed on the captured image 290 next to the player image 292. According to this control method, a player who enjoys the crane game can be induced to also enjoy game image capturing.
[0103] Furthermore, when the player brings in a real object 252 and takes an image, the character image 294 appears in the live view image before the image is captured, giving the player a fresh surprise. The game image capture device may change the pose of the character image 294 depending on the type of real object 252 or the way the real object 252 is being held. For example, the game image capture device may control the pose of the character image 294 so that it differs between the real object 252a corresponding to the character C1 and another real object 252b corresponding to the character C1. Alternatively, the game image capture device may control the pose of the character image 294 so that it differs between when the player is holding the real object 252a corresponding to the character C1 to his chest and when the player is lifting the real object 252a corresponding to the character C1 above his head.
[0104] In addition to poses, various other production methods are possible, such as playing music when the real object 252 is shaken.
[0105] It should be noted that the actual item 252 does not have to be a prize obtained through a crane game. For example, in the game image capturing device, even if the actual item 252 is purchased by the player at a store, the character image 294 corresponding to the actual item 252 may be displayed in the captured image 290. [Explanation of symbols]
[0106] 100 Game system, 102 Server, 104 Crane game device, 106 Internet, 110 User terminal, 112 Base, 114 Prize storage section, 116 Prize placement stand, 118 Crane, 120 Monitor, 122 Camera, 124 Door, 126 First area, 128 Second area, 130 Drop hole, 132 Prize stock space, 134 Prize removal outlet, 136 Operation console, 138 Coin slot, 140 IC card reader, 142 Operation section, 142a Operation button, 142b Operation button, 144 Setting display section, 146 Arm, 148 Crane driving section, 150 Stand, 152 Input section, 154 Crane control section, 156 Movement determination section, 158 Visibility management section, 160 Communication section, 162 Data processing section, 164 Data storage unit, 166, transmission unit, 168, reception unit, 170, player management unit, 172, search unit, 174, entry management unit, 180, user interface processing unit, 182, mechanism unit, 184, communication unit, 186, data processing unit, 188, data storage unit, 190, output unit, 194, transmission unit, 196, reception unit, 200, user interface processing unit, 202, communication unit, 204, data processing unit, 206, data storage unit, 208, input unit, 210, operation unit, 212, output unit, 214, display unit, 216, support notification unit, 218, transmission unit, 220, reception unit, 222, synthesis unit, 224, virtual item management unit, 230, item detection unit, 232, radar range, 240, item placement information, 250, captured image, 252, real item, 252a, real item, 252b Real objects, 254 Staged images, 260 Composite images, 262 Radar screen, 264 Bright spots, 266 Aircraft images, 270 Aliens, 272 UFO images, 274 Dust clouds, 276 Virtual objects, 280 Selection screen, 282 Favorites column, 284 Selection button, 290 Captured images, 292 Player images, 294 Character images
Claims
1. connected to the item acquisition game device via a communication network; a receiving unit that receives, from the item acquisition game device, an image of a play space in which an actual item to be acquired is placed; an operation unit that receives an operation for grasping the real object from a player; a transmission unit that transmits operation information indicating the content of the accepted operation to the item acquisition game device; a synthesis unit that generates a synthetic image by synthesizing a performance image that changes the visibility of the play space with the captured image; and a display unit that displays the generated composite image.
2. The item acquisition game terminal according to claim 1 , wherein the synthesis unit synthesizes the effect image at least at the position of the actual item included in the captured image, thereby concealing the location of the actual item from the synthetic image to the player.
3. The item acquisition game terminal according to claim 1 , wherein the synthesis unit changes the effect image to change visibility of the play space when a predetermined release condition is met.
4. The item acquisition game terminal according to claim 1 , further comprising: a support notification unit that notifies a player of support information suggesting a position in the composite image that corresponds to the real item.
5. The play space further includes position coordinates of a virtual object, The item acquisition game terminal according to claim 1 , further comprising a virtual item management unit that grants the virtual item to a player when a gripping operation is performed at a position corresponding to the position coordinates of the virtual item.
6. The item acquisition game terminal according to claim 5 , wherein the synthesis unit changes the effect image to change visibility of the play space when the virtual item is given or used.
7. The item acquisition game terminal according to claim 5 , further comprising: a support notification unit that notifies a player of support information suggesting the positions of the real item and the virtual item in the composite image.
8. An item acquisition game terminal as described in claim 1, wherein the synthesis unit synthesizes the performance image with the captured image so as to conceal at least a portion of the real part contained in the captured image.
9. An imaging unit that images a play space in an item acquisition game device; a synthesis unit that generates a synthetic image by synthesizing a performance image that changes the visibility of the play space with the image captured by the imaging unit; a display unit that displays the generated composite image to a player; A game system comprising: a control unit that controls the item acquisition game device in accordance with an operation by a player.
10. A function of receiving, from the item acquisition game device, an image of a play space in which a real item to be acquired is placed; a function of receiving an operation for grasping the real object from a player; a function of transmitting operation information indicating the content of the accepted operation to the item acquisition game device; A function of generating a composite image by synthesizing a performance image that changes the visibility of the play space with the captured image; A game program capable of displaying the generated composite image, the game program being executed on a communication terminal connected to the item acquisition game device via a communication network.