Article acquisition game device
By introducing a pricing structure with a lower second play fee and allowing credit purchase during play, the challenges of player dropout due to financial constraints are addressed, leading to increased sales and player satisfaction in crane game devices.
Patent Information
- Application Number
- JP2023172782
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-10-04
- Publication Date
- 2025-04-16
- Estimated Expiration
- 2043-10-04
AI Technical Summary
Players in crane game devices often have to stop playing due to difficulty in paying additional play fees, leading to reduced revenue for game centers and decreased player satisfaction.
Implementing a pricing structure that includes a first play fee and a lower second play fee, allowing players to continue playing with a cheaper credit option after their initial play, and enabling credit purchase during play.
This pricing structure encourages continuous play, increases sales of crane game devices, and enhances player satisfaction by reducing the financial burden of multiple attempts, thereby attracting more repeat customers.
Smart Images

Figure 2025063509000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an item acquisition game in which an item such as a prize can be acquired. [Background technology]
[0002] Many game centers are equipped with crane game machines (item acquisition game machines). A stage (game field) is provided inside the cabinet of the crane game machine, and prizes (items) such as stuffed toys and sweets are placed on it. A player operates an item holding unit such as a crane by making full use of horizontal and vertical buttons. If the player can grab a prize with the crane and move it to the drop hole, he or she can win the prize.
[0003] Before playing, players obtain credits by paying a play fee. A credit is a right to try at a crane game, and if a player has three credits, he or she can try the crane game three times. Since prizes in a crane game machine are not easy to win, play fees for several credits are often paid at once (see Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 6844586 Summary of the Invention [Problem to be solved by the invention]
[0005] When a player wants to get a specific prize, he or she may play the same crane game device multiple times in a row. Suppose that the player has played multiple times and is close to getting the prize. In this situation, if it becomes difficult for the player to pay any more play fees to get credits, the player may have no choice but to give up on playing additional times.
[0006] In addition, various expenses are incurred in operating a crane game machine, such as the cost of electricity to operate the crane game machine and the cost of purchasing prizes, etc. Therefore, game centers have a need to increase profits by having players repeatedly play the crane game machines.
[0007] The present invention was completed in view of the above background, and its main object is to propose a technique for setting fees in an item acquisition game device in order to motivate players to continue playing. [Means for solving the problem]
[0008] An item acquisition game device in one aspect of the present invention has a first play fee and a second play fee that is cheaper than the first play fee set in advance as the unit price of one credit, and is equipped with a game field set in a 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 moved, an acquisition mechanism for capturing the items, an operation unit for accepting operation from a player, a movement control unit for driving the acquisition mechanism in accordance with the operation from the player, and a credit management unit for granting credits to the player as the right to play the game. The credit management unit grants credits to the player when a first play fee is paid by the player outside the continuation acceptance period and sets the continuation acceptance period, and during the continuation acceptance period, grants additional credits to the player when a second play fee is paid by the player and subtracts credits each time the game is played. Effect of the Invention
[0009] According to the present invention, it is easier to increase sales in an item acquisition game device. [Brief description of the drawings]
[0010] [Figure 1] 1 is a diagram illustrating an overall configuration of a crane game device. [Diagram 2] FIG. 2 is a functional block diagram of the crane game device. [Diagram 3] FIG. 1 is a schematic diagram showing an overview of a continue mode. [Figure 4] FIG. 13 is a diagram showing a fee setting screen. [Diagram 5] FIG. 13 is a screen diagram of an advertisement screen. [Figure 6] FIG. 13 is a diagram showing the in-play screen. [Figure 7] FIG. 13 is a screen diagram of a continuation guidance screen. [Figure 8] FIG. 13 is a screen diagram of a credit saving screen. [Figure 9] FIG. 13 is a screen diagram of an occupancy instruction screen. [Figure 10] 4 is a time chart showing the flow of play in the first embodiment. [Figure 11] 13 is a time chart showing the flow of play in the second embodiment. [Figure 12] 13 is a time chart showing the flow of play in the third embodiment. [Figure 13] 13 is a time chart showing the flow of play in the fourth embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] In the following, the configuration and basic functions of the crane game machine will be described first. Next, an outline of the continue function for continuing to play the crane game will be described. Next, a screen displayed on the display unit of the crane game machine during play will be described. Furthermore, the flow of play in the crane game machine will be described in the first to fourth embodiments. Hereinafter, the first to fourth embodiments will be collectively referred to as the "present embodiment". Note that the "item holding unit" is not limited to the type that is suspended from above like a crane, but may be the type that hooks or pushes in prizes from the side, but a crane will be used as an example in the following embodiment.
[0012] FIG. 1 is a diagram showing an outline of the overall configuration of a crane game machine 100. As shown in FIG. The crane game device 100 comprises a rectangular parallelepiped base 102 and a box-shaped prize container 104 provided on the base 102. A play space S is formed inside the prize container 104, and a prize placement table 106 (game field) is provided thereon. Prizes P, such as stuffed toys and miscellaneous goods, are placed on the prize placement table 106. A crane 108 is provided above the prize placement table 106. The crane 108 can move back and forth, left and right, and up and down in the play space S to grasp and release the prizes P. The front and left and right sides of the prize container 104 are made of transparent glass. This is designed to ensure visibility of the prizes P from outside. A door 114 is provided on the front of the prize container 104, and an operator can place the prizes P in the prize container 104.
[0013] The prize placement platform 106 is divided into a first area 116 and a second area 118. Each divided area is constructed of a removable panel. By removing either one of the panels, a drop hole 120 for dropping a prize P can be formed. When a prize P is placed in the first area 116 and the drop hole 120 is formed in the second area 118, a player can obtain the prize P if he or she can move the prize P from the first area 116 to the second area 118 (drop hole 120).
[0014] Inside the base 102, a prize stock space 122 is formed to store the prizes P dropped from the drop port 120. In the front of the base 102, a prize removal port 124 is formed to remove the prizes P dropped into the prize stock space 122.
[0015] An operation console 126 is provided on the front side of the base 102. The operation console 126 is provided with a coin slot 128, an IC (Integrated Circuit) card reader 130, an operation unit 132, and a setting display unit 134. To start a game, a player inserts a coin into the coin slot 128, or touches an IC card loaded with electronic money to the IC card reader 130. In the latter case, a payment process is carried out using electronic money, but as this is a known technique, detailed explanation of this will be omitted.
[0016] The operation unit 132 has operation buttons 132a and 132b that allow the player to move the crane 108. The operation button 132a is a button that moves the crane 108 left and right (X direction), and the operation button 132b is a button that moves the crane 108 forward and backward (Y direction). As a variation, the crane 108 may be moved forward, backward, left and right by a joystick.
[0017] A touch panel is provided on the setting display unit 134. The setting display unit 134 accepts input of game setting information from the operator, and displays information related to the game, such as the operation method of the operation unit 132 and the game results. The crane game machine 100 also includes a speaker (not shown), an external connection terminal, and the like.
[0018] The crane 108 has an arm 136 capable of gripping and releasing the prize P. The crane 108 includes a motor that drives the arm 136 to open and close. The prize P is gripped and released by opening and closing the arm 136.
[0019] The crane 108 is movable along a guide rail (not shown) installed on the top of the prize storage section 104, and is driven by a crane driving section 138. The crane driving section 138 includes a movement mechanism that drives the crane 108 in the horizontal direction (X direction) and vertical direction (Y direction), and a lifting mechanism that drives the crane 108 in the up and down 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 138 can move the crane 108 to any position in the play space S. Note that such a drive mechanism is well known, and therefore a detailed description thereof will be omitted.
[0020] FIG. 2 is a functional block diagram of the crane game machine 100. As shown in FIG. The crane game machine 100 includes a crane driving unit 138 , a user interface processing unit 140 , a data processing unit 150 , and a data storage unit 160 . The user interface processing unit 140 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 data storage unit 160 stores various data. The data processing unit 150 executes various processes based on the data input from the user interface processing unit 140 and the data stored in the data storage unit 160. The data processing unit 150 also functions as an interface between the user interface processing unit 140 and the data storage unit 160.
[0021] The user interface processing unit 140 includes an operation unit 132 that accepts input from the player, and an output unit 141 that outputs various information such as images and sounds to the player. The output unit 141 includes a display unit 142 that displays images on the setting display unit 134, etc. The player operates the operation unit 132 to play the crane game.
[0022] The data processing unit 150 includes a mobility control unit 151 , an acquisition determination unit 152 , a credit management unit 153 , and an occupation management unit 154 . The movement control unit 151 instructs the crane driving unit 138 to move, grip, and release in accordance with the operation instructions from the operation unit 132. The win determination unit 152 determines whether the prize has dropped into the drop port 120, in other words, whether the crane game has been successful. Specifically, the win determination unit 152 is composed of an infrared sensor or the like, and is provided inside the drop port 120. The win determination unit 152 determines whether the crane game has been successful based on whether the prize has passed through the detection range of the infrared sensor. The win determination unit 152 may be provided below the crane 108 (between the left and right arms 136) and detects that the gripped prize has been released and dropped directly above the drop port 120 to determine whether the crane game has been successful.
[0023] The credit management unit 153 converts the play fee inserted by the player into the crane game machine 100 into credits. The credit management unit 153 also sets a continuation acceptance period (described later) during which the play fee necessary to continue playing is accepted. The occupancy management unit 154 sets the state of the crane game machine 100 to either an "occupied state" or a "released state" according to instructions from the player.
[0024] The data storage unit 160 stores the game program for the crane game, as well as information on the settings, game play results, and other usage status.
[0025] Next, an overview of the continue function will be described. Figure 3 is a schematic diagram showing the overview of the continue function. In this embodiment, "continue" means that the player continues to play at the crane game machine 100. Assume that the player P1 plays at the crane game machine 100C1 to win a prize P. The player P1 continues, tries the crane game three times, and wins the prize P on the third try. FIG. 3 shows the relationship between the coins inserted into the crane game machine 100C1 and the increase / decrease in credits in this case. In the following explanation, "coin" refers to a 100 yen coin.
[0026] To obtain one credit, i.e., to play once at the crane game machine 100C1, it is necessary to insert three coins as a normal play fee (first play fee). The player P1 inserts three coins into the crane game machine 100C1 and tries to win a prize P. However, the player P1 is unable to win the prize P. The player P1 plays again at the crane game machine 100C1 in order to win the prize P.
[0027] In this embodiment, when playing the crane game machine 100C1 two or more times in succession, the player does not need to pay three coins each time. More specifically, it is assumed that the player P1 wishes to play the crane game machine 100C1 multiple times. In this case, the player P1 can obtain one additional credit by paying one coin as a continue fee (second play fee) within 15 seconds after the end of the play. If the continue fee is not paid within 15 seconds after the end of the play, the player P1 will pay three coins to play again.
[0028] The continue fee can be paid even during play. More specifically, the continue fee can be paid from when the player P1 starts playing until the crane 108 returns from directly above the drop hole 120 to the position at the start of play (initial position). For example, when the crane 108 rises without holding the prize P, failure to win the prize P is confirmed. In this case, the player P1 is made to wait without expecting to win a prize until the crane 108 returns to the initial position. If the player P1 wishes to play again when failure to win the prize P is confirmed early, he or she can obtain additional credits by paying the continue fee even before the crane 108 returns to the initial position. The period during which the player P1 can pay the continue fee, that is, the period from the start of play to 15 seconds after the end of play, is called the continue acceptance period.
[0029] Within 15 seconds of failing to win a prize in the first play, player P1 inserts a fourth coin into the crane game device 100C1, and attempts to win prize P for the second time. However, player P1 fails to win prize P again. It is assumed that player P1 does not give up and attempts to play a third time. Within 15 seconds of the end of the second play, player P1 inserts a fifth coin into the crane game device 100C1, and attempts to win prize P for the third time, and succeeds in winning the prize this time.
[0030] Assume that the player P1 wins the prize P on the third try and leaves the crane game machine 100C1. At this time, no operation is performed for 15 seconds after the crane 108 returns to its initial position in the crane game machine 100C1. In other words, no continue fee is inserted into the crane game machine 100C1 for 15 seconds after the end of play.
[0031] After that, it is assumed that the player P1 wants to win another prize P and visits the crane game machine 100C1 again. In the crane game machine 100C1, no continue fee was inserted within 15 seconds after the end of play. Therefore, in order for the player P1 to play again, he needs to insert three coins as the normal play fee. The player P1 pays the three coins and tries to win the second prize P.
[0032] In this way, when the player P1 continues to try multiple times to win the prize P at the crane game machine 100C1, the player P1 can obtain the credits required for the second and subsequent plays at a lower price than the play fee paid for the first play. If the continue fee were the same as the normal play fee, the player P1 may not try again after failing to win the prize P on his first try. By making the play fee cheaper from the second play onwards, the player P1 can play as many times as he likes until he wins a prize. For the facility as well, the number of plays per crane game machine 100C1 can be increased, resulting in greater profits.
[0033] The player P1 may insert a considerable amount of coins at once, assuming that he will play the crane game machine 100C1 multiple times. For example, the player P1 may wish to play the crane game machine 100C1 five times from the beginning. In this case, the player P1 may insert seven coins into the crane game machine 100C1 when starting to play. That is, three coins may be required for the first play, and one coin may be required for each of the second to fifth plays. The player P1 inserts many coins into the crane game machine 100C1 at the beginning, and buys credits in bulk. The more the amount inserted, the cheaper the play fee per play becomes compared to the case where the play fee is the same every time. That is, the more times the player plays, the more the player P1 benefits. By setting the continue fee lower than the normal play fee, the financial burden on the player associated with multiple challenges can be reduced.
[0034] FIG. 4 is a diagram showing the fee setting screen 200. The play fee for the crane game machine 100 is set in advance by an operator operating a fee setting screen 200 displayed on the setting display unit 134. A standard button 202, a continue button 204, and a free play button 206 are displayed on the fee setting screen 200. Fig. 4 shows the fee setting screen 200 when the fee setting button 208 (described later) is displayed as a result of the selection of the continue button 204, and among them, the fee setting button 208b is selected.
[0035] The standard button 202 is a button for setting the play fee of the crane game device 100 to only the normal play fee. In other words, when the standard button 202 is selected, the player will pay the same amount each time to play. When the operator selects the standard button 202, a fixed fee button (not shown) is displayed at the bottom of the fee setting screen 200. There are various types of fixed fee buttons with specific amounts written on them, such as "100 yen", "200 yen", and "300 yen". For example, the operator selects the standard button 202 and then selects the "300 yen" fixed fee button. In this case, the player will pay 300 yen each time to obtain one credit, i.e., to play once.
[0036] The free play button 206 is a button for enabling a player to play on the crane game device 100 without paying a play fee. For example, the free play button 206 is selected when an operator plays the crane game device 100 on a trial basis to check the operation of the crane 108. Alternatively, the free play button 206 is selected when implementing a game in which the player pays a play fee according to the number and weight of prizes acquired by the crane 108.
[0037] The continue button 204 is selected when setting a continue fee in the crane game device 100. When the operator selects the continue button 204, fee setting buttons 208a to 208c are displayed at the bottom of the fee setting screen 200. The normal play fee is displayed above the fee setting button 208, and the continue fee is displayed below. For each fee setting button 208, the continue fee is set lower than the normal play fee. The operator selects the most suitable one from the three fee selection buttons 208a to 208c depending on the sales status of the crane game device 100, etc. As a result, when the player plays the crane game device 100 multiple times in succession, the second and subsequent plays can be played at a lower price than the first play.
[0038] When the fee setting button 208a is selected, the first time can be played for 200 yen, and the second time and thereafter can be played for 100 yen. When the fee setting button 208b is selected, the first time can be played for 300 yen, and the second time and thereafter can be played for 100 yen. When the fee setting button 208c is selected, the first time can be played for 300 yen, and the second time and thereafter can be played for 200 yen. In FIG. 4, the fee setting button 208b is selected. That is, the player can play the crane game for 300 yen (3 coins) for the first time, and 100 yen (1 coin) for the second time and thereafter. In the following explanation, it is assumed that the continue button 204 and the fee setting button 208b are selected. That is, it is assumed that the play fee is 300 yen (3 coins) for the first time, and 100 yen (1 coin) for the second time and thereafter.
[0039] Next, the auxiliary screens that the display unit 142 causes the setting display unit 134 to display will be described. The auxiliary screens receive auxiliary operations related to the progress of the game by the player and display announcements. The auxiliary screens include an advertisement screen 210 that encourages the player to play the crane game device 100 and a continuation guide screen 230 that asks the player whether or not to continue playing.
[0040] FIG. 5 is a screen diagram of the advertisement screen 210. The advertisement screen 210 is displayed on the setting display unit 134 when no one is playing the crane game device 100. An eye-catching area 212 is displayed on the left side of the advertisement screen 210. In the eye-catching area 212, images, videos, etc. that encourage the player to play the crane game device 100 are displayed.
[0041] On the right side of the advertisement screen 210, a normal play fee area 214, a continue fee area 216, and a credit counter 218 are displayed. The normal play fee area 214 displays the normal play fee set by the operator on the fee setting screen 200. The continue fee area 216 displays the continue fee set by the operator on the fee setting screen 200. As described above, the operator has selected the fee setting button 208b in advance. Therefore, the normal play fee area 214 displays that the normal play fee is 300 yen (3 coins) per play. Furthermore, the continue fee area 216 displays that the continue fee is 100 yen (1 coin) per play.
[0042] The credit counter 218 indicates the number of credits owned by the player, that is, the number of times the player can play remaining. When the advertisement screen 210 is displayed on the setting display unit 134, no one is playing the crane game device 100, so the credit counter 218 displays "0 times remaining."
[0043] FIG. 6 is a screen diagram of the in-play screen 220. The in-play screen 220 is displayed on the setting display unit 134 while the player is playing the crane game device 100. Similar to the advertisement screen 210, the in-play screen 220 displays an eye-catching area 212, a continue fee area 216, and a credit counter 218. During play, the regular play fee area 214 is not displayed because the regular play fee has already been paid.
[0044] The fact that credits can be purchased even during play is indicated to the player by displaying the continue fee area 216 on the in-play screen 220. When the player wishes to continue playing the crane game, he or she can acquire one additional credit by inserting one coin while the in-play screen 220 is displayed.
[0045] FIG. 7 is a screen diagram of the continuation notification screen 230. The continuation information screen 230 is displayed for 15 seconds from the time when the player finishes playing on the setting display unit 134. As with the in-play screen 220, the continuation information screen 230 also displays the eye-catching area 212, the continue fee area 216, and the credit counter 218.
[0046] The continuation notification screen 230 further displays a continuation confirmation area 232 for confirming with the player whether or not to continue playing. The remaining time (seconds) in which the player can pay the continue fee is displayed in the center of the continuation confirmation area 232. The remaining time is displayed in a countdown manner from 15. When the remaining time reaches 0, the display of the continuation notification screen 230 ends, and the display unit 142 causes the setting display unit 134 to display the advertisement screen 210.
[0047] If the player pays the continue fee before the remaining time in the continuation confirmation area 232 reaches 0, the player can continue playing. Also, the player can immediately end play by selecting the end button 234 before the remaining time reaches 0. For example, if the player wins a prize and no longer needs to play, the player can select the end button 234 to immediately end play and hand over the crane game device 100 to another player waiting behind him. As described above, the player can instruct to continue during the period when the in-play screen 220 is displayed during play, and during the period when the continuation prompting screen 230 is displayed after play (15 seconds).
[0048] FIG. 8 is a screen diagram of the credit storage screen 240. Although details will be described later, the crane game machine 100 in this embodiment is capable of saving credits. With this function, a player can save his / her credits and end a play, and then use the saved credits to play again at the crane game machine 100. The setting display unit 134 can replace the in-play screen 220 with a credit saving screen 240 so that the player can confirm whether or not to save the credits when the player wins a prize.
[0049] More specifically, assume that the player P2 inserts 7 coins into the crane game device 100C2 and acquires 5 credits. The player P2 acquires a prize in the third play. As a result, the player P2 has 2 credits at the end of the third play. In this case, the display unit 142 displays the credit save screen 240 on the setting display unit 134 as shown in FIG. 8.
[0050] The credit saving screen 240 displays an eye-catching area 212, a continue fee area 216, a credit counter 218, and a save confirmation area 242. The save confirmation area 242 displays a message for confirming whether or not to save the credits, along with necessity selection buttons 244a and 244b.
[0051] When the player P2 saves the credits, he / she can select the necessity selection button 244a marked "Yes". In this case, when the player P2 finishes playing the crane game machine 100C2 and plays the crane game machine 100C2 again after a while, he / she can use the saved 2 credits to play. Specifically, when the player P2 selects the necessity selection button 244a marked "Yes", the number of credits to be saved and the player ID (described later) are registered in association with each other in an external device such as a server. When the player P2 plays the crane game machine 100C2 after a considerable time has passed, he / she can use the credits saved in the server as they are. The credits saved by the player P2 can be used not only in the crane game machine 100C2 but also in other crane game machines 100. When the player P2 does not save the credits, he / she can select the necessity selection button 244b marked "No".
[0052] FIG. 9 is a diagram showing the occupancy instruction screen 250. As shown in FIG. In this embodiment, a player can occupy the crane game machine 100. For example, a situation is assumed in which the player has to temporarily leave the crane game machine 100 during play for reasons such as changing money. At this time, the player can make the crane game machine 100 unavailable for use for a certain period of time by selecting the keep button 252 displayed on the occupancy instruction screen 250.
[0053] To allow a player to occupy the crane game device 100, the operator must select an occupancy setting button (not shown) in advance on an occupancy setting screen (not shown) displayed on the setting display unit 134. If the occupancy setting button is not selected (occupancy function off), the setting display unit 134 displays a play in progress screen 220 when play starts. If the occupancy setting button is selected (occupancy function on), the setting display unit 134 displays an occupancy instruction screen 250 instead of the play in progress screen 220 when play starts. Details will be described later.
[0054] The occupancy instruction screen 250 will be described more specifically. In addition to the eye-catching area 212 and the continue fee area 216, a keep button 252 is displayed on the occupancy instruction screen 250. When the occupancy instruction screen 250 is displayed on the setting display unit 134, the player can select the keep button 252 to occupy the crane game device 100. During the occupancy state, a keep screen (not shown) is displayed on the setting display unit 134, and the player cannot play on the crane game device 100. In addition, a keep release button (not shown) is displayed on the keep screen. The occupancy state is released when a certain time has passed or when the keep release button is selected. When the occupancy state is released (release state), the occupancy instruction screen 250 is redisplayed on the setting display unit 134, and the player can play on the crane game device 100 again.
[0055] When any of the advertisement screen 210, the playing screen 220, the continuation notification screen 230, the credit saving screen 240, the occupancy instruction screen 250, and the keep screen is displayed on the setting display unit 134, the player can acquire additional credits by inserting a coin into the crane game device 100. These screens are collectively called "credit purchase screens."
[0056] Hereinafter, the flow of play in the crane game machine 100 in this embodiment will be described with reference to Fig. 10 to Fig. 13. As described above, in this embodiment, the operator selects the occupancy setting button on the occupancy setting screen in advance, which allows the player to occupy the crane game machine 100. Figs. 10 and 11 explain the flow of play when the occupancy setting button is not selected, i.e., the player cannot occupy the crane game machine 100. Figs. 12 and 13 explain the flow of play when the occupancy setting button is selected, i.e., the player can occupy the crane game machine 100.
[0057] [First embodiment (occupancy function off / acquisition failure)] FIG. 10 is a time chart showing the flow of play in the first embodiment. In the first embodiment, a scene is assumed in which the player P3 plays the crane game machine C3 and fails to win the prize P. As described above, in the first embodiment, it is assumed that the operator has not selected the occupancy setting button on the occupancy setting screen in advance. In other words, it is assumed that the player P3 cannot occupy the crane game machine 100C2.
[0058] While the advertisement screen 210 is being displayed, the player P3 inserts three coins into the crane game machine 100C3. When three coins are inserted into the crane game machine 100C3, the credit management unit 153 converts them into one credit. The credit management unit 153 also sets a continuation acceptance period. With the insertion of the coins as a trigger, play begins at time t0. At time t0, the display unit 142 causes the setting display unit 134 to display a playing screen 220 in place of the advertisement screen 210.
[0059] From time t0 to time t1, player P3 selects operation buttons 132a and 132b to move crane 108. More specifically, while player P3 is selecting operation buttons 132a and 132b, movement control unit 151 moves crane driving unit 138 in the horizontal direction (X direction) and vertical direction (Y direction) (planar movement). Furthermore, crane 108 also moves integrally with crane driving unit 138. Note that the time during which player P3 operates crane 108 using operation buttons 132a and 132b is referred to as an "operation period." During this operation period, player P3 is gazing at crane driving unit 138, so it is not necessary to display a credit purchase screen such as in-play screen 220.
[0060] From time t1 until time t4 when the play ends, the crane driving unit 138, the crane 108, and the arm 136 automatically operate, so the player P3 does not perform any operation. The time during which the player P3 does not perform any operation is called a "standby period." More specifically, from time t1 to t2, the movement control unit 151 instructs the crane driving unit 138 to lower the crane 108, close the arm 136 to grip the prize, and lift the crane 108. The crane driving unit 138 lowers the crane 108 in accordance with the instruction of the movement control unit 151. The crane 108 closes the arm 136. The crane driving unit 138 lifts the crane 108. From time t1 to t2, such a series of operations (pickup) is performed. In the first embodiment, it is assumed that the arm 136 was not able to grip the prize P from time t1 to t2.
[0061] From time t2 to time t3, the movement control unit 151 moves the crane driving unit 138 to directly above the drop port 120 and releases the arm 136. As described above, the arm 136 does not hold the prize P. Therefore, the acquisition determination unit 152 determines at time t3 that the prize P has not passed through the drop port 120 and that the acquisition of the prize P has failed. From time t2 to t3, such a series of operations (dropping operation) is performed. When the dropping operation ends, the movement control unit 151 moves the crane driving unit 138 to the initial position (moves to the initial position) from time t3 to time t4. At time t4, the play by the player P3 ends. When the determination by the acquisition determination unit 152 ends, the credit management unit 153 subtracts one credit from the credit held by the player P3. In this embodiment, the operation period and the waiting period are collectively referred to as the "play period".
[0062] When the play period ends at time t4, the display unit 142 causes the setting display unit 134 to display the continuation notification screen 230 for 15 seconds until time t5. Player P3 can acquire additional credits by inserting a coin during these 15 seconds. However, it is assumed that player P3 does not insert a coin. Therefore, the credit management unit 153 ends the continuation acceptance time at time t5. Also, the display unit 142 causes the setting display unit 134 to display the advertisement screen 210 again at time t5.
[0063] [Second embodiment (occupancy function off, acquisition successful)] FIG. 11 is a time chart showing the flow of play in the second embodiment. In the second embodiment, it is assumed that the player P4 plays the crane game machine C4 and succeeds in winning a prize P. As in the first embodiment, since the operator does not select the occupancy setting button, the player P4 cannot occupy the crane game machine 100C4.
[0064] Player P4 inserts four coins into the crane game machine 100C4. When four coins are inserted into the crane game machine 100C4, the credit management unit 153 converts them into two credits. The credit management unit 153 also sets a continuation acceptance period. The insertion of the coins is a trigger for play to start at time t0. The flow of play from time t0 to time t1 in the second embodiment is the same as the flow of play from time t0 to time t1 in the first embodiment.
[0065] From time t1 to t2, the movement control unit 151 instructs the crane driving unit 138 to lower and raise the crane 108 and close the arm 136. In accordance with the instructions, the crane driving unit 138 lowers the crane 108. The crane 108 closes the arm 136. The arm 136 grips the prize P. The crane driving unit 138 raises the crane 108.
[0066] From time t2, the movement control unit 151 moves the crane driving unit 138 to directly above the drop port 120 and releases the arm 136. The prize P passes through the drop port 120 and falls into the prize stock space 122. The acquisition determination unit 152 determines that the player P4 has succeeded in acquiring the prize P at time t3. At this time, the display unit 142 displays the credit saving screen 240 on the setting display unit 134 instead of the in-play screen 220. The credit management unit 153 subtracts one credit from the credit held by the player P4 according to the determination of the acquisition determination unit 152. The credit saving screen 240 is displayed when the player P4 has succeeded in acquiring a prize and there is unused credit. If the player P4 has succeeded in acquiring a prize but has no remaining credits, the in-play screen 220 continues to be displayed.
[0067] The movement control unit 151 moves the crane driving unit 138 to the initial position from time t3 to time t4. At the same time, from time t3, the player P4 can select whether or not to save the credits by selecting the necessity selection button 244 displayed in the save confirmation area 242 of the credit saving screen 240. Since one credit has been consumed by playing, the credits held by the player P4 at this point become one. The player P4 selects the necessity selection button 244a with "Yes" written on it. This causes the credit management unit 153 to execute a saving process (described later) for the one credit held by the player P4. Thereafter, at time t4, the play by the player P4 ends. The setting display unit 134 displays the continuation guidance screen 230 for 15 seconds from time t4.
[0068] The player P4 can acquire additional credits by inserting a coin while the continuation notification screen 230 is displayed on the setting display unit 134. However, it is assumed that the player P4 does not insert a coin. Therefore, the credit management unit 153 ends the continuation acceptance time at time t5. Also, the display unit 142 displays the advertisement screen 210 on the setting display unit 134 at time t5.
[0069] [Third embodiment (occupancy function on / not occupied)] FIG. 12 is a time chart showing the flow of play in the third embodiment. As in the first embodiment, the third embodiment assumes a situation in which a player P5 plays the crane game machine C5 and fails to win a prize P. In the third embodiment, since the operator selects the occupancy setting button on the occupancy setting screen, the player P5 can occupy the crane game machine 100C5.
[0070] The flow of play from time t0 to time t4 in the third embodiment is similar to the flow of play from time t0 to time t4 in the first embodiment. However, in the third embodiment, an occupancy instruction screen 250 is displayed on the setting display unit 134 from time t0. After time t0, the player P5 can occupy the crane game device 100C5 by selecting the keep button 252 displayed on the occupancy instruction screen 250. However, it is assumed that the player P5 does not select the keep button 252.
[0071] The occupancy instruction screen 250 is still displayed on the setting display unit 134 after the play period ends, that is, for 15 seconds from time t4 to time t5. However, it is assumed that player P5 continues not to select the keep button 252. At time t5, the setting display unit 134 displays the continuation notification screen 230 for 15 seconds. It is assumed that player P5 does not insert a coin during this time. Therefore, the credit management unit 153 ends the continuation acceptance time at time t6. Also, the display unit 142 causes the setting display unit 134 to display the advertisement screen 210 at time t6.
[0072] [Fourth embodiment (dedicated function on / dedicated execution)] FIG. 13 is a time chart showing the flow of play in the fourth embodiment. In the fourth embodiment, a scene is assumed in which the player P6 occupies the crane game machine 100C6 during play. In the fourth embodiment, as in the third embodiment, the operator selects the occupancy setting button on the occupancy setting screen, so that the player P6 can occupy the crane game machine 100C6.
[0073] A player P6 inserts four coins into the crane game machine 100C6. The credit management unit 153 receives the four coins inserted into the crane game machine 100C6 and converts them into two credits. The credit management unit 153 also sets a continuation acceptance period. The flow of play from time t0 to t2 in the fourth embodiment is the same as the flow of play from time t0 to t2 in the third embodiment. That is, the arm 136 does not hold the prize P.
[0074] From time t2 to time t4, the movement control unit 151 moves the crane driving unit 138 to directly above the drop hole 120 and releases the arm 136. Here, assume that at time t3 between time t2 and time t4, the player P6 wants to go to the restroom, so selects the keep button 252 and leaves the crane game machine 100C6. When the keep button 252 is selected, the occupancy management unit 154 sets the crane game machine 100C6 to an occupied state and does not accept operations by the operation unit 132. In addition, when the keep button 252 is selected, the display unit 142 displays a keep screen on the setting display unit 134. The movement control unit 151 moves the crane driving unit 138 to the initial position from time t4 to time t5.
[0075] At time t6, some time after time t5, player P6 returns to the crane game machine 100C6. Player P6 selects the keep release button on the keep screen. At this time, the occupancy management unit 154 puts the crane game machine 100C6 into a release state, making it possible to accept operations by the operation unit 132. The display unit 142 causes the setting display unit 134 to display the occupancy instruction screen 250 again. This allows player P6 to resume play. The flow of play after time t6 in the fourth embodiment is the same as the flow of play after time t0 in the third embodiment.
[0076] [Summary] The method for setting fees for the crane game machine 100 in this embodiment has been described above. When a player tries to get a prize in the crane game device 100, even if the player is close to getting the prize, the player may cancel the additional play due to the amount of money he has. Therefore, in this embodiment, when the player plays the crane game device 100 continuously multiple times, the play fee (continuation fee) from the second time onwards is set to be cheaper than the play fee (normal play fee) for the first time. That is, the player can acquire credits for the second time onwards at a lower price. This allows the player to continue playing more easily than if the player paid the same fee for purchasing credits every time. That is, according to the present invention, the player's motivation to continue playing can be aroused. In addition, according to the fee setting in this embodiment, it becomes easier for the player to play continuously, and the probability that the player can get a prize also increases. Therefore, it is easier to increase the player's satisfaction and increase the number of repeat customers of the crane game device 100.
[0077] In this embodiment, the player can acquire additional credits while playing. More specifically, the player can acquire additional credits by inserting a coin into the crane game device 100 during the period from the start of play until the crane 108 returns to its initial position.
[0078] Strictly speaking, the time to play the crane game (play period) consists of an operation period and a standby period. During the operation period, the player operates the operation button 132a and the operation button 132b. During the standby period, the crane 108 and the like operate automatically to acquire the prize. During this time, the player does not perform any operation, but while the arm 136 is holding the prize, the player waits anxiously to acquire the prize, watching to see if the crane 108 can safely carry the prize to the drop hole 120. This is considered to be one of the attractions of the crane game.
[0079] However, in a crane game, there are cases where the arm 136 cannot grasp the prize, or the prize falls from the arm 136 onto the prize placement platform 106 while moving to the drop port 120. In this case, the crane game is determined to have failed before the play period ends. In this case, the player will waste time just watching the movement of the crane 108 without feeling any expectation of winning a prize.
[0080] Therefore, in this embodiment, the player can purchase additional credits during the waiting period for the next play. When it is determined early that the player has failed to win a prize, the player can consider whether to play the next game and, if so, how many times to play, and can take action to express his or her intention to continue playing during the waiting period, in other words, during the play period. This allows the player to avoid having too much time to kill during the play period.
[0081] The present invention is not limited to the above-mentioned embodiment 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-mentioned embodiment and modifications. In addition, some components can be deleted from all the components shown in the above-mentioned embodiment and modifications.
[0082] [Variations] In this embodiment, it has been explained that if a player wishes to play a second or subsequent times, the player can continue playing by paying a continue fee (second play fee) that is cheaper than the normal play fee (first play fee). As a variation, if the player succeeds in winning a prize, a play fee (third play fee) different from the continue fee may be set. As an example, a lower amount than the continue fee may be set as the third play fee. For example, assume that the player succeeds in winning a prize. In this case, the player is satisfied with winning the prize, but the play fee to continue is even cheaper, so the player's motivation to play can be stimulated to try again.
[0083] Alternatively, the third play fee may be set to an amount higher than the continue fee. When the player succeeds in winning a prize, the player may become confident that he or she will be able to win the prize. In this case, although the play fee to continue is higher, the player's motivation to play can be stimulated by trying to win the prize again with fewer plays.
[0084] The crane game machine 100 may be connected to a server (not shown) via the Internet (not shown). In this case, the crane game machine 100 is provided with a communication unit (not shown). The communication unit transmits and receives various data to and from the server via the Internet.
[0085] As described above, the credits can be stored in the server. More specifically, the server includes a data storage unit (not shown). In the data storage unit, a player ID, a game machine ID, and the amount of credits owned by the player are registered. The player ID is an ID uniquely assigned to each player. The game machine ID is an ID uniquely assigned to each crane game device 100. The amount of credits owned by the player is registered in association with the player ID.
[0086] The credit saving process will now be described. For example, assume that player P7 has succeeded in winning prize P at the crane game machine 100C7. When the winning determination unit 152 determines that player P7 has succeeded in winning prize P, the display unit 142 displays the credit saving screen 240 on the setting display unit 134. At this time, player P7 has two credits. In order to save the two credits that player P7 owns, player P7 selects the necessity selection button 244a marked "Yes." The credit management unit 153 of the crane game machine 100C7 instructs the communication unit to transmit the player ID of player P7 and the number of credits (two credits) owned by player P7 to the server.
[0087] The server receives the player ID of the player P7 and the amount of credits held by the player P7 transmitted by the communication unit of the crane game device 100C7. At this time, the server registers the player ID of the player P7 and the amount of credits held by the player P7 in the data storage unit in association with each other.
[0088] Suppose that at a later date, player P7 wants to play with the crane game machine 100C7. At this time, a credit use button (not shown) is also displayed on the advertisement screen 210 displayed by the setting display unit 134 of the crane game machine 100C7. In order to use the saved credit, player P7 selects the credit use button. When the credit use button is selected, a player ID input screen (not shown) is displayed on the setting display unit 134. Player P7 inputs his / her own player ID into the player ID input screen. When input of the player ID is completed, the credit management unit 153 instructs the communication unit to transmit the game machine ID of the crane game machine 100C7 and the player ID of player P7 to the server.
[0089] The server receives the game machine ID of the crane game machine 100C7 and the player ID of the player P7. The server acquires the number of credits (2 credits) owned by the player P7 from the data storage unit based on the player ID received from the crane game machine 100C7. The server also transmits the number of credits owned by the player P7 to the crane game machine 100C7 based on the game machine ID received from the crane game machine 100C7.
[0090] The communication unit of the crane game machine 100C7 receives the number of credits (2 credits) of the player P7 from the server. The display unit 142 displays the playing screen 220, in which "2 more plays" is displayed on the credit counter 218, on the display setting display unit 134. This allows the player P7 to play two times with the crane game machine 100C7.
[0091] The player P7 may use the credits saved in the crane game machine 100C7 to play in another crane game machine 100C8. As described above, the amount of credits is associated with the player ID and registered in the data storage unit. Therefore, the credits held by the player can be used in any crane game machine 100 as long as the game machine ID is registered in the data storage unit.
[0092] As a modified example, a player owns a terminal (not shown) connected to the Internet. A communication unit (not shown) of the terminal may be connected to the crane game device 100 and the server via the Internet. The terminal is assumed to be a smartphone, but may also be a tablet terminal or a laptop PC. The terminal and the Internet are connected wirelessly, but may also be connected by wire.
[0093] A dedicated application (hereinafter, referred to as "CS (Crane Service) software") that works in conjunction with the crane game device 100 is installed in the terminal. The CS software may display an operation unit 132 and an auxiliary screen on the screen of the terminal, and enable the operation of the crane 108, etc. to be performed.
[0094] For example, before playing on the crane game machine 100C9, the player P8 inputs a player ID into the CS software of the terminal that the player P8 owns and logs in. At this time, the communication unit of the terminal transmits the player ID to the crane game machine C9. The crane game machine 100C9 registers the player ID received from the terminal in the data storage unit 160.
[0095] A player P8 inserts a coin into the crane game machine 100C9, and plays the crane game by operating the crane 108 of the crane game machine 100C9 from the operation unit 132 of the terminal. At the start of play, the credit management unit 153 sets a continuation acceptance time.
[0096] Assume that the player P8 does not operate the operation unit 132 of the terminal for a certain period of time. At this time, the terminal cancels the login state of the CS software (logs out). At the same time, the communication unit of the terminal transmits a signal to the crane game machine 100C9 indicating that the player P8 has logged out from the CS software. When the communication unit of the crane game machine 100C9 receives the signal from the terminal, the credit management unit 153 ends the continuous acceptance time.
[0097] The CS software may display an occupancy instruction screen 250 on the screen of the terminal. For example, player P8 selects the keep button 252 on the occupancy instruction screen 250 of the terminal during play. At this time, the communication unit of the terminal transmits a signal instructing occupancy to the crane game machine 100C9. Upon receiving the signal from the terminal, the occupancy management unit 154 of the crane game machine 100C9 sets it to an occupied state. In addition, after the keep button 252 is selected, the CS software displays the keep screen on the screen of the terminal.
[0098] In order to release the occupancy of the crane game machine 100C9, the player P8 selects a "release occupancy" button displayed on the keep screen of the terminal. At this time, the communication unit of the terminal transmits a signal to the crane game machine 100C9 instructing the release of occupancy. Upon receiving the signal from the terminal, the occupancy management unit 154 of the crane game machine 100C9 sets the crane game machine 100C9 to a released state. According to this mechanism, the player P8 can occupy the crane game machine 100C9 before a certain time has passed without the occupancy being released by another person. [Explanation of symbols]
[0099] 100 Crane game device, 102 Base, 104 Prize storage section, 106 Prize placement table, 108 Crane, 114 Door, 116 First area, 118 Second area, 120 Drop hole, 122 Prize stock space, 124 Prize removal port, 126 Operation console, 128 Coin insertion port, 130 IC card reader, 132 Operation section, 132a Operation button, 132b Operation button, 134 Setting display section, 136 Arm, 138 Crane driving section, 140 User interface processing section, 141 Output section, 142 Display section, 150 Data processing section, 151 Movement control section, 152 Acquisition determination section, 153 Credit management section, 154 Occupancy management section, 160 Data storage section, 200 Fee setting screen, 202 Standard button, 204 Continue button, 206 Free play button, 208 fee setting button, 210 advertisement screen, 212 eye-catching area, 214 normal play fee area, 216 continue fee area, 218 credit counter, 220 playing screen, 230 continuation information screen, 232 continuation confirmation area, 234 end button, 240 credit saving screen, 242 save confirmation area, 244 necessity selection button, 250 occupancy instruction screen, 252 keep button
Claims
1. A first play fee and a second play fee lower than the first play fee are preset as a unit price of one credit, 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; a capture mechanism for capturing the item; an operation unit that receives an operation from a player; a movement control unit that drives the acquisition mechanism in accordance with an operation by a player; a credit management unit that grants credits to players as a right to play a game, The credit management unit when the first play fee is paid by the player, credits are granted to the player and a continuation acceptance period is set; During the continuation acceptance period, additional credits are granted to the player when the second play fee is paid by the player; An item acquisition game device that subtracts credits each time a game is played.
2. 2. The item acquisition game device of claim 1, wherein the credit management unit, if the movement of the item to the second area fails, grants additional credits at the second play fee during the continued acceptance period, and, if the movement of the item to the second area is successful, grants additional credits at the first play fee or a third play fee different from the second play fee during the continued acceptance period.
3. the credit management unit sets a predetermined time during and after the game play as the continuation acceptance time; 2. The item acquisition game device according to claim 1, wherein the game play period includes an operation period during which operation from a player can be accepted, and a waiting period during which the movement control unit automatically controls the acquisition mechanism toward the second area.
4. 4. The item acquisition game device according to claim 3, further comprising: a display unit that displays a credit purchase screen that accepts a credit purchase operation during the waiting period and the continuation acceptance period after the end of play.
5. 2. The item acquisition game device according to claim 1, further comprising: a display unit that displays a credit saving screen that accepts a credit saving operation from a player on condition that the item is successfully moved to the second area.
6. an occupancy management unit that, when an occupancy operation for the item acquisition game device is received from the player, temporarily disables the item acquisition game device; 2. The item acquisition game device according to claim 1, further comprising: a display unit that displays an occupancy instruction screen for accepting the occupancy operation from the player during the continuation acceptance period.
Citation Information
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