Game device and program

The game device addresses the issue of undesired prize replenishment by incorporating a storage unit, replenishment unit, and exclusion unit to manage prizes strategically, enhancing player engagement and reducing administrative costs.

JP2026096347APending Publication Date: 2026-06-15SEGA CORP

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SEGA CORP
Filing Date
2024-12-03
Publication Date
2026-06-15

AI Technical Summary

Technical Problem

Existing game devices that automatically replenish prizes often result in players receiving undesired prizes, leading to reduced motivation and increased administrative costs for prize replacement.

Method used

A game device with a storage unit for multiple types of prizes, a replenishment unit that replenishes the play space with selected prizes based on player choice or game conditions, and an exclusion unit that moves prizes to a separate area, allowing for strategic prize management.

🎯Benefits of technology

Reduces the cost of prize replacement by enabling player-selected and condition-based replenishment, maintaining player motivation and reducing administrative burden.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026096347000001_ABST
    Figure 2026096347000001_ABST
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Abstract

Reduce the cost of changing prizes. [Solution] The game device 10B is a game device 10B in which a player can acquire prizes P in the play space S by operating the player, and comprises: an exclusion unit that excludes the prizes P in the play space S to a first area (exclusion space ES) different from the play space S; a storage unit provided in a second area (storage space) different from the play space S and the first area for storing the prizes P; and a replenishment unit that, after the prizes P in the play space S have been excluded, replenishes the prizes P stored in the storage unit back into the play space S.
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Description

【Technical Field】 【0001】 The present invention relates to a game device and a program. 【Background Art】 【0002】 Conventionally, a game device that uses a crane to acquire prizes inside a housing has been known. 【0003】 For example, Patent Document 1 discloses a technique for automatically replenishing prizes at determined positions. 【Prior Art Documents】 【Patent Documents】 【0004】 【Patent Document 1】 Japanese Patent Application Laid-Open No. 10-295930 【Summary of the Invention】 【Problems to be Solved by the Invention】 【0005】 However, in the technique disclosed in Patent Document 1, when the automatically replenished prize is different from the player's desired prize, the player's motivation to play is hindered. Therefore, it is necessary for the administrator of the game device to replace the prize in order to exchange it for the player's desired prize, which may be costly. 【0006】 In view of the above problems, an object of the present invention is to provide a game device and a program that can suppress the cost of prize replacement. 【Means for Solving the Problems】 【0007】 To solve the above problems, according to a first aspect of the present invention, the following game device is provided. This game device is a game device in which a player can win prizes in a play space by operation, and comprises: an exclusion unit that excludes the prizes in the play space to a first area different from the play space; a storage unit provided in a second area different from the play space and the first area for storing prizes; and a replenishment unit that, after the prizes in the play space have been excluded, replenishes the prizes stored in the storage unit to the play space. 【0008】 Furthermore, in a second aspect of the present invention, the storage unit stores multiple types of prizes, and the replenishment unit replenishes the play space with prizes of different types from those excluded by the exclusion unit, from among the multiple types of prizes stored in the storage unit. 【0009】 Furthermore, in a third aspect of the present invention, the replenishment unit replenishes the prizes in the play space in an arrangement different from the arrangement of the prizes that were removed by the removal unit. 【0010】 Furthermore, in a fourth aspect of the present invention, the storage unit stores multiple types of prizes, and further includes a selection unit that selects one type of prize from the stored prizes based on the selection of the player of the game device, and the replenishment unit replenishes the selected prize in the play space. 【0011】 Furthermore, in a fifth aspect of the present invention, the exclusion unit excludes the prizes in the play space if, in addition to the value medium used to perform the play, a value medium identical to or different from the value medium used to perform the play is consumed. 【0012】 Furthermore, in a sixth aspect of the present invention, the exclusion unit excludes the prizes from the play space when the game device has been played a predetermined number of times. 【0013】 Furthermore, in a seventh aspect of the present invention, the exclusion unit removes the prizes from the play space before the game device is played. 【0014】 In the eighth aspect of the present invention, the excluding portion includes a movable plate capable of moving the prizes in the playing space, and the excluding portion excludes the prize by pushing the prize in the playing space with the movable plate. 【0015】 In the ninth aspect of the present invention, the excluding portion includes an opening / closing port provided in the playing space, and the excluding portion excludes the prize by dropping the prize in the playing space into the opening / closing port in a state where the opening / closing port is open. 【Effect of the Invention】 【0016】 According to the game device and the program of the present invention, the cost of prize replacement can be suppressed. 【Brief Description of the Drawings】 【0017】 【0018】 【0019】 [Figure 1] It is a perspective view for explaining an example of the overall configuration of the game device. [Figure 2] It is a diagram showing an example of the hardware configuration of the game device. [Figure 3] It is a block diagram showing an example of the functional configuration of the game device according to the first embodiment. [Figure 4] It is a flowchart showing an example of the processing flow performed by each functional unit shown in FIG. 3 in the game device according to the first embodiment. [Figure 5A] It is a schematic diagram showing the game device when prizes are replenished in the first embodiment. [Figure 5B] It is a schematic diagram showing the game device when prizes are replenished in the first embodiment. [Figure 5C] It is a schematic diagram showing the game device when prizes are replenished in the first embodiment. [Figure 5D] It is a schematic diagram showing the game device when prizes are replenished in the first embodiment. [Figure 6] In the game device according to the second embodiment, it is a flowchart showing an example of the flow of processing performed by each functional unit shown in FIG. 3. [Figure 7A] In the second embodiment, it is a schematic diagram showing the game device when prize replenishment is performed. [Figure 7B] In the second embodiment, it is a schematic diagram showing the game device when prize replenishment is performed. [Figure 8] In the game device according to the third embodiment, it is a flowchart showing an example of the flow of processing performed by each functional unit shown in FIG. 3. [Figure 9A] In the third embodiment, it is a schematic diagram showing the game device when prizes are excluded. [Figure 9B] In the third embodiment, it is a schematic diagram showing the game device when prizes are excluded. [Figure 9C] In the third embodiment, it is a schematic diagram showing the game device when prizes are excluded. [Figure 10] In the fourth embodiment, it is a schematic diagram showing a game device in which prizes can be rearranged. [Figure 11A] It is a schematic diagram of the game device when viewed from the A direction of FIG. 10. [Figure 11B] It is a schematic diagram of the game device when viewed from the A direction of FIG. 10. [Figure 11C] It is a schematic diagram of the game device when viewed from the A direction of FIG. 10. [Figure 12] In the game device according to the fifth embodiment, it is a flowchart showing an example of the flow of processing performed by each functional unit shown in FIG. 3. [Figure 13] In the fifth embodiment, it is a schematic diagram showing a game device in which the orientation of prizes can be changed. [Figure 14A] It is a schematic diagram of the game device when viewed from the A direction of FIG. 13. [Figure 14B] It is a schematic diagram of the game device when viewed from the A direction of FIG. 13. [Figure 14C] It is a schematic diagram of the game device when viewed from the A direction of FIG. 13. [Figure 14D] This is a schematic diagram of the game device as viewed from direction A in Figure 13. [Figure 14E] This is a schematic diagram of the game device as viewed from direction A in Figure 13. [Figure 15] This is a schematic diagram of a modified game device. [Figure 16] This figure shows an example of game system 1 related to a modification. [Modes for carrying out the invention] 【0020】 Embodiments of the present invention will be described below with reference to the attached drawings. To facilitate understanding of the description, the same reference numerals are used for identical components in each drawing whenever possible, and redundant explanations are omitted. 【0021】 ---First Embodiment--- First, the game device 10 according to the first embodiment will be described. 【0022】 <Overall Structure> Figure 1 is a perspective view illustrating an example of the overall configuration of the game device 10. 【0023】 As shown in Figure 1, the game device 10 comprises a base 12, a box-shaped prize storage section 14 provided on the prize storage section 14, and the base 12. The game device 10 is a game device that provides a game in which players can win prizes P, which are items such as stuffed animals or miscellaneous goods, through player operation. Prizes P are, for example, stuffed cats or rabbits. 【0024】 First, let's explain the prize storage section 14 before the base 12. The prize storage unit 14 comprises a prize acquisition unit 15, a crane drive unit 32, a storage unit 20, a movable plate 22, and a camera 30. Inside the prize storage unit 14 are a play space S, an exclusion space ES, and a storage space SS. The prize storage unit 14 is a box-shaped component in which the prizes P are stored. The front and left and right sides of the prize storage unit 14 are made of transparent glass, allowing the prizes P to be visible from the outside. 【0025】 The prize acquisition unit 15 acquires prizes P located in the play space S. In this embodiment, the prize acquisition unit 15 consists of a crane 16 and an arm 18. The crane 16 is controlled by the player's operation. The crane 16 also has an arm 18 capable of gripping and releasing prizes P. Based on the player's operation, the crane 16 can move forward, backward, left, right, up, and down within the prize storage unit 14. The crane 16 grips and releases prizes P by opening and closing the arm 18. The player can move the crane 16 during gameplay to acquire prizes P. 【0026】 The crane drive unit 32 moves the crane 16 along a guide rail (not shown) installed on the upper part of the driven prize storage unit 14. The crane drive unit 32 includes a moving mechanism that drives the crane 16 in the horizontal direction (X direction) and the vertical direction (Y direction), and a lifting mechanism that drives it in the vertical direction (Z direction). The moving mechanism includes an X-direction motor and a Y-direction motor. The lifting mechanism includes a Z-direction motor. 【0027】 A play space S is formed inside the prize storage section 14. Below the play space S and on the floor of the prize storage section 14, a play field F, which is a prize placement platform, is provided. Prizes P are placed on the play field F. The play field F is divided into a first field and a second field. Each section area is made up of removable panels. By removing either panel, a drop-off opening for the prize P is formed. When prize P is placed in the first field and a drop-off opening is formed in the second field, the player can win prize P if they can move prize P from the first field to the drop-off opening in the second field. 【0028】 An exclusion space ES is formed inside the prize storage section 14 as a first area distinct from the play space S. Below the exclusion space ES and on the floor of the prize storage section 14, an exclusion field EF is provided for placing prizes P that cannot be obtained by the player during gameplay. 【0029】 Furthermore, a storage space SS is formed inside the prize storage section 14 as a second area distinct from the play space S and the exclusion space ES. A storage section 20 is provided in the storage space SS. 【0030】 The storage unit 20 stores multiple types of prizes P for replenishment. The prize storage unit 14 is further equipped with a movable plate 22 for replenishment. The movable plate 22 moves the replenishment prizes P from the storage unit 20 to the play space S. The exclusion space ES and the storage space SS are controlled so that the crane 16 does not move into these spaces while the player is playing, making it impossible to win prizes P in these spaces. 【0031】 Furthermore, a camera 30 is installed on the ceiling of the game device 10. The camera 30 captures images of the play space S from above. Alternatively, a camera that captures images of the play space S may be installed on the front or side of the prize storage unit 14, either together with or in place of the camera 30. 【0032】 The base 12 includes an operating table 40 and a prize dispensing opening 56. 【0033】 The control panel 40 is located on the front side of the base 12. The control panel 40 includes an operation unit 41, a coin slot 50, a card reader 52, and a setting display unit 54. The operation unit 41 includes a selection button 42, a replenishment button 44, a reposition button 46, and operation buttons 48A and 48B. The operation unit 41 receives input signals based on the player's operation. 【0034】 The selection button 42 is a button for selecting the prize P to be replenished. For example, the selection button 42 may consist of multiple buttons, with two of the buttons corresponding to the storage unit 20 where the cat plush toys are stored, and the remaining button corresponding to the storage unit 20 where the rabbit plush toys are stored. 【0035】 The replenishment button 44 is the button that starts the replenishment of prize P. 【0036】 The rearrangement button 46 is a button that removes prize P from playfield F and starts replenishing prize P. 【0037】 Operation buttons 48A and 48B are buttons for the player to move the crane 16. Operation button 48A moves the crane 16 left and right (X direction), and operation button 48B moves the crane 16 forward and backward (Y direction). As a variation, the crane 16 may be moved forward, backward, left and right using a joystick. 【0038】 To start the game, the player either inserts coins into the coin slot 50 or touches an IC card loaded with electronic money to the card reader 52 as a medium of value to play. Alternatively, the player can also consume the medium of value through an application program installed on a user terminal such as a smartphone when starting the game. 【0039】 The settings display unit 54 has an input function for the administrator to input game setting information and a display function to display information related to the game, such as how to operate the operation unit 41 and game results. A touch panel is installed on the settings display unit 54. 【0040】 The prize dispensing opening 56 is located on the front of the base 12. Inside the base 12, a prize dispensing space (not shown) is formed to accommodate the prizes P that have fallen from the drop-off opening. The prize dispensing opening 56 is an opening for retrieving the prizes P that have fallen into the prize dispensing space. Furthermore, a sensor may be provided in the prize dispensing area to detect prize P when it falls from the drop-off point. The sensor may be, for example, an ID reader that reads the ID tag attached to each prize P. The sensor may also be, for example, a camera that takes an image of the fallen prize P. The game device 10 may also be equipped with a speaker (not shown), external connection terminals, etc. 【0041】 <Hardware Configuration> Figure 2 shows an example of the hardware configuration of the game device 10. 【0042】 As shown in Figure 2, the game device 10 includes a control device 60, an operating device 63, a coin shooter 64, an imaging device 65, a communication device 67, a reading device 68, and a display device 69. 【0043】 The control device 60 includes a CPU (Central Processing Unit) 61 and memory 62. In the control device 60, the CPU 61 executes a predetermined program stored in memory 62, thereby functioning as various functional units. The control device 60 is, for example, a computer. 【0044】 The operating device 63 includes, for example, an operating unit 41 and a setting display unit 54, and receives player inputs and inputs the input information to the game device 10. 【0045】 The coin chute 64 includes a coin slot 50 and detects when a player inserts a play fee (currency or coins). 【0046】 The imaging device 65 is specifically a camera 30. The imaging device 65 captures images of the play space S. 【0047】 The communication device 67 consists of a communication interface and the like for communicating with external devices. The communication device 67 may send and receive various types of information with, for example, a user's terminal such as a smartphone or a server device. 【0048】 The reader 68 reads smartphones, ID cards containing player identification information (player ID), etc. 【0049】 The display device 69 may, for example, display the screen of the setting display unit 54. Alternatively, the display device 69 may display various visual effects on a monitor provided in the prize storage unit 14. 【0050】 <Functional Configuration> Figure 3 is a block diagram showing an example of the functional configuration of the game device 10 according to the first embodiment. 【0051】 As shown in Figure 3, the game device 10 includes, as a functional configuration, a control unit 70, an acquisition unit 72, a payment reception unit 74, a progress unit 76, an input unit 78, a selection unit 80, a replenishment unit 82, a movement unit 84, an imaging unit 86, an identification unit 88, a prohibition unit 90, an exclusion unit 92, an analysis unit 94, a notification unit 96, and a storage unit 100. Note that all or part of these functional configurations may be provided by an external server device. For example, the game device 10 may include an acquisition unit 72, a payment reception unit 74, a progress unit 76, an input unit 78, a selection unit 80, a replenishment unit 82, a movement unit 84, an imaging unit 86, and an exclusion unit 92, while the server device may include a control unit 70, an identification unit 88, a prohibition unit 90, an analysis unit 94, a notification unit 96, and a storage unit 100. 【0052】 The memory unit 100 stores various programs, calculation parameters, and other setting and calculation parameters. For example, the memory unit 100 stores information such as the placement of prizes 102, the storage of prizes 104, related prizes 106, and the play history 108. The memory unit 100 may also store programs using machine learning models. 【0053】 The prize information 102 is information about prize P placed in playfield F. For example, prize information 102 includes the product name, character name, type, etc., of prize P placed in playfield F. 【0054】 The stored prize information 104 is information about the replenishment prizes P stored in the storage unit 20. The stored prize information 104 includes, for example, the product name, character name, and type of the replenishment prize P. The stored prize information 104 is updated when the selection unit 80 selects a prize P to be replenished, or when the replenishment unit 82 replenishes a prize P. The stored prize information 104 may also be updated when the administrator adds a replenishment prize P to the storage unit 20. The stored prize information 104 may also be automatically updated when the identification unit 88 reads the ID assigned to the prize P. 【0055】 Related prize information 106 is information that links multiple types of prizes P together as a group of related prizes. Multiple types of prizes P may be linked by similarity in shape, such as animals, humans, robots, etc., or by type, such as stuffed animals or straps. For example, related prize information 106 may be information that links any multiple types of prizes P based on the original game or anime. 【0056】 Play history 108 contains information such as data from gameplay in progress and past history. For example, play history 108 may include information such as play time, number of plays, and waiting time between multiple plays. 【0057】 In addition to the above, the memory unit 100 may also store user information. User information includes information about players, maintenance personnel, or repair personnel. For example, the memory unit 100 may store a specific player's user ID linked to their play history 108. 【0058】 The control unit 70 processes and controls the overall operation related to the game device 10. The control unit 70 realizes various functions related to the game device 10 by reading predetermined programs stored in the memory unit 100. Note that the control unit 70 is not limited to being a single unit, and there may be multiple control units 70 for each function, or a combination thereof. 【0059】 The acquisition unit 72 acquires information from outside the game device 10, including the storage unit 100, the input unit 78, and other functional units or the server device. 【0060】 The payment collection unit 74 accepts payment for the play fee that players use to play the game. The payment collection unit 74 accepts payment for the play fee, for example, by consuming a predetermined medium of value. Specifically, the payment collection unit 74 accepts coins inserted from the coin slot 50 as the medium of value for playing the game. Furthermore, the payment reception unit 74 may accept payment for the replenishment of prize P by consuming a predetermined value medium. For example, the payment reception unit 74 accepts the consumption of points on an application within the player's user terminal. Based on the consumption of the points, the replenishment unit 82 starts replenishing prize P. Points on an application may be, for example, points awarded for the player's initial registration to the application, the player's visit to a designated store, or the player's login to the application. The specified value medium may be divided into play points for playing, replenishment points for replenishing, etc. 【0061】 The progress unit 76 manages the game. Specifically, once play begins, the progress unit 76 controls the movement of the crane 16 based on the player's input, the movement of the crane 16 to the drop-off point after the player has finished inputting, and so on, to advance the game. After the progress unit 76 has advanced a series of games, it ends the game. Here, the progress unit 76 may determine whether or not the prize P was acquired in a single game based on information from the imaging unit 86 or the identification unit 88. The progress unit 76 may then store the success or failure of acquiring the prize P in that game as a play history 108 in the storage unit 100. 【0062】 The input unit 78 accepts input. For example, the input unit 78 accepts input from the player's control unit 41. 【0063】 The selection unit 80 selects one type of prize P from among the prizes P stored in the storage unit 20. For example, the selection unit 80 selects one type of prize P to be replenished based on the player's selection, such as input by the player's selection button 42. Specifically, the selection unit 80 selects the prize P stored in the storage unit 20 corresponding to the selection button 42 pressed by the player. Alternatively, the selection unit 80 may select the prize P selected by the player on the application program installed on the player's user terminal. 【0064】 The replenishment unit 82 replenishes the play space S with the prize P selected by the selection unit 80. For example, the replenishment unit 82 may replenish the prize P when a value medium identical to or different from the value medium used to perform the play is consumed. Specifically, the replenishment unit 82 may replenish the prize P when points on an application in the player's user terminal are consumed. Furthermore, the replenishment unit 82 replenishes the prizes P based on the results of the games provided by the game device 10. For example, it replenishes the prizes P when the game device 10 has been played a predetermined number of times. Specifically, the replenishment unit 82 may replenish the prizes P when a predetermined number of plays have been made since the last time the prizes P were replenished. Furthermore, the replenishment unit 82 may replenish prize P if the player has failed to acquire prize P a predetermined number of times. Also, the replenishment unit 82 may replenish prize P before the game device 10 is played. For example, the acquisition unit 72 may acquire the play history 108 of a player who intends to play the game device 10, and the replenishment unit 82 may replenish prize P if it determines, based on the play history 108, that this is the player's first time playing the game this month. 【0065】 The moving unit 84 moves the prize P to a predetermined position. The moving unit 84 moves the prize P by, for example, moving the prize P onto a moving plate 22, moving the moving plate 22 to the predetermined position, and then dropping the prize P from the moving plate 22. The moving unit 84 is not limited to a moving plate 22. For example, the moving unit 84 may be a belt conveyor that is part or all of the floor of the playfield F. That is, the moving unit 84 may move the prize P to a predetermined position by the rotation of the belt. 【0066】 The imaging unit 86 captures images of the play space S. The imaging unit 86 is either the camera 30 on the game device 10 or another camera installed outside the game device 10. For example, the imaging unit 86 captures images of the play space S at predetermined timings during gameplay. The imaging unit 86 outputs the captured images to the analysis unit 94. In addition to the play space S, the imaging unit 86 may also capture images of the storage space SS or the exclusion space ES, or images of the prize dispensing space. Furthermore, the imaging unit 86 may capture not only images but also videos. 【0067】 The identification unit 88 identifies and specifies the acquired prize P. The identification unit 88 reads the ID assigned to the prize P from, for example, an ID reader provided in the prize dispensing space or the drop-off opening H. Then, the identification unit 88 identifies the acquired prize P based on the information of the read ID and the prize placement information 102. Alternatively, the identification unit 88 may also detect that a prize P has been acquired by reading the ID assigned to the prize P from an ID reader provided in the prize dispensing space, similar to the analysis unit 94. Furthermore, instead of an ID reader, multiple sensors such as infrared sensors may be placed at predetermined intervals to detect when a prize P has passed through the drop-off opening H, and the size of the prize P may be identified and specified (estimated) based on the number of sensors that react. 【0068】 The prohibition unit 90 prohibits the game from being played. The prohibition unit 90 prohibits the game from being played, for example, by controlling it so that it does not accept input from the player to the operation unit 41. The prohibition unit 90 may also control it so that the payment reception unit 74 does not accept payment for the game even if a coin is inserted. The prohibition unit 90 prohibits the game from being played, for example, while the prize P is being replenished. The prohibition unit 90 also lifts the prohibition on the game from being played. The prohibition unit 90 lifts the prohibition on the game from being played, for example, by lifting the prohibition on the acceptance of input from the operation unit 41. The prohibition unit 90 lifts the prohibition on the game from being played, for example, after the replenishment of prize P is complete. 【0069】 The exclusion unit 92 excludes the prize P from the play space S to the exclusion space ES. 【0070】 The analysis unit 94 analyzes the image captured by the imaging unit 86 and obtains prize information 102 of the prize P placement in the captured play space S. In addition, the analysis unit 94 may also identify the prize P obtained from the image of the prize P captured in the prize dispensing space, similar to the function of the identification unit 88. 【0071】 The notification unit 96 notifies the administrator if the number of prizes P stored in the storage unit 20 falls below a predetermined number. 【0072】 <Processing flow> Figure 4 is a flowchart showing an example of the processing flow performed by each functional unit shown in Figure 3 in the game device 10 according to the first embodiment. Note that the content and order of the processing shown in Figure 4 can be changed as appropriate. 【0073】 (Step SP10) The control unit 70 determines whether the game on the game device 10 has been played a predetermined number of times. Specifically, when the progress unit 76 finishes one play, information on the prize P acquired is obtained from the identification unit 88, and whether or not a prize P was acquired in one play is recorded as the play history 108. If there are a predetermined number of consecutive plays in which no prize P is acquired, the process moves to step SP11. If there are fewer than the predetermined number of plays in which no prize P is acquired, the process returns to the process of step SP10. 【0074】 (Step SP11) The control unit 70 determines whether a value medium identical to or different from the value medium used to perform the play has been consumed. Specifically, if the player presses the replenishment button 44 and replenishment points are consumed, the process proceeds to step SP12. If no replenishment points are consumed, the process returns to step SP10. 【0075】 (Step SP12) The selection unit 80 selects one type of prize P from among the prizes P stored in the storage unit 20 as the prize P to be replenished. Specifically, when a player presses one of the multiple selection buttons 42, the selection unit 80 selects the prize P stored in the storage unit 20 corresponding to that selection button 42 as the prize P to be replenished. Then the process moves on to step SP13. 【0076】 (Step SP13) The prohibition unit 90 prohibits gameplay. Specifically, the prohibition unit 90 controls the operation unit 41 to not accept input from the player, thereby prohibiting gameplay. Then, the process moves to step SP14. 【0077】 (Step SP14) The replenishment unit 82 replenishes the selected prize P in the play space S. Then, the process moves on to step SP15. 【0078】 (Step SP15) The moving unit 84 moves the replenished prize P to a predetermined position. 【0079】 Figures 5A to 5D are schematic diagrams showing the game device 10 when prizes P are replenished in the first embodiment. An example of the replenishment process in the first embodiment will be explained with reference to Figures 5A to 5D. 【0080】 As shown in Figure 5A, when the replenishment of prizes P begins, the replenishment mobile plate 22 moves to the vicinity of the storage unit 20 where the selected prizes P are stored. 【0081】 As shown in Figure 5B, when the movable plate 22 moves near the storage section 20 where the selected prize P is stored, the floor member of the storage section 20 slides, and the prize P moves onto the movable plate 22. After the prize P has moved onto the movable plate 22, the movable plate 22 moves onto the playfield F. 【0082】 As shown in Figure 5C, the movable plate 22, having moved onto the playfield F, rotates around one of its sides as an axis, causing the prize P to fall, and the movable plate 22 rotates back to its original angle. 【0083】 As shown in Figure 5D, the dropped prize P is placed on the playfield F. The moving plate 22 returns to its position before replenishment began, and replenishment is completed. 【0084】 Returning to Figure 4, the process proceeds to step SP16. 【0085】 (Step SP16) The prohibition unit 90 releases the prohibition on play. Then, the series of processes shown in Figure 4 is completed. 【0086】 Here, steps SP10, 11, and 15 of the series of processes shown in Figure 4 may be omitted. For example, the replenishment unit 82 may replenish the prize P before the game device 10 is played, or the replenishment unit 82 may replenish the prize P regardless of whether replenishment points are consumed or not. For example, if a predetermined number of plays without winning a prize P continue, it may be possible to replenish the prize P without consuming replenishment points. Also, only the replenishment of prize P may be performed, and no separate process for moving prize P may be performed. For example, after the prize P falls from the storage unit 20 onto the playfield F, the prohibition unit 90 may release the prohibition on play. 【0087】 <Effects> As described above, the game device 10 according to the first embodiment is a game device 10 that provides a game in which a prize P in a play space S is acquired by a prize acquisition unit 15, and comprises a storage unit 20 provided in an area different from the play space S and storing multiple types of prizes P, a selection unit 80 that selects one type of prize P from among the prizes P stored in the storage unit 20, and a replenishment unit 82 that replenishes the play space S with the selected prize P. 【0088】 With this configuration, compared to a system where a predetermined number of prize points are replenished regardless of player selection, the ability to select from multiple types of prize points allows for the replenishment of prize points without diminishing the player's motivation to play. 【0089】 Furthermore, in the game device 10, the selection unit 80 selects one type of prize P based on the player's selection in the game device 10. 【0090】 This configuration provides players with the motivation to play in a way that encourages them to choose to acquire the prize points that are replenished by their own choice, compared to a scenario where prize points are selected regardless of the player's choice. 【0091】 Furthermore, in the game device 10, the replenishment unit 82 replenishes the selected prize P when a value medium identical to or different from the value medium used to perform the game is consumed. 【0092】 This configuration provides players with an incentive to want to acquire the prize points that have been replenished by consuming a predetermined value medium, compared to a scenario where prize points are replenished without consuming a predetermined value medium. 【0093】 In addition, in the game device 10, the replenishment unit 82 replenishes the prize P when the game has been played a predetermined number of times. 【0094】 This configuration provides players with an incentive to play multiple times on a single game machine 10, compared to a system where prizes P are replenished regardless of the number of plays. 【0095】 In addition, in the game device 10, the replenishment unit 82 replenishes the prizes P before the game is played. 【0096】 With this configuration, compared to the case where prize P is replenished after the game device 10 has been played, the player can start their first play with more prize P available than before replenishment, thus providing the player with an incentive to play for the first time. 【0097】 ---Second Embodiment--- Next, a description will be given of the game device 10A according to the second embodiment. 【0098】 In the second embodiment, the prize P to be replenished is selected by lottery from a group of prizes related to the acquired prize P, which is different from the first embodiment. 【0099】 In the second embodiment, the storage unit 100 records information indicating the shape, size, position, color, and orientation of prizes P placed on the playfield F as prize placement information 102. The storage unit 100 also records information indicating whether or not prizes P placed on the playfield F have been won as prize placement information 102. The storage unit 100 also records the number of prizes P placed on the playfield F as prize placement information 102. Furthermore, the memory unit 100 records the location information of prizes P in past play sessions as play history 108. Specifically, the play history 108 may be information output by analyzing images captured by the camera 30 at predetermined timings in past play sessions. Here, predetermined timings may be, for example, the timing before the player starts operating, the timing during operation, the timing at the end of play, etc., but may also be any other arbitrary timing. Furthermore, the memory unit 100 stores whether or not the player was able to win prize P in past games. The memory unit 100 may also store information about the types of prize P the player won in past games. 【0100】 In the second embodiment, when a prize P is won in the game, the acquisition unit 72 captures an image of the prize P with the camera 30. The acquisition unit 72 then acquires information about the prize P identified based on the captured image of the prize P, and related prize information 106 stored in the storage unit 100, and identifies a group of related prizes for the won prize P based on the acquired information. Specifically, if the won prize P is identified as a cat plush toy, the acquisition unit 72 identifies an animal plush toy, which is a group of related prizes for the cat plush toy. 【0101】 In the second embodiment, the selection unit 80 selects one type of prize P to be replenished by lottery. Here, the selection unit 80 may randomly select one type of prize P from the prizes P stored in the storage unit 20 as the prize P to be replenished. Alternatively, the selection unit 80 may select one type of prize P from the prizes P related to the most recently acquired prize P. For example, the selection unit 80 selects the prize P based on the stored prize information 104, the related prize information 106, and the play history 108. Specifically, if the most recently acquired prize P is a cat plush toy among the cat, rabbit, and robot plush toys stored in the storage unit 20, the selection unit 80 will draw a prize P to be replenished from among the cat and rabbit plush toys, which are animal plush toys. Furthermore, the selection unit 80 may draw one type of prize P from prize P that is different from the prize P most recently acquired. Specifically, if the prize P most recently acquired was a cat plush toy, the selection unit 80 will draw a prize P from among the rabbit and robot plush toys stored in the storage unit 20 to replenish the prize P. 【0102】 In the second embodiment, the replenishment unit 82 replenishes prize P based on the fact that prize P in the play space S has been won. Specifically, the replenishment unit 82 replenishes prize P when prize P has been won in the most recent game. 【0103】 Furthermore, the moving unit 84 is capable of moving prizes P to and from the play space S and areas outside the play space S. The moving unit 84 is equipped with a moving plate 24 to achieve its function. The moving unit 84 moves prizes P by having the moving plate move back and forth or left and right, pushing the prizes P in. The moving unit 84 may also move prizes P by having the moving plate 24 rotate or tilt. In addition, the moving unit 84 may move replenished prizes P to a position that is easier to obtain than the position where they were replenished by the replenishment unit 82. Specifically, prizes P may be moved to a position closer to the drop-off point. 【0104】 In the second embodiment, the analysis unit 94 obtains prize placement information 102 indicating whether a prize P was won or not won during a game play by analyzing the image. The analysis unit 94 also identifies the number of prize P in the play space S. The analysis unit 94 may also analyze images captured by a camera installed in the prize payout space to identify the won prize P. Alternatively, the analysis unit 94 may identify the prize P from its features, such as its color or outline. The analysis unit 94 may input the image into a program using a machine learning model, for example, and output the prize placement information 102 of the prize P output as an inference result by the program. 【0105】 Figure 6 is a flowchart showing an example of the processing flow performed by each functional unit shown in Figure 3 in the game device 10A according to the second embodiment. Note that the content and order of the processing shown in Figure 6 can be changed as appropriate. 【0106】 (Step SP20) The analysis unit 94 detects whether or not a prize P in the play space S has been acquired. Specifically, the analysis unit 94 obtains placement prize information 102, which indicates whether or not a prize P was acquired during a game, through image analysis. If the analysis unit 94 detects that a prize P has been acquired based on the placement prize information 102, the process proceeds to step SP21. If it detects that a prize P has not been acquired, it continues to monitor whether or not a prize P has been acquired. 【0107】 (Step SP21) The analysis unit 94 identifies the acquired prize P. Specifically, the analysis unit 94 identifies the acquired prize P based on the image of the captured prize P and the placement prize information 102 stored in the storage unit 100. Then, the process moves on to step SP22. 【0108】 (Step SP22) The acquisition unit 72 identifies the group of related prizes for the acquired prize P based on the information of the acquired prize P and the related prize information 106 stored in the storage unit 100. Specifically, the acquisition unit 72 identifies the acquired prize P as a cat plush toy and identifies the group of related prizes for the cat plush toy, which are animal plush toys. Then, the process moves on to step SP23. 【0109】 (Step SP23) The selection unit 80 selects one type of prize P by lottery. Here, the selection unit 80 selects one type of prize P from a group of related prizes associated with the acquired prize P. Specifically, the selection unit 80 draws a prize P to be replenished from the group of related prizes identified by the acquisition unit 72, namely stuffed animals of cats and rabbits. Based on the result of the draw, a stuffed cat is selected. Then the process moves on to step SP24. 【0110】 (Step SP24) The prohibition unit 90 prohibits gameplay. Specifically, the prohibition unit 90 controls the system to, for example, not accept input from the player to the control unit 41, thereby prohibiting gameplay. The process then proceeds to step SP25. 【0111】 (Step SP25) The replenishment unit 82 replenishes the selected prize P in the play space S. Then, the process moves on to step SP26. 【0112】 (Step SP26) The moving unit 84 moves the replenished prize P to a predetermined position. 【0113】 Figures 7A and 7B are schematic diagrams showing the game device 10A when prizes P are replenished in the second embodiment. An example of the replenishment process in the second embodiment will be explained with reference to Figures 7A and 7B. 【0114】 As shown in Figure 7A, the game device 10A of the second embodiment is equipped with a movable plate 24 for position adjustment. The movable plate 24 moves the prize P to a predetermined position in the play space S. The movable plate 24 is located below the prize storage section 14. The movable plate 24 moves the prize storage section 14 back and forth or left and right, pushing and moving the prize P, thereby moving the prize P to the predetermined position. The analysis unit 94 determines that the prize P on the play field F has moved to the drop-off opening H and that the prize P has been acquired. Then, after the selection unit 80 selects the prize P to be replenished, the floor of the storage section 20 corresponding to the prize P to be replenished tilts on one side as an axis, causing the prize P to fall below the prize storage section 14. 【0115】 As shown in Figure 7B, the movable plate 24 pushes the fallen prize P into place and moves it to the play space S. The movable plate 24 returns to its position before the replenishment began, and the replenishment is completed. 【0116】 Returning to Figure 6, the process proceeds to step SP27. 【0117】 (Step SP27) The prohibition unit 90 releases the prohibition on play. Then, the series of processes shown in Figure 6 is completed. 【0118】 Here, steps SP20, 21, 22, and 26 of the series of processes shown in Figure 6 may be omitted. For example, replenishment may be started by pressing the replenishment button 44. Alternatively, a lottery may be held to determine which prize P will be replenished, regardless of which prize P has been won. 【0119】 <Effects> In the game device 10A according to the second embodiment, the selection unit 80 selects one type of prize P by lottery. 【0120】 With this configuration, compared to a system where the replenished prize P is predetermined, players do not know which prize P will be replenished, thus providing players with a sense of surprise and anticipation regarding the replenished prize P. 【0121】 In addition, in the game device 10A, the replenishment unit 82 replenishes the prize P selected based on the fact that the prize P in the play space S has been won. 【0122】 With this configuration, compared to a case where prize points are replenished regardless of whether or not prize points are won, it is possible to maintain a predetermined number of prize points in the play space S, and the players' motivation can be sustained more effectively than when there are fewer than a predetermined number of prize points in the play space S. 【0123】 Furthermore, in the game device 10A, the one type of prize P selected by the selection unit 80 is a prize P related to the prize P that was won. 【0124】 This configuration provides players with more motivation to continue acquiring related prize points compared to cases where the replenished prize points are unrelated to the prize points they have already acquired. 【0125】 Furthermore, the game device 10A is further equipped with a movable unit 84 capable of moving prizes P between the play space S and areas outside the play space S. 【0126】 With this configuration, compared to a situation where the prize P cannot be moved to a predetermined position, the arrangement of the prize P on the play space S can be arranged in a way that increases or sustains the player's motivation to play. 【0127】 ---Third Embodiment--- Next, a description will be given of the game device 10B according to the third embodiment. 【0128】 In the third embodiment, the prize P is rearranged by replenishing the prize P after it has been removed from the play space S. 【0129】 In the third embodiment, the exclusion unit 92 includes a movable plate provided in the play space S. The exclusion unit 92 excludes the prize P in the play space S by pushing it in with the movable plate. The exclusion unit 92 excludes the prize P in the play space S when a value medium identical to or different from the value medium used to perform the play is consumed. The exclusion unit 92 also excludes the prize P in the play space S based on the results of the game provided by the game device 10. For example, the exclusion unit 92 excludes the prize P in the play space S when the game device 10 has been played a predetermined number of times. 【0130】 In the third embodiment, the replenishment unit 82 replenishes the play space S with prizes P stored in the storage unit 20 after the prizes P in the play space S have been removed by the removal unit 92. Furthermore, the replenishment unit 82 may replenish the prize P in the play space S in a different arrangement than the arrangement of the excluded prize P. Specifically, the memory unit 100 stores the arrangement of the prize P placed in the play space S as placed prize information 102. Next, the selection unit 80 selects the prize P to be replenished in the play space S after the prize P placed in the play space S has been excluded by the exclusion unit 92. Then, the replenishment unit 82 replenishes the selected prize P based on the arrangement of the prize P before exclusion, which is stored as placed prize information 102. Here, the replenishment unit 82 replenishes the prize P in a different arrangement than the prize P excluded by the exclusion unit 92. Note that the movement unit 84 may move the replenished prize P to a different arrangement. Furthermore, the replenishment unit 82 may replenish the play space S with a prize P of a different type than the excluded prize P. Specifically, the memory unit 100 stores the types of prize P placed in the play space S as placed prize information 102. Next, the selection unit 80 selects a prize P to be replenished in the play space S based on the type of prize P stored as placed prize information 102 after the excluded prize P placed in the play space S has been excluded by the exclusion unit 92. Here, the selection unit 80 selects a prize P of a different type than the excluded prize P as the prize P to be replenished in the play space S. Then, the replenishment unit 82 replenishes the selected prize P. 【0131】 In the third embodiment, the payment receiving unit 74 accepts payment for the redistribution of prizes P upon consumption of a predetermined value medium. The predetermined value medium may be divided into play points for playing, replenishment points for replenishing, and redistribution points for redistribution. 【0132】 Furthermore, in the third embodiment, the prohibition unit 90 prohibits gameplay not only while the prizes P are being replenished, but also while the prizes P are being removed. 【0133】 Figure 8 is a flowchart showing an example of the processing flow performed by each functional unit shown in Figure 3 in the game device 10B according to the third embodiment. Note that the content and order of the processing shown in Figure 8 can be changed as appropriate. 【0134】 (Step SP30) The control unit 70 determines whether the game device 10B has been played a predetermined number of times. Specifically, when the progress unit 76 finishes a play, the control unit 70 obtains information on the prize P acquired from the identification unit 88 and determines whether or not a prize P was acquired in that play. If it is determined that there have been a predetermined number of plays in which no prize P was acquired, the process proceeds to step SP31. If it is determined that there have been fewer than the predetermined number of plays in which no prize P was acquired, the monitoring of the number of plays continues. 【0135】 (Step SP31) The control unit 70 determines whether, in addition to the value medium used to execute the game, a value medium identical to or different from the value medium used to execute the game has been consumed. Specifically, if the player presses the reposition button 46 before the start of the game and a reposition point is consumed, the control unit 70 proceeds to step SP32. If no reposition point is consumed, the process returns to step SP30. 【0136】 (Step SP32) The prohibition unit 90 prohibits play. Specifically, the prohibition unit 90 controls the payment receiving unit 74 so that it does not accept payment for play even if a coin is inserted. Then, the process moves to step SP33. 【0137】 (Step SP33) The exclusion unit 92 excludes the prize P from the play space S to the exclusion space ES. Here, the memory unit 100 stores the type and placement of the prize P before exclusion, which was placed in the play space S, as placed prize information 102. 【0138】 Figures 9A to 9C are schematic diagrams showing the game device 10B when prize P is excluded in the third embodiment. An example of the exclusion process in the third embodiment will be explained with reference to Figures 9A to 9C. 【0139】 As shown in Figure 9A, when the removal of prize P begins, the moving plate 24, which moves in the front-to-back direction, pushes prize P in and moves it to the back of the prize storage section 14. 【0140】 As shown in Figure 9B, the moving plate 24, which moves in the forward and backward direction, returns to its original position. Then, the moving plate 24, which moves in the left and right direction, further pushes the prize P in, moving the prize P to the exclusion space ES. 【0141】 As shown in Figure 9C, the moving plate 24, which moves in the left-right direction, returns to its original position, and the removal of the prize P is completed. 【0142】 Returning to Figure 8, the process proceeds to step SP34. 【0143】 (Step SP34) The selection unit 80 selects a prize P from among those stored in the storage unit 20 that is of a different type from the prize P excluded by the exclusion unit 92, based on the type of prize P stored as the prize information 102 before exclusion, to be used as a replacement prize P. Specifically, it selects a cat plush toy of a different type from the excluded rabbit plush toy as the replacement prize P. Then, the process moves on to step SP35. 【0144】 (Step SP35) The replenishment unit 82 replenishes the selected prize P into the play space S. Specifically, the floor member of the storage unit 20, where the selected cat plush toy is stored, rotates on one of its sides as an axis, causing the cat plush toy to fall and be replenished into the play space S. Here, not only one cat plush toy but two cat plush toys may be replenished. Then the process moves on to step SP36. 【0145】 (Step SP36) The moving unit 84 moves the replenished prize P to a predetermined position. Here, the moving unit 84 moves the prize P to a position different from the position of the prize P that was excluded by the exclusion unit 92, based on the position of the prize P before exclusion, which is stored as the position of the prize P before exclusion. Specifically, the moving plate 24 pushes the cat plush toy in, moving the cat plush toy to a position in front of where the rabbit plush toy was positioned before exclusion. Then the process moves to step SP37. 【0146】 (Step SP37) The prohibition unit 90 releases the prohibition on play. Then, the series of processes shown in Figure 8 is completed. 【0147】 Here, steps SP30, 31, and 36 of the series of processes shown in Figure 8 may be omitted. For example, the replenishment unit 82 may remove the prize P before the game device 10 is played, and the replenishment unit 82 may replenish the prize P regardless of whether or not redeployment points are consumed. For example, if a predetermined number of plays without winning a prize P continue, it may be possible to replenish the prize P without consuming redeployment points. Also, only the removal and replenishment of prize P may be performed, and no separate process for moving prize P may be performed. For example, after the prize P falls from the storage unit 20 onto the playfield F, the prohibition unit 90 may release the prohibition on play. Furthermore, in step SP34, the prize P to be replenished may be selected by the player's selection. Specifically, if a selection button 42 is pressed by the player, the selection unit 80 may select the prize P stored in the storage unit 20 corresponding to that selection button 42. 【0148】 <Effects> As described above, the game device 10B according to the third embodiment is a game device 10B that provides a game in which a player can acquire a prize P in a play space S by operating the player, and comprises an exclusion unit 92 that excludes the prize P in the play space S to a first area (exclusion space ES) different from the play space S, a storage unit 20 provided in a second area (storage space SS) different from the play space S and the first area for storing the prize P, and a replenishment unit 82 that, after the prize P in the play space S has been excluded, replenishes the prize P stored in the storage unit 20 to the play space S. 【0149】 This configuration allows for a reduction in the cost of replacing prizes P compared to a scenario where prizes P cannot be rearranged. 【0150】 Furthermore, in the game device 10B, the storage unit 20 stores multiple types of prizes P, and the replenishment unit 82 replenishes the play space S with prizes P of different types from those excluded by the exclusion unit 92 from among the multiple types of prizes P stored in the storage unit 20. 【0151】 This configuration allows players to acquire different prize points than before the exclusion, compared to when the same type of prize points were replaced with the excluded prize points. Therefore, it can motivate players who did not want the prize points that were excluded before. 【0152】 Furthermore, in the game device 10B, the replenishment unit 82 replenishes the prizes P in the play space S in a different arrangement from the arrangement of the prizes P that were excluded by the exclusion unit 92. 【0153】 With this configuration, compared to when prize points are replenished in the same arrangement as the removed prize points, the arrangement of prize points will be different from before the removal. Therefore, even players who had low motivation to play because the arrangement of prize points before the removal was difficult to obtain can be motivated to play. 【0154】 Furthermore, in the game device 10B, the storage unit 20 stores multiple types of prizes P, and the selection unit 80 further selects one type of prize P from the stored prizes P based on the player's selection in the game device 10B, and the replenishment unit 82 may replenish the selected prize P in the play space S. 【0155】 This configuration provides players with the motivation to play in a way that encourages them to choose to acquire the prize points that are replenished by their own choice, compared to a scenario where prize points are selected regardless of the player's choice. 【0156】 Furthermore, in the game device 10B, the exclusion unit 92 excludes the prize P from the play space S if, in addition to the value medium used to perform the play, a value medium identical to or different from the value medium used to perform the play is consumed. 【0157】 This configuration provides players with an incentive to consume value media to acquire newly replenished prize P, compared to a scenario where prize P is removed without consuming value media and new prize P is replenished. 【0158】 Furthermore, in the game device 10B, the exclusion unit 92 excludes the prize P from the play space S when the game device 10B has been played a predetermined number of times. 【0159】 This configuration provides players with an incentive to play multiple times on a single game device 10, compared to a case where prize P is redistributed regardless of the number of plays. 【0160】 Furthermore, in the game device 10B, the exclusion unit 92 excludes the prize P from the play space S before the game device 10B is played. 【0161】 With this configuration, compared to a system where prize P cannot be rearranged until after the game device 10 has been played, the cost of replacing prize P can be reduced even for players who want to rearrange prize P during their first play on the game device 10. 【0162】 Furthermore, in the game device 10B, the exclusion unit 92 is equipped with a movable plate 26 that can move the prize P in the play space S, and the exclusion unit 92 excludes the prize P in the play space S by pushing it in with the movable plate 26. 【0163】 With this configuration, the space outside the play area S within the prize storage section 14 can be used as a space for arranging the excluded prizes P. 【0164】 ---Fourth Embodiment--- Next, the game device 10C according to the fourth embodiment will be described. 【0165】 In the fourth embodiment, the exclusion section 92 is an opening / closing opening provided in the play space S. The exclusion section 92 excludes the prize P from the play space S by dropping the prize P into the opening / closing opening while the opening / closing opening is open. 【0166】 Figure 10 is a schematic diagram showing a game device 10C in the fourth embodiment that allows for the rearrangement of prizes P. 【0167】 As shown in Figure 10, the game device 10C of the fourth embodiment is configured to achieve the function of the exclusion unit 92 described above, and includes a movable plate 26 for excluding prizes and an opening / closing port 28 provided in the play space S. The movable plate 26 tilts to move the prize P to the opening / closing port 28. The opening / closing port 28 is an opening that can be opened and closed. With the opening / closing port 28 open, the prize P can be dropped into the exclusion space ES provided below the play field F, thereby excluding the prize P from the play space S. 【0168】 Figures 11A to 11C are schematic diagrams of the game device 10C as viewed from direction A in Figure 10. Referring to Figures 11A to 11D, an example of the process for removing the prize P in the fourth embodiment will be explained. 【0169】 As shown in Figure 11A, when the removal of prize P begins, the moving plate 26 tilts, moving prize P onto the opening 28. 【0170】 As shown in Figure 11B, when the opening 28 opens, the prize P that has moved onto the opening 28 falls downward. 【0171】 As shown in Figure 11C, the dropped prize P moves to the exclusion space ES, and the moving plate 26 returns to its original position. The opening 28 returns to its closed state, and the exclusion of prize P is completed. 【0172】 <Effects> In the game device 10C according to the fourth embodiment, the exclusion unit 92 is provided with an opening / closing port 28 in the play space S, and the exclusion unit 92 excludes the prize P from the play space S by dropping the prize P into the opening / closing port 28 when the opening / closing port 28 is open. 【0173】 With this configuration, the space within the base 12 of the game device 10 can be used as space for placing the excluded prizes P. 【0174】 ---Fifth Embodiment--- Next, the game device 10D according to the fifth embodiment will be described. 【0175】 The fifth embodiment differs from the first embodiment in that the orientation of the prize P can be changed. 【0176】 In the fifth embodiment, the moving unit 84 may not only move the prize P but also change the orientation of the prize P. 【0177】 Furthermore, the analysis unit 94 may output information indicating the normal position and orientation of each prize P as the prize placement information 102. For example, the prize placement information 102 may define a prize P, such as a stuffed animal, as normal when it is standing upright and abnormal when it is lying down. For example, the prize placement information 102 may define a normal state as the orientation of the prize P captured by the imaging unit 86 at a predetermined timing. Here, if the prize P is in an abnormal state, the analysis unit 94 may analyze the captured image and output the operations necessary to return the prize P to a normal state. The analysis unit 94 may also output prize placement information 102 indicating that the position and orientation of prize P have changed as a result of playing the game. 【0178】 Figure 12 is a flowchart showing an example of the processing flow performed by each functional unit shown in Figure 3 in the game device 10D according to the fifth embodiment. Note that the content and order of the processing shown in Figure 12 can be changed as appropriate. 【0179】 (Step SP50) The imaging unit 86 captures an image of the prize P in the play space S, and the analysis unit 94 outputs information indicating the orientation of the prize P in the play space S. Specifically, the analysis unit 94 analyzes an image of a cat plush toy lying down and outputs prize placement information 102 indicating that the cat plush toy is lying down. At this point, the analysis unit 94 outputs the operation required to make the cat plush toy stand upright. Then, the process moves on to step SP51. 【0180】 (Step SP51) The control unit 70 determines whether the orientation of the prize P is normal based on the detected orientation of the prize P and the prize placement information 102 of the prize P. If it is determined that the orientation of the prize P is not normal, the process proceeds to step SP52. If it is determined that the orientation of the prize P is normal, the process returns to the process of step SP50. 【0181】 (Step SP52) The prohibition section 90 prohibits play. Then, the process proceeds to step SP53. 【0182】 (Step SP53) The moving unit 84 changes the orientation of the prize P. Specifically, the moving unit 84 changes the orientation of the prize P according to the operations required to make the cat plush toy stand upright, as output by the analysis unit 94. 【0183】 Figure 13 is a schematic diagram showing a game device 10 in the fifth embodiment in which the orientation of the prize P can be changed. 【0184】 As shown in Figure 13, the game device 10D of the fifth embodiment includes a movable plate 24 to achieve the function of the aforementioned movable unit 84. The movable plate 24 is provided so as to be rotatable about one of its lower sides as an axis. 【0185】 Figures 14A to 14E are schematic diagrams of the game device 10D as viewed from direction A in Figure 13. Referring to Figures 14A to 14E, an example of the process for changing the orientation of the prize P in the fifth embodiment will be explained. 【0186】 As shown in Figure 14A, when the orientation of the prize P is changed, the moving plate 24 pushes the prize P in and moves it. 【0187】 As shown in Figure 14B, the movable plate 24 rotates around its lower edge after pushing in the prize P. This causes the movable plate 24 to change the orientation of the prize P. 【0188】 As shown in Figure 14C, the movable plate 24 rotates after changing the orientation of the prize P and returns to its original angle. 【0189】 As shown in Figure 14D, the two movable plates 24 move while gripping the prize P, moving the prize P to a predetermined position while maintaining its orientation. 【0190】 As shown in Figure 14E, the movable plate 24 moves the prize P to a predetermined position, then returns to its original position, completing the change in the orientation of the prize P. 【0191】 Returning to Figure 12, the process moves on to SP54. 【0192】 (Step SP54) The prohibition unit 90 releases the prohibition on play. Then, the series of processes shown in Figure 12 is completed. 【0193】 <Effects> In the game device 10D according to the fifth embodiment, the moving unit 84 can change the orientation of the prize P. 【0194】 With this configuration, compared to a case where the orientation of the prize P cannot be changed, it is possible to orient the prize P in a way that increases or sustains the player's motivation to play, for example, by making it possible to make the face of the stuffed animal visible to the player. 【0195】 ---Variations--- It should be noted that the present invention is not limited to the embodiments described above. That is, any design modifications made to the embodiments described above by those skilled in the art are also included within the scope of the present invention, as long as they retain the features of the present invention. Furthermore, the elements of the above embodiments and the following modifications can be combined to the extent that it is technically possible, and any combination thereof is also included within the scope of the present invention, as long as it retains the features of the present invention. 【0196】 For example, the number of prize P replenished in the play space S may be set so that the number of prize P placed in the play space S is a certain number, or it may be set so that the number of prize P placed in the play space S is less than or equal to a certain number. For example, if there are 2 prize P placed in the play space S, it may be possible to replenish the prize P, but if there are 3 prize P placed in the play space S, it may be impossible to replenish the prize P. 【0197】 Furthermore, the amount of value medium consumed for replenishment may be changed depending on the number of prize P placed in the play space S. For example, the more prize P placed in the play space S, the greater the amount of value medium consumed for replenishment. Specifically, if there are 0 or 1 prize P placed in the play space S, replenishment may be possible without consuming any value medium; if there are 2 prize P placed in the play space S, the consumption of value medium equivalent to 1 play is required; if there are 3 prize P placed in the play space S, the consumption of value medium equivalent to 2 plays is required; and if there are 4 prize P placed in the play space S, the consumption of value medium equivalent to 5 plays is required. This increases the number of prize P placed in the play space S, thereby increasing the players' motivation to play, while also preventing the replenishment of an excessive number of prize P. 【0198】 Furthermore, multiple balls may be provided on the floor of the prize storage section 14 to mitigate the impact when prizes P fall. In this case, instead of a movable plate 24 on a board, a string-like movable cord may be provided, and prizes P larger than the balls may be pushed and moved by the movable cord. With this configuration, compared to the movable plate 24, the obstruction of the movement of the movable cord by the balls can be suppressed. 【0199】 Furthermore, the method of forming the drop-off opening H is not limited to a method in which the panel is removed. For example, the drop-off opening H may be formed by sliding and expanding / contracting the panel. Here, the size of the drop-off opening H may be adjusted according to the amount of movement of the sliding panel. Also, when viewed from above the game device 10, the drop-off opening H may be a square hole, a circular hole, or a donut shape (i.e., a shape with holes along the four sides of the prize storage section 14). 【0200】 Furthermore, while a game device 10 that uses a crane 16 to grasp and acquire prizes P is given as an example of a prize acquisition unit 15, the configuration of the prize acquisition unit 15 is not limited to this. For example, prizes P may be acquired by using a single arm to drop the prizes P that are stuck, or by using a shovel or the like to scoop out prizes P that are in the back to the front. In addition, prizes P may be acquired by tilting the floor of the prize storage unit 14 to drop the prizes P, or by using medals or the like to drop the prizes P. Thus, any configuration can be applied to the prize acquisition unit 15. 【0201】 Furthermore, the storage section 20 may be a box-shaped storage section 20, or it may be a bar provided on the left and right sides at the back of the game device 10. That is, the storage section 20 may store the replenishment prizes P sandwiched between the bar and the wall between the bar and the game device 10. Alternatively, the floor member of the storage section 20 may be a belt conveyor, and the prizes P may be moved by the rotation of the belt conveyor and the prizes P may be replenished in the play space S. 【0202】 Furthermore, while the first embodiment described a configuration in which the prize P to be replenished is selected by the selection button 42, the present invention is not limited thereto. For example, lamps may be attached to each storage unit 20, and the lamps may be turned on or off by operating the operation button 48A or operation button 48B or a joystick. Then, for example, when the replenishment button 44 is pressed, the prize P may be replenished from the storage unit 20 whose lamp is lit. Alternatively, when the replenishment button 44 is pressed, the lamps that light up at regular intervals may switch, and when the replenishment button 44 is pressed again, the prize P may be replenished from the storage unit 20 whose lamp was lit. In other words, the prize P to be replenished may be selected by lottery depending on the timing of pressing the replenishment button 44. Alternatively, number tags or the like may be attached to the storage unit 20, and the setting display unit 54 may display the number corresponding to the storage unit 20. When the player touches the number, the prize P stored in the storage unit 20 corresponding to the touched number may be replenished. Alternatively, the setting display unit 54 may display an image of the storage unit 20, and when the player touches one of the storage units 20, the prize P stored in the touched storage unit 20 may be replenished. 【0203】 In addition to advancing the game, the progress unit 76 may also perform various effects, such as playing music from the speaker or displaying images on the monitor, depending on whether or not the prize P is won. 【0204】 Furthermore, the input unit 78 may accept input from users other than the player, such as an administrator. For example, the input unit 78 may accept play fee settings from an administrator. 【0205】 Furthermore, the selection unit 80 may select one type of prize P to be replenished by lottery after the selection button 42 is pressed. For example, multiple types of prize P may be set corresponding to one selection button 42, and one type of prize P to be replenished may be selected by lottery from among these multiple types of prize P. This adds a game-like element to the selection of the prize P to be replenished. 【0206】 Furthermore, the moving unit 84 may move the prize P to any of the four corners of the playfield F, or to the center of the playfield F. The moving unit 84 may also move multiple prizes P so that they are scattered at intervals greater than a predetermined distance. For example, the moving unit 84 may be a circular rotating plate provided in the center of the playfield F. After multiple prizes P are gathered in the center of the playfield F, the rotating plate rotates, and the prizes P are scattered across the playfield F by centrifugal force. 【0207】 Furthermore, the prohibition unit 90 may display on the setting display unit 54 that prize P is currently being replenished and that there is no need to call a staff member because it is being replenished, or it may announce this by voice through a speaker provided in the game device 10. Furthermore, the prohibition unit 90 may display on the setting display unit 54 that prize P is currently being removed and that there is no need to call a staff member because it is being removed, or it may announce this by voice through a speaker provided in the game device 10. 【0208】 Furthermore, the notification unit 96 may notify the player that it is possible to replenish the prize P when the game has been played a predetermined number of times consecutively or when the number of prize P in the play space S is below a predetermined number. Also, the notification unit 96 may notify the player of information about prize P that the player has already acquired but has not yet acquired, based on the user information stored in the memory unit 100. Furthermore, the notification unit 96 may, based on the user information stored in the memory unit 100, notify a player who has acquired two of the same prize type in a machine where it is set that only one of the same prize type can be acquired, of a violation of the rules. 【0209】 Furthermore, while the first embodiment described a mode in which the replenishment of prize P is initiated based on a first condition that the player has failed to acquire prize P a predetermined number of times and a second condition that the value medium has been consumed, the present invention is not limited thereto. For example, the replenishment of prize P may be initiated based on a first condition that the player has failed to acquire prize P a predetermined number of times and a second condition that the number of prize P placed in the play space S is below a certain number. This can increase or sustain the motivation of players who have failed to acquire prize P, while also preventing the replenishment of an excessive number of prize P. 【0210】 Furthermore, in the second embodiment, a mode was described in which the prize P to be replenished is selected from prize P related to the acquired prize P. However, it may be possible to select a prize P of the same type as the prize P acquired immediately before, and to select a prize P to be replenished from a different type of prize P than the prize P acquired immediately before. Here, for example, based on user information and play history 108, a prize P to be replenished from a different type of prize P than those previously acquired by the same player may be selected. Furthermore, prizes P of the same type as those placed in the play space S may not be selected as prizes P to be replenished, and prizes P not placed in the play space S may be selected as prizes P to be replenished. Specifically, if cat and rabbit plush toys are placed in the play space S, a robot plush toy not placed in the play space S may be selected as prize P to be replenished from among the cat, rabbit, and robot plush toys stored in the storage unit 20. Furthermore, based on the related prize information 106 and the information on the acquired prize P, a prize P that is not part of the related prize group of the acquired prize P may be selected as the replacement prize P. For example, if a cat plush toy is acquired, a robot plush toy may be selected as the replacement prize P instead of a rabbit plush toy, which is part of the related prize group of the cat plush toy. 【0211】 Furthermore, while the second embodiment described a mechanism in which a prize P to be replenished is drawn from prize P related to the acquired prize P, the prize P to be replenished may also be selected from prize P related to the acquired prize P based on the player's selection. For example, based on the information of the prize P acquired immediately before, prize P related to the acquired prize P may be displayed on the application on the player's user terminal. Then, based on the player selecting a prize P to be replenished from the related prize P on the application, the selection unit 80 may select the prize P to be replenished. 【0212】 Furthermore, while the second embodiment describes a configuration in which one movable plate 24 is provided on one side of the playfield F, the number of movable plates 24 is not limited to this. For example, two or more movable plates 24 may be provided on one side of the playfield F. This allows the movable unit 84 to make more precise adjustments to the placement of the prizes P. 【0213】 Furthermore, in the second embodiment, the movable part 84 is not limited to a plate-shaped movable plate 24, but may be a thread-like member. For example, a thread-like movable string may be provided below the prize storage section 14, and by moving the prize storage section 14 back and forth or left and right, the prize P may be pushed in and moved, thereby moving the prize P to a predetermined position. Furthermore, the movable part 84 may be an L-shaped movable plate when viewed from above. For example, L-shaped movable plates are provided at the four corners (outside the play space S) of the prize storage section 14, and prizes P are placed in the L-shaped recesses. Here, the movable plate rotates around one end of the L-shape as an axis, and the prizes P are pushed towards the center of the play field F, thereby replenishing or moving the prizes P into the play space S. 【0214】 Furthermore, when prize P is removed from the play space S and replacement prize P is added to the play space S, the placement of the replacement prize P may be arranged in a way that makes it easier for players to acquire the prize P. For example, the replacement prize P may be placed closer to the drop-off point H than the prize P before removal. Also, the orientation of the prize P before removal and the orientation of the replacement prize P may be changed. For example, if the orientation of the prize P before removal is lying down, the orientation of the replacement prize P may be changed to an upright position. 【0215】 Furthermore, although the third embodiment described an embodiment in which the replenishment unit 82 replenishes prizes P of a different type than those before exclusion, it may also replenish prizes P of the same type as those before exclusion. In addition, the replenishment unit 82 may replenish prizes P in the same arrangement as the prizes P before exclusion. 【0216】 Furthermore, in the third embodiment, if the number of prizes P in the excluded space ES is greater than or equal to a predetermined number, the notification unit 96 may notify the administrator accordingly. For example, the imaging unit 86 captures an image of the excluded space ES. The analysis unit 94 then analyzes the image captured by the imaging unit 86 and obtains prize information 102 of the prizes P in the captured excluded space ES. Specifically, the analysis unit 94 identifies the number of prizes P in the excluded space ES. If the number of prizes P in the excluded space ES is greater than or equal to a predetermined number, the notification unit 96 notifies the administrator that, for example, the prizes P in the excluded space ES need to be moved to the play space S or storage space SS. This makes it possible to notify the administrator of the timing when maintenance management is required, thereby reducing the management cost of the game device 10B. 【0217】 Furthermore, although the third embodiment described a configuration in which all prizes P on the playfield F are excluded, the present invention is not limited thereto. For example, some of the prizes P on the playfield F may be excluded. The excluded prizes P may be specified by their position on the playfield F. Specifically, prizes P on the far side of the playfield F may be excluded, or prizes P on the near side of the playfield F may be excluded. Furthermore, the prizes P to be excluded may be specified by their type. Specifically, cat plush toys may be excluded, or animal plush toys, such as cat and rabbit plush toys, may be excluded. Also, the prizes P to be excluded may be specified by the player's selection. For example, a screen for selecting the prizes P to be excluded may be displayed on the setting display unit 54, and the player may select the prizes P to be excluded. 【0218】 Furthermore, in the third embodiment, the replenishment unit 82 was described as replenishing prize P based on the placement of the prize P that was removed immediately before, but the present invention is not limited thereto. For example, if the rearrangement of prize P is repeatedly performed by removing and replenishing prize P, the replenishment unit 82 may replenish prize P not only based on the placement of the prize P that was removed immediately before, but also based on the placement of prize P that was removed before the most recent removal. That is, prize P may be replenished based on the placement of prize P that was removed one round ago (immediately before) or the placement of prize P that was removed two rounds ago. Moreover, prize P may be replenished based on the placement of prize P that was removed one round ago and the placement of prize P that was removed two rounds ago, or prize P may be replenished based on the placement of prize P that was removed more than two rounds ago. Specifically, if a stuffed animal was placed at the back of the play space S two rounds ago, and a stuffed animal was placed closer to the front of the play space S one round ago than two rounds ago, the stuffed animal may be replenished so that it is placed even closer to the front of the play space S than one round ago. Furthermore, in the third embodiment, the selection unit 80 was described as selecting a prize P to be replenished in the play space S based on the type of prize P that was excluded immediately before, but the present invention is not limited thereto. For example, the selection unit 80 may select a prize P to be replenished based not only on the type of prize P that was excluded immediately before, but also on the type of prize P that was excluded before the most recent exclusion. That is, the prize P to be replenished may be selected based on the type of prize P that was excluded one round ago (immediately before) or the type of prize P that was excluded two rounds ago. Moreover, the prize P may be selected based on the type of prize P that was excluded one round ago and the type of prize P that was excluded two rounds ago, or the prize P may be selected based on the type of prize P that was excluded more than two rounds ago. Specifically, if a cat plush toy was excluded one round ago and a rabbit plush toy was excluded two rounds ago, the robot plush toy may be selected as the prize P to be replenished from among the cat, rabbit, and robot plush toys stored in the storage unit 20. 【0219】 Figure 15 is a schematic diagram of a modified game device 10E. 【0220】 As shown in Figure 15, the game device 10E has two play spaces S. In the left play space S, a game can be played in which a prize P is won using one crane 16 (not shown), and in the right play space S, a game can be played in which a prize P is won using another crane 16 (not shown). An exclusion space ES is provided between the two play spaces S, and excluded prizes P are placed in the exclusion space ES. This makes the space between the two play spaces S available as a space for arranging excluded prizes P. 【0221】 Figure 16 shows an example of game system 1 related to a modified version. 【0222】 As shown in Figure 16, the game system 1 of the present invention comprises a plurality of game devices 10 and a server device 200, and these plurality of game devices 10 and the server device 200 are configured to communicate with each other via a communication line NT. The server device 200 comprises a storage unit 100, a replenishment unit 82, and a selection unit 80. The storage unit 100 stores information of the plurality of game devices 10. The replenishment unit 82 replenishes prizes P in the play space S of one of the plurality of game devices 10. The selection unit 80 selects the prizes P to be replenished by the replenishment unit 82 and the one game device 10 to which the prizes P will be replenished. Here, the plurality of game devices 10 may be game devices 10 installed in one store, or game devices 10 installed in multiple stores. 【0223】 Here, the memory unit 100 stores information about the prizes P placed in the play spaces S of the multiple game machines 10 as prize placement information 102. For example, the prize placement information 102 includes information such as the number of prizes P acquired in past games at the multiple game machines 10, and the acquisition rate, which indicates how many of a particular type of prize P were acquired among all prizes acquired in the past. For example, the prize placement information 102 includes information such as the number of each type of prize P placed at the multiple game machines 10. The memory unit 100 also stores information about replenishment prizes P stored in the storage units 20 of the multiple game machines 10 as stored prize information 104. 【0224】 Furthermore, the selection unit 80 selects one of the multiple game machines 10 to replenish the prizes P. Specifically, it may select one game machine 10 in which the user has pressed the replenishment button 44, or it may select one game machine 10 in which the number of prizes P is less than or equal to a predetermined number. For example, the selection unit 80 may select one game machine 10 to replenish the prize P according to the number of times the game machine 10 has been played. Specifically, if the number of times one game machine 10 has been played in a predetermined period is less than the number of times other game machines 10 have been played in a predetermined period, the selection unit 80 may select the game machine 10 with the fewer plays as the one to replenish the prize P. For example, the selection unit 80 may select one game machine 10 to replenish the prize P according to the number of times the prize P has been won in that game machine 10. Specifically, if the number of times the prize P has been won in one game machine 10 during a predetermined period is greater than the number of times the prize P has been won in other game machines 10 during a predetermined period, the selection unit 80 may select the game machine 10 with the higher number of prize P wins as the one game machine 10 to replenish the prize P. For example, the selection unit 80 may select one game machine 10 to replenish the prize P according to the acquisition rate of the prize P stored in the game machine 10. Specifically, if the acquisition rate of the prize P stored in one game machine 10 is higher than the acquisition rate of the prize P stored in the other game machines 10, the selection unit 80 may select the game machine 10 that has had the most prize P acquisitions as the one to replenish the prize P. For example, the selection unit 80 may select one game machine 10 to replenish the prizes P according to the installation start date of the game machine 10. Specifically, the selection unit 80 may preferentially select a game machine 10 with a more recent installation start date as the game machine 10 to replenish the prizes P. 【0225】 Furthermore, the selection unit 80 selects one type of prize P from among the prizes P stored in the storage units 20 of the multiple game devices 10 as the prize P to be replenished. For example, the selection unit 80 may select a prize P with a high acquisition rate in the multiple game devices 10 as the prize P to be replenished based on the prize placement information 102. Alternatively, for example, the selection unit 80 may select a type of prize P with a small number of placements in the play space S in the multiple game devices 10 as the prize P to be replenished based on the prize placement information 102. Furthermore, if multiple game machines 10 are installed adjacent to each other, the selection unit 80 may select the prize P to be replenished in one game machine 10 by referring to the prize information 102 of the other game machines 10. For example, the selection unit 80 may select the same prize P as the prize P placed in the play space S of another game machine 10 adjacent to one game machine 10, or a different prize P, as the prize P to be replenished in the play space S of one game machine 10. Specifically, if a cat or rabbit plush toy can be replenished in the play space S of one game machine 10, and only a cat plush toy is placed in the play space S of another game machine 10, the selection unit 80 may select a rabbit plush toy as the prize P to be replenished in the play space S of one game machine 10. Furthermore, the prizes P to be replenished according to the number of times the game device 10 has been played may be selected. Specifically, if the number of times one game device 10 has been played in a predetermined period is less than the number of times another game device 10 has been played in a predetermined period, the selection unit 80 may select prizes P with a high acquisition rate as the prizes P to be replenished in the play space S of the game device 10 with fewer plays. Furthermore, the selection unit 80 may refer to the prize information 102 of the game machines 10 installed in other stores and select the prizes P to be replenished in the game machine 10 installed in one store. Specifically, the selection unit 80 may select the prizes P that have a high acquisition rate in other stores as the prizes P to be replenished in the play space S of the game machine 10 in one store. In this case, the stores where the other game machines 10 are installed and refer to the prize information 102 may be multiple stores or just one store. 【0226】 Furthermore, information such as the number of items acquired and the acquisition rate is not limited to information from the game device 10 that can communicate with the server device 200. For example, the memory unit 100 may store the acquisition rate of prize P at competing stores and select the prize P to be replenished accordingly. [Explanation of symbols] 【0227】 10, 10A, 10B, 10C, 10D, 10E: Game device, 20: Storage section, 82: Refill section, 92: Exclusion section, P: Prizes, S: Play space, ES: Exclusion space (first area), SS: Storage space (second area)

Claims

[Claim 1] A game device that provides a game in which players win prizes in the play space through player operation, An exclusion unit that excludes the prizes in the play space to a first area different from the play space, A storage unit for storing prizes is provided in a second area different from the play space and the first area, After the prizes in the play area are removed, a replenishment unit replenishes the play area with prizes stored in the storage unit, A game device equipped with the following features. [Claim 2] The aforementioned storage unit stores multiple types of prizes, The replenishment unit replenishes the play space with prizes of a different type from those excluded by the exclusion unit, from among the multiple types of prizes stored in the storage unit. The game device according to claim 1. [Claim 3] The replenishment unit replenishes the prizes in the play space in an arrangement different from the arrangement of the prizes that were removed by the removal unit. The game device according to claim 1. [Claim 4] The aforementioned storage unit stores multiple types of prizes, Furthermore, the system includes a selection unit that selects one type of prize from the stored prizes based on the player's selection. The replenishment unit replenishes the selected prizes in the play space. The game device according to claim 1. [Claim 5] The exclusion unit excludes the prizes in the play space if, in addition to the value medium used to perform the play, a value medium identical or different to the said value medium is consumed. A game device according to any one of claims 1 to 3. [Claim 6] The exclusion unit removes the prizes from the play space when the game has been played a predetermined number of times. A game device according to any one of claims 1 to 3. [Claim 7] The exclusion unit removes the prizes from the play space before the game is played. A game device according to any one of claims 1 to 3. [Claim 8] The exclusion section includes a movable plate that can move the prizes in the play space, The exclusion section excludes prizes from the play space by pushing them in with the moving plate. A game device according to any one of claims 1 to 3. [Claim 9] The exclusion section is provided with an opening and closing mechanism in the play space. The exclusion unit excludes prizes from the play space by dropping them into the opening while the opening is open. A game device according to any one of claims 1 to 3.