Game device, game server, and program
The game device uses multiple cameras to generate composite images from different angles, addressing spatial awareness issues in online crane games by enhancing the player's ability to position the crane arm accurately relative to prizes.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- TAITO KABUSHIKI KAISHA
- Filing Date
- 2026-04-24
- Publication Date
- 2026-07-02
AI Technical Summary
Conventional online crane games face challenges in spatial awareness due to fixed camera positions and single-lens imaging, making it difficult for players to accurately position the crane arm relative to prizes.
A game device that generates and outputs game images simultaneously from two angles on a single screen, using multiple cameras to capture the crane arm and prizes from different perspectives, allowing players to understand the game's execution status more easily.
Enhances spatial awareness by providing composite images from multiple angles, enabling players to accurately position the crane arm relative to prizes, thereby improving gameplay experience.
Smart Images

Figure 2026110761000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game device, a game server, and a program.
Background Art
[0002] A crane game device installed in an amusement facility or the like is configured such that prize products (prizes) are placed in a field provided inside a housing, and the prizes can be acquired by a crane arm (catcher) operated from outside the machine. The player can, for example, move the crane arm in the vertical / horizontal direction by operating a button, move it above the target prize, and execute an operation of catching the prize with the crane arm. In order to move the crane arm to the target position, the player changes the direction of looking (the position of the head) inside the housing and performs a button operation while grasping the positional relationship between the moving crane arm and the prize.
[0003] By the way, in recent years, a game service that allows a crane game device to be used through a network (hereinafter sometimes referred to as an online crane game) has been provided. In this type of game service, a video of the crane game device is provided to an electronic device such as a personal computer or a smartphone used by the player through a network. Then, the player can send an operation instruction to the crane game device being photographed through the network and control the crane arm by performing a predetermined input operation on the electronic device while viewing the video. Thereby, the player can use the crane game device installed at a remote location through the network.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
[0005] In conventional online crane games, the movement of the crane arm is controlled in response to input commands on an electronic device. For example, in response to a horizontal command, the crane game device moves the crane arm horizontally horizontally, and then in response to a vertical command, it moves the crane arm horizontally vertically. Once the horizontal positioning is complete, the crane game device moves the crane arm downwards to grasp the prize, then moves it upwards, and then horizontally to the prize drop-off point.
[0006] Therefore, in conventional online crane games, in order to make it easier to give instructions to operate the crane arm, the image displayed on the electronic device is switched depending on the direction in which the crane arm is moved. Specifically, when the crane arm is moving horizontally, the image of the crane game device taken from the vertical is displayed, and when the crane arm is moving vertically, the image of the crane game device taken from the horizontal is displayed. This makes it easier to position the crane arm by making it appear to move horizontally in the image.
[0007] However, conventionally, crane game machines are filmed with a single-lens camera, making it difficult to perceive depth through binocular parallax in the captured images, thus hindering spatial awareness. Furthermore, the camera position for filming the crane game machine is fixed, and only images filmed from a specific direction corresponding to the direction of movement of the crane arm are displayed. In other words, it was not possible to display images filmed from the direction requested by the player to check the state of the crane arm or prize inside the machine. As a result, in conventional online crane games, it was difficult to grasp the positional relationship between the moving crane arm and the prize, making it difficult for the player to position the crane arm as intended.
[0008] This invention has been made in consideration of the circumstances described above, and its purpose is to provide a game device, a game server, and a program that make it easier to understand the game's execution status. [Means for solving the problem]
[0009] To solve the above problems, the present invention provides a game device that includes a prize stage on which prizes are placed and a moving mechanism that moves the prizes from the prize stage in response to the operation of the player of the game device. The device includes a video generation means for generating game images that simultaneously display two images, taken from two angles, on a single screen on an electronic device operated by the player. The device also includes a video output means for outputting the game images to a device that transmits the game images to the electronic device. [Effects of the Invention]
[0010] According to the present invention, it is possible to easily understand the game's execution status. [Brief explanation of the drawing]
[0011] [Figure 1] A block diagram showing the configuration of the game system 5 in this embodiment. [Figure 2] A block diagram showing an example of the functional configuration of the game server 6 in this embodiment. [Figure 3] A diagram showing the external configuration of the game device 10 in this embodiment. [Figure 4] A block diagram showing the functional configuration of the game device 10 in this embodiment. [Figure 5] A flowchart illustrating the operation of the game server 6 in this embodiment. [Figure 6] A flowchart illustrating the operation of the game device 10 in this embodiment. [Figure 7] A flowchart illustrating the game video generation process of the game device 10 in this embodiment. [Figure 8]Flowchart for explaining the play history processing of the game device 10 in the present embodiment. [Figure 9] Diagram showing an example of the menu screen SA provided by the game server 6 in the present embodiment. [Figure 10] Diagram showing an example of the browsing screen SB displayed on the electronic device 2 in the present embodiment. [Figure 11] Diagram showing an example of the play screen SC displayed on the electronic device 2 in the present embodiment. [Figure 12] Diagram showing an example of the play history list screen SD in the present embodiment. [Figure 13] Diagram showing an example of the play history details screen SE in the present embodiment. [Figure 14] Diagram showing an example of the animated verification video in the present embodiment. [Figure 15] Diagram showing an example of the browsing screen SF displayed on the electronic device 2 in the present embodiment. [Figure 16] Diagram showing an example of the play screen SG displayed on the electronic device 2 in the present embodiment.
Embodiments for Carrying Out the Invention
[0012] Hereinafter, embodiments of the present invention will be described with reference to the drawings. FIG. 1 is a block diagram showing the configuration of the game system 5 in the present embodiment. The game system 5 shown in FIG. 1 is a system for providing a game service to electronic devices 2 (2-1,..., 2-m) connected via a network 4 including the Internet or the like. The electronic device 2 is, for example, a personal computer, a smartphone, a tablet terminal, a television, etc. used by a player who uses the game service.
[0013] The game system 5 includes a game server 6, a video distribution server 7, and at least one game device 10 (10-1, 10-2,..., 10-n). The game server 6 is connected to the network 4 and transmits and receives data to and from the electronic device 2. The game server 6 is also connected through a network 8 such as a LAN (Local Area Network) to at least one game device 10 (10-1, 10-2, …, 10-n) installed in the facility, and executes operation control of the game device 10, transmission and reception of data, etc. The game server 6 also executes control for recording the video of the game device 10 being photographed during game execution to the video distribution server 7 and transmitting (distributing) the video recorded in the video distribution server 7 to the electronic device 2.
[0014] The game server 6 provides a game service that enables a game device 10 to be played through the network 4 to the electronic device 2 connected through the network 4. The game server 6 transmits a game viewing video for viewing, which is a video of a specific game device 10 selected from a plurality of game devices 10, in response to an instruction from the electronic device 2 connected through the network 4. The video to be viewed can be targeted not only at the game device 10 during which a game is being executed by another player, but also at the game device 10 on which no game is being executed.
[0015] Furthermore, when the game server 6 receives a game execution request from the electronic device 2, it enables a game by a specific game device 10 selected from a plurality of game devices 10 in response to this game execution request. The game server 6 transmits a game video for game execution, which is a video of the game device 10, to the electronic device 2 that requested the game execution. The game server 6 outputs the operation data received from the electronic device 2 to the game device 10 and causes it to operate according to the operation data. A player operating the electronic device 2 can perform an input operation for controlling the game device 10 while checking the operation state of the game device 10 based on the video received from the game server 6.
[0016] Furthermore, the game server 6 stores video data, such as game footage captured from the game device 10 running the game, in the video distribution server 7, and retrieves the video data as needed to distribute or download it to electronic devices 2, etc. The game server 6 can also provide registered players with a dedicated web page. The player-dedicated web page displays the player's past game results, game usage status, coin purchases, etc.
[0017] The game device 10 executes the game under the control of the game server 6. The game device 10 receives operation data output in response to player input operations on the electronic device 2 via the game server 6 and executes control according to the operation data. In the game system 5 of this embodiment, the game device 10 is implemented as, for example, a crane game device. The crane game device is configured to place prizes (prize products) on a prize stage provided inside the casing, and to control the movement of the crane arm (catcher) in response to input operations from the player, so that the prizes can be dispensed outside the casing (dropped into the prize drop-off point).
[0018] The multiple game devices 10 provided in the game system 5 each have, for example, different prizes placed on them, and the state in which the prizes are placed on the prize stages also differs. The player operating the electronic device 2 can check the types and states of the prizes placed on each of the multiple game devices 10 and select which game device 10 to play.
[0019] Figure 2 is a block diagram showing an example of the functional configuration of the game server 6 in this embodiment. As shown in Figure 2, the game server 6 includes components that make up a computer, such as a CPU 6a, RAM 6b, storage device 6c, input device 6d, display device 6e, and communication device 6f.
[0020] The CPU 6a performs various processes based on the programs and data stored in RAM 6b, including overall control of the game server 6, management of data stored in memory device 6c, processing for providing network game services, and control / management of the game device 10.
[0021] RAM6b stores various programs executed by CPU6a and data executed by various processes. The programs stored in RAM6b include the basic program (OS (Operating System)), a management program for controlling / managing multiple game devices 10, a video management program for controlling the recording of video to the video distribution server 7, the playback of the recorded video, and its distribution to the electronic device 2, a judgment request receiving program that receives judgment requests from the electronic device 2 via email, etc., and a judgment processing program that judges the game content based on the video recorded on the video distribution server 7 in response to the judgment request from the electronic device 2 and sends the judgment result to the electronic device 2.
[0022] The memory device 6c stores various programs and data. The various programs and data stored in the memory device 6c are loaded into the CPU 6a and processed by the CPU 6a. The memory device 6c can also store video data, such as game footage of the game device 10, which is input from the game device 10.
[0023] The display device 6e displays a screen corresponding to the processing performed by the CPU 6a on a display such as an LCD (Liquid Crystal Display). The display device 6e also plays back video stored on the video distribution server 7.
[0024] The input device 6d receives data and instructions corresponding to various processes performed by the CPU 6a through input devices such as a keyboard or mouse. The communication device 6f controls communication with the electronic device 2 via the network 4, and with the video distribution server 7 and game device 10 via the network 8, under the control of the CPU 6a.
[0025] The electronic device 2, like the game server 6 shown in Figure 2, includes a CPU, RAM, storage device, input device, display device, communication device, etc., which constitute a computer. The CPU of the electronic device 2 performs various processes based on the programs and data stored in RAM, such as overall control of the electronic device 2, management of data stored in the storage device, and processing for using network game services. The programs loaded into RAM include the basic program (OS) as well as browsing programs for accessing sites published by the game system 5 (game server 6) etc. via the network 4.
[0026] Figure 3 shows the external configuration of the game device 10 (crane game device) in this embodiment. The game device 10 shown in Figure 3 is assumed to be implemented by one of two game units (left unit and right unit) mounted in a single enclosure (the left unit in Figure 3). Alternatively, the game device 10 may consist of only one game unit mounted in a single enclosure.
[0027] The game device 10 consists of an upper casing and a lower casing. The upper casing has its front and sides covered with transparent plates, allowing the inside of the casing to be seen through the transparent plates. However, since the game device 10 is not directly operated by the player, it does not need to be covered with transparent plates.
[0028] At the top of the upper cabinet (game space), there is a crane arm 10A whose movement is controlled according to operation data input from the game server 6. At the top of the upper cabinet, there is a crane mechanism (not shown) for moving the crane arm 10A in, for example, the X-axis, Y-axis, and Z-axis (up and down) directions. The crane mechanism is driven according to operation data indicating, for example, lateral movement (left and right), vertical movement (forward and backward), and descent (catching). At the tip of the crane arm 10A, there is an arm (gripping claw) for grasping prizes, and its movement is controlled to close (grasp the object) when it reaches the position where it has been lowered to reach the prize.
[0029] A front camera 12A, supported by a camera stand 12B, is installed on the front of the game device 10, and a side camera 14A, supported by a camera stand 14B, is installed on the side. The front camera 12A and the side camera 14A capture images including the crane arm 10A and prizes inside the upper cabinet, with at least the upper cabinet as their shooting range.
[0030] In addition, although not shown in Figure 3, an upper camera 13A (shown in Figure 4) is provided to photograph the inside of the upper casing of the game device 10 from above. The upper camera 13A is installed, for example, on the ceiling inside the upper casing, on the upper side of the upper casing, or on the crane arm 10A (main body).
[0031] A prize stage 10B on which prizes are placed is provided inside the upper casing of the game device 10. Although the prize stage 10B of the game device 10 shown in Figure 3 is configured as a flat surface, it may be configured in a shape other than a flat surface to allow prizes to be placed in various ways. For example, the prize stage 10B may be configured with steps or other steps, or with multiple rod-shaped members spanning across it.
[0032] A prize drop-off opening 10C is formed in part of the prize stage 10B. The prize drop-off opening 10C is connected to a prize retrieval opening located on the front of the lower casing through a prize guidance space located in the lower part of the prize stage 10B. Prizes dropped into the prize drop-off opening 10C by the operation of the crane arm 10A are detected by a prize detection sensor (described later). The prizes are then guided to the prize retrieval opening through the prize guidance space.
[0033] The front camera 12A photographs the upper cabinet from the front of the game machine 10, capturing footage of the crane arm 10A and prizes with the back of the stage 10D and the side of the stage 10E (partition plate with the right-side unit) of the upper cabinet as the background. Similarly, the side camera 14A photographs the upper cabinet from the side of the game machine 10, capturing footage of the crane arm 10A and prizes with the back of the stage 10D and the side of the stage 10E of the upper cabinet as the background.
[0034] Furthermore, the upper camera 13A captures images of the inside of the upper cabinet (prize field) from above, making it easier to simultaneously understand the relative positions of the crane arm 10A and the prizes in the front, back, left, and right directions, which is difficult to confirm from the images captured by the front camera 12A and the side camera 14A.
[0035] In the example shown in Figure 3, two cameras are provided: a front camera 12A, an upper camera 13A, and a side camera 14A. However, four or more cameras may be provided to capture images of the game device 10 from different directions and output the video.
[0036] In the game system 5 of this embodiment, the video captured by the front camera 12A and side camera 14A of the game device 10 is distributed via the game server 6 to the electronic device 2 that requested the execution of the game and to the game device 10 that viewed the game.
[0037] Figure 4 is a block diagram showing the functional configuration of the game device 10 in this embodiment. As shown in Figure 4, a control PCB (Print Circuit Board) 68 on which various units are mounted is provided inside the casing of the game device 10. The units mounted on the control PCB 68 include a CPU 70, RAM 71, storage device 72, input / output processing unit 73, camera control unit 74, motor drive unit 76, arm drive unit 77, and communication control unit 78.
[0038] The CPU 70 controls the entire game device 10 by executing control programs and game programs stored in the RAM 71 or storage device 72. The CPU 70 controls the motor drive unit 76 and the arm drive unit 77 to operate the crane arm 10A in response to operation data from the game server 6 input through the communication control unit 78. The CPU 70 also controls video processing for images captured by the front camera 12A, the top camera 13A, and the side camera 14A, as well as the output of images captured by the front camera 12A, the top camera 13A, and the side camera 14A. The CPU 70 receives multiple images captured by the front camera 12A, the top camera 13A, and the side camera 14A as input and generates game images that are displayed in the game device 10 while the game is running. The game images can include not only one of the multiple images, but also images that display multiple images on a single screen.
[0039] RAM71 temporarily stores various programs such as control programs and game programs, as well as various data for controlling the game that is performed by the CPU70. The data recorded in RAM71 includes, for example, position data indicating the position (X position, Y position) of the crane arm 10A, and game video data generated from images captured by the front camera 12A, the top camera 13A, and the side camera 14A.
[0040] The storage device 72 stores programs and data in a non-volatile storage medium such as ROM or a hard disk.
[0041] The input / output processing unit 73 is an interface with various input / output devices located outside the control PCB 68. For example, a prize sensor 84 is connected to the input / output processing unit 73. The prize sensor 84 detects prizes that have fallen into the prize drop-off opening 10C and outputs a detection signal to the input / output processing unit 73.
[0042] The camera control unit 74 controls the shooting of the front camera 12A, the top camera 13A, and the side camera 14A in response to instructions from the CPU 70.
[0043] The motor drive unit 76 controls the drive of the motor 82 provided in the mechanism unit 69 (controlling movement in the X-axis, Y-axis, and Z-axis directions). The arm drive unit 77 controls the drive of the arm motor 83 provided in the crane arm 10A for opening and closing the arm.
[0044] The motor 82 is driven by the motor drive unit 76 and includes an X-axis motor for moving the crane arm 10A in the X-axis direction (horizontal direction), a Y-axis motor for moving it in the Y-axis direction (vertical direction), and a Z-axis motor for moving it in the Z-axis direction (up and down direction). The arm motor 83 is driven by the arm drive unit 77 and opens and closes the crane arm 10A.
[0045] When the game server 6 receives operation data ("CATCH") to execute a prize acquisition sequence for the crane arm 10A, the motor drive unit 76 and the arm drive unit 77 will execute the prize acquisition sequence by lowering the tip of the crane arm 10A with the motor 82 until it reaches the prize, then by causing the arm motor 83 to grasp the prize, and then raising the crane arm 10A to the top of the prize drop-off opening 10C before opening the arm.
[0046] The communication control unit 78 controls communication with the game server 6 and the video distribution server 7 under the control of the CPU 70.
[0047] Next, the operation of the game system 5 in this embodiment will be described. Figure 5 is a flowchart illustrating the operation of the game server 6 in this embodiment. Figure 6 is a flowchart illustrating the operation (game processing) of the game device 10 in this embodiment. Figure 7 is a flowchart illustrating the game video generation process of the game device 10 in this embodiment. Figure 8 is a flowchart illustrating the play history processing of the game device 10 in this embodiment.
[0048] Game server 6 publishes a site (hereinafter referred to as the game site) for providing network game services via network 4. When electronic device 2 accesses the game site, game server 6 displays a menu screen for selecting a game device 10 to run or view the game on (step A0). Here, electronic device 2 is described as a personal computer with a relatively large display screen.
[0049] Furthermore, when using the network game service provided by game server 6, players are required to register in advance to obtain unique identification data (user ID, password, etc.) and to purchase virtual coins (hereinafter simply referred to as "coins") which are managed as data. When accessing the game site, the identification data will be entered. Coin purchases will be carried out, for example, by following the prescribed procedure through electronic device 2 on a site for purchasing coins. Game server 6 will store and manage the coins held by each registered player (player ID). In addition to purchasing coins in advance, it is also possible to use the network game service by paying with a credit card or electronic money card.
[0050] Figure 9 shows an example of a menu screen SA provided by the game server 6 in this embodiment. The menu screen SA shown in Figure 9 includes a coin display area SA1, a function selection area SA2, and a game selection area SA3.
[0051] The coin display area SA1 shows the number of coins the player possesses (expressed in units of TC). The coin display area SA1 also has a coin purchase button SA11, which will take the player to a site for purchasing coins.
[0052] The function selection area SA2 has several buttons for selecting functions that can be performed through the game site. For example, the function selection area SA2 includes a title search button SA21, a prize delivery button SA22, a play history button SA23, a notification button SA24, a settings button SA25, an account button SA26, a "Other" button SA27, a support button SA28, and a game button SA29. The play history button SA23 is a button for players to view a record of their past gameplay.
[0053] The game selection area SA3 is equipped with multiple buttons SA31 corresponding to each of the multiple game devices 10 for selecting the game device 10 to play. The buttons in the game selection area SA3 include prize information SA31a that describes the prize along with an image of the prize that can be won by playing the game device 10, game status information SA31b that indicates whether the game device 10 is being played by another player, placement information SA31c that shows the placement of the prize on the prize stage, and the number of coins required to play the game device 10 SA31d. Examples of prize placement methods include "direct placement" where the prize is placed directly on the prize stage, and "bridge placement" where the prize is placed on or hooked onto a rod-shaped member that spans between the sides of the cabinet above the prize stage.
[0054] Multiple buttons SA31 are categorized into multiple categories (e.g., "Recommended," "Plush Toys," "Figures"), and each category can be horizontally scrolled by operating button SA32. Additionally, the menu screen SA has an up-scroll button SA41 and a down-scroll button SA42, allowing the multiple buttons SA31 displayed in the game selection area SA3 to be scrolled vertically.
[0055] A player operating the electronic device 2 can select any of the game devices 10 by referring to the corresponding buttons SA31 displayed on the menu screen SA.
[0056] When the electronic device 2 selects any game device 10 (button SA31) from the menu screen SA (step A1, Yes), the game server 6 (CPU 6a) sends a game viewing request to the selected game device 10. The CPU 6a receives the game viewing video output from the game device 10 that sent the game viewing request and outputs video data to the electronic device 2 to display a viewing screen (hereinafter referred to as the viewing screen) that includes this game viewing video (step A2). The game viewing video is a composite image created by combining multiple images taken from different directions of the game device 10 by the front camera 12A and side camera 14A of the game device 10, and displaying them on a single screen. It may also include images taken by the top camera 13A. The video data for displaying the viewing screen displays the game viewing video in a video display area provided within a frame designed for game viewing.
[0057] The video for viewing the game is a composite image created by the game device 10 to display multiple images on a single screen, but it may also be video data captured by the front camera 12A and the side camera 14A separately. In this case, the game server 6 will generate the video for viewing the game by compositing the multiple video data corresponding to the front camera 12A and the side camera 14A input from the game device 10.
[0058] Electronic device 2 displays the browsing screen on a display device based on the video data of the browsing screen input from the game server 6.
[0059] Figure 10 shows an example of the browsing screen SB displayed on the electronic device 2 in this embodiment. In the viewing screen SB shown in Figure 10, game viewing video SB1 (SB1a, SB1b) captured by the front camera 12A and side camera 14A of the game device 10 is displayed. In the viewing screen SB, game viewing video SB1a captured by the front camera 12A and game viewing video SB1b captured by the side camera 14A are displayed simultaneously on one screen. Each display area for displaying game viewing video SB1a and SB1b is accompanied by shooting direction information SB2a and SB2b, indicating the shooting direction.
[0060] On the viewing screen SB, if another player is playing the game, you can check the gameplay using the game viewing video SB1 (SB1a, SB1b). For example, you can simultaneously check how the crane arm 10A is moving towards the prizes placed on the prize stage by viewing it from the front and side. By comparing the videos taken from different angles, you can easily understand the positional relationship between the crane arm 10A and the prizes. This can be used as a reference when you play. Furthermore, even if no other player is playing, you can check the state of the prizes placed on the prize stage based on videos taken from different angles. This makes it possible to judge how easy it is to win prizes or to consider how to move the crane arm 10A when playing before you start playing.
[0061] Additionally, the browsing screen SB includes a reservation button SB3, a coin purchase button SB4, a details button SB5, prize information SB6, an up button SB7, a down button SB8, a reservation number display area SB9, and a viewer number display area SB10, all located within a frame designed for game viewing.
[0062] The reservation button SB3 is used to reserve a game on the currently viewed game device 10. By operating the reservation button SB3, if another player has already reserved the game device 10, it will be added to the reservation queue, and if it is available and no other players have reserved it, the player can proceed to gameplay. The coin purchase button SB4 is used to move to a site for purchasing coins. The up button SB7 and down button SB8 are used to change the game device 10 being viewed. By operating the up button SB7 or down button SB8, the user can switch to displaying a viewing screen SB targeting a different game device 10 according to a pre-set order, without having to return to the menu screen SA and select the game device 10 again from the game selection area SA3.
[0063] The reservation display area SB9 shows the number of players who have registered a reservation for the game device 10 being viewed. Additionally, the viewer display area SB10 shows the number of players currently viewing the game device 10.
[0064] Here, it is assumed that an operation was performed on the reservation button SB3 on the browsing screen SB of electronic device 2. Electronic device 2 sends a reservation request to game server 6. When the CPU 6a of game server 6 receives the reservation request from electronic device 2 (step A3, Yes), it determines whether the player has the number of coins necessary to play game device 10 (i.e., the player has purchased the coins).
[0065] If it is determined that the player does not possess the required number of coins to play (Step A4, No), the CPU 6a returns the display on the game device 10 to the browsing screen SB. On the browsing screen SB, the player can move to a site for purchasing coins by operating the coin purchase button SB4 and proceed with the procedure to purchase the coins necessary to play the game.
[0066] On the other hand, if it is determined that the player possesses the necessary number of coins to play (Step A4, Yes), the CPU 6a displays a confirmation screen (not shown) on the game device 10 to request confirmation from the player on the electronic device 2 regarding the play reservation and coin consumption. The play reservation confirmation screen displays a message indicating that coins will be consumed by playing the game, such as "Do you want to reserve a play?", along with "Yes" and "No" buttons, allowing the player to select one. The play reservation confirmation screen also displays the number of tickets that can be used instead of coins (obtained through a procedure separate from coin purchase), the number of coins, and the number of plays available, to help the player decide whether to reserve a play.
[0067] If the play reservation is canceled by selecting the "No" button (Step A5, No), the CPU 6a returns the display on the game device 10 to the browsing screen SB. On the other hand, if the play reservation is instructed to be executed by selecting the "Yes" button (Step A5, Yes), the CPU 6a determines whether it is possible to proceed to gameplay, assuming that an acknowledgment response has been received regarding the play reservation and coin consumption. In other words, the CPU 6a determines whether the game device 10 is available.
[0068] If the game device 10 is not available (Step A6, No), the CPU 6a adds the player (the electronic device 2 currently browsing) to the reservation list (Step A12). In this case, the CPU 6a outputs video data to the electronic device 2 to display a browsing screen that includes the video for viewing the game (Step A13). That is, the browsing screen SB is displayed on the electronic device 2, and it continues to browse the video of the game device 10 that another player is playing, putting it into a state of waiting for game play.
[0069] The player of electronic device 2 waits for their turn while watching other players play the game. If a reservation is made, instead of continuing to watch the reserved game device 10, the player may be allowed to switch to watching or playing another game device 10, for example. This allows the player to make effective use of their waiting time. Furthermore, enabling gameplay on other game devices 10 can improve the operational efficiency of game device 10.
[0070] Furthermore, if the user is browsing or playing a game on a game device 10 other than the one they have reserved, the electronic device 2 may be notified when it is almost their turn to play on the reserved game device 10 (for example, when it is in a pre-set order, such as second in line) (e.g., displayed on the browsing or playing screen). In response to this notification, the player on the electronic device 2 can choose to continue browsing or playing the game on the currently running game device 10, or return to waiting to play the game on the reserved game device 10.
[0071] On the other hand, if the game device 10 is available when the reservation is registered (Step A6, Yes), or if another player who was previously on the waiting list has finished playing (Step A14, Yes), the CPU 6a displays a game start preparation screen (not shown) to the electronic device 2. The game start preparation screen displays, for example, a "Start" button to instruct the start of gameplay, and also displays a countdown of the remaining time (effective time) for which the "Start" button operation will be effective. For example, the initial effective time is set to "60" seconds, and the display changes to "59", "58", etc., as time passes.
[0072] If the "Start" button is not pressed within the valid time, CPU 6a determines that the game reservation has been canceled by the player on electronic device 2 (Step A7, No), deletes the reservation registration, and subtracts the current number of reservations (-1) (Step A11). Then, CPU 6a displays the menu screen SA on electronic device 2 and returns to the processing state (Step A0).
[0073] On the other hand, if the "Start" button is pressed within the valid time (Step A7, Yes), the CPU 6a starts the game process to allow the player of the electronic device 2 to run the game device 10 (Step A8). The CPU 6a updates (subtracts) the number of coins the player possesses according to the number of coins required to run the game, and starts the game on the game device 10.
[0074] The CPU 6a outputs a game execution request to the game device 10, and in response to this game execution request, it sends video data to the electronic device 2 to display a play screen (hereinafter referred to as the play screen) that includes gameplay video output from the game device 10, thereby displaying the play screen. The play screen displays video footage of the game device 10 within the gameplay frame.
[0075] The video used for gameplay is essentially the same as the video used for viewing the game, as mentioned earlier. The video data used to display the gameplay screen is created by displaying the gameplay video in a video display area within a frame designed for gameplay.
[0076] Electronic device 2 displays the gameplay screen on a display device based on the video data of the gameplay screen input from the game server 6.
[0077] Figure 11 shows an example of the play screen SC displayed on the electronic device 2 in this embodiment. In the play screen SC shown in Figure 11, gameplay video SC1 (SC1a, SC1b) captured by the front camera 12A and side camera 14A of the game device 10 is displayed. In the play screen SC, gameplay video SC1a captured by the front camera 12A and gameplay video SC1b captured by the side camera 14A are displayed simultaneously on one screen. Each display area for displaying gameplay video SC1a and SC1b is accompanied by shooting direction information SC2a and SC2b, indicating the shooting direction.
[0078] The SC (Screenplay Screen) allows players to simultaneously see the position of the crane arm 10A relative to the prize placed on the prize stage, using images from both the front and the side. By comparing images taken from different angles, the positional relationship between the crane arm 10A and the prize can be easily understood. This allows players to reliably and easily position the crane arm 10A relative to the prize as intended. In other words, it makes it easier to understand the game's progress.
[0079] The gameplay screen SC also includes a "CATCH" button SC3, directional buttons SC4, SC5, SC6, and SC7 corresponding to the left, right, down, and up directions, an area SC8 displaying the remaining gameplay time, an area SC9 displaying the number of reservations, and an area SC10 displaying the number of viewers, all located within a frame designed for gameplay.
[0080] The "CATCH" button SC3 is used to execute the prize acquisition sequence for the crane arm 10A. Directional buttons SC4 and SC5 are used to move the crane arm 10A left and right (X-axis direction) when viewed from the front, and directional buttons SC6 and SC7 are used to move the crane arm 10A forward and backward (Y-axis direction) when viewed from the front.
[0081] Note that the play screen SC shown in Figure 11 displays four directional buttons SC4 to SC7 because it is intended for a game device 10 in which the crane arm 10A is moved in the forward, backward, left, and right directions. However, in the case of a game device 10 in which the crane arm 10A is moved only in the forward, backward, or left, left, or right directions, two directional buttons should be displayed.
[0082] The reservation display area SC9 shows the number of players who have registered a reservation for the game machine 10 being viewed. Additionally, the viewer display area SC10 shows the number of players currently viewing the game machine 10.
[0083] When the game starts, CPU 6a displays an initial value for the remaining game time, for example "60" seconds, in the remaining game time display area SC8, and changes the display to "59", "58", etc., as time progresses. Also, CPU 6a receives operation data corresponding to each button in response to input operations on the directional buttons SC4, SC5, SC6, SC7 on the electronic device 2, and outputs it to the game device 10. The game device 10 operates the crane arm 10A according to the operation data. The player on the electronic device 2 can check the movement of the crane arm 10A based on the gameplay video SC1a, SC1b displayed on the play screen SC shown in Figure 11.
[0084] In the game device 10 of this embodiment, the directional buttons SC4, SC5, SC6, and SC7 can be operated any number of times within the remaining game play time. Therefore, when moving the crane arm 10A, it is possible to simultaneously check the game play video SC1a viewed from the front and the game play video SC1b viewed from the side, understand the relative positional relationship between the crane arm 10A and the prize, and fine-tune the position of the crane arm 10A. Thus, it is possible to accurately move the crane arm 10A to the position intended by the player.
[0085] In the example shown in Figure 11, the gameplay video SC1a captured by the front camera 12A and the gameplay video SC1b captured by the side camera 14A are displayed simultaneously on the same screen in the play screen SC. However, it is also possible to switch between gameplay videos during gameplay.
[0086] The game server 6 executes a process to switch the game video displayed on the play screen SC, for example, based on a player's operation on the electronic device 2 or according to pre-set conditions. In this case, the game server 6 outputs operation data indicating a video switching instruction to the game device 10. Pre-set conditions include, for example, elapsed time, the position of the crane arm 10A, pre-set player operations, prize type, prize stage configuration, and prize placement configuration on the prize stage (placement configuration information).
[0087] Methods for switching gameplay footage include, for example, a first form in which one of several images captured by the multiple front cameras 12A, top camera 13A, and side camera 14A installed on the game device 10 is selected and displayed; a second form in which at least two images with different combinations are selected and displayed; and a third form in which the image to be displayed is subjected to image processing such as scaling, animation, etc.
[0088] The first to third forms can be implemented in any combination. For example, in the first form, video footage captured by the front camera 12A can be selected, and the normal video can be displayed in one of the two display areas for gameplay footage, while the enlarged video in the third form can be displayed in the other display area. This allows the overall view, including the crane arm 10A and the prize, to be confirmed by the enlarged video showing the positional relationship between the tip of the crane arm 10A and the prize.
[0089] Furthermore, when the game server 6 receives gameplay video input from the game device 10, it instructs the game device 10 to generate video to display the first to third forms of video described above on a single screen. The game device 10 generates gameplay video according to the instructions from the game server 6 and outputs it to the game server 6.
[0090] Furthermore, if the game server 6 is configured to receive video data captured by each of the multiple cameras input from the game device 10, it generates gameplay video to display the video in the first to third forms described above on a single screen, according to the aforementioned switching instructions for game video or pre-set conditions.
[0091] In this way, once the player has positioned the crane arm 10A vertically and horizontally while checking the gameplay video displayed on the play screen SC, the player instructs the execution of the prize acquisition sequence by operating the "CATCH" button SC3.
[0092] When the CPU 6a of the game server 6 receives operation data from the electronic device 2 instructing the prize acquisition sequence, it causes the game device 10 to execute the prize acquisition sequence. The game device 10 causes the crane arm 10A to execute the actions of the prize acquisition sequence. Specifically, the game device 10 lowers the tip of the crane arm 10A to a position where it can reach the prize, causes the arm to grasp the prize, then raises the crane arm 10A, moves it to the top of the prize drop-off opening 10C, and then opens the arm.
[0093] As a result, if a prize falls into the prize drop-off slot 10C, it is detected by the prize sensor 84. The game device 10 notifies the game server 6 that a prize has been dispensed (successful prize acquisition) in response to the detection signal from the prize sensor 84. The game device 10 also notifies the game server 6 that the prize did not fall into the prize drop-off slot 10C (failure to acquire a prize) if there is no detection by the prize sensor 84 within a predetermined time (e.g., 2 seconds) after the execution of the prize acquisition sequence. The game server 6 then executes processing in response to the notification of prize acquisition from the game device 10. For example, if the game server 6 is notified of a successful prize acquisition, it displays a game acquisition message screen (e.g., a message such as "Congratulations on winning a prize") on the electronic device 2 instead of the play screen SC.
[0094] As explained above, while the directional buttons SC4-SC7 can be operated any number of times within the remaining game time, the "CATCH" button SC3 can only be operated once within the remaining game time.
[0095] Furthermore, it is possible to change the control of the crane arm 10A according to the remaining game time when the "CATCH" button SC3 is pressed. For example, even if there is not enough time remaining to complete the prize acquisition sequence when the "CATCH" button SC3 is pressed, the speed at which the crane arm 10A moves horizontally (left, right, forward, and backward) can be increased during normal control (within the remaining game time). This allows the prize acquisition sequence to be completed and reduces the lost time after the remaining game time reaches "0". By reducing lost time, the time until the next game can be started when the player continues to play the game, thereby improving the operational efficiency of the game device 10.
[0096] Furthermore, if, for example, the player presses the "CATCH" button SC3 during the execution of the prize acquisition sequence, the prize acquisition sequence may be terminated midway, the crane arm 10A may be moved faster than usual to return to its initial position, and the next game may be made ready to start. For example, if the player decides that it is not necessary to continue the prize acquisition sequence, terminating the sequence midway will shorten the time required to transition to the next game. Situations in which it is not necessary to continue the prize acquisition sequence include, for example, when the prize was not grasped by the arm, or when the purpose of moving the prize's position by the crane arm 10A has been achieved (i.e., it is not necessary to move it to the prize drop-off point).
[0097] Furthermore, the prize acquisition sequence is initiated when the "CATCH" button SC3 is pressed. However, the prize acquisition sequence may be terminated and the crane arm 10A returned to its initial position when the remaining game time reaches "0".
[0098] Furthermore, the CPU 6a of the game server 6 performs a game result recording process that records the game results for one game as a player-specific play history, associated with the player's identification data (step A9).
[0099] In the game result recording process, for example, a unique identification data (play ID) is set for each game, and information about the prizes placed on the game device 10 (prize image, prize description information, etc.), the date and time of game play, and a status indicating success or failure in acquiring a prize as the game result are recorded. Furthermore, video data of the game device 10 captured during game execution is recorded on the video distribution server 7. The video data recorded in the game recording process can be, for example, video footage of game play from the start of the game until a predetermined time after the execution of the prize acquisition sequence, or video data captured by each of the multiple cameras input from the game device 10, or all of them. The game results recorded by the game result recording process are used in the play history processing described later. Furthermore, in the game result recording process, data such as the number of continues in the game and the number (and types) of prizes acquired are recorded for each player as a record of the player's usage of the game device 10.
[0100] Next, the CPU 6a of the game server 6 displays a continue confirmation screen on the electronic device 2 to ask the player whether to continue playing the game. The continue confirmation screen displays a message such as "CONTINUE?" along with "Yes" and "No" buttons, allowing the player to select one of them. The continue confirmation screen also displays the number of tickets held, the number of coins, and the number of plays remaining to help the player decide whether to continue playing the game.
[0101] If the game is canceled by selecting the "No" button (Step A10, Yes), CPU 6a subtracts the current number of reserved players (-1) (Step A11) in accordance with the completion of one player's gameplay, and returns the display on the game device 10 to the menu screen SA. The game server 6 also instructs the game device 10 to end the game.
[0102] On the other hand, if the player is instructed to continue playing the game by selecting the "Yes" button (Step A10, No), the CPU 6a updates (subtracts) the number of coins the player possesses according to the number of coins required to play the game, as described above, and starts the game using the game device 10. The process for playing the game is then executed in the same manner as described above (Steps A7 to A10). Thus, the player can play the game multiple times in order to win a single prize.
[0103] Next, the game processing by the game device 10 in this embodiment will be explained with reference to the flowchart shown in Figure 6.
[0104] When the CPU 70 of the game device 10 receives a game viewing request from the game server 6 (Step B1, Yes), it executes a game video generation process and generates a video for game viewing based on the video captured by the front camera 12A and the side camera 14A, respectively, and outputs it to the game server 6 (Step B2).
[0105] Figure 7 is a flowchart showing the game video generation process by the game device 10 in this embodiment. The CPU 70 of the game device 10 receives video data from multiple video sources input from the front camera 12A and the side camera 14 (step C1), and combines these multiple video sources to generate a game viewing video to be displayed on one screen of the game device 10 (step C2). The CPU 70 outputs the game viewing video to the game server 6 via the communication control unit 78 (step C3). The video displayed on the game device 10 based on the game viewing video is shown in Figure 10, for example.
[0106] When generating video for game viewing on the game server 6, the CPU 70 of the game device 10 outputs the video data input by the front camera 12A and the side camera 14A to the game server 6 (steps C1, C3).
[0107] Subsequently, when the CPU 70 of the game device 10 receives a game execution request from the game server 6 (step B3, Yes), it executes the game video generation process as described above, generating gameplay video based on the images captured by the front camera 12A and the side camera 14A, and outputs it to the game server 6 (step B4). The video displayed in the game device 10 based on the gameplay video is shown in Figure 11, for example.
[0108] Subsequently, if the game device 10 receives operation data from the game server 6 for any of the directional buttons SC4 to SC7 on the play screen SC on the game device 10 (step B8, Yes), it controls the movement of the crane arm 10A according to the operation data (step B9). As mentioned above, in this embodiment, the game device 10 allows operation of the directional buttons SC4 to SC7 any number of times within the remaining game play time, so the crane arm 10A is controlled to move each time according to the operation data input in response to the operation of the directional buttons SC4 to SC7. In addition, the game device 10 continues to output game play video to the game server 6 while the game is running.
[0109] On the other hand, if the CPU 70 receives operation data from the game server 6 during gameplay instructing a switch in the gameplay video (step B6, Yes), it executes video switching control in response to the switching instruction (step B7). That is, in the game video generation process, the CPU 70 changes the gameplay video to be displayed on the play screen SC in the game device 10 according to the content of the video switch indicated by the operation data (step C4, Yes) (step C5). In addition to video data from the front camera 12A and side camera 14A, video data from the top camera 13A is also input according to the content of the gameplay video switch (step C1).
[0110] As mentioned earlier, the video switching control generates gameplay footage of the first to third forms, or a combination of any of the first to third forms.
[0111] For example, if a command is issued to switch the display of the video captured by the upper camera 13A, the video captured by the upper camera 13A can be displayed instead of the video captured by the front camera 12A or the side camera 14A. Since the upper camera 13A captures the inside of the upper cabinet from above, it is possible to understand the positional relationship between the crane arm 10A and the prize as seen from above. In a typical crane game machine, it is only possible to check the inside of the cabinet from the outside, but by using the video captured by the upper camera 13A to display the gameplay video, it is possible to provide operability that cannot be obtained with a typical crane game machine.
[0112] Furthermore, if animation is instructed as the third form, the CPU 70 generates an animated video by image processing of the video captured by, for example, the front camera 12A, the top camera 13A, or the side camera 14A. For example, the CPU 70 detects various objects from the video, such as the crane arm 10A, prizes, and prize field (prize drop-off point), and displays each of them as a graphic, while also creating an animation in which the positions of the graphics corresponding to the crane arm 10A and prizes change in the video. It is also possible to add graphics representing objects unrelated to the video, such as decorative graphics for game effects (liveliness), graphics that advise the player on the direction of movement of the crane arm 10A, and various text messages to the animated video. This makes it possible to add effects that cannot be obtained with a typical crane game machine, providing entertainment to the player.
[0113] CPU70 continues to generate gameplay footage in response to video switching instructions while the game is running (step C6, No) (steps C1-C5).
[0114] Next, if the game device 10 receives operation data from the game server 6 for the "CATCH" button SC3 on the play screen SC on the game device 10 (step B10, Yes), it executes prize acquisition sequence control (step B11). Specifically, the game device 10 lowers the tip of the crane arm 10A to a position where it can reach the prize, causes the arm to grasp the prize, then raises the crane arm 10A, moves it to the top of the prize drop-off opening 10C, and then opens the arm. After that, the game device 10 notifies the game server 6 of the success or failure of prize acquisition according to the detection signal from the prize sensor 84.
[0115] The game device 10 repeats the aforementioned process (steps B4 to B12) when the game is repeatedly played by the player on the electronic device 2. The game device 10 terminates the game process when the game server 6 instructs it to end the game (step B12, Yes).
[0116] Next, the play history processing by the game server 6 in this embodiment will be explained with reference to the flowchart shown in Figure 8.
[0117] As mentioned above, the game server 6 records the game results for each game when the game device 10 is played by a player on the electronic device 2. Players can view the results of games they have played in the past, which are recorded on the game server 6. When viewing game results, players can request the administrator of the game system 5 to re-evaluate whether they won a prize in a game where they failed to win a prize, or they can request a prize acquisition verification to re-evaluate whether they won a prize or not.
[0118] When a player operating electronic device 2 wants the game server 6 to process the play history, they operate the play history button SA23 on the menu screen SA shown in Figure 9.
[0119] When the game server 6 (CPU 6a) detects that the play history button SA23 on the menu screen SA of the electronic device 2 has been operated (step A1, Yes), it generates a play history list based on the game results recorded as play history for the player and displays the play history list screen on the electronic device 2 (step D1).
[0120] Figure 12 shows an example of the play history list screen SD in this embodiment. In the play history list screen SD shown in Figure 12, the results of a single game are displayed, for example, the prize image SD1a, the date and time of the game played SD1b, the station number SD1c that identifies the game device 10, and the prize description information SD1d. The player can refer to the displayed information and arbitrarily select any game result from the play history list screen SD.
[0121] If a game result is selected from the play history list screen SD (Step D2, Yes), the CPU 6a of the game server 6 generates a play history details screen for the selected game result and displays it on the electronic device 2 (Step D3).
[0122] Figure 13 shows an example of the play history details screen SE in this embodiment. In the play history details screen SE shown in Figure 13, the following are displayed: video area SE1, information area SE2, acquisition verification request button SE3, acquisition judgment request button SE4, and back button SE5.
[0123] The video area SE1 includes a video display area SE1p where the video is displayed. Below the video display area SE1p, there are play buttons SE1a, playback time / remaining time SE1b, a seek bar SE1c, a full-screen button SE1d, and a download button SE1e for controlling the video. The full-screen button SE1d allows the video display area SE1p to be enlarged to full screen for displaying the video. The download button SE1e allows the video data recorded as a game result to be downloaded as a video file.
[0124] Information Area SE2 displays information recorded as a game result, such as prize information (prize name, etc.), game play date and time, status indicating success / failure in winning a prize, and play ID. Information Area SE2 also includes an address input area for players to enter the email address to which the results of a prize win will be sent if they request a win determination.
[0125] The Prize Acquisition Verification Request Button SE3 is used to request a prize acquisition verification to re-evaluate whether or not the prize was successfully acquired. The Prize Acquisition Judgment Request Button SE4 is used to request the administrator of the game machine 10 to determine whether or not the prize was acquired. The Return Button SE5 is used to return the display to the play history list screen SD.
[0126] If the play button SE1a in the video area SE1 is pressed (Step D4, Yes), the CPU 6a of the game server 6 receives the video data recorded as a game result from the video distribution server 7, starts playing this video data, and displays it in the video display area SE1p (Step D5). If there is no operation during the playback of the video data, the CPU 6a plays and displays the video until the end of the video data (Step D6, Yes).
[0127] The video data played back here may be, for example, gameplay footage including footage captured by multiple cameras, or it may be a single video captured by either the front camera 12A, the side camera 14A, or the top camera 13A. Which video to display may be set in advance on the game server 6, or it may be set in advance in response to instructions from the player. Alternatively, the player may specify this immediately before or during video playback. This allows players to review past gameplay situations using multiple different videos, making it easier for them to verify games where prize acquisition was deemed unsuccessful.
[0128] If, after reviewing the video, the player sees the status as "Failure" (failure to win the prize), but believes (or has doubts about) that the prize was won, they can request a prize acquisition verification or a prize acquisition determination.
[0129] Even if the status is "failure," situations in which a prize has been won include, for example, the prize being too small to be detected by the prize sensor 84, or the prize reflecting light and therefore not being detected by the optical prize sensor 84, or multiple prizes falling into the prize drop-off opening 10C simultaneously, making it impossible to determine the number of prizes. Furthermore, there are situations in which a prize gets stuck in the prize drop-off opening 10C, or the prize is too large, and although it has effectively fallen into the prize drop-off opening, it does not reach the position of the prize sensor 84 and is therefore not detected by the prize sensor 84.
[0130] If the acquisition judgment request button SE4 is pressed here (step D7, Yes), CPU 6a sends an acquisition judgment request to the administrator of the game device 10 (step D8). When making an acquisition judgment request, the user is instructed to enter the email address to which the judgment result will be sent in the address input area of the information area SE2. The acquisition judgment request will also include the information displayed in the information area SE2 (play ID, email address, status, etc.).
[0131] Methods for sending acquisition judgment requests include, for example, displaying them on the management screen of the game device 10 shown on the display device 6e of the game server 6, sending an email to the administrator, etc., or notifying via SNS (Social Networking Service).
[0132] When an administrator receives a prize acquisition judgment request, they access the video distribution server 7 from the game server 6 or an electronic device (such as a personal computer) used by the administrator. For example, based on the play ID included in the prize acquisition judgment request, they specify the video data of the game that is the target of the acquisition judgment request and play and display the video of the gameplay. The administrator checks the video of the gameplay and makes a judgment on whether the prize has been acquired. If it is confirmed that the prize has been acquired, the game server 6 changes the status to indicate that the prize has been acquired successfully, in accordance with the administrator's actions, and performs the appropriate tasks for acquiring a prize (such as prize delivery). The game server 6 also sends an email indicating the success of the prize acquisition judgment to the email address included in the prize acquisition judgment request.
[0133] Furthermore, if the prize acquisition determination results indicate that the prize has not been acquired, the game server 6 will send an email to the email address included in the acquisition determination request indicating that the prize acquisition was unsuccessful.
[0134] Furthermore, if acquisition judgment requests are received via SNS, the judgment results may be sent via SNS. In this case, instead of an email address, data indicating the recipient for SNS will be entered by the player in the information area SE2 of the play history details screen SE. In addition, the game server 6 may display the judgment results for acquisition judgment requests on a player-specific web page.
[0135] Furthermore, if an administrator or other person can respond to a prize acquisition judgment request in a short time, the game server 6 may input the result of the prize acquisition judgment made by the administrator or other person and display this judgment result on the screen of the electronic device 2 (for example, the information area SE2 on the play history details screen SE).
[0136] A player who has sent a prize acquisition request by operating the acquisition judgment request button SE4 can receive and confirm the prize acquisition result (success / failure of prize acquisition) sent by the administrator, for example, on their own electronic device 2.
[0137] Furthermore, requests to administrators for prize acquisition determination may include data indicating usage status, such as the number of continues in the game and the number (and types) of prizes won. For example, if the number of continues is relatively large, meaning that the game has been played many times, the administrator can determine that a situation in which a prize has likely been won (for example, the prize is caught in the prize drop-off point 10C) has been reached, and thus determine that the prize has been successfully acquired. In other words, by transmitting data indicating usage status to enable prize acquisition determination, staff who manage actual crane game machines installed in amusement facilities can make prize acquisition determinations in the same way as they do in their normal management duties.
[0138] On the other hand, if the acquisition verification request button SE3 is operated (step D9, Yes), CPU 6a generates a verification video based on the video data corresponding to the play ID and displays it in the video display area SE1p (step D10). The verification video detects various objects from the video, such as the crane arm 10A, the prize, and the prize field (prize drop-off point 10C), and displays each of them as a graphic. It also creates an animation in which the positions of the graphics corresponding to the crane arm 10A and the prize change in the video. Furthermore, it visualizes the prize and the prize drop-off point 10C, which are the criteria for determining whether a prize has been acquired, even if they are hidden in the actual video, making it easier to determine whether or not the prize has fallen into the prize drop-off point 10C.
[0139] Furthermore, CPU 6a performs a prize acquisition determination based on the animated verification video (step D11).
[0140] Figures 14(A) and 14(B) show examples of animated verification videos in this embodiment. Figures 14(A) and 14(B) show the state after prize acquisition sequence control has been executed on the crane arm 10A. Figure 14(A) shows a verification video based on footage captured by the upper camera 13A, and Figure 14(B) shows a verification video based on footage captured by the side camera 14A.
[0141] For example, in the verification video, virtual lines VL1 and VL2 are displayed to show the positions of prizes OB1 and OB2 that are hidden from the prize drop-off point 10C, and the percentage of prizes OB1 and OB2 that are included within the range of the prize drop-off point 10C is calculated. If the percentage of prizes included within the range of the prize drop-off point 10C is greater than a predetermined standard value, the prize is determined to have been won successfully; if it is less than or equal to the standard value, the prize is determined to have been won unsuccessfully (step D11). For example, verification videos based on footage taken from multiple different directions may be combined for the determination, or, for example, if any one of the verification videos satisfies the conditions, the prize may be determined to have been won successfully.
[0142] In the verification videos shown in Figures 14(A) and 14(B), the portion of prizes OB1 and OB2 that falls within the prize drop-off area 10C is clearly indicated to the player, for example, by changing the color display to a different color from the rest of the video, thereby making the basis for the prize acquisition determination clear to the player. This allows the player to accept the determination result based on the verification video.
[0143] Furthermore, in determining whether a prize has been won, data indicating game usage (such as the number of continues, the number (and types) of prizes won) may be used, in addition to the data based on the positional relationship between the prize and the prize drop-off point 10C mentioned above. For example, if the number of continues is greater than a predetermined number, the aforementioned threshold value for determining whether a prize has been won can be lowered. This makes it easier for the game to determine whether a prize has been won successfully. Also, if the number of prizes won is greater than a predetermined number, the threshold value can be raised to make it easier for the game to determine whether a prize has been won unsuccessfully. Note that the method of determination in prize acquisition verification is not limited to the method described above.
[0144] CPU6a displays the judgment result, for example, in the information area SE2 (status) of the play history details screen SE (step D12).
[0145] The player can confirm the result of the prize acquisition (success / failure) by viewing the verification video displayed in the video display area SE1p and the status display. CPU6a records the result of the acquisition verification and terminates the acquisition verification process (step D13).
[0146] If the return button SE5 is pressed (step D14, Yes), CPU 6a displays the play history list screen SD on electronic device 2 (step D1). If any game result is selected from the play history list screen SD (step D2, Yes), CPU 6a performs processing for the selected game result in the same manner as described above (steps D3-D14). If the play history details screen SE is closed, CPU 6a terminates the play history processing (step D15, Yes) and displays the menu screen on electronic device 2 (step A0).
[0147] In this way, the play history processing in this embodiment allows players to review the results of games they have played in the past, including the video footage from the gameplay. Furthermore, if there is any doubt about the prize acquisition result, it is possible to request a prize acquisition judgment or a prize acquisition verification. This makes it possible to provide players with the opportunity to win prizes by determining that they have won a prize, even if the game device 10 (prize sensor 84) did not determine that they had won a prize, just like an actual crane game machine installed in an amusement facility. In other words, since the prize acquisition judgment can be accurately performed, it does not cause distrust among players and makes it possible to encourage continued use of the game service.
[0148] The above explanation assumes that electronic device 2 is a personal computer with a large display screen. However, we will now explain an example where electronic device 2 is a smartphone with a relatively small display screen.
[0149] Figure 15 shows an example of a browsing screen SF displayed on the electronic device 2 (smartphone) in this embodiment. Figure 15 shows the viewing screen SF, which displays the game viewing video SF1 captured by the front camera 12A on the game device 10. When the electronic device 2 using the game service is a smartphone, the game server 6 initially displays the game viewing video SF1 captured by either the front camera 12A or the side camera 14A. The viewing screen SF is provided with a shooting direction switching button SF2. The shooting direction switching button SF2 is a button used to instruct the switching of the shooting direction of the game viewing video SF1. In response to the operation of the shooting direction switching button SF2, as described above, operation data instructing the game server 6 to switch the video is output from the electronic device 2.
[0150] The shooting direction switching button SF2 shown in Figure 15 indicates that the currently displayed game viewing video SF1 is a video shot from the front (the stuffed animal is facing forward), and that the shooting direction can be changed. In other words, the shooting direction switching button SF2 also serves as information indicating the shooting direction.
[0151] On the viewing screen SF, when the shooting direction switching button SF2 is operated while the game viewing video SF1 captured by the front camera 12A is displayed, the game server 6 switches the display to the game viewing video SF1 captured by the side camera 14A. In addition, the design of the shooting direction switching button SF2 is changed to indicate that the video was shot from the side (the stuffed animal is facing sideways) and that the shooting direction can be changed.
[0152] Therefore, on the viewing screen SF, the shooting direction of the game viewing video SF1 can be switched at any time, allowing viewers to check the video from different directions.
[0153] On the viewing screen SF, if another player is playing the game, the gameplay can be viewed using the game viewing video SF1. For example, to check how the crane arm 10A is moving towards the prizes placed on the prize stage, the view can be switched between a front view and a side view depending on the current position of the crane arm 10A. By checking the video taken from the direction desired by the player during the movement of the crane arm 10A, the positional relationship between the crane arm 10A and the prizes can be easily understood. This can be used as a reference when playing the game oneself. Furthermore, even when no other players are playing, the state of the prizes placed on the prize stage can be checked based on video taken from different directions. Therefore, it becomes possible to judge how easy it is to win prizes or to consider how to move the crane arm 10A when playing before actually playing the game.
[0154] The browsing screen SF includes a reservation button SF3, a coin purchase button SF5, a details button SF4, prize information SF6, a reservation number display area SF7, a viewer number display area SF8, a coin display area SF9, and a back button SF10, all located within a frame designed for game viewing. Since each button and area is essentially the same as those in the menu screen SA shown in Figure 9 and the browsing screen SB shown in Figure 10, detailed explanations are omitted.
[0155] Figures 16(A) and 16(B) show an example of the play screen SG displayed on the electronic device 2 (smartphone) in this embodiment. In the play screen SG shown in Figure 16(A), the gameplay video SG1f captured by the front camera 12A of the game device 10 is displayed, and in the play screen SG shown in Figure 16(B), the gameplay video SG1s captured by the side camera 14A of the game device 10 is displayed.
[0156] Furthermore, the play screen SG shown in Figure 16(A) is equipped with a shooting direction switching button SG2f, and the play screen SG shown in Figure 16(B) is equipped with a shooting direction switching button SG2s. The shooting direction switching buttons SG2f and SG2s are buttons used to instruct the switching of the shooting direction of the game play video SG1f and SG1s, and use the same design as the shooting direction switching button SF2.
[0157] Even on the play screen SG, you can switch the display of the gameplay video SG1f and SG1s at any time by operating the shooting direction switching buttons SG2f and SG2s.
[0158] The gameplay screen SG allows players to see the position of the crane arm 10A relative to the prizes placed on the prize stage, using images from both the front and the side. By comparing images taken from different angles, the positional relationship between the crane arm 10A and the prizes can be easily understood. This allows players to reliably and easily position the crane arm 10A relative to the prizes as intended. In other words, it makes it easier to understand the game's progress.
[0159] The play screen SG also includes a "CATCH" button SG3, directional buttons SG4 and SG5 corresponding to the two directions, a game time remaining display area SG6, a reservation number display area SG7, and a viewer number display area SG8, all located within a frame designed for gameplay. Since each button and area is essentially the same as those in the menu screen SA shown in Figure 9 and the browsing screen SB shown in Figure 10, a detailed explanation is omitted.
[0160] Furthermore, as shown in Figure 16(A), the directional buttons SG4 and SG5 are controlled to function as buttons for instructing the crane arm 10A to move left or right when the gameplay video SG1f captured by the front camera 12A is displayed, and as shown in Figure 16(B), when the gameplay video SG1s captured by the side camera 14A is displayed, they are controlled to function as buttons for instructing the crane arm 10A to move forward or backward.
[0161] In this way, even with electronic devices 2 such as smartphones that have relatively small display screens, it is possible to arbitrarily switch and display images taken from different directions on the viewing screen SF and the play screen SG. Therefore, depending on the current position of the crane arm 10A, it is possible to display and check images that make it easy to confirm the relative positional relationship between the crane arm 10A and the prize.
[0162] Basically, as shown in Figures 15 and 16, one video taken from one direction is displayed. However, in response to instructions from the player, video switching control may be implemented to display videos taken from multiple directions simultaneously on one screen, as shown in Figures 10 and 11.
[0163] In the invention described above, the process for determining whether a product has been acquired is performed on the game server 6, but it may also be performed on the game device 10. For example, the game device 10 records video footage of the game being played, captured by the front camera 12A, the top camera 13A, and the side camera 14A. When the game device 10 receives a request for acquisition determination along with a play ID through the game server 6, it performs the acquisition determination process based on the video footage corresponding to the play ID, as described above, and makes an acquisition determination. The game device 10 responds to the game server 6 with the result of the acquisition determination. By performing the acquisition determination process on the game device 10 in this way, the load from the acquisition determination process is distributed among multiple game devices 10, thereby reducing the processing burden on the game server 6.
[0164] Furthermore, while the above explanation focuses on game services targeting crane game machines (online crane games), it can also be applied to game services targeting other game machines. For example, when targeting a medal game machine (pusher game machine), the pusher platform into which medals are inserted is photographed from multiple different directions, and a game video is generated by combining the images taken from each direction and transmitted to the electronic device 2. The player operating the electronic device 2 can simultaneously check multiple images taken from different directions in the game video to determine the medal insertion position and then instruct the device to insert the medal.
[0165] Furthermore, in the case of medal games, unlike crane games, the boundaries of a single game are not clearly defined. Therefore, the game server 6 sets game boundaries during an online game played by a single player, for example, at regular intervals, after each instruction from the player, or after each event that occurs during the game (jackpot, item insertion, large medal payout, etc.), and records video footage taken at each game boundary. This allows the player to display selection buttons for each boundary on the play history details screen, and by operating the selection buttons, they can specify any game boundary and play back the video.
[0166] Furthermore, the present invention is not limited to the embodiments described above, and the components can be modified and implemented in practice without departing from the spirit of the invention. Also, various inventions can be formed by appropriate combinations of the multiple components disclosed in the embodiments. For example, some components may be removed from all the components shown in the embodiments. Furthermore, components from different embodiments may be combined as appropriate.
[0167] Furthermore, the methods described in the embodiments can be distributed by storing the program (software means) that can be executed by a computer on recording media such as magnetic disks (flexible disks, hard disks, etc.), optical disks (CD-ROMs, DVDs, MOs, Blu-ray®, etc.), and semiconductor memory (ROMs, RAMs, flash memory, etc.), and by transmitting them via communication media. The program stored on the media also includes a configuration program that configures the software means (including not only the executable program but also tables and data structures) to be executed by the computer. The computer implementing this device reads the program recorded on the recording media and, if necessary, constructs the software means using the configuration program, and executes the above-described process by controlling the operation of this software means. Note that the recording media referred to in this specification are not limited to those for distribution, but also include storage media such as magnetic disks and semiconductor memory provided inside a computer or in devices connected via a network. [Explanation of symbols]
[0168] 2...Electronic devices, 6...Game server, 6a...CPU, 10...Game device, 10A...Crane arm, 10B...Prize stage, 10C...Prize drop-off point, 12A...Front camera, 13A...Top camera, 14A...Side camera.
Claims
1. A video input means that inputs two images taken from two angles of a target object, which includes a prize stage on which prizes are placed and a moving mechanism that moves the prizes from the prize stage in response to the operation of the player of the game device, A video generation means for generating game images to simultaneously display two images input by the video input means on a single screen in an electronic device operated by the player, A device for transmitting the game video to the electronic device includes a video output means for outputting the game video, A game device having a game device.
2. The aforementioned video input means further inputs another video of the object being filmed from a different angle than the two angles mentioned above. The video generation means generates the game video for simultaneously displaying the two videos and the other video on one screen in the electronic device. The game device according to claim 1.
3. The aforementioned moving mechanism is a crane arm, The two angles mentioned above are angles from which the object to be photographed is viewed from a direction intersecting the direction of movement of the crane arm. The game device according to claim 1.
4. A video input means that inputs two images taken from two angles of an object to be filmed, which includes a prize stage on which prizes are placed and a moving mechanism that moves the prizes from the prize stage in response to the operation of the game device player, A video generation means for generating game images to simultaneously display two images input by the video input means on a single screen in an electronic device operated by the player, A transmission means for transmitting the aforementioned game video to the electronic device, Receiving means for receiving data from the electronic device to control a game executed by the game device, A game control means for controlling the movement mechanism of the game device in accordance with the data input from the electronic device, A game server that has [something].
5. Computers, A video input means that inputs two images taken from two angles of an object to be filmed, which includes a prize stage on which prizes are placed and a moving mechanism that moves the prizes from the prize stage in response to the operation of the game device player, A video generation means for generating game images to simultaneously display two images input by the video input means on a single screen in an electronic device operated by the player, A program for causing a device that transmits the game video to the electronic device to function as a video output means for outputting the game video.
6. Computers, A video input means that inputs two images taken from two angles of an object to be filmed, which includes a prize stage on which prizes are placed and a moving mechanism that moves the prizes from the prize stage in response to the operation of the game device player, A video generation means for generating game images to simultaneously display two images input by the video input means on a single screen in an electronic device operated by the player, A transmission means for transmitting the aforementioned game video to the electronic device, Receiving means for receiving data from the electronic device to control a game executed by the game device, A program for causing the game device to function as a game control means for controlling the movement mechanism of the game device in accordance with the data input from the electronic device.