Game System
The game system addresses the lack of unique gameplay in online crane games by superimposing visual effects and support information to create a treasure hunt experience, enhancing player engagement and item acquisition through real and virtual rewards.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SEGA CORP
- Filing Date
- 2026-05-15
- Publication Date
- 2026-07-24
AI Technical Summary
Existing online crane games lack unique gameplay mechanics, failing to provide engaging experiences for remote players.
A game system that includes an image display unit to superimpose visual effect images on captured play space images, adjusting item visibility based on player operations and game outcomes, and providing support information through an alien character to enhance gameplay experience.
Enhances player engagement by creating a unique treasure hunt-like experience, increasing the excitement and expectation of winning items through obscured visibility and interactive support, combining real and virtual rewards.
Smart Images

Figure 2026121499000001_ABST
Abstract
Description
Technical Field
[0004]
[0001] The present invention relates to an item acquisition game for acquiring items such as prizes.
Background Art
[0002] Many game centers have installed crane game devices (item acquisition game devices). A stage (game field) is provided inside the housing of the crane game device, and prizes (items) such as stuffed toys and snacks are placed on it. The player operates the crane by using the horizontal and vertical buttons. If the player can grab the prize with the crane and move it to the drop hole, the player can acquire the prize.
[0003] In recent years, an online-type crane game, also called a net catcher, has been rapidly expanding its market scale. In the online crane game, the player challenges to acquire a prize by remotely operating the crane game device from a communication terminal such as a smartphone.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] The online crane game is characterized in that the player can enjoy the crane game without going to the installation location of the crane game device. However, at present, not many proposals have been made regarding the gameplay unique to the online crane game.
[0006] The present invention has been completed in view of the above background, and its main object is to propose a new gameplay in the online crane game. [Means for solving the problem]
[0007] A game system in one aspect of the present invention includes an image display unit that displays captured images of the play space of an item acquisition game to the player, an operation unit that receives input from the player to a crane capable of grasping real items in the play space based on the captured images, and an image adjustment unit that changes the visibility level of the real items displayed in the combined captured images by combining a visual effect image with the captured images. The image adjustment unit changes the visibility level of real objects in the composite image based on the crane operation by the first player or the results of the first player's play. The image display unit displays an image of the play space at the modified visibility level for a second player who plays the same item acquisition game device after the first player. [Effects of the Invention]
[0008] According to the present invention, it is possible to provide players with the unique enjoyment that online crane games offer. [Brief explanation of the drawing]
[0009] [Figure 1] This is a hardware configuration diagram of the game system. [Figure 2] This is a schematic diagram showing the overall configuration of a crane game machine. [Figure 3] This is a functional block diagram of the server and crane game machine. [Figure 4] This is a functional block diagram of the user terminal. [Figure 5] This is a schematic diagram showing an example of the placement of items on a game field. [Figure 6] This is a data structure diagram of item placement information. [Figure 7] This figure shows an image captured and transmitted from a crane game machine to a user terminal. [Figure 8] This is a screenshot showing the first example of a composite image. [Figure 9] This is a screenshot showing a second example of a composite image. [Figure 10] This is a screenshot showing a third example of a composite image. [Figure 11] This is a screenshot showing the fourth example of a composite image. [Figure 12] This is a screenshot of the selection screen. [Figure 13] This is a schematic diagram showing an image captured by a game image capture device. [Modes for carrying out the invention]
[0010] Figure 1 is a hardware configuration diagram of game system 100. In the game system 100, multiple crane game machines 104a, 104b...104n (hereinafter collectively referred to as "crane game machines 104" when referred to collectively or without distinction) and user terminals 110a...110m (hereinafter collectively referred to as "user terminals 110" when referred to collectively or without distinction) are connected to the server 102 via the internet 106.
[0011] In this embodiment, the user terminal 110 (communication terminal) is assumed to be a smartphone. The user terminal 110 may also be a tablet terminal or a laptop PC. The user terminal 110 and the internet 106 are connected wirelessly, but a wired connection may also be used. A dedicated application (hereinafter referred to as "CS (Crane Service) software") is installed on the user terminal 110.
[0012] The crane game machine 104 is installed in amusement facilities such as amusement parks and game centers. To remotely manage the crane game machine 104, a tablet terminal used by an operator running the amusement facility may be connected to the crane game machine 104.
[0013] Server 102 provides various services for the crane game. The player downloads the CS software from server 102 to user terminal 110. At this time, player registration is executed, and server 102 assigns a player ID to the player. The player ID is also registered in user terminal 110. When registering a player, various information about the player, such as the player's bank account number, name, address, etc., together with the player ID, is registered in server 102 as player information. A game machine ID for identifying the crane game device 104 is also registered in server 102.
[0014] After player registration, the player accesses server 102 from user terminal 110. Server 102 causes user terminal 110 to display a selection screen (described later) of a plurality of crane game devices 104. The player selects the crane game device 104 on which the player wants to play online on this selection screen. Thereafter, a captured image of the play space is transmitted from the camera installed in the crane game device 104 to user terminal 110, and the player makes an operation input while looking at the screen of user terminal 110. The crane game device 104 executes the crane game according to the operation input from the player.
[0015] When the crane game device 104 selected on the selection screen is already being played by another player, server 102 performs reservation management. The player can play the crane game online when the players who reserved before the player disappear, that is, when it is the player's turn. Also, during the reservation, it is possible to watch the play of other players.
[0016] For example, assume that player P2 reserves the crane game device 104a after player P1. When player P1 plays an online crane game on the crane game device 104a, the captured image of the play space of the crane game device 104a is transmitted not only to the user terminal 110 of player P1 but also to the user terminal 110 of player P2.
[0017] The crane game device 104 in this embodiment is configured to be playable both online and offline. A player can play an offline crane game (a regular crane game) by directly operating the crane game device 104 at its installation location. Alternatively, as described above, a player can play an online crane game by remotely accessing the crane game device 104 from a user terminal 110. In the following description, we will assume online play in the crane game device 104, which is compatible with both online and offline modes.
[0018] Figure 2 is a schematic diagram showing the overall configuration of the crane game machine 104. The crane game device 104 comprises a rectangular base 112 and a box-shaped prize storage section 114 provided on the base 112. A play space S is formed inside the prize storage section 114, and a prize display stand 116 (game field) is provided. Prizes P, such as stuffed animals and miscellaneous goods, are placed on the prize display stand 116. A crane 118 is provided above the prize display stand 116. The crane 118 can move forward, backward, left, right, and up and down within the play space S, and grasps / releases the prizes P.
[0019] The prize storage section 114 has transparent glass on its front and both sides. This is to ensure that the prizes P are visible from the outside. A camera 122 is installed on the ceiling of the crane game machine 104. The camera 122 captures images of the prize display stand 116 from above. In addition, a camera 122 is installed to capture images of the entire play space from an oblique angle above for online play.
[0020] LEDs (Light Emitting Diodes) are installed on the vertical columns 150 of the crane game machine 104, and they light up as part of the visual effects during gameplay. A door 124 is provided on the front of the prize storage section 114, allowing the operator to place the prizes P inside the prize storage section 114.
[0021] The prize display stand 116 is divided into a first area 126 and a second area 128. Each divided area is made up of removable panels. By removing either panel, a drop-off opening 130 for dropping the prize P can be formed. When the prize P is placed in the first area 126 and the drop-off opening 130 is formed in the second area 128, the player can acquire the prize P if they can move the prize P from the first area 126 to the second area 128 (drop-off opening 130).
[0022] A prize stock space 132 is formed inside the base 112 to accommodate the prizes P that fall from the drop opening 130. A prize retrieval opening 134 is formed on the front of the base 112 for retrieving the prizes P that have fallen into the prize stock space 132.
[0023] A control panel 136 is provided on the front side of the base 112. The control panel 136 is equipped with a coin slot 138, an IC (Integrated Circuit) card reader 140, an operation unit 142, and a setting display unit 144. To start the game, the player either inserts a coin into the coin slot 138 or touches an IC card loaded with electronic money to the IC card reader 140. In the latter case, payment processing using electronic money is performed, but since this is a publicly known technology, the details will be omitted.
[0024] The control unit 142 has control buttons 142a and 142b for the player to move the crane 118. The control unit 142 functions as a "crane control unit" that receives input signals based on the player's operations. Control button 142a is a button that moves the crane 118 in the left-right direction (X direction), and control button 142b is a button that moves the crane 118 in the forward-backward direction (Y direction). As a variation, the crane 118 may be moved forward, backward, left, and right using a joystick.
[0025] A touch panel is installed on the settings display unit 144. The settings display unit 144 accepts input of game setting information from the operator and displays information related to the game, such as the operation method of the control unit 142 and game results. The crane game device 104 also includes a speaker (not shown) and external connection terminals.
[0026] The crane 118 has an arm 146 capable of gripping and releasing the prize P. The crane 118 includes a motor that drives the arm 146 to open and close. By opening and closing the arm 146, the prize P is gripped and released.
[0027] The crane 118 is movable along a guide rail (not shown) installed on the top of the prize storage section 114 and is driven by a crane drive unit 148. The crane drive unit 148 includes a movement mechanism that drives the crane 118 in the horizontal (X direction) and vertical (Y direction) directions, and a lifting mechanism that drives it in the vertical (Z direction) direction. The movement mechanism includes an X-direction motor and a Y-direction motor. The lifting mechanism includes a Z-direction motor. The crane drive unit 148 can move the crane 118 to any position in the play space S. Since such a drive mechanism is publicly known, a detailed explanation is omitted.
[0028] In online play, the devices on the control panel 136 are not used. In online play, the crane 118 is remotely controlled according to the input from the user terminal 110. The prize P is awarded when the crane 118 grabs the prize P and carries it to the drop-off point 130, just as in offline play. The awarded prize P is mailed to the player's home at a later date.
[0029] Figure 3 is a functional block diagram of the server 102 and the crane game machine 104. Each component of the server 102 and the crane game machine 104 is realized by hardware including arithmetic units such as a CPU (Central Processing Unit) and various coprocessors, storage devices such as memory and storage, and wired or wireless communication lines connecting them, and software stored in the storage devices that supplies processing instructions to the arithmetic units. The computer program may consist of device drivers, an operating system, various application programs located at a higher layer, and libraries that provide common functions to these programs. The blocks described below represent functional units, not hardware units. The same applies to each component of the user terminal 110, which will be explained in relation to Figure 4 below.
[0030] (Server 102) The server 102 includes a data processing unit 162, a data storage unit 164, and a communication unit 160. The communication unit 160 is responsible for communication processing with the user terminal 110 and the crane game machine 104. The data storage unit 164 stores various types of data. The data processing unit 162 performs various processes based on the data received by the communication unit 160 and the data stored in the data storage unit 164. The data processing unit 162 also functions as an interface between the communication unit 160 and the data storage unit 164.
[0031] The communication unit 160 includes a transmitting unit 166 that transmits various types of data and a receiving unit 168 that receives data.
[0032] The data processing unit 162 includes a player management unit 170, a search unit 172, and an entry management unit 174. The player management unit 170 manages player registration, play history management, and other functions for each player. The search unit 172 searches for the crane game machine 104 that a player is playing. The search for the crane game machine 104 will be explained in relation to Figure 12. The entry management unit 174 manages the reservations made by players to play the crane game machine 104.
[0033] (Crane game machine 104) The crane game device 104 includes a user interface processing unit 180, a mechanism unit 182, a data processing unit 186, a communication unit 184, and a data storage unit 188. The user interface processing unit 180 accepts operations from the player via various input devices and is responsible for processing related to the user interface, such as displaying images and outputting sound. The mechanism unit 182 drives various mechanisms such as the crane 118 and the prize stock space 132. The communication unit 184 is responsible for communication processing with the user terminal 110 and the server 102. The data storage unit 188 stores various data. The data processing unit 186 executes various processes based on the data input from the user interface processing unit 180, the data received by the communication unit 184, and the data stored in the data storage unit 188. The data processing unit 186 also functions as an interface to the mechanism unit 182, the user interface processing unit 180, the communication unit 184, and the data storage unit 188.
[0034] The user interface processing unit 180 includes an input unit 152 that receives input from the player and an output unit 190 that outputs various information such as images and sounds to the player. The input unit 152 corresponds to the operation unit 142 (see Figure 2). The output unit 190 also performs image display on the setting display unit 144, etc.
[0035] The communication unit 184 includes a transmission unit 194 that transmits various data to the server 102, etc., and a reception unit 196 that receives the data.
[0036] The mechanism unit 182 includes a crane drive unit 148 and a camera 122 (imaging unit). As described above, the camera 122 installed in the crane game device 104 captures images of the prize placement table 116 (game field). These captured images allow for the understanding of the prize placement and movement. The captured images are also transmitted as live view images to the user terminal 110 by the transmission unit 194. As described above, the crane drive unit 148 performs the movement, gripping, and release of the crane 118.
[0037] The data processing unit 186 includes a crane control unit 154, a movement determination unit 156, an item detection unit 230, and a field of view management unit 158. In offline crane games, the crane control unit 154 instructs the crane drive unit 148 to move, grip, and release according to the operation instructions from the operation unit 142. In online crane games, the crane control unit 154 instructs the crane drive unit 148 on how to operate according to the operation instructions received from the user terminal 110. The movement determination unit 156 determines whether the prize P has fallen into the drop-off opening 130, in other words, whether the crane game is successful or not.
[0038] The item detection unit 230 detects the position of the prize P by performing image recognition on the image captured by the camera 122 of the prize display stand 116. The visibility management unit 158 manages the visibility of the items during online crane games, which is how easily players can confirm the position of the items. The management of visibility will be described in detail in relation to Figure 8 and onward.
[0039] The data storage unit 188 stores the game program for the crane game, as well as information related to its usage status, such as settings and game play results.
[0040] Figure 4 is a functional block diagram of the user terminal 110. The user terminal 110 includes a user interface processing unit 200, a communication unit 202, a data processing unit 204, and a data storage unit 206. The user interface processing unit 200 accepts operations from the player via input devices such as a touch panel, and is also responsible for processing related to the user interface, such as displaying images and outputting sound. The communication unit 202 is responsible for communication processing with the server 102 and the crane game machine 104. The data storage unit 206 stores various types of data. The data processing unit 204 executes various processes based on input from the user interface processing unit 200, data received by the communication unit 202, and data stored in the data storage unit 206. The data processing unit 204 also functions as an interface for the communication unit 202, the user interface processing unit 200, and the data storage unit 206.
[0041] The user interface processing unit 200 includes an input unit 208 and an output unit 212. The input unit 208 receives various inputs from the player. The input unit 208 includes the operation unit 210. The CS software displays operation buttons on the screen for moving the crane 118 in the X and Y directions, and operation buttons for lowering the crane 118 in the Z direction to perform a gripping operation. The operation unit 210 receives operations from the player for these operation buttons.
[0042] The output unit 212 outputs various information to the player. The output unit 212 includes a display unit 214 and a support notification unit 216. The display unit 214 displays a composite image, described later, generated from the captured images transmitted from the crane game machine 104, on the screen of the user terminal 110. The support notification unit 216 outputs support information to assist the player in winning prizes. Details of the support information will be described later.
[0043] The communication unit 202 includes a transmission unit 218 that sends various data to the server 102, etc., and a reception unit 220 that receives the data. The transmission unit 218 transmits the player's operation input to the crane game machine 104 via the server 102. The crane game machine 104 controls the crane 118 according to the operation input from the user terminal 110. The crane game machine 104 also transmits images of the play space captured by the camera 122 to the user terminal 110 via the server 102.
[0044] The data processing unit 204 includes a synthesis unit 222 and a virtual item management unit 224. The synthesis unit 222 generates a composite image by superimposing a special effect image (described later) onto the captured image. The virtual item management unit 224 manages the virtual items (described later).
[0045] Figure 5 is a schematic diagram showing an example of the arrangement of items on the game field. In this embodiment, there are two types of prizes (items): physical items (hereinafter referred to as "real items 252") and items that do not exist physically but exist as digital information (hereinafter referred to as "virtual items 276"). Hereafter, when real items 252 and virtual items 276 are not distinguished, or when they are referred to collectively, they will simply be called "items." Items are identified by an item ID (hereinafter referred to as "GID").
[0046] The item with GID=R01 is the real item 252 (hereinafter referred to as "real item 252(R01)"). Camera 122 captures an image of the prize display stand 116. The item detection unit 230 identifies the position coordinates of the real item (R01) through image recognition processing of the captured image. The position coordinates of real item 252(R01) are assumed to be (x1, y1). Items (V01) to (V03) are virtual items 276. Position coordinates are pre-set for the virtual items 276. For example, the position coordinates of virtual item (V01) are assumed to be (x2, y2).
[0047] Virtual item 276 is digital content such as a ticket that grants the right to play a crane game one more time, but more details will be provided later.
[0048] Point C indicates the point directly beneath the crane 118. The radar range 232 is the area within radius K centered on point C. The radar range 232 will also be described later. In this embodiment, the player plays the online crane game with the aim of acquiring not only real items 252 placed on the prize display stand 116 (game field), but also virtual items 276.
[0049] Figure 6 is a data structure diagram of the item placement information 240. The item placement information 240 is stored in the data storage unit 188 of the crane game machine 104. The item placement information 240 indicates the type (category) and position coordinates of the real item 252 and the virtual item 276. As described above, the real item 252 (R01) is placed at position (x1, y1) on the game field. The real item 252 (R01) is a stuffed doll.
[0050] Virtual item 276(V01) is a "cleaner" set at position (x2, y2). As will be explained in more detail later, in this embodiment of the online crane game, the items are presented as if they are buried in a desert. The cleaner is an item that blows away this desert. Virtual item 276(V02) is a "ticket". If a player obtains a ticket, they can try the crane game again. Virtual item 276(V03) is a "losing ticket". Even if a player obtains virtual item 276(V03), they cannot gain any profit.
[0051] Figure 7 shows the captured image 250 transmitted from the crane game machine 104 to the user terminal 110. A camera 122 located above the front of the crane game machine 104 captures video footage of the prize display stand 116 (game field). The transmission unit 194 of the crane game machine 104 streams the captured image 250 from this camera to the user terminal 110. The captured image 250 shown in Figure 7 shows the crane 118, the arm 146, the prize display stand 116, and the prize as an actual item 252 (R01). The composite unit 222 of the user terminal 110 generates a composite image by superimposing the performance image described later onto this captured image 250.
[0052] Figure 8 is a screen view showing the first example of composite image 260. The compositing unit 222 generates a composite image 260 by overlaying a pre-prepared visual effect image 254 onto the captured image 250. One of the visual effect images 254 is a computer graphics image of a desert (hereinafter referred to as the "desert image"). The compositing unit 222 detects the area of the captured image 250 that corresponds to the prize stand 116 and overlays the desert image (visual effect image 254) so that the prize stand 116 is completely covered. As a result, the real item 252 (R01) is hidden from the composite image 260. During online play, the player sees the composite image 260 instead of the captured image 250, so the player cannot see where the real item 252 is located.
[0053] The image synthesis unit 222 detects the image region corresponding to the crane 118 from the captured image 250 and overlays a performance image 254 (hereinafter referred to as "UFO image 272") that shows a UFO (Unidentified Flying Object). The UFO image 272 is a type of performance image 254. The UFO image 272 makes it appear to the player that they are operating a UFO with an arm 146, rather than the crane 118. An aircraft silhouette image 266 is displayed at the position directly below the crane 118 (UFO) to indicate the point directly beneath the crane 118. The center of the aircraft silhouette image 266 corresponds to the point directly beneath C (see Figure 5).
[0054] The player cannot determine the location of either the real-world item 252 or the virtual item 276 simply by looking at the composite image 260. Therefore, the synthesis unit 222 introduces an alien 270 who gives the player hints about the location of each item. The alien 270 moves around the desert and speaks various hint phrases near the location of the items, such as "Here, here," "More to the right," "More to the other side," "Isn't it here?", and "It doesn't seem to be here." The hints from the alien 270 are a type of support information as described above. The support notification unit 216 may output the alien 270's lines as audio, or display them as speech bubbles as shown in Figure 8.
[0055] The support information (hints) provided by Alien 270 includes both definitive and ambiguous pieces of information. Some of the information is correct, while other pieces are false. The support notification unit 216 randomly selects these pieces of support information to guide the player to the items. More specifically, the synthesis unit 222 refers to the item placement information 240 and randomly selects one item to be given a hint. The probability of selecting a real item 252 at this time is set higher than the probability of selecting a virtual item 276. The synthesis unit 222 also selects a location where no items are present as the destination with a predetermined probability. For example, the synthesis unit 222 selects the location of real item 252 (R01) with a 50% probability, the locations of virtual items 276 (V01) to virtual items 276 (V03) with a 15% probability each, and selects a location where no items exist as the destination with the remaining 5% probability.
[0056] Next, the synthesis unit 222 moves the alien 270 to the destination. The support notification unit 216 selects a line of dialogue from several pre-prepared lines for the alien 270 to say upon arrival at the destination. For example, the alien 270 might give a hint such as "Isn't it here?" regarding the location where the virtual item 276 (V01) is hidden.
[0057] When the crane 118, or more precisely, the x and y coordinates of the point C directly below the crane 118, approach the position coordinates of any item, the support notification unit 216 outputs a sound (hereinafter referred to as "proximity sound"). The proximity sound may be a buzzer sound or music. For example, when the distance between the position coordinates of the item and the point C directly below the crane 118 is within R (>K), the support notification unit 216 outputs a proximity sound. The closer the crane 118 gets to the item, the louder the proximity sound is produced by the support notification unit 216. The proximity sound is also a type of support information. Instead of increasing the volume of the proximity sound, the support notification unit 216 may change the timbre or tempo of the proximity sound according to the distance. Furthermore, the proximity sound produced when the crane 118 is approaching a virtual item 276 may be of a different type than the proximity sound produced when the crane is approaching a real item 252.
[0058] When any item is present within the radar range 232 (see Figure 5), which is the area surrounding the crane 118, in other words, when the distance between the item and the point directly below it C is within K, the support notification unit 216 displays the radar screen 262 in the lower right corner of the game screen. The radar screen 262 displays a circle indicating the radar range 232 and a bright spot 264 indicating the location of the item. This bright spot 264 is also a type of support information. The player carefully operates the crane 118 so that the crane 118 and the bright spot 264 overlap.
[0059] In this way, by superimposing the visual effect image 254 onto the captured image 250, a composite image 260 is generated, and by providing support information to the player, a unique gameplay experience, such as a treasure hunt in the desert, is realized.
[0060] Figure 9 is a screen view showing a second example of composite image 260. The player determines the descent point of the crane 118 based on various support information. When the player stops the crane 118 and touches the descent button (not shown) displayed on the user terminal 110, the crane 118 descends. In conjunction with this, the composite unit 222 executes an effect that makes the UFO image 272 appear to land in the desert, with dust swirling up (274).
[0061] Figure 10 is a screen view showing a third example of composite image 260. When the arm 146 grasps and lifts the real-world item 252 (R01), the composite unit 222 performs an effect that makes it appear as if the real-world item 252 (R01) is being abducted by a UFO. In the crane game device 104 of this embodiment, the gripping force of the arm 146 is set to be stronger during online play compared to offline crane games, so if the arm 146 can grasp the real-world item 252, the real-world item 252 can be obtained relatively easily.
[0062] After crane 118 lifts the real item 252, crane 118 automatically transports the real item 252 to the drop-off point 130. The acquired real item 252 will be mailed to the player's home at a later date.
[0063] Furthermore, when the crane 118 is lowered and the distance between the position coordinates (x and y coordinates) of point C directly below the crane 118 and the position coordinates (x and y coordinates) of the virtual item 276 is within a predetermined threshold, the player can acquire the virtual item 276. In this case, an animation is performed in which the virtual item 276 is lifted up by the UFO. The virtual item 276 is considered acquired as long as it is lifted up.
[0064] For example, if virtual item 276 is a ticket, the virtual item management unit 224 grants the player the right to play again. When virtual item 276 (ticket) is acquired, the virtual item management unit 224 notifies the server 102 of the ticket acquisition along with the player ID, and the player management unit 170 of the server 102 registers the player ID and ticket in association. The same applies to other virtual items 276, and the player management unit 170 manages what virtual items 276 (items) a player possesses.
[0065] Figure 11 is a screen view showing the fourth example of composite image 260. The desert has predetermined depths. In this embodiment, the desert is divided into three layers from deepest to deepest: the lower layer, the middle layer, and the upper layer. It is assumed that each item is buried in the lower layer.
[0066] When a player lowers the crane 118 to any point, the visibility management unit 158 changes the desert's structure to a two-layer structure (lower and middle layers). That is, the upper layer of the desert is removed as the crane 118 is lowered. Hereafter, the conditions under which the depth of the desert decreases due to the crane 118 will be called "release conditions". The visibility management unit 158 manages the number of layers in the desert. When the desert has a two-layer structure, the composite unit 222 changes the desert image (effect image 254) to one with the upper layer removed, in other words, to a slightly shallower desert image.
[0067] When the desert has two layers, and either player lowers the crane 118, the visibility management unit 158 changes the desert to a single-layer structure (lower layer). The visibility management unit 158 notifies the user terminal 110 of the number of desert layers. When there is only one layer, the composite unit 222 changes to an even thinner desert image by removing the upper and middle layers.
[0068] When only the lower layer is a desert image, a composite image 260 is created in which part of the items are exposed. Figure 11 shows the composite image 260 when an effect image 254 corresponding to the desert image of only the lower layer is composited with the captured image 250. The more players who challenge the online crane game, the easier it is for players who challenge later to find the items, giving them an advantage.
[0069] The composite unit 222 may display a composite image 260 showing the state in which the desert has been excavated only near the landing point of the crane 118. For example, suppose the crane 118 lands at position (x5, y5). At this time, the composite unit 222 may superimpose a desert image (effect image 254) on the captured image 250, in which the upper layer has been removed within a radius L from position (x5, y5).
[0070] If a virtual item 276 is exposed, the player can easily acquire it by simply positioning the crane 118 to the location of the virtual item 276. On the other hand, even if a real item 252 is exposed in the desert, it cannot necessarily be acquired easily. Even if the crane 118 can be lowered near the real item 252, the angle of the real item 252 and its position relative to the arm 146 may prevent the arm 146 from reliably grasping the real item 252.
[0071] As described above, when a player possesses a cleaner, which is a type of virtual item 276, the player can use the cleaner. The server 102 provides the user terminal 110 with a list of the virtual items 276 it possesses in advance. The player instructs the user terminal 110 to use the cleaner it possesses. At this time, the synthesis unit 222 removes a portion of the desert from the synthesized image 260. For example, when a cleaner is used when the desert has a three-layer structure, the synthesis unit 222 changes the desert image to one corresponding to two layers. At this time, the transmission unit 218 notifies the crane game machine 104 of the use of the cleaner via the server 102, and the field of view management unit 158 changes the depth of the desert to "two layers (lower and upper layers)". Alternatively, when a cleaner is used, the synthesis unit 222 may completely remove the desert image.
[0072] The visibility management unit 158 periodically restores the desert. For example, when a predetermined time has elapsed since the upper layer of the desert was deleted, resulting in a two-layered desert, the visibility management unit 158 restores the desert to a three-layered desert. At this time, the crane game device 104 notifies the user terminal 110 of the three-layered desert via the server 102. When the composite unit 222 of the user terminal 110 receives this notification of the three-layered desert, it changes the desert image corresponding to the two-layered desert to the desert image corresponding to the three-layered desert. With this control method, the visibility of the play space increases each time the release condition is met, and at the same time, the visibility decreases as the desert is naturally filled in after a while.
[0073] As mentioned above, the release condition may be met when the crane 118 is lowered, or when the item is not acquired even after the crane 118 is lowered.
[0074] Figure 12 is a screenshot of the selection screen 280. When a player plays an online crane game, they access the server 102 from the user terminal 110. At this time, the entry management unit 174 of the server 102 displays the selection screen 280 shown in Figure 12 on the user terminal 110. On the selection screen 280, the player selects the crane game machine 104 to play.
[0075] The player enters the name of their favorite character in the favorites field 282. In Figure 12, "bear" is selected. The data storage unit 164 of the server 102 already stores information that associates the game machine ID with the types of real-world items 252 stored in the crane game machine 104. The search unit 172 searches for the crane game machine 104 that stores "bear" as a real-world item 252 and displays them in a list on the selection screen 280.
[0076] The selection button 284 corresponds to the crane game machine 104 that stores the "bear" as a real item 252. When the player selects any of the selection buttons 284, the selected crane game machine 104 can be connected to the user terminal 110. From this point onward, the server 102 relays the data transmission between the crane game machine 104 and the user terminal 110. At this time, the player consumes an amount of points specified by the crane game machine 104. Points, in this context, are digital data that functions as currency for playing the game.
[0077] <Summary> The game system 100 has been described above based on the embodiments. Players can enjoy online crane games using a composite image 260 that resembles artificial reality, where a visual effect image 254 is superimposed on an image 250 representing the actual play space. Because the visual effect image 254 obstructs the visibility of the items, it provides a new gameplay element in addition to the traditional game of skillfully grasping the items, by requiring players to search for where the items are located.
[0078] When a player lowers the crane 118, the release condition is met, and the composite unit 222 changes the desert image (effect image 254) to improve the visibility of the play space. Therefore, the more players who play the online crane game, the higher the expectation of winning an item can be. In addition, the alien 270 and others can provide various support information to make the item hunt more exciting.
[0079] Alien 270 may not always give clear hints. Or, the hints Alien 270 gives may be incorrect. Players can enjoy the unique psychological challenge of deciding whether or not to trust Alien 270's hints. The operators can also adjust the difficulty of the online crane game by changing the number of times Alien 270 appears and the accuracy of the hints (support information) that Alien 270 provides.
[0080] In this embodiment, virtual items 276 are also available as prizes in addition to the real items 252. Since players can acquire virtual items 276 as rewards in addition to the real items 252, the player's expectation of success in the crane game can be increased even more than in offline crane games. For example, even if a player does not acquire the real item 252, acquiring virtual items 276 such as a cleaner or ticket can encourage them to try again. On the other hand, since there are also "losers" among the virtual items 276, it can provide not only the fun of a treasure hunt but also the fun of a lottery.
[0081] The present invention is not limited to the embodiments or modifications described above, and can be materialized by modifying the components without departing from the spirit of the invention. Various inventions may be formed by appropriately combining the multiple components disclosed in the embodiments and modifications described above. Furthermore, some components may be deleted from all the components shown in the embodiments and modifications described above.
[0082] Although the game system 100 has been described as comprising multiple crane game machines 104, multiple user terminals 110, and a server 102, some functions of the crane game machines 104 or user terminals 110 may be implemented by the server 102, and some functions of the server 102 may be assigned to the user terminals 110 or crane game machines 104. Furthermore, a third device other than the crane game machines 104, user terminals 110, or server 102 may perform some functions of the server 102, crane game machines 104, or user terminals 110. The collection of functions of the crane game machines 104 and user terminals 110 and the functions of the server 102 described in Figures 3 and 4 can also be broadly understood as a single "information processing device." How to allocate the multiple functions necessary to realize the present invention to one or more hardware devices should be determined in consideration of the processing capacity of each hardware device and the specifications required for the game system 100.
[0083] <Variation> In this embodiment, the entire game field is described as being obscured by the visual image 254, but the visual image 254 only needs to be an image that obscures at least all or part of the item. Here, "obscuring" may mean completely occluding the item with an opaque image, or making the item difficult to see with a semi-transparent image.
[0084] The unlock condition can be set arbitrarily. For example, the unlock condition may be met when crane 118 descends and grasps a real item 252 or a virtual item 276. Alternatively, the unlock condition may be met when the player pays an additional fee. The unlock condition may also be met and the desert image may change when the cleaner is acquired, rather than when the player instructs the player to use the cleaner.
[0085] It is also possible to assume that the shallower the desert, the easier it is for UFO radar to detect objects. For example, the support notification unit 216 may set the radius of the radar range 232 to K1 when the desert has a three-layer structure, and to K2 (>K1) when it has a two-layer structure. With such a control method, the shallower the desert, the easier it is for radar to detect objects.
[0086] The visual effect image 254 used to reduce the visibility of objects is not limited to a desert image. For example, the composite unit 222 may obstruct the player's view by overlaying a moving image showing a blizzard as the visual effect image 254 on top of the captured image. When the release condition is met, such as by lowering the crane 118 or using the cleaner, the composite unit 222 may improve visibility by making the blizzard milder.
[0087] The composite section 222 may use a visual representation image 254 showing water to create the illusion that the object is submerged in water.
[0088] The composite unit 222 may use a flame-like image 254 to create the effect that the item is hidden in a sea of fire. A puddle-like image 254 may be superimposed in the area corresponding to the drop-off opening 130. In this case, the composite unit 222 may perform an effect in which the crane 118 lifts the item out of the flames and the crane 118 carries the item to the puddle.
[0089] The user terminal 110 may display the captured image 250, but may not display the effect image 254 that reduces the visibility of the items. The synthesis unit 222 may synthesize only the effect image 254 corresponding to the virtual item 276 with the captured image 250. In this case, the player can enjoy the online crane game in a play space where real items 252 and virtual items 276 are mixed. The player plays the crane game by checking the real items 252 and virtual items 276 scattered on the game field and choosing which item to acquire.
[0090] The player management unit 170 may be configured to allow a player to play the online crane game once a predetermined number of points have been accumulated, for example, 50 points. The player management unit 170 awards the player 1 point each time the player plays the online crane game. The virtual item management unit 224 may also award points to the player as a type of virtual item 276.
[0091] As an example of a variation, virtual item 276 may include a "megaphone." When the player uses virtual item 276 "megaphone," the support notification unit 216 increases the number of aliens 270. As mentioned above, the support information provided by aliens 270 is ambiguous. Therefore, the more aliens 270 there are, the richer the support information becomes, making it easier for the player to find items.
[0092] Other possible virtual items 276 include items that enhance the gripping force of the arm 146, items that increase the number or types of virtual items 276 that appear on the game field, items that physically tilt the game field, and items that change the visual effects 254, such as UFO images.
[0093] Players may also be able to purchase items such as cleaners by paying an additional fee, thereby improving the visibility of their play space.
[0094] In this embodiment, it has been explained that when a player enters a character in the favorites field 282, the crane game machine 104 corresponding to the specified character is searched for. In addition, for example, if a player frequently plays the crane game machine 104 that stores character X, the player management unit 170 may register character X as this player's favorite. When character X is put into any of the crane game machines 104, the server 102 may send a new arrival notification to players who have character X as a favorite. Furthermore, if image recognition by the camera 122 indicates that the distance between the drop-off opening 130 and the actual item 252 is close and this actual item 252 is character X, the server may notify players who have character X as a favorite that they have a chance to win it.
[0095] The functions of the virtual item management unit 224 may be implemented by the crane game machine 104 or the server 102 instead of the user terminal 110. Similarly, the functions of the synthesis unit 222 may be implemented by the server 102.
[0096] In this embodiment, the visibility is reduced by the visual image 254, and it is explained that visibility improves when the release condition is met. As a modification, the visibility may be reduced by the visual image 254 each time the release condition is met. The difficulty level of the visual image 254 may be adjusted by increasing the gripping force of the arm 146 when the visibility decreases.
[0097] If the server 102 or the crane game machine 104 is equipped with the function of the image synthesis unit 222, it is not necessary to install CS software on the user terminal 110. The user terminal 110 may access the server 102, etc., via a web browser, and the crane game machine 104 may stream the captured images 250 via the web browser.
[0098] Figure 13 is a schematic diagram showing the captured image 290 in a game image acquisition device. One possibility is the integration of a game image capture device, commonly known as a "purikura" (registered trademark), with a crane game. Suppose a player acquires a real-world item 252, such as a plush toy, corresponding to character C1, in the crane game. The player then brings in the real-world item 252 (character C1) and takes an image of it using the game image capture device.
[0099] The game image capture device detects a real object 252 through image recognition and identifies character C1. At this time, the game image capture device overlays character image 294, which corresponds to character C1, onto the captured image 290 next to the player image 292. This control method allows players who have enjoyed the crane game to also enjoy the game image capture.
[0100] Furthermore, when the player brings in a real-world object 252 and takes an image, the character image 294 will appear in the live view image before the image is taken, which can give the player a fresh surprise. Depending on the type of real-world object 252 or how the real-world object 252 is held, the game image capturing device may change the pose of the character image 294. For example, the game image capturing device may control the pose of the character image 294 to be different for real-world object 252a corresponding to character C1 and for another real-world object 252b corresponding to character C1. Alternatively, the game image capturing device may control the pose of the character image 294 to be different when the player is holding real-world object 252a corresponding to character C1 to their chest and when they are holding it above their head.
[0101] In addition to posing, various other effects can be considered, such as having music play when the real-world object 252 is shaken.
[0102] Furthermore, the actual item 252 does not necessarily have to be a prize obtained through a crane game. For example, in a game image capturing device, even if the actual item 252 is purchased by the player at a store, the character image 294 corresponding to that actual item 252 may be displayed in the captured image 290. [Explanation of symbols]
[0103] 100 Game system, 102 Server, 104 Crane game machine, 106 Internet, 110 User terminal, 112 Base, 114 Prize storage area, 116 Prize display stand, 118 Crane, 120 Monitor, 122 Camera, 124 Door, 126 First area, 128 Second area, 130 Drop-off point, 132 Prize stock space, 134 Prize retrieval exit, 136 Control panel, 138 Coin slot, 140 IC card reader, 142 Control unit, 142a Operation buttons, 142b Operation buttons, 144 Setting display unit, 146 Arm, 148 Crane drive unit, 150 Column, 152 Input unit, 154 Crane control unit, 156 Movement determination unit, 158 Visibility management unit, 160 Communication unit, 162 Data processing unit, 164 Data storage unit, 166 Transmission unit, 168 Receiving unit, 170 Player management unit, 172 Search unit, 174 Entry management unit, 180 User interface processing unit, 182 Mechanism unit, 184 Communication unit, 186 Data processing unit, 188 Data storage unit, 190 Output unit, 194 Transmission unit, 196 Receiving unit, 200 User interface processing unit, 202 Communication unit, 204 Data processing unit, 206 Data storage unit, 208 Input unit, 210 Operation unit, 212 Output unit, 214 Display unit, 216 Support notification unit, 218 Transmission unit, 220 Receiving unit, 222 Synthesis unit, 224 Virtual item management unit, 230 Item detection unit, 232 Radar range, 240 Item placement information, 250 Captured image, 252 Actual item, 252a Actual item, 252b Real-world objects, 254; Staged images, 260; Composite images, 262; Radar screens, 264; Bright spots, 266; Aircraft images, 270; Aliens, 272; UFO images, 274; Dust clouds, 276; Virtual objects, 280; Selection screen, 282; Favorites section, 284; Select button, 290; Captured images, 292; Player images, 294; Character images
Claims
1. An image display unit that displays captured images of the play space of an item acquisition game to the player, The aforementioned captured image is used as the target of an operating unit that receives input from the player to a crane capable of grasping real objects within the play space, The system includes an image adjustment unit that changes the visibility level of the real object displayed in the composite image by compositing a visually enhanced image with the captured image, The image adjustment unit changes the visibility level of the actual object in the composite image based on the operation of the crane by the first player or the result of the first player's play. The image display unit displays an image of the play space at the modified visibility level for a second player who plays the same item acquisition game device after the first player.
2. The aforementioned image adjustment unit is After the item acquisition game is played, the visibility level of the actual item in the synthesized image is increased. The game system according to claim 1, wherein the visibility level is lowered after a predetermined time has elapsed since the visibility level was increased.
3. The aforementioned play space also has the position coordinates of virtual items set, An article detection unit that identifies the location of the aforementioned actual article, The crane further comprises a proximity notification unit that notifies when the point directly below the crane approaches the actual or virtual object, The aforementioned proximity notification unit is, The notification method is changed according to the distance from the point directly below the crane to the location of the actual item or the position coordinates of the virtual item. The game system according to claim 1, further varying the notification method depending on whether the item is a real item or a virtual item.