Item acquisition game system, performance control method, and computer program
The item acquisition game system addresses the limitations of individual setting changes by implementing group and priority settings, enhancing visual effects through synchronized or staggered performances across multiple devices.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- GENDA GIGO ENTERTAINMENT CORP
- Filing Date
- 2025-01-15
- Publication Date
- 2026-07-28
AI Technical Summary
Existing prize acquisition game devices require individual setting changes to adjust the operation order, limiting the degree of freedom and hindering improved performance effects.
An item acquisition game system that includes group setting, priority setting, and performance timing information generation and transmission to control the performance of multiple devices based on priorities, allowing synchronized or staggered effects.
Enhances the visual effects of the game by improving the degree of freedom in interlocking behaviors and animation order, enabling simultaneous or staggered performances across multiple devices.
Smart Images

Figure 2026122419000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an article acquisition game system, an effect control method, and a computer program for controlling an effect in an article acquisition game device capable of acquiring an article stored inside an article storage unit.
Background Art
[0002] Conventionally, it has been known to perform an effect using a plurality of article acquisition game devices.
[0003] For example, Patent Document 1 proposes a prize acquisition game device including setting means for setting a group with other prize acquisition game devices, communication means for performing data communication via a network mutually connected with other prize acquisition game devices within the group, and operation control means for controlling an operation based on information received from other prize acquisition game devices within the group.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] [[ID=�9]]However, in the prize acquisition game device of Patent Document 1, since the operation is controlled based on information received from other prize acquisition game devices, in order to adjust the order of operation in a plurality of prize acquisition game devices included in a group, it is necessary to individually change the settings of all the prize acquisition game devices. For this reason, it is impossible to easily change the operation of the entire plurality of prize acquisition game devices included in the group, the degree of freedom of the interlocking mode of the plurality of prize acquisition game devices is limited, and it has been difficult to improve the production effect by adjusting the order in which the plurality of prize acquisition game devices operate.
[0006] This invention was made to solve the aforementioned problems in the prior art, and aims to improve the performance effects of a game device that acquires multiple items. [Means for solving the problem]
[0007] (1) An item acquisition game system that controls the performance in an item acquisition game device in which an item stored inside an item storage section can be acquired, A group setting means for setting a group that includes multiple item acquisition game devices, In the aforementioned group, there is a priority setting means for setting a priority order that defines the order in which the item acquisition game device performs its effects, A performance timing information generation means generates performance timing information indicating the timing at which the item acquisition game device included in the group performs a performance, based on the aforementioned priority order. An item acquisition game system characterized by comprising a transmission means for transmitting the aforementioned performance timing information to a plurality of item acquisition game devices.
[0008] The configuration of (1) is an item acquisition game system that controls the performance in an item acquisition game device capable of acquiring items stored inside an item storage section, and comprises a group setting means, a priority setting means, a performance timing information generation means, and a transmission means. The group setting means sets up a group that includes multiple item acquisition game devices. The priority setting means sets a priority order within a group that defines the order in which the item acquisition game devices perform their effects. The performance timing information generation means generates performance timing information indicating the timing at which the item acquisition game devices included in the group perform a performance, based on priority. The transmission means transmits performance timing information to multiple item acquisition game devices.
[0009] According to the configuration of (1), by setting priorities and transmitting performance timing information based on these priorities to multiple item acquisition game devices, it is possible to perform performances on multiple item acquisition game devices in a group in the order based on the priorities.
[0010] This allows multiple prize-winning game machines to perform their animations in an order determined by a priority setting, without having to individually set the order of animations for each machine. Therefore, the degree of freedom in how multiple prize-winning game machines interact is increased, and the animation effect can be improved by adjusting the order in which the animations are performed by the multiple prize-winning game machines. Therefore, it becomes possible to improve the visual effects of a game using multiple item acquisition devices.
[0011] (2) The means for generating performance timing information is: Simultaneous performance timing information that defines the timing at which the item acquisition game devices included in the group perform performances simultaneously, The item acquisition game system according to (1), characterized in that it generates either synchronized performance timing information that defines the timing at which each item acquisition game device performs a performance, or performance timing information, in an order based on the priority set for the multiple item acquisition game devices included in the group, with the timing of the performances shifted accordingly.
[0012] According to the configuration of (2), the performance timing information generation means generates either simultaneous performance timing information or linked performance timing information. The simultaneous performance timing information is information that causes the item acquisition game devices included in the group to perform their performances simultaneously. The synchronized performance timing information is information that causes the item acquisition game devices to perform performances in a staggered order based on the priority set for each of the multiple item acquisition game devices included in the group.
[0013] This allows all item acquisition game machines in a group to perform effects simultaneously depending on the situation, or to perform effects in a unified manner by staggering the timing of the effects based on the priority set for each item acquisition game machine. Therefore, the degree of freedom in the coordination of multiple prize acquisition game machines is increased, and the effect of the effects can be improved by easily changing the manner in which multiple prize acquisition game machines perform effects. Therefore, it becomes possible to further enhance the visual effects of a game using multiple item acquisition devices.
[0014] (3) The item acquisition game system according to (1) or (2), characterized in that the performance timing information generation means is capable of generating loop-linked performance timing information that defines the timing for performing performances in order from the item acquisition game device with the highest priority in the group, and for performing the performance of the item acquisition game device with the highest priority after the performance of the item acquisition game device with the lowest priority.
[0015] According to the configuration of (3), the performance timing information generation means is capable of generating loop-linked performance timing information. The loop-linked performance timing information allows for performances to be executed in order from the item acquisition game device with the highest priority within a group, or it is possible to execute the performance of the item acquisition game device with the highest priority after the performance of the item acquisition game device with the lowest priority.
[0016] This makes it possible to loop a sequence of events within a group, integrating multiple item acquisition game devices included in the group, in order of priority. Therefore, it becomes possible to further enhance the visual effects of a game using multiple item acquisition devices. [Effects of the Invention]
[0017] According to the present invention, it is possible to improve the performance effects of a game device that acquires multiple items.
Brief Description of the Drawings
[0018] [Figure 1] This is a diagram for explaining the outline of an item acquisition game system in an embodiment of the present invention. [Figure 2] This is a diagram for explaining the appearance of an item acquisition game device in an embodiment of the present invention. [Figure 3] This is a block diagram for explaining the functional configuration of an item acquisition game system in an embodiment of the present invention. [Figure 4] This is an example schematically showing the group DB of an item acquisition game system in an embodiment of the present invention. [Figure 5] This is a diagram for explaining an example of an effect by an item acquisition game system in an embodiment of the present invention. [Figure 6] This is a flowchart for explaining the effect control process of an item acquisition game system in an embodiment of the present invention.
Modes for Carrying Out the Invention
[0019] Hereinafter, the present invention will be described more specifically using preferred embodiments. However, the following embodiments are merely examples embodying the present invention, and the present invention is not limited thereto. The outline of an item acquisition game system in an embodiment of the present invention will be described. FIG. 1 is a diagram for explaining the outline of an item acquisition game system in an embodiment of the present invention.
[0020] The configuration of the item acquisition game system S will be described. The item acquisition game system S controls the effects in the item acquisition game device 1 that can acquire items stored inside the item storage unit. Specifically, the item acquisition game system S may include a plurality of item acquisition game devices 1 and a server 100, which is an example of a management unit, connected to the plurality of item acquisition game devices 1 via a network, or it may consist only of the server 100 and be configured to be connectable to a plurality of external item acquisition game devices 1 via a network.
[0021] Here, we will explain the configuration of the item acquisition game device 1. Figure 2 illustrates the external appearance of an item acquisition game device in one embodiment of the present invention. The item acquisition game device 1 comprises a base 10 installed on the floor, an item storage section 20 placed on the base 10 and containing items (prizes, etc.), with walls and other surfaces made of a translucent material (for example, glass), a moving device 30 provided in the upper interior of the item storage section 20, a vertical moving device 40 attached to the moving device 30 and moving the item acquisition device 50 (described later) in the vertical direction, and an item acquisition device 50 capable of acquiring items.
[0022] The item acquisition game device 1, for example, based on the player's operation of an operating unit 11 such as a switch provided on the base 10, moves the vertical movement device 40 in the left-right and front-back directions using a moving device 30 provided in the upper part of the inside of the item storage unit 20, then moves the item acquisition device 50 downward using the vertical movement device 40, grasps an item (not shown) placed inside the item storage unit 20 with a pair of arms 51 of the item acquisition device 50, moves the item onto a drop-off opening 12 provided on the base 10, then opens the pair of arms 51 and drops the item into the drop-off opening 12, thereby discharging the item to the outside. Through this item acquisition game, the player can acquire an item placed in the item storage unit 20.
[0023] The item acquisition game device 1 starts the item acquisition game by receiving a payment operation of a predetermined monetary value to execute the item acquisition game at the operation unit 11 (for example, an operation to insert coins equivalent to a predetermined amount into the coin slot provided on the operation unit 11). After starting the item acquisition game, the item acquisition game device 1 moves the item acquisition device 50, returns the item acquisition device 50 to its initial position, and ends the item acquisition game.
[0024] Furthermore, in the example shown in Figure 2, the item acquisition game device includes a plurality of booths 5 (two in the example shown in Figure 2) arranged in a predetermined direction (left and right in the example shown in Figure 2). The item acquisition game device has an item storage section 20 that is partitioned into booths 5, and each booth 5 is equipped with an operation unit 11, a moving device 30, an up and down moving device 40, an item acquisition device 50, and a drop-off opening 12. With this configuration, one item acquisition game device can accommodate as many players as there are booths 5 (two in the example shown in Figure 2), each playing the item acquisition game.
[0025] Door 21 can be locked and unlocked by an administrator (for example, an employee of a store where the item acquisition game system is installed), and can be unlocked and opened, for example, when replenishing items in the item storage section 20 or rearranging items.
[0026] Furthermore, the item acquisition game device 1 uses the performance means 70 to perform various effects, such as lighting effects using a lighting device and sound effects that generate music and sounds. For example, the item acquisition game device 1 performs a performance using the performance means 70 when an item is acquired by the player from inside the item storage section 20 (for example, when it detects that an item has fallen into the drop-off opening 12).
[0027] Returning to Figure 1, we will now describe the overview of the functions of the item acquisition game system S. The item acquisition game system S controls the timing of the effects in multiple item acquisition game devices 1. Specifically, the item acquisition game system S, for example, sets up groups of multiple item acquisition game devices 1 installed in a store (in the example shown in Figure 1, these are "Group A", "Group B", and "Group C") (dividing them into multiple groups).
[0028] Furthermore, the item acquisition game system S sets a priority order within a group that defines the order in which the item acquisition game device 1 performs its effects. The item acquisition game system S then generates performance timing information indicating the timing at which the item acquisition game devices 1 included in the group perform their effects, based on the set priority order, and transmits this performance timing information to the multiple item acquisition game devices 1.
[0029] For example, in the example shown in Figure 1, the item acquisition game system S is in "Group: A," and sets the priority of item acquisition game device 1 ("A-1") to the highest level, followed by item acquisition game device 1 ("A-2"), item acquisition game device 1 ("A-3"), and item acquisition game device 1 ("A-4") to the lowest level.
[0030] In this case, the item acquisition game system S generates performance timing information to perform the performances in the order of item acquisition game device 1 ("A-1"), item acquisition game device 1 ("A-2"), item acquisition game device 1 ("A-3"), and item acquisition game device 1 ("A-4"), based on the above priority order, and transmits this performance timing information to each item acquisition game device 1.
[0031] The item acquisition game system S sets these priorities and generates performance timing information for each group (in the example shown in Figure 1, "Group: A", "Group: B", and "Group: C").
[0032] Each item acquisition game device 1 performs a performance at a timing based on the performance timing information it receives.
[0033] With this item acquisition game system S, multiple item acquisition game devices 1 can perform effects in an order based on a priority set, without having to individually set the order of effects for each device. Therefore, the degree of freedom in the interlocking behavior of multiple item acquisition game devices 1 is improved, and the effect of the effects can be improved by adjusting the order in which the multiple item acquisition game devices 1 perform effects. Therefore, it becomes possible to improve the visual effects of the game device 1 that acquires multiple items.
[0034] Next, we will describe the functional configuration of the item acquisition game system S. Figure 3 is a block diagram illustrating the functional configuration of an item acquisition game system in one embodiment of the present invention.
[0035] The item acquisition game system S includes a server 100, which is an example of a management unit that can connect to multiple item acquisition game devices 1 and administrator terminals operated by administrators via a network.
[0036] The functional configuration of the item acquisition game device 1 will be described below. The item acquisition game device 1 comprises an operation unit 11, a moving device 30, a vertical moving device 40, an item acquisition device 50, a control means 60, a performance means 70, and a communication means 80.
[0037] The operation unit 11 is located on the front side of the base 10 and includes switches that receive player input in the item acquisition game, a monetary value detection unit (for example, a coin slot or a code input unit with monetary value) that detects when a predetermined monetary value has been paid to play the item acquisition game, a call unit (switch or button, etc.) for calling a store clerk, and a call cancellation unit (switch or button, etc.) for canceling the call. The operation unit 11 also transmits various information (for example, the game start information, game end information, and information regarding the operation of the item acquisition device 50, etc.) in response to the player's input to the control means 60.
[0038] The moving device 30 moves the vertical moving device 40 and the item acquisition device 50 in a predetermined direction (for example, left-right direction or front-back direction) under the control of the control means 60. The vertical movement device 40 moves the item acquisition device 50 in a predetermined direction (for example, vertically) under the control of the control means 60. The item acquisition device 50 opens and closes a pair of arm sections 51 under the control of the control means 60.
[0039] The control means 60 controls the operation of the item acquisition game device 1. Specifically, the control means 60 receives various information from the server 100 and the administrator terminal via the communication means 80, and controls the item acquisition game played by the player based on settings derived from the received information.
[0040] Furthermore, the control means 60 refers to various information received from the server 100 and the administrator terminal and controls the operation of the moving device 30, the vertical moving device 40, and the item acquisition device 50 based on various information transmitted from the operation unit 11 in response to the player's operations.
[0041] Furthermore, the control means 60 transmits item acquisition information, indicating that an item has been acquired by a player from inside the item storage unit 20 (for example, that the passage of an item has been detected by a sensor provided at each of the drop-off points 12 (see Figure 2) of the multiple booths 5), to the server 100 via the communication means 80, along with the housing ID and booth ID.
[0042] Furthermore, the control means 60 receives performance timing information from the server 100 via the communication means 80, which indicates the timing for performing the performance by the performance means 70, which will be described later. The control means 60 then controls the performance by the performance means 70 at the timing based on the performance timing information.
[0043] The performance means 70 consists of, for example, lighting means such as LED lighting, display means such as a display, sound generating means such as a speaker or amplifier, and various performances such as light emission by the lighting means, image display by the display means, and playback of music by the sound generating means are performed under the control of the control means 60.
[0044] The communication means 80, under the control of the control means 60, transmits various information to the server 100, including information related to the item acquisition game (item acquisition information, etc.), information indicating the status of the item acquisition game device 1, as well as the enclosure ID and booth ID.
[0045] Furthermore, the communication means 80 receives from the server 100 various setting information for controlling the operation of the moving device 30, the vertical moving device 40, and the item acquisition device 50, as well as performance timing information indicating the timing for performances by the performance means 70, under the control of the control means 60.
[0046] Next, we will describe the functional configuration of server 100. Server 100 generates and stores information that controls the performance of multiple item acquisition game devices 1 connected via a network, based on the administrator's operations. Server 100 may consist of a single computer (e.g., a personal computer), or it may consist of an externally provided storage means (e.g., cloud storage) and an administrator terminal (e.g., a personal computer) that can access this storage means.
[0047] Specifically, the server 100 includes a group setting means 110, a priority setting means 120, a performance pattern setting means 130, a performance timing information generation means 140, a transmission and reception means 150, and a storage means 160.
[0048] The group setting means 110 sets up a group that includes multiple item acquisition game devices 1. Specifically, the group setting means 110 forms multiple groups based on the administrator's operation and generates a group ID, which is group information that identifies each of the multiple groups. Then, the group setting means 110 assigns, for example, multiple item acquisition game devices 1 installed in a store to one of the multiple groups. Specifically, the group setting means 110 generates a group DB 161 that associates the group ID of each group with the enclosure ID, which is enclosure information that identifies each item acquisition game device 1, and stores it in the storage means 160. The group setting means 110 associates multiple enclosure IDs with one group ID.
[0049] The priority setting means 120 sets a priority order that defines the order in which the item acquisition game devices 1 perform their effects within a group. Specifically, based on the administrator's operation, the priority setting means 120 sets a priority order for each of the multiple item acquisition game devices 1 included in each group, and associates the set priority order with the enclosure ID of each item acquisition game device 1 in the group DB 161 stored in the storage means 160. Alternatively, the priority setting means 120 may set a priority order for each of the multiple groups that defines the order in which the multiple item acquisition game devices 1 included in each group perform their integrated effects.
[0050] The performance pattern setting means 130 sets a performance pattern for each group based on the administrator's operation. In this embodiment, the performance patterns include simultaneous performance, synchronized performance, and loop synchronized performance. Specifically, the performance pattern setting means 130 sets a performance pattern for each group based on the administrator's operation, and associates the set performance patterns with each group in the group DB 161 stored in the storage means 160.
[0051] Figure 4 is a schematic example of a group database for an item acquisition game system in one embodiment of the present invention. The group DB161 associates group information (group ID) that identifies multiple groups with cabinet information (cabinet ID) that identifies multiple item acquisition game devices 1, and with performance patterns. The group setting means 110 may associate booth IDs that identify multiple booths contained in each cabinet as cabinet information in the group DB161. In addition, the group DB161 associates the cabinet information (cabinet ID) of multiple item acquisition game devices 1 with priority within each group.
[0052] In the example shown in Figure 4, for example, group A (group ID: A) is associated with the cabinet information (cabinet ID) "A-1" to "A-10" and the performance pattern "loop-linked performance". Furthermore, the cabinet information (cabinet ID) "A-1" to "A-10" is associated with a priority within Group A (Group ID: A). Specifically, cabinet information (cabinet ID) "A-1" to "A-3" is associated with priority "Priority Information: 1", cabinet information (cabinet ID) "A-4" to "A-6" is associated with priority "Priority Information: 2", cabinet information (cabinet ID) "A-7" and "A-8" are associated with priority "Priority Information: 3", and cabinet information (cabinet ID) "A-9" and "A-10" are associated with priority "Priority Information: 4".
[0053] Thus, the priority setting means 120 can set one priority to multiple item acquisition game devices 1. Alternatively, the priority setting means 120 may set one priority to one item acquisition game device 1.
[0054] Returning to Figure 3, the performance timing information generation means 140 generates performance timing information indicating the timing at which the item acquisition game device 1 included in the group performs, based on the priority set by the priority setting means 120 and the performance pattern set by the performance pattern setting means 130.
[0055] Specifically, the performance timing information generation means 140 generates simultaneous performance timing information as performance timing information when a simultaneous performance is set as a performance pattern (when a simultaneous performance is associated in the group DB 161). The simultaneous performance timing information is information that causes the item acquisition game devices 1 included in the group to perform the performance simultaneously.
[0056] Furthermore, the performance timing information generation means 140 generates linked performance timing information as performance timing information when a linked performance is set as a performance pattern (when a linked performance is associated in the group DB 161). The linked performance timing information is information that causes the item acquisition game devices 1 to perform performances by staggering the timing of the performances in an order based on the priority set for the multiple item acquisition game devices 1 included in the group.
[0057] Furthermore, the performance timing information generation means 140 generates loop-linked performance timing information as performance timing information when a loop-linked performance is set as a performance pattern (when a loop-linked performance is associated in group DB 161). The loop-linked performance timing information is information that in a group, the performances are performed in order from the item acquisition game device 1 with the highest priority, and after the performance of the item acquisition game device 1 with the lowest priority, the performance of the item acquisition game device 1 with the highest priority is performed.
[0058] Specifically, the performance timing information generation means 140, for each group, refers to the group DB 161 stored in the storage means 160 and generates performance timing information (either simultaneous performance timing information, linked performance timing information, or loop linked performance timing information) for each item acquisition game device 1 (casing information) based on the priority assigned to that item acquisition game device 1 and the performance pattern, and stores it in the storage means 160.
[0059] The performance timing information generation means 140, for example, when it receives item acquisition information from an item acquisition game device 1 included in a certain group, generates performance timing information for each of the item acquisition game devices 1 included in that group.
[0060] Furthermore, the performance timing information generation means 140 may generate performance timing information for each group at arbitrary timings (for example, every predetermined time interval (e.g., every hour)). In such a case, the server 100 has the priority setting means 120 set the priority among multiple groups, and the performance pattern setting means 130 set a performance pattern that links the multiple groups. The performance timing information generation means 140 then generates performance timing information for the item acquisition game device 1 included in each group based on the priority among the groups and the performance pattern that links the multiple groups.
[0061] The transmitting and receiving means 150 receives information that triggers a performance in the item acquisition game device 1 (for example, item acquisition information) from the item acquisition game device 1, and transmits the performance timing information generated by the performance timing information generation means 140 to the item acquisition game device 1.
[0062] Figure 5 illustrates an example of a gameplay sequence using an item acquisition game system in one embodiment of the present invention. Figure 5 shows an example of the presentation for Group A (Group ID: A) based on the Group DB151 shown in Figure 4. In Figure 5, the numbers enclosed in squares indicate priority information.
[0063] In such an example, the performance timing information generation means 140 generates performance timing information that includes information to immediately start the performance for the item acquisition game device 1 (cabinet ID "A-1" to "A-3") which has the highest priority (priority information "1"). Furthermore, the performance timing information generation means 140 generates performance timing information for the item acquisition game devices 1 (cabinet IDs "A-4" to "A-6") which have the next highest priority (priority information: "2"), including information that the performance should start after the item acquisition game devices 1 with cabinet IDs "A-1" to "A-3" have started performing. Furthermore, the performance timing information generation means 140 generates performance timing information for the item acquisition game device 1 (cabinet ID "A-7" and "A-8") which has the next highest priority (priority information: "3"), including information that the performance should start after the item acquisition game devices 1 with cabinet IDs "A-4" to "A-6" have started performing. Furthermore, the performance timing information generation means 140 generates performance timing information for the item acquisition game device 1 (cabinet ID "A-9" and "A-10") which has the next highest priority (priority information: "3"), including information that the performance should start after the item acquisition game device 1 with cabinet ID "A-7" and "A-8" has started its performance. Then, the performance timing information generation means 140 generates performance timing information including information on when the performance will start for the item acquisition game device 1 with the highest priority (priority information "1") (cabinet ID "A-1" to "A-3") after the item acquisition game device 1 with cabinet ID "A-9" and "A-10" has started its performance, and similarly generates performance timing information including the timing when the performance will start for the item acquisition game device 1 with cabinet ID "A-4" to "A-10". The performance timing information generation means 140 repeats the process of generating this performance timing information for a predetermined number of times and for a predetermined duration.
[0064] The transmitting / receiving means 150 then transmits this performance timing information to the item acquisition game devices 1 (cabinet IDs "A-1" to "A-10") included in group A (group ID: A).
[0065] As a result, the item acquisition game devices 1 (cabinet IDs "A-1" to "A-10") included in Group A will perform their effects in order from the item acquisition game device with the highest priority (cabinet IDs "A-1" to "A-3"), and after the effects of the item acquisition game devices with the lowest priority (cabinet IDs "A-9" and "A-10") are performed, the effects of the item acquisition game devices with the highest priority (cabinet IDs "A-1" to "A-3") will be performed, creating a loop-linked effect.
[0066] The functional configuration of this system described above is merely an example, and a single functional block (database and functional processing unit) may be divided, or multiple functional blocks may be combined into a single functional block. Each functional processing unit is realized by a computer program (e.g., core software or the character generation application mentioned above) that is read by the CPU (Central Processing Unit) built into the device and executed by the CPU. In other words, each functional processing unit is realized by this computer program reading and writing necessary data such as tables from the database (DB) stored in the storage device or from memory storage areas, and, if necessary, controlling related hardware (e.g., input / output devices, display devices, communication interface devices). Furthermore, the database (DB) in the embodiments of the present invention may be a commercial database, but it also means a mere collection of tables and files, and the internal structure of the database itself is not specified.
[0067] Next, we will explain the performance control processing performed by server 100. Figure 6 is a flowchart illustrating the performance control process of an item acquisition game system in one embodiment of the present invention.
[0068] In step S1, the group setting means 110 forms multiple groups based on the administrator's operation, generates group IDs which are group information that identifies each of the multiple groups, assigns, for example, multiple item acquisition game devices 1 installed in a store to one of the multiple groups, generates a group DB 161 which associates the enclosure ID which is enclosure information that identifies each item acquisition game device 1 with the group ID of each group, and stores it in the storage means 160.
[0069] In step S2, the priority setting means 120 sets a priority for each of the multiple item acquisition game devices 1 included in each group set in step S1 by the group setting means 110, based on the administrator's operation, and associates the set priority with the housing ID of each item acquisition game device 1 in the group DB 161 stored in the storage means 160.
[0070] In step S3, the performance pattern setting means 130 sets a performance pattern for each group based on the administrator's operation, and associates the set performance pattern with each group set in step S1 by the group setting means 110 in the group DB 161 stored in the storage means 160.
[0071] In step S4, the performance timing information generation means 140 generates performance timing information indicating the timing at which the item acquisition game device 1 included in the group performs, based on the priority set by the priority setting means 120 and the performance pattern set by the performance pattern setting means 130 in step S3.
[0072] In step S5, the transmitting / receiving means 150 transmits the performance timing information generated by the performance timing information generation means 140 in step S4 to the item acquisition game device 1.
[0073] As described above, with the item acquisition game system S of this embodiment, in multiple item acquisition game devices 1, instead of individually setting the order in which the effects are performed, effects can be performed in the order based on the priority set by simply setting a priority. Therefore, the degree of freedom in the interlocking manner of the multiple item acquisition game devices 1 is improved, and the effect of the effects can be improved by adjusting the order in which the multiple item acquisition game devices 1 perform the effects. Therefore, it becomes possible to improve the visual effects of a game using multiple item acquisition devices.
[0074] Furthermore, according to the item acquisition game system S, all item acquisition game devices 1 included in a group can perform effects simultaneously depending on the situation, or the timing of the effects can be staggered according to the priority order set for multiple item acquisition game devices 1, allowing for a unified effect across multiple item acquisition game devices 1 included in a group. Therefore, the degree of freedom in the interlocking manner of multiple item acquisition game devices 1 is increased, and the effect of the effects can be improved by easily changing the manner in which multiple item acquisition game devices 1 perform effects. Therefore, it becomes possible to further enhance the visual effects of a game using multiple item acquisition devices.
[0075] Furthermore, the item acquisition game system S makes it possible to loop a sequence of events that integrates multiple item acquisition game devices 1 included in a group, in order of priority. Therefore, it becomes possible to further enhance the visual effects of a game using multiple item acquisition devices.
[0076] Although embodiments of the present invention have been described above, it goes without saying that the technical scope of the present invention is not limited to the contents of the above embodiments. It will be obvious to those skilled in the art that various modifications or improvements can be made to the above embodiments. Furthermore, it is clear from the claims that such modified or improved forms are also included in the technical scope of the present invention. [Explanation of Symbols]
[0077] S Item Acquisition Game System 1. Item Acquisition Game Device 5 booths 10 bases 11 Control section 12. Outlet 20. Item storage section 21 Doors 30 Mobile device 40 Vertical movement device 50 Goods acquisition device 51 Arm section 60 Control means 70 Direction means 80 Communication methods 100 servers 110 Group setting means 120 Priority setting means 120 Priority setting means 130 Performance Pattern Setting Method 140 Means for generating performance timing information 150 Transmission and Reception Means 160 Memory means
Claims
1. An item acquisition game system that controls the presentation in an item acquisition game device that allows the acquisition of items stored inside an item storage section, A group setting means for setting a group that includes multiple item acquisition game devices, In the aforementioned group, there is a priority setting means for setting a priority order that defines the order in which the item acquisition game device performs its effects, A performance timing information generation means generates performance timing information indicating the timing at which the item acquisition game device included in the group performs a performance, based on the aforementioned priority order. An item acquisition game system characterized by comprising a transmission means for transmitting the aforementioned performance timing information to a plurality of item acquisition game devices.
2. The aforementioned performance timing information generation means is Simultaneous performance timing information that defines the timing at which the item acquisition game devices included in the group perform performances simultaneously, The item acquisition game system according to claim 1, characterized in that it generates either synchronized performance timing information that defines the timing at which each item acquisition game device performs a performance, or performance timing information, with the timing of the performances staggered in the order based on the priority set for the plurality of item acquisition game devices included in the group.
3. The item acquisition game system according to claim 1 or 2, characterized in that the performance timing information generation means is capable of generating loop-linked performance timing information that defines the timing for performing performances in order from the item acquisition game device with the highest priority in the group, and for performing the performance of the item acquisition game device with the highest priority after the performance of the item acquisition game device with the lowest priority.
4. A method for controlling the performance of an item acquisition game system that controls the performance of an item acquisition game device in which an item stored inside an item storage section can be acquired, The steps include setting up a group that includes multiple item acquisition game devices, In the group, the steps include setting a priority order that defines the order in which the item acquisition game device performs its effects, Based on the aforementioned priority order, the step of generating performance timing information indicating the timing at which the item acquisition game device included in the group performs a performance, A method for controlling performance, characterized by including the step of transmitting the performance timing information to a plurality of the item acquisition game devices.
5. A game system for acquiring items that can be acquired from inside an item storage compartment, which controls the presentation of the game in an item acquisition game device. Group setting means for setting a group that includes multiple item acquisition game devices, In the aforementioned group, priority setting means for setting priority that defines the order in which the item acquisition game device performs its effects, Performance timing information generation means that generates performance timing information indicating the timing at which the item acquisition game device included in the group performs a performance, based on the aforementioned priority order. A computer program characterized by functioning as a transmission means for transmitting the aforementioned performance timing information to a plurality of the aforementioned item acquisition game devices.