WO2006073075A1 - ゲームシステム及び交換部品 - Google Patents
ゲームシステム及び交換部品 Download PDFInfo
- Publication number
- WO2006073075A1 WO2006073075A1 PCT/JP2005/023725 JP2005023725W WO2006073075A1 WO 2006073075 A1 WO2006073075 A1 WO 2006073075A1 JP 2005023725 W JP2005023725 W JP 2005023725W WO 2006073075 A1 WO2006073075 A1 WO 2006073075A1
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- WO
- WIPO (PCT)
- Prior art keywords
- game machine
- information
- identification information
- game
- server
- Prior art date
Links
- 238000012423 maintenance Methods 0.000 claims abstract description 72
- 230000005540 biological transmission Effects 0.000 claims abstract description 10
- 238000004891 communication Methods 0.000 claims description 35
- 230000009471 action Effects 0.000 claims description 4
- 230000002159 abnormal effect Effects 0.000 description 36
- 238000000034 method Methods 0.000 description 23
- 230000008569 process Effects 0.000 description 20
- 230000006870 function Effects 0.000 description 18
- 238000010586 diagram Methods 0.000 description 17
- 238000012790 confirmation Methods 0.000 description 14
- 230000008859 change Effects 0.000 description 13
- 230000005856 abnormality Effects 0.000 description 12
- 238000009825 accumulation Methods 0.000 description 8
- 238000012545 processing Methods 0.000 description 8
- 230000002093 peripheral effect Effects 0.000 description 3
- 241000283086 Equidae Species 0.000 description 2
- 230000002860 competitive effect Effects 0.000 description 2
- 230000007246 mechanism Effects 0.000 description 2
- 230000004044 response Effects 0.000 description 2
- 241001465754 Metazoa Species 0.000 description 1
- 238000012508 change request Methods 0.000 description 1
- 230000001186 cumulative effect Effects 0.000 description 1
- 238000001514 detection method Methods 0.000 description 1
- 230000000694 effects Effects 0.000 description 1
- 230000003203 everyday effect Effects 0.000 description 1
- 230000006698 induction Effects 0.000 description 1
- 238000004519 manufacturing process Methods 0.000 description 1
- 238000010295 mobile communication Methods 0.000 description 1
- 238000012360 testing method Methods 0.000 description 1
- 230000001960 triggered effect Effects 0.000 description 1
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q10/00—Administration; Management
- G06Q10/06—Resources, workflows, human or project management; Enterprise or organisation planning; Enterprise or organisation modelling
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
- G06Q50/10—Services
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3225—Data transfer within a gaming system, e.g. data sent between gaming machines and users
- G07F17/3232—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
Definitions
- the present invention relates to a game system and a replacement part used in the game system.
- Patent Document 1 Japanese Patent Application Laid-Open No. 2003-33564
- Patent Document 2 JP 2003-38841 A
- Patent Document 3 Japanese Patent Laid-Open No. 2003-33567
- Patent Document 4 Japanese Patent Laid-Open No. 2000-288238
- an object of the present invention is to provide a game system or the like that improves the maintainability of a game machine provided with replacement parts.
- a game system of the present invention includes a center server, the center server, and a communication network.
- a plurality of game machines capable of transmitting and receiving data via each of the game machines, wherein each game machine is provided with a game machine body and exchangeable replacement parts, wherein the replacement parts
- a game machine storage means for storing game machine identification information uniquely given to the game machine, a parts information acquisition means for acquiring the parts identification information recorded in the identification information recording means, and the parts identification Server transmission means for transmitting the part identification information acquired by the information acquisition means to the center server together with the game machine identification information of the game machine storage means, Server has a server storage means for storing attach corresponds with said part identification information transmitted with the game machine identification information from the gaming machine, to solve the above problems by.
- the part identification information uniquely given to the replacement part is associated with the game machine identification information uniquely given to the game machine provided with the replacement part.
- it is managed by the center server. Therefore, it is possible to collectively manage which game machine a specific replacement part is provided, and the game machine appropriately acquires the acquired parts identification information and its own game machine identification information as a center server. If the content stored in the center server is updated, the latest information can be obtained for replacement parts installed in a specific game machine.
- the component information recording means includes a case where the storage unit is a storage medium in which specific information is electrically stored, and a case where specific information is recorded on a recording medium such as a barcode.
- the component information acquisition means may be a means for acquiring information recorded on a recording medium or a means for acquiring electrical information stored in a storage medium.
- the replacement part of the game system of the present invention includes a part information output means for outputting the part identification information recorded in the identification information recording means to the game machine body, and a part information identification means for the part information output means.
- Information output control means for controlling the output timing of the part identification information, and the part information acquisition means of the game machine body may acquire the part identification information output from the part information output means.
- the part identification information of the replacement part is output from the replacement part, so that the game machine acquires the output part identification information.
- replacement parts can output part identification information in a specific case by the part output control means.
- the specific cases include, for example, a case where there is a request to output game machine main component identification information, and a case where the output timing is set in advance periodically or at the end of the game, and the timing comes.
- the replacement part is a movable body
- the game machine main body includes part communication means for transmitting and receiving information regarding the operation of the replacement part to and from the replacement part.
- Game machine communication means for transmitting / receiving information relating to the operation to / from the game machine main body, and operation control means for controlling the own action based on the information relating to the own action transmitted / received by the game machine communication means.
- the existing Google machine communication means can be used as the component output means, and the component communication means can be used as the component information acquisition means.
- the game machine has a traveling surface
- the replacement part is a self-propelled body that travels on the traveling surface
- the component identification information is a mode uniquely assigned to a motor of the self-propelled body. It may be data identification information.
- the replacement part further includes state information storage means in which state information indicating the state of the replacement part is stored, and the part information output means outputs the state information together with the part identification information.
- the component information acquisition means of the game machine body acquires the status information together with the component identification information, and the server transmission means transmits the status information together with the component identification information and the game machine identification information to the center server.
- the server storage means of the center server may store the status information in association with the component identification information. As a result, the status information of replacement parts can be collectively managed by the center server.
- a maintenance server is further provided so that data can be transmitted to and received from the center server, and the center server copies the storage contents of the server storage means to the maintenance storage means of the maintenance server.
- the maintenance server based on the component identification information, game machine identification information, and state information stored in the maintenance storage means, Maintenance information regarding maintenance of the replacement part may be created.
- the maintenance server manages information related to the maintenance of the replacement part, and therefore it is not necessary to use the center server for the maintenance of the replacement part. Therefore, the center server can be used as a game dedicated server, the load on the center server can be reduced, and congestion of the line can be avoided.
- a replacement part of the present invention is a replaceable replacement part provided in each of a center server and a plurality of game machines capable of transmitting and receiving data via a communication network.
- the above-mentioned problem is solved by having the component information recording means in which the component identification information that can be identified is recorded so as to be acquired by the game machine. With this replacement part, the game system of the present invention can be realized.
- the replacement part provided in the game machine has the part information recording means in which the part identification information given uniquely is recorded, and the game machine has the part information recording means.
- the identification information is acquired and transmitted to the center server together with the game machine identification information uniquely assigned to itself, and the center server manages the part identification information transmitted from the game machine and the game machine identification information in association with each other.
- FIG. 1 is a diagram showing an embodiment of a game system according to the present invention.
- FIG. 2 is a diagram showing a self-propelled body provided in the game machine shown in FIG.
- FIG. 3 is a schematic diagram of the configuration of the center server.
- FIG. 4 is a schematic diagram of the configuration of the housing.
- FIG. 5 A schematic diagram of a self-propelled structure.
- FIG. 6 is a flowchart showing the flow of parameter accumulation processing performed by the self-propelled vehicle.
- FIG. 7 is a sequence diagram of a state confirmation system performed in the game system shown in FIG.
- FIG. 8 is a sequence diagram of a replacement time notification system performed in the game system shown in FIG. 1.
- FIG. 9 is a flowchart showing the flow of the replacement time determination process performed in the self-propelled vehicle.
- FIG. 10 is a sequence diagram of a reference wear level changing system performed in the game system shown in FIG.
- FIG. 11 is a sequence diagram of an abnormality notification system performed in the game system shown in FIG.
- FIG. 12 A diagram showing an example of a list created by the maintenance server in the abnormality notification system shown in FIG.
- FIG. 13 A diagram showing another example of a list created by the maintenance server in the abnormality notification system shown in FIG.
- FIG. 14 A diagram showing another example of a list created by the maintenance server in the abnormality notification system shown in FIG.
- FIG. 15 is a flowchart showing a flow of abnormality processing performed in the housing.
- FIG. 1 is a schematic configuration diagram of a game system GS according to one embodiment of the present embodiment.
- the game system GS includes a plurality of game machines G1, G2, and G3, a center server CS, a maintenance server MS, and a maintenance client MC that are connected to each other via a communication network N.
- Each of the game machines G1 to G3 in the game system GS has the same configuration. Therefore, hereinafter, when there is no need to distinguish between them, it is referred to as “game machine G”.
- FIG. 1 shows three game machines G, the number of game machines G included in the game system GS is not limited to this.
- the center server CS In response to a request from the game machine G, the center server CS mainly processes data relating to the game.
- the maintenance server MS stores and manages data related to maintenance such as error log information of the game system GS in its own storage unit MDB.
- the maintenance client MC is provided, for example, in the maintenance service unit that centrally manages the maintenance of the game system GS, and analyzes and analyzes the maintenance of the game system GS using the data stored in the maintenance storage unit MDB.
- Communication network N uses the Internet.
- Game machine G is a commercial game machine and is installed in a game center or a store having a game corner.
- a casing K as a game machine body of the game machine G is provided with a field F in which a game is performed, and around the field F, a plurality of stations S—S for receiving player operations are arranged. .
- the field F has an upper travel surface Fl and a lower travel surface F2.
- a self-propelled body D as a replacement part and a game part is provided on the lower traveling surface F2, and the self-propelled body D is bonded to the model body M by magnetic force through the upper traveling surface F1.
- a plurality of self-propelled bodies D move while tracking the guidance lane provided on the lower running surface F2, so that the line-guided competition that pulls the model body M corresponding to each self-propelled body D is achieved.
- a game is played.
- the model body M is a model horse
- the line-guided competition game is implemented as a horse racing race with six model horses.
- This line-guided racing race proceeds by transmitting and receiving data between the self-propelled vehicle D and the chassis K.
- infrared light is used as a carrier wave for data transmission / reception.
- Each of the housing K and the self-propelled body D controls its own operation based on the received data. This control method may be performed by a conventionally known method.
- the back surface Fla of the upper stage running surface F1 is a power feeding surface provided with a power feeding line for feeding power to the self-running body D.
- game the line induction type competitive game executed on the game machine G
- users the participants of the game
- the participants of the game are called “players”, and those who provide the game machine G to the players and those who manage the maintenance of the game machine are collectively called “users”.
- the following outlines the configuration of the center server CS, the chassis, and the self-propelled body D.
- the center server CS includes a game information communication unit 10 that transmits / receives various information to / from the game machine G, a maintenance information communication unit 11 that transmits information related to maintenance to the maintenance server MS, and a rewritable nonvolatile storage medium.
- the server storage unit 12 and the server control unit 13 that controls the operation of each component provided in the center server CS.
- the server control unit 13 is configured as a computer having various peripheral circuits such as a CPU and RAM 14a and R0M14b necessary for its operation.
- the case K includes the lighting device 20 and the sound device 21 used for the production of the game, the server communication unit 23 that transmits / receives various information to / from the center server CS, and the transmission / reception of various information to the self-propelled body D.
- Auto-propelled body communication unit 24 as a component communication means for performing the rewrite, and user display unit 25 for displaying various information to the user, rewriting
- a main control unit 27 that controls the operation of each component provided in the game machine G.
- the main control unit 27 includes a CPU and various peripheral circuits such as RAM 28a and R RM28b necessary for its operation, and may be configured as a so-called personal computer, for example.
- R0M28b stores a program necessary for the operation of the casing K and a game machine ID as game machine identification information uniquely given to the game machine G in the game system GS. Yes.
- R0M28b functions as a game machine storage means.
- the user display unit 25 includes a monitor printer or the like as long as it can display various information so that the user can recognize it.
- the game machine storage unit 26 stores various data such as a D code that is uniquely given in the game system GS to the store where the game machine G is installed.
- the main control unit 27 is connected with a means for transmitting / receiving data to / from each station S (not shown) and a player display unit (not shown) for presenting information about the game to the player on a large screen. .
- the self-propelled body D includes a sensor unit 30 that includes various sensors that detect its own operation, a power supply unit 31 that supplies power, a component storage unit 33 that includes a rewritable nonvolatile storage medium, and a motor unit.
- a component control unit 35 is provided as an operation control means for controlling.
- the motor unit 34 includes a left motor 34a and a right motor 34b.
- a tire 36 is connected to each motor 34a, 34b via a gear mechanism 37, and a bearing 38 for supporting the tire 36 is provided on the axle of the tire 36.
- the motor unit 34 is further provided with a motor ROM34c, and the motor ROM 34c stores a motor ID as motor identification information uniquely given to the motor unit 34 in the game system GS.
- the motor ID and self-propelled D have a one-to-one correspondence and are used as self-propelled IDs that identify self-propelled D in the game system GS.
- the motor ID functions as component identification information
- the motor ROM 34c functions as component information recording means or component identification information storage means.
- the gear 36 is composed of the tire 36 and the gear mechanism 37. 39.
- the sensor unit 30 is provided with a sensor related to position control of the self-propelled body D, a sensor related to operation control, and the like. Each sensor will be described later.
- the component storage unit 33 stores various data such as status parameters and abnormal parameters used in processing to be described later. Thereby, the component storage unit 33 functions as a state information storage unit. Details of the data stored in the component storage unit 33 will be described later.
- the component control unit 35 includes a CPU and various peripheral circuits such as a RAM 35a and a ROM 35b necessary for its operation. As described above, since the race is performed by six model horses, one game machine G is provided with six self-propelled bodies D having the same configuration.
- the state confirmation system, the replacement time notification system, and the abnormality notification system performed in the game system will be described in order.
- the process performed in the self-propelled body D is the parts control unit 35
- the process performed in the chassis K is the main control unit 27
- the process performed in the center server CS is the server control unit 13 Are controlled by each.
- the parameter accumulation process is a process of updating the value of the state parameter indicating the state of the self-propelled body D, and is performed by the component control unit 35 of the self-propelled body D.
- the status parameters include, for example, the motor operating time MH that is the total operating time of the motor unit 34, the gear operating time GH that is the total operating time of the gear unit 39, and the motor that is the total number of rotations of the motors 34a and 34b.
- state parameters are collectively referred to as “state parameters”.
- the state parameter is stored in the component storage unit 33.
- step S40 it is determined whether or not the game is started until it is determined that the game is started.
- the state parameter is read from the component storage unit 33 (step S41).
- the values of the state parameters are accumulated according to the movement of the self-propelled body D during the game (step S42).
- the motor operation time BH is detected when the operation of the motor unit 34 is detected by the motor operation sensor and the operation is detected. It is obtained by integrating the motor operating time BH while measuring the interval.
- the gear operating time GH is obtained by detecting the operation of the gear unit 39 by the gear operating sensor and measuring the time during which the operation is detected, and adding it to the value of the gear operating time GH.
- the motor rotation speed MR is obtained by detecting the rotation of the motors 34a and 34b by the motor rotation sensor and counting the rotation speed while the rotation is detected and integrating the rotation number MR with the value. .
- the travel distance RD can be obtained from the motor speed MR.
- the state parameter functions as a parameter indicating the amount of game parts used.
- the component control unit 35 functions as a measuring unit and a totaling unit.
- the component control unit 35 includes a counter and a timer for functioning as the measuring means.
- step S43 After the game is started, it is determined whether or not the game is over until it is determined that the game is over (step S43).
- the end information indicating the end of the game is transmitted from the housing K and the self-propelled vehicle D receives the end information, it is determined that the game is over. If it is determined that the game is over, the state parameters updated during the game are stored in the parts storage unit 33, and the parameter accumulation process is terminated (step S44).
- the state confirmation system is a system that makes it possible to confirm in which game machine G a specific self-propelled body D is provided in the game system GS and in what state.
- checking the game machine G provided with the self-propelled body D and its state is referred to as “state check”.
- the component control unit 35 functions as an information output control unit.
- the self-propelled vehicle D When it is determined that the parameter accumulation process has been completed, the self-propelled vehicle D creates state information in which the self-propelled vehicle ID is associated with the state parameter stored in the component storage unit 33, and the state information is The game machine communication unit 32 transmits to the housing K (step S 51). Thereby, the component control unit 35 and the game machine communication unit 32 function as a component information output unit.
- the server communication unit 23 transmits to the center server CS (step S52).
- the self-propelled communication unit 24 functions as a component information acquisition unit
- the server communication unit 23 functions as a server transmission unit.
- the case K transmits game machine state information in which its own game machine ID is associated with information obtained by collecting state information received from all self-propelled bodies D provided to the center server CS. .
- the center server CS stores the received game machine state information in the server storage unit 12 (step S53). That is, the server storage unit 12 stores a state parameter in which the game machine ID and the self-running body ID are associated with each other.
- the state information associated with the game machine ID included in the received game machine state information already exists in the server storage unit 12
- the state information existing in the server storage unit 12 is replaced with the received game machine state information. Update to status information.
- the center server CS periodically transmits data obtained by duplicating the game machine state information stored in the server storage unit 12 to the maintenance server MS as state confirmation information, for example, every day at regular times (step S54).
- the center server CS stores the game machine state information transmitted to the maintenance server MS as a server storage unit.
- the maintenance server MS stores the received status confirmation information in the maintenance storage unit MDB (step S56).
- the maintenance server MS is based on the status confirmation information stored in the maintenance storage MDB. Processing according to the request is performed (step S58). For example, the status confirmation information is listed and displayed on the display device of the maintenance client MC, the status confirmation information is downloaded to the maintenance client MC, or various analysis processes related to the status confirmation information. Etc.
- the type of state parameter is recognized by, for example, a state code corresponding to each state parameter.
- the replacement time notification system performed after the completion of the meter accumulation process will be described with reference to the sequence diagram of FIG.
- the user can be notified of the replacement time of consumables on the self-propelled vehicle D as appropriate.
- consumables for the self-propelled body D include a gear unit 39, a bearing 38, a power supply pin, and a brush.
- the gear unit 39 and the bearing 38 will be described.
- the exchange time determination process performed by the self-propelled vehicle D is performed (step S60). In the replacement time judgment process, it is the replacement time If it is determined, the exchange information is transmitted from the self-propelled vehicle D to the chassis K.
- the replacement time judgment process will be described later.
- the replacement information includes a self-propelled vehicle ID and consumable information indicating the replacement target.
- the exchange information transmitted from the self-propelled body D is received by the housing K.
- the mobile communication unit 24 functions as an exchange information acquisition means.
- the chassis K displays the contents of the acquired exchange information on the user display unit 25 (step S61), and the server communication unit 23 sends the game machine exchange information in which the game machine ID is associated with the exchange information to the center server.
- Send to CS step S62).
- the main control unit 27 functions as an exchange processing unit.
- the display of the replacement information in the housing K may be performed in response to a user's display request operation, or may be triggered by reception of replacement information from the self-propelled vehicle D.
- the center server CS transmits the received game machine replacement information to the maintenance server MS.
- the maintenance server MS stores the received game machine replacement information in the maintenance storage unit MDB (step S63). That is, the consumable information associated with the game machine ID and the self-propelled vehicle ID is stored in the maintenance storage unit MDB.
- the maintenance server MS receives a request for replacement information from the maintenance client MC.
- Step S64 Based on the game machine replacement information stored in the maintenance storage unit DB, a process corresponding to the request is performed (Step S65).
- Requests related to exchange information include list display of exchange information and analysis and analysis of status information related to exchange information.
- the user of the maintenance department can display a list of replacement information on the maintenance client MC and can check which consumable of which game machine G is the replacement time.
- the user When the user replaces the consumables, the user resets a state parameter used for calculating a replacement parameter indicating the degree of consumption of the replaced consumables, for example, the travel distance RD, to an initial value.
- step S70 based on the value of each state parameter stored in the component storage unit 33, the value of the replacement parameter 1 indicating the degree of wear of the gear unit and the value of the replacement parameter 2 indicating the degree of wear of the bearing are updated (step S70).
- the replacement parameters 1 and 2 are set equal to the value of the travel distance RD.
- the component control unit 35 functions as a wear level specifying means.
- step S71 based on the replacement parameters 1 and 2, it is determined whether or not the gear unit 39 and the bearing 38 are in a replacement period (step S71).
- the reference wear degree 1 value indicating the replacement time of the gear unit 39 is compared with the replacement parameter 1 value, and the reference wear degree 2 value indicating the replacement time of the bearing 38 and the replacement parameter 2 value are compared. And match each other.
- the component control unit 35 functions as a replacement determination unit.
- a mileage RD value indicating the replacement time of each of the consumables 38 and 39 is set and stored in the parts storage unit 33 in association with each of the consumables 38 and 39. Yes.
- the component storage unit 33 functions as a reference storage unit.
- the value of each standard consumption degree 1 and 2 should just be set by the endurance test done beforehand.
- exchange information is created and transmitted from the game machine communication unit 32 to the housing K (step S 72). Thereby, the game machine communication unit 32 functions as an exchange information output means.
- the exchange information includes the self-propelled vehicle ID and consumable information. If it is determined in step S71 that the replacement time is not reached, the replacement time determination process is terminated.
- the reference wear level changing system will be described with reference to the sequence diagram of FIG. In this embodiment, a case where the reference wear level 1 of the gear unit 39 is changed will be described.
- the user performs a process (reference change request) for changing the value of the reference wear degree 1 of the gear unit 39 from the maintenance client MC to the maintenance server MS (step S80).
- the reference change information including the value of the changed reference consumption level 1 is created (step S81) and transmitted to the center server CS (step S82).
- the center server CS transmits the received reference change information to each chassis K.
- the case K that has received the reference change information from the center server CS transmits the reference change information to each self-propelled vehicle D. Accordingly, the main control unit 27 and the self-propelled body communication unit 24 function as change information output means.
- the self-propelled vehicle D that has received the reference change information by the game machine communication unit 32 as the change information acquisition means includes the value of the reference consumption level 1 stored in the parts storage unit 33 in the received reference change information. Change to the value of standard wear level 1 (step S 83). As a result, the reference consumption level 1 held by the self-propelled vehicle D is changed to the value requested by the user to change to the maintenance client MC.
- the component control unit 35 functions as a reference changing means. The same process is performed for changing the reference wear level 2 of the bearing 38. Note that in the game system GS, the type of consumables indicated by the consumable information and the type of standard consumption level are recognized by, for example, codes indicating the respective types.
- the abnormality notification system is a system for notifying the user of an abnormal state of the game machine G.
- each sensor of the self-propelled body D detects an abnormal state during the game (step S90).
- abnormal information including the detected abnormal state and the self-propelled vehicle ID is created and transmitted to the chassis K (step S91).
- Abnormal conditions include line disconnection, rollover, operation delay, power supply shortage, etc.
- the gyro sensor determines that the rollover has occurred.
- abnormal information indicating rollover is transmitted.
- Judgment of line detachment by the line sensor and rollover by the gyro sensor can be made by a conventionally known method.
- the type of abnormal state is recognized by an abnormal code indicating the abnormal state.
- An abnormality process is performed in the housing K during the game (step S92).
- the abnormality process will be described later.
- warning information or error notification described later is transmitted to the center server CS in a predetermined case.
- the center server CS stores the received warning information or error notification as error log information in the server storage unit 12 (step S93). That is, the server storage unit 12 stores, as error log information, an abnormal parameter value or an error number associated with a self-propelled vehicle ID and a game machine ID. Abnormal parameters and error No. 1 will be described later.
- the center server CS periodically sends data that is a copy of the error log information stored in the server storage unit 12 to the maintenance server MS (step S94), and the error log information sent to the maintenance server MS is sent from the server storage unit 12 to the maintenance server MS. Delete (step S95).
- the maintenance server MS stores the received error log information in the maintenance storage unit MDB as error history information (step S96).
- the maintenance client MC sends the error log information to the maintenance server MS as necessary.
- a request is made (step S97).
- processing according to the request of the maintenance client MC is performed based on the error history information stored in the maintenance storage unit MDB (step S98).
- Requests related to error log information include display of a list of statistically processed error log history information within a predetermined period. An example of a list of statistically processed error log history information is shown in Figs. Fig. 12 is a list of error occurrence information for each store. Only the error information associated with a specific D code should be extracted from the error log history information and displayed in a list.
- FIG. 13 is a list of the number of error occurrences and the number of warning occurrences for each store on a specific day.
- the number of error occurrences is the number of error notifications sent from case K
- the number of learning occurrences is the number of warning information sent from case K force.
- Fig. 14 is a list of values of each abnormal parameter for each self-propelled vehicle.
- the list of abnormal parameters may also display the value of the status parameter obtained from the above status confirmation information.
- step S100 it is determined whether or not the housing K is in an error occurrence state.
- Error occurred means an abnormal state where the game cannot be continued during the game and the game is stopped.
- step S110 it is determined whether or not abnormality information has been received from the self-propelled vehicle D (step S110). If it is determined that it has been received, the value of the abnormal parameter corresponding to the abnormal state indicated by the received abnormal information is updated (step S120).
- Abnormal parameters corresponding to abnormal conditions include line loss L ⁇ , rollover TO, operation delay MD, power shortage PF, etc., and hereinafter referred to as “abnormal parameters” unless it is necessary to distinguish them.
- the abnormal parameter is the cumulative value of the number of times the corresponding abnormal condition has occurred. For example, when the received abnormal information indicates that the line is out of line, the value of line out L0 is incremented by one.
- step S130 it is determined whether or not it is necessary to warn the center server CS about an abnormal state corresponding to the updated abnormal parameter. For example, if the updated abnormal parameter value exceeds a predetermined reference value, it is determined that a warning is necessary. Note that the reference values corresponding to the abnormal parameters and the abnormal parameter values are stored in the game machine storage unit 26 in advance. [0051] If it is determined in step S130 that a warning to the center server CS is necessary, warning information is created and transmitted (step S140). The warning information includes the self-propelled vehicle ID, game machine ID, D code, abnormal parameters, and transmission date and time. If it is determined in step S100 that an error has occurred, an error notification including an error number that can identify the type of error is created instead of the abnormal parameter, and is transmitted to the center server. The abnormal process described above is repeated while the game is being executed on the game machine G.
- the self-propelled vehicle ID may be stored in the ROM of the self-propelled vehicle as an identification ID unique to the self-propelled vehicle.
- transmission of status information is not limited to when the game ends, but may be sent when a notification such as a request for a self-propelled vehicle ID is received from a case unrelated to the game, or may be performed periodically.
- a sensor that detects the status of the chassis itself and a parameter that indicates the status of the chassis based on the detection of the sensor are provided, and the parameter is included in the game machine status information. May be included.
- the game machine state information may be transmitted for each provided self-propelled body.
- the change in the reference depletion level can be performed by including a specific game machine ID or a self-propelled vehicle ID in the standard change information, so that only the specific game machine ID or the self-propelled vehicle ID is targeted. It may be changed.
- the exchange information may include exchange time information regarding the exchange time.
- the replacement time information may be information indicating stepwise that the replacement time is approaching according to the value of the calculated replacement parameter, for example.
- the communication network can be either a public line or a dedicated line.
- the game machine transmits / receives data only to / from the center server via the communication network, but may directly transmit / receive data to / from the maintenance server. Further, the center server and the maintenance server may be directly connected without going through the communication network.
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Abstract
Description
Claims
Priority Applications (4)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
GB0713629A GB2437013B (en) | 2005-01-06 | 2005-12-26 | Game system and replacement part |
AU2005323648A AU2005323648B8 (en) | 2005-01-06 | 2005-12-26 | Game system and replacement part |
US11/813,501 US7976391B2 (en) | 2005-01-06 | 2005-12-26 | Game system and replacement part |
HK07111203.3A HK1107953A1 (en) | 2005-01-06 | 2007-10-17 | Game system and replacement part |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2005001633A JP4044565B2 (ja) | 2005-01-06 | 2005-01-06 | ゲームシステム |
JP2005-001633 | 2005-01-06 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2006073075A1 true WO2006073075A1 (ja) | 2006-07-13 |
Family
ID=36647557
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP2005/023725 WO2006073075A1 (ja) | 2005-01-06 | 2005-12-26 | ゲームシステム及び交換部品 |
Country Status (8)
Country | Link |
---|---|
US (1) | US7976391B2 (ja) |
JP (1) | JP4044565B2 (ja) |
KR (1) | KR100891251B1 (ja) |
AU (1) | AU2005323648B8 (ja) |
GB (1) | GB2437013B (ja) |
HK (1) | HK1107953A1 (ja) |
TW (1) | TWI299277B (ja) |
WO (1) | WO2006073075A1 (ja) |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2009279264A (ja) * | 2008-05-23 | 2009-12-03 | Taito Corp | ゲーム機器管理システム |
Families Citing this family (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP4982456B2 (ja) * | 2008-09-09 | 2012-07-25 | 株式会社コナミデジタルエンタテインメント | 稼働状態管理システム並びにこれを構成する管理装置 |
US9508219B2 (en) * | 2009-04-03 | 2016-11-29 | Bally Gaming, Inc. | Dynamic management of wagering game availability |
JP6152276B2 (ja) * | 2013-02-14 | 2017-06-21 | 株式会社タイトー | ゲームシステム |
JP6042849B2 (ja) * | 2014-07-28 | 2016-12-14 | ファナック株式会社 | 非接触式icタグを利用するアラーム表示システム |
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JP2000330432A (ja) * | 1999-05-17 | 2000-11-30 | Canon Inc | 画像形成装置、その交換部品並びに遠隔制御システム |
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JP2000288238A (ja) | 1999-04-02 | 2000-10-17 | Konami Co Ltd | ゲームシステム |
CN1250824C (zh) * | 2001-05-08 | 2006-04-12 | 日立建机株式会社 | 作业机械、作业机械的故障诊断*** |
JP3668159B2 (ja) | 2001-07-19 | 2005-07-06 | コナミ株式会社 | ライン誘導型競走ゲーム装置における競走方向反転操作システム |
JP4046958B2 (ja) | 2001-07-23 | 2008-02-13 | 株式会社コナミデジタルエンタテインメント | 競走ゲーム装置におけるゲーム制御方法 |
JP3606826B2 (ja) | 2001-07-31 | 2005-01-05 | コナミ株式会社 | 競走ゲーム装置における自走体への給電機構 |
US20060046812A1 (en) * | 2004-08-31 | 2006-03-02 | Aruze Corporation | Gaming machine, gaming system and gaming terminal device |
JP4044564B2 (ja) * | 2005-01-06 | 2008-02-06 | 株式会社コナミデジタルエンタテインメント | ゲームシステム及びゲーム用部品 |
JP2008312048A (ja) * | 2007-06-15 | 2008-12-25 | Ripplex Inc | 情報端末の認証方法 |
-
2005
- 2005-01-06 JP JP2005001633A patent/JP4044565B2/ja active Active
- 2005-12-26 WO PCT/JP2005/023725 patent/WO2006073075A1/ja not_active Application Discontinuation
- 2005-12-26 GB GB0713629A patent/GB2437013B/en not_active Expired - Fee Related
- 2005-12-26 KR KR1020077017956A patent/KR100891251B1/ko not_active IP Right Cessation
- 2005-12-26 AU AU2005323648A patent/AU2005323648B8/en not_active Ceased
- 2005-12-26 US US11/813,501 patent/US7976391B2/en not_active Expired - Fee Related
- 2005-12-28 TW TW094147043A patent/TWI299277B/zh not_active IP Right Cessation
-
2007
- 2007-10-17 HK HK07111203.3A patent/HK1107953A1/xx not_active IP Right Cessation
Patent Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
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JP2000330432A (ja) * | 1999-05-17 | 2000-11-30 | Canon Inc | 画像形成装置、その交換部品並びに遠隔制御システム |
JP2001070630A (ja) * | 1999-09-08 | 2001-03-21 | Konami Co Ltd | 遊技機管理システム及びその構成装置 |
JP2002073832A (ja) * | 2000-08-29 | 2002-03-12 | Yamatake Corp | 設備保全用予備品取引システム及びこれに使用されるサーバ装置 |
JP2002297359A (ja) * | 2001-04-03 | 2002-10-11 | Ricoh Co Ltd | 機器管理方法およびシステム |
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JP2009279264A (ja) * | 2008-05-23 | 2009-12-03 | Taito Corp | ゲーム機器管理システム |
Also Published As
Publication number | Publication date |
---|---|
KR20070103424A (ko) | 2007-10-23 |
US20080096646A1 (en) | 2008-04-24 |
TW200631640A (en) | 2006-09-16 |
JP2006187462A (ja) | 2006-07-20 |
GB0713629D0 (en) | 2007-08-22 |
TWI299277B (en) | 2008-08-01 |
US7976391B2 (en) | 2011-07-12 |
HK1107953A1 (en) | 2008-07-25 |
AU2005323648A1 (en) | 2006-07-13 |
GB2437013B (en) | 2009-06-24 |
AU2005323648B2 (en) | 2010-04-29 |
KR100891251B1 (ko) | 2009-04-01 |
JP4044565B2 (ja) | 2008-02-06 |
AU2005323648B8 (en) | 2010-05-06 |
GB2437013A (en) | 2007-10-10 |
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