Information transmitting system for game parlor
Abstract
(57) A summary and subject The information transmission system for game stores which can transmit the message to a game customer from a game store also to the person uncome to the store is offered. Solution means Corresponding to the game machine 1, the display unit 3 is installed CR machine 2 and the whole stand. The management equipment 6 transmits the various messages to a game customer from a game store to the display unit 3 the whole stand prepared corresponding to the game machine 1 in which a game customer plays a game. When it judges that the game customer has not played the game of the management equipment 6 on the inside of a shop at this time, a message is changed into E-mail and it transmits to a game customer's E-mail address. Thereby, since various messages can be transmitted also to the game customer uncome to the store, the game customer uncome to the store coming to the store can be urged.
Term
Term ended
Projected expiry passed 21 March 2021, 5.5 years ago.
- Priority and filed
- Published
- Projected expiry
- Today
3 claims: 2 independent, 1 dependent
- 1[Claims] [Claim 1] A message creating means for creating a message to be transmitted from a game store to a player according to the game situation of the player, and A game machine identification means for identifying a game machine to which the other party is playing a message, and An e-mail address storage method that stores the e-mail address of each player, A message notification means provided for the game machine to notify the received message, and When the message created by the message creating means is transmitted to the message notification means provided corresponding to the game machine specified by the game machine specifying means, and the game machine specifying means cannot specify the game machine. An information transmission system for amusement stores, which is provided with a message transmission means for transmitting a message to an e-mail address stored in the e-mail address storage means corresponding to a destination party. 【特許請求の範囲】 【請求項1】 遊技客の遊技状況に応じて遊技店から遊技客に送信するメッセージを作成するメッセージ作成手段と、 メッセージの送信先相手が遊技している遊技機を特定する遊技機特定手段と、 遊技客毎のEメールアドレスを記憶したメールアドレス記憶手段と、 遊技機に対応して設けられ受信したメッセージを報知するメッセージ報知手段と、 前記メッセージ作成手段が作成したメッセージを前記遊技機特定手段が特定した遊技機に対応して設けられた前記メッセージ報知手段に送信すると共に、前記遊技機特定手段が遊技機を特定できなかったときは送信先相手に対応して前記メールアドレス記憶手段に記憶しているEメールアドレスにメッセージを送信するメッセージ送信手段とを備えたことを特徴とする遊技店用情報送信システム。
- 3A reading means for reading member information from a membership card issued by a game store, which is provided corresponding to the game machine, is provided. Claim 1 or 2 characterized in that the game machine specifying means determines that the reading means identifies a game machine to be played by a destination party or a group member based on the member information read from the membership card. The listed game store information transmission system. 【請求項3】 前記遊技機に対応して設けられ遊技店から発行された会員カードから会員情報を読取る読取手段を備え、 前記遊技機特定手段は、前記読取手段が前記会員カードから読取った会員情報に基づいて送信先相手或いはグループ会員が遊技する遊技機を特定することを判断することを特徴とする請求項1または2記載の遊技店用情報送信システム。
Independent claims2
117 paragraphs in 1 section, as filed
Description: TECHNICAL FIELD [Detailed description of the invention]
【0001】
[Technical field to which the invention belongs]
The present invention relates to an information transmission system for a game store, which transmits a message such as a guide for urging a player to visit the store from the game store.
【0002】
[Problems to be Solved by the Invention]
Conventionally, there is known a transmission system in which a display means is provided for each game machine and various messages such as game guidance are displayed to the player during the game to promote the player's motivation to play. However, since the above transmission system can only send a message to a player who is playing a game, it does not satisfy the request of the game store to promote the motivation of the player who has not visited the store, and in this respect. It is a dissatisfaction.
【0003】
The present invention has been made in view of the above circumstances, and an object of the present invention is to provide an information transmission system for a game store capable of transmitting a message from a game store to a player to a future store clerk.
【0004】
[Means for solving problems]
The invention according to claim 1 provides a message creating means for creating a message to be transmitted from the game store to the player according to the game situation of the player, and identifies the game machine to which the other party to send the message is playing. A machine identification means is provided, an e-mail address storage means for storing an e-mail address for each player is provided, a message notification means for notifying a received message is provided corresponding to the game machine, and the message creation means is created. A message is transmitted to the message notification means provided corresponding to the game machine specified by the game machine specifying means, and when the game machine specifying means cannot specify the game machine, the message corresponds to the destination party. A message transmitting means for transmitting a message to an e-mail address stored in the e-mail address storage means is provided.
【0005】
According to such a configuration, the message creating means creates a message according to the game situation of the player. In addition, the game machine specifying means identifies the game machine in which the message transmission destination partner is playing. At this time, if the destination party is playing on the game machine, the game machine specifying means can specify the game machine on which the destination party is playing. Therefore, the message sending means is created by the message creating means. The message is transmitted to the message notification means provided corresponding to the game machine specified by the game machine specifying means. As a result, the message from the game store is notified by the message notification means, so that the player of the destination partner can confirm the message from the game store in real time.
【0006】
On the other hand, when the destination party is not playing a game, the game machine identifying means cannot identify the game machine the destination party is playing, so a message is sent to the e-mail address stored in the e-mail address storage means. To send. As a result, the destination party can check the message sent by the amusement store on a personal computer or a mobile phone, which increases the motivation to visit the store.
【0007】
According to the invention of claim 2, when the player wants to know the game situation of another companion, the player registers the group in advance by operating the group registration means. Since the message sending means sends a message notifying the game status of other group members to the group members registered by the group registration means, the other group members of the future store know the game status of the group members and come to the store. I feel like trying.
【0008】
The invention according to claim 3 is provided with a reading means provided corresponding to the game machine to read member information from a membership card issued by a game store, and the game machine specifying means is described by the reading means. Based on the member information read from the membership card, the game machine to which the destination party or the group member plays is specified.
【0009】
According to such a configuration, when a player receives various services from a game store, a membership card issued by the game store is read by a reading means provided corresponding to the game machine. As a result, the game machine identifying means can reliably and easily identify the game machine played by the destination party or the group member based on the member information read by the reading means from the membership card.
【0010】
BEST MODE FOR CARRYING OUT THE INVENTION
Hereinafter, an embodiment in which the present invention is applied to a pachinko hall management system will be described with reference to the drawings. Figure 1 schematically shows the overall configuration. In FIG. 1, a plurality of pachinko machines and a gaming machine 1 such as a pachislot machine (not shown) are installed in the pachinko hall, and a CR (card reader) machine 2 and a display for each machine are displayed adjacent to each gaming machine 1. A unit (corresponding to a message notification means, a group registration means, and a reading means) 3 is installed. The CR machine 2 lends out a game medium such as a pachinko ball or a medal within the range of the remaining amount stored in the prepaid card with a prepaid card (not shown) inserted. In this case, the rented game medium is paid out directly from the game machine 1.
【0011】
Input / output interfaces 4 are provided corresponding to the two game machines 1 and CR machines 2, and each game machine 1 and CR machine 2 has a game machine management device 5 installed on each island through the input / output interface 4. It is connected. The game machine management device 5 collects and manages the data of the game machine 1 of the entire island and transmits it to the management device (corresponding to the message creation means, the game machine identification means, the e-mail address storage means, and the message transmission means) 6. The unit display unit 3 is connected to the management device 6 through the display unit management device 7 installed on each island.
【0012】
The display unit management device 7 constantly samples the data transmitted from the input / output interface 4 to the game machine management device 5, and supplies the sampled data to the display unit 3 for each unit. In addition, when the data of another game machine 1 is requested from the display unit 3 for each machine, if the game machine 1 belongs to the own island, the data corresponding to the game machine 1 is received from the display unit 3 for each machine. Then, the data is supplied to the requesting unit display unit 3, and in the case of the game machine 1 belonging to another island, the corresponding data is received from the management device 6 and supplied to the requesting unit display unit 3.
【0013】
The management device 6 manages the game status of each game machine 1 and the sales status of the CR machine 2 through the game machine management device 5, and communicates with the display unit 3 for each machine via the display unit management device 7. The image displayed on the display unit 3 for each unit is controlled. Further, the management device 6 is connected to the gateway 8, and it is possible to construct a network with the personal computer 9a or the mobile phone 9b owned by the player via the Internet.
【0014】
FIG. 2 is a perspective view showing the display unit 3 for each unit. In FIG. 2, the stand-by-unit display unit 3 includes a status display lamp 10, a liquid crystal display unit 12 having a touch panel 11, a point display unit 13, a card ejection button 14, and a card insertion slot 15. The status display lamp 10 displays an operating status, an error status, and the like. The point display unit 13 displays the points currently acquired by the pachinko hall members, as will be described later. A membership card issued by a pachinko hall is inserted into the card insertion slot 15.
【0015】
FIG. 3 is a block diagram showing the electrical configuration of the unit display unit 3. In FIG. 3, the unit display unit 3 is mainly composed of the control unit 16. The control unit 16 is composed of a CPU 17, a ROM 18, and a RAM 19, and the CPU 17 operates based on a program stored in the ROM 18. The operation of the CPU 17 includes controlling the display of game data (for example, the number of big hits, the number of starts, etc.) selected in response to a touch operation on the touch panel 11 on the liquid crystal display unit 12, reading the membership number from the membership card by the card reader 20, and so on. There are lighting control of the status display lamp 10, data display on the point display unit 13, judgment of the operation status on the card ejection button 14, and communication control with the display unit management device 7 by the transmission / reception unit 21.
【0016】
4 to 6 schematically show various files stored in the storage device (not shown) of the management device 6, and these files are used when the present embodiment is implemented as described later. You will need it. In this case, FIG. 4 shows one person's information file for each member, FIG. 5 shows one group's worth of group information fine, and FIG. 6 shows one person's worth of personal special prize history file.
【0017】
Next, the operation of the above configuration will be described. If a player wants to receive various services provided by the pachinko hall, he / she must have a membership card issued in advance. A membership number is stored in the membership card, and by using this membership card, you can receive various services provided by the pachinko hall. As an example of this service, an information providing service that provides machine data to players, pachinko balls that have been acquired can be stored, and pachinko balls can be arbitrarily paid out within the number of stored balls when returning to the store. There is a ball storage system, a point service that accumulates points according to the game, evaluates the game experience level according to the accumulated points, and gives a predetermined privilege according to the pointer.
【0018】
When the management device 6 issues a membership card, the management device 6 creates an information file for each member shown in FIG. The member number, group number, nickname, e-mail address, and game machine number are set in this member information file, and only the member number and nickname are registered in the member information file at the stage of member registration. Become. The nickname can be arbitrarily decided by the player, but if it is not decided in particular, the name is registered as the nickname.
【0019】
In addition, if the player wants to receive various services related to the group, it is necessary to register the group in advance. This group registration is required when receiving the message service described later, or when receiving the service for confirming the game level or the machine number of the companion who is registered in the group. When the player registers the group by operating the display unit 3 for each machine, the management device 6 creates the group information shown in FIG. 5 and registers the group number in the member information file shown in FIG.
【0020】
When a player who has been issued a membership card as described above plays a game on the game machine 1, the membership card is inserted into the card insertion slot 15 of the display unit 3 for each unit. Then, the unit display unit 3 reads the membership number from the membership card, adds an identification number indicating the game machine 1, and transmits the identification number to the management device 6 through the display unit management device 7. The management device 6 stores the game machine number in the member-specific information file shown in FIG. 4 corresponding to the member number input from the unit display unit 3.
【0021】
Then, when the player inserts the prepaid card into the CR machine 2 and receives the loan of pachinko balls and starts the game, the sales signal is transmitted from the CR machine 2 to the management device 6, and out balls and safe balls are generated. The out-ball signal and the safe-ball signal are transmitted to the gaming machine management device 5, and the special prize signal is transmitted to the gaming machine management device 5 in response to the occurrence of the special prize. The game machine management device 5 totals the sales of each game machine 1 based on the sales signal from the CR machine 2, and also totals the operating state of each game machine 1 based on various signals from the game machine 1. It is transmitted to the management device 6 every hour. As a result, the management device 6 can create an individual special prize history file for each game machine 1 shown in FIG.
【0022】
By the way, the management device 6 executes various message transmission processes according to the game situation of the player, and will be described below. (1) Hyena check message transmission process FIG. 7 is a flowchart showing the hyena check message transmission process in the management device 6. This hyena check is a function that secretly monitors the game status of the game machine 1 that the player was playing immediately before, and when the player uses this function, the display unit 3 for each machine is displayed. On the other hand, it is necessary to register the hyena check in advance.
【0023】
In FIG. 7, the management device 6 determines that the condition for transmitting the hyena check message is satisfied when a big hit occurs for the first time after registration on the hyena check registration table registered in advance by the player (S101: YES), and the figure shows the figure. Read the member-specific information file shown in 4 (S102) and determine whether the game machine number is registered (S103). At this time, since the fact that the game machine number is registered means that the player is playing in the store, the management device 6 is provided for each machine corresponding to the game machine in which the player is playing. Send a hyena check message to display unit 3 (S104). As a result, the display unit 3 for each stand was given a "Big hit with the stand that was hit earlier, XX rotation. ] Is displayed, the player feels regretful and wants to do his best in the game.
【0024】
If the game machine number is not registered in the member information file (S103: NO), the management device 6 determines that the player has not visited the store and registers it in the member information file shown in FIG. Send a message to the email address provided (S105). As a result, future store owners will be frustrated by accessing the mail server from their home computer or mobile phone and seeing the hyena check message, and will try their best the next time they visit the store.
【0025】
(2) Group member explosion message transmission process FIG. 8 is a flowchart showing the group member explosion message transmission process in the management device 6. In FIG. 8, the management device 6 satisfies the condition for transmitting an explosion message when the number of balls (the number of difference balls) exceeds 5000 based on the operating status of the game machine 1 (S201: YES). Then, the information file for each member shown in FIG. 4 is read (S202), the group number to which the player belongs is specified (S203), and then the group information file shown in FIG. 5 is read (S204).
【0026】
Subsequently, the members of the same group are extracted (S205), and the player sends an explosion message to the display unit 3 for each machine during the game (S206). As a result, the display unit 3 for each unit says, "Mr. XX in the same group is exploding in the XX series. ] Is displayed, the group members who are visiting the store know that other group members are doing well, and will want to do their best in the game.
【0027】
Then, an explosion message is sent in e-mail format to all group members of the Mirai store (S207). As a result, the explosion message is stored in the mail server of the provider or mobile phone company contracted by the group member of the future store, so that the group member of the future store accesses the mail server from his / her own computer or mobile phone. By seeing the explosion message, you can see that the group members who are visiting the store are doing well, and you will want to do your best the next time you visit the store.
【0028】
(3) Group member visit message transmission processing FIG. 9 is a flowchart showing the group member visit message transmission process in the management device 6. In FIG. 9, when the player inserts the membership card into the unit display unit 3, the member information is output from the unit display unit 3, so that the management device 6 receives the member information from the unit display unit 3. When (S301: YES), the member-specific information file shown in FIG. 4 is read (S302), and it is determined whether the store visit flag is set (S303). At this time, if the store visit flag is set, since the destination party is visiting the store, the group number is specified (S305), and then the group members belonging to the same group are extracted (S306).
【0029】
Subsequently, the player sends a store visit message to the unit display unit 3 corresponding to the game machine 1 being played (S307). As a result, "Mr. XX from the same group came to the store for each unit display unit 3. ] Is displayed, the group members who are visiting the store will be happy to know that other group members have visited the store.
【0030】
Then, a store visit message is sent to the group members of the future store (S308). As a result, the message is stored in the mail server of the provider or the mobile phone company, so that the group members of the future store can access the mail server with their own computer or mobile phone and see the store visit message to see the other group members. Knows that he has come to the store, and he wants to come to the store and play games.
【0031】
(4) P-man level down message transmission process FIG. 10 is a flowchart showing the level-down message transmission process of the P-man in the management device 6. P-man is the alter ego of the player displayed on the display unit 3 for each unit according to the game situation of the player, appears according to the game situation, encourages the player by displaying a message, and the player. It is to entertain the game by expressing the feelings of. In this case, the P-man is transformed according to the points held by the player. This point is calculated as follows based on experience points, technical points, help points, and deduction points, and various benefits will be given to the player from the game store according to the points. It has become.
【0032】
Increase 1 point for every 1000 shots (about 10 minutes) in operation. If Game Machine 1 is a pachinko machine, you will get 3 points for each special prize, V zone prize, and big bonus. The number of difference balls when the membership card is removed from the display unit 3 for each unit will increase by 5 points for the amount equivalent to 5,000 yen. When the membership card is removed from the display unit 3 for each unit, the number of difference balls will increase by 10 points if the number is equivalent to 10,000 yen or more. 10 points down for each 10-day future store.
【0033】
Ups and downs depending on the outcome of the battle battle by group members. This battle battle is one of the functions of the display unit 3 for each machine, and is to recruit participants among the group members and to compete for the ball for a set time. In this case, in order to participate in the Baltic battle, points must be bet as a battle BET, and group members whose points are less than the battle BET cannot participate in the battle battle. Also, if you win the Baltic match, you can get all the points bet on the match.
【0034】
Points will be increased or decreased by the reach attack during the battle. This reach attack is to bet whether a battle participant who has reached during a battle match will have a big hit following the reach, and if a special prize is generated following the reach, the reach attacker will win. Collect 3 points from the reach attack destination. In addition, if no special prize is generated following the reach, the reach attack destination wins, and the reach attack source distributes 1 point to the reach attack destination.
【0035】
The unit display unit 3 displays the P-mans displayed on the unit display unit 3 according to the player's possession points totaled by the management device 6 as described above in order from level 1 to level 7 as shown in FIG. It is designed to transform.
【0036】
Level 1 ...... 0 ~ 100 points Level 2 ...... 100 ~ 500 points Level 3 ...... 500 ~ 1000 points Level 4 ...... 1000 ~ 2000 points Level 5 ...... 2000 ~ 3000 points Level 6 ...... 3000 ~ 5000 points Level 7 ...... 5000 points or more [0037]
In FIG. 10, the management device 6 constantly totals points other than store visit points according to the game situation of the player, and when the store closing process is completed (S401: YES), the store visit points remaining as point totals. Execute the subtraction process (S402). In other words, the points of players who have not visited the store for 10 days are reduced.
【0038】
Subsequently, the players whose points totaled including the closing process are less than the lower limit of the current player's level range are extracted (S403), and if such a player exists, the player's E Send a level down message to your email address (S404). As a result, the mail server of the provider or mobile phone company with which the player has a contract says, "If you don't come soon, the level of P-Man will go down. ] Level down message is memorized.
【0039】
By the above operation, the member will have to go to the amusement store by accessing the mail server with his / her personal computer or mobile phone and seeing the level down message.
【0040】
(5) Group member battle message transmission process FIG. 11 is a flowchart showing the group member battle message transmission process in the management device 6. In FIG. 11, when the ball ejection battle starts (S501: YES), the management device 6 identifies the group member who is performing the ball ejection battle (S502), and sends a battle message to the e-mail address of the group member. Is sent (S503). As a result, the mail server of the provider or mobile phone company with which the player has a contract says, "Group members are in battle. ] Level down message is memorized.
【0041】
By the above operation, the group members of the future store will want to go to the game store and participate in the battle by accessing the mail server with their personal computer or mobile phone and seeing the level down message.
【0042】
(6) Special prize history mail When the player performs an operation of transmitting the special prize history to the display unit 3 for each unit, or when the member card is taken out from the display unit 3 for each unit, the management device 6 shows the individual special prize history of the member shown in FIG. Send the data to the player's email address. As a result, the player's special prize history is stored in the mail server of the provider or mobile phone company with which the player has a contract.
【0043】
By the above operation, the member can check his / her special prize history at home or on the go by accessing the mail server with his / her personal computer or mobile phone and viewing the special prize history data.
【0044】
According to such a configuration, when the player is a future store, various messages to the player are sent from the game store to the player's e-mail address, so that the message is sent only to the player who is playing. Even if the player is a future store, it is possible to send various messages to the player to urge them to come to the store and provide various information, unlike the conventional example in which only the e-mail is sent.
【0045】
In addition, since the game status of the group members is sent to the players registered in the group, the group members of the future store can view the game status of the group members on their personal computers or mobile phones. I feel like coming to the store.
【0046】
Furthermore, when the player is playing a game using a membership card, the game machine 1 in which the player is playing is specified based on the member information from the membership card, so the message is sent to the destination. Players can be reliably identified.
【0047】
Moreover, when the player is playing, a message is sent to the display unit 3 for each unit provided corresponding to the game machine 1 in which the player is playing. It is possible to send a message to the player in real time.
【0048】
The present invention is not limited to the above embodiment, and the message may be notified by voice.
【0049】
[Effect of the invention]
As is clear from the above description, according to the information transmission system for a game store of the present invention, a message creation means for creating a message to be transmitted from the game store to the player according to the game situation of the player is provided. A game machine identification means for specifying the game machine to which the destination partner is playing is provided, an e-mail address storage means for storing an e-mail address for each player is provided, and a received message is notified corresponding to the game machine. The message notification means is provided, and the message created by the message creation means is transmitted to the message notification means provided corresponding to the game machine specified by the game machine specifying means, and the game machine specifying means is the game machine. When the message cannot be specified, a message sending means is provided to send a message to the e-mail address stored in the e-mail address storage means in response to the recipient, so that the message from the amusement store to the player can be sent to the future store. It can also be sent to people, and has the excellent effect of encouraging customers to visit the store and providing various types of information.
[Simple explanation of drawings]
[Figure 1]
Schematic diagram showing the overall configuration in one embodiment of the present invention [Figure 2]
Perspective view of each unit display unit [Fig. 3]
Block diagram showing the electrical configuration of each unit display unit [Fig. 4]
Diagram showing information files for each member [Fig. 5]
Diagram showing the group information file [Fig. 6]
Diagram showing personal prize history file [Fig. 7]
Flowchart showing hyena check message transmission processing of the management device [Fig. 8]
Flowchart showing group member explosion message transmission processing of management device [Fig. 9]
Flowchart showing the process of sending a group member visit message of the management device [Fig. 10]
Flowchart showing level-down message transmission processing of the management device [Fig. 11]
Flowchart showing group member battle message transmission process of management device [Fig. 12]
Diagram showing the level of P-man [Explanation of symbols]
1 is a game machine, 2 is a CR machine, 3 is a display unit for each machine (message notification means, group registration means, reading means), 6 is a management device (message creation means, game machine identification means, email address storage means, message transmission). Means).
Every citation, both ways
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| JP2009205113A | Cited by | Japan | Examiner |
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| JP2005253664A | Cited by | Japan | Examiner |
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| US11017630B2 | Cited by | United States of America | Applicant |
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2 priority claims, no other members on record
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 2001080548 | Japan | A | |
| JP20010080548 | – | – | – |
Numbers
- Publication
- 2002-279157
- Publication, DOCDB
- 2002279157
- Publication, EPODOC
- JP2002279157
- Application
- 80548
- Application, DOCDB
- 2001080548
- Application, EPODOC
- JP20010080548
Titles2
- Japanese
- 【発明の名称】遊技店用情報送信システム
- English
- [Title of Invention] Information transmission system for amusement stores
Classification
- IPC, 5
- A63F7 02
- G06Q10 00
- G06Q30 02
- G06Q50 00
- G06Q50 10