Game server, game machine, game control server, and game control method
First Claim
1. A game server for collectively controlling a game machine group comprising a plurality of game machines which are brought into a status enabling to start a game based on coin throwing or a given credit number and are given payout according to a result of said game, said game server including:
- return means that judges, based on information of credit consumption on a game machine where a player performs a game, cumulative credit consumption of said player and, when a judgment result is that said cumulative credit consumption reaches a predetermined upper limit, executes a return based on a predetermined return rate or based on a result of lottery for determining whether the return is to be executed, said return being executed regardless of a game result; and
a first sending means for sending said game machine a signal that changes the return rate value of said game machine of said game machine group depending on return rate values of other game machines, whereinthe return rate value is set by the return means in reference to a game history of the game machine and history of the return rate value change by calculating a sum of process return rates, and calculating and setting as the return rate a product of an average return rate times N, minus the sum of process return rates, so that the return rate value of the gaming machine that is within the game machine group is changed in reference to the return rate value of the game machine group, N being a predetermined number of processes.
1 Assignment
0 Petitions
Accused Products
Abstract
The cumulative credit consumptions of game machines are controlled per player. When the cumulative credit consumption of a player reaches an upper limit, a return is executed to the player based on a predetermined return rate. In addition, the return rate can be changed to produce high game characteristics. Therefore, the player can perform a game without anxiety, while enjoying amusement of the game. At the result, the problem of missing customers can be eliminated.
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Citations
14 Claims
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1. A game server for collectively controlling a game machine group comprising a plurality of game machines which are brought into a status enabling to start a game based on coin throwing or a given credit number and are given payout according to a result of said game, said game server including:
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return means that judges, based on information of credit consumption on a game machine where a player performs a game, cumulative credit consumption of said player and, when a judgment result is that said cumulative credit consumption reaches a predetermined upper limit, executes a return based on a predetermined return rate or based on a result of lottery for determining whether the return is to be executed, said return being executed regardless of a game result; and a first sending means for sending said game machine a signal that changes the return rate value of said game machine of said game machine group depending on return rate values of other game machines, wherein the return rate value is set by the return means in reference to a game history of the game machine and history of the return rate value change by calculating a sum of process return rates, and calculating and setting as the return rate a product of an average return rate times N, minus the sum of process return rates, so that the return rate value of the gaming machine that is within the game machine group is changed in reference to the return rate value of the game machine group, N being a predetermined number of processes. - View Dependent Claims (2, 3, 4)
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5. A game machine that is one of a plurality of game machines forming a game machine group under a collective control of a game server, which are brought into a status enabling to start a game based on coin throwing or a given credit number and are given payout according to a result of said game, said game machine including:
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return means that executes a return, when cumulative credit consumption reaches a predetermined upper limit, based on a predetermined return rate or based on a result of lottery for determining whether the return is to be executed, said return being executed regardless of a game result; and change means that receives a signal sent from said game server and changes the return rate value of said game machine of said game machine group, depending on return rates of other game machines of said game machine group, wherein the return rate value is set by the return means in reference to a game history of the game machine and history of the return rate value change by calculating a sum of process return rates, and calculating and setting as the return rate a product of an average return rate times N, minus the sum of process return rates, so that the return rate value of the gaming machine that is within the game machine group is changed in reference to the return rate value of the game machine group, N being a predetermined number of processes. - View Dependent Claims (6, 7, 8)
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9. A game control method of collectively controlling a game machine group comprising a plurality of game machines which are brought into a status enabling to start a game based on coin throwing or a given credit number and which are given payout according to a result of said game, said game control method including:
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a check step for checking cumulative credit consumptions on said plurality of game machines; a return step of executing a return with a game machine, when it is determined that cumulative credit consumption of said game machine reaches a predetermined upper limit in the check step, based on a predetermined return rate or based on a result of lottery for determining whether the return is to be executed, said return being executed regardless of a game result; and a first sending step for sending said game machine a signal that changes the return rate value of said game machine of said game machine group depending on return rate values of other game machines, wherein the return rate value is set by the return step in reference to a game history of the game machine and history of the return rate value change by calculating a sum of process return rates, and calculating and setting as the return rate a product of an average return rate times N, minus the sum of process return rates, so that the return rate value of the gaming machine that is within the game machine group is changed in reference to the return rate value of the game machine group, N being a predetermined number of processes. - View Dependent Claims (10, 11, 12)
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13. A game server for collectively controlling a game machine group comprising a plurality of game machines that are brought into a status enabling to start a game based on coin throwing or a given credit number and are given payout according to a result of said game, said game server including:
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a processor programmed to judge, based on information of credit consumption on a game machine where a player performs a game, cumulative credit consumption of said player and, when a judgment result is that said cumulative credit consumption reaches a predetermined upper limit, executes a return based on a predetermined return rate or based on a result of lottery for determining whether the return is to be executed, said return being executed regardless of a game result; and an interface through which said processor sends a signal that changes the return rate value of said game machine of said game machine group depending on return rate values of other game machines, wherein the return rate value is set by the processor in reference to a game history of the game machine and history of the return rate value change by calculating a sum of process return rates, and calculating and setting as the return rate a product of an average return rate times N, minus the sum of process return rates, so that the return rate value of the gaming machine that is within the game machine group is changed in reference to the return rate value of the game machine group, N being a predetermined number of processes.
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14. A game server for collectively controlling a game machine group comprising a plurality of game machines which are brought into a status enabling to start a game based on coin throwing or a given credit number and are given payout according to a result of said game, said game server including:
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return means that judges, based on information of credit consumption on a game machine where a player performs a game, cumulative credit consumption of said player and, when a judgment result is that said cumulative credit consumption reaches a predetermined upper limit, executes a return based on a predetermined return rate or based on a result of lottery for determining whether the return is to be executed, said return being executed regardless of a game result; and a first sending means for sending said game machine a signal that changes the return rate value of said game machine of said game machine group depending on return rate values of other game machines, wherein the return rate value is set by the return means in reference to a game history of the game machine and history of the return rate value change by calculating a sum of return rates of other game machines in the game machine group, and calculating and setting as the return rate a product of an average return rate and a number of game machines in the game machine group, minus the sum of return rates, so that the return rate value of the gaming machine that is within the game machine group is changed in reference to the return rate value of the game machine group.
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Specification