Game server, game machine under control of the server, and game control method executing return on judgment that cumulative credit consumption reaches upper limit
First Claim
1. A game server for collectively controlling a plurality of game machine groups installed in a game center, said plurality of game machine groups including a first game machine group and a second game machine group respectively including a plurality of game machines, each of which is brought into a status enabling to start a game based on a thrown coin or a given credit number and is given a payout according to a result of said game, said game server including:
- a memory configured to individually store cumulative credit consumptions of each of said plurality of game machine groups, wherein said memory has a plurality of units for each of said game machine groups respectively storing a cumulative credit consumption of each of said game machine groups;
judge means for judging whether a cumulative credit consumption of a predetermined game machine group reaches a predetermined upper limit, based on information stored in said memory, and for executing a return at a time point depending on a game condition of one game machine of said predetermined game machine group, after a completion of a lottery to select the one game machine where the return is to be executed; and
first sending means for sending, when said judge means judges that said cumulative credit consumption of said predetermined game machine group reaches the predetermined upper limit, a return signal for executing said return based on a predetermined return rate, to the one game machine of said predetermined game machine group, said return being executed regardless of a game result,wherein at least one of the predetermined upper limit and the predetermined return rate is individually set for each of said plurality of game machine groups andwherein the game machines in the first game machine group are different from the game machines in the second game machine group.
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Accused Products
Abstract
A game server controls plural game machine groups including a collection of game machines, each of which is brought into a status enabling to start a game based on a thrown coin or a given credit number and is given a payout according to a result of the game. The game server includes a processing unit that judges whether a cumulative credit consumption of a predetermined game machine group reaches a predetermined upper limit, based on information about credit consumptions of the plural game machine groups. The game server also includes a communication interface that sends, when the processing unit judges that the cumulative credit consumption of the predetermined game machine group reaches the predetermined upper limit, a return signal for executing a return based on a predetermined return rate, to one game machine of the predetermined game machine group. The return is executed regardless of a game result.
112 Citations
16 Claims
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1. A game server for collectively controlling a plurality of game machine groups installed in a game center, said plurality of game machine groups including a first game machine group and a second game machine group respectively including a plurality of game machines, each of which is brought into a status enabling to start a game based on a thrown coin or a given credit number and is given a payout according to a result of said game, said game server including:
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a memory configured to individually store cumulative credit consumptions of each of said plurality of game machine groups, wherein said memory has a plurality of units for each of said game machine groups respectively storing a cumulative credit consumption of each of said game machine groups; judge means for judging whether a cumulative credit consumption of a predetermined game machine group reaches a predetermined upper limit, based on information stored in said memory, and for executing a return at a time point depending on a game condition of one game machine of said predetermined game machine group, after a completion of a lottery to select the one game machine where the return is to be executed; and first sending means for sending, when said judge means judges that said cumulative credit consumption of said predetermined game machine group reaches the predetermined upper limit, a return signal for executing said return based on a predetermined return rate, to the one game machine of said predetermined game machine group, said return being executed regardless of a game result, wherein at least one of the predetermined upper limit and the predetermined return rate is individually set for each of said plurality of game machine groups and wherein the game machines in the first game machine group are different from the game machines in the second game machine group. - View Dependent Claims (4, 5)
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2. The game server according to claim I, further including:
lottery means for determining by the lottery the game machine to which said return is executed. - View Dependent Claims (3)
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6. A game machine that is controlled by a game server for collectively controlling a plurality of game machine groups including a first game machine group and a second game machine group and installed in a game center, the game machine included in a game machine group of said plurality of game machine groups, said game server judging whether cumulative credit consumptions of said game machine groups reach predetermined upper limits, based on information stored in a memory configured to individually store cumulative credit consumptions of each of said plurality of game machine groups, wherein said memory has a plurality of units for each of said game machine groups respectively storing a cumulative credit consumption of each of said game machine groups, the game machine brought into a status enabling to start a game based on a thrown coin or a given credit number and is given a payout according to a result of said game, said game machine including:
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a first receiving means for receiving a return signal sent from said game server, said first receiving means receiving the return signal, when said game server judges that said cumulative credit consumption of said game machine group reaches the predetermined upper limit, the return signal executing a return based on a predetermined return rate, said return being executed regardless of a game result, and when said game server executes a return at a time point depending on a game condition of the game machine, after a completion of a lottery to select the game machine where said return is to be executed and a display configured to display symbol combinations as a result of said game, wherein at least one of the predetermined upper limit and the predetermined return rate is individually set for each of said plurality of game machine groups and wherein game machines in the first game machine group are different from game machines in the second game machine group. - View Dependent Claims (7, 8, 9, 10)
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11. A method for collectively controlling a plurality of game machine groups installed in a game center, said plurality of game machine groups including a first game machine group and a second game machine group respectively including a plurality of game machines each of which is brought into a status enabling to start a game based on a thrown coin or a given credit number and is given a payout according to a result of said game, and said game center comprising a memory configured to individually store cumulative credit consumptions of each of said plurality of game machine groups, wherein said memory has a plurality of units for each of said game machine groups respectively storing a cumulative credit consumption of each of said game machine groups, said method including:
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judging whether a cumulative credit consumption of a predetermined game machine group reaches a predetermined upper limit, based on information stored in said memory; executing a return at a time point depending on a game condition of one game machine of said predetermined game machine group, after a completion of a lottery to select the one game machine where said return is to be executed and sending, when a result of said judging is that said cumulative credit consumption of said predetermined game machine group reaches the predetermined upper limit, a return signal for executing said return based on a predetermined return rate, to the one game machine of said predetermined game machine group, said return being executed regardless of a game result, wherein at least one of the predetermined upper limit and the predetermined return rate is individually set for each of said plurality of game machine groups and wherein the game machines in the first game machine group are different from the game machines in the second game machine group. - View Dependent Claims (12, 13, 14, 15)
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16. A game server for collectively controlling a plurality of game machine groups installed in a game center, said plurality of game machine groups including a first game machine group and a second game machine group respectively including a plurality of game machines, each of which is brought into a status enabling to start a game based on a thrown coin or a given credit number and is given a payout according to a result of said game, said game server including:
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a memory configured to individually store cumulative credit consumptions of each of said plurality of game machine groups, wherein said memory has a plurality of units for each of said game machine groups respectively storing a cumulative credit consumption of each of said game machine groups; a processing unit that judges whether a cumulative credit consumption of a predetermined game machine group reaches a predetermined upper limit, based on information stored in said memory, and that executes a return at a time point depending on a game condition of one game machine of said predetermined game machine group, after a completion of a lottery to select the one game machine where the return is to be executed; and a communication interface that sends, when said processing unit judges that said cumulative credit consumption of said predetermined game machine group reaches the predetermined upper limit, a return signal for executing said return based on a predetermined return rate, to the one game machine of said predetermined game machine group, said return being executed regardless of a game result, wherein at least one of the predetermined upper limit and the predetermined return rate is individually set for each of said plurality of game machine groups and wherein the game machines in the first game machine group are different from the game machines in the second game machine group.
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Specification