NETWORK BOWLING SYSTEM

In one embodiment, a data management server (20) is provided with a management database (24) for individually managing personal information of each bowler, character information and past record information of each bowler, in association with a card ID of a card (K). A home management server (10) reads the card ID of a card (K) held by a bowler with a card reader/writer (15) of a front desk terminal device (12) and transmits the read data to the data management server (20), and, if a request for a match with another bowler is selected by the bowler, transmits the match request to the data management server (20). The data management server (20), on receiving the match request, determines, as a match opponent, another bowler of a similar level to the bowler who made the match request, based on the record information of each bowler managed in the management database (24).

Skip to: Description  ·  Claims  · Patent History  ·  Patent History
Description
TECHNICAL FIELD

The present invention relates to a network bowling system in which a home management server that manages a score display device provided in each lane of a bowling alley, a front desk terminal device installed at a front desk and a score tallying device for tallying the score in each lane is interactively connected, via a network, to a data management server that collects and consolidates various types of data from the home management server of each bowling alley, thereby enabling matches and the holding of bowling tournaments between bowlers in the same bowling alley and in different bowling alleys via the network.

BACKGROUND ART

Heretofore, a network-based bowling system that uses a general-purpose network typified by the Internet to enable bowling games between a plurality of bowling centers has been proposed (e.g., see Patent Document 1).

This bowling system is provided with a bowling center system that includes information terminals provided in each lane of a bowling center and acting as interfaces with bowlers, and furthermore processes game information and transaction information such as sales information, and a data management center that is connected to the center system of each bowling center via a general-purpose network and centrally manages and stores the transaction information. The center system transmits game information to the data management center every time there is a development in a game of a bowler within at least one frame, and receives game progress information that depends on the type of game from the data management center, processes the game progress information, and displays the processing results on the information terminals, and the data management center transmits the game information sent from the center system to all registered center systems, enabling bowling games via a general-purpose network with bowlers in remote locations.

This bowling system enables tournament games to be played concurrently between a large number of bowling centers.

With this bowling system, the data management system is provided with a message board for registering communication information between bowlers in the different bowling centers, enabling bowlers in the different bowling centers to exchange communication information via this message board. Once a given bowler has registered information such as his or her name, personal history, and high game score on the message board, other bowlers can view the information on the message board and challenge that bowler to a long-distance game. Mixed bowling has also become possible where men's teams and woman's teams get together on the message board and play each other in different bowling centers.

Furthermore, this message board can also be used to play challenge match games and the like, for example. A challenge match game involves a bowler who wants to play a challenge match using a message board to select an opponent on an information terminal, and playing against the past game information of that opponent. As for the match opponent, teams with the same number of players are displayed at this time, thus allowing the bowler who wants to play the challenge match to select a desired opponent team from the plurality of displayed teams.

Related Art Documents Patent Documents

Patent Document 1: WO 01/85272

DISCLOSURE OF THE INVENTION Problem to be Solved by the Invention

Network-based bowling systems have thus been proposed heretofore, enabling games in various forms such as network tournaments, challenge matches and mixed bowling to be enjoyed.

However, in order to run a network tournament, challenge match or the like, operations involving the bowler himself or herself using a message board to select a match opponent are required, these being complex operations for a bowler who is unfamiliar with them. Also, there is a problem in that even if a bowler wants to run a network tournament (bowling tournament) with other bowlers of a similar level (i.e., evenly matched bowlers), he or she has to rely on the self-assessed level (average score, etc.) of those who participate as there are no means for adequately judging the ability of the participants, making it difficult to hold a tournament in which all of the participants are evenly matched. Furthermore, even though there is for the bowlers the effect of being able to enjoy games in various forms, sufficient consideration has not been given to devices that further stimulate the bowler's sense of competition during a game, or devices for keeping bowlers coming back to bowling alleys to play games.

The present invention has been made in consideration of the current situation, and has as an object to provide a network bowling system that enables automatic matching of opponents in the case of playing a match with fellow bowlers in the same bowling alley or in different bowling alleys via a network, as well as facilitating the holding of bowling tournaments between bowlers of a similar level (i.e., evenly matched bowlers), and furthermore being able to further stimulate the bowler's passion for the game.

Means for Solving the Problem

In order to solve the above problems, the network bowling system of the present invention is a network bowling system in which a home management server that manages a score display device provided in each lane of a bowling alley, a front desk terminal device installed at a front desk and a score tallying device for tallying a score in each lane is interactively connected, via a network, to a data management server that collects and consolidates various types of data from the home management server of each bowling alley, enabling a match between bowlers in a same bowling alley and between bowlers in different bowling alleys via the network. A card issuing machine that issues a unique card to be used when a bowler comes to play a game is installed in each bowling alley, and the front desk terminal device is provided with a card reader that reads unique information recorded on the card. The data management server includes a management database for individually managing personal information of each bowler, character information selected by each bowler when a card is issued and past record information of each bowler, in association with the unique information of the issued card. The home management server reads, with the card reader of the front desk terminal device, the unique information of a card held by a bowler who has come to play a game and transmits the read unique information to the data management server, and if a request for a match with another bowler is selected by the bowler, transmits match request information to the data management server, and the data management server, on receiving the match request information after having received the unique information of the card, determines, as a match opponent, another bowler of a similar level to the bowler who made the match request, based on the record information of each bowler managed in the management database.

According to the present invention having such features, each bowler is managed using a card, and in the case where a request for a match with another bowler is selected by an arbitrary bowler, the data management server acquires record information for each bowler from the management database, and automatically determines another bowler of a similar level to the bowler who made the match request as the match opponent.

Here, the record information may be configured to include the average score and past match records of the bowler, and the data management server may be configured to set, based on the average score of the bowler who selected the match, threshold values defining a prescribed range for the average score, and to determine, as a match opponent, another bowler having an average score in the range of threshold values.

Also, according to the network bowling system of the present invention, the data management server specifies bowlers who are at an arbitrary bowling alley based on the unique information of the card transmitted from the home management server, and if none of the specified bowlers have an average score in the range of threshold values when determining the match opponent, determines, as a virtual match opponent, a bowler who meets the condition from past data in the management database. That is, even though a large number of bowling alleys are connected by a network, bowlers who conform to the condition will not always be present in other bowling alleys at the same time, in which case a real-time match cannot be played. Thus, even in such cases, a bowler will be able to go to a bowling alley at any time and play a match game by selecting a bowler who conforms to the condition from the past data of bowlers, and playing a virtual game against past data, that is, against a game that was played in the past.

Also, according to the network bowling system of the present invention, a character image storage unit storing a plurality of character images may be provided, each character image being composed of a plurality of change images that are associated with respective average scores divided into a plurality of stages and represent the process of the character developing. The data management server may acquire, from the management database based on the unique information of the card received from the home management server, the character information and average score information included in the past record information of the bowler corresponding to the unique information, acquire, from the character image storage unit, a change image of the division that includes the acquired average score, among the change images of the acquired character, and transmit the acquired change image to the home management server. On the other hand, the home management server may display, as the character image of the bowler, the change image transmitted from the data management server on a screen of the score display device installed in the lane used by the bowler.

Here, with regard to the plurality of change images that are associated with respective average scores divided into a plurality of stages and represent the process of a character developing, five change images 01 to 05 are provided in association with respective average scores that have been divided into five stages, for example. By setting image 01 for the first stage, which corresponds to the low average score (no average score), to appear as an earnest freshman or shinnyusei, image 02 for the second stage (e.g., average scores of 0 to under 120) to appear as an average student, image 03 for the third stage (e.g., average scores of 120 to under 150) to appear slightly cocky, image 04 for the fourth stage (e.g., average scores of 150 to under 180) to appear even more cocky, like a fukubancho or bancho, and image 05 for the fifth stage (180 or over) to appear the cockiest of all, like a daibancho or bancho-daiou, the process of a single character developing from earnest newbie to top dog can be represented. Accordingly, as a result of a bowler selecting an arbitrary character when purchasing a card, the character image displayed on the score display device during a game can thus be made to develop in correspondence with improvement in the bowler's level, such that the character image changes from the initial image “01” to the image “02” and then from the image “02” to the image “03” as the bowler's average score subsequently improves through playing games. Game enjoyment can thereby be doubled.

Also, according to the network bowling system of the present invention, the data management server may be provided with a rank information storage unit that stores rank information representing character ranks corresponding to respective average scores. The data management server may then acquire, from the rank information storage unit, rank information corresponding to the acquired average score, and transmit the acquired rank information to the home management server. On the other hand, the home management server may display the rank information transmitted from the data management server on the screen of the score display device is installed in the lane used by the bowler, together with the character image of the bowler.

Here, character ranks corresponding to respective average scores are, for example, provided in 10 point increments for average scores from 100, with no average score set as “LV (level) 1: Shinnyusei”, average scores under 100 set as “LV 2: Majimekko”, average scores from 100 to under 110 set as “LV 3: Futsukko”, average scores from 110 to under 120 set as “LV 4: Genkikko”, . . . , average scores from 180 to under 190 set as “LV 11: Daibancho”, average scores from 190 to under 200 set as “LV 12: Bancho-ou”, and average scores of 200 or over set as “LV MAX: Bancho-daiou”. When the bowler's average score improves, the rank displayed on the screen of the score display device during a game changes from “Futsukko” to “Genkikko”, for example, together with the character image displayed. Game enjoyment can thereby be doubled.

Also, according to the network bowling system of the present invention, the data management server may be provided with a title storage unit that stores a plurality of title information for titles given based on a career win count, which is one of the match records included in the past record information. The data management server may then acquire, from the management database based on the unique information of the card received from the home management server, career win count information included in the past record information of the bowler corresponding to the unique information, acquire, from the title storage unit, title information corresponding to the acquired career win count, and transmit the acquired title information to the home management server. The home management server may display the title information transmitted from the data management server on the screen of the score display device installed in the lane used by the bowler, together with the character image of the bowler.

Here, titles are obtained according to the number of career wins, with the title storage unit storing six titles, for example, such that “Kitai-no-Shinjin” corresponds to a career win count of 0 to 4, “Tenkyu-no-Wakadaisho” corresponds to a career win count of 5 to 9, “Asahi-no-Thnkyumoja” corresponds to a career win count of 10 to 19, and so on. When the bowler's average score or career win count improves, the title displayed on the screen of the score display device during a game changes from “Kitai-no-Shinjin” to “Tenkyu-no-Wakadaisho”, for example, together with the character image displayed. Game enjoyment can thereby be doubled.

Also, according to the network bowling system of the present invention, the character information, the rank information and the title information may be recorded and displayed on the card by a card writer connected to the front desk terminal device. A bowler holding a card is thereby able to check the appearance of the character image virtually representing his or her current bowling level, his or her rank, and the title that he or she has been given, simply by looking at the card. Also, the card can also act as identification proving the bowler's level to other bowlers.

Also, the network bowling system of the present invention is a network bowling system in which a home management server that manages a score tallying device and a score display device provided in each lane of a bowling alley is interactively connected, via a network, to a data management server that collects and consolidates various types of data from the home management server of each bowling alley, enabling holding of a bowling tournament in a same bowling alley and between different bowling alleys via a Web server connected to the network. The home management server is provided with a card issuing unit that issues a unique card to be used when a bowler comes to play a game, and the data management server is provided with a character image storage unit storing a plurality of character images, a rank information storage unit storing rank information representing character ranks corresponding to respective average scores, and a management database for individually managing personal information of each bowler, character information selected by each bowler when a card is issued, past record information of each bowler including an average score and character rank information based on the average score, in association with unique information of the issued card. At a time of setting a bowling tournament to be held, the data management server issues identification information of the tournament, and determines eligibility for participation in the tournament based on a character rank preset by an organizer, at a time of accepting a tournament application, the data management server, in a case where a tournament applicant who has acquired the identification information applies for the tournament using the identification information and the unique information of the card held by the tournament applicant, acquires character rank information from the management database based on the unique information of the card, and registers, as a participating bowler, only a bowler who satisfies the participation eligibility based on the acquired rank information, as well as calculating a handicap based on average score information of the registered participating bowler acquired from the management database based on the unique information of the card, and at a time of running the tournament, the data management server collects and manages game information of a tournament bowler that is transmitted from each score tallying device, and furthermore tallies the record information of all participants every preset fixed period of time, and posts the tallied results to the tournament Web site on the Web server.

According to the present invention, unique cards issued to bowlers are used when holding a bowling tournament. That is, the rank information of a bowler is associated with this card, thus enabling the bowler's ability (i.e., rank) to be adequately judged by using the rank information associated with the card. Thus, in the present invention, when setting a bowling tournament to be held, the data management server issues identification information of the tournament, and determines eligibility for participation in the tournament based on character ranks preset by the organizer. As described above, the character ranks corresponding to respective average scores are composed of 13 stages from LV 1 through LV 12 and up to LV MAX. Accordingly, the organizer of the tournament determines participation eligibility by arbitrarily setting levels of rank (LV1-LV MAX) according to the level of bowling tournament that he or she wants to hold. For example, if the level of rank is set to LV MAX, a bowling tournament can be held in which only “Bancho-daiou” can participate. Again, if the level of rank is set to LV 12 or over, a bowling tournament can be held in which only “Bancho-ou” and “Bancho-daiou” can participate. Furthermore, if the rank level is set from LV 1 to LV 3, a bowling tournament can be held in which only “Shinnyusei”, “Majimekko” and “Futsukko” can participate.

When receiving applications for a bowling tournament for which participation eligibility has thus been determined, the data management server, in the case where an applicant who has acquired the identification information of the tournament applies for the tournament using the identification information of the bowling tournament and the unique information of his or her card, acquires character rank information from the management database based on the unique information of the card, and registers only a bowler who satisfies participation eligibility based on the acquired rank information. For example, if a person having the LV 12 rank of “Bancho-ou” applies in the case where participation eligibility is set to the LV MAX rank of “Bancho-daiou”, the data management server cancels the application and does not register the bowler for the tournament, because the fact that the applicant has the LV 12 rank of “Bancho-ou” can be confirmed from the card information. On the other hand, if a person with the LV MAX rank of “Bancho-daiou” applies, the data management server accepts the application and registers the bowler for the bowling tournament, because the fact that the applicant has the LV MAX rank of “Bancho-daiou” can be confirmed from the card information. A bowling tournament can thereby be held in which only players of substantially the same level who have the LV MAX rank of “Bancho-daiou” participate, enabling highly competitive games to be played.

In this case, the data management server calculates a handicap based on the average score information of a registered bowler acquired from the management database based on the unique information of the card, and reflects this handicap when tallying the score. Here, as for the handicap calculation method, a handicap can, in the case of the LV 10 rank of “Bancho” for an average score of 170 to under 180, for example, be calculated by the following equation (1) or (2).


200−(avg. score for past 10 matches or more)×0.8  (1)


200−(avg. score for past 9 matches or less)×0.7  (2)

For example, if a bowler of LV 10 rank has an average score of 210 for the past ten matches or more, a handicap of 32 (=200−210×0.8) will be calculated by the above equation (1). On the other hand, if the result calculated with equation (1) or (2) is negative, a zero handicap is set. A maximum handicap of 40, for example, can also be set.

Subsequently, when the tournament is run, the data management server collects and manages the game information of participating bowlers transmitted from the score tallying devices, and furthermore tallies record information that includes the handicaps of all of the participants every preset fixed period of time, and posts the tallied results to the tournament Web site. Meanwhile, a participating bowler can view the tallied results by accessing the tournament Web site from his or her terminal device (e.g., mobile phone) using the identification information of the tournament and the unique information of his or her card. Tournament participants are thereby able to proceed with a game while checking preliminary results of their own performance at any time during the game, enabling exciting games to unfold.

Effects of the Invention

According to the network bowling system of the present invention, the data management server, in the case where an arbitrary bowler has selected a match against another bowler, acquires the record information of each bowler from the management database, and automatically determines, as a match opponent, a bowler of a similar level to the bowler who selected the match, thus enabling the bowler who selected the match to find the ideal match opponent, without needing to select the match opponent himself or herself.

Also, according to the network bowling system of the present invention, the character image develops in accordance with improvement in the bowler's level, thus enabling game enjoyment can be doubled. Rank and title also change in accordance with improvement in the bowler's level, thus enabling games to be further enjoyed.

Furthermore, according to the network bowling system of the present invention, holding a bowling tournament with bowlers of a similar level (i.e., evenly matched bowlers) can be facilitated, since the ability (i.e., rank) of bowlers who apply can be adequately judged, when holding the bowling tournament, by determining participation eligibility using rank information associated with the cards issued to bowlers.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 is an overall configuration diagram of a network bowling system according to Embodiment 1 of the present invention.

FIG. 2 is an illustrative diagram showing an example configuration of a character image database (character image storage means)

FIG. 3 is an illustrative diagram showing an example configuration of a rank information database (rank information storage means).

FIG. 4 is an illustrative diagram showing an example configuration of a title database (title storage means).

FIG. 5 is an illustrative diagram showing an example configuration of a management database.

FIGS. 6(a) and 6(b) are illustrative diagrams respectively showing examples in which a character image is displayed on the screen of a score display device.

FIGS. 7(a) and 7(b) are illustrative diagrams respectively showing examples in which a rank is displayed together with the character image on the screen of a score display device.

FIGS. 8(a) and 8(b) are illustrative diagrams respectively showing examples in which a title is displayed together with the character image on the screen of a score display device.

FIG. 9 is an illustrative diagram showing a state in which various types of information are displayed on a card surface.

FIG. 10 is an overall configuration diagram of a network bowling system according to Embodiment 2 of the present invention.

FIG. 11 is an illustrative diagram showing an example settings screen when setting a bowling tournament using a dedicated tournament Web site.

FIG. 12 is an illustrative diagram showing an example detailed settings screen (bowling tournament settings screen) for a bowling tournament.

FIG. 13 is an illustrative diagram showing an example configuration of a tournament information screen.

FIG. 14 is an illustrative diagram showing an example of a homepage.

FIG. 15 is an illustrative diagram showing an example display of a screen listing tournaments currently being held.

FIG. 16 is an illustrative din gram showing an example screen displaying detailed information on a Bancho tournament.

FIG. 17 is an illustrative diagram showing an example ID number input screen.

FIG. 18 is an illustrative diagram showing an example configuration of a tournament entry information table provided for each participant bowler registered for the Bancho tournament.

FIG. 19 is an illustrative diagram showing an example display of an input screen for entering a tournament ID of a Bancho tournament that will be participated in, as well as a card ID and a password.

FIG. 20 is an illustrative diagram showing an example screen displaying preliminarily tallied results of a Bancho tournament posted to the tournament Web site.

FIG. 21 is an illustrative diagram showing an example screen displaying preliminarily tallied results of a Bancho tournament posted to the tournament Web site.

FIG. 22 is an illustrative diagram showing an example screen displaying final tallied results of a Bancho tournament posted to the tournament Web site.

BEST MODE FOR CARRYING OUT THE INVENTION

Hereinafter, embodiments of the present invention will be described with reference to the drawings. The embodiments shown below are, however, examples embodying the invention, and are not intended to limit the technical scope of the invention.

Embodiment 1

FIG. 1 is an overall configuration diagram of a network bowling system according to Embodiment 1 of the present invention.

In the network bowling system of Embodiment 1, a home management server 10 installed in each bowling alley B is interactively connected via a network N to a data management server (application server) 20 installed in a data management center C, enabling real-time matches between bowlers in the same bowling alley B and between bowlers in different arbitrary bowling alleys B via the network N. Also, the data management server 20 is interactively connected to a database server 40.

In each bowling alley B, a front desk terminal device 12 is installed at a front desk F, a score display device 11 that displays game scores and the like is installed in each lane L, and a score tallying device 13 that tallies the score of a bowler by counting the number of pins that have been knocked over in each lane L as a game proceeds is also installed. A card vending machine 14 that issues a unique card K used by a bowler when playing a game is installed alongside the front desk F and a card reader/writer 15 that writes various types of data to this card K and reads out written data is connected to the front desk terminal device 12. The front desk terminal device 12, the score display devices 11, the score tallying device 13 and the card vending machine 14 are connected to the home management server 10 by a LAN 19. The data management server 20 collects and consolidates various types of data from the home management server 10 of each bowling alley B.

Here, in the bowling network system of Embodiment 1, the home management server 10 has a similar function to the center system disclosed in Patent Document 1, and the data management server 20 has a similar function to the data management center disclosed in Patent Document 1. Accordingly, since matches between bowlers, network tournaments and the like via a network can also be implemented in Embodiment 1 using a similar technique to that disclosed in Patent Document 1, description about the processing of matches between bowlers, network tournaments and the like via a network will be omitted.

In Embodiment 1, technology that is beneficial and useful for bowlers is further added, while implementing such matches between bowlers, network tournaments and the like.

That is, in Embodiment 1, the database server 40 is provided with a character image database (character image storage means) 21, a rank information database (rank information storage means) 22, a title database (title storage means) 23, and a management database 24.

FIG. 2 shows an example configuration of the character image database 21. The character image database 21 stores a plurality of character images “AAA, BBB, CCC, . . . ” for bowlers to select from, and a plurality of character change images that are associated with the levels “01, 02, . . . , 05” divided into a plurality of stages (five in this example) and represent the process of the respective characters developing. That is, five types of change images 01 to 05 are provided in association with average scores divided into the five stages. The image 01 for the first stage, which corresponds to the low average score (no average score), appears as an earnest freshman or shinnyusei, an image 02 for the second stage (e.g., average scores of 0 to under 120) appears as an average student, an image 03 for the third stage (e.g., average scores of 120 to under 150) appears slightly cocky; an image 04 for the fourth stage (e.g., average scores of 150 to under 180) appears even more cocky, like a fukubancho or bancho, and an image 05 for the fifth stage (180 or over) appears the cockiest of all, like a daibancho or Bancho-daiou. The process of a single character developing from a shinnyusei (01) to a bancho-daiou (05) can thereby be represented.

FIG. 3 shows an example configuration of the rank information database 22.

The rank information database 22 stores rank information representing character ranks (strength) corresponding to respective average scores in association with character levels that depend on the rank. More specifically, in Embodiment 1, character ranks corresponding to respective average scores are provided in 10 point increments for average scores from 100 to under 200, with no average score set to “LV (level) 1: Shinnyusei”, average scores under 100 set to “LV 2: Majimekko”, average scores from 100 to under 110 set to “LV 3: Futsukko”, average scores from 110 to under 120 set to “LV 4: Genkikko”, average scores from 120 to under 130 set to “LV 5: Tsupparifu”, average scores from 130 to under 140 set to “LV 6: Nami-no-Tsuppari”, average scores from 140 to under 150 set to “LV 7: Bancho-minarai”, average scores from 150 to under 160 set to “LV 8: Fukubancho”, average scores from 160 to under 170 set to “LV 9: Bancho-dairi”, an average score from 170 to under 180 set to “LV 10: Bancho”, average scores from 180 to under 190 set to “LV 11: Daibancho”, average scores from 190 to under 200 set to “LV 12: Bancho-ou”, and average scores of 200 or over set to “LV MAX: Bancho-daiou”, giving 13 levels of rank in total. Also, level 1 “01” is set as the level of the character image for “LV (level) 1: Shinnyusei”, level 2 “02” is set as the level of the character image for the three ranks “LV 2: Majimekko”, “LV 3: Futsukko” and “LV 4: Genkikko”, level 3 “03” is set as the level of the character image for the three ranks “LV 5: Tsupparifu”, “LV 6: Nami-no-Tsuppari” and “LV 7: Bancho-minaraf”, level 4 “04” is set as the level of the character image for the three ranks “LV 8: Fukubancho”, “LV 9: Bancho-dairi” and “LV 10: Bancho”, and level 5 “05” is set as the level of the character image for the three ranks “LV 11: Daibancho”, “LV 12: Bancho-ou” and “LV MAX: Bancho-daiou”. These character image levels correspond to the levels “01” to “05” in the character image database 21 shown in FIG. 2.

FIG. 4 shows an example configuration of the title database 23.

The title database 23 stores a plurality of pieces of title information for titles given based on a career win count, which is one of the match records included in the past record information. In the present embodiment, the titles are divided into six stages depending on the number of career wins. That is, titles are set such that a career win count of 0 to 4 is associated with “Kitai-no-Shinjin”, a career win count of 5 to 9 is associated with “Tenkyu-no-Wakadaisho”, a career win count of 10 to 19 is associated with “Asahi-no-Thnkyumoja”, and so on.

FIG. 5 shows an example configuration of the management database 24.

The management database 24 is constituted by unique information (card IDs) of cards K issued from the card vending machine 14 of each bowling alley B, names, sex, age, passwords registered by bowlers when issued with a card, characters selected by bowlers when issued with a card, average scores, high scores, win-loss records, past bowling records, and the like, with this data being recorded as a single record per card ID.

For example, details such as T. Yamada (male: 32 y.o.), selected character “AAA”, average score “135”, high score “165”, win-loss record “6-5” and so on are recorded as the cardholder for a card ID “0001”, and Y. Ueda (female: 25 y.o.), selected character “BBB”, average score “110”, high score “148”, win-loss record “4-6” and so on are recorded as the cardholder for a card ID “0002”. Of these records, the average score, win-loss record and past bowling record are recalculated whenever a bowler holding a card goes to a bowling alley and plays a game, and updated accordingly.

Description of Basic System Operations

Next, processing up to data of an arbitrary user (bowler) being registered in the management database 24 of the data management server 20 as a result of the bowler purchasing a card and playing a game in a bowling network system having the above configuration will be described.

A new user (new bowler) who does not have a card initially purchases a card K required to start a game at the card vending machine 14 alongside the front desk on arrival at a bowling alley. At this time, the new bowler selects one character from the characters stored in the character image database 21 shown in FIG. 2, and registers his or her name and various items (sex/age) to create a card K. A unique ID number (card ID) is automatically assigned to this card K. The bowler presents this card K at the front desk F, and a front desk attendant reads the data registered on this card K by inserting the card K into the card reader/writer 15. At this time, a password is also registered by the bowler. The data read from the card K and the password registered by the bowler are transmitted from the home management server 10 to the data management server 20 via the network N. The data management server 20, on receiving the data, searches the management database 24 on the basis of the card ID included in the data, judges that the bowler is a new bowler if the same card ID does not exist, and additionally registers the data including this card ID (e.g., 000n) in the management database 24. That is, at this stage, a card ID “000n”, a name “M. Saito”, sex “male”, a password “ . . . ” and a character “CCC” are registered in the management database 24, while the other information (average score, high score, win-loss record, past bowling record, etc.) is left blank.

When a bowler subsequently plays a game, the game bowling record of the bowler is tallied by the score tallying device 13 as the result of the game. When a bowler who has finished a game goes to the front desk F to pay, payment is made after the card K has again been inserted into the card reader/writer 15. At this time, the data of the bowling record tallied beforehand is transmitted from the home management server 10 to the data management server 20 via the network N. The data management server 20 records the transmitted data of the bowling record in the bowling record item field for the corresponding card ID “000n” in the management database 24. At this time, the average score is calculated from this bowling record and the high score is extracted, after which this data is recorded in the respective item fields of the management database 24.

Also, the data of the card ID “000n” thus recorded in the management database 24 is transmitted to the home management server 10 of the bowling alley via the network N, and recorded (printed) on the card K inserted in the card reader/writer 15 via the front desk terminal device 12.

That is, the card ID “000n”, the rank “LV 3: Futsukko” and the name “M. Saito” are displayed on an upper portion of the surface of the card K, and a character image is displayed below that. Also, a title (if acquired) is displayed below the character image, and various types of data such as the match record, the winning percentage (if a match game was played), the average score and the high score are further displayed below that.

Note that in the above description, rewriting of a card K is performed using the card reader/writer 15 connected to the front desk terminal device 12, but the network bowling system may be configured such that only game payment is made with the front desk terminal device 12, and updating (rewriting) of the information on a card K is performed by the bowler himself or herself using the card vending machine 14.

The above are the basic processing operations of the system from newly purchasing a card and playing a game to finishing the game and leaving the bowling alley.

Description of Automatic Matching for a Match Game

Next, a process of automatically matching a match opponent when an arbitrary user (bowler) plays a match game using a card in a bowling network system having the above configuration will be described.

A bowler who goes to an arbitrary bowling alley presents his or her card at the front desk F, and the front desk attendant reads the data registered on this card K by inserting the card K into the card reader/writer 15, and transmits the read data from the home management server 10 to the data management server 20 via the network N. Subsequently, when the bowler logs in from the score display device 11 installed in the lane by entering a password acquired in advance, and selects a request to play a match with another bowler who is at another bowling alley, match request information is transmitted to the data management server 20 via the home management server 10 and the network N. The data management server 20, on receiving the match request information after having received the card ID, determines another bowler of a similar level to the bowler who requested the match as a match opponent, based on the average scores of bowlers managed in the management database 24.

More specifically, the data management server 20 sets, based on the average score of the bowler who selected the match request, threshold values defining a prescribed range for the average score, and determines another bowler having an average score in the range of threshold values as the match opponent.

In the present embodiment, “threshold values defining a prescribed range” denotes a range defined by the two ranks above and below the rank stored in the rank information database 22. Accordingly, in the case where the average score of a bowler who wants to play a match is 135, for example, the bowler's rank (level) will be LV 6, so the range defined by the two ranks above and below that rank will be a range from LV 4 to LV 8, that is, in terms of average score, another bowler having an average score in a range from 110 to under 160 will be determined as the match opponent. In this case, devices such as a handicap of five pins per game for every difference in rank (i.e., 10 pins/game for a two rank difference) may be applied to further heighten the tension of the match.

Also, in order to realize a real-time match, it is a necessary condition that the number of players on the opponent's team (group) and the bowler's team (group) is the same to coordinate the progression of the match. Thus, the network bowling system may be configured such that, in addition to the above condition to provide threshold values defining a prescribed range for the average score, it is also a condition that the number of bowlers in the opponent's lane and in the bowler's lane is the same, with another bowler who satisfies all of these conditions being determined as the match opponent. The number of bowlers in each lane is an item that is registered at the time that an application for a game is made at the front desk F, thus if information on the number of bowlers is also transmitted from the home management server 10 to the data management server 20, a match opponent can be determined with consideration also given to the condition that the number of bowlers in each lane coincide, when matching is automatically performed by the data management server 20.

Assuming, for example, that in the case where a bowler Ko who has applied for a match (average score 135) applies for a two-person group match, a bowler Otsu who is in another bowling alley at that time (average score 128) applies for a game with three people, and a bowler Hei who is in yet another bowling alley (average score 145) applies for a game with two people, either of the bowlers Otsu or Hei could be a match opponent looking only at the average score condition, but when the number of bowlers is taken into consideration, the group of the bowler Hei who is participating with two people, the same number as the bowler Ko, is determined as the match opponent.

Furthermore, in the present embodiment, the start timing of a game is also one of the necessary conditions. That is, even if the level of both players (or both groups) is substantially the same and the number of bowlers is also the same, a real-time match cannot be played if one of the parties has already started a game and the game is fairly advanced. Thus, in the present embodiment, the bowling network system is configured such that matching is performed (a match opponent is determined) in the case where the start timing is in a fixed range (e.g., within 5 minutes).

The above is an example of automatic matching for a real-time match, but the bowling network system may be configured such that if there is not another bowler having an average score in the range of the two ranks above and below the average score of the bowler Ko in another bowling alley when the bowler Ko applies for the match, the data management server 20 searches the data of past bowling records recorded in the management database 24, extracts all bowlers who have played a game that meets the above conditions in the past bowling records (here, the two conditions of average score and number of bowlers), and determines an arbitrary bowler from among these bowlers as a virtual match opponent (e.g., by assigning random numbers). In this case, the bowler Ko who applied for the match will play a virtual match against a game that was played in the past. Note that while such a virtual match is also disclosed in Patent Document 1, a feature of the present embodiment is that the opponent for such a virtual match can be automatically determined.

Description relating to Character Display

One of the features of the present invention is that a character selected by a bowler when purchasing a card is displayed on the score display device 11 during a game, and the displayed character changes (develops) according to the bowler's average score. Such display and development of a character will now be described.

According to the present embodiment, the data management server 20 is provided with the character image database 21 shown in FIG. 2 and the rank information database 22 shown in FIG. 3. The data management server 20 acquires, from the management database 24 shown in FIG. 5 based on a card ID received from a home management server 10, character information and average score information of a bowler corresponding to the card ID, acquires, from the character image database 21, a change image of the division that includes the acquired average score, among the change images of the acquired character, and transmits the acquired change image to the home management server 10.

As a specific example, a character “AAAA” and an average score “135” are acquired from the management database 24 shown in FIG. 5, in the case where the received user ID is “0001”. Next, a character level “03” corresponding to this average score “135” is acquired from the rank information database 22 shown in FIG. 3, based on this average score. An image “AAAA03” of the character “AAAA” corresponding to the level “03” is then acquired from the character image database 21 shown in FIG. 2, and the data of this character image “AAAA03” is transmitted, via the network N, to the home management server 10 of the bowling alley that transmitted to the card ID.

The home management server 10 that receives the data of the character image “AAAA03” displays this character image “AAAA03” on the screen of the score display device 11 installed in the lane used by the bowler having the card ID “0001” as the bowler's character image. FIG. 6(a) shows an example display screen of the score display device 11 at this time. The display position of the character image is, however, exemplary, and the present invention is not intended to be limited to such a position.

Also, if the average score of the bowler having the card ID “0001” improves a level to 152, for example, as a result of the bowler playing further games, the average score for the card ID “0001” registered in the management database 24 will be “152”, in which case the data management server 20 acquires the character level “04” corresponding to the average score “152” from the rank information database 22 shown in FIG. 3, based on this average score “152”. An image “AAAA04” of the character “AAAA” corresponding to the level “04” is then acquired from the character image database 21 shown in FIG. 2, and the data of this character image “AAAA04” is transmitted, via the network N, to the home management server 10 of the bowling alley that transmitted to the card ID.

The home management server 10 that receives the data of the character image “AAAA04” displays this character image “AAAA04” on the screen of the score display device 11 installed in the lane used the bowler having the card ID “0001” as the bowler's character image. FIG. 6(b) shows an example display screen of the score display device 11 at this time.

According to the bowling network system of the present embodiment, as a result of a bowler selecting an arbitrary character when purchasing a card, the character image displayed on the score display device 11 during a game can be made to develop in correspondence with improvement in the bowler's level, such that the character image changes from the initial image “01” to the image “02” and then from the image “02” to the image “03” as the bowler's average score subsequently improves through playing games. Game enjoyment can thereby be doubled.

Description relating to Display of Character Rank

One of the features of the present invention is that the range of a character selected by a bowler when purchasing a card is displayed on the score display device 11 during a game. Such display of character rank will now be described.

According to the present embodiment, the data management server 20 is provided with the rank information database 22 shown in FIG. 3. The data management server 20 acquires, from the management database 24 shown in FIG. 5 based on a card ID received from a home management server 10, an average score of a bowler corresponding to the card ID, acquires, from the rank information database 22, rank information corresponding to the acquired average score, and transmits the acquired rank information to the home management server 10.

As a specific example, an average score “135” is acquired from the management database 24 shown in FIG. 5 in the case where the received user ID is “0001”. Next, a character rank corresponding to this average score “135” is acquired from the rank information database 22 shown in FIG. 3, based on this average score. That is, in this case, the rank “LV 6: Nami-no-Tsuppari” corresponding to the average score “135” is acquired. Information representing the acquired rank “LV 6: Nami-no-Tsuppari” is then transmitted, via the network N, to the home management server 10 of the bowling alley that transmitted to the card ID.

The home management server 10 displays the information (text information) of the rank “LV 6: Nami-no-Tsuppari” transmitted from the data management server 20 on the screen of the score display device 11 installed in the lane used by the bowler, together with the bowler's character image “AAAA03”. FIG. 7(a) shows an example display screen of the score display device 11 at this time. In this example, the rank is displayed below the character image. The display positions of the character image and rank are, however, exemplary, and the present invention is not intended to be limited to such positions.

Also, if the average score of the bowler having the card ID “0001” improves a level to 152, for example, as a result of the bowler playing further games, the average score for the card ID “0001” registered in the management database 24 will be “152”, in which case the data management server 20 acquires the character rank corresponding to the average score “152” from the rank information database 22 shown in FIG. 3, based on this average score “152”. That is, in this case the rank “LV 8: Fukubancho” corresponding to the average score “152” is acquired. The information representing the acquired rank “LV 8: Fukubancho” is then transmitted, via the network N, to the home management server 10 of the bowling alley that transmitted to the card ID.

The home management server 10 displays the information (text information) of the rank “LV 8: Fukubancho” transmitted from the data management server 20 on the screen of the score display device 11 installed in the lane used by the bowler, together with the bowler's character image “AAAA04”. FIG. 7(b) shows an example display screen of the score display device 11 at this time.

According to the bowling network system of the present embodiment, the bowler selects an arbitrary character when purchasing a card, and when his or her average score subsequently improves through playing games, the character rank thus also gradually improves together with the change (development) in the character image displayed on the score display device 11 during a game. Game enjoyment can thereby be further doubled.

Description relating to Display of Character Title

One of the features of the present invention is that a title given to a bowler who purchases a card and plays a network match is displayed on the score display device 11 during a game. Such display of a title will now be described. According to the present embodiment, the data management server 20 is provided with the title database 23 shown in FIG. 4. The data management server 20 acquires, from the management database 24 shown in FIG. 5 based on a card ID received from a home management server 10, a career win count from the win-loss record of a bowler corresponding to the card ID, acquires a title corresponding to the acquired career win count from the title database 23, and transmits the acquired title to the home management server 10.

As a specific example, a career win count “6” is acquired from the management database 24 shown in FIG. 5 in the case where the received user ID is “0001”. Next, a title corresponding to this career win count “6” is acquired from the title database 23 shown in FIG. 4, based on this career win count. That is, in this case, the title “Tenkyu-no-Wakadaisho” corresponding to the career win count “6” is acquired. Information representing this title “Tenkyu-no-Wakadaisho” is transmitted, via the network N, to the home management server 10 of the bowling alley that transmitted to the card ID.

The home management server 10 displays the information (text information) of the title “Tenkyu-no-Wakadaisho” transmitted from the data management server 20 on the screen of the score display device 11 installed in the lane used by the bowler, together with the bowler's character image “AAAA03”. FIG. 8(a) shows an example display screen of the score display device 11 at this time. In this example, the title is displayed in large text above the character image. The display positions of the character image, rank and title are, however, exemplary, and the present invention is not intended to be limited to such positions.

Also, if the career win count of the bowler having the card ID “0001” reaches “10” as a result of the bowler playing further network matches, the win-loss record for the card ID “0001” registered in the management database 24 will be “10-6”, for example, in which case the data management server 20 acquires the title corresponding to the career win count “10” from the title database 23 shown in FIG. 4, based on this career win count “10”. That is, in this case the title “Asahi-no-Tenkyumoja” corresponding to the career win count “10” is acquired. Information representing this acquired title “Asahi-no-Tenkyumoja” is then transmitted, via the network N, to the home management server 10 of the bowling alley that transmitted to the card ID.

The home management server 10 displays the information (text information) of the title “Asahi-no-rIbnkyumoja” transmitted from the data management server 20 on the screen of the score display device 11 installed in the lane used by the bowler, together with the bowler's character image (e.g., character image “AAAA04” when the average score at this time is 152). FIG. 8(b) shows an example display screen of the score display device 11 at this time.

According to the bowling network system of the present embodiment, the bowler selects an arbitrary character when purchasing a card, and when his or her winning percentage (career win count, in particular) subsequently improves through playing games, the level (rank) of the bowler's title thus improves in addition to the change (development) in the character image displayed on the score display device 11 during a game. Game enjoyment can thereby be further doubled.

Description of Information displayed on a Card

One feature of the present invention is that various types of information are displayed on the surface of a purchased card. Such display of various types of information on the card surface will now be described.

According to the present embodiment, display of a character image, rank, title and the like is performed during a game of a bowler, on the score display device 11 installed in the lane where the bowler is playing the game. Accordingly, data representing the character image, rank, title and the like can be notated on the surface of the card K held by the bowler together with personal information.

That is, when a bowler who has finished a game goes to the front desk F to pay, payment is made after again inserting the card K into the card reader/writer 15. At this time, data representing the bowling record tallied beforehand is transmitted from the home management server 10 to the data management server 20 via the network N, and the data management server 20 records the transmitted data of the bowling record in the bowling record item field for the corresponding card ID (e.g., “0001”) in the management database 24. At this time, the average score is calculated from this bowling record and the high score is extracted, after which the calculated average score and extracted high score are recorded in the respective item fields of the management database 24 to update those fields.

Also, the data for the card ID “0001” thus recorded in the management database 24 is transmitted to the home management server 10 of the corresponding bowling alley via the network N, and recorded (printed) on the card K inserted in the card reader/writer 15 via the front desk terminal device 12.

That is, the card ID “0001”, the rank “LV 6: Nami-no-Tsuppari” and the name “T. Yamada” are displayed on an upper portion of the surface of the card K (card rewrite surface), the character image “AAA03” is displayed below that, the title “Thnkyu-no-Wakadaisho” is displayed below the character image “AAA03”, and various types of information such as the match record (6 wins-5 losses), the winning percentage (55%), the average score (135) and the high score (165) are displayed further below that, as shown in FIG. 9.

The bowler holding a card K is able to confirm the appearance of the character image virtually representing his or her current bowling level, his or her rank and the title that he or she has been given, simply by looking at the card K. The card K can also act as identification proving the bowler's level to other bowlers.

Note that such display on the card surface can be rewritten up to 50 times, for example, after which a new card will be issued. As for such rewritable cards, a card having a thermal recording layer with respect to which display content can be rewritten and erased depending on temperature can be used, for example. That is, the above information can be recorded by heating the thermal recording layer of the card. Thus, the card reader/writer 15 is provided with thermal recording means and erasing means for erasing with heat. As for rewritable cards, conventional known media with respect to which display can be rewritten using an electric field, light, a magnetic field or the like, for example, may also be alternatively used.

Embodiment 2

FIG. 10 is an overall configuration diagram of a network bowling system according to Embodiment 2 of the present invention.

In the network bowling system of Embodiment 2, a home management server 10 installed in each bowling alley B is interactively connected via a network N typified by ISDN or the Internet and a Web server 30 connected to the network N, to a data management server (application server) 20 installed in a data management center C, enabling bowling tournaments to be held in the same bowling alley B and between different arbitrary bowling alleys B via the network N. Also, the data management server 20 is interactively connected to a database server 40.

The database server 40, similarly to Embodiment 1, is provided with a character image database 21, a rank information database 22, a title database 23 and a management database 24, and is further provided with a tournament database 25.

Also, wireless base stations n1, n2 and so on are connected to the network N, and a terminal device 50 such as a mobile phone, PDA or notebook personal computer is connectable to the Web server 30 via an arbitrary wireless base station n1, n2 or so on.

Because the configurations of the home management server 10, the score display device 11, the front desk terminal device 12, the score tallying device 13, the card vending machine 14 and the card reader/writer 15 installed in a bowling alley B in Embodiment 2 are similar to the above Embodiment 1, description will be omitted here. Also, because the configurations of the character image database 21, the rank information database 22, the title database 23 and the management database 24 provided in the database server 40 are also similar to the above Embodiment 1, description will be omitted here, and the configuration of the tournament database 25 will be described later.

In Embodiment 2, in the case of a bowling tournament, the data management server 20 performs processing from setting of the tournament to accepting registration, preliminary tallying and final tallying after the start of a game, and posting of these tallied results to the tournament Web site.

In Embodiment 2, unique cards K issued to bowlers are used when a bowling tournament is held. That is, because the rank information of a bowler is associated with this card K as described in Embodiment 1, the bowler's ability (i.e., rank) can be adequately judged by using the rank information associated with the card K. Thus, in Embodiment 2, when setting a bowling tournament to be held, the data management server 20 issues identification information (tournament ID) for the tournament, and determines eligibility for participation in the tournament based on character ranks preset by the tournament organizer. When accepting applications for a bowling tournament for which participation eligibility has thus been determined, the data management server 20, in the case where an applicant who has acquired the tournament ID applies for the tournament using the tournament ID of the bowling tournament and the card ID of his or her card K, acquires the bowler's rank information from the rank information database 22 of the database server 40 based on the card ID of the card K, and registers, as a participating bowler, only a bowler who satisfies participation eligibility based on the acquired rank information. Subsequently, when the tournament is run, the data management server 20 collects and manages the game information of tournament bowlers that is transmitted from the score tallying device 13 installed in each lane, and tallies record information that includes the handicaps of all of the participants every preset fixed period of time (e.g., 10 min), and posts the tallied results to the tournament Web site set up on the Web server 30. Meanwhile, a participating bowler is able to view the tallied results from his or her terminal device (e.g., mobile phone) by accessing the tournament Web site on the Web server 30 using the tournament ID and the card ID of his or her card K

Hereinafter, the process of setting a bowling tournament, the process of accepting application to the tournament, and processing performed when the tournament is run will be described giving specific examples.

Process of Setting a Bowling Tournament

The process of setting a bowling tournament is performed by an administrator of the system or system staff using a dedicated tournament Web site on the Web server 30. FIG. 11 shows an example settings screen when setting a bowling tournament (here, a Sancho tournament is illustrated) using the dedicated tournament Web site.

The administrator or a staff member of the system (hereinafter, tournament organizer) accesses the dedicated tournament Web site on the Web server 30 by entering the preset tournament ID and a password preset by the tournament organizer, using an administrator terminal device (not shown). FIG. 11 shows an example main setting screen displayed at this time.

A screen for selecting the type of bowling tournament to be held (“official tournament” or “private tournament”) and a screen for selecting unlimited play format or limited play format are displayed on this main setting screen, thus the tournament organizer selects the type of tournament to be held on this main setting screen. Also, the items that need to be set differ depending on whether the tournament is unlimited play format or limited play format, thus the tournament organizer selects unlimited play format or limited play format on this screen. This selection operation can, in the case where the display screen of the administrator terminal device is a touch panel screen, for example, be performed by touching the screen. In the case where the screen is not a touch panel screen, the selection operation can be performed by operating a pad on a keyboard, a mouse or the like (not shown) to move a cursor on the screen to a desired display window, and operating an OK key (left click with a mouse).

Here, unlimited play format refers to a tournament that a bowler can enter any number of times during the tournament period, and limited play format refers to a short play-off tournament limited to one entry.

When required selections (e.g., selecting “official tournament” as the tournament type, and selecting “limited” play format as the play format) on the main settings screen have been performed, a detailed settings screen (bowling tournament settings screen) shown in FIG. 12 is displayed next.

Input items necessary for setting the bowling tournament to be held are displayed on this detailed settings screen (bowling tournament settings screen). Specifically, the input items consist of tournament name, start date, end date, participant quota, number of players per lane, number of games, HDCP (handicap) system, prize schedule, prize claim cut-off date, and range of ranks. The name of the bowling tournament to be held, such as “ABC Bancho Tournament”, for example, is entered in the item field for tournament name. The date from which entry to the Bancho tournament is possible (entry start date) is entered in the item field for start date. The date on which the Bancho tournament ends (game end date) is entered in the item field for end date. The maximum number of people that can participate in the Bancho tournament is entered in the item field for participant quota. The number of bowlers allocated to a lane (maximum and minimum number of people in the case where participation is restricted by number of players allocated to a lane) is entered in the item field for number of players per lane. The number of games per entry is entered in the item field for number of games. Selection windows for selecting whether or not to use a handicap system are provided for the HDCP system item field, thus the tournament organizer checks one of the selection windows. In this example, the “Yes” selection window is checked. The schedule for awarding prizes is entered in the item field for prize schedule. The validity period for claiming prizes is entered in the item field for prize claim cut-off date. The range of ranks of bowlers who can participate is entered to the item field for range of ranks.

In this example, the tournament name is “ABC Bancho Tournament”, the start date is “10 am, September 5, 20XX”, the end date is “6 pm, September 6, 20XX”, the participant quota is “100”, the number of players per lane is “1 to 3”, the number of games is “3”, the HDCP system is “Yes”, the prize schedule is “1st to 6th place”, the prize claim cut-off date is “September 30, 20XX”, and the range of ranks is “LV 12” to “LV MAX”. Note that in the case where the “ABC Bancho Tournament” is unlimited play format allowing a bowler to enter any number of times during the tournament period, input to the “number of players per lane” item field is not requisite. That is, there is no need to restrict the number of players allocated to one lane. As described in the above Embodiment 1, there are 13 stages of character rank corresponding to respective average scores, from LV 1 through LV 12 and up to LV MAX. Accordingly, the tournament organizer is able to determine participation eligibility by arbitrarily setting these levels of rank (LV 1 to LV MAX) depending on what level of tournament he or she wants to set the bowling tournament to. For example, in the case where the level of rank is set to “LV MAX”, a bowling tournament can be held in which only “Bancho-daiou” can participate. Also, in the case where the level of rank is set to “LV 12” or greater (as with the above example detailed settings screen), a bowling tournament can be held in which only “Bancho-ou” and “Bancho-daiou” can participate. Furthermore, in the case where the level of rank is set from LV 1 to LV 3, a bowling tournament can be held in which only “Shinnyusei”, “Majimekko” and “Futsukko” can participate.

Subsequently, the tournament organizer confirms the input content of each item, and presses (touches) the “OK” button at the bottom right of the screen if the content is as it should be. The data management server 20 thereby newly registers the “ABC Bancho Tournament” as a bowling tournament. That is, the data management server 20 creates a table for managing the “ABC Bancho Tournament”, and registers the created table in the tournament database 25. At this time, the data management server 20 automatically (randomly) generates a tournament ID for managing this “ABC Bancho Iburnament”.

FIG. 13 shows an example configuration of a tournament information table 25a for the “ABC Bancho Tournament” newly registered as described above. In this tournament information table 25a, the tournament ID is “1000000001”, the tournament type is “Official Tournament”, the tournament name is “ABC Bancho Tournament”, the start date is “10 am, September 5, 20XX”, the end date is “6 pm, September 6, 20XX”, the participant quota is “100”, the minimum number of players per lane is “1”, maximum number of players per lane is “3”, the number of games is “3”, the HDCP system is “Yes”, the prize schedule is “1st to 6th place”, the prize claim cut-off date is “September 30, 20XX”, the lowest rank is “LV 12”, and the highest rank is “LV MAX”. Additionally, an item for the number of entries in which the cumulative number of players who have entered the tournament is saved, and various item data of the tournament such as “tournament organizer”, “registered on”, “registered by”, “updated on”, and “updated by” are also saved.

Process of Accepting a Tournament Application

A person who wants to participate in an arbitrary bowling tournament accesses the homepage of the tournament Web site on the Web server 30 from his or her terminal device (e.g., mobile phone, personal computer), for example. Alternatively, the person accesses the homepage of the tournament Web site on the Web server 30, using a terminal device installed at the bowling alley (e.g., the score display device 11 may be used).

FIG. 14 shows an example of the homepage. Because a “Bancho Tournament” icon is provided on the top right of the screen of this homepage, the prospective participant clicks on this “Bancho Tournament” icon. Display thereby moves to a tournament list screen shown in FIG. 15.

The upper portion of the tournament list screen shown in FIG. 15 is a search screen for searching for a desired Bancho tournament, and the lower portion is a display screen listing Bancho tournaments that are currently being held.

In this example, a maximum of four tournaments can be displayed on the lower tournament list screen in ascending order of start date. Accordingly, a prospective participant is able to sequentially display tournaments currently being held on this list display screen, by sequentially selecting the page buttons thereabove (buttons containing the numbers 1 to 5, etc.). Accordingly, if a prospective participant finds a desired tournament among those displayed, detailed information on the tournament will be displayed as a result of the prospective participant clicking on the “Details” button on the far right.

On the other hand, the bowling network system is configured such that detailed information about the tournament is displayed when a prospective participant enters a tournament ID and a tournament name into the search screen on the upper portion of the screen and clicks the “Search” button, in the case where a large number of tournaments are currently being held and the prospective participant knows the tournament ID and the tournament name of the tournament he or she wants to participate in beforehand.

FIG. 16 shows an example of a detailed information display screen. The detailed information shown in FIG. 16 is detailed information in the case where the prospective participant selects the abovementioned “ABC Bancho Tournament”.

The prospective participant, having confirmed this detailed information, clicks the “Apply” button displayed at the bottom of the screen. Display thereby moves to an ID number input screen shown in FIG. 17. The prospective participant enters the card ID of his or her card K in the II) number input window on this screen, and clicks the “Next” button at the bottom of the screen.

The data management server 20 thereby acquires an average score of the bowler corresponding to the card ID from the management database 24 shown in FIG. 5 based on the entered card ID, and acquires the rank information corresponding to the acquired average score from the rank information database 22. The data management server 20 compares the acquired rank information with the range of ranks stored in the tournament information table 25a for the ABC Bancho Tournament, and judges whether the acquired rank is included in the range of ranks. If the acquired rank is judged to be included in the range of ranks, the data management server 20 registers the prospective participant (specifically, the card ID) as a participant in the ABC Bancho Tournament.

For example, if a person having the LV 12 rank of “Bancho-ou” applies in the case where participation eligibility is set from LV 12 “Bancho-ou” to LV MAX “Bancho-daiou”, the data management server 20 accepts the application of that person and registers him or her for the “ABC Bancho Tournament” because it can be confirmed from the card ID that the applicant is LV 12 “Bancho-ou”. That is, a table for managing the tournament entries (this table will be discussed in detail later) is stored in the tournament database 25.

On the other hand, in the case where the acquired rank is judged not to be included in the range of ranks, although not illustrated, a message such as “We regret to inform you that you are not eligible for this tournament. Please select another tournament” is displayed, directing the prospective participant to apply for another tournament. For example, if a person having the LV 11 rank of “Daibancho” applies in the case where participation eligibility is set from LV 12 “Bancho-ou” to LV MAX “Bancho-daiou”, the data management server 20 displays the message “We regret to inform you that you are not eligible for this tournament. Please select another tournament” as described above, and does not register the prospective participant for the “ABC Bancho Tournament”, because it can be confirm from the card ID that the applicant is LV 11 “Daibancho”.

As a result of the data management server 20 repeating the above processing whenever there is an application for an arbitrary tournament from an arbitrary prospective participant, it is possible to hold a bowling tournament in which only substantially evenly matched players having a rank from LV 12 “Bancho-ou” to LV MAX “Bancho-daiou” can participate, enabling exciting bowling games of high level to be played.

Also, in the case where the person's application has been accepted and he or she has been registered for the ABC Bancho Tournament, the data management server 20 acquires, from the management database 24 based on the card ID of that participant, the average score information of the registered bowler, and calculates a handicap per game based on this acquired average score information.

As for the method of calculating a handicap, handicaps are calculated by the following equation (1) or (2).


200−(avg. score for past 10 matches or more)×0.8  (1)


200−(avg. score for past 9 matches or less)×0.7  (2)

For example, if a bowler of LV 10 rank has an average score of 210 for the past ten matches or more, a handicap of 32 (=200−210×0.8) will be calculated by the above equation (1). Again, if a bowler of LV 10 rank has an average score of 220 for the past nine matches or less, in the case where the bowler has yet to play ten matches, a handicap of 46 (=200−220×0.7) will be calculated by the above equation (2).

On the other hand, if the result calculated with equation (1) or (2) is negative, a zero handicap is set. A maximum handicap can also be set. For example, if a maximum handicap of 40 is set, the handicap actually applied will be 40, even when the handicap calculated is 46, as was calculated with the above equation (2).

FIG. 18 shows an example configuration of a tournament entry information table 25b for each participating bowler registered for the “ABC Bancho Iburnament” as described above.

This tournament entry information table 25b is composed of items such as “registered on”, “registered by”, “updated on” and “updated by” for the Bancho tournament, in addition to items such as card ID, tournament ID, tournament type, entry ID, BDCP system, HDCP, entry date, bowling alley ID (center ID), lane number, status, and nickname. The card ID of a bowler who is participating in the tournament is recorded in the item field for card ID. The tournament ID automatically assigned to the tournament in which the bowler will participate is recorded in the item field for tournament ID. “1” in the case of an official tournament, and “2” in the case of a private tournament is recorded in the item field for tournament type. An ID uniquely identifying tournament participation information is recorded in the item field of the entry ID. “0” is recorded in the item field for HDCP system if the HDCP system will not be used, “1” is recorded if the HDCP system will be used and a handicap is calculated from the participant's average score, and “2” is recorded if the HDCP system will be used and a handicap set beforehand by the organizer in accordance with the participant's level will be used. The calculated handicap or the handicap set beforehand is recorded in the item field for HDCP. The date on which the participant entered the tournament is recorded in the item field for entry date. The center ID of the bowling alley (bowling center) where the bowler participating in the tournament will play is recorded in the item field for center ID. The number of the lane where the bowler participating in the tournament will play is recorded in the item field for lane number. “1” is recorded in the item field for status if the bowler is currently participating in the tournament, “2” is recorded if the bowler has suspended play, and “3” is recorded if the bowler has called timeout. The bowler's nickname (in the case where a nickname has been set) is recorded in the item field for nickname. Information recorded in the corresponding item fields of the tournament information table 25a shown in FIG. 13 is directly recorded in the item fields for “registered on”, “registered by”, “updated on”, and “updated by” of the Bancho tournament.

Running of a Tournament

Subsequently, when the start date of a tournament arrives, a bowler registered beforehand goes to an arbitrary bowling alley B and starts bowling after completing the normal procedures, with the bowler performing an input operation at this time on the score display device 11 in the lane L he or she is directed to, indicating that he or she is participating in the Bancho tournament.

A substantially similar screen to the homepage shown in FIG. 14 is displayed on the score display device 11 before the start of a game. Because the screen of this score display device 11 is a touch panel screen, a bowler logs in to the Bancho tournament from this screen by touching the “Bancho Tournament” icon. Because a screen for entering the tournament ID of a Bancho tournament, a card ID and a password is displayed on the display screen of the score display device 11, as shown in FIG. 19, the bowler enters the tournament ID of the Bancho tournament in which he or she will participate and his or her card ID and password by operating the numeric keys at the bottom of the screen. Note that as far as the card ID is concerned, a card reader may be installed in the score display device 11, and a bowler may enter the card ID by holding (or passing) his or her card K over this card reader. This enables participation eligibility of a bowler to be more reliably determined.

When a tournament ID, card ID and password have thus been entered, this data is transmitted from the home management server 10 in the bowling alley B to the data management server 20 via the network N and the Web server 30, together with a tournament participation instruction request and the center ID and lane number of the bowling alley.

The data management server 20, on receiving the data and tournament participation instruction request, firstly confirms whether both the received password and card ID match a password and card ID of one of the pieces of personal data stored in the management database 24, and, if a match is confirmed, specifies the Bancho tournament in which the bowler will participate, in accordance with the received tournament participation instruction request, and then based on the received tournament ID and card ID. That is, the data management server 20 confirms whether there is a tournament entry information table 25b matching the tournament ID and card ID in the tournament database 25. If a tournament entry information table 25b matching the tournament ID and card ID is confirmed, participation in that Bancho tournament is permitted.

That is, when the bowler starts bowling, the data management server 20 will sequentially tally the bowling results for each roll that are sent back from the score tallying device 13 installed in the lane L of that bowler, as the bowler's score. Note that because the tallying operation at this time is a processing operation that is conventionally performed, detailed description thereof will be omitted here. Because this tallying process is, however, performed in a Bancho tournament, the data management server 20 preliminarily tallies the record information (points) of all of the participants every preset fixed period of time (e.g., every 10 min), in addition to tallying and managing the bowling results that are sent back from the score tallying devices 13 in the lanes L where the tournament bowlers are bowling as the scores, and posts the preliminarily tallied results to the tournament Web site on the Web server 30, updating the results as needed.

FIGS. 20 to 22 show example screens displaying preliminarily tallied results for the “ABC Bancho Tournament” posted to the tournament Web site.

With a Bancho tournament, individual standings arranged in order of total score are displayed as preliminarily tallied results, irrespective of whether the tournament is unlimited play format or limited play format.

FIG. 20 shows an example display of preliminarily tallied results in a state where the first game has not finished. Since slight disparities occur from bowler to bowler as a game proceeds, the number of frames bowled may differ, but the preliminarily tallied results are consistently displayed in order of total scores tallied at that point in time, without taking into consideration such differences in the number of frames. For example, “T. Ito” is provisionally in 4th place according to these preliminarily tallied results, but he has bowled 7 frames, which is one frame less than the number of frames bowled by the top three bowlers, so chances are he is actually placed slightly higher. Because the first game has not yet been completed according to these preliminarily tallied results, nothing is displayed in the average score field.

On the other hand, FIG. 21 shows an example display of preliminarily tallied results in a state where at least one game has been completed. With these preliminarily tallied results, individual standings are displayed in order of total scores obtained by summing the scores of the first game and the scores up to sixth frame of the second game. The total scores are, however, scores to which handicaps have been added, and scratch total scores to which handicaps have not been added are displayed to the side in parentheses. In this case, values obtained by adding the handicaps to the scores at the completion of the first game are displayed as the average scores on the far right. For example, the score for “T. Takahashi” at the completion of the first game is 152, thus his average score will be 162 obtained by adding his 10 handicap thereto. Accordingly, the average scores are, at this point in time, not necessarily in descending order of average score. As for the form in which preliminarily tallied results are displayed, the bowling network system may be configured such that, in the case where one or more games have been completed, preliminarily tallied results are displayed in descending order of average scores to which the handicaps at the completion of the most recent game have been added, rather than in order of the standings according to the total scores. This results in the provisional standings at the completion of at least that game being displayed more accurately.

FIG. 22 shows an example display of final tallied results after completion of the Bancho tournament. At this point in time, all of the participating bowlers have finished bowling, thus the order of the total scores to which the handicaps have been added. will match the order of the average scores.

Note that since the same bowler can participate any number of times in the case of the unlimited play format, standings will be displayed for how ever many times that bowler participated.

Meanwhile, a tournament bowler, by accessing the tournament Web site from his or her terminal device (e.g., mobile phone) 50 using the tournament ID and his or her card ID and password, is able to view preliminarily tallied results and final tallied results as needed using the terminal device 50. Tournament participants are thereby able to proceed with a game while checking the preliminarily tallied results of their own performance during a game, enabling more exciting games to unfold. Also, not only the preliminarily tallied results and the final tallied results but the details of the bowler's own final performance can also be confirmed by accessing the tournament Web site. As for the details of the bowler's own performance, these include scratch total score, total score with handicap, high score, low score, high/low game difference, high series, number of strikes, number of spares, and score per game.

Note that in Embodiment 1, the network bowling system was configured such that the home management server 10 installed in each bowling alley B was connected to the data management server 20 via the network N, but may be configured such that the home management server 10 installed in each bowling alley B is connected to the data management server 20 via a network N typified by ISDN or the Internet and the Web server 30 connected to the network N, similarly to the network bowling system of Embodiment 2.

Note that the invention can be implemented in various other forms without departing from the spirit or essential characteristics thereof. Thus, the foregoing embodiments are in all respects illustrative and not limiting. The scope of the invention is defined by the claims, and is not bound in any way by the specification. Furthermore, all changes which come within the meaning and range of equivalency of the claims are intended to be embraced therein.

This application claims the benefit of Japanese Patent Application No. 2008-249868, filed Sep. 29, 2008, which is hereby incorporated by reference herein in its entirety.

DESCRIPTION OF REFERENCE NUMERALS

  • 10 Home Management Server
  • 11 Score Display Device
  • 12 Front Desk Terminal Device
  • 13 Score Tallying Device
  • 14 Card Vending Machine (Card Issuing Machine)
  • 15 Card Reader/Writer
  • 20 Data Management Server (Application Server)
  • 21 Character Image Database (Character Image Storage Means)
  • 22 Rank Information Database (Character Information Storage Means)
  • 23 Title Database (Character Storage Means)
  • 24 Management Database
  • 25 Tournament Database
  • 25a Tournament Information Screen
  • 25b Tournament Entry Information Table
  • 30 Web Server
  • 40 Database Server
  • 50 Mobile Information Terminal
  • N Network
  • n1, n2, . . . . Wireless Base Stations

Claims

1. A network bowling system in which a home management server that manages a score display device provided in each lane of a bowling alley, a front desk terminal device installed at a front desk and a score tallying device for tallying a score in each lane is interactively connected, via a network, to a data management server that collects and consolidates various types of data from the home management server of each bowling alley, enabling a match between bowlers in a same bowling alley and between bowlers in different bowling alleys via the network,

wherein the home management server includes card issuing means for issuing a unique card to be used when a bowler comes to play a game, and card reading means for reading unique information recorded on the card,
the data management server includes a management database for individually managing personal information of each bowler, character information selected by each bowler when a card is issued and past record information of each bowler, in association with the unique information of the issued card,
the home management server reads, with the card reading means, the unique information of a card held by a bowler who has come to play a game and transmits the read unique information to the data management server, and if a request for a match with another bowler is selected by the bowler, transmits match request information to the data management server, and
the data management server, on receiving the match request information after having received the unique information of the card, determines, as a match opponent, another bowler of a similar level to the bowler who made the match request, based on the record information of each bowler managed in the management database.

2. The network bowling system according to claim 1,

wherein the record information includes an average score and a past match record of each bowler, and
the data management server sets, based on an average score of the bowler who selected the match, threshold values defining a prescribed range for the average score, and determines, as the match opponent, another bowler having an average score in the range of threshold values.

3. The network bowling system according to claim 2,

wherein the data management server specifies bowlers who are at an arbitrary bowling alley based on the unique information of the card transmitted from the home management server, and if none of the specified bowlers have an average score in the range of threshold values when determining the match opponent, determines, as a virtual match opponent, a bowler who meets the condition from past data in the management database.

4. The network bowling system according to claim 1, comprising character image storage means storing a plurality of character images, each character image being composed of a plurality of change images that are associated with respective average scores divided into a plurality of stages and represent a process of the character developing,

wherein the data management server acquires, from the management database based on the unique information of the card received from the home management server, the character information and average score information included in the past record information of the bowler corresponding to the unique information, acquires, from the character image storage means, a change image of the division that includes the acquired average score, among the change images of the acquired character, and transmits the acquired change image to the home management server, and
the home management server displays, as the character image of the bowler, the change image transmitted from the data management server on a screen of the score display device installed in the lane used by the bowler.

5. The network bowling system according to claim 4, comprising rank information storage means for storing rank information representing character ranks corresponding to respective average scores,

wherein the data management server acquires, from the rank information storage means, rank information corresponding to the acquired average score, and transmits the acquired rank information to the home management server, and
the home management server displays the rank information transmitted from the data management server on the screen of the score display device installed in the lane used by the bowler, together with the character image of the bowler.

6. The network bowling system according to claim 5, comprising title storage means for storing a plurality of title information for titles given based on a career win count, which is one of the match records included in the past record information,

wherein the data management server acquires, from the management database based on the unique information of the card received from the home management server, career win count information included in the past record information of the bowler corresponding to the unique information, acquires, from the title storage means, title information corresponding to the acquired career win count, and transmits the acquired title information to the home management server, and
the home management server displays the title information transmitted from the data management server on the screen of the score display device installed in the lane used by the bowler, together with the character image of the bowler.

7. The network bowling system according to claim 6,

wherein the character information, the rank information and the title information transmitted from the data management server and displayed on the score display device of the home management server are recorded and displayed on the card by a card writer connected to the front desk terminal device.

8. A network bowling system in which a home management server that manages a score tallying device and a score display device provided in each lane of a bowling alley is interactively connected, via a Web server connected to a network, to a data management server that collects and consolidates various types of data from the home management server of each bowling alley, enabling holding of a bowling tournament in a same bowling alley and between different bowling alleys via the network,

wherein the home management server includes card issuing means for issuing a unique card to be used when a bowler comes to play a game,
the data management server includes character image storage means storing a plurality of character images, rank information storage means storing rank information representing character ranks corresponding to respective average scores, and a management database for individually managing personal information of each bowler, character information selected by each bowler when a card is issued, past record information of each bowler including an average score and character rank information based on the average score, in association with unique information of the issued card,
at a time of setting a bowling tournament to be held, the data management server issues identification information of the tournament, and determines eligibility for participation in the tournament based on a character rank preset by an organizer,
at a time of accepting a tournament application, the data management server, in a case where a tournament applicant who has acquired the identification information applies for the tournament using the identification information and the unique information of the card held by the tournament applicant, acquires character rank information from the management database based on the unique information of the card, and registers, as a participating bowler, only a bowler who satisfies the participation eligibility based on the acquired rank information, and
at a time of running the tournament, the data management server collects and manages game information of a tournament bowler that is transmitted from each score tallying device, and furthermore tallies the record information of all participants every preset fixed period of time, and posts the tallied results to the tournament Web site on the Web server.

9. The network bowling system according to claim 8,

wherein the data management server, at a time of accepting a tournament application, calculates a handicap using average score information of the registered participating bowler acquired from the management database based on the unique information of the card, and
at a time of running the tournament, the data management server, when tallying the record information, tallies the record information to include the handicaps of all participants.

10. The network bowling system according to claim 8,

wherein the tallied results are viewable by accessing the tournament Web site from a terminal device of a tournament bowler, using the identification information and the unique information of the card held by the tournament bowler.

11. The network bowling system according to claim 9,

wherein the tallied results are viewable by accessing the tournament Web site from a terminal device of a tournament bowler, using the identification information and the unique information of the card held by the tournament bowler.
Patent History
Publication number: 20110034261
Type: Application
Filed: Sep 25, 2009
Publication Date: Feb 10, 2011
Inventor: Hidetsugu Kawaguchi (Osaka)
Application Number: 12/936,649
Classifications
Current U.S. Class: Bowling (473/54)
International Classification: A63D 1/00 (20060101);