JP2007159631A - Game machine and game program - Google Patents

Game machine and game program Download PDF

Info

Publication number
JP2007159631A
JP2007159631A JP2005356320A JP2005356320A JP2007159631A JP 2007159631 A JP2007159631 A JP 2007159631A JP 2005356320 A JP2005356320 A JP 2005356320A JP 2005356320 A JP2005356320 A JP 2005356320A JP 2007159631 A JP2007159631 A JP 2007159631A
Authority
JP
Japan
Prior art keywords
game
game machine
biological information
player
character
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
JP2005356320A
Other languages
Japanese (ja)
Inventor
Yasuo Murakashi
泰雄 村樫
Original Assignee
Taito Corp
株式会社タイトー
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Taito Corp, 株式会社タイトー filed Critical Taito Corp
Priority to JP2005356320A priority Critical patent/JP2007159631A/en
Publication of JP2007159631A publication Critical patent/JP2007159631A/en
Application status is Pending legal-status Critical

Links

Images

Abstract

<P>PROBLEM TO BE SOLVED: To provide a game machine and a game program achieving the widened variations of a game. <P>SOLUTION: The game machine 10 is a shooting game machine in which a game advances while a gunman (prescribed character) brings down enemies, and the game machine 10 is equipped with a game machine body 20, a display 30, a loudspeaker 40, a machine gun 50 to be operated by a player, a trigger 51 for firing bullets on the game, predetermined contact areas 52-1 and 52-2 with which the hand of the player is to be in contact, biological information measuring devices 53-1 and 53-2 respectively provided in the predetermined contact areas 52-1 and 52-2, a main control part 60 achieved by the game program stored in a memory or the like for controlling the entire game machine 10, and a character control part 70 or the like for changing the state of the gunman on the basis of biological information acquired by the biological information measuring devices 53-1 and 53-2 and a parameter in the game of the gunman. <P>COPYRIGHT: (C)2007,JPO&INPIT

Description

  The present invention relates to a game machine and a game program in which a game progresses with a predetermined character.

Patent Document 1 discloses a game machine that detects biological information of a player (player), compares the information with a reference value, determines the psychological state of the player, and controls the progress of the game and the content of the game. ing.
Thereby, when the player becomes excessively excited, a warning can be issued or the game can be interrupted.

However, the above-described conventional technology only controls the content of the game or branches the progress of the game based on the biological information of the player, and does not broaden the variation of the game game.
JP-A-8-191955

  An object of the present invention is to provide a game machine and a game program that can expand variations of game games.

The present invention solves the above problems by the following means. In addition, in order to make an understanding easy, although the code | symbol corresponding to the Example of this invention is attached | subjected and demonstrated, it is not limited to this.
The invention according to claim 1 is a game machine in which a game progresses by a predetermined character, wherein biometric information acquisition means (53-1, 53-2) for acquiring a player's biometric information, and the biometric information acquisition means ( 53-1, 53-2) is a game machine comprising character control means (70) for changing the state of the character based on the biometric information acquired.
According to a second aspect of the present invention, in the game machine according to the first aspect, a display for displaying the biological information acquired by the biological information acquisition means (53-1, 53-2) and / or information based on the biological information. It is a game machine characterized by including a control part.
According to a third aspect of the present invention, in the game machine according to the second aspect, the display control unit is based on the biological information acquired by the biological information acquisition means (53-1, 53-2) and / or the biological information. The game machine is characterized in that the displayed information is displayed in a graph and / or numerical form.
A fourth aspect of the present invention is the game machine according to any one of the first to third aspects, further comprising operating means (50) operated by a player, wherein the biological information acquiring means (53-1). , 53-2) is a game machine characterized by being provided in the operating means (50).
According to a fifth aspect of the present invention, in the game machine according to the fourth aspect, the operating means (50) includes a plurality of scheduled contact areas (52-1, 52-2) with which the player contacts, The information acquisition means (53-1, 53-2) is a game machine characterized by being provided for each of the scheduled contact areas (52-1, 52-2).
According to a sixth aspect of the present invention, in the game machine according to any one of the first to fifth aspects, the character control means (70) acquires the parameters of the character during the game and the biometric information. A game machine characterized by changing the state of the character based on the biological information acquired by the means (53-1, 53-2).
The invention of claim 7 is a game machine in which a game progresses by a predetermined character, a biometric information acquisition means (53-1, 53-2) for acquiring a player's biometric information, and the biometric information acquisition means (53). -1, 53-2) is a game program for functioning as character control means (70) for changing the state of the character based on the acquired biological information.

According to the present invention, since the state of the character is changed based on the player's biological information, the state of the character in the game changes according to the physical state of the player at that time, and variations in game play can be expanded. .
Further, by displaying the biological information and / or information based on the biological information, the player can play the game while grasping his / her own state. In addition, by displaying the biometric information and / or information based on the biometric information in numerical and / or graph form, it is possible to grasp the state of oneself more clearly.

Furthermore, since the biological information acquisition means is provided in the operation means, the biological information can be acquired efficiently without making the player aware of the acquisition of the biological information.
Furthermore, biometric information can be stably acquired by providing biometric information acquisition means for each planned contact area.

  On the other hand, since the character control means changes the character state based on the parameters of the character in the game and the biological information, the combination can further increase variations and develop an infinite play style.

  The present invention realizes an object of providing a game machine and a game program capable of expanding variations in game play by changing the state of a character appearing in a game based on the player's biological information.

Hereinafter, embodiments of the present invention will be described in more detail with reference to the drawings.
FIG. 1 is a diagram showing a first embodiment of a game machine according to the present invention.
The game machine 10 according to the first embodiment is a shooting game machine in which a game progresses while a gunman (predetermined character) defeats an enemy, and includes a game machine body 20 and a display (display means) 30 for displaying a game image. And a speaker 40 that generates BGM, sound effects, game instruction sounds, and the like, and a machine gun (operation means) 50 operated by the player.

As shown in FIG. 1B, the machine gun 50 is a device that mimics a machine gun, and a trigger 51 for firing a bullet on the game and a first scheduled contact area 52 where the player's right hand contacts. -1, the second scheduled contact area 52-2 where the player's left hand contacts, and the first and second contact areas 52-1, 52-2 provided respectively for the first and second scheduled contact areas 52-1 and 52-2 Biological information measuring devices (biological information acquisition means) 53-1 and 53-2 are provided.
The biological information measuring devices 53-1 and 53-2 are devices that acquire player's biological information, for example, devices such as a polygraph that simultaneously measure various biological information such as heartbeat, sweating, pulse, blood pressure, and the like. .

The game machine 10 includes a main control unit 60 and a character control unit (character control means) 70.
The main control unit 60 is realized by a game program stored in a memory or the like, and is a part that controls the entire game machine 10.
Based on the biological information acquired by the first and second biological information measuring devices 53-1 and 53-2, the character control unit 70 changes the state of the gunman to a specific state (billed state, surprised state, calm state, It is the part that changes to the state of mind and eye).

Next, the operation of the game machine 10 according to the first embodiment will be described.
FIG. 2 is a diagram illustrating the operation of the game machine 10 according to the first embodiment.
First, the player's biometric information is acquired at the start of the game [S101].
Next, basic parameters are set based on the biological information [S102].
Then, the game is started [S103].

During the game, the gunman's state (parameter) changes according to the biological information (polygraph data) [S104].
For example, when the perspiration value of the biometric information exceeds a specified value and the beat value changes to a positive value [S105], the gunman is in a “billed state”, the damage value is increased by 50%, and the attack power is also 50. % Up [S106].
If the perspiration value of the biometric information momentarily exceeds the specified value [S107], the gunman becomes “surprised” and the damage value is increased by 10% for 10 seconds [S108].

On the other hand, if both the heartbeat value and the sweating value of the biological information are lower than those at the start of the game [S109], the gunman is in a “cool state” and the movement performance is increased [S110]. If the “state” continues [S111], the gunman is in a “heart-eye” state, and the movement speed of the enemy decreases while the movement performance increases [S112].
Further, when a change in the speed of the beat value of the biological information is recognized [S113], the gunman's attack power increases or decreases according to the change [S114].

  As described above, according to the game machine 10 of the first embodiment, the state of the gunman can be linked to the state of the “player itself” in real time, so that the game play that tends to be a uniform strategy is performed by the player. It can be developed differently, can realize special actions on the game that can only be executed in a specific parameter state, etc., and enables true `` hands-on play '' that the player integrates with the game Become.

Also, if the player is in an excited state, the parameter is in accordance with that, and if the player is in a calm state, the parameter is in accordance with that, and the state of the gunman can be changed according to the physical state at that time.
Therefore, a gunman reflecting the current self can appear in the game, and a sense of unity with the game world can be further enjoyed.

  Furthermore, since the biological information measuring device 53 is provided for each planned contact area 52, even when the player removes one hand from the machine gun 50, the biological information of the player can be stably acquired. .

FIG. 3 is a diagram showing a second embodiment of the game machine according to the present invention.
In addition, the part which fulfill | performs the same function as Example 1 mentioned above attaches | subjects the same code | symbol or the code | symbol unified at the end, and abbreviate | omits duplication description and drawing suitably.
The game machine 10-2 of the second embodiment is a fighting game machine in which a fighter who operates by himself fights against an enemy and the game progresses.
The configuration of the game machine 10-2 is substantially the same as that of the first embodiment, but the operation means is not a machine gun 50, but a cross key (not shown) for operating one's fighter, punch and punch The button has been changed to a kick button (not shown).
Accordingly, the first and second biological information measuring devices 53-1 and 53-2 are moved to the cross key or button. In the case where it is difficult to measure biological information with the cross key or button, a wristband type biological information measuring device may be separately prepared.

Next, the operation of the game machine 10-2 according to the second embodiment will be described.
First, the player's biometric information is acquired at the start of the game [S201].
Next, basic parameters are set based on the biological information [S202].
Then, the game is started [S203]. The process up to this point is the same as in the first embodiment.

During the game, by determining four conditions (conditions A-1, A-2, condition 2, B-1, B-2), the state of the fighter changes [S204].
Each condition is as follows (see FIG. 3A).
“Condition 1”: “Biometric information such as a player's pulse value and sweating value exceeds a reference value”
“Condition 1 A-1”: “Sweating value is 110% of starting value”
“Condition 1 A-2”: “Sweating value continues 95% of starting value for 3 seconds”
“Condition 2”: “Remaining life (residual health value) of my fighter is a constant value or the remaining life of the enemy is a constant value”
“Condition 2 B-1”: “The remaining life of my fighter is 80% or less”
“Condition 2 B-2”: “The remaining life of my fighter is 40% or less”

For example, when A-1 of the condition 1 is satisfied [S205], the fighter becomes “tensed” and the defense power is increased by 10% [S206].
When A-2 of condition 1 and B-2 of condition 2 are satisfied [S207], the fighter is in an “excited state” and can use a hidden special technique that cannot be used in a normal state [S208].
Further, when A-2 of condition 1 and B-1 of condition 2 are satisfied [S209], the fighter is in a “cool state”, and the attack power and the counter attack power are increased by 5% [S210].

Thus, according to the game machine 10-2 of the second embodiment, since the game content is a fighting game, parameters such as physical strength, attack power, defense power, movement speed, and deadly skill are set according to the state of the player. Can be changed flexibly.
Also, opponents who compete in communication battles and the like are always opponents with different abilities, and an infinite play style can be developed.
In addition, during the game, the state of the fighter is changed based on both the biometric information obtained from the player and the state of the fighter in the game. Can be spread.

(Modification)
The present invention is not limited to the embodiments described above, and various modifications and changes are possible, and these are also within the equivalent scope of the present invention.
(1) The types of games have been described with examples of shooting games and fighting games, but other types of games such as drive games, shooting games, puzzle games, three-dimensional dungeon games, mottle games, etc. may be used. .
For example, in a drive game, car graphics can be changed from basic things such as handling performance and drive performance. In the shooting game, the avoidance performance can be changed. In the puzzle game, the falling speed of the falling blocks can be changed. In the 3D dungeon game, the character's skill, mental state, moving speed, and the like can be changed. In the muffled game, the speed at which the mora moves up and down can be changed.

(2) FIG. 4 is a view showing a modification of the game machine according to the present invention.
In each of the embodiments described above, an example of a game machine installed in a facility such as a game center has been described. However, the present invention can also be applied to a game machine for home use or a mobile phone game.
Further, as shown in FIG. 4A, a display control unit that graphs biometric data and displays it on the display 30 may be provided. In this way, as shown in FIG. 4B, the bar graph of the biological information moves up and down, so that the player can play the game while more clearly grasping his / her own state.
Furthermore, the biometric information data may be digitized and displayed on the display 30 or mechanically displayed using a device such as a car speedometer.

It is a figure which shows Example 1 of the game machine by this invention. It is a figure explaining operation | movement of the game machine 10 by Example 1. FIG. It is a figure which shows Example 2 of the game machine by this invention. It is a figure which shows the modification of the game machine by this invention.

Explanation of symbols

10, 10-2 Game machine 20 Game machine body 30 Display (display means)
40 Speaker 50 Machine gun (operating means)
51 trigger 52-1 first scheduled contact area 52-2 second scheduled contact area 53-1 first biological information measuring instrument (biological information acquisition means)
53-2 Second Biological Information Measuring Device (Biometric Information Acquisition Unit)
60 Main control unit 70 Character control unit (character control means)

Claims (7)

  1. A game machine in which a game progresses by a predetermined character,
    Biometric information acquisition means for acquiring biometric information of the player;
    Character control means for changing the state of the character based on the biological information acquired by the biological information acquisition means;
    A game machine comprising:
  2. The game machine according to claim 1,
    Comprising a display control unit for displaying the biological information acquired by the biological information acquisition means and / or information based on the biological information;
    A game machine characterized by
  3. The game machine according to claim 2,
    The display control unit is configured to display the biological information acquired by the biological information acquisition unit and / or information based on the biological information in a graph and / or numerical form;
    A game machine characterized by
  4. In the game machine according to any one of claims 1 to 3,
    Comprising operating means operated by a player,
    The biological information acquisition means is provided in the operation means;
    A game machine characterized by
  5. The game machine according to claim 4,
    The operation means includes a plurality of scheduled contact areas with which the player contacts,
    The biological information acquisition means is provided for each of the scheduled contact areas;
    A game machine characterized by
  6. The game machine according to any one of claims 1 to 5,
    The character control means changes the state of the character based on parameters of the character during the game and biometric information acquired by the biometric information acquisition means,
    A game machine characterized by
  7. A game machine in which a game progresses by a predetermined character,
    Biometric information acquisition means for acquiring biometric information of a player, and
    Character control means for changing the state of the character based on the biological information acquired by the biological information acquisition means;
    Game program to function as.
JP2005356320A 2005-12-09 2005-12-09 Game machine and game program Pending JP2007159631A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2005356320A JP2007159631A (en) 2005-12-09 2005-12-09 Game machine and game program

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2005356320A JP2007159631A (en) 2005-12-09 2005-12-09 Game machine and game program

Publications (1)

Publication Number Publication Date
JP2007159631A true JP2007159631A (en) 2007-06-28

Family

ID=38243220

Family Applications (1)

Application Number Title Priority Date Filing Date
JP2005356320A Pending JP2007159631A (en) 2005-12-09 2005-12-09 Game machine and game program

Country Status (1)

Country Link
JP (1) JP2007159631A (en)

Cited By (21)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2011147672A (en) * 2010-01-22 2011-08-04 Nintendo Co Ltd Game program, game device, control method and game system
JP2011161050A (en) * 2010-02-10 2011-08-25 Nintendo Co Ltd Game program, game device, game system and method for processing game
JP2012505717A (en) * 2008-10-14 2012-03-08 プロテウス バイオメディカル インコーポレイテッド Method and system for incorporating physiological data into a gaming environment
US8945005B2 (en) 2006-10-25 2015-02-03 Proteus Digital Health, Inc. Controlled activation ingestible identifier
US8956288B2 (en) 2007-02-14 2015-02-17 Proteus Digital Health, Inc. In-body power source having high surface area electrode
US8956287B2 (en) 2006-05-02 2015-02-17 Proteus Digital Health, Inc. Patient customized therapeutic regimens
US8961412B2 (en) 2007-09-25 2015-02-24 Proteus Digital Health, Inc. In-body device with virtual dipole signal amplification
US9060708B2 (en) 2008-03-05 2015-06-23 Proteus Digital Health, Inc. Multi-mode communication ingestible event markers and systems, and methods of using the same
US9083589B2 (en) 2006-11-20 2015-07-14 Proteus Digital Health, Inc. Active signal processing personal health signal receivers
US9198608B2 (en) 2005-04-28 2015-12-01 Proteus Digital Health, Inc. Communication system incorporated in a container
US9235683B2 (en) 2011-11-09 2016-01-12 Proteus Digital Health, Inc. Apparatus, system, and method for managing adherence to a regimen
US9603550B2 (en) 2008-07-08 2017-03-28 Proteus Digital Health, Inc. State characterization based on multi-variate data fusion techniques
US9756874B2 (en) 2011-07-11 2017-09-12 Proteus Digital Health, Inc. Masticable ingestible product and communication system therefor
US9883819B2 (en) 2009-01-06 2018-02-06 Proteus Digital Health, Inc. Ingestion-related biofeedback and personalized medical therapy method and system
US9941931B2 (en) 2009-11-04 2018-04-10 Proteus Digital Health, Inc. System for supply chain management
US10084880B2 (en) 2013-11-04 2018-09-25 Proteus Digital Health, Inc. Social media networking based on physiologic information
US10187121B2 (en) 2016-07-22 2019-01-22 Proteus Digital Health, Inc. Electromagnetic sensing and detection of ingestible event markers
US10223905B2 (en) 2011-07-21 2019-03-05 Proteus Digital Health, Inc. Mobile device and system for detection and communication of information received from an ingestible device
US10398161B2 (en) 2014-01-21 2019-09-03 Proteus Digital Heal Th, Inc. Masticable ingestible product and communication system therefor
US10441194B2 (en) 2007-02-01 2019-10-15 Proteus Digital Heal Th, Inc. Ingestible event marker systems
US10517506B2 (en) 2013-05-06 2019-12-31 Proteus Digital Health, Inc. Low profile antenna for in body device

Cited By (27)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US9198608B2 (en) 2005-04-28 2015-12-01 Proteus Digital Health, Inc. Communication system incorporated in a container
US8956287B2 (en) 2006-05-02 2015-02-17 Proteus Digital Health, Inc. Patient customized therapeutic regimens
US10238604B2 (en) 2006-10-25 2019-03-26 Proteus Digital Health, Inc. Controlled activation ingestible identifier
US8945005B2 (en) 2006-10-25 2015-02-03 Proteus Digital Health, Inc. Controlled activation ingestible identifier
US9444503B2 (en) 2006-11-20 2016-09-13 Proteus Digital Health, Inc. Active signal processing personal health signal receivers
US9083589B2 (en) 2006-11-20 2015-07-14 Proteus Digital Health, Inc. Active signal processing personal health signal receivers
US10441194B2 (en) 2007-02-01 2019-10-15 Proteus Digital Heal Th, Inc. Ingestible event marker systems
US8956288B2 (en) 2007-02-14 2015-02-17 Proteus Digital Health, Inc. In-body power source having high surface area electrode
US8961412B2 (en) 2007-09-25 2015-02-24 Proteus Digital Health, Inc. In-body device with virtual dipole signal amplification
US9433371B2 (en) 2007-09-25 2016-09-06 Proteus Digital Health, Inc. In-body device with virtual dipole signal amplification
US9060708B2 (en) 2008-03-05 2015-06-23 Proteus Digital Health, Inc. Multi-mode communication ingestible event markers and systems, and methods of using the same
US9258035B2 (en) 2008-03-05 2016-02-09 Proteus Digital Health, Inc. Multi-mode communication ingestible event markers and systems, and methods of using the same
US9603550B2 (en) 2008-07-08 2017-03-28 Proteus Digital Health, Inc. State characterization based on multi-variate data fusion techniques
JP2012505717A (en) * 2008-10-14 2012-03-08 プロテウス バイオメディカル インコーポレイテッド Method and system for incorporating physiological data into a gaming environment
US9883819B2 (en) 2009-01-06 2018-02-06 Proteus Digital Health, Inc. Ingestion-related biofeedback and personalized medical therapy method and system
US10305544B2 (en) 2009-11-04 2019-05-28 Proteus Digital Health, Inc. System for supply chain management
US9941931B2 (en) 2009-11-04 2018-04-10 Proteus Digital Health, Inc. System for supply chain management
JP2011147672A (en) * 2010-01-22 2011-08-04 Nintendo Co Ltd Game program, game device, control method and game system
JP2011161050A (en) * 2010-02-10 2011-08-25 Nintendo Co Ltd Game program, game device, game system and method for processing game
US10529044B2 (en) 2011-05-19 2020-01-07 Proteus Digital Health, Inc. Tracking and delivery confirmation of pharmaceutical products
US9756874B2 (en) 2011-07-11 2017-09-12 Proteus Digital Health, Inc. Masticable ingestible product and communication system therefor
US10223905B2 (en) 2011-07-21 2019-03-05 Proteus Digital Health, Inc. Mobile device and system for detection and communication of information received from an ingestible device
US9235683B2 (en) 2011-11-09 2016-01-12 Proteus Digital Health, Inc. Apparatus, system, and method for managing adherence to a regimen
US10517506B2 (en) 2013-05-06 2019-12-31 Proteus Digital Health, Inc. Low profile antenna for in body device
US10084880B2 (en) 2013-11-04 2018-09-25 Proteus Digital Health, Inc. Social media networking based on physiologic information
US10398161B2 (en) 2014-01-21 2019-09-03 Proteus Digital Heal Th, Inc. Masticable ingestible product and communication system therefor
US10187121B2 (en) 2016-07-22 2019-01-22 Proteus Digital Health, Inc. Electromagnetic sensing and detection of ingestible event markers

Similar Documents

Publication Publication Date Title
Gilleade et al. Using frustration in the design of adaptive videogames
JP5427343B2 (en) Game controller
JP3602519B2 (en) Video game apparatus, image processing method, and program
KR100407438B1 (en) Video game system and storage medium for storing program for use in the video game system
KR100891478B1 (en) Game device, playing method of game, and recording medium
CN1059840C (en) Apparatus and method of electronic battle game playing
EP1388358A2 (en) System and method for modifying actions of a group of characters via group interactions
US20070167239A1 (en) Arcade Casino Game
US6585599B1 (en) Game system and computer readable storage medium with reduced waiting period between selection and start of action of player character
US6354940B1 (en) Game apparatus, game fight processing method, and computer readable storage medium storage program therefor
JP2004065988A (en) Method and electronic device for correcting group action by using external stimulation
JP4220340B2 (en) Game system, program, and information storage medium
US6540606B1 (en) Portable information terminal, recording medium and program
JP3343099B2 (en) Computer readable recording medium recording a character development control program
EP1170041A2 (en) Method, video game device, and program for controlling the game
JP2007190203A (en) Game device, ranking information preparation method, program, and recording medium
WO2010106435A1 (en) Video game hardware systems and software methods using electroencephalography
WO1998015328A1 (en) Game machine and information storage medium
JPH11342263A (en) Video game device and readable record medium which records video game method and video game program
US7011582B1 (en) Game apparatus and computer-readable medium
JP2000317138A (en) Video game device, character training control method for video game and readable recording medium with recorded training program
US20060281509A1 (en) Action video game for wagering where the player&#39;s reward to a challenge is determined by combining the player&#39;s skill in facing the challenge with the realization of a randomly generated event, where the likelihood of each possible realization of the random event depends on the player&#39;s skill
JP2009142583A (en) Game machine
JP2000353248A (en) Composite reality feeling device and composite reality feeling presenting method
JPH11104356A (en) Game system and recording medium readable by computer

Legal Events

Date Code Title Description
A131 Notification of reasons for refusal

Free format text: JAPANESE INTERMEDIATE CODE: A131

Effective date: 20080219

A521 Written amendment

Free format text: JAPANESE INTERMEDIATE CODE: A523

Effective date: 20080418

A02 Decision of refusal

Free format text: JAPANESE INTERMEDIATE CODE: A02

Effective date: 20080610