TW201315521A - Game machine, control method and storage medium storing computer program used thereof - Google Patents

Game machine, control method and storage medium storing computer program used thereof Download PDF

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Publication number
TW201315521A
TW201315521A TW101130420A TW101130420A TW201315521A TW 201315521 A TW201315521 A TW 201315521A TW 101130420 A TW101130420 A TW 101130420A TW 101130420 A TW101130420 A TW 101130420A TW 201315521 A TW201315521 A TW 201315521A
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Taiwan
Prior art keywords
game
amount
predetermined
situation
condition
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TW101130420A
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Chinese (zh)
Inventor
Takashi Inubushi
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Konami Digital Entertainment
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Publication of TW201315521A publication Critical patent/TW201315521A/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/609Methods for processing data by generating or executing the game program for unlocking hidden game elements, e.g. features, items, levels
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

Provided is a game machine which can increase options during a game and prompt consumption of game value. The game machine 1 uses boost amount which is accumulated according to the game situation and consumed in order to give a predetermined situation to the game, and gives as the predetermined situation, a situation in which movement speed of a player character PC in the game increases, by consuming the boost amount. Also, the game machine 1 increases energy amount functioning as a standard of play time in exchange for consumption of coins, and decreases the energy amount when a predetermined decrease condition is satisfied. And, the game machine uses decrease amount in order to give the situation in which the movement speed of the player character PC increases when a condition that a predetermined transition operation is executed is satisfied as one of the predetermined decrease conditions.

Description

遊戲機、使用於其的控制方法及記憶電腦程式的記憶媒體 Game machine, control method used therefor, and memory medium for memory computer program

本發明係關於利用因應遊戲狀況而積存,為了在遊戲中賦予所定狀況所消費之狀況賦予量的遊戲機、使用於其的控制方法及記憶電腦程式的記憶媒體。 The present invention relates to a game machine that is accumulated in response to a game situation and that is given a quantity to be given a state of consumption in a game, a control method used therefor, and a memory medium that stores a computer program.

存在有提供可使用模擬遊戲中之道具的模型來進行遊玩之遊戲的遊戲系統。有此種遊戲系統,公知有伴隨使用而模型的可利用次數會減少之外,可藉由遊藝價值的投入來增加該可利用次數者(例如參照專利文獻1)。除此之外,作為本發明相關聯之先前技術文獻,存在有專利文獻2。 There is a game system that provides a game in which a model of a prop in a simulation game can be played. In such a game system, it is known that the number of times the model can be used is reduced, and the number of available times can be increased by the input of the amusement value (for example, refer to Patent Document 1). In addition to this, Patent Document 2 exists as a prior art document related to the present invention.

[先前技術文獻] [Previous Technical Literature]

[專利文獻] [Patent Literature]

[專利文獻1]日本特開2009-160012號公報 [Patent Document 1] Japanese Patent Laid-Open Publication No. 2009-160012

[專利文獻2]日本特表2008-501400號公報 [Patent Document 2] Japanese Special Table 2008-501400

在專利文獻1的遊戲系統中,藉由遊藝價值的投入來增加模型的可利用次數。因此,即使消費所有可利用次數,也不需要重新取得新的模型。又,也存在有對實際上使用之模型有所眷戀的玩家。因該等狀況,在專利文獻1的遊戲系統中,謀求對於所持有模型的玩家賦予遊玩遊戲的 動機。另一方面,有所眷戀的模型可能對遊戲的遊玩結果有好的影響,但是,不會讓遊戲狀況有所變化。所以,即使投入遊藝價值,遊戲的有趣性也不會變化。又,雖然有促進遊藝價值之消費的可能性,但也不是增加遊戲中的選擇項者。進而,對於未持有模型的玩家來說,與已無關。 In the game system of Patent Document 1, the number of available uses of the model is increased by the input of the amusement value. Therefore, even if all the available times are consumed, there is no need to re-acquire a new model. Also, there are players who have a crush on the model actually used. In such a situation, in the game system of Patent Document 1, it is sought to give a game to a player who holds the model. motivation. On the other hand, models that are in love may have a good impact on the game's play results, but will not change the game's situation. Therefore, even if you enter the value of the game, the fun of the game will not change. Also, although there is the possibility of promoting the consumption of recreational value, it is not an increase in the choice of the game. Furthermore, for players who do not hold a model, it has nothing to do with it.

在此,本發明的目的係提供可增加遊戲中的選擇項,並且也促進遊藝價值之消費的遊戲機、使用於其的控制方法及記憶電腦程式的記憶媒體。 Here, an object of the present invention is to provide a game machine that can increase the selection of a game and also promote the consumption of entertainment value, a control method used therefor, and a memory medium that memorizes a computer program.

本發明的遊戲機,係利用因應遊戲狀況而積存,為了在遊戲中賦予所定狀況所消費之狀況賦予量的遊戲機,具備:狀況賦予手段(15),係藉由消費前述狀況賦予量,於前述遊戲中賦予前述所定狀況;及基準量增減控制手段(15),係與遊藝價值的消費交換而使在前述遊戲中具有作為遊玩期間之基準的功能之遊玩期間基準量增加,並且在滿足所定減少條件時,使前述遊玩期間基準量減少;前述狀況賦予手段,係在作為前述所定減少條件之一,滿足所定利用條件時,為了賦予前述所定狀況而利用前述基準量增減控制手段所減少之前述遊玩期間基準量的減少量。 In the game machine of the present invention, the game machine is provided in response to the game situation, and the game machine is provided with a quantity to be given a state of consumption in the game, and the condition providing means (15) is used to consume the amount of the situation. In the game, the predetermined amount of the game is provided, and the reference amount increase/decrease control means (15) increases the amount of play during the play period in which the game has a function as a reference for the play period in the game, and is satisfied. In the case of the predetermined reduction condition, the reference amount is reduced by the reference amount increase/decrease control means for providing the predetermined condition when the predetermined use condition is satisfied as one of the predetermined reduction conditions. The amount of reduction in the reference amount during the aforementioned play.

依據本發明,如果滿足所定利用條件的話,則為了賦予所定狀況而利用遊玩期間基準量。為此,即使消費所有狀況賦予量,沒有賦予所定狀況之餘地時,也可利用遊玩期間基準量,賦予所定狀況。亦即,可再次選擇失去的選 擇項。藉此,雖然遊玩期間基準量會減少,但是,可藉由遊藝價值的消費來彌補該減少。所以,可增加遊戲中的選擇項,並且也促進遊藝價值的消費。 According to the present invention, if the predetermined use condition is satisfied, the play period reference amount is utilized in order to give a predetermined situation. Therefore, even if the amount of all the conditions is consumed and there is no room for the predetermined situation, the reference period of the play period can be used to give the predetermined situation. That is, you can choose the lost choice again. Optional. Thereby, although the reference amount will decrease during the play, the reduction can be compensated by the consumption of the amusement value. Therefore, the selections in the game can be increased, and the consumption of the value of the game is also promoted.

遊玩期間基準量,係為了賦予所定狀況,以任何方向利用亦可。例如,於本發明的遊戲機之一樣態中,前述狀況賦予手段,係在滿足前述所定利用條件時,藉由因應前述遊玩期間基準量的減少量而使前述狀況賦予量增加,為了賦予前述所定狀況而利用前述減少量亦可。此時,遊玩期間基準量不會為了賦予所定狀況,而直接被消費。為此,例如,依據玩家的操作,消費狀況賦予量,賦予所定狀況時,可讓玩家選擇賦予所定狀況的時期及場所等。 The reference amount during the play period may be used in any direction in order to give a predetermined condition. For example, in the state of the game machine of the present invention, when the condition for use is satisfied, the amount of the situation is increased by the amount of decrease in the reference amount of the play period, and the amount of the situation is increased. It is also possible to use the aforementioned reduction amount in the case. At this time, the reference amount during the play is not directly consumed in order to give a predetermined condition. For this reason, for example, depending on the operation of the player, the amount of the consumption status is given, and when the predetermined situation is given, the player can select the time and place to which the predetermined situation is given.

於本發明的遊戲機之一樣態中,更具備:操作部(8),係受理玩家的操作;前述基準量增減控制手段及前述狀況賦予手段,係在被前述操作部執行所定轉移操作時,判斷滿足前述所定利用條件亦可。遊玩期間基準量係具有作為遊玩期間之基準的功能,故該減少會導致遊玩期間的減少。所以,也可考量應迴避遊玩期間基準量的減少。此時,為了賦予所定狀況,依據玩家的操作來決定是否使遊玩期間基準量減少。所以,可讓玩家判斷是否使遊玩期間基準量減少。亦即,可讓玩家判斷是否即使導致遊玩期間的減少,也要賦予所定狀況。藉此,可讓遊戲的熟練度反映於是否使遊玩期間基準量減少的判斷之外,可藉由遊藝價值的消費,拉近該熟練度的差。 In the same manner as the game machine of the present invention, the operation unit (8) further includes an operation of the player, and the reference amount increase/decrease control means and the condition providing means are performed when the predetermined transfer operation is performed by the operation unit. It is also possible to judge that the above-mentioned utilization conditions are satisfied. The reference amount during the play has a function as a reference for the play period, so the reduction causes a reduction in the play period. Therefore, it is also possible to consider the reduction of the reference amount during the avoidance of play. At this time, in order to give a predetermined situation, it is determined whether or not to reduce the reference amount during the play period in accordance with the operation of the player. Therefore, the player can be judged whether to reduce the reference amount during the play. That is, the player can be judged whether or not the predetermined situation is given even if the play period is reduced. Thereby, the proficiency of the game can be reflected in whether or not the reference amount is reduced during the play period, and the difference in proficiency can be brought about by the consumption of the game value.

於本發明的遊戲機之一樣態中,更具備:顯示裝置(4) ,係顯示遊戲畫面(35);於前述遊戲畫面,顯示有表示前述狀況賦予量之殘量的狀況賦予量計條(BG),與表示前述遊玩期間基準量之殘量的遊玩期間計條(EG)亦可。此時,可易於讓玩家辨識狀況賦予量及遊玩期間基準量的殘量。 In the same state of the game machine of the present invention, there is further provided: display device (4) The game screen (35) is displayed on the game screen, and a status-giving bar (BG) indicating the amount of the remaining amount of the situation is displayed, and a play period bar indicating the remaining amount of the play period reference amount is displayed ( EG) Yes. At this time, it is easy for the player to recognize the amount of the situation and the amount of the reference amount during the play.

於遊戲畫面顯示狀況賦予量計條及遊玩期間計條之樣態中,該等各計條係作為任何樣態亦可。例如,於本發明的遊戲機之一樣態中,作為前述遊玩期間計條,採用殘量於沿著外周的方向增減之圓形計條亦可。 In the state in which the game screen display status is given to the gauge bar and during the play period, the respective strips may be in any form. For example, in the same state of the game machine of the present invention, as the aforementioned play period slip, a circular strip which is increased or decreased in the direction along the outer circumference may be used.

作為參照條件,採用各種條件亦可。例如,於本發明的遊戲機之一樣態中,前述基準量增減控制手段,係以前述遊玩期間基準量具有作為可進行遊玩前述遊戲之時間的功能之方式,作為前述所定減少條件之一而採用遊玩時間,並每於前述遊戲的遊玩中經過所定單位時間則判斷滿足前述所定減少條件,藉此,伴隨前述遊玩時間的經過而使前述遊玩期間基準量減少亦可。 As a reference condition, various conditions may be employed. For example, in the game machine of the present invention, the reference amount increase/decrease control means has a function as a function of time for playing the game in the play period reference amount, and is one of the predetermined reduction conditions. The play time is used, and it is determined that the predetermined reduction condition is satisfied every time the predetermined unit time is passed during the play of the game, and the reference amount of the play period may be reduced as the play time elapses.

作為所定狀況,賦予各種狀況亦可。例如,於本發明的遊戲機之一樣態中,前述遊戲,係以出現可移動於所定區域內的角色(PC)之方式構成;前述狀況賦予手段,係作為前述所定狀況,賦予相較於該所定狀況的賦予前,前述角色的移動速度上升之狀況亦可。 Various conditions may be given as a predetermined situation. For example, in the game machine of the present invention, the game is configured to be movable to a character (PC) in a predetermined area; and the condition providing means is given as the predetermined condition. The state in which the movement speed of the character is increased before the given situation is given may be used.

本發明的控制方法,係使被組入於利用因應遊戲狀況而積存,為了在遊戲中賦予所定狀況所消費之狀況賦予量的遊戲機之電腦(15),執行以下工程:狀況賦予工程,係藉由消費前述狀況賦予量,於前述遊戲中賦予前述所定狀 況;及基準量增減控制工程,係與遊藝價值的消費交換而使在前述遊戲中具有作為遊玩期間之基準的功能之遊玩期間基準量增加,並且在滿足所定減少條件時,使前述遊玩期間基準量減少;並且執行:進而,在前述狀況賦予工程中,在作為前述所定減少條件之一,滿足所定利用條件時,為了賦予前述所定狀況而利用在前述基準量增減控制工程中所減少之前述遊玩期間基準量的減少量的工程。 The control method of the present invention is a computer (15) that is incorporated in a game machine that is accumulated in response to a game situation and is given a quantity to be given a predetermined situation in a game. By giving the amount of the aforementioned condition, the aforementioned setting is given in the aforementioned game. And the reference amount increase/decrease control project is to increase the reference amount during the play during the play with the function as the reference for the play period in the game, and to make the aforementioned play period when the predetermined reduction condition is satisfied. In addition, when the predetermined use condition is satisfied as one of the predetermined reduction conditions, the reference amount is reduced, and the reference amount is reduced. The above-mentioned project of reducing the amount of reference during the play.

又,本發明的記憶媒體,係記憶遊戲機用的電腦程式,該電腦程式,係構成為使被組入於利用因應遊戲狀況而積存,為了在遊戲中賦予所定狀況所消費之狀況賦予量的遊戲機之電腦(15),具有作為以下手段的功能:狀況賦予手段,係藉由消費前述狀況賦予量,於前述遊戲中賦予前述所定狀況;及基準量增減控制手段,係與遊藝價值的消費交換而使在前述遊戲中具有作為遊玩期間之基準的功能之遊玩期間基準量增加,並且在滿足所定減少條件時,使前述遊玩期間基準量減少;又構成為使電腦具有以下手段的功能:進而,使前述狀況賦予手段,在作為前述所定減少條件之一,滿足所定利用條件時,為了賦予前述所定狀況而利用前述基準量增減控制手段所減少之前述遊玩期間基準量的減少量的手段。藉由執行本發明的控制方法或記憶媒體所記憶之遊戲機用的電腦程式,可實現本發明的遊戲機。 Further, the memory medium of the present invention is a computer program for a game machine, and the computer program is configured such that it is accumulated in a state in which the game is used in response to the game situation, and is given a condition for giving a predetermined situation in the game. The computer (15) of the game machine has a function as a means for providing a state by giving the amount of the situation, and giving the predetermined condition to the game; and the control means for increasing or decreasing the amount of the game, and the value of the game. In the game exchange, the reference amount during the play period having the function as the reference period of the play period is increased, and when the predetermined reduction condition is satisfied, the reference amount during the play period is reduced; and the computer is configured to have the following functions: In addition, when the predetermined condition is satisfied, the condition providing means is a means for reducing the amount of the play period reference amount reduced by the reference amount increase/decrease control means in order to provide the predetermined condition. . The game machine of the present invention can be realized by executing the control method of the present invention or a computer program for a game machine memorized by a memory medium.

再者,在以上之說明中,為了易於理解本發明,將添附圖面之參照符號以括弧附記,但是,本發明並不為因此 而限定圖式之形態者。 In addition, in the above description, in order to facilitate the understanding of the present invention, the reference symbols attached to the drawings are attached with parentheses, but the present invention is not And the form of the definition of the figure.

如以上所說明般,依據本發明,即使消費所有狀況賦予量,沒有賦予所定狀況之餘地時,也可利用遊玩期間基準量,賦予所定狀況。亦即,可再次選擇失去的選擇項。 另一方面,減少之遊玩期間基準量可藉由遊藝價值的消費來彌補。藉由該等,可增加遊戲中的選擇項,並且也促進遊藝價值的消費。 As described above, according to the present invention, even if the amount of all the situation is consumed and there is no room for the predetermined situation, the play period reference amount can be used to give the predetermined situation. That is, the lost option can be selected again. On the other hand, the reduced baseline amount during play can be compensated for by the consumption of game value. By this, the selections in the game can be increased, and the consumption of the value of the game is also promoted.

以下,針對關於本發明之遊戲機的一形態進行說明。圖1係概略揭示關於本發明之一形態的遊戲機之外觀的圖。如圖1所示,遊戲機1係具備框體2。於框體2,設置有控制面板3、作為顯示裝置的監視器4、揚聲器5。監視器4係以顯示面傾斜之方式配置於框體2的前面側。監視器5係配置於監視器4的上方。又,控制面板3係配置於監視器4的下方。再者,於遊戲機1,除此之外,設置有音量操作開關、電源開關、電源燈等之通常的業務用遊戲機所具備之各種輸入裝置及輸出裝置,但是,在圖1中省略該等圖示。 Hereinafter, an aspect of the game machine according to the present invention will be described. Fig. 1 is a view schematically showing the appearance of a gaming machine according to an aspect of the present invention. As shown in FIG. 1, the game machine 1 is provided with the housing 2. The casing 2 is provided with a control panel 3, a monitor 4 as a display device, and a speaker 5. The monitor 4 is disposed on the front side of the casing 2 such that the display surface is inclined. The monitor 5 is disposed above the monitor 4. Moreover, the control panel 3 is disposed below the monitor 4. In addition, the game machine 1 is provided with various input devices and output devices provided in a normal business game machine such as a volume operation switch, a power switch, and a power lamp. However, this is omitted in FIG. Etc.

於控制面板3,設至有作為可選擇方向之操作部的方向選擇操作部8,與硬幣投入口10。於方向選擇操作部8,設置有操作的決定等所利用之按鍵8a。硬幣投入口10 係受理作為遊藝價值之硬幣的投入。再者,於控制面板3,除此之外,設置有各種操作所利用之操作部,但是,省略該等圖示。 The control panel 3 is provided with a direction selection operation unit 8 having an operation portion as a selectable direction, and a coin insertion port 10. The direction selection operation unit 8 is provided with a button 8a used for determining the operation or the like. Coin input port 10 It accepts the input of coins as the value of entertainment. In addition, in the control panel 3, the operation part used for various operations is provided, and the illustration is abbreviate|omitted.

另一方面,於框體2的前面,設置有硬幣排出口11。從硬幣排出口11排出硬幣。再者,遊藝價值並不限定於硬幣等的有形物。例如,作為遊藝價值,利用電子貨幣等亦可。此時,利用可記憶電子資訊的記憶媒體及可讀取記憶於其之電子資訊的讀取裝置,來代替硬幣投入口10及硬幣排出口11亦可。 On the other hand, a coin discharge port 11 is provided in front of the casing 2. The coins are discharged from the coin discharge port 11. Furthermore, the value of the game is not limited to tangible objects such as coins. For example, as the value of entertainment, it is also possible to use electronic money or the like. In this case, the coin input port 10 and the coin discharge port 11 may be replaced by a memory medium that can memorize electronic information and a reading device that can read electronic information stored therein.

參照圖2,針對遊戲機1的構造進而進行說明。圖2係遊戲機1的功能區塊圖。於遊戲機1的框體2內部,設置有作為電腦的控制單元15。然後,控制面板3、監視器4及揚聲器5係連接於控制單元15。 The structure of the gaming machine 1 will be further described with reference to Fig. 2 . 2 is a functional block diagram of the gaming machine 1. Inside the casing 2 of the gaming machine 1, a control unit 15 as a computer is provided. Then, the control panel 3, the monitor 4, and the speaker 5 are connected to the control unit 15.

控制單元15係具備作為控制主體的遊戲控制部17、遵從來自其遊戲控制部17的輸出而動作的顯示控制部18及聲音輸出控制部19。遊戲控制部17係構成為組合微處理器,與其微處理器的動作所需之內部記憶裝置(作為一例,有ROM及RAM)等之各種周邊裝置的單元。 The control unit 15 includes a game control unit 17 as a control main body, a display control unit 18 that operates in accordance with an output from the game control unit 17, and a sound output control unit 19. The game control unit 17 is configured as a unit of various peripheral devices such as an internal memory device (for example, a ROM and a RAM) required to combine a microprocessor and a microprocessor.

顯示控制部18係將因應從遊戲控制部17賦予之畫像資料的畫像描繪至畫格緩衝器,並將對應其描繪之畫像的映像訊號輸出至監視器4,藉此,於監視器4上顯示所定畫像。聲音輸出控制部19係產生因應從遊戲控制部17賦予之聲音再生資料的聲音再生訊號,並輸出至揚聲器5,藉此,從揚聲器5再生所定聲音(包含樂曲等)。 The display control unit 18 draws an image corresponding to the image data given from the game control unit 17 to the frame buffer, and outputs a video signal corresponding to the image to be drawn to the monitor 4, thereby displaying it on the monitor 4. The portrait is fixed. The sound output control unit 19 generates a sound reproduction signal corresponding to the sound reproduction data supplied from the game control unit 17, and outputs the sound reproduction signal to the speaker 5, whereby the predetermined sound (including music, etc.) is reproduced from the speaker 5.

於遊戲控制部17係連接有外部記憶裝置20。於外部記憶裝置20係可使用DVDROM、CDROM等之光學式記憶媒體或EEPROM等之非揮發性半導體記憶體等之即使無電源的供給也可保持記憶的記憶媒體。 An external memory device 20 is connected to the game control unit 17. In the external memory device 20, a memory medium such as an optical memory medium such as a DVDROM or a CDROM or a nonvolatile semiconductor memory such as an EEPROM can be used, and the memory can be stored even without power supply.

於外部記憶裝置20,係記憶遊戲程式22與遊戲資料23。遊戲程式22係為了在遊戲機1中遵從所定順序來執行動作遊戲所需之電腦程式。 In the external memory device 20, the game program 22 and the game material 23 are memorized. The game program 22 is a computer program required to execute the action game in order to follow the predetermined order in the game machine 1.

啟動遊戲機1時,遊戲控制部17係執行被記憶於其內部記憶裝置之作業程式,執行為了作為遊戲機1進行動作所需之各種處理。接下來,遊戲控制部17係遵從遊戲程式22,設定用以執行動作遊戲的環境。藉由利用遊戲控制部17執行遊戲程式22,於遊戲控制部17產生狀況管理部24。 When the game machine 1 is started, the game control unit 17 executes a work program stored in the internal memory device, and executes various processes necessary for the game machine 1 to operate. Next, the game control unit 17 follows the game program 22 and sets an environment for executing the action game. The game control unit 17 executes the game program 22, and the game control unit 17 generates the situation management unit 24.

狀況管理部24係執行於遊戲中賦予所定狀況等,用以管理遊戲狀況的處理。狀況管理部24係藉由電腦硬體與電腦程式的組合所實現之邏輯裝置。再者,於遊戲程式22包含各種模組,於遊戲控制部17依據該等各模組,除了狀況管理部24之外,也產生遊戲的執行所需之各種邏輯裝置,但是,省略該等圖示。 The situation management unit 24 executes a process for managing a game situation by assigning a predetermined situation or the like to the game. The status management unit 24 is a logical device realized by a combination of a computer hardware and a computer program. Further, the game program 22 includes various modules, and the game control unit 17 generates various logic devices required for execution of the game in addition to the status management unit 24 in accordance with the modules, but the drawings are omitted. Show.

於遊戲資料23包含有效果音資料26及畫像資料27。效果音資料26係將因應玩家的操作或遊戲狀況而應從揚聲器5輸出之複數種類的效果音,與每一效果音獨特的代碼建立對應並予以記錄的資料。畫像資料27係用以使各種物件、圖示及應出現在遊戲內的角色等顯示於監視器4的資料。再者,於遊戲資料23,除此之外,包含遵從遊戲 程式22來執行遊戲時所應參照之各種資料,但是,省略該等圖示。 The game material 23 includes the effect sound data 26 and the image data 27. The effect sound data 26 is a material that associates and records a plurality of types of effect sounds to be output from the speaker 5 in response to the player's operation or game condition, and records the code unique to each effect sound. The image data 27 is used to display various objects, icons, characters to be displayed in the game, and the like on the monitor 4. Furthermore, in game material 23, in addition to including the game of compliance The program 22 refers to various materials that should be referred to when the game is executed, but the illustrations are omitted.

接著,針對在遊戲機1中執行之動作遊戲進行說明。遊戲機1係藉由消費作為遊藝價值的硬幣,提供可供複數玩家進行遊玩的動作遊戲。複數玩家係例如可分別利用以彼此可進行資訊的發送接收之方式連接的複數遊戲機1,來參加共通的動作遊戲。 Next, an action game executed in the gaming machine 1 will be described. The game machine 1 provides an action game for a plurality of players to play by consuming the coins as the value of the game. For example, the plurality of players can participate in the common action game by using the plurality of game machines 1 connected to each other so that information can be transmitted and received.

圖3係揭示遊戲機1所提供之遊戲畫面之一例的圖。如圖3所示,於遊戲畫面35,包含對應各玩家之玩家角色PC的畫像,與敵方角色AC的畫像。玩家角色PC及敵方角色AC係被配置於作為虛擬3維空間所表演之作為所定區域的場域內。然後,各玩家係透過遊戲畫面35中的玩家角色PC來移動於虛擬3維空間的場域內,並且與遭遇之敵方角色AC進行戰鬥。透過戰鬥,對玩家賦予得分等。在圖3的範例中,揭示利用4台遊戲機1,分別對應該等遊戲機1之玩家的4個玩家角色PC正在與1個敵方角色AC進行戰鬥中之狀態。 FIG. 3 is a view showing an example of a game screen provided by the game machine 1. As shown in FIG. 3, the game screen 35 includes an image corresponding to the player character PC of each player and an image of the enemy character AC. The player character PC and the enemy character AC are placed in a field that is displayed as a predetermined area as a virtual three-dimensional space. Then, each player moves through the player character PC in the game screen 35 in the field of the virtual three-dimensional space, and fights with the enemy character AC encountered. Through the battle, the player is given a score and the like. In the example of FIG. 3, it is disclosed that four game players 1 corresponding to the game machine 1 are in a state of being engaged with one enemy character AC, respectively.

另一方面,於遊戲畫面35,也包含表示玩家角色PC的狀態、可使用之道具等的各種資訊。作為此種資訊,例如,於遊戲畫面35,包含有作為遊玩期間計條的能量計條EG及作為狀況賦予量計條的加速計條BG之顯示。加速計條BG係為了表示作為狀況賦予量之加速量的殘量所使用。加速量係於遊戲中,為了賦予所定狀況所消費。具體來說,藉由執行奔馳選擇操作,玩家角色PC的移動方 法從步行切換成奔馳。所謂奔馳係代表玩家角色PC的移動速度上升。亦即,伴隨加速量的消費,作為所定狀況,賦予相較於該所定狀況的賦予前,玩家角色PC的移動速度上升之狀況。 On the other hand, the game screen 35 also includes various information indicating the state of the player character PC, the usable props, and the like. As such information, for example, the game screen 35 includes a display of the energy meter strip EG as a play period slip and the accelerometer strip BG as a condition giving amount meter strip. The accelerometer strip BG is used to indicate the amount of the acceleration as the amount of acceleration of the situation. The amount of acceleration is tied to the game and is consumed in order to give it a certain status. Specifically, by performing a Mercedes selection operation, the player of the player character PC moves The law switches from walking to Mercedes. The so-called Mercedes-Benz represents the movement speed of the player character PC. In other words, as the consumption of the acceleration amount is given, the movement speed of the player character PC is increased before the giving of the predetermined situation.

加速量係伴隨奔馳選擇操作而被消費一定量。又,伴隨一定量的消費,會賦予一定時間之玩家角色PC的移動速度上升之狀況。作為一定量及一定時間,採用各種量或時間即可。然後,在加速計條BG之值變成0時,亦即,加速量變成0時,玩家角色PC則無法奔馳。在無法奔馳時,亦即無法提升玩家角色PC的移動速度時,找到場域內的敵方角色AC之可能性會變低。此時,可獲得之得分等容易變低。又,也難以從敵方角色AC逃開。 The acceleration amount is consumed by a certain amount with the Mercedes-Benz selection operation. In addition, with a certain amount of consumption, the movement speed of the player character PC for a certain period of time is increased. As a certain amount and a certain time, various amounts or times can be used. Then, when the value of the accelerometer bar BG becomes 0, that is, when the amount of acceleration becomes 0, the player character PC cannot execute. When it is impossible to drive, that is, when the speed of the player character PC cannot be increased, the possibility of finding the enemy character AC in the field becomes low. At this time, the scores obtained and the like are likely to become low. Also, it is difficult to escape from the enemy character AC.

另一方面,加速量係因應遊戲狀況而積存。具體來說,隨著遊戲的進行,亦即時間經過而逐漸增加。但是,增加速度(增加量/增加所需時間)係比伴隨奔馳之消費速度(一定量/一定時間)還慢。所以,無法讓玩家角色PC在遊戲中持續奔馳。為此,對於使玩家角色PC奔馳的選擇來說,要求玩家的適切判斷,反映熟練度。再者,加速量積存的遊戲狀況並不限定於時間經過。例如,藉由執行所定操作,或者取得遊戲中之所定道具,加速量被積存亦可。 On the other hand, the amount of acceleration is accumulated in response to the game situation. Specifically, as the game progresses, that is, the passage of time gradually increases. However, increasing the speed (increasing the amount/increasing the time required) is slower than the consumption speed (a certain amount/certain time) accompanying the Mercedes. Therefore, it is impossible to let the player character PC continue to run in the game. For this reason, for the choice of making the player character PC Mercedes, the player's appropriate judgment is required to reflect the proficiency. Furthermore, the game state in which the acceleration amount is accumulated is not limited to the passage of time. For example, by performing a predetermined operation or acquiring a predetermined item in the game, the acceleration amount may be accumulated.

能量計條EG係為了表示作為遊玩期間基準量之能量的殘量所使用者。玩家係可在能量變成0為止,在場域內操作玩家角色PC。亦即,玩家可在能量變成0為止,進 行遊玩遊戲。 The energy meter strip EG is used to indicate the amount of residual energy as a reference amount during the play period. The player can operate the player character PC in the field until the energy becomes zero. That is, the player can enter the energy until it becomes zero. Play games.

能量係伴隨硬幣的消費而增加。亦即,能量可利用硬幣購入。於遊戲畫面35,進而顯示購入按鍵BB。購入按鍵BB係為了消費硬幣來使能量增加所使用者。又,能量係在滿足所定減少條件時減少。具體來說,作為所定減少條件,採用時間。亦即,能量係每於經過所定單位時間,滿足所定減少條件而減少。也就是說,能量伴隨時間經過而逐漸減少。所以,能量對應可遊玩時間。亦即,玩家係首先藉由消費硬幣來購入能量,開始遊戲的遊玩。然後,在開始遊玩之後,玩家藉由追加消費硬幣來使能量增加,可使遊戲的結束延期。在圖3的範例中,為了易於辨識可遊玩時間的剩下時間,能量計條EG形成為圓形。又,能量計條EG之能量的殘量係以對應時鐘的時間經過之方式,沿著外周往順時針方向增加,往逆時鐘方向減少。 The energy system increases with the consumption of coins. That is, energy can be purchased using coins. On the game screen 35, the purchase button BB is further displayed. The purchase of the button BB is to increase the energy of the user in order to consume coins. Moreover, the energy system is reduced when the predetermined reduction condition is satisfied. Specifically, as a predetermined reduction condition, time is employed. That is, the energy system is reduced every time the predetermined unit time elapses and the predetermined reduction condition is satisfied. That is to say, the energy gradually decreases with the passage of time. Therefore, the energy corresponds to the play time. That is, the player first purchases energy by purchasing coins, and starts the game play. Then, after starting the play, the player increases the energy by adding coins, which can delay the end of the game. In the example of FIG. 3, the energy meter strip EG is formed in a circular shape in order to easily recognize the remaining time of the playable time. Further, the residual amount of energy of the energy meter strip EG increases in a clockwise direction along the outer circumference and decreases in the counterclockwise direction so as to correspond to the passage of time of the clock.

又,於所定減少條件,包含在執行作為所定操作的所定轉移操作時之所定利用條件。亦即,在執行所定轉移操作時,則判斷為滿足作為所定減少條件之一的所定利用條件,能量中的所定量會轉移成加速量。具體來說,在執行所定轉移操作時,除了能量減少之外,加速量會增加。因此,玩家係可在加速量過少而無法奔馳時,消費能量來使加速量增加。 Further, the predetermined reduction condition includes the predetermined use condition when the predetermined transfer operation as the predetermined operation is executed. That is, when the predetermined transfer operation is executed, it is determined that the predetermined use condition as one of the predetermined reduction conditions is satisfied, and the amount of energy is transferred to the acceleration amount. Specifically, in performing the predetermined transfer operation, in addition to the energy reduction, the amount of acceleration increases. Therefore, the player can consume energy to increase the amount of acceleration when the amount of acceleration is too small to be able to run.

再者,能量往加速量的轉移係限定於能量為一定量以上時亦可。作為一定量,例如採用在能量轉移之後可一定 時間以上進行遊玩遊戲之量亦可。亦即,在能量的轉移後未殘留可一定時間以上進行遊玩遊戲的一定量以上時,即使執行所定轉移操作,也不會執行轉移亦可。又,於所定減少條件,除此之外,利用各種條件亦可。例如,作為所定條件,利用武器的購入等之其他選擇操作或受到敵方角色AC的攻擊時等之遊戲狀況等亦可。亦即,能量係為了武器的強化及購入、遊戲中之其他選擇項的增加及強化等所使用,伴隨該等狀況而減少亦可。又,能量係在受到來自敵方角色AC的攻擊時減少亦可。此時,遊玩期間基準量並不伴隨遊玩期間的經過而減少亦可。亦即,遊玩期間基準量係藉由具有作為可容許來自敵方角色AC的攻擊之量的功能,表示遊玩期間的基準亦可。 Furthermore, the transfer of energy to the acceleration amount is limited to when the energy is a certain amount or more. As a certain amount, for example, it can be used after energy transfer. The amount of play games can be played over time. In other words, when a certain amount or more of the game play can be performed for a certain period of time or more after the transfer of energy, the transfer may not be performed even if the predetermined transfer operation is executed. Further, various conditions may be used in addition to the predetermined reduction conditions. For example, as a predetermined condition, other selection operations such as purchase of a weapon or a game situation such as an attack by an enemy character AC may be used. That is, the energy system is used for the reinforcement and purchase of weapons, the increase and enhancement of other options in the game, and the like, which may be reduced with such conditions. Moreover, the energy is reduced when it is attacked by the enemy character AC. At this time, the reference amount during the play period may not be reduced as the play period passes. In other words, the reference amount during the play period may be a reference indicating the duration of the play period by having a function as an amount capable of allowing an attack from the enemy character AC.

接著,針對遊戲控制部17所執行之轉移處理常式進行說明。遊戲控制部17係為了將能量轉移成加速量,亦即除使能量減少之外,使加速量增加而執行轉移處理常式。再者,遊戲控制部17係為了執行遊戲,除了轉移處理常式之外,也執行各種常式,但是,因為該等可藉由公知常式來實現,故省略詳細說明。 Next, the transition processing routine executed by the game control unit 17 will be described. The game control unit 17 executes the transfer processing routine in order to shift the energy into an acceleration amount, that is, to increase the amount of acceleration in addition to reducing the energy. Further, the game control unit 17 executes various routines in addition to the transfer processing routine in order to execute the game. However, since these can be realized by a known routine, detailed descriptions thereof will be omitted.

圖4係揭示遊戲控制部17所執行之轉移處理常式的流程圖之一例的圖。圖4的常式係狀況管理部24擔任該執行。狀況管理部24係在執行所定轉移操作時,執行圖4的常式。開始圖4的常式時,狀況管理部24係首先在步驟S11,判別能量的殘量是否為一定量以上。作為一定量,例如在伴隨加速量的轉移而能量減少時,利用可遊玩遊 戲一定時間以上之量。亦即,在步驟S11中,判別將能量轉移成加速量後是否可遊玩遊戲一定時間以上。在此判別為否定結果時,亦即將能量轉移成加速量之後的可遊玩時間未滿一定時間時,狀況管理部24係跳過轉移的處理,結束本次常式。 FIG. 4 is a view showing an example of a flowchart of a transition processing routine executed by the game control unit 17. The routine system status management unit 24 of Fig. 4 performs this execution. The status management unit 24 executes the routine of FIG. 4 when performing the predetermined transfer operation. When the routine of FIG. 4 is started, the situation management unit 24 first determines in step S11 whether or not the remaining amount of energy is a certain amount or more. As a certain amount, for example, when the energy is reduced with the transfer of the acceleration amount, the use of the playable tour Play for a certain amount of time or more. That is, in step S11, it is determined whether or not the game can be played for a certain period of time or more after the energy is transferred to the acceleration amount. When it is determined that the result is a negative result, the state management unit 24 skips the transfer processing when the playable time after the energy is transferred to the acceleration amount is less than a certain period of time, and ends the current routine.

另一方面,步驟S11的判別為肯定結果時,亦即將能量轉移成加速量之後也可遊玩遊戲一定時間以上時,狀況管理部24則前進至步驟S12。於步驟S12中,狀況管理部24係消費所定量的能量。亦即,使能量計條EG的殘量減少所定量。於下來的步驟S13中,狀況管理部24係使加速量增加。亦即,使加速計條BG的殘量增加。再者,步驟S12之能量的減少量與步驟S13之加速量的增加量設為相同比例亦可,設為不同亦可。 On the other hand, when the determination in step S11 is affirmative, the state management unit 24 proceeds to step S12 when the game is played for a certain period of time or more after the energy is transferred to the acceleration amount. In step S12, the status management unit 24 consumes the quantified energy. That is, the amount of the energy meter strip EG is reduced by a predetermined amount. In step S13, the situation management unit 24 increases the amount of acceleration. That is, the residual amount of the accelerometer strip BG is increased. Further, the amount of decrease in energy in step S12 may be equal to the amount of increase in acceleration amount in step S13, and may be different.

狀況管理部24係結束步驟S13的處理時,則結束本次常式。藉此,伴隨玩家的所定轉移操作,在一定量以上的能量殘留時,則與能量的消費交換,增加加速量。又,伴隨加速量的增加,可進行奔馳之選擇。 When the situation management unit 24 ends the process of step S13, the current routine is terminated. Thereby, with the predetermined transfer operation of the player, when a certain amount of energy remains, the consumption of energy is exchanged, and the amount of acceleration is increased. Moreover, with the increase in the amount of acceleration, the choice of Mercedes can be made.

如以上所說明般,依據此形態,可依據所定轉移操作,將能量轉移成加速量。因此,可使遊戲狀況從無法選擇奔馳之移動方法之狀況變化成可奔馳之狀況。藉此,因為可使失去之奔馳的選擇項復活,可因應需要,增加選擇項。亦即,可利用能量,來增加遊戲的選擇項。能量係對應可遊玩時間,故能量的減少也等於可遊玩時間的減少。所以,無法無計畫性地將能量轉移成加速量。所以,對於玩 家要求能量的維持與利用加速量之奔馳的選擇項之增加之間的優劣判斷。亦即,玩家的熟練度會反映於能量往加速量的轉移。藉此,可提升遊戲的有趣性。 As described above, according to this aspect, energy can be transferred to an acceleration amount according to a predetermined transfer operation. Therefore, it is possible to change the state of the game from the state in which the mobile method cannot be selected to the Mercedes-Benz. In this way, because the options of the lost Mercedes can be revived, the options can be increased as needed. That is, energy can be utilized to increase the game's options. The energy system corresponds to the playable time, so the reduction in energy is also equal to the reduction in playable time. Therefore, it is impossible to transfer energy into an acceleration amount without planning. So, for playing The home judges the superiority and inferiority between the maintenance of energy and the increase in the use of the acceleration of the Mercedes-Benz option. That is, the player's proficiency will be reflected in the transfer of energy to the acceleration. This will increase the fun of the game.

另一方面,能量係伴隨硬幣的消費而增加。亦即,可利用硬幣,來增加遊戲的選擇項。亦即,可利用硬幣的消費,來消除熟練度的差。藉此,也可促進硬幣的消費。亦即,依據此形態,可增加遊戲中的選擇項,並且也促進硬幣的消費。 On the other hand, the energy system increases with the consumption of coins. That is, coins can be used to increase the game's options. That is, the consumption of coins can be utilized to eliminate the difference in proficiency. Thereby, the consumption of coins can also be promoted. That is, according to this form, the selections in the game can be increased, and the consumption of coins is also promoted.

於以上形態中,控制單元15藉由透過狀況管理部24來執行圖4的常式,具有作為基準量增減控制手段及狀況賦予手段的功能。 In the above embodiment, the control unit 15 executes the routine of FIG. 4 by the transmission status management unit 24, and has a function as a reference amount increase/decrease control means and a situation providing means.

本發明並不限定於上述之形態,亦可以適合之形態實施。在上述之形態中,在滿足所定利用條件時,藉由遊玩期間基準量減少且狀況賦予量增加,遊玩期間基準量被間接利用於用以賦予所定狀況,但是,並不限定於此種形態。例如,遊玩期間基準量為了賦予所定狀況,直接利用亦可。亦即,在滿足所定利用條件時,為了賦予所定狀況,消費遊玩期間基準量來代替狀況賦予量的消費亦可。此時,可藉由滿足所定利用條件,馬上賦予所定狀況。另一方面,在間接利用遊玩期間基準量時,可分開遊玩期間基準量之減少時期與賦予所定狀況之時期。藉此,可實現計畫性之遊玩期間基準量的減少及所定狀況的賦予。 The present invention is not limited to the above embodiments, and may be implemented in a suitable form. In the above-described form, when the predetermined use condition is satisfied, the reference amount is reduced and the amount of situation is increased by the play period, and the play period reference amount is used indirectly for giving a predetermined situation. However, the present invention is not limited to this form. For example, in order to give a predetermined situation during the play, the reference amount may be used as it is. In other words, when the predetermined use condition is satisfied, in order to give a predetermined situation, the reference amount of the play period may be consumed instead of the amount of the amount given. At this time, the predetermined condition can be immediately given by satisfying the predetermined use conditions. On the other hand, when the reference amount of the play period is used indirectly, the period of decrease of the reference amount during the play period and the period of the given state can be separated. Thereby, it is possible to achieve a reduction in the reference amount during the playful play period and an assignment of the predetermined situation.

在上述之形態中,作為所定利用條件,採用所定操作,但是,所定利用條件並不限定於此種形態。例如,在遊 戲中取得所定道具時,作為所定利用條件,採用所定時期、遊玩期間基準量為所定基準量以上時等之各種遊戲狀況亦可。 In the above-described form, the predetermined operation is employed as the predetermined use condition, but the predetermined use condition is not limited to this form. For example, in the tour When the predetermined item is obtained in the play, various game conditions such as when the predetermined period or the play period reference amount is equal to or greater than the predetermined reference amount may be used as the predetermined use condition.

在上述之形態中,遊玩期間基準量及狀況賦予量利用計條來顯示,但是,並不限定於此種形態。例如,遊玩期間基準量及狀況賦予量係利用數值、色彩的變化或聲音等來導引玩家亦可。 In the above-described form, the reference amount and the state-giving amount during the play period are displayed by the bar, but the present invention is not limited to this form. For example, during the play, the reference amount and the status grant amount are used to guide the player by using numerical values, color changes, or sounds.

在上述之形態中,利用遊戲機1執行動作遊戲,但是,利用遊戲機1執行之遊戲並不限定於此種遊戲。例如,利用遊戲機執行射擊遊戲、模擬遊戲、角色扮演遊戲等之各種遊戲亦可。又,在上述之形態中,作為所定狀況,賦予遊戲中之角色的移動速度上升之狀況,但是,所定狀況並不限定於此種形態。例如,作為所定狀況,賦予即使角色受到來自敵方的攻擊,也不會影響遊玩期間之狀況,或賦予特別得分等之獎勵狀況等亦可。例如,作為遊戲機,利用業務用、家庭用或固定型、攜帶型等之各種遊戲機或個人電腦或者行動電話等亦可。再者,在家庭用的遊戲機等,無法投入物理性遊藝價值的遊戲機中,作為遊藝價值的消費,利用電子貨幣(包含虛擬貨幣),透過網路來消費遊藝價值亦可。 In the above-described form, the game machine 1 executes the action game, but the game executed by the game machine 1 is not limited to such a game. For example, various games such as a shooting game, a simulation game, a role playing game, and the like can be executed using a game machine. Further, in the above-described form, the movement speed of the character in the game is increased as a predetermined situation. However, the predetermined situation is not limited to this form. For example, as a predetermined situation, even if the character receives an attack from the enemy, it does not affect the situation during the play, or the reward status such as the special score or the like. For example, as the game machine, various game machines, personal computers, mobile phones, and the like, which are used for business, home use, fixed type, and portable type, may be used. In addition, in a game machine such as a home game machine, it is not possible to invest in the physical value of the game. As a consumption of entertainment value, electronic money (including virtual currency) can be used to consume entertainment value through the Internet.

1‧‧‧遊戲機 1‧‧‧game machine

2‧‧‧框體 2‧‧‧ frame

3‧‧‧控制面板 3‧‧‧Control panel

4‧‧‧監視器(顯示裝置) 4‧‧‧Monitor (display device)

5‧‧‧揚聲器 5‧‧‧Speakers

8‧‧‧方向選擇操作部(操作部) 8‧‧‧ Direction selection operation unit (operation unit)

8a‧‧‧按鍵 8a‧‧‧ button

10‧‧‧硬幣投入口 10‧‧‧ coin input

11‧‧‧硬幣排出口 11‧‧‧ coin outlet

15‧‧‧控制單元(電腦,狀況賦予手段,基準量增減手段) 15‧‧‧Control unit (computer, means of status, means of increase or decrease of reference quantity)

17‧‧‧遊戲控制部 17‧‧‧ Game Control Department

18‧‧‧顯示控制部 18‧‧‧Display Control Department

19‧‧‧聲音輸出控制部 19‧‧‧Sound Output Control Department

20‧‧‧外部記憶裝置 20‧‧‧External memory device

22‧‧‧遊戲程式 22‧‧‧ game program

23‧‧‧遊戲資料 23‧‧‧Game information

24‧‧‧狀況管理部 24‧‧‧Status Management Department

26‧‧‧效果音資料 26‧‧‧ Effect sound data

27‧‧‧畫像資料 27‧‧‧Portrait data

35‧‧‧遊戲畫面 35‧‧‧ Game screen

EG‧‧‧能量計條(遊玩期間計條) EG‧‧‧Energy meter (counting during play)

BG‧‧‧加速計條(狀況賦予量計條) BG‧‧‧Accelerated Counting

PC‧‧‧玩家角色(角色) PC‧‧‧ player character (role)

AC‧‧‧敵方角色 AC‧‧‧ enemy role

BB‧‧‧購入按鍵 BB‧‧‧ purchase button

[圖1]概略揭示本發明之一形態的遊戲機之外觀的圖。 Fig. 1 is a view schematically showing the appearance of a game machine according to an aspect of the present invention.

[圖2]遊戲機的功能區塊圖。 [Fig. 2] A functional block diagram of the gaming machine.

[圖3]揭示遊戲機所提供之遊戲畫面之一例的圖。 FIG. 3 is a diagram showing an example of a game screen provided by a game machine.

[圖4]揭示轉移處理常式的流程圖之一例的圖。 FIG. 4 is a diagram showing an example of a flowchart of a transition processing routine.

EG‧‧‧能量計條 EG‧‧‧ energy meter

BG‧‧‧加速計條 BG‧‧‧Accelerated counting

PC‧‧‧玩家角色 PC‧‧‧ player role

AC‧‧‧敵方角色 AC‧‧‧ enemy role

35‧‧‧遊戲畫面 35‧‧‧ Game screen

BB‧‧‧購入按鍵 BB‧‧‧ purchase button

Claims (9)

一種遊戲機,係利用因應遊戲狀況而積存,為了在遊戲中賦予所定狀況所消費之狀況賦予量的遊戲機,其特徵為:具備:狀況賦予手段,係藉由消費前述狀況賦予量,於前述遊戲中賦予前述所定狀況;及基準量增減控制手段,係與遊藝價值的消費交換而使在前述遊戲中具有作為遊玩期間之基準的功能之遊玩期間基準量增加,並且在滿足所定減少條件時,使前述遊玩期間基準量減少;前述狀況賦予手段,係在作為前述所定減少條件之一,滿足所定利用條件時,為了賦予前述所定狀況而利用前述基準量增減控制手段所減少之前述遊玩期間基準量的減少量。 A game machine that is accumulated in response to a game situation and that is provided with a quantity to be given in a predetermined situation in a game, is characterized in that: a condition providing means is provided by consuming the amount of the situation, In the game, the predetermined condition is given; and the reference amount increase/decrease control means is to increase the reference amount of the play period having the function as the reference of the play period in the game, and to satisfy the predetermined reduction condition when the game is exchanged with the game value. In the case of the above-mentioned situation, when the predetermined use condition is satisfied, the above-mentioned situation providing means reduces the aforementioned play period by the reference amount increase/decrease control means in order to provide the predetermined condition. The amount of reduction in the baseline amount. 如申請專利範圍第1項所記載之遊戲機,其中,前述狀況賦予手段,係在滿足前述所定利用條件時,藉由因應前述遊玩期間基準量的減少量而使前述狀況賦予量增加,為了賦予前述所定狀況而利用前述減少量。 The game machine according to the first aspect of the invention, wherein the situation providing means increases the amount of the situation to be given by the amount of decrease in the reference amount of the play period when the predetermined use condition is satisfied, The aforementioned reduction amount is utilized in the above-described conditions. 如申請專利範圍第1項所記載之遊戲機,其中,更具備:操作部,係受理玩家的操作;前述基準量增減控制手段及前述狀況賦予手段,係在被前述操作部執行所定轉移操作時,判斷滿足前述所定利用條件。 The game machine according to the first aspect of the invention, further comprising: an operation unit that accepts an operation of a player; and the reference amount increase/decrease control means and the condition providing means perform a predetermined transfer operation by the operation unit At the time, it is judged that the above-mentioned predetermined utilization conditions are satisfied. 如申請專利範圍第1項所記載之遊戲機,其中,更具備:顯示裝置,係顯示遊戲畫面;於前述遊戲畫面,顯示有表示前述狀況賦予量之殘量的狀況賦予量計條,與表示前述遊玩期間基準量之殘量的遊玩期間計條。 The game machine according to the first aspect of the invention, further comprising: a display device that displays a game screen; and the game screen displays a situation-added amount bar indicating the amount of the situation-added amount, and During the play period, the amount of the reference amount is counted during the play period. 如申請專利範圍第4項所記載之遊戲機,其中,作為前述遊玩期間計條,採用殘量於沿著外周的方向增減之圓形計條。 The game machine according to the fourth aspect of the invention, wherein the game strip is used as a round slip in which the remaining amount is increased or decreased along the outer circumference. 如申請專利範圍第1項至第5項中任一項所記載之遊戲機,其中,前述基準量增減控制手段,係以前述遊玩期間基準量具有作為可進行遊玩前述遊戲之時間的功能之方式,作為前述所定減少條件之一而採用遊玩時間,並每於前述遊戲的遊玩中經過所定單位時間則判斷滿足前述所定減少條件,藉此,伴隨前述遊玩時間的經過而使前述遊玩期間基準量減少。 The game machine according to any one of the first to fifth aspects of the present invention, wherein the reference amount increase/decrease control means has a function as a time during which the game can be played by the play period reference amount. According to the aspect, the play time is used as one of the predetermined reduction conditions, and the predetermined reduction condition is satisfied every time the predetermined unit time elapses during the play of the game, whereby the reference period of the play period is caused by the passage of the play time. cut back. 如申請專利範圍第1項至第5項中任一項所記載之遊戲機,其中,前述遊戲,係以出現可移動於所定區域內的角色之方式構成;前述狀況賦予手段,係作為前述所定狀況,賦予相較於該所定狀況的賦予前,前述角色的移動速度上升之狀況。 The game machine according to any one of the preceding claims, wherein the game is configured to be movable in a predetermined area; the condition providing means is as defined above. In the case, the movement speed of the character is increased before the giving of the predetermined situation. 一種控制方法,其特徵為使被組入於利用因應遊戲狀況而積存,為了在遊戲中賦予所定狀況所消費之狀況賦 予量的遊戲機之電腦,執行以下工程:狀況賦予工程,係藉由消費前述狀況賦予量,於前述遊戲中賦予前述所定狀況;及基準量增減控制工程,係與遊藝價值的消費交換而使在前述遊戲中具有作為遊玩期間之基準的功能之遊玩期間基準量增加,並且在滿足所定減少條件時,使前述遊玩期間基準量減少;並且執行:進而,在前述狀況賦予工程中,在作為前述所定減少條件之一,滿足所定利用條件時,為了賦予前述所定狀況而利用在前述基準量增減控制工程中所減少之前述遊玩期間基準量的減少量的工程。 A control method which is characterized in that it is accumulated in the use of the game in response to the situation of the game, and is used to give a certain situation in the game. In the computer of the game machine, the following items are executed: the condition is given to the project, and the predetermined condition is given in the game by consuming the amount of the aforementioned situation; and the reference amount increase and decrease control project is exchanged with the consumption of the game value. The amount of play during the play period having the function as the reference for the play period in the game is increased, and when the predetermined reduction condition is satisfied, the reference amount of the play period is reduced; and the execution is performed: In the case of satisfying the predetermined use condition, one of the predetermined reduction conditions is a project in which the amount of decrease in the reference period of the play period reduced in the reference amount increase/decrease control project is used in order to provide the predetermined condition. 一種記憶遊戲機用之電腦程式的記憶媒體,其特徵為:該電腦程式,係構成為使被組入於利用因應遊戲狀況而積存,為了在遊戲中賦予所定狀況所消費之狀況賦予量的遊戲機之電腦,具有作為以下手段的功能:狀況賦予手段,係藉由消費前述狀況賦予量,於前述遊戲中賦予前述所定狀況;及基準量增減控制手段,係與遊藝價值的消費交換而使在前述遊戲中具有作為遊玩期間之基準的功能之遊玩期間基準量增加,並且在滿足所定減少條件時,使前述遊玩期間基準量減少;又構成為使電腦具有以下手段的功能:進而,使前述狀況賦予手段,在作為前述所定減少條 件之一,滿足所定利用條件時,為了賦予前述所定狀況而利用前述基準量增減控制手段所減少之前述遊玩期間基準量的減少量的手段。 A memory medium for a computer program for a memory game machine, characterized in that the computer program is configured to be incorporated in a game that is accumulated in response to a game situation and that is given a quantity to be consumed in a game. The computer of the machine has a function as a means for providing a situation in which the predetermined condition is given in the game by consuming the amount of the situation, and a reference amount increase/decrease control means is exchanged with the consumption of the game value. In the game described above, the reference amount of the play period having the function as the reference of the play period is increased, and when the predetermined reduction condition is satisfied, the reference amount during the play period is reduced; and the computer is configured to have the following means: State-providing means, as the aforementioned reduction strip In the case of satisfying the predetermined use condition, the means for reducing the amount of the play period reference amount reduced by the reference amount increase/decrease control means is used in order to provide the predetermined condition.
TW101130420A 2011-08-24 2012-08-22 Game machine, control method and storage medium storing computer program used thereof TW201315521A (en)

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