TW201919741A - Game system and recording medium recorded with computer program used in the game system - Google Patents
Game system and recording medium recorded with computer program used in the game system Download PDFInfo
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- TW201919741A TW201919741A TW107129834A TW107129834A TW201919741A TW 201919741 A TW201919741 A TW 201919741A TW 107129834 A TW107129834 A TW 107129834A TW 107129834 A TW107129834 A TW 107129834A TW 201919741 A TW201919741 A TW 201919741A
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating 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
- A63F13/69—Generating 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/792—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
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- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
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Abstract
Description
本發明是有關支付(payout)率的調整為可能的遊戲系統。The present invention relates to a game system in which adjustment of a payout rate is possible.
在遊藝價值的消費及兌換,使競賽者玩遊戲,按照取得的結果來賦予競賽者報酬的遊戲系統為周知。在此種的遊戲系統中,有時需要調整對於競賽者的報酬的支付率,亦即,報酬量對於根據競賽者的遊藝價值的消費量之比(或百分率)。例如,遊戲系統被經營於業務用途或商業用途時,須以經營主體可確保適當的利潤之方式調整支付率。另一方面,在使用代幣(medal)等的遊藝媒體之遊戲中,遊戲的結果會按照競賽者之遊藝媒體的投入操作這樣的遊戲操作的巧拙而變化。因此,最好如競賽者的技巧(有關遊藝的技量)越高,賦予越多的報酬這樣,在競賽者的技巧與報酬量之間設定一定的關聯性。但,問題是在按照技巧來使報酬量變化時,怎麼樣導入支付率的調整。例如,若競賽者明確地感到支付率的控制對於報酬的賦予介入的情形,則會產生遊戲的興趣被削減這樣的不合適。作為對於如此的課題之一個的解決方案,有在遊戲符合一定的條件時實行根據預定的抽選機構之抽選,且如使在抽選取得的報酬的期待值按照支付率的狀況來變化這樣,將抽選處理利用於支付率的控制之系統被提案(例如參照專利文獻1)。 [先前技術文獻] [專利文獻]Game systems that consume and redeem entertainment value to enable contestants to play games and reward contestants according to the results obtained are well known. In such a game system, it is sometimes necessary to adjust the payment rate for the competitor's reward, that is, the ratio (or percentage) of the amount of reward to the consumption amount based on the game value of the competitor. For example, when a game system is operated for business or commercial purposes, it is necessary to adjust the payment rate in such a way that the operating entity can ensure an appropriate profit. On the other hand, in games using amusement media such as tokens, the result of the game changes in accordance with the cleverness of the game operation such as the operation of the contestant's entertainment media. Therefore, it is better to set a certain correlation between the skill of the competitor and the amount of reward, such as the higher the skill of the competitor (the amount of skill related to amusement) and the more reward is given. However, the problem is how to adjust the payment rate when the amount of reward is changed according to skills. For example, if the competitor clearly feels that the control of the payout rate is involved in the payment of rewards, it may be inappropriate to reduce the interest in the game. As a solution to such a problem, when a game meets certain conditions, a lottery according to a predetermined lottery is implemented, and if the expected value of the reward obtained in the lottery is changed according to the status of the payment rate, the lottery is selected. A system for processing the control of the payment rate has been proposed (for example, refer to Patent Document 1). [Prior Art Literature] [Patent Literature]
[專利文獻1]日本特開2011-36549號公報[Patent Document 1] Japanese Patent Laid-Open No. 2011-36549
(發明所欲解決的課題)(Problems to be solved by the invention)
在以往的遊戲系統中,抽選處理只不過是作為競賽者在遊戲取得預定的結果時產生的追加性的報酬的獲得機會實行,其結果也與競賽者的技巧沒有關係。因此,對於在包含按照技巧來賦予報酬的要素的遊戲放進調整支付率的機能的課題是尚有檢討的餘地。In the conventional game system, the lottery process is merely implemented as a chance for the competitor to obtain additional rewards when the game obtains a predetermined result, and the result is not related to the skill of the competitor. Therefore, there is still room for review on the issue of putting the function of adjusting the payout rate in a game that includes a skill-based reward element.
於是,本發明是以提供一種可對於按照競賽者的遊戲操作來賦予報酬的遊戲適當地放進支付率的調整之遊戲系統等作為目的。 (用以解決課題的手段)Then, this invention aims at providing the game system etc. which can adjust the payment rate appropriately for the game which is rewarded according to the game operation of a contestant. (Means for solving problems)
本發明之一形態的遊戲系統,係具備: 遊戲操作受理手段,其係於預定的遊藝價值的消費與兌換受理競賽者的遊戲操作; 遊戲控制手段,其係按照受理的遊戲操作來運算遊戲結果; 報酬量決定手段,其係根據運算的遊戲結果來決定應賦予前述競賽者的報酬量;及 報酬賦予手段,其係將決定的量的報酬賦予前述競賽者, 前述報酬量決定手段更具備: 抽選手段,其係於預定的抽選條件成立時實行預定的抽選;及 報酬量調整手段,其係以在前述遊戲結果與賦予前述競賽者的報酬量的對應關係產生變化的方式,按照前述抽選的結果來調整應根據前述遊戲結果而被決定的報酬量。A game system according to one aspect of the present invention includes: game operation acceptance means, which are related to the game operation of a predetermined game value consumption and exchange acceptance contestant; game control means, which calculates a game result according to the accepted game operation ; Means for determining the amount of reward, which determines the amount of reward that should be given to the aforementioned contestant according to the result of the operation of the game; and means for giving compensation, which means that the determined amount of reward is given to the aforementioned contestant, the means for determining the amount of reward is more equipped: The lottery means is to implement a predetermined lottery when the predetermined lottery conditions are satisfied; and the amount of compensation adjustment means is to change the correspondence relationship between the game result and the amount of reward given to the contestant in accordance with the aforementioned lottery. As a result, the amount of reward to be determined according to the aforementioned game result is adjusted.
本發明之一形態之記錄有遊戲系統用的電腦程式之記錄媒體,係被構成為使含在遊戲系統的電腦作為下列手段機能, 遊戲操作受理手段,其係於預定的遊藝價值的消費與兌換受理競賽者的遊戲操作; 遊戲控制手段,其係按照受理的遊戲操作來運算遊戲結果; 報酬量決定手段,其係根據運算的遊戲結果來決定應賦予前述競賽者的報酬量; 報酬賦予手段,其係將決定的量的報酬賦予前述競賽者, 前述報酬量決定手段更作為下列手段機能, 抽選手段,其係於預定的抽選條件成立時實行預定的抽選;及 報酬量調整手段,其係以在前述遊戲結果與應賦予前述競賽者的報酬量的對應關係產生變化的方式,按照前述抽選的結果來調整應根據前述遊戲結果而被決定的報酬量。A recording medium in which a computer program for a game system is recorded according to one aspect of the present invention is configured so that a computer included in the game system functions as the following means, and a game operation acceptance means is based on consumption and exchange of predetermined game value Accept game operations of contestants; game control means, which calculates the game results according to the accepted game operations; reward amount determination means, which determines the amount of rewards that should be given to the aforementioned contestants based on the calculated game results; remuneration giving means, It is to award the determined amount of reward to the aforementioned contestant. The aforementioned means for determining the amount of reward functions as the following means. The means of selection, which implements a predetermined lottery when predetermined conditions for the lottery are established; and means of adjusting the amount of compensation, which is based on In a manner in which the correspondence between the game result and the amount of reward to be given to the contestant changes, the amount of reward to be determined based on the game result is adjusted according to the result of the lottery.
本發明的其他的形態的遊戲系統,係包含: 輸入裝置,其係檢測出競賽者的遊戲操作; 記憶裝置,其係記憶預定的電腦程式;及 處理器,其係與前述輸入裝置及前述記憶裝置連接,根據前述記憶裝置的電腦程式來實行預定的處理, 其特徵為: 前述處理器,係根據前述電腦程式,在預定的遊藝價值的消費與兌換受理經由前述輸入裝置之競賽者的遊戲操作,按照受理的遊戲操作來運算遊戲結果,根據運算的遊戲結果來決定應賦予前述競賽者的報酬量,將決定的量的報酬賦予前述競賽者,且在前述報酬量的決定中,於預定的抽選條件成立時實行預定的抽選,以在前述遊戲結果與應賦予前述競賽者的報酬量的對應關係產生變化的方式,按照前述抽選的結果來調整應根據前述遊戲結果而被決定的報酬量。Other forms of the game system of the present invention include: an input device which detects a game operation of a contestant; a memory device which stores a predetermined computer program; and a processor which is connected with the aforementioned input device and the aforementioned memory The device is connected and performs predetermined processing according to the computer program of the aforementioned memory device. Its characteristics are: The aforementioned processor is based on the aforementioned computer program, and accepts the game operation of the contestant via the aforementioned input device at the consumption and exchange of predetermined game value. , Calculate the game result according to the accepted game operation, determine the amount of reward that should be given to the contestant according to the calculated game result, and give the determined amount of reward to the contestant, and in the determination of the amount of reward, in a predetermined When the lottery conditions are established, a predetermined lottery is implemented to adjust the amount of reward to be determined according to the result of the game in a manner that the corresponding relationship between the game result and the amount of reward to be given to the contestant changes.
圖1是表示本發明之一形態的遊戲系統的要部。遊戲系統1是至少包含一台(在圖1中只顯示一台)的遊戲機2。遊戲機2是被設置於不特定多數的公衆出入的娛樂施設等來以業務用途或商業用途經營。此種的遊戲機是有被稱為機台(arcade)遊戲機的情形。遊戲機2是亦可經由網際網路等的網路3來可通訊地與預定的遊戲伺服器4連接。遊戲伺服器4是至少包含一台的物理性的伺服器用電腦裝置。遊戲伺服器4是亦可作為組合複數台的伺服器用電腦裝置的伺服器系統被構成,或亦可作為利用雲端運算(cloud computing)的邏輯性的伺服器系統被構成。FIG. 1 shows the main parts of a game system according to an aspect of the present invention. The game system 1 is a game machine 2 including at least one (only one is shown in FIG. 1). The gaming machine 2 is an entertainment facility or the like installed in an unspecified number of people, and is operated for business use or commercial use. Such a game machine may be called an arcade game machine. The game machine 2 is also communicably connected to a predetermined game server 4 via a network 3 such as the Internet. The game server 4 is a physical server computer device including at least one. The game server 4 may be configured as a server system in which a plurality of server computer devices are combined, or may be configured as a logical server system using cloud computing.
遊戲機2是具備:顯示遊戲畫面的顯示裝置5、被配置成為包圍該顯示裝置5的外周之複數的站6、及在站6間被共用的中心抽選機構7。顯示裝置5是可使用一個或複數的平板顯示裝置作為一例。顯示裝置5是以其顯示面成為水平且朝上的方式被設置於遊戲機2。站6是針對遊戲機2的一邊各兩個,在遊戲機2的全體設置八個。在各站6是設有受理關聯於遊戲的競賽者的輸入操作之輸入裝置8。輸入裝置8是在全部的站6間彼此相等的構成。輸入裝置8是具備檢測出競賽者的遊戲操作之檢測部8a。檢測部8a是包含操作桿9、小按鈕10及大按鈕11作為其一例。操作桿9是以從競賽者來看直立於鉛直上方的中立位置作為基準,可操作於前後方向及左右方向,且輸出對應於操作方向的操作訊號。但,操作桿9是亦可從中立位置操作於360°所有的方向。小按鈕10及大按鈕11的各者是輸出對應於競賽者的按壓操作的操作訊號。大按鈕11是比小按鈕10更大,藉此按鈕10、11是被視覺性地差別化。The gaming machine 2 includes a display device 5 that displays a game screen, a plurality of stations 6 arranged to surround the periphery of the display device 5, and a center lottery mechanism 7 that is shared among the stations 6. The display device 5 is an example in which one or a plurality of flat display devices can be used. The display device 5 is installed on the gaming machine 2 such that the display surface thereof is horizontal and upward. The stations 6 are two for each side of the gaming machine 2 and eight are installed in the entire gaming machine 2. Each station 6 is provided with an input device 8 that accepts an input operation of a contestant related to the game. The input device 8 is configured to be equal to each other among all the stations 6. The input device 8 is provided with a detection unit 8a that detects a game operation of a competitor. The detection unit 8a includes an operation lever 9, a small button 10, and a large button 11 as an example. The operating lever 9 is based on a neutral position standing vertically above as viewed from the contestant, and can be operated in the front-rear direction and the left-right direction, and outputs an operation signal corresponding to the operation direction. However, the operation lever 9 can be operated in all directions of 360 ° from the neutral position. Each of the small button 10 and the large button 11 outputs an operation signal corresponding to a pressing operation of a competitor. The large button 11 is larger than the small button 10, whereby the buttons 10, 11 are visually differentiated.
在各站6是從競賽者所擁有的卡、攜帶型終端機等的記憶媒體(未圖示)讀取媒體ID的讀取器12也被設置。媒體ID是按每個記憶媒體來被獨特地設定。保持媒體ID的記憶媒體是可使用磁氣記憶媒體、IC晶片和其他的各種的非揮發性的記憶媒體。在遊戲系統1中,媒體ID是按每個競賽者來與獨特的競賽者ID建立對應。競賽者ID是識別競賽者的競賽者識別資訊之一例。遊戲系統1是具備根據經由讀取器12取得的媒體ID來判別競賽者的競賽者ID,藉此識別競賽者的機能。競賽者ID是被利用在競賽者的認證、與競賽者建立對應的競賽資料的判別等。競賽資料是記錄了競賽者的遊戲的競賽內容之資料,被利用在競賽者從前回繼續玩遊戲的用途等。競賽者的識別、及有關競賽資料的保存之構成是與周知的遊戲系統同樣即可。A reader 12 is also provided at each station 6 for reading the media ID from a storage medium (not shown) such as a card owned by the contestant, a portable terminal, or the like. The media ID is uniquely set for each storage medium. The storage medium holding the media ID is a magnetic storage medium, an IC chip, or other various non-volatile storage media. In the game system 1, the media ID is associated with a unique contestant ID for each contestant. The competitor ID is an example of competitor identification information for identifying a competitor. The game system 1 has a function of identifying a contestant by identifying a contestant ID based on the media ID obtained through the reader 12, thereby identifying the contestant. The competitor ID is used for authentication of the competitor, determination of the competition data corresponding to the competitor, and the like. Contest data is data that records the content of the game of the competitor, and is used for the purpose of the competitor to continue playing the game. The configuration of the contestant identification and the storage of the competition data may be the same as that of a well-known game system.
中心抽選機構7是藉由遊戲機2的一對的柱13及樑14,在以位於顯示裝置5的顯示面的中央上方之方式垂吊下的狀態下被支持。中心抽選機構7是例如在遊戲,預定的獲獎條件成立時,利用球等的遊藝媒體來實行抽選,作為將對應於抽選結果的報酬賦予競賽者的物理性抽選機構之一例設置。例如,在可獲得多量的報酬的頭獎(jackpot)抽選等時利用中心抽選機構7即可。The center lottery mechanism 7 is supported by a pair of pillars 13 and beams 14 of the gaming machine 2 in a state of being suspended so as to be positioned above the center of the display surface of the display device 5. The central lottery mechanism 7 is, for example, a physical lottery mechanism that assigns a reward corresponding to the result of a lottery to a contestant when a predetermined winning condition for a game is established. For example, the center lottery mechanism 7 may be used when a jackpot lottery or the like for which a large amount of rewards can be obtained.
在遊戲機2是更設有:接納作為遊藝媒體之一例的代幣之代幣接納裝置15、對於競賽者付出代幣之付出口16、輸出演出遊戲的聲音之喇叭裝置17等各種的機器類。代幣是作為象徵遊藝價值的遊藝媒體之一例被利用。例如,1枚的代幣是相當於遊藝價值的一單位。遊藝價值是在競賽者進行預定的遊戲操作時被消費的價值。遊藝價值是可利用適當的用語來定量地表現。表示競賽者在遊戲可消費的遊藝價值時,利用「點數(CREDIT)」的用語來定量地表現遊藝價值,作為一例。該情況,1點數相當於遊藝價值的一單位。一旦競賽者將1枚的代幣投入遊戲機2,則如該競賽者擁有1點數的遊藝價值這樣,代幣的枚數與點數數建立對應。但,點數是不限於藉由物理性的代幣的投入來加算之例。亦可藉由使用現金或虛擬貨幣的結帳手段來使競賽者預先購入遊藝價值,將購入後的遊藝價值的量保存於競賽資料,藉此將被保持於競賽資料的遊藝價值置換成競賽者在遊戲可消費的點數。代幣接納裝置15的代幣投入口15a是被設為在相鄰的二個站6間共有。因為指示代幣從哪個側的站6投入,所以在代幣接納裝置15是設有站選擇開關15b。The gaming machine 2 is further provided with various types of equipment, such as a token receiving device 15 that accepts tokens as an example of amusement media, a payment outlet 16 for paying out tokens to contestants, and a horn device 17 that outputs the sound of a performance game. . Tokens are used as an example of entertainment media that symbolizes the value of entertainment. For example, a token is a unit equivalent to the value of amusement. Gaming value is the value that is consumed when a competitor performs a predetermined game operation. The value of amusement can be expressed quantitatively using appropriate terms. When showing the value of entertainment value that can be consumed by the game, the contestant uses the term "CREDIT" to quantitatively express the value of entertainment value as an example. In this case, one point is equivalent to one unit of amusement value. Once a contestant puts one token into the gaming machine 2, if the contestant has a point of gaming value, the number of tokens corresponds to the number of points. However, the points are not limited to the example of the addition of physical tokens. It is also possible to use cash or virtual currency checkout methods to enable contestants to purchase game value in advance, and save the amount of game value after purchase in the competition data, thereby replacing the game value maintained in the competition data with the contestant Points that can be consumed in the game. The token input port 15 a of the token receiving device 15 is shared between two adjacent stations 6. Since the station 6 is instructed from which side the token is put in, the token receiving device 15 is provided with a station selection switch 15b.
在遊戲機2所被提供的遊戲是可適當地選擇,在此是競賽者在遊戲應進行的操作的至少一部分為受理預定量的遊藝價值(點數)的消費及兌換的遊戲被實行於遊戲機2。根據圖2來說明其一例。圖2是表示在顯示裝置5的顯示面上所被顯示的遊戲畫面之一例。遊戲畫面100是被顯示於以圖1的境界線BL來將顯示裝置5的顯示面二等分取得的二個區域的各者。亦即,圖2的遊戲畫面100是在四個的站6間共有的遊戲畫面。在遊戲畫面100設有競賽區域101及資訊提示區域102。競賽區域101是顯示遊戲的進展狀況的區域,資訊提示區域102是隨著遊戲的進展來顯示應提示給競賽者的資訊之區域。The game to be provided on the gaming machine 2 is appropriately selectable. Here, a game in which at least a part of the operation to be performed by the contestant is to receive and exchange a predetermined amount of game value (points) is executed in the game. Machine 2. An example will be described with reference to FIG. 2. FIG. 2 shows an example of a game screen displayed on the display surface of the display device 5. The game screen 100 is displayed on each of two regions obtained by dividing the display surface of the display device 5 in half with the boundary line BL in FIG. 1. That is, the game screen 100 of FIG. 2 is a game screen shared among four stations 6. The game screen 100 is provided with a competition area 101 and an information presentation area 102. The competition area 101 is an area that displays the progress of the game, and the information presentation area 102 is an area that displays information that should be presented to the competitors as the game progresses.
在競賽區域101是顯示有:被格子狀地區分的長方形狀的遊戲場(game field)110、競賽者人物(character)111A~111D、及複數的敵人物112。競賽者人物111A~111D是與共有遊戲畫面100的四個的站6的各者1對1建立對應。競賽者人物111A~111D是按照競賽者對於對應的站6的輸入裝置8之操作來移動於遊戲場110內。亦即,競賽者人物111A~111D是按照競賽者的操作來移動於遊戲場110的競賽者實物(object)之一例。競賽者人物111A~ 111D是在利用形狀、顏色、模樣和其他的視覺性要素來可互相識別的狀態下被顯示。在遊戲畫面100是顯示有用以識別競賽者人物111A~111D與站6的對應關係之指標(indicator)113。指標113是作為連結站6的位置與競賽者人物111A~111D的直線狀的畫像被顯示,作為一例。但,指標113是不限於直線狀,只要可使競賽者識別站6與競賽者人物111A~111D的對應關係,以適當的形態顯示即可。以下,有以參照符號111來代表競賽者人物111A~111D的情形。In the competition area 101, there are displayed a rectangular game field 110 that is divided into a grid pattern, contestant characters 111A to 111D, and a plurality of enemy objects 112. The contestant characters 111A to 111D correspond to each of the four stations 6 sharing the game screen 100 one-to-one. The competitor characters 111A to 111D are moved in the game field 110 in accordance with the operation of the input device 8 of the corresponding station 6 by the competitor. That is, the contestant characters 111A to 111D are examples of a contestant object that moves in the game field 110 in accordance with the contestant's operation. The contestant characters 111A to 111D are displayed in a state in which they can be recognized from each other using shapes, colors, patterns, and other visual elements. An indicator 113 is displayed on the game screen 100 to identify the correspondence between the contestant characters 111A to 111D and the station 6. The index 113 is displayed as a linear image of the position of the connecting station 6 and the contestant characters 111A to 111D as an example. However, the index 113 is not limited to a straight line, as long as the correspondence between the contestant identification station 6 and the contestant characters 111A to 111D can be displayed in an appropriate form. In the following, the reference characters 111 are used to represent the contestant characters 111A to 111D.
競賽者人物111是按照競賽者操作操作桿9的方向來移動於遊戲場110內。但,在遊戲場110是配置有複數的區塊(block)114、115。配置有區塊114、115之處是作為競賽者人物111不能移動的位置被設定。因此,競賽者是須沿著未被放置區塊114、115的通路來一面使競賽者人物111移動一面進展遊戲。另外,區塊114是被固定性地配置於遊戲場110,作為不產生移動、消滅等的變化之固定區塊被設置。另一方面,區塊115是競賽者人物111取一定的行動時等,按照一定的條件來產生消滅這樣的變化之可變區塊被設置。The competitor character 111 moves in the game field 110 in the direction in which the competitor operates the operation lever 9. However, in the game field 110, plural blocks 114 and 115 are arranged. Where the blocks 114 and 115 are arranged, the position where the player character 111 cannot move is set. Therefore, the contestant must move the contestant character 111 along the path where the blocks 114 and 115 are not placed to progress the game. In addition, the block 114 is fixedly arranged in the game field 110 and is provided as a fixed block that does not cause changes such as movement and destruction. On the other hand, the block 115 is a variable block in which a contestant character 111 takes a certain action, etc., and a change is made in accordance with a certain condition to eliminate such a change.
敵人物112是藉由遊戲機2的電腦來控制其行動。亦即,敵人物112是無法藉由競賽者來操作,所謂的非競賽者人物之一例。敵人物112的數量、位置、移動方向等是藉由遊戲機2的電腦來適當地控制。敵人物112是作為競賽者人物111之攻撃的對象被設定。例如圖3A所示般,競賽者人物111是可在遊戲場110的適當的位置(但,區塊114、115的位置除外)放置模仿炸彈等的攻撃項目116。如圖3B所示般,攻撃項目116是一旦如其設置後一定時間經過這樣符合預定的效果發生條件,則發揮其效果。攻撃項目116的效果是例如被設定為可取得:以攻撃項目116的設置處作為中心,在預定的範圍產生爆炸氣浪般的影響範圍116a,存在於該影響範圍116a的敵人物112被擊敗這樣的遊戲結果。亦可設定有可變區塊115被破壊這樣的效果,作為攻撃項目116的效果之一。The enemy 112 is controlled by the computer of the game machine 2. That is, the enemy object 112 is an example of a so-called non-competitor character that cannot be operated by a contestant. The number, position, moving direction, and the like of the enemies 112 are appropriately controlled by the computer of the game machine 2. The enemy 112 is set as the target of attack by the contestant character 111. For example, as shown in FIG. 3A, the contestant character 111 is an attack item 116 that can place a mock bomb or the like at an appropriate position on the playground 110 (except for the positions of the blocks 114 and 115). As shown in FIG. 3B, the attack item 116 exhibits its effect once it meets a predetermined effect generation condition after a certain period of time elapses after it is set. The effect of the attack item 116 is, for example, set to be obtainable: centering on the location of the attack item 116, an explosive area 116a is generated within a predetermined range, and the enemy 112 existing in the affected area 116a is defeated. Game results. An effect that the variable block 115 is broken may be set as one of the effects of the attack item 116.
攻撃項目116是按照影響範圍116a的大小來準備複數種類。競賽者是例如藉由操作小按鈕10,可設置影響範圍116a相對性小的攻撃項目116,藉由操作大按鈕11,可設置影響範圍116a相對性大的攻撃項目116。影響範圍116a的大小是可作為攻撃項目116給予遊戲結果的影響的大小掌握。換言之,在攻撃項目116準備有遊戲的價值(給予遊戲結果的影響作為一例)被差別化的複數種類。另外,攻撃項目116的位置是例如按照競賽者人物111的位置來設定即可。例如,競賽者操作操作桿9來使競賽者人物111移動至適當的位置,若在該位置操作按鈕10或11,則攻撃項目116會被設置於在該時間點的競賽者人物111的位置。The attack item 116 prepares plural types according to the size of the influence area 116a. The contestant can set, for example, an attack item 116 having a relatively small influence range 116 a by operating the small button 10, and can set an attack item 116 having a relatively large influence area 116 a by operating the large button 11. The size of the influence range 116a is the size of the influence that can be given to the game result by the attack item 116. In other words, in the attack item 116, there are plural types in which the value of the game (the effect on the game result is taken as an example) is differentiated. The position of the attack item 116 may be set according to the position of the contestant character 111, for example. For example, if the competitor operates the joystick 9 to move the competitor character 111 to an appropriate position, and if the button 10 or 11 is operated at this position, the attack item 116 is set at the position of the competitor character 111 at that point in time.
操作小按鈕10或大按鈕11來設置攻撃項目116的操作是作為被受理於競賽者之預定量的遊藝價值的消費與兌換的遊戲操作的一種而被設定。遊藝價值的消費量是以攻撃項目116的效果(或價值)越大,消費量越大的方式,按照攻撃項目116的效果而被差別化。例如,操作小按鈕10來設置攻撃項目116時是消費1點數,操作大按鈕11來設置攻撃項目116時是消費3點數這樣般。當競賽者未擁有攻撃項目116的設置所必要的量的點數時,即使操作按鈕10、11,攻撃項目116也不被設置。The operation of operating the small button 10 or the large button 11 to set the attack item 116 is set as one of game operations for consumption and exchange of a predetermined amount of game value accepted by a contestant. The consumption of amusement value is differentiated according to the effect of the attack item 116 in a manner that the effect (or value) of the attack item 116 is larger and the consumption amount is larger. For example, when the small button 10 is operated to set the attack item 116, 1 point is consumed, and when the large button 11 is set to set the attack item 116, 3 points are consumed. When the competitor does not have the amount of points necessary for the setting of the attack item 116, the attack item 116 is not set even if the buttons 10 and 11 are operated.
另一方面,藉由攻撃項目116的效果,如敵人物112被擊敗這樣,對於與點數的消費建立關聯的遊戲操作,可取得預定的遊戲結果時,競賽者是被賦予報酬。敵人物112是存在應賦予競賽者的報酬量不同的複數種類。圖2的例子是藉由剖面線來互相區別顯示4種類的敵人物112。但,敵人物112的種類是適當即可。藉由使敵人物112的形狀、顏色、模樣和其他的視覺的要素差別化,以對應於種類的形態顯示敵人物112即可。圖3C是表示賦予對應於敵人物112的種類之量的報酬的一例。在圖3B中,假定成:在影響範圍116a存在2個的敵人物112,以在擊敗一方的敵人物112時是賦予1枚的代幣,在擊敗另一方的敵人物112時是賦予3枚的代幣作為報酬之一例的方式,設定敵人物112與報酬量的對應關係。該情況,如圖3C所示般,將存在於影響範圍116a的敵人物112會消滅,與此兌換分別產生1枚及3枚的代幣作為報酬,合計4枚的代幣賦予競賽者作為報酬的情形提示給競賽者的演出會被附加於遊戲畫面100。On the other hand, due to the effect of the attack item 116, if the enemy 112 is defeated, the player is rewarded when a predetermined game result can be obtained for a game operation related to the consumption of points. The enemies 112 are plural types in which different amounts of rewards should be given to competitors. The example of FIG. 2 shows four types of enemy objects 112 by being distinguished from each other by hatching. However, the type of the enemy object 112 may be appropriate. By differentiating the shape, color, appearance, and other visual elements of the enemy 112, the enemy 112 may be displayed in a form corresponding to the type. FIG. 3C shows an example of a reward given to an amount corresponding to the type of the enemy object 112. In FIG. 3B, it is assumed that there are two enemy objects 112 in the area of influence 116a, so that one token is awarded when defeating one enemy object 112, and three tokens are awarded when defeating the other enemy object 112. As an example of the reward, the corresponding relationship between the enemy 112 and the reward amount is set. In this case, as shown in FIG. 3C, the enemy 112 existing in the area of influence 116a will be destroyed, and 1 and 3 tokens will be exchanged for this exchange, and a total of 4 tokens will be awarded to the contestant as compensation. It is suggested that the performance to the contestant will be attached to the game screen 100.
另外,雖在圖2未顯示,但敵人物112是包含在遊戲特別的條件成立時出現的特別人物。特別人物是與通常的敵人物作比較,為了擊敗所必要的點數的消費量多,且作為可獲得更多的報酬的敵人物112被設定者,例如被稱為首領人物等的人物。例如,特別人物是若不複數次使用攻撃項目116則無法擊敗,且在擊敗時是被設定為與可藉由一次的攻撃項目116的使用來擊敗的敵人物112作比較,可獲得多量的代幣。用以特別人物出現的條件(切換條件之一例)是按照遊戲的情況來適當地設定即可。例如,在遊戲可取得預定的遊戲結果時、預定量的遊藝價值被消費時等,與遊戲建立關聯來適當地設定條件即可。In addition, although not shown in FIG. 2, the enemy object 112 is a special character included when a special condition of the game is satisfied. The special character is a person who is set as an enemy character 112, for example, a character called a leader character, etc., in comparison with a normal enemy object, and consumes a large amount of points necessary for defeating, and obtains more rewards. For example, special characters cannot be defeated if they use attack item 116 multiple times, and when set, they are set to compare with enemy item 112 that can be defeated by the use of one attack item 116, and a large number of generations can be obtained. currency. The condition (an example of a switching condition) for the presence of a special character may be appropriately set according to the situation of the game. For example, when a predetermined game result can be obtained in a game, when a predetermined amount of game value is consumed, and the like, the conditions may be appropriately set in association with the game.
如以上般,在圖2所例示的遊戲中,依據競賽者在怎樣的場所以怎樣的時機設置攻撃項目116,競賽者獲得的報酬量會變化。若瞄準多數的敵人物112集合之處或報酬量多的敵人物112存在之處來使競賽者人物111移動而設置攻撃項目116,則競賽者可擊敗更多的敵人物112或擊敗價值更高的敵人物112而獲得多量的代幣。因此,圖2的遊戲是包含:遊戲結果會按照競賽者的技巧而變化,報酬量也會對應於此而變化,所謂的技巧遊戲的要素。As described above, in the game exemplified in FIG. 2, the amount of rewards received by the contestant varies depending on where and when the contestant sets the attack item 116 in the game. If aiming at a place where a large number of enemies 112 meet or a lot of enemies 112 exist to move the competitor character 111 and set an attack item 116, the competitor can defeat more enemies 112 or a higher value. Enemies 112 to get a lot of tokens. Therefore, the game of FIG. 2 includes: the game result will change according to the skill of the competitor, and the amount of reward will also change accordingly. The so-called skill game elements.
在圖2所示的遊戲畫面100,於資訊提示區域102是設有分別與共有遊戲畫面100的四個站6對應成1對1而被區別的四個部門(section)102a~102d。在部門102a~ 102d的各者是設有點數顯示部103。在點數顯示部103是顯示有對應的站6的競賽者所能在遊戲消費的點數的餘數。In the game screen 100 shown in FIG. 2, the information presentation area 102 is provided with four sections 102 a to 102 d which are distinguished in a one-to-one correspondence with the four stations 6 sharing the game screen 100. In each of the departments 102a to 102d, a point display unit 103 is provided. The points display unit 103 displays the remainder of the points that can be consumed by the contestant of the corresponding station 6 in the game.
在上述的遊戲中,賦予競賽者的報酬量會依據被擊敗的敵人物112的種類及數量而變化,但由支付率的控制的觀點來調整該報酬量的機能會被安裝於遊戲機2。在圖4顯示該報酬量調整的一例。在圖4的例子中,首先按照遊戲結果,決定作為原本應賦予競賽者的報酬量之代幣枚數M(F1)。例如,如圖3C般,若擊敗報酬的代幣枚數分別被設定成1枚及3枚的敵人物112,則報酬的代幣枚數被定為4枚。另一方面,在遊戲預定的抽選條件成立時,進行利用遊戲機2的電腦之抽選(F2)。此抽選不是根據在遊戲機2作為物理性抽選機構設置的中心抽選機構7,而是作為按照每個抽選的選擇項所被設定的抽選機率來選擇任一個的選擇項之內部抽選處理被實施。In the game described above, the amount of reward given to the contestant varies depending on the type and number of the defeated enemy 112, but the function of adjusting the amount of reward from the viewpoint of controlling the payout rate is installed on the gaming machine 2. An example of this compensation adjustment is shown in FIG. 4. In the example of FIG. 4, first, the number of tokens M (F1) which is the amount of reward that should be given to the contestant is determined based on the game result. For example, as shown in FIG. 3C, if the number of tokens to be defeated is set to one and three enemies 112, respectively, the number of tokens to be remunerated is set to four. On the other hand, when a lottery condition scheduled for the game is satisfied, a lottery using the computer of the gaming machine 2 is performed (F2). This lottery is not performed in accordance with the central lottery mechanism 7 provided as a physical lottery mechanism in the gaming machine 2, but is implemented as an internal lottery process that selects any one of the options according to the lottery probability set for each lottery option.
內部抽選處理是在決定對應於遊戲結果的報酬量之前或決定之後被實行。一旦遊戲結果定下來,則根據作為對應於該遊戲結果的報酬量之代幣枚數M及內部抽選結果來調整報酬量(F3)。例如,代幣枚數M被調整成N。此調整是使遊戲結果與賦予競賽者的報酬量的對應關係按照抽選的結果來變化而進行者。然後,調整後的枚數N的代幣作為報酬賦予競賽者(F4)。根據抽選結果的報酬量的調整是以適當的形態實行即可。例如,根據抽選結果來決定競賽者可獲得的代幣枚數的上限值N,然後決定對應於遊戲結果的代幣枚數M,若該代幣枚數M為上限值N以內,則將被決定的枚數M的代幣賦予競賽者,超過上限值N時,可將報酬量減少至N枚以下來賦予競賽者。此情況,上限值是具有作為規定競賽者將來可獲得的報酬量的值之意義。上述以外,亦可為取代上限值,根據抽選結果來決定報酬賦予率,對原本的報酬量(在F1被決定的報酬量)乘上報酬賦予率來調整報酬量。或亦可為根據抽選結果來決定應對於原本的報酬量加算或減算的調整量,對被決定的調整量與原本的報酬量加算或減算而決定最終的報酬量這樣的調整。The internal lottery process is performed before or after determining the amount of reward corresponding to the game result. Once the game result is determined, the reward amount is adjusted based on the number of tokens M and the internal lottery result as the reward amount corresponding to the game result (F3). For example, the number of tokens M is adjusted to N. This adjustment is performed by changing the correspondence between the game result and the amount of reward given to the contestant according to the result of the lottery. Then, the adjusted number of tokens N is awarded to the contestant as a reward (F4). The adjustment of the amount of reward according to the lottery result may be implemented in an appropriate form. For example, the upper limit N of the number of tokens available to the contestant is determined according to the lottery result, and then the number of tokens M corresponding to the game result is determined. If the number of tokens M is within the upper limit N, then The determined number of tokens M is given to the contestant. When the value exceeds the upper limit N, the reward amount can be reduced to N or less to give the contestant. In this case, the upper limit value has a meaning as a value defining the amount of remuneration that a contestant can obtain in the future. In addition to the above, instead of the upper limit, the reward rate may be determined based on the lottery result, and the original reward amount (the reward amount determined in F1) may be multiplied by the reward grant rate to adjust the reward amount. Or it can also be an adjustment based on the lottery result to determine the adjustment amount that should be added or subtracted to the original amount of compensation, and the final adjustment amount should be determined by adding or subtracting the determined amount of adjustment and the original amount of compensation.
如此利用抽選處理來調整作為報酬的代幣枚數時,遊戲結果會受競賽者的技巧的影響而變化,作為報酬的代幣的枚數也對應於此而變化,另一方面,可按照支付控制的情況來決定抽選機率而使其結果反映至代幣的枚數的調整。藉此,可按照競賽者的遊戲操作來對於包含賦予報酬的要素之遊戲適當地放進支付率的調整。另外,作為報酬量的代幣枚數M、N的大小關係是按照支付率控制的情況來適當地決定即可。例如,亦可設為調整後的代幣枚數N被限制成比調整前的代幣枚數M更小,或亦可容許調整後的代幣枚數N比調整前的代幣枚數M更增加。代幣枚數的調整是不須一定要經常被適用,亦可適當地選擇應對應於遊戲結果賦予的枚數M的代幣賦予競賽者時、及調整後的枚數N的代幣賦予競賽者時。When the lottery process is used to adjust the number of tokens used as rewards, the game result will be affected by the skills of the contestants. The number of tokens used as rewards will also change accordingly. Control the situation to determine the probability of drawing so that its results are reflected in the adjustment of the number of tokens. Thereby, it is possible to appropriately adjust the payout rate for a game including an element for giving a reward in accordance with the game operation of the competitor. In addition, the magnitude relationship between the number of tokens M and N as the amount of reward may be appropriately determined in accordance with the control of the payment rate. For example, the adjusted number N of tokens may be limited to be smaller than the number M of tokens before adjustment, or the number N of tokens after adjustment may be allowed to be greater than the number M of tokens before adjustment More increase. The adjustment of the number of tokens does not have to be applied often, and it is also possible to appropriately select the number of tokens M corresponding to the number M given to the game result and the adjusted number of tokens N to the contest. Person.
圖5是表示調整應對應於圖3B的遊戲結果而決定的代幣枚數來賦予競賽者報酬的一例。在圖3B的例子中,對於擊敗2個的敵人物112之遊戲結果,如圖3C所示般,4枚的代幣照原來賦予競賽者。但,在圖5的例子中,作為報酬的代幣被減成3枚。此情況,遊戲畫面上的演出也對應於代幣枚數的減少而變更。例如,有關被設定1枚的代幣作為報酬量的敵人物112是顯示與圖3C同樣地敵人物112被擊敗而消滅,與此兌換獲得1枚的代幣。相對於此,有關被設定3枚的代幣作為報酬量的敵人物112是對應於以合計的報酬量減少1枚的方式調整報酬的情形,原本應3枚的代幣賦予競賽者,僅2枚的代幣賦予,且以該敵人物112不消滅,倖存的方式變更演出。該情況,亦可進行倖存的敵人物112變弱之類的演出。FIG. 5 shows an example of adjusting the number of tokens to be determined in accordance with the game result of FIG. 3B to reward the contestant. In the example of FIG. 3B, as shown in FIG. 3C, the game result of defeating two enemies 112 is 4 coins originally given to the contestant. However, in the example of FIG. 5, the tokens used as rewards are reduced to three. In this case, the performance on the game screen also changes in response to the decrease in the number of tokens. For example, as shown in FIG. 3C, the enemy object 112 in which one token is set as the reward amount is shown as being defeated and destroyed, and one token is exchanged for this. In contrast, the enemies 112 with three tokens set as the reward amount are adjusted to reduce the total reward amount by one. The original amount of three tokens should be given to the contestant, only 2 The token is given, and the performance is changed in such a way that the enemy 112 does not disappear. In this case, a performance such as weakening of the surviving enemy 112 can be performed.
藉由以上般的演出變更,可使競賽者認為好像攻撃項目116的效果不夠充分,一部分的敵人物112倖存,報酬的代幣的枚數也對應於此而減少。亦即,可抑制報酬不自然地減少這樣的不協調感的發生。另外,在圖5的例子中,亦可變更演出為:有關被設定3枚的代幣的敵人物112是使產生3枚的代幣作為報酬,有關被設定1枚的代幣的敵人物112是不使產生報酬,藉此以合計3枚的代幣作為報酬賦予,對應於此,被設定3枚的代幣作為報酬量的敵人物112消滅,被設定1枚的代幣的敵人物112倖存,以合計3枚的代幣作為報酬賦予。或,亦可變更演出為:有關被設定3枚的代幣的敵人物112是不使產生報酬,只使有關被設定1枚的代幣的敵人物112產生報酬,藉此以合計1枚的代幣作為報酬賦予,對應於此,被設定代幣3枚的敵人物112消滅,另一方面,被設定代幣1枚的敵人物112倖存。複數的敵人物112位於影響範圍116a,且在上限值的範圍內調整報酬量時,選擇哪個的敵人物112作為報酬量調整的對象是可適當地設定。例如,接近被放置攻撃項目116的位置之敵人物112優先地被選擇作為報酬量發生的對象,雖然位於影響範圍116a可是遠離攻撃項目116的敵人物112被選擇作為報酬量調整的對象這樣,亦可考慮敵人物112的影響範圍116a內的位置來選擇應作為報酬量調整的對象的敵人物112。或,作為報酬量的代幣枚數多的敵人物112作為報酬量發生的對象優先地被選擇,作為報酬量的代幣枚數少的敵人物112作為報酬量調整的對象被設定這樣,亦可考慮被設定於敵人物112的報酬量的多少來選擇成為報酬量調整的對象的敵人物112。對於被設定於複數的敵人物112的各者的報酬量,上限值成為中間的值時,亦可設為有關被設定超過上限值的報酬量之敵人物112是不使產生報酬,只使有關被設定上限值以下的報酬量的敵人物112產生報酬。例如,在上限值被設定成代幣2枚的狀態下,當報酬量被設定成代幣3枚的敵人物112與報酬量被設定成1枚的敵人物112位於影響範圍116a時,有關被設定代幣3枚的敵人物112是不產生報酬,只有關被設定代幣1枚的敵人物112產生報酬這般。但,即使為如此的情況,當作為報酬發生的對象被選擇的敵人物112存在複數,該等的報酬量的合計值超過上限值時,須以報酬量成為上限值以下的方式,至少調整一部分對應於敵人物112的報酬量。With the above-mentioned performance change, the contestant can think that the effect of the attack item 116 is not sufficient, and some of the enemies 112 have survived, and the number of tokens for rewards has been reduced accordingly. That is, it is possible to suppress the occurrence of such a sense of incongruity that rewards are unnaturally reduced. In addition, in the example of FIG. 5, the performance may be changed as follows: the enemies 112 related to 3 tokens are set to generate 3 tokens as a reward, and the enemies 112 related to 1 token are set. In order to prevent rewards from being generated, a total of 3 tokens are awarded as rewards. Correspondingly, enemies 112 set with 3 tokens as a reward amount are destroyed, and enemies 112 set with 1 token are destroyed. Survival was rewarded with a total of 3 tokens. Or, the performance can be changed as follows: the enemies 112 with 3 tokens set will not generate rewards, and only the enemies 112 with 1 token set will be rewarded, so as to make a total of 1 Tokens are given as rewards. Correspondingly, the enemies 112 set with 3 tokens are destroyed, while the enemies 112 set with 1 token survive. When a plurality of enemy objects 112 are located in the influence range 116a and the reward amount is adjusted within the range of the upper limit value, which enemy object 112 is selected as an object of the reward amount adjustment can be appropriately set. For example, the enemy object 112 near the position where the attack item 116 is placed is preferentially selected as the target of the reward amount, although the enemy object 112 located far away from the attack item 116 is selected as the target of the reward amount adjustment. The position of the enemy object 112 within the range of influence 116a may be considered to select the enemy object 112 that should be the target of the compensation adjustment. Or, the enemies 112 with a large number of tokens for the amount of rewards are preferentially selected as targets for the occurrence of the amount of reward, and the enemies 112 with a small number of tokens for the amount of rewards are set as the target of the amount of compensation. The amount of rewards set to the enemy 112 may be considered to select the enemy 112 that is the target of the amount of reward adjustment. When the upper limit value of the reward amount of each of the plurality of enemy objects 112 is set to an intermediate value, it may be set that the enemy object 112 whose reward amount is set to exceed the upper limit value does not generate a reward. Reward enemies 112 for a reward amount set below the upper limit. For example, in a state where the upper limit is set to 2 tokens, when the enemies 112 whose rewards are set to 3 tokens and the enemies 112 whose rewards are set to 1 are located in the area of influence 116a, the relevant The enemies 112 with 3 tokens set do not generate rewards, only the enemies 112 with 1 token set do so. However, even in this case, when there is a plurality of enemies 112 selected as the object of the reward, and the total value of these rewards exceeds the upper limit, it must be such that the amount of the reward becomes below the upper limit, at least A part of the adjustment corresponds to the reward amount of the enemy object 112.
其次,參照圖6~圖14來說明具備上述的調整機能的遊戲機2的控制系的具體例。另外,以下是使用上述的上限值來調整報酬量者,作為在圖4說明的報酬量的調整之一例。圖6是表示遊戲機2的控制系的具體的構成之一例。在遊戲機2是設有控制裝置20及記憶裝置21。控制裝置20是被構成為電腦,該電腦是組合:作為按照預定的電腦程式來實行各種的運算處理及動作控制的處理器之一例的微處理裝置(MPU)、及其動作所必要的內部記憶體和其他的周邊裝置。記憶裝置21是對於控制裝置20的外部記憶裝置,為包含磁碟記憶裝置、快閃記憶體和其他可保持記憶的非揮發性的記憶媒體之記憶裝置。Next, a specific example of the control system of the gaming machine 2 provided with the adjustment function described above will be described with reference to FIGS. 6 to 14. In addition, the following is an example of adjusting the amount of reward using the above-mentioned upper limit value as an example of the amount of reward adjustment described in FIG. 4. FIG. 6 shows an example of a specific configuration of a control system of the gaming machine 2. The gaming machine 2 is provided with a control device 20 and a memory device 21. The control device 20 is configured as a computer, and the computer is a combination of a micro processing unit (MPU) as an example of a processor that performs various arithmetic processing and motion control in accordance with a predetermined computer program, and an internal memory necessary for the operation. Body and other peripherals. The memory device 21 is an external memory device for the control device 20, and is a memory device including a magnetic disk memory device, a flash memory, and other non-volatile memory media capable of retaining memory.
在記憶裝置21是記錄有:為了提供上述的遊戲給競賽者而使必要的各種的處理實行於控制裝置20之作為電腦程式的一例的遊戲程式PG、及遊戲資料DG。遊戲資料DG是包含:定義遊戲場110的資料、表現競賽者人物111及敵人物112的畫像資料、應被使用於遊戲的演出的畫像及音的資料等的各種的資料。在遊戲資料DG中包含通常賠率表ODn及特別賠率表ODs,作為與報酬量的上限值的設定關聯的資料。該等的賠率表ODn、ODs是在為了調整報酬量而進行的抽選被參照的資料表。The memory device 21 stores therein a game program PG, which is an example of a computer program, and a game data DG, each of which is necessary to execute various processes necessary for providing the game to the contestant. The game data DG includes various data including data defining the game field 110, portrait data representing contestant characters 111 and enemies 112, and portrait and audio data to be used in the performance of the game. The game data DG includes the normal odds table ODn and the special odds table ODs as data related to the setting of the upper limit of the amount of reward. These odds tables ODn and ODs are data tables that are referred to in the lottery for adjustment of the amount of compensation.
分別將通常賠率表ODn的一例顯示於圖7,將特別賠率表ODs的一例顯示於圖8。如由該等的圖明確般,賠率表ODn、ODs是將可賦予競賽者的代幣枚數的上限值的加算量N與抽選機率建立對應而記錄的資料。加算量N相當於抽選的選擇項之一例。藉由調整賠率表ODn、ODs的抽選機率,可適當地設定遊戲的支付率。將在預定的集計期間競賽者在遊戲消費的遊藝價值的量(點數數)的合計為A,且在同一集計期間內賦予競賽者的報酬量(作為報酬賦予的代幣的枚數)為B時的支付率B/A控制於未滿1時,可分別將抽選機率P1設定成0.29,將P2設定成0.68,將P3設定成0.02,將P4設定成0.01,作為一例。An example of the normal odds table ODn is shown in FIG. 7, and an example of the special odds table ODs is shown in FIG. 8. As is clear from these figures, the odds tables ODn and ODs are data recorded in association with the addition amount N of the upper limit of the number of tokens that can be given to the contestant and the lottery probability. The addition amount N is equivalent to an example of a selection option. By adjusting the odds of the odds tables ODn and ODs, the payout rate of the game can be set appropriately. The total amount of game value (points) consumed by the competitor in the game during the predetermined accumulation period is A, and the amount of reward (the number of tokens given as compensation) to the contestant during the same accumulation period is When the payout ratio B / A at B is controlled to be less than 1, the drawing probability P1 can be set to 0.29, P2 to 0.68, P3 to 0.02, and P4 to 0.01 as examples.
賠率表ODn、ODs的加算量N與抽選機率是決定根據抽選結果而定的上限值的期待值。亦即,各加算量N與抽選機率的乘積的總和為加算量的期待值,該期待值與加上加算量N之前的上限值的和為表示抽選後的上限值的期待值。特別賠率表ODs是被使用在上述的特別人物出現,競賽者獲得更多的報酬的狀發生的特別狀態時。對應於獲得多量的報酬的可能性發生,特別賠率表ODs的上限值加算量是與通常賠率表ODn的上限值加算量作比較,被設定為大,藉此上限值的期待值也被設定為大。被記述於賠率表ODn、ODs的加算量不須一定要為正的整數。伴隨小數點的加算量亦可含在賠率表ODn、ODs。並且,加算量的一部分亦可被設定成負的值,作為抽選的落選的一種。The odds table ODn, the addition amount N of the ODs, and the lottery probability are expected values that determine the upper limit value based on the lottery result. That is, the sum of the products of each addition amount N and the lottery probability is the expected value of the addition amount, and the sum of the expected value and the upper limit value before the addition amount N is added is the expected value indicating the upper limit value after the lottery. The special odds table ODs are used when the above-mentioned special characters appear, and the contestant gets a special state in which more rewards occur. Corresponding to the possibility of obtaining a large amount of rewards, the upper limit addition amount of the special odds table ODs is compared with the upper limit addition amount of the ordinary odds table ODn, and is set to be large. The value is also set to large. The added amounts described in the odds tables ODn and ODs need not necessarily be positive integers. Additions with decimal points can also be included in the odds tables ODn and ODs. In addition, a part of the added amount may be set to a negative value as one of the types of unselected lottery.
在記憶裝置21是競賽資料DP也被記錄。競賽資料DP是與競賽者的識別資訊之競賽者ID建立對應而被保存於遊戲伺服器4,競賽者在遊戲機2玩遊戲時作為競賽者的認證來提供給遊戲機2,被記錄於記憶裝置21。被記錄於記憶裝置21的競賽資料DP是按照遊戲機2的遊戲的進展而在適當的時機被更新,在遊戲結束時是從遊戲機2提供給遊戲伺服器4而被保存。The competition data DP is also recorded in the memory device 21. The competition data DP is stored in the game server 4 in correspondence with the contestant ID of the identification information of the contestant. The contestant is provided to the game machine 2 as the contestant's authentication when the game machine 2 plays the game, and is recorded in the memory.装置 21。 Device 21. The race data DP recorded in the memory device 21 is updated at an appropriate timing in accordance with the progress of the game of the game machine 2 and is provided from the game machine 2 to the game server 4 at the end of the game and stored.
在競賽資料DP是適當地記錄有遊戲機2的競賽者的競賽內容即可,但在圖示例是上限值資料DU會被含在競賽資料DP中。上限值資料DU是指定對於競賽者設定的報酬量的上限值之資訊。藉由將上限值資料DU含在競賽資料DP中,可將在過去的遊戲被設定於競賽者的上限值與競賽者ID建立對應而保持,在次回以後的遊戲同一的競賽者可按照該上限值來繼續玩遊戲。但,上限值是不限於與競賽者ID建立對應而保持的形態。此點後述。In the competition data DP, the competition content of the player of the game machine 2 may be appropriately recorded, but in the example shown in the figure, the upper limit data DU is included in the competition data DP. The upper limit value data DU is information specifying an upper limit value of a reward amount set for a contestant. By including the upper limit value data DU in the competition data DP, the previous game can be set to maintain the upper limit value of the competitor and the competitor ID, and the same competitor in the next game can follow The upper limit to continue playing the game. However, the upper limit value is not limited to a form that is held in correspondence with the competitor ID. This point will be described later.
在控制裝置20是設有遊戲處理部22,作為藉由作為控制裝置20的硬體資源及軟體資源的遊戲程式PG的組合來實現的邏輯性裝置。遊戲處理部22是按照遊戲程式PG來實行玩遊戲機2的遊戲所必要的各種的處理。遊戲處理部22的詳細後述。The control device 20 is provided with a game processing unit 22 as a logical device implemented by a combination of a game program PG that is a hardware resource and a software resource of the control device 20. The game processing unit 22 executes various processes necessary for playing a game of the gaming machine 2 in accordance with the game program PG. The details of the game processing unit 22 will be described later.
控制裝置20是連接圖1所示的顯示裝置5、中心抽選機構7、輸入裝置8、讀取器12、代幣接納裝置15及喇叭裝置17,且連接代幣付出裝置26及通訊控制裝置27。代幣付出裝置26是用以對付出口16(參照圖1)付出代幣的裝置。通訊控制裝置27是用以控制控制裝置20與遊戲伺服器4之間的通訊的裝置。除以上外,亦可在控制裝置20連接適當的輸出入裝置,但在此是省略說明。The control device 20 is connected to the display device 5, the center lottery mechanism 7, the input device 8, the reader 12, the token receiving device 15, and the speaker device 17 shown in FIG. 1, and is connected to the token payment device 26 and the communication control device 27. . The token payment device 26 is a device for paying tokens against the outlet 16 (see FIG. 1). The communication control device 27 is a device for controlling communication between the control device 20 and the game server 4. In addition to the above, an appropriate input / output device may be connected to the control device 20, but the description is omitted here.
圖9是表示遊戲處理部22的具體的構成之一例。在遊戲處理部22是設有遊戲操作受理部30、點數管理部31、遊戲控制部32、報酬量決定部33、報酬賦予部34、遊戲畫面產生部35及報酬演出指示部36,作為進一步的邏輯性裝置。遊戲操作受理部30是受理競賽者對於輸入裝置8的遊戲操作。點數管理部31是對於記述競賽者擁有的點數的數量之點數資料DC進行加算或減算而管理點數數。遊戲操作受理部30檢測出如輸入裝置8的按鈕10、11的操作這樣,以點數的消費作為條件的遊戲操作時,遊戲操作受理部30是指示點數管理部31減算在遊戲操作與兌換應被消費的點數數,以減算點數管理部31所被指示的點數數作為條件受理遊戲操作。另外,點數資料DC是暫時性地被產生於控制裝置20的內部記憶體的資料。競賽者結束遊戲時,對應於被保持於點數資料DC的點數數之枚數的代幣會從代幣付出裝置26付出給競賽者,藉此亦可以未使用的點數作為代幣退還給競賽者。在遊戲的結束時,以點數資料DC作為競賽資料DP的一部分記錄於記憶裝置21,予以和競賽者ID建立對應來保存於遊戲伺服器4,藉此亦可在次回的遊戲能夠繼承利用未使用的點數。FIG. 9 shows an example of a specific configuration of the game processing unit 22. The game processing unit 22 is further provided with a game operation receiving unit 30, a point management unit 31, a game control unit 32, a reward determination unit 33, a reward giving unit 34, a game screen generating unit 35, and a reward performance instructing unit 36 as further steps. Logical device. The game operation receiving unit 30 accepts a game operation of the input device 8 by a contestant. The points management unit 31 manages points by adding or subtracting point data DC describing the number of points owned by the competitor. When the game operation accepting unit 30 detects a game operation based on the consumption of points, such as the operation of the buttons 10 and 11 of the input device 8, the game operation accepting unit 30 instructs the point management unit 31 to deduct the game operation and exchange The number of points to be consumed accepts the game operation on the condition that the number of points instructed by the subtraction point management unit 31 is used. The point data DC is data that is temporarily generated in the internal memory of the control device 20. When the contestant ends the game, the number of tokens corresponding to the number of points held in the point data DC will be paid to the contestant from the token payment device 26, and the unused points can be returned as tokens. To the contestants. At the end of the game, the point data DC is recorded in the memory device 21 as a part of the competition data DP, and is stored in the game server 4 in association with the contestant ID, so that the next game can inherit the unused game. Points used.
遊戲控制部32是根據遊戲操作受理部30所受理的遊戲操作來實行遊戲的進展所必要的各種的運算。例如,遊戲控制部32是在圖2所示的遊戲中,重複運算敵人物112的位置,且按照競賽者對於輸入裝置8的遊戲操作來運算競賽者人物111的位置。並且,遊戲控制部32是在配置攻撃項目116的遊戲操作被進行時,運算該攻撃項目116的位置,運算對應於攻撃項目116的位置及種類之效果作為遊戲結果。The game control unit 32 performs various calculations necessary for the progress of the game based on the game operation accepted by the game operation acceptance unit 30. For example, in the game shown in FIG. 2, the game control unit 32 repeatedly calculates the position of the enemy 112 and calculates the position of the competitor character 111 in accordance with the game operation of the input device 8 by the competitor. In addition, the game control unit 32 calculates the position of the attack item 116 when the game operation for placing the attack item 116 is performed, and calculates the effect corresponding to the position and type of the attack item 116 as the game result.
報酬量決定部33是根據遊戲控制部32運算後的遊戲結果來決定作為應賦予競賽者的報酬之代幣的枚數。報酬賦予部34是以對應於報酬量決定部33所決定的代幣枚數之量的點數被加算於點數資料DC的方式指示點數管理部31,藉此賦予競賽者報酬。遊戲畫面產生部35是以遊戲會按照遊戲控制部32所運算的遊戲結果來進展之方式重複遊戲畫面100。報酬演出指示部36是以表現競賽者獲得報酬量決定部33所決定的報酬的樣子之演出畫像(圖3C或圖5所示的畫像為一例)會被描繪於遊戲畫面100上的方式,指示遊戲畫面產生部35附加關聯賦予報酬的演出,將該演出的附加所必要的資訊提供給遊戲畫面產生部35。The reward amount determination unit 33 determines the number of tokens as rewards to be awarded to the contestant based on the game result calculated by the game control unit 32. The reward giving unit 34 instructs the point management unit 31 to add points corresponding to the number of tokens determined by the reward amount determining unit 33 to the point data DC, thereby rewarding the contestant. The game screen generation unit 35 repeats the game screen 100 so that the game progresses in accordance with the game result calculated by the game control unit 32. The pay performance instructing unit 36 instructs the contestant to obtain a performance image (the image shown in FIG. 3C or FIG. 5 as an example) showing the reward determined by the reward amount determining unit 33, and instructs the game screen 100 The game screen generation unit 35 attaches a paid performance to the game screen, and provides information necessary for the addition of the performance to the game screen generation unit 35.
為了實現上述的報酬量的調整,在報酬量決定部33設有標準報酬量判別部40、抽選部41及報酬量調整部42。標準報酬量判別部40是在於遊戲控制部32被運算的遊戲結果含有應賦予報酬的結果時,例如含有在圖2的遊戲中在攻撃項目116的影響範圍116a存在敵人物112的結果時,判別作為對應於敵人物112的種類而被設定的報酬量之代幣枚數,作為標準報酬量。例如,若為圖3C的例子,則有關含在影響範圍116a的2個敵人物112分別被判別為1枚及3枚的代幣枚數。In order to realize the above-mentioned adjustment of the amount of reward, the amount-of-reward determination unit 33 is provided with a standard amount-of-reward determination unit 40, a lottery unit 41, and an amount-of-reward adjustment unit 42. The standard reward determination unit 40 determines when the game result calculated by the game control unit 32 includes a result that should be paid, for example, when the result of the attack of the attack item 116 in the game shown in FIG. The number of tokens set as the reward amount corresponding to the type of the enemy 112 is used as the standard reward amount. For example, in the example shown in FIG. 3C, the two enemy objects 112 included in the area of influence 116a are determined to be one and three tokens, respectively.
抽選部41是在遊戲預定的抽選條件成立時,實行用以決定與報酬量的調整關聯的上限值的加算量之抽選處理。抽選部41的抽選是根據圖7或圖8所示的賠率表ODn或ODs(以下有以參照符號OD代表的情形)來進行。報酬量調整部42是根據抽選部41的抽選結果來調整標準報酬量判別部40所判別後的代幣枚數(應對應於遊戲結果而被決定的報酬量,以下有稱為標準報酬量的情形)。該調整是以遊戲結果與被賦予競賽者的報酬量的對應關係會從在標準報酬量判別部40被判別的報酬量與遊戲結果的對應關係來變化的方式進行,但在此是藉由按照抽選部41的抽選結果而限制報酬量的上限值來實現調整。為了實現該調整,在報酬量調整部42設有上限值管理部43及報酬限制部44。上限值管理部43是按照抽選部41的抽選結果來加算被保持於上限值資料DU的報酬量的上限值,或按照從報酬限制部44給予的報酬量來減算。報酬限制部44是大小比較標準報酬量判別部40所判別後的標準報酬量與被記錄於上限值資料DU的上限值,當標準報酬量超過上限值時,以被賦予競賽者的報酬量成為上限值以下的方式減算報酬量。報酬限制部44是在標準報酬量為上限值以內時決定標準報酬量作為應賦予競賽者的報酬量。The lottery unit 41 performs a lottery process for determining an added amount for determining an upper limit value associated with the adjustment of the amount of reward when the lottery conditions scheduled for the game are satisfied. The lottery unit 41 performs the lottery in accordance with the odds table ODn or ODs shown in FIG. 7 or FIG. 8 (hereinafter referred to as a reference symbol OD). The reward amount adjustment unit 42 adjusts the number of tokens (the reward amount determined according to the game result) determined by the standard reward amount determination unit 40 based on the lottery result of the lottery unit 41, which is hereinafter referred to as the standard reward amount. situation). This adjustment is performed such that the correspondence between the game result and the amount of reward given to the contestant changes from the correspondence between the amount of reward determined in the standard reward determination unit 40 and the game result. The result of the lottery by the lottery unit 41 restricts the upper limit of the amount of reward to achieve adjustment. In order to achieve this adjustment, the compensation amount adjustment unit 42 is provided with an upper limit management unit 43 and a compensation limit unit 44. The upper limit value management unit 43 adds the upper limit value of the amount of rewards held in the upper limit value data DU according to the lottery result of the lottery unit 41 or subtracts the amount of rewards given from the reward limit unit 44. The compensation limitation unit 44 compares the standard compensation amount determined by the standard compensation amount determination unit 40 with the upper limit value recorded in the upper limit value data DU. When the standard reward amount exceeds the upper limit value, it is awarded to the contestant. The amount of remuneration is reduced in such a way that the amount of remuneration is less than the upper limit. The compensation limitation unit 44 determines the standard compensation amount as the compensation amount to be given to the contestant when the standard compensation amount is within the upper limit value.
圖10是表示遊戲處理部22以預定的週期(顯示裝置5的圖框率(frame rate)為一例)重複實行的遊戲處理的程序之一例。圖10的處理是按每個站6獨立進行的處理。在以下是說明圖10的程序作為以任一的站6作為對象的處理。圖10的處理時,有關對象的站6的競賽者的競賽者ID為已經被判別者。一旦應實行圖10的處理的時期來到,則首先遊戲操作受理部30是判別點數的消費對象的遊戲操作是否進行(步驟S10)。作為一例,若按鈕10或11被操作,則判別為消費對象的遊戲操作進行,若輸入裝置8未被操作,或僅操作桿9被操作,則判別為消費對象的操作未進行。當被判斷成消費對象的操作未被進行時,步驟S11~步驟S14的處理會被跳過,遊戲控制部32是運算應被反應於次圖框的遊戲畫面100的遊戲結果(步驟S15)。此情況,例如,若運算次圖框的敵人物112的位置,且操作桿9被操作,則按照該操作來進行運算競賽者人物111的位置之處理。FIG. 10 is an example of a program of a game process repeatedly executed by the game processing unit 22 at a predetermined cycle (the frame rate of the display device 5 is taken as an example). The processing in FIG. 10 is processing performed independently for each station 6. The following is a description of the process of FIG. 10 as a process targeted at any of the stations 6. In the process of FIG. 10, the competitor ID of the competitor of the target station 6 is already judged. As soon as the time comes to execute the processing of FIG. 10, the game operation accepting unit 30 first determines whether or not the game operation of the point consumption consumer is performed (step S10). As an example, if the button 10 or 11 is operated, it is determined that the game operation as a consumption object is performed, and if the input device 8 is not operated or only the operation lever 9 is operated, it is determined that the operation as a consumption object is not performed. When it is determined that the operation of the consumption object has not been performed, the processing of steps S11 to S14 is skipped, and the game control unit 32 calculates the game result of the game screen 100 that should be reflected in the secondary frame (step S15). In this case, for example, if the position of the enemies 112 in the sub-frame is calculated and the operation lever 9 is operated, the process of calculating the position of the contestant character 111 is performed in accordance with the operation.
另一方面,在步驟S10被判斷成點數的消費對象的遊戲操作被進行時,遊戲操作受理部30是經由點數管理部31來判別對應於遊戲操作應被消費的量以上的點數是否被記錄於點數資料DC,亦即競賽者擁有的遊藝價值的量是否為對應於遊戲操作的消費量以上(步驟S11)。點數足夠時,遊戲操作受理部30是受理競賽者的遊戲操作作為有效者,將該遊戲操作通知遊戲控制部32,且對於點數管理部31指示僅相當對應於遊戲操作的消費量減算點數資料DC的點數數(步驟S12)。藉此,競賽者擁有的點數數會僅對應於按鈕10或11的操作的量被消費。在步驟S11被判斷成點數不足時,亦即競賽者擁有的遊藝價值的量未滿對應於遊戲操作的消費量時,遊戲操作受理部30是將競賽者的遊戲操作設為無效。該情況,步驟S12~步驟S14的處理會被跳過,遊戲處理朝步驟S15前進。On the other hand, when the game operation of the consumption target judged as points in step S10 is performed, the game operation accepting unit 30 determines whether or not points corresponding to the amount corresponding to the game operation should be consumed or not via the point management unit 31. It is recorded in the point data DC, that is, whether the amount of the game value owned by the contestant is more than the consumption corresponding to the game operation (step S11). When the number of points is sufficient, the game operation accepting unit 30 accepts the game operation of the contestant as the validator, notifies the game control unit 32 of the game operation, and instructs the point management unit 31 to correspond only to the consumption reduction points corresponding to the game operation. The number of points of the data DC is counted (step S12). Thereby, the points owned by the contestant will be consumed only in accordance with the amount of operation of the button 10 or 11. When it is determined that the number of points is insufficient in step S11, that is, when the amount of game value owned by the contestant does not correspond to the consumption amount of the game operation, the game operation accepting unit 30 disables the game operation of the contestant. In this case, the processing of steps S12 to S14 is skipped, and the game processing proceeds to step S15.
在步驟S12,遊戲操作被受理時,遊戲操作受理部30是對抽選部41也通知其意旨。抽選部41是藉由在點數的消費與兌換受理遊戲操作,視為抽選條件成立,實行內部抽選處理(步驟S13)。該內部抽選是利用通常賠率表ODn或特別賠率表ODs來決定對於報酬量的上限值的加算量之處理,詳細後述。一旦在抽選部41上限值的加算量被決定,則該加算量被通知上限值管理部43。上限值管理部43是以從抽選部41通知的加算量會被加算於被保持於競賽者的競賽資料的上限值之方式,更新上限值資料DU(步驟S14)。但,在步驟S13的抽選,加算量被決定成0時,上限值資料DU是實質上不被更新。該情況是至次回或在以後的抽選機會比0更大的加算量被抽選為止,無上限值增加的情形。When the game operation is accepted in step S12, the game operation acceptance unit 30 notifies the lottery unit 41 of its intention. The lottery unit 41 accepts a game operation for consumption and redemption of points, and considers that the lottery condition is satisfied, and executes an internal lottery process (step S13). This internal lottery is a process of determining the added amount of the upper limit of the reward amount by using the normal odds table ODn or the special odds table ODs, which will be described in detail later. Once the added amount of the upper limit value is determined in the lottery section 41, the added amount is notified to the upper limit management section 43. The upper limit value management unit 43 updates the upper limit value data DU so that the added amount notified from the lottery unit 41 is added to the upper limit value of the competition data held by the contestant (step S14). However, in the lottery in step S13, when the added amount is determined to be 0, the upper limit data DU is not substantially updated. In this case, there is no case where the upper limit value is increased until the next round or the subsequent lottery chance is greater than 0.
步驟S12~S14的處理依序被實行之後,遊戲處理是前進至步驟S15。該情況,遊戲控制部32是藉由步驟S12的處理來運算對應於從遊戲操作受理部30通知的遊戲操作之遊戲結果(步驟S15)。此情況,與處理從步驟S10或步驟S11往步驟S15進展的情況同樣,進行其次圖框的敵人物112的位置的運算等,但除此以外,還運算對應於按鈕10、11的操作之種類的攻撃項目116所應配置的位置。另外,若與按鈕10、11的操作並行操作操作桿9,則競賽者人物111的位置的運算也一併進行。After the processes of steps S12 to S14 are sequentially executed, the game process proceeds to step S15. In this case, the game control unit 32 calculates a game result corresponding to the game operation notified from the game operation receiving unit 30 by the process of step S12 (step S15). In this case, similar to the case where the process progresses from step S10 or step S11 to step S15, the calculation of the position of the enemies 112 of the next frame is performed, but in addition, the types of operations corresponding to the buttons 10 and 11 are also calculated. The location of the attack project 116 should be configured. In addition, if the operation lever 9 is operated in parallel with the operation of the buttons 10 and 11, the calculation of the position of the contestant character 111 is also performed simultaneously.
一旦在步驟S15運算遊戲結果,則接續於此,遊戲控制部32是根據被運算的遊戲結果來判別使產生報酬的條件是否成立(步驟S16)。當被判斷成該條件成立時,報酬量決定部33是根據在遊戲控制部32被運算的遊戲結果及被保持於上限值資料DU的上限值來決定應賦予競賽者的報酬量(步驟S17)。報酬量決定的程序的詳細後述。一旦報酬量被決定,則從報酬量決定部33通知報酬量給報酬賦予部34,接受此的報酬賦予部34是對於點數管理部31以加算對應於作為報酬量的代幣枚數之量的點數的方式通知點數管理部31(步驟S18)。藉此,對於競賽者的點數資料DC加算相當於報酬量之量的點數。並且,報酬量的決定後,對於報酬演出指示部36通知報酬的決定內容。接受此,報酬演出指示部36是以能將顯示競賽者獲得報酬的樣子之演出附加於遊戲畫面100的方式指示遊戲畫面產生部35,且將該演出所必要的資訊提供給遊戲畫面產生部35(步驟S19)。然後,處理朝步驟S20進展,進行根據遊戲畫面產生部35之遊戲畫面100的產生。此情況,在報酬量不被減至上限值以下賦予競賽限制者報酬時,顯示敵人物112被擊敗而賦予對應於該敵人物112來設定的枚數的代幣之樣子(圖3C),在報酬量被減至上限值以下賦予競賽者時,演出會對應於該調整而變化(圖5)。Once the game result is calculated in step S15, the game control unit 32 determines whether or not a condition for generating a reward is satisfied based on the calculated game result (step S16). When it is determined that the condition is satisfied, the reward amount determination unit 33 determines the amount of reward to be given to the contestant based on the game result calculated by the game control unit 32 and the upper limit value held in the upper limit value data DU (step S17). Details of the procedure for determining the amount of reward will be described later. Once the reward amount is determined, the reward amount determination unit 33 notifies the reward amount to the reward granting unit 34, and the reward granting unit 34 accepting this is an amount corresponding to the number of tokens that is the reward amount to the point management unit 31 The point management unit 31 is notified of the number of points (step S18). Thereby, the amount of points corresponding to the amount of reward is added to the point data DC of the competitor. After determining the amount of reward, the reward performance instructing unit 36 notifies the content of the determination of the reward. Accepting this, the reward performance instruction unit 36 instructs the game screen generation unit 35 to attach a performance showing the appearance of the contestant to the game screen 100, and provides information necessary for the performance to the game screen generation unit 35. (Step S19). Then, the process proceeds to step S20, and generation of the game screen 100 by the game screen generating unit 35 is performed. In this case, when the reward amount is not reduced below the upper limit and is awarded to the competition limiter, the enemy 112 is defeated and the number of tokens corresponding to the set of the enemy 112 is displayed (Fig. 3C). When the amount of reward is reduced below the upper limit and awarded to a competitor, the performance changes in response to this adjustment (Figure 5).
圖11是表示在圖10的步驟S13被實行的內部抽選的具體的程序之一例。在圖11的例子中,抽選部41是首先從遊戲控制部32取得判別遊戲的狀態之資訊,判別遊戲是否為特別狀態(步驟S30)。如上述般,所謂特別狀態是特別人物作為敵人物112出現等競賽者可期待更多的報酬的獲得之狀態。當被判定成不是特別狀態時,抽選部41是視為遊戲處於通常的狀態而選擇通常賠率表ODn(步驟S31),當被判斷成特別狀態時是選擇特別賠率表ODs(步驟S32)。賠率表OD的選擇後,抽選部41是按照選擇的賠率表OD的抽選機率來抽選上限值的加算量(步驟S33)。接著,抽選部41是以被抽選的上限值的加算量作為抽選結果通知報酬量調整部42(步驟S34),然後結束圖11的處理。一旦在步驟S34通知加算量,則上限值管理部43是以該加算量會被加算於上限值資料DU的上限值之方式更新上限值資料DU(圖10的步驟S14)。另外,在圖11是按照通常的狀態或特別狀態的哪個來切換賠率表OD,但亦可按照遊戲的狀態來切換使用3種類以上的賠率表。FIG. 11 shows an example of a specific procedure of the internal lottery executed in step S13 of FIG. 10. In the example of FIG. 11, the lottery unit 41 first obtains information for determining the state of the game from the game control unit 32, and determines whether the game is in a special state (step S30). As described above, the so-called special state is a state in which a contestant can expect more rewards such as the appearance of a special character as the enemy 112. When it is determined that the game is not in a special state, the lottery unit 41 selects the normal odds table ODn as if the game is in a normal state (step S31), and when it is determined that the game is in a special state, selects a special odds table ODs (step S32). . After the selection of the odds table OD, the lottery unit 41 selects the added amount of the upper limit value according to the lottery probability of the selected odds table OD (step S33). Next, the lottery unit 41 notifies the reward amount adjustment unit 42 of the addition amount of the selected upper limit value as the lottery result (step S34), and then ends the processing of FIG. 11. When the added amount is notified in step S34, the upper limit value management unit 43 updates the upper limit value data DU so that the added amount is added to the upper limit value of the upper limit value data DU (step S14 in FIG. 10). In addition, in FIG. 11, the odds table OD is switched depending on which of the normal state or the special state. However, three or more types of the odds table may be switched depending on the state of the game.
圖12是表示在圖10的步驟S17被實行的報酬量決定的具體的程序之一例。在圖12的例子中,標準報酬量判別部40是從遊戲控制部32取得遊戲結果,判別對應於遊戲結果的標準報酬量(步驟S40)。如上述般,標準報酬量是按照預先被設定的敵人物112與報酬量的對應關係而定的代幣枚數。例如,被設定3枚的代幣作為報酬量的敵人物112被擊敗時,標準報酬量是代幣3枚。標準報酬量判別部40是將判別後的標準報酬量通知報酬限制部44,報酬限制部44判別被通知的標準報酬量是否超過被記錄於上限值資料DU的上限值(步驟S41)。未超過時,報酬限制部44是決定標準報酬量作為應賦予競賽者的報酬量(步驟S42)。另一方面,在步驟S41被判斷成標準報酬量超過上限值時,報酬限制部44是決定不超過上限值的範圍的整數值作為應賦予競賽者的報酬量(步驟S43)。例如,標準報酬量為代幣4枚,上限值為3枚時是被決定0~3枚作為報酬量。標準報酬量是作為正的整數被決定,另一方面,上限值是容許伴隨小數點的值。因此,當上限值未滿1時是不拘標準報酬量,報酬量是被決定成0枚。FIG. 12 shows an example of a specific procedure for determining the amount of reward to be executed in step S17 of FIG. 10. In the example of FIG. 12, the standard reward amount determination unit 40 obtains the game result from the game control unit 32 and determines the standard reward amount corresponding to the game result (step S40). As described above, the standard reward amount is the number of tokens determined in accordance with the correspondence relationship between the enemies 112 and the reward amount that are set in advance. For example, when an enemy 112 set with 3 tokens as a reward is defeated, the standard reward is 3 tokens. The standard compensation amount determination unit 40 notifies the compensation limit unit 44 of the determined standard compensation amount, and the compensation limit unit 44 determines whether or not the notified standard compensation amount exceeds the upper limit value recorded in the upper limit value data DU (step S41). If it does not exceed, the reward limitation unit 44 determines the standard reward amount as the reward amount to be awarded to the contestant (step S42). On the other hand, when it is determined in step S41 that the standard reward amount exceeds the upper limit value, the reward limit unit 44 determines an integer value within a range not exceeding the upper limit value as the reward amount to be awarded to the contestant (step S43). For example, the standard reward amount is 4 tokens, and when the upper limit value is 3, 0 to 3 tokens are determined as the reward amount. The standard return amount is determined as a positive integer, while the upper limit value is a value that allows a decimal point. Therefore, when the upper limit is less than 1, the standard reward amount is determined, and the reward amount is determined to be zero.
報酬量的決定後,報酬限制部44是對於報酬賦予部34通知報酬量(步驟S44)。然後,報酬限制部44是以從被記載於上限值資料DU的上限值來減算在步驟S42或S43決定的報酬量之方式指示上限值管理部43,上限值管理部43接受此來從上限值資料DU的上限值減算報酬量(步驟S45)。藉此,只要在圖10的步驟S14,上限值未被加算,上限值便會按每被賦予報酬而上限值逐漸被減算。After the amount of reward is determined, the reward restriction unit 44 notifies the reward giving unit 34 of the amount of reward (step S44). Then, the reward limit unit 44 instructs the upper limit value management unit 43 to subtract the reward amount determined in step S42 or S43 from the upper limit value recorded in the upper limit value data DU, and the upper limit value management unit 43 accepts this The amount of reward is subtracted from the upper limit value of the upper limit value data DU (step S45). As a result, as long as the upper limit value is not added in step S14 of FIG. 10, the upper limit value is gradually reduced for each reward given.
圖13是表示在圖10的步驟S19實行的報酬關聯的演出指示的具體的程序之一例。在圖13的例子中,報酬演出指示部36是從報酬限制部44取得特定圖12的報酬量決定處理的內容之資訊(步驟S50)。其次,報酬演出指示部36是根據取得的資訊來判別報酬量是否藉由報酬限制部44來調整至上限值以下(步驟S51)。當報酬量未被調整,決定標準報酬量作為賦予競賽者的報酬量時,報酬演出指示部36是按照在此次的遊戲結果被擊敗的敵人物112與報酬量的對應關係來賦予競賽者報酬,且指示遊戲畫面產生部35附加對競賽者呈現敵人物112消滅的樣子之標準演出(圖3C的演出為一例),將該演出所必要的資訊提供給遊戲畫面產生部35(步驟S52)。例如,提供指定被擊敗的敵人物112的資訊、及指定競賽者獲得的代幣枚數作為報酬的資訊。FIG. 13 shows an example of a specific procedure of a performance-related performance instruction executed in step S19 of FIG. 10. In the example of FIG. 13, the reward performance instruction unit 36 obtains information specifying the content of the reward amount determination processing of FIG. 12 from the reward restriction unit 44 (step S50). Next, the reward performance instruction unit 36 determines whether or not the reward amount is adjusted to an upper limit value or less by the reward restriction unit 44 based on the obtained information (step S51). When the amount of compensation is not adjusted and the standard amount of compensation is determined as the amount of compensation given to the competitor, the compensation performance instruction unit 36 rewards the competitor with the correspondence between the enemy 112 defeated in the current game result and the amount of compensation. In addition, the game screen generation unit 35 is instructed to attach a standard performance (showing an example of the performance in FIG. 3C as an example) to the contestant to show the enemy 112 to be destroyed, and provide the information necessary for the performance to the game screen generation unit 35 (step S52). For example, it provides information that specifies the defeated enemy 112 and information that specifies the number of tokens obtained by the contestant as reward.
另一方面,在步驟S51,被判斷成報酬量被調整時,報酬演出指示部36是指示遊戲畫面產生部35附加按照報酬量的調整結果來使標準演出變化的演出(圖5的演出為一例),將該演出所必要的資訊提供給遊戲畫面產生部35(步驟S52)。例如,提供指定應被顯示為未被擊敗倖存的敵人物112之資訊、及指定競賽者獲得的代幣枚數作為報酬之資訊,作為報酬量的調整的結果。此情況,在此次的遊戲結果存在被擊敗的敵人物112時,指定該敵人物112之資訊及對應於其結果的報酬量之資訊也一併提供。步驟S52或S53的指示後,報酬演出指示部36是結束圖13的處理。另外,依據上限值的限制,報酬量被決定為0時,報酬發生的演出是不進行。此情況,亦可進行演出成為使敵人物112消滅,該敵人物112是未被設定有報酬,或亦可進行演出成為敵人物112不受攻撃項目116的影響,倖存。On the other hand, when it is determined in step S51 that the amount of reward is adjusted, the reward performance instruction section 36 instructs the game screen generation unit 35 to add a performance that changes the standard performance according to the adjustment result of the amount of reward (the performance in FIG. 5 is an example) ), And provide information necessary for the performance to the game screen generation unit 35 (step S52). For example, the information specifying the enemy object 112 that should be displayed as an undefeated survivor, and the number of tokens obtained by the designated contestant as compensation information are provided as a result of the adjustment of the compensation amount. In this case, when a defeated enemy 112 exists in the result of the current game, information specifying the enemy 112 and information on the amount of reward corresponding to the result are also provided. After the instruction of step S52 or S53, the reward performance instruction unit 36 ends the processing of FIG. 13. In addition, according to the limitation of the upper limit, when the reward amount is determined to be 0, the performance in which the reward occurs is not performed. In this case, a performance may be performed to destroy the enemy object 112, which is not set to be paid, or a performance may be performed to become the enemy object 112 without being affected by the attack item 116 and survive.
若根據以上的處理,則一旦可取得相當於以作為遊藝價值的點數的消費作為條件,賦予競賽者報酬獲得的機會,競賽者利用攻撃項目116來擊敗敵人物112這樣的報酬賦予之遊戲結果,則賦予競賽者報酬。藉此,例如競賽者有效地配置攻撃項目116來擊敗更多的敵人物112,或越擊敗價值更高的敵人物112越賦予競賽者更多的報酬,可使競賽者的技巧反映至報酬賦予。另一方面,競賽者所獲得的報酬量是受上限值的限制,超過一定的限度的報酬是無法獲得。報酬量的上限值是藉由與競賽者的點數的消費建立關聯而被實行的抽選來決定。因此,藉由適當地調整該抽選的機率,可控制報酬的賦予成為支付率被維持於遊戲系統1或遊戲機2的經營主體可確保適當的利潤之預定的範圍。藉此,可在包含按照競賽者的技巧來增減報酬的要素之遊戲中放進支付率的控制,而使競賽者的滿足感與藉由支付率控制之適當的利潤的確保並存。而且,在報酬受上限值的限制來被調整時,演出會對應於此而被變更。因此,可提高競賽者的認可感,減低競賽者意識支付率的控制的介入而削減遊戲的興趣之虞。According to the above processing, once the opportunity equivalent to the consumption of points as amusement value can be obtained as a condition to give the competitor an opportunity to obtain a reward, the competitor uses the attack item 116 to defeat the enemy 112 and the reward is given to the game result. , The competitor is paid. By this, for example, the contestant effectively configures the attack project 116 to defeat more enemies 112, or the more the enemy value 112 is defeated, the more reward is given to the contestant, and the skill of the contestant can be reflected in the reward. . On the other hand, the amount of rewards received by competitors is limited by the upper limit, and rewards beyond a certain limit cannot be obtained. The upper limit of the amount of reward is determined by a lottery performed in association with the consumption of points of a contestant. Therefore, by appropriately adjusting the probability of the lottery, the payment of rewards can be controlled to a predetermined range in which an operating entity whose payment rate is maintained at the game system 1 or the game machine 2 can secure an appropriate profit. With this, it is possible to put the control of the payout rate in a game including elements that increase or decrease the reward according to the skill of the competitor, so that the satisfaction of the competitor and the guarantee of an appropriate profit controlled by the payout rate coexist. When the reward is adjusted by the upper limit, the performance will be changed accordingly. Therefore, it is possible to increase the sense of recognition of the contestant, reduce the intervention of the contestant's conscious pay rate control, and reduce the risk of interest in the game.
在上述的遊戲系統1中,報酬量的上限值是藉由與競賽者ID建立對應而被保存,同一的競賽者可繼承前回的上限值來玩次回的遊戲。圖14是為了如此與競賽者ID建立對應來保存上限值,遊戲機2的控制裝置20所實行的上限值保存處理的程序之一例。此處理是亦可設為上限值管理部43所實行者,作為一例。例如,上限值管理部43是在競賽者使遊戲結束時開始圖14的處理,首先判別競賽者的競賽者ID,且根據該被判別的競賽者ID來判別競賽資料DP(步驟S60),然後,在判別後的競賽資料DP保存上限值資料DU(步驟S61)。在遊戲伺服器4可利用時,保存有上限值資料DU的競賽資料DP亦可與競賽者ID建立對應來保持於遊戲伺服器4。在將上限值資料DU與競賽者ID建立對應來保存於遊戲機2的記憶裝置21時,在同一遊戲機2競賽者重啟遊戲時,只要識別競賽者ID來讀入對應的競賽資料DP,便可再利用前回的上限值。只要在遊戲伺服器4上保存競賽資料DP,即使在不同的遊戲機2競賽者重啟遊戲時,也可再利用前回的上限值。In the game system 1 described above, the upper limit value of the reward amount is stored by being associated with the player ID, and the same player can inherit the previous upper limit value to play the next game. FIG. 14 is an example of a procedure of the upper limit value saving process performed by the control device 20 of the gaming machine 2 in order to store the upper limit value in association with the player ID in this manner. This process may be performed by the upper limit management unit 43 as an example. For example, the upper limit management unit 43 starts the process of FIG. 14 when the contestant ends the game, first determines the contestant ID of the contestant, and determines the competition data DP based on the determined contestant ID (step S60), Then, the determined competition data DP stores the upper limit data DU (step S61). When the game server 4 is available, the competition data DP in which the upper limit data DU is stored may be associated with the player ID and held on the game server 4. When the upper limit data DU is associated with the competitor ID and stored in the memory device 21 of the gaming machine 2, when the competitor restarts the game on the same gaming machine 2, as long as the competitor ID is recognized to read the corresponding contest data DP, You can reuse the previous upper limit. As long as the game data DP is stored on the game server 4, the previous upper limit value can be reused even when the game player 2 restarts the game on a different game machine 2.
另外,亦可取代競賽者ID,以遊戲機2的至少一個輸入裝置8作為單位,按每個該單位管理上限值。例如,作為識別輸入裝置8的輸入裝置識別資訊之一例,亦可按每個站6設定獨特的站ID,按每個該站ID使上限值增減,且在遊戲的結束時是將在該時間點的上限值資料DU與站ID建立對應而保存,其次在同一站6玩的競賽者會繼承上限值資料DU。該情況,上限值管理部43是只要取代圖14的處理來實行圖15的處理即可。亦即,在圖15的處理中,上限值管理部43是在競賽者使遊戲結束時開始圖15的處理,首先判別競賽者的站6的站ID(步驟S60A),然後,與判別後的站ID建立對應來將上限值資料DU保存於記憶裝置21(步驟S61A)。此情況,其次在同一站6開始玩時,只要從記憶裝置21讀出對應於站ID的上限值資料DU,將該上限值資料DU利用於在該站6的玩遊戲,便可繼承上限值。Alternatively, instead of the competitor ID, at least one input device 8 of the gaming machine 2 may be used as a unit, and the upper limit value may be managed for each unit. For example, as an example of the input device identification information identifying the input device 8, a unique station ID may be set for each station 6, and the upper limit value may be increased or decreased for each station ID, and at the end of the game, the The upper limit data DU at this time point is stored in association with the station ID, and the competitor playing at the same station 6 will inherit the upper limit data DU. In this case, the upper limit value management unit 43 only needs to execute the processing of FIG. 15 instead of the processing of FIG. 14. That is, in the process of FIG. 15, the upper limit value management unit 43 starts the process of FIG. 15 when the competitor ends the game, and first discriminates the station ID of the competitor's station 6 (step S60A). The station ID corresponding to is stored in the memory device 21 (step S61A). In this case, when playing at the same station 6 is next, as long as the upper limit data DU corresponding to the station ID is read out from the memory device 21, and the upper limit data DU is used for playing the game at the station 6, it can be inherited. Upper limit.
將上限值與競賽者ID建立對應而管理時,或與站ID建立對應而管理時,皆是上限值與一人的競賽者建立對應而設定。然而,上限值是亦可對於二人以上的競賽者共通設定。例如,亦可設定包含複數人的競賽者的群組,以群組作為單位來設定共通的上限值。或,亦可以一台的遊戲機2的複數的站6作為單位來設定共通的上限值。而且,亦可以複數台的遊戲機2作為單位來設定共通的上限值。When the upper limit value is associated with and managed by the competitor ID, or when the upper limit value is associated with and managed by the station ID, the upper limit value is set and associated with one contestant. However, the upper limit may be set in common for two or more competitors. For example, a group including a plurality of competitors may be set, and a common upper limit value may be set using the group as a unit. Alternatively, a common upper limit value may be set by a plurality of stations 6 of one game machine 2 as a unit. In addition, a common upper limit value may be set by plural game machines 2 as a unit.
在以上的形態中,遊戲操作受理部30實行圖10的步驟S11及S12的處理,藉此作為遊戲操作受理手段的一例機能,遊戲控制部32實行圖10的步驟S15的處理,藉此作為遊戲控制手段的一例機能,報酬量決定部33實行圖10的步驟S13、S14、S17的處理,作為報酬量決定手段的一例機能,報酬賦予部34實行圖10的步驟S18的處理,藉此作為報酬賦予手段的一例機能。並且,抽選部41實行圖11的處理,藉此作為抽選手段的一例機能,報酬量調整部42實行圖12的步驟S41~S45的處理及圖14或圖15的處理,藉此作為報酬量調整手段的一例機能。而且,報酬演出指示部36實行圖13的處理,藉此作為報酬演出控制手段的一例機能。In the above aspect, the game operation accepting unit 30 performs the processing of steps S11 and S12 of FIG. 10 as an example of the function of the game operation accepting means, and the game control unit 32 executes the processing of step S15 of FIG. 10 as a game. As an example of the function of the control means, the compensation amount determination unit 33 performs the processing of steps S13, S14, and S17 in FIG. 10, and as an example of the function of the compensation amount determination means, the compensation giving unit 34 performs the processing in step S18 of FIG. An example of the function of the means. In addition, the lottery unit 41 executes the process of FIG. 11 as an example of the function of the lottery means, and the remuneration adjustment unit 42 executes the processes of steps S41 to S45 of FIG. 12 and the processes of FIG. 14 or FIG. 15 as adjustments of the remuneration amount. An example of the function of the means. In addition, the reward performance instruction unit 36 executes the processing of FIG. 13 as a function of an example of a reward performance control means.
本發明是不限於上述的形態,亦可以被施以適當的變形或變更的形態來實施。例如,在上述的形態中,抽選上限值的加算量,作為競賽者每消費遊藝價值,抽選條件成立者,但抽選條件是適當地變更即可。例如,以在競賽者的遊藝價值的消費量到達預定量時成立,或遊藝價值的消費次數到達預定數時成立這樣的方式,與遊藝價值的消費量或消費次數建立關聯來設定抽選條件即可。此情況的預定量是被設定為比對於一次的遊戲操作的消費量更大即可。亦可以在報酬的付出量到達一定值時成立這樣的方式,與報酬量建立關聯來設定抽選條件。或,亦可以取得預定的遊戲結果時,例如在圖2的遊戲中至少擊敗一個的敵人物112時抽選條件成立這樣的方式,抽選條件與遊戲結果建立關聯來設定。或,亦可以在競賽者的遊戲的競賽次數、競賽時間等到達預定的基準值時抽選條件成立的方式設定抽選條件。而且,抽選條件是不限於與遊戲直接地建立關聯來設定的例子。例如,亦可以在預定時刻、預定星期、每月的預定日,抽選條件成立這樣的方式,與時刻或日期建立關聯來設定抽選條件。The present invention is not limited to the above-mentioned form, and may be implemented by appropriately deforming or changing the form. For example, in the above-mentioned form, the added amount of the upper limit of the lottery is set as the lottery condition per contestant's consumption of game value, but the lottery condition may be changed appropriately. For example, it may be established when the amount of game value consumption reaches a predetermined amount, or when the number of times consumption of game value reaches a predetermined number, and the consumption conditions or the number of consumption times are associated with each other to set the lottery conditions. . The predetermined amount in this case may be set to be larger than the consumption amount for one game operation. It is also possible to establish such a method when the amount of remuneration paid reaches a certain value, and establish the association with the amount of remuneration to set the lottery conditions. Or, when a predetermined game result is obtained, for example, a lottery condition is established when at least one enemy object 112 is defeated in the game of FIG. 2, the lottery condition is set in association with the game result. Alternatively, the lottery conditions may be set in such a manner that the lottery conditions are satisfied when the number of races, the race time, and the like of the contestant's game reach a predetermined reference value. The lottery condition is not limited to an example in which the lottery condition is directly associated with the game and is set. For example, the lottery condition may be established at a predetermined time, a predetermined week, and a predetermined day of each month, and the lottery condition may be set in association with the time or date.
在上述的形態中,設為競賽者每進行一次的遊戲操作,消費對應於該操作的量的遊藝價值,但遊戲操作與遊藝價值的消費的對應關係是適當地設定即可。例如,亦可藉由一次的遊藝價值的消費來受理複數次的遊戲操作。亦可藉由一次的遊藝價值的消費,在預定時間內不限次數地受理遊戲操作。在上述的形態中,舉操作按鈕10或11來配置攻撃項目116的操作為例,作為遊戲操作,但在遊藝價值的消費與兌換受理的遊戲操作是亦可被設定複數種類。In the above-mentioned form, it is assumed that each time a game operation is performed by a contestant, the game value corresponding to the operation is consumed, but the correspondence between the game operation and the consumption of game value may be appropriately set. For example, multiple game operations can be accepted through one consumption of gaming value. You can also accept game operations for an unlimited number of times within a predetermined time with one consumption of gaming value. In the above-mentioned form, the operation of arranging the attack item 116 by using the operation buttons 10 or 11 is taken as an example, as a game operation, but a plurality of types of game operations may also be set for game value consumption and exchange acceptance.
在上述的形態中,賠率表ODn、ODs的抽選機率及加算量會預先被設定,其重新修改是例如只要遊戲機2的經營主體適當進行即可。但,亦可如在遊戲機2的運轉中監視支付率,以支付率接近預定範圍的上限或下限,或在超過的情況等支付率收斂於預定範圍的方式使賠率表ODn、Ods的抽選機率或加算量變化這樣地,追加按照支付率的變動來使賠率表ODn、ODs動態地變化的控制。In the above-mentioned form, the lottery probability and the added amount of the odds tables ODn and ODs are set in advance, and the re-modification is, for example, as long as the operating entity of the gaming machine 2 appropriately performs. However, if the payout rate is monitored during the operation of the gaming machine 2, the payout table ODn, Ods can be drawn in such a way that the payout rate approaches the upper or lower limit of the predetermined range, or when the payout rate converges to the predetermined range. In order to change the probability or the amount of addition, control to dynamically change the odds tables ODn and ODs in accordance with the change in the payout rate is added.
在上述的形態中,遊戲系統1是被構成為複數人的競賽者可在一台的遊戲機2同時並行地玩同一遊戲,但本發明是不被限定於如此的形態。例如,一台的遊戲機2是只要至少具備一個的輸入裝置8即足夠。該情況也可複數人的競賽者在彼此相異的時間玩遊戲,以作為報酬量的合計值對於預定期間內的競賽者的消費量的合計值之比的支付率被維持於預定的範圍之方式適用本發明即可。並且,遊戲系統是不限於如機台遊戲機般利用單獨可求取支付率的遊戲機之形態。例如圖16所示般,使用者所個人使用的智慧型手機等的使用者終端裝置2A與遊戲伺服器4會經由網路3來連接,在遊戲伺服器4的控制下,於使用者終端裝置2A上使各使用者玩遊戲的型式的遊戲系統也可適用本發明。例如,線上博奕遊戲這樣的形態也可藉由適用本發明來一面使競賽者的技巧反映至報酬量,一面將支付率控制於適當的範圍。另外,作為使用者終端裝置2A是可利用桌上型或筆記型的個人電腦、平板終端機、攜帶型遊戲機或桌上型的遊戲機(game console)等各種的終端裝置。In the above-mentioned embodiment, the game system 1 is configured such that a plurality of players can play the same game in parallel on one game machine 2 at the same time, but the present invention is not limited to such a mode. For example, one gaming machine 2 is sufficient if it has at least one input device 8. In this case, a plurality of competitors may play the game at different times from each other, and a payment rate that is a ratio of the total value of the reward amount to the total value of the competitors' consumption amount within a predetermined period may be maintained within a predetermined range. The method can be applied to the present invention. In addition, the game system is not limited to the form of a game machine that can obtain a payout rate like a gaming machine. For example, as shown in FIG. 16, a user terminal device 2A such as a smart phone used by the user and the game server 4 are connected via the network 3, and are controlled by the user terminal device under the control of the game server 4. The game system of 2A type in which each user plays a game can also apply the present invention. For example, in a form such as an online gaming game, by applying the present invention, the skill of a contestant can be reflected in the amount of reward, and the payout rate can be controlled to an appropriate range. In addition, as the user terminal device 2A, various terminal devices such as a desktop or notebook personal computer, a tablet terminal, a portable game machine, or a desktop game console can be used.
在上述的形態中,設為遊戲機2的電腦之控制裝置20實行圖10以下的各處理者,但亦可遊戲伺服器4等的電腦實行該等的處理的至少一部分。而且,亦可設為使經由網路3來連接的至少一台的遊戲機2作為遊戲伺服器4機能,該遊戲機2實行有關其他的遊戲機2的處理者。當遊戲伺服器4實行各種的處理時,亦可構築在遊戲伺服器4上實行遊戲程式PG的假想遊戲機,遊戲機2是使作為對於該假想遊戲機的遠程輸出入裝置機能。在本發明的遊戲系統實行的遊戲是不限於圖2所例示般的遊戲,只要包含在遊藝價值的消費與兌換受理遊戲操作,按照受理的遊戲操作來運算遊戲結果,根據運算的遊戲結果來決定競賽者的報酬量之要素,亦可實行射撃遊戲、格闘遊戲、捕獲遊戲等各種的遊戲。In the above-mentioned embodiment, the control device 20 of the computer set as the game machine 2 executes each of the processors shown in FIG. 10 and below, but a computer such as the game server 4 may execute at least a part of these processes. In addition, at least one game machine 2 connected via the network 3 may be used as the game server 4, and the game machine 2 may perform processing on other game machines 2. When the game server 4 executes various processes, a virtual game machine that executes the game program PG on the game server 4 may be constructed. The game machine 2 functions as a remote input / output device for the virtual game machine. The game implemented in the game system of the present invention is not limited to the game illustrated in FIG. 2, as long as it includes game value consumption and exchange acceptance game operations, the game results are calculated according to the accepted game operations, and the game results are determined based on the calculated game results. The competitor's compensation amount can be implemented in various games such as shooting games, grid games, and capture games.
在以下記載從上述的實施形態及變形例的各者導出之本發明的各種的形態。另外,在以下的說明中,為了容易理解本發明的各形態,以括號附記被圖示於附圖之對應的構件,但本發明並非藉此來限定於圖示的形態。Various aspects of the present invention, which are derived from each of the embodiments and modifications described above, are described below. In addition, in the following description, in order to easily understand each aspect of the present invention, corresponding members shown in the drawings are attached with parentheses. However, the present invention is not limited to the forms shown.
本發明之一形態的遊戲系統(1)是具備: 在預定的遊藝價值的消費與兌換受理競賽者的遊戲操作之遊戲操作受理手段(30、S11、S12); 按照受理的遊戲操作來運算遊戲結果之遊戲控制手段(32、S15); 根據運算的遊戲結果來決定應賦予前述競賽者的報酬量之報酬量決定手段(33、S13、S14、S17);及 將決定的量的報酬賦予前述競賽者之報酬賦予手段(34、S18), 前述報酬量決定手段是更具備: 在預定的抽選條件成立時實行預定的抽選之抽選手段(41、S30~S34);及 以在前述遊戲結果與賦予前述競賽者的報酬量的對應關係產生變化的方式,按照前述抽選的結果來調整應根據前述遊戲結果而被決定的報酬量之報酬量調整手段(42、S41~S45)。A game system (1) according to one aspect of the present invention is provided with: 游戏 game operation acceptance means (30, S11, S12) for receiving and redeeming game operations of a contestant at a predetermined game value consumption and exchange; 运算 calculating a game according to the accepted game operation Resulting game control means (32, S15); 之 A reward amount determining means (33, S13, S14, S17) that determines the amount of reward that should be given to the aforementioned contestant based on the game result of the operation; and giving the determined amount of reward to the aforementioned Competitors' rewarding means (34, S18), The aforementioned means for determining the amount of reward are more equipped: 实行 A lottery means (41, S30 ~ S34) that implements a predetermined lottery when predetermined lottery conditions are established; and In a manner in which the correspondence relationship of the amount of reward given to the contestant changes, the amount of reward adjustment means (42, S41 to S45) that adjusts the amount of reward to be determined based on the result of the game is adjusted according to the result of the aforementioned lottery.
本發明之一形態的遊戲系統用的電腦程式(PG)是被構成為使含在遊戲系統的電腦(20)作為下列手段機能, 在預定的遊藝價值的消費與兌換受理競賽者的遊戲操作之遊戲操作受理手段(30、S11、S12); 按照受理的遊戲操作來運算遊戲結果之遊戲控制手段(32、S15); 根據被運算的遊戲結果來決定應賦予前述競賽者的報酬量之報酬量決定手段(33、S13、S14、S17);及 將被決定的量的報酬賦予前述競賽者之報酬賦予手段(34、S18), 前述報酬量決定手段更作為下列手段機能, 在預定的抽選條件成立時實行預定的抽選之抽選手段(41、S30~S34);及 以在前述遊戲結果與賦予前述競賽者的報酬量的對應關係產生變化之方式,按照前述抽選的結果來調整應根據前述遊戲結果而被決定的報酬量之報酬量調整手段(42、S41~S45)。A computer program (PG) for a game system according to an aspect of the present invention is configured so that a computer (20) included in the game system functions as a means for accepting a game value of a predetermined game value and accepting a game operation of a contestant. Game operation acceptance means (30, S11, S12); 游戏 Game control means (32, S15) for calculating game results in accordance with accepted game operations; Determine the amount of remuneration that should be given to the aforementioned contestants based on the calculated game results Decision means (33, S13, S14, S17); and compensation means (34, S18) for awarding the determined amount of reward to the aforementioned contestant, The aforementioned means for determining the amount of reward functions as the following means, In predetermined lottery conditions A predetermined lottery (41, S30 ~ S34) is implemented when it is established; and in a way that the corresponding relationship between the aforementioned game result and the amount of reward given to the contestant changes, adjustments based on the aforementioned lottery result should be based on the aforementioned game A reward adjustment means (42, S41 to S45) of the reward amount determined as a result.
另外,本發明之一形態的電腦程式是亦可在被記憶於記憶媒體的狀態下被提供。只要使用此記憶媒體,便可例如將本發明的電腦程式安裝於電腦來實行,藉此利用該電腦來實現本發明的遊戲系統。記憶電腦程式的記憶媒體是亦可為CDROM等的非一時性的記憶媒體。A computer program according to an aspect of the present invention may be provided while being stored in a storage medium. As long as this memory medium is used, for example, the computer program of the present invention can be installed in a computer for execution, and the computer can be used to implement the game system of the present invention. The storage medium storing the computer program is a non-temporary storage medium such as a CDROM.
本發明的其他的形態的遊戲系統(1)是包含:檢測出競賽者的遊戲操作的輸入裝置(8)、記憶預定的電腦程式(PG)的記憶裝置(21)、及與前述輸入裝置及前述記憶裝置連接,根據前述記憶裝置的電腦程式來實行預定的處理的處理器(控制裝置20的一部分為一例)之遊戲系統(1),前述處理器是根據前述電腦程式,在預定的遊藝價值的消費與兌換受理經由前述輸入裝置之競賽者的遊戲操作(S11、S12),按照受理的遊戲操作來運算遊戲結果(S15),根據被運算的遊戲結果來決定應賦予前述競賽者的報酬量(S13、S14、S17),將被決定的量的報酬賦予前述競賽者(S18),且在前述報酬量的決定中,預定的抽選條件成立時實行預定的抽選(S30~S34),以使前述遊戲結果與應賦予前述競賽者的報酬量的對應關係產生變化的方式,按照前述抽選的結果來調整應根據前述遊戲結果而被決定的報酬量(S41~S45)。A game system (1) according to another aspect of the present invention includes an input device (8) that detects a player's game operation, a memory device (21) that stores a predetermined computer program (PG), and the input device and The memory device is connected to a game system (1) of a processor (a part of the control device 20 is an example) that executes predetermined processing based on a computer program of the memory device, and the processor is based on the computer program in a predetermined game value. The consumption and redemption acceptance of the game via the input device of the contestant (S11, S12), the game result is calculated according to the accepted game operation (S15), and the amount of reward to be given to the contestant is determined based on the calculated game result. (S13, S14, S17), the determined amount of reward is given to the aforementioned contestant (S18), and in the aforementioned determination of the amount of reward, the predetermined lottery is performed when the predetermined lottery condition is satisfied (S30 ~ S34) so that The manner in which the correspondence between the game result and the amount of reward to be given to the contestant changes, and the report to be determined based on the game result is adjusted according to the result of the lottery. Amount (S41 ~ S45).
若根據上述形態,則根據按照競賽者的遊戲操作而被運算的遊戲結果來決定報酬量,藉此競賽者的遊戲之技巧會被反映至報酬量。另一方面,報酬量會根據抽選結果來調整,因此藉由適當地調整抽選的機率或期待值,可使遊戲結果與報酬量的對應關係按照支付率的控制的情況來適當地變化。藉此,對於包含按照競賽者的遊戲操作來賦予報酬的要素之遊戲,可適當地放進支付率的調整。According to the above aspect, the amount of reward is determined based on the game result calculated in accordance with the game operation of the competitor, and the skill of the competitor's game is reflected in the amount of reward. On the other hand, the amount of reward is adjusted according to the lottery result. Therefore, by appropriately adjusting the probability or expected value of the lottery, the correspondence between the game result and the amount of reward can be appropriately changed according to the control of the payout rate. Thereby, for a game including an element to be rewarded in accordance with a game operation of a competitor, adjustment of a payout rate can be appropriately included.
在上述形態中,前述報酬量調整手段是亦可設為根據前述抽選的結果來決定應賦予前述競賽者的報酬量的上限值(S14),以應根據前述遊戲結果而決定的報酬量不超過前述上限值的方式調整前述報酬量(S17、S41~S45)。若根據此形態,則只要不超過上限值,對應於遊戲結果的量的報酬會被賦予競賽者,因此可適度地維持按照對應於競賽者的遊戲操作之遊戲結果來賦予報酬的對應關係。另一方面,以不超過上限值的方式調整報酬量,且該上限值是根據抽選的結果而定,因此可依據上限值來限制過量的報酬的賦予而適當地控制支付率。In the above aspect, the means for adjusting the amount of reward may be set to determine the upper limit of the amount of reward to be given to the contestant based on the result of the lottery (S14), so that the amount of reward to be determined based on the result of the game may not Adjust the amount of rewards above the upper limit (S17, S41 ~ S45). According to this aspect, as long as the upper limit value is not exceeded, the reward corresponding to the amount of the game result is given to the contestant, and thus the correspondence relationship of the reward based on the game result corresponding to the game operation of the competitor can be appropriately maintained. On the other hand, the amount of reward is adjusted in such a way that it does not exceed the upper limit, and the upper limit is determined based on the result of the lottery. Therefore, it is possible to appropriately control the rate of payment based on the upper limit to limit the grant of excessive rewards.
在上述形態中,前述抽選手段是在每前述抽選條件成立,可重複實行前述抽選,前述報酬量調整手段是亦可設為依據一次的抽選來決定前述上限值之後,至次回或在以後的抽選決定新的上限值為止的期間,按照前述報酬賦予手段賦予的報酬量來減算前述上限值(S45)。若根據此形態,則上限值會按照報酬的賦予來逐漸減少,另一方面,藉由抽選的重複,上限值增加的機會給予競賽者。因此,以抽選被重複的方式,可給予競賽者繼續玩的動機。In the above-mentioned form, the aforementioned lottery means can be implemented repeatedly each time the aforementioned lottery conditions are satisfied, and the aforementioned means for adjusting the amount of reward can also be set to determine the upper limit value based on one lottery, to the next round or later During the period until the new upper limit is determined by lottery, the upper limit is reduced according to the amount of reward given by the reward giving means (S45). According to this form, the upper limit value will be gradually reduced in accordance with the reward. On the other hand, by repeating the lottery, the chance of the upper limit value increasing will be given to the contestant. Therefore, in a manner in which the lottery is repeated, the contestant can be given an incentive to continue playing.
在上述形態中,前述報酬量調整手段是亦可作為根據預定的競賽者識別資訊來識別競賽者(S60),且使前述上限值與前述競賽者識別資訊建立關聯來記憶於預定的記憶手段(21)(S61)者。若根據此形態,則由於上限值與競賽者的識別資訊建立對應來被保持,因此可對於同一競賽者繼續地適用對於競賽者設定的上限值。例如,即使在同一競賽者的次回的競賽,也可繼續適用在前回的競賽所被設定的上限值,使競賽者從前回繼續玩遊戲。In the above aspect, the means for adjusting the amount of reward may also be used to identify the contestant based on predetermined competitor identification information (S60), and associate the upper limit value with the competitor identification information to memorize in a predetermined memory means. (21) (S61). According to this aspect, since the upper limit value is held in correspondence with the identification information of the competitor, the upper limit value set for the competitor can be continuously applied to the same competitor. For example, even in the next round of the same contestant, the upper limit set in the previous round of competition can continue to be applied, so that the contestant can continue playing the game from the previous round.
在上述形態中,遊戲系統是亦可設為更具備:分別具有檢測出前述競賽者的前述遊戲操作的檢測部(8a)之複數的輸入裝置(8),前述報酬量調整手段是亦可作為根據預定的輸入裝置識別資訊來識別前述輸入裝置(S60A),且使前述上限值與前述輸入裝置識別資訊建立關聯來記憶於預定的記憶手段(21)(S61A)者。若根據此形態,則由於上限值與輸入裝置建立對應來被保持,因此不同的競賽者利用同一的輸入裝置來依序玩遊戲時,可在其競賽者間使上限值繼續地適用來玩遊戲。In the above aspect, the game system may be further provided with a plurality of input devices (8) each including a detection unit (8a) that detects the game operation of the contestant, and the aforementioned means for adjusting the amount of reward may be used as The input device is identified based on predetermined input device identification information (S60A), and the upper limit value is associated with the input device identification information to be stored in a predetermined storage means (21) (S61A). According to this aspect, since the upper limit value is held in correspondence with the input device, when different players use the same input device to sequentially play the game, the upper limit value can be continuously applied among the competitors. play games.
在上述形態中,更具備:以對應於前述報酬的賦予之演出提示給競賽者的方式,控制前述遊戲的演出之報酬演出控制手段(36、S50~S53),前述報酬演出控制手段是亦可設為根據一遊戲結果而決定的報酬量藉由前述報酬量調整手段的調整來變化時,按照該調整結果,使在對應於前述報酬的賦予之演出的內容產生變化。若根據此形態,則當報酬量被調整時,配合於此來使提示給競賽者的演出變化,藉此即使報酬量對於一遊戲結果變化,也可給予競賽者對於該變化的認可感。藉此,可減低競賽者意識因支付率的控制的介入所產生的人為性而削減遊戲的興趣之虞。The above-mentioned form further includes a performance control means (36, S50 to S53) for controlling the performance of the game in a manner that the performance corresponding to the payment of the reward is presented to the contestant. When the amount of reward determined based on a game result is changed by the adjustment of the amount of reward adjustment means, the content of the performance corresponding to the grant of the reward is changed according to the result of the adjustment. According to this form, when the amount of reward is adjusted, the performance presented to the contestant is changed in cooperation with it, so that even if the amount of reward changes for a game result, the contestant can be given a sense of recognition of the change. Thereby, it is possible to reduce a player's consciousness that the interest in the game may be reduced due to the artificiality caused by the intervention of the control of the payment rate.
在上述形態中,前述遊戲控制手段是可按照預定的切換條件來切換前述遊戲於複數的狀態之間,前述抽選手段是亦可設為以關於前述上限值的期待值會按照前述狀態來變化的方式,使前述抽選的選擇項與每個選擇項的抽選機率的對應關係按照前述狀態來變化而實行前述抽選(S30~S33)。若根據此,則可藉由按照遊戲的狀態來使關於上限值的期待值變化,例如可獲得多的報酬的狀態是以提高上限值的期待值而可獲得更多量的報酬這樣的方式,按照遊戲的狀態來適當地控制上限值。In the above aspect, the game control means may switch the game between a plurality of states according to a predetermined switching condition, and the lottery means may be set so that an expected value regarding the upper limit value may be changed according to the state. According to the method, the corresponding relationship between the selection items of the lottery and the lottery probability of each selection item is changed according to the state, and the lottery is performed (S30 to S33). According to this, the expected value of the upper limit value can be changed in accordance with the state of the game. For example, a state in which a large amount of reward can be obtained can be achieved by increasing the expected value of the upper limit value and obtaining a larger amount of reward. Mode, the upper limit is appropriately controlled in accordance with the state of the game.
在上述形態中,前述抽選條件亦可被設定為包含前述遊藝價值的消費作為成立條件的至少一個。若根據此,則由於在遊藝價值的消費與兌換進行抽選來設定報酬量的上限值,因此可給予競賽者消費遊藝價值的動機。藉由將用以調整報酬量的上限值與遊藝價值的消費建立對應而設定,可將關於上限值的抽選與支付率更明確地建立關聯。In the above aspect, the lottery condition may be set to include at least one of the establishment conditions including consumption of the amusement value. According to this, since the upper limit of the amount of reward is set by lottery between consumption and exchange of amusement value, a competitor can be motivated to consume amusement value. By setting and setting the upper limit value for adjusting the amount of reward to the consumption of the entertainment value, the lottery regarding the upper limit value and the payment rate can be more clearly related.
在上述形態中,前述抽選手段是亦可以作為賦予前述競賽者的報酬量對於前述競賽者的前述遊藝價值的消費量之比而特定的支付率維持於預定的範圍之方式控制前述抽選。若根據此,則藉由以支付率被維持於預定的範圍的方式控制抽選,對於包含按照競賽者的遊戲操作來賦予報酬的要素之遊戲,可更適當地放進支付率的調整。In the above aspect, the lottery means may also control the lottery in such a manner that a specific payment rate is maintained within a predetermined range as a ratio of the amount of reward given to the contestant to the consumption amount of the game value of the contestant. According to this, by controlling the lottery so that the payout rate is maintained within a predetermined range, it is possible to more appropriately adjust the payout rate for games that include elements that give rewards in accordance with the game operations of the contestants.
1‧‧‧遊戲系統1‧‧‧Game System
2‧‧‧遊戲機2‧‧‧Game console
2A‧‧‧使用者終端裝置2A‧‧‧User terminal device
4‧‧‧遊戲伺服器4‧‧‧Game Server
5‧‧‧顯示裝置5‧‧‧ display device
6‧‧‧站6‧‧‧ stop
7‧‧‧中心抽選機構7‧‧‧Central Lottery
8‧‧‧輸入裝置8‧‧‧ input device
8a‧‧‧檢測部8a‧‧‧Testing Department
20‧‧‧控制裝置(電腦)20‧‧‧Control device (computer)
21‧‧‧記憶裝置(記憶手段)21‧‧‧memory device (memory means)
30‧‧‧遊戲操作受理部(遊戲操作受理手段)30‧‧‧Game Operation Acceptance Department (Game Operation Acceptance Means)
32‧‧‧遊戲控制部(遊戲控制手段)32‧‧‧Game Control Department (Game Control Means)
33‧‧‧報酬量決定部(報酬量決定手段)33‧‧‧Determining Department of Remuneration
34‧‧‧報酬賦予部(報酬賦予手段)34‧‧‧Remuneration Department (Remuneration Payment Means)
36‧‧‧報酬演出指示部(報酬演出控制部)36‧‧‧Reward Performance Instruction Department (Reward Performance Control Department)
41‧‧‧抽選部(抽選手段)41‧‧‧Lot selection department (selection means)
42‧‧‧報酬量調整部(報酬量調整手段)42‧‧‧Return amount adjustment department (return amount adjustment means)
100‧‧‧遊戲畫面100‧‧‧ Game Screen
110‧‧‧遊戲場110‧‧‧Playground
111A、111B、111C、111D‧‧‧競賽者人物111A, 111B, 111C, 111D‧‧‧‧Character
112‧‧‧敵人物112‧‧‧ enemy
116‧‧‧攻撃項目116‧‧‧ Attack Project
116a‧‧‧影響範圍116a‧‧‧Scope of influence
圖1是表示本發明之一形態的遊戲系統的全體構成的圖。 圖2是表示遊戲畫面之一例的圖。 圖3A是表示遊戲進展至遊藝價值的消費與兌換的樣子之一例的圖。 圖3B是表示對應於圖3A的遊戲結果之一例的圖。 圖3C是表示按照圖3B的遊戲結果來提示被賦予報酬的樣子的演出之一例的圖。 圖4是表示報酬量的調整之一例的圖。 圖5是與圖3C建立對應來表示報酬量被調整時的演出之一例的圖。 圖6是表示遊戲機的控制系的構成之一例的方塊圖。 圖7是表示通常賠率表之一例的圖。 圖8是表示特別賠率表之一例的圖。 圖9是表示遊戲機的遊戲處理部的具體的構成之一例的機能方塊圖。 圖10是表示圖6的遊戲處理部所實行的遊戲處理的程序之一例的流程圖。 圖11是表示圖9的抽選部所實行的內部抽選處理的程序之一例的流程圖。 圖12是表示圖9的報酬量決定部所實行的報酬量決定處理的程序之一例的流程圖。 圖13是表示圖9的報酬演出指示部所實行的演出指示處理的程序之一例的流程圖。 圖14是表示圖9的上限值管理部所實行的上限值保存處理的程序之一例的流程圖。 圖15是表示圖9的上限值管理部所實行的上限值保存處理的程序的其他的例子的流程圖。 圖16是表示遊戲系統的其他的形態的圖。FIG. 1 is a diagram showing the overall configuration of a game system according to an aspect of the present invention. FIG. 2 is a diagram showing an example of a game screen. FIG. 3A is a diagram showing an example of how the game progresses to the consumption and exchange of entertainment value. 3B is a diagram showing an example of a game result corresponding to FIG. 3A. C FIG. 3C is a diagram showing an example of a performance in which a state of being paid is presented in accordance with the game result of FIG. 3B. FIG. 4 is a diagram showing an example of adjustment of the amount of reward. FIG. 5 is a diagram showing an example of a performance when the amount of compensation is adjusted in correspondence with FIG. 3C. 6 is a block diagram showing an example of a configuration of a control system of a gaming machine. FIG. 7 is a diagram showing an example of a normal odds table. FIG. 8 is a diagram showing an example of a special odds table. 9 is a functional block diagram showing an example of a specific configuration of a game processing unit of a gaming machine. 10 is a flowchart showing an example of a program of a game process executed by the game processing unit of FIG. 6. 11 is a flowchart showing an example of a procedure of an internal lottery process executed by the lottery unit in FIG. 9. FIG. 12 is a flowchart showing an example of a procedure of a reward amount determination process performed by the reward amount determination unit in FIG. 9. FIG. 13 is a flowchart showing an example of a procedure of a performance instruction process executed by the reward performance instruction unit of FIG. 9. FIG. 14 is a flowchart showing an example of a procedure of an upper limit value saving process executed by the upper limit value management unit in FIG. 9. FIG. 15 is a flowchart showing another example of a program of the upper limit value saving process executed by the upper limit value management unit of FIG. 9. FIG. 16 is a diagram showing another aspect of the game system.
Claims (11)
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JP2017163025A JP6533929B2 (en) | 2017-08-28 | 2017-08-28 | Game system and computer program used therefor |
JP2017-163025 | 2017-08-28 |
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TW201919741A true TW201919741A (en) | 2019-06-01 |
TWI683692B TWI683692B (en) | 2020-02-01 |
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TW107129834A TWI683692B (en) | 2017-08-28 | 2018-08-27 | Game system and recording medium recorded with computer program used in the game system |
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JP (1) | JP6533929B2 (en) |
TW (1) | TWI683692B (en) |
WO (1) | WO2019044666A1 (en) |
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JP6813617B2 (en) * | 2019-03-29 | 2021-01-13 | 株式会社コロプラ | Game programs, game methods, and information terminals |
JP7336429B2 (en) * | 2019-03-29 | 2023-08-31 | 株式会社コロプラ | game program |
JP7466277B2 (en) * | 2019-07-12 | 2024-04-12 | 株式会社バンダイナムコエンターテインメント | Program and game system |
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JP2005177273A (en) * | 2003-12-22 | 2005-07-07 | Snk Playmore Corp | Slot machine, control method thereof and game program utilized therefor |
JP4185096B2 (en) * | 2005-12-27 | 2008-11-19 | 株式会社コナミデジタルエンタテインメント | Game system and server |
US7946916B2 (en) * | 2006-01-12 | 2011-05-24 | Waterleaf Ltd. | Variable payout wager games |
US8210932B2 (en) * | 2010-04-23 | 2012-07-03 | Konami Gaming, Incorporated | Gaming system with a free game mode |
JP5607088B2 (en) * | 2012-01-31 | 2014-10-15 | 株式会社コナミデジタルエンタテインメント | Game system |
US20150087389A1 (en) * | 2013-09-20 | 2015-03-26 | Konami Gaming, Inc. | System and method of providing system-based bonusing awards in a casino environment |
JP6195592B2 (en) * | 2015-06-29 | 2017-09-13 | グリー株式会社 | Program, server control method, and server |
JP6022643B2 (en) * | 2015-07-13 | 2016-11-09 | 株式会社タイトー | game machine |
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2018
- 2018-08-23 WO PCT/JP2018/031222 patent/WO2019044666A1/en active Application Filing
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JP6533929B2 (en) | 2019-06-26 |
WO2019044666A1 (en) | 2019-03-07 |
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