TW201935351A - Game system and storage medium storing computer program - Google Patents

Game system and storage medium storing computer program Download PDF

Info

Publication number
TW201935351A
TW201935351A TW108101905A TW108101905A TW201935351A TW 201935351 A TW201935351 A TW 201935351A TW 108101905 A TW108101905 A TW 108101905A TW 108101905 A TW108101905 A TW 108101905A TW 201935351 A TW201935351 A TW 201935351A
Authority
TW
Taiwan
Prior art keywords
game
play
player
players
aforementioned
Prior art date
Application number
TW108101905A
Other languages
Chinese (zh)
Other versions
TWI684930B (en
Inventor
增田寛之
北川正
幸野正典
大森駿也
Original Assignee
日商科樂美遊樂有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 日商科樂美遊樂有限公司 filed Critical 日商科樂美遊樂有限公司
Publication of TW201935351A publication Critical patent/TW201935351A/en
Application granted granted Critical
Publication of TWI684930B publication Critical patent/TWI684930B/en

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/843Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • General Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • Theoretical Computer Science (AREA)
  • Tourism & Hospitality (AREA)
  • Health & Medical Sciences (AREA)
  • Human Computer Interaction (AREA)
  • Economics (AREA)
  • General Health & Medical Sciences (AREA)
  • Human Resources & Organizations (AREA)
  • Marketing (AREA)
  • Primary Health Care (AREA)
  • Strategic Management (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

A game system that provides a game in which a plurality of players PLI to PL4 are enabled to participate and play in exchange for payment of a price PF, includes: a device permitting play of the game by the plurality of players PL1 to PL4 on condition that payment of a minimum unit price necessary for playing the game has been paid; a device setting a play range LF, which is a range in which each player PL1 to PL4 is enabled to play the game, of each player based on a paid price and a number of players so that the play range LF varies according to the paid price and the number of players; and a device making each player PL1 to PL4 to play the game in the set play range LF.

Description

遊戲系統及記憶其電腦程式的記憶媒體Game system and memory medium storing computer program thereof

本發明係關於以對價的支付作為條件,遊玩遊戲的遊戲系統。The present invention relates to a game system for playing a game based on payment of consideration.

在遊玩遊戲時徵收對價之類型的遊戲系統中,一般會訂定每位玩家的遊玩費用。讓複數玩家遊玩共通的遊戲時,需要相當於每位玩家的遊玩費用與玩家數的積之遊玩費用的支付。也公知有第1位玩家支付費用的話,回應該狀況而受理其他玩家的登記參加的遊戲系統(例如參照專利文獻1)。
[先前技術文獻]
[專利文獻]
In a game system of a type in which consideration is collected when playing a game, a game fee for each player is generally set. When a common game is played by a plurality of players, it is necessary to pay the game cost equivalent to the product of each player and the number of players. There is also known a game system that accepts registration of other players in response to the situation when the first player pays a fee (for example, refer to Patent Document 1).
[Prior technical literature]
[Patent Literature]

[專利文獻1]日本專利第3818775號公報[Patent Document 1] Japanese Patent No. 3818775

[發明所欲解決之課題][Problems to be Solved by the Invention]

僅以1位玩家遊玩遊戲時應支付的對價承認複數玩家參加遊戲的狀況中,1位玩家的金錢負擔相對地變小,與單獨遊玩遊戲的狀況之比較中會產生不平等、不公平感。又,在所謂如街機遊戲般的業務用遊戲機中,每位玩家會佔有遊戲機的至少一部分,故假設設為以1人分的對價可讓複數玩家遊玩遊戲的話,則遊戲機的收益性會降低。另一方面,設為要求參加遊戲之人數分的遊玩費用的支付的話,對價的絕對值變大,該狀況成為猶豫參加遊戲的要因,結果,即使以複數玩家可同時進行遊玩之方式構成遊戲機,也無法充分利用該構造,可能發生遊戲機的運作率降低的問題。再者,專利文獻1的遊戲系統僅因應參加遊戲的人數,可變動登記參加的受理時間,如何設定對於第2位之後的玩家的收費並不明確。又,在專利文獻1的遊戲系統中,無關於參加人數,提供給玩家之遊玩的範圍相同。In the situation where only one player pays for the game when the player acknowledges that the player is participating in the game, the financial burden of one player is relatively small, and a sense of inequality and unfairness is generated when compared with the situation of playing the game alone. In addition, in a so-called business game machine such as an arcade game, each player occupies at least a part of the game machine. Therefore, if it is set at a price of one person, a plurality of players can play the game. The profitability of the game machine Will decrease. On the other hand, if the payment of the game fee is required for the number of people participating in the game, the absolute value of the consideration becomes large, and this situation becomes the main reason for hesitating to participate in the game. As a result, even if a plurality of players can play at the same time, the game machine is configured Also, this structure cannot be fully utilized, and a problem that the operating rate of the gaming machine may decrease may occur. In addition, the game system of Patent Document 1 can vary the acceptance time for registration and participation only in accordance with the number of people participating in the game, and it is not clear how to set the fee for players after the second place. Moreover, in the game system of Patent Document 1, the number of participants is not the same, and the range of play provided to players is the same.

因此,本發明的目的係提供可一邊減輕複數玩家參加遊戲時之對價的負擔感,一邊以不損及運作率或收益性之方式在合理的範圍內讓複數玩家遊玩遊戲的遊戲系統等。

[用以解決課題之手段]
Therefore, an object of the present invention is to provide a game system and the like that can allow a plurality of players to play a game within a reasonable range while not reducing the burden burden of consideration when a plurality of players participate in a game, without compromising operation rate or profitability.

[Means to solve the problem]

本發明的一樣態之遊戲系統,係以對價的支付作為代價,提供複數玩家可參加遊玩之遊戲的遊戲系統,具備:遊玩允許控制手段,係以支付為了遊玩前述遊戲所需之最小單位的對價作為條件,允許前述複數玩家所致之遊戲的遊玩;遊玩範圍設定手段,係以作為各玩家可遊玩前述遊戲之範圍即遊玩範圍,因應所支付的對價與前述複數玩家的人數而變化之方式,依據前述所支付的對價與前述玩家的人數,設定各玩家的遊玩範圍;及遊玩控制手段,係在前述遊玩範圍設定手段所設定的範圍中讓各玩家遊玩前述遊戲。The homogeneous game system of the present invention is a game system that provides a game in which multiple players can participate in the game at the price of payment of consideration. The game system is provided with a game permission control means to pay the consideration of the minimum unit required to play the aforementioned game. As a condition, play of the game caused by the aforementioned plurality of players is allowed; the means for setting the play range is a manner in which each player can play the aforementioned game, that is, the play range, which varies according to the consideration paid and the number of the aforementioned plural players, The play range of each player is set according to the paid consideration and the number of players mentioned above; and the play control means is to let each player play the aforementioned game within the range set by the play range setting means.

本發明的一樣態之遊戲系統用的電腦程式,係使設置於以對價的支付作為代價,提供複數玩家可參加遊玩之遊戲的遊戲系統之電腦,構成為具有以下功能:遊玩允許控制手段,係以支付為了遊玩前述遊戲所需之最小單位的對價作為條件,允許前述複數玩家所致之遊戲的遊玩;遊玩範圍設定手段,係以作為各玩家可遊玩前述遊戲之範圍即遊玩範圍,因應所支付的對價與前述複數玩家的人數而變化之方式,依據前述所支付的對價與前述玩家的人數,設定各玩家的遊玩範圍;及遊玩控制手段,係在前述遊玩範圍設定手段所設定的範圍中讓各玩家遊玩前述遊戲。The computer program for the homomorphic game system of the present invention is a computer provided with a game system that provides a plurality of players to participate in the game at the price of payment of consideration, and is configured to have the following functions: game permission control means, system The condition is to pay the consideration of the minimum unit required to play the aforementioned game as a condition to allow the play of the game caused by the aforementioned plural players. The method of changing the consideration and the number of the aforementioned plurality of players is to set the playing range of each player according to the aforementioned paid consideration and the number of the aforementioned players; and the game control means is to let the players within the range set by the aforementioned playing range setting means. Each player plays the aforementioned game.

以下,說明包含本發明的一形態之遊戲機所構成的遊戲系統之一例。首先,參照圖1,說明遊戲系統的整體構造。遊戲系統1係包含作為伺服器裝置的中央伺服器2,與可透過所定網路5連接於中央伺服器2之作為客戶端裝置的複數遊戲機3及複數使用者終端裝置4。再者,使用者的用語係利用遊戲系統1者的總稱,以下,有特別將利用遊戲機3的使用者稱為玩家的狀況。中央伺服器2係藉由組合作為複數電腦裝置的伺服器單元2A、2B…,構成為1台邏輯伺服器裝置。但是,藉由單一伺服器單元構成中央伺服器2亦可。或者,利用雲端運算,邏輯構成中央伺服器2亦可。An example of a game system including a gaming machine according to an aspect of the present invention will be described below. First, the overall structure of the game system will be described with reference to FIG. 1. The game system 1 includes a central server 2 as a server device, and a plurality of game machines 3 and a plurality of user terminal devices 4 as client devices that can be connected to the central server 2 through a predetermined network 5. In addition, the term of the user is a general term of a person who uses the game system 1. Hereinafter, a user who uses the game machine 3 is particularly referred to as a player. The central server 2 is constituted as a logical server device by combining server units 2A, 2B, ... serving as a plurality of computer devices. However, the central server 2 may be configured by a single server unit. Alternatively, the central server 2 may be logically configured using cloud computing.

遊戲機3係構成為以所定遊玩費用(對價之一例)的支付作為代價,在對應該遊玩費用的範圍內讓使用者遊玩遊戲之商業用(業務用)的遊戲機。此種遊戲機3有被稱為街機的狀況。遊戲機3係以重複讓多數使用者遊玩遊戲來提升收益為主要目的,設置於店鋪6等的所定設施。遊戲機3係以複數玩家可參加遊玩共通的遊戲之方式構成。遊戲機3所提供的遊戲適當選擇即可。在本形態的遊戲機3中,作為一例,提供以選擇性遊玩複數小遊戲之方式構成的遊戲。此點於後敘述。The game machine 3 is a commercial (business) game machine configured to allow a user to play a game within a range corresponding to the game fee at the price of a predetermined game fee (an example of consideration). Such a game machine 3 may be called an arcade machine. The game machine 3 is installed in a predetermined facility such as a store 6 with the main purpose of repeatedly allowing a large number of users to play a game to increase revenue. The game machine 3 is configured such that a plurality of players can participate in a common game. The game provided by the game machine 3 may be appropriately selected. The gaming machine 3 of this embodiment provides, as an example, a game configured to selectively play a plurality of mini games. This point will be described later.

使用者終端裝置4係可連接網路且供使用者的個人用途的電腦裝置。例如,固定型或筆記型的個人電腦(以下表記為PC)4a,或如手機(包含智慧型手機)的行動終端裝置4b利用來作為使用者終端裝置4。此外,固定型的家庭用遊戲機、攜帶型遊戲機、攜帶型平板電腦終端裝置等之可連接網路,且供使用者的個人用途之各種電腦裝置利用來作為使用者終端裝置4亦可。使用者終端裝置4係藉由安裝各種電腦軟體,可讓使用者享受中央伺服器2所提供之各種服務。The user terminal device 4 is a computer device that can be connected to a network and is provided for the personal use of the user. For example, a fixed or notebook personal computer (hereinafter referred to as a PC) 4a, or a mobile terminal device 4b such as a mobile phone (including a smart phone) is used as the user terminal device 4. In addition, a fixed home game machine, a portable game machine, a portable tablet terminal device, and the like can be connected to the network, and various computer devices for the user's personal use can be used as the user terminal device 4. The user terminal device 4 allows the user to enjoy various services provided by the central server 2 by installing various computer software.

網路5係只要可對於中央伺服器2分別連接遊戲機3及使用者終端裝置4,適當構成亦可。作為一例,網路5係以利用TCP/IP協定實現網路通訊之方式構成。典型來說,藉由作為WAN的網際網路5A、分別連接中央伺服器2及遊戲機3的網際網路5A的LAN5B、5C透過路由器5D連接所構築。使用者終端裝置4也藉由適當的構造連接於網際網路5A。再者,遊戲機3與店鋪6的路由器5D之間設置區域伺服器,透過該區域伺服器,遊戲機3可與中央伺服器2通訊地連接亦可。中央伺服器2的伺服器單元2A、2B…也有藉由WAN5A代替LAN5C或除了LAN5C之外再藉由WAN5A,相互連接的狀況。The network 5 may be appropriately configured as long as it can connect the game machine 3 and the user terminal device 4 to the central server 2 respectively. As an example, the network 5 is configured by using the TCP / IP protocol to implement network communication. Typically, it is constructed by an Internet 5A as a WAN, and LANs 5B and 5C connected to the Internet 5A of the central server 2 and the game machine 3 via a router 5D. The user terminal device 4 is also connected to the Internet 5A by an appropriate structure. In addition, an area server is provided between the game machine 3 and the router 5D of the store 6, and through this area server, the game machine 3 can be connected to the central server 2 in communication. The server units 2A, 2B, etc. of the central server 2 may be connected to each other by using WAN5A instead of LAN5C or by using WAN5A in addition to LAN5C.

圖2係揭示1台遊戲機3的一例。圖示例的遊戲機3具有框體10。於框體10設置顯示遊戲之畫像的監視器11,於其監視器11的前方且下方設置控制面板12。於控制面板12,設置有複數,作為一例為4個遊戲站ST1~ST4。再者,以下,有將遊戲站ST1~ST4總稱表記為遊戲站ST的狀況。各遊戲站ST係設定作為1位玩家遊玩遊戲的場所。所以,1台遊戲機3中最多可4位玩家同時遊玩遊戲。於各遊戲站ST,設置有受理玩家的操作的輸入裝置13。輸入裝置13係作為一例,包含左右一對按鍵開關14L、14R,與配置於該等按鍵開關14L、14R之間的後方的單一旋輪開關15。按鍵開關14L、14R係輸出因應玩家之按壓操作的訊號。旋輪開關15係輸出分別對應玩家所致之旋轉操作及按壓操作的訊號。但是,輸入裝置13的構造適當變更亦可。遊戲站ST的設置數也適當變更亦可。於控制面板12,進而設置讀卡機16及投幣口17。讀卡機16係從使用者所持有之卡片等的記錄媒體讀取使用者認證及使用遊玩費用的電子貨幣的支付所需之資訊的裝置。但是,讀卡機16係具備複寫使用者所持有之記錄媒體的資訊的寫入功能亦可。亦即,讀卡機16係具有作為讀取機/寫入機的功能者亦可。投幣口17係設置來作為作為流通貨幣的硬幣,或作為替代貨幣的代幣、籌碼的投入口。進而,於監視器11的左右,設置有揚聲器18。FIG. 2 shows an example of one gaming machine 3. The game machine 3 illustrated in the figure includes a housing 10. A monitor 11 is displayed on the housing 10 to display a portrait of the game, and a control panel 12 is provided in front of and below the monitor 11. The control panel 12 is provided with plural numbers, for example, four game stations ST1 to ST4. In addition, hereinafter, the game stations ST1 to ST4 are collectively referred to as the game station ST. Each game station ST is set as a place where one player plays a game. Therefore, up to 4 players can play the game at the same time in one game machine 3. Each game station ST is provided with an input device 13 that accepts a player's operation. The input device 13 includes, as an example, a pair of left and right key switches 14L and 14R, and a single rotary switch 15 disposed behind the key switches 14L and 14R. The key switches 14L and 14R output signals in response to a player's pressing operation. The rotary switch 15 outputs signals corresponding to the rotation operation and the pressing operation caused by the player, respectively. However, the structure of the input device 13 may be changed as appropriate. The number of settings of the game station ST may be changed as appropriate. On the control panel 12, a card reader 16 and a coin slot 17 are further provided. The card reader 16 is a device that reads information necessary for user authentication and payment of electronic money using a play fee from a recording medium such as a card held by the user. However, the card reader 16 may have a writing function for copying information on a recording medium held by a user. That is, the card reader 16 may have a function as a reader / writer. The slot 17 is provided as a slot for coins serving as circulation currency, or as tokens and chips for alternative currencies. Furthermore, speakers 18 are provided on the left and right of the monitor 11.

接著,參照圖3~圖5,說明遊戲機3之遊戲的步驟相關之特徵。圖3係揭示遊戲機3之遊戲處理的一例。遊戲機3所提供的遊戲,係包含登記參加的階段、初始設定的階段、遊玩至少1關的階段、接關的階段、繼續設定的階段。以下,依序說明各階段。Next, features related to the steps of the game of the gaming machine 3 will be described with reference to FIGS. 3 to 5. FIG. 3 shows an example of game processing of the gaming machine 3. The game provided by the gaming machine 3 includes a stage of registration and participation, a stage of initial setting, a stage of playing at least one level, a stage of connecting, and a stage of continuing setting. Hereinafter, each stage will be described in order.

登記參加的階段係受理使用者之遊戲的登記參加(參加)的階段,藉由遊玩費用的支付來開始。在圖3中,藉由1位玩家PL1支付遊玩費用PF,開始登記參加的受理,因應該狀況,3位玩家PL2、PL3、PL4進行登記參加所需的操作,藉此,合計4位玩家PL1~PL4(以下,有總稱為玩家PL的狀況)登記參加遊戲的範例。支付遊玩費用PF的玩家PL係兩人或其以上亦可,但是,作為投幣口17在4個遊戲站ST間共用的結果,即使硬幣(或替代物)投入投幣口17,遊戲機3中也無法特定是哪個玩家PL所致之支付。所以,是哪個玩家PL支付遊玩費用並不作為條件。使用電子貨幣的支付中有可判別支付費用的主體的狀況,但是,即使該狀況中是哪個玩家PL支付遊玩費用也不作為條件。The registration and participation stage is a stage in which the registration and participation (participation) of the user's game is accepted, and is started by payment of a game fee. In FIG. 3, one player PL1 pays the play fee PF and starts the registration and acceptance process. Depending on the situation, three players PL2, PL3, and PL4 perform the operations required to register and participate, thereby totaling four players PL1. ~ PL4 (Hereinafter, there are situations where the player's PL is collectively registered). The player PL who pays the play fee PF may be two or more. However, as a result of the coin slot 17 being shared between the four gaming stations ST, even if a coin (or substitute) is put into the coin slot 17, the game machine 3 It is also impossible to specify which player PL caused the payment. Therefore, it is not a condition which player PL pays the game fee. In the payment using electronic money, there is a situation in which the subject who pays the fee can be discriminated, but even in this situation, which player PL pays the game fee is not a condition.

對登記參加階段(亦即,遊戲開始時)中應支付的遊玩費用,設定單位。例如,作為1單位設定100元。在遊戲機3中,無關於登記參加遊戲之玩家PL的人數,藉由支付1單位的遊玩費用而允許遊玩。亦即,1單位之遊玩費用的金額,係相當於應允許遊戲的遊玩之最小單位的額度。支付了其最小單位的遊玩費用時,可在將遊戲站ST的數量設為上限的範圍中允許複數玩家PL同時遊玩遊戲。例如,1單位設定為100元時,支付100元的遊玩費用的話,最大可讓4位玩家PL遊玩遊戲。當然,也可允許僅1位玩家PL遊玩遊戲。再者,登記參加的開始時可支付2單位以上的遊玩費用亦可,但是,設為僅可支付1單位的遊玩費用亦可。A unit is set for the play fee payable during the registration participation stage (that is, at the start of the game). For example, 100 yuan is set as one unit. In the gaming machine 3, the number of players PL who are registered to participate in the game is not allowed, and the game is allowed to be played by paying a unit play fee. In other words, the amount of the game fee per unit is equivalent to the minimum unit of the game that should be allowed to play. When the minimum unit play fee is paid, a plurality of players PL may be allowed to play the game at the same time in a range where the number of game stations ST is set as the upper limit. For example, if a unit is set to 100 yuan, a maximum of 4 players can play the game by paying a 100 yuan game fee. Of course, only one player PL can play the game. In addition, it is possible to pay a play fee of 2 units or more at the start of registration, but it may be set to pay a play fee of only 1 unit.

又,在登記參加階段中,使用讀卡機16的使用者認證也因應需要進行。例如,玩家PL將記錄使用者認證用的識別資訊的卡片插入讀卡機16,使遊戲機3讀取該識別資訊,接下來,玩家PL對於任一遊戲站ST的輸入裝置13進行所定操作的話,則在使用者的識別資訊與遊戲站ST之間設定對應關係。登記參加的階段係經過所定限制時間,或藉由玩家PL所致之進行確定操作而完成。In the registration and participation phase, user authentication using the card reader 16 is also performed as needed. For example, the player PL inserts a card that records identification information for user authentication into the card reader 16 and causes the gaming machine 3 to read the identification information. Next, if the player PL performs a predetermined operation on the input device 13 of any gaming station ST , A correspondence relationship is set between the user's identification information and the gaming station ST. The registration phase is completed after a set time limit or a certain operation caused by the player's PL.

在初始設定的階段中,進行將登記參加遊戲的玩家PL分隊的處理。例如,在圖3中玩家PL1、PL2分派至隊伍TM1,玩家PL3、PL4分派至隊伍TM2。隊伍係作為應競爭遊戲之遊玩的單位之群組的一例。亦即,遊戲機3的遊戲係以在隊伍間競爭分數等之方式進行。隊伍的數量並不限於兩個,相同隊伍內之玩家PL的人數也適當變更亦可。例如,3位玩家PL登記參加遊戲時,藉由對1個隊伍分派1位玩家PL,合計設置3個隊伍亦可。也不一定需要將各隊伍之玩家PL的人數設定為相互相等。例如,4位玩家PL登記參加遊戲的狀況中,以兩位玩家PL構成1個隊伍,將剩下的玩家PL各1位分派至相互不同隊伍亦可。或者,以3位玩家PL構成1個隊伍,以剩下的1位玩家PL構成另一隊伍亦可。或者藉由將各1位玩家PL分配到不同隊伍,合計設置4個隊伍亦可。In the initial setting stage, a process is performed in which a player's PL team registered to participate in the game is split. For example, in FIG. 3, players PL1 and PL2 are assigned to team TM1, and players PL3 and PL4 are assigned to team TM2. A team is an example of a group that is a unit that should compete for the game play. That is, the game of the gaming machine 3 is performed by competing for points or the like between teams. The number of teams is not limited to two, and the number of player PLs in the same team may be changed as appropriate. For example, when three player PLs are registered to participate in the game, by assigning one player PL to one team, a total of three teams may be set. It is not necessary to set the number of players PL of each team to be equal to each other. For example, in a situation where four player PLs are registered to participate in the game, two players PL form one team, and the remaining player PLs may be assigned to different teams. Alternatively, one team may be formed by three player PLs, and another team may be formed by the remaining one player PL. Or, by assigning each player PL to a different team, a total of 4 teams may be set.

又,在初始設定的階段中,對於各玩家PL設定生命LF。生命LF係訂定各玩家PL可遊玩遊戲的範圍(遊玩範圍)的指標值之一例。生命LF係伴隨遊戲的遊玩而逐漸減少,生命LF之值到達所定值的話則遊戲一旦結束。亦即,生命LF用完的話,之後的遊戲會被限制。例如,玩家PL的遊玩滿足所定消費條件時,生命LF會被消費所定量,該生命LF到達所定下限值(作為一例為0)的話則遊戲一旦結束。生命LF的管理係依各玩家PL區別進行。玩家PL藉由支付所定接關(Continue)費用,被允許持續遊玩遊戲,此點於後敘述。在初始設定的階段中所設定的生命LF之值,係依據藉由玩家PL所支付的遊玩費用與登記參加遊戲的玩家PL的人數來設定。又,生命LF之值係設定為各玩家PL相等。例如,遊玩費用相同時,玩家PL的人數越多,初始設定的生命LF被設定為越小。另一方面,玩家PL的人數相同時,遊玩費用越多,初始設定的生命LF被設定為越大。In the initial setting stage, life LF is set for each player PL. Life LF is an example of an index value that defines a range (play range) in which each player PL can play a game. The life LF is gradually reduced as the game is played. When the value of the life LF reaches a predetermined value, the game ends once. That is, if the life LF is used up, subsequent games will be restricted. For example, when the player PL's play meets a predetermined consumption condition, the life LF will be quantified by consumption. If the life LF reaches a predetermined lower limit (0 as an example), the game will end once. The management of life LF is performed according to the PL of each player. The player PL is allowed to continue playing the game by paying a predetermined Continue fee, which will be described later. The value of the life LF set in the initial setting stage is set based on the playing fee paid by the player PL and the number of player PLs who have registered to participate in the game. The value of the life LF is set so that each player PL is equal. For example, when the cost of play is the same, the larger the number of players PL, the smaller the initial life LF is set. On the other hand, when the number of players PL is the same, the more the game fee is, the larger the life LF initially set is set to be.

圖4係初始設定之生命的一例。在圖4的範例中,登記參加的階段中支付了相當於1單位之100元的遊玩費用時,玩家PL的人數為1人時設定為5生命,2人時設定為3生命,3人時設定為2生命,4人時設定為1生命。亦即,藉由最小單位之遊玩費用的支付,最大人數即4位玩家PL遊玩遊戲時,生命則被設定為最小值的1。玩家PL的人數越減少,初始設定中所賦予的生命之值越增加。允許2單位以上之遊玩費用的支付時,生命之值係以因應支付之遊玩費用的單位數,從圖4的設定例以整數倍增加之方式設定亦可。再者,圖4為一例,指標值係因應所支付的遊玩費用與玩家PL的人數,適當設定即可。為了謀求每位玩家之遊玩費用的支付額相關之負擔感的公平化來說,以將所支付的遊玩費用除以玩家PL的人數之值(亦即,每1人的遊玩費用的支付額)越大則生命的設定值越增加,也就是說遊玩範圍越擴大之方式設定生命即可。指標值並不限於藉由「生命」的用語表現的範例。以體力、血量(Hit point)等之適當用語來表現指標值亦可。又,使用代表遊戲的段落的關卡、地城等其他可區分之單位的數量,來表示指標值亦可。例如,作為指標值例如可進行5關、3關的設定。所支付之遊玩費用的額度,係作為在複數玩家PL支付遊玩費用時相當於該和的額度亦可。Fig. 4 is an example of the life set initially. In the example in FIG. 4, when a game fee equivalent to 100 yuan per unit is paid during the registration stage, the number of players is set to 5 lives for 1 person, 3 lives for 2 people, and 3 people for 3 people. Set to 2 lives. Set 4 to 1 life. That is, with the payment of the minimum unit of play cost, when the maximum number of players, that is, 4 players, plays the game, the life is set to a minimum of 1. As the number of player PLs decreases, the value of life given in the initial setting increases. When payment of a play fee of 2 units or more is allowed, the value of life is set by the number of units corresponding to the payment of the play fee, and may be increased by an integer multiple from the setting example in FIG. 4. In addition, FIG. 4 is an example, and the index value may be appropriately set according to the paid game fee and the number of players PL. In order to make fair the sense of burden related to the payment amount of the game fee per player, the value of the game fee paid is divided by the number of players PL (that is, the payment amount of the game fee per person) The larger the value of life is set, the more the range of play can be set to increase the life. The index value is not limited to the example expressed by the term "life". The index value may be expressed in appropriate terms such as physical strength and hit point. In addition, the number of other distinguishable units, such as a level and a dungeon representing a section of the game, may be used to indicate the index value. For example, as the index value, 5 levels and 3 levels can be set. The amount of the game fee paid may be an amount equivalent to the sum when a plurality of player PLs pay the game fee.

再者,將硬幣(或其替代物)投入投幣口17以支付遊玩費用時,可支付的遊玩費用係最小單位的整數倍,但是,使用電子貨幣來支付遊玩費用時相較於硬幣所致之支付,可用更細的單位支付遊玩費用。例如,使用硬幣之支付的單位被設定為100元時,在電子貨幣所致之支付中,可用10元或1元等之零碎單位來支付遊玩費用。此種狀況中,進行一邊將最小單位設定成與硬幣所致之支付的最小單位的額度相同,一邊將實際支付之遊玩費用的額度除以最小單位的額度以計算出支付倍率,因應該倍率來增加生命的設定值之處理。例如最小單位被設定成100元時有150元的支付時,可將支付倍率設為1.5倍來計算生命的設定值。但是,以即使有使用電子貨幣的支付,也設為與硬幣所致之支付相同,限定於僅最小單位的遊玩費用可進行支付,或僅最小單位的整數倍可支付遊玩費用之方式設定遊玩費用的支付亦可。Furthermore, when coins (or their substitutes) are put into the slot 17 to pay for the game fee, the playable game fee that can be paid is an integer multiple of the smallest unit, but it is caused by using electronic money to pay the game fee compared to coins. If you pay, you can pay for the game fee with more detailed units. For example, when the unit of payment using a coin is set to 100 yuan, in payment by electronic money, a piecemeal unit such as 10 yuan or 1 yuan can be used to pay the game fee. In this case, while setting the minimum unit to be the same as the minimum unit payment due to the coin, divide the amount of the actual paid game fee by the minimum unit to calculate the payment ratio. Increase the set value of life. For example, when the minimum unit is set to 100 yuan and there is a payment of 150 yuan, the payout ratio can be set to 1.5 times to calculate the set value of life. However, even if there is a payment using electronic money, it is set to be the same as a payment made by a coin, and the payment is limited to the minimum unit of the play fee, or only an integer multiple of the minimum unit can pay the play fee. Payment is also available.

回到圖3繼續說明。在初始設定的階段中進行分隊及生命的設定的話,則前進至遊玩關卡的階段,開始遊戲的遊玩。在各關卡中,從預先準備之複數種類的小遊戲,因應玩家PL的選擇,或因應遊戲機3的選擇,提供任一小遊戲,各玩家PL操作輸入裝置13分別遊玩相同小遊戲。小遊戲係以例如對輸入裝置13的按鍵開關14L、14R至少一方進行按壓操作,或者連續進行旋轉或按下旋輪開關15等操作,因應該等操作,分數逐漸加算之比較單純且易懂的內容之方式構成亦可。再者,小遊戲與關卡不需要以1對1方式建立對應。例如,1種類的小遊戲包含複數關卡亦可,1個關卡提供複數種類的小遊戲亦可。Returning to FIG. 3 to continue the description. If the team and life settings are set in the initial setting stage, the process proceeds to the stage of the play level and the game is started. In each level, from a plurality of types of mini games prepared in advance, any mini game is provided in accordance with the choice of the player PL or the game machine 3, and each player PL operates the input device 13 to play the same mini game, respectively. The mini-game is based on, for example, pressing at least one of the key switches 14L and 14R of the input device 13 or continuously rotating or pressing the rotary switch 15 and so on. According to such operations, the score is gradually added up. It is relatively simple and easy to understand. The content can also be structured. Furthermore, mini-games and levels do not need to correspond in a 1: 1 manner. For example, one type of mini-game may include plural levels, and one level may provide plural types of mini-games.

各關卡之小遊戲的遊玩結果,係例如作為小遊戲中所獲得的分數,依各玩家PL區別(或獨立)運算。又,也依據各玩家PL的分數,運算各隊伍的成績。各隊伍的成績係例如以評估計條EG的計條量表示。評估計條EG的計條量,係例如設為相同隊伍內之玩家PL所獲得之分數的累積值亦可。該計條量越大,則隊伍的成績越好。遊戲係以在隊伍間競爭評估計條EG之值的方式進行。各玩家PL的生命LF係因應小遊戲的遊玩結果,針對各玩家PL適當消費(減算)。例如,像小遊戲中滿足所定消費條件的玩家PL,生命LF之值被減1。消費條件係例如玩家PL間記錄最低分數時成立,或小遊戲的分數未達成所定水準,例如應成為小遊戲的過關之基準的分數時成立般,設定為小遊戲的分數在玩家間相對差,或比絕對性基準差時的罰則亦可。消費條件係以至少1次關卡中最少也有1位玩家PL成立之方式設定亦可,以依據各玩家PL的成績,發生任一玩家PL都未成立的狀況,或所有玩家PL都成立的狀況之方式設定亦可。每次關卡中最少也有1位玩家PL成立消費條件時,例如在初始設定的階段中對各玩家PL設定1生命的話,至少1位玩家PL在初次的關卡中遊玩範圍用完而遊戲一旦結束。生命LF的消費係無關於初始設定中所賦予的生命LF之值的大小,遵從小遊戲中訂定之規則進行控制。所以,初始設定中所賦予的生命LF越小,則生命LF消滅,需要接關的機會在早期發生的可能性越高。The game results of the mini-games at each level are, for example, scores obtained in the mini-games, and are calculated separately (or independently) according to the PL of each player. In addition, the scores of each team are calculated based on the score of each player PL. The performance of each team is expressed, for example, by the number of counts of the evaluation of the count EG. The evaluation of the counting amount of the counting bar EG may be, for example, a cumulative value of points obtained by players PL in the same team. The greater the amount of counting, the better the team's performance. The game is played by assessing the value of the EG in a team competition. The life LF of each player PL is appropriately consumed (reduced) for each player PL in accordance with the game result of the mini-game. For example, for a player PL who meets a certain consumption condition in a mini-game, the value of the life LF is reduced by 1. Consumption conditions are, for example, established when players record the lowest score between PLs, or the scores of mini-games do not reach a predetermined level, such as when scores that should be the benchmark for mini-games pass. Or if the penalty is worse than the absolute benchmark. Consumption conditions can be set in such a way that at least one player PL is established at least once. In accordance with the performance of each player PL, a situation in which any player PL is not established, or a situation in which all player PLs are established. Mode setting is also available. Every time at least one player PL in the level establishes a consumption condition. For example, if one life is set for each player PL in the initial setting stage, at least one player PL runs out of play range in the first level and the game ends once. The consumption of life LF is not related to the size of the value of life LF given in the initial setting, and is controlled in accordance with the rules set in the mini-game. Therefore, the smaller the life LF given in the initial setting, the life LF is destroyed, and the chance that the opportunity to be connected will occur in the early stage is higher.

於圖3的範例中,假設依序遊玩初次的關卡1(第一關)至複數關卡,在關卡M中玩家PL2的生命LF消滅(亦即生命LF減少到0為止)的話,則遊戲進行至受理關於玩家PL2的接關(遊戲的繼續)的階段。在受理接關的階段中,以生命LF消滅的玩家PL作為對象,要求接關費用的支付。支付所定接關費用,且對於生命LF消滅的玩家PL(以下有表記為繼續對象的玩家PL的狀況)之遊戲站ST的輸入裝置13進行所定確認操作時,則允許該玩家PL所致之遊戲遊玩的繼續。關於繼續對象的玩家PL以外的玩家PL,無關於繼續對象的玩家PL是否繼續遊玩,只要本身的生命LF未消滅的話,即可繼續遊玩遊戲。In the example in FIG. 3, if the first level 1 (the first level) to the plurality of levels are played in order, and the life LF of the player PL2 in level M is destroyed (that is, the life LF is reduced to 0), the game proceeds to A stage for accepting the level (continuation of the game) regarding the player PL2. In the stage of accepting the customs clearance, the player PL whose life LF is destroyed is the target, and payment of the customs clearance fee is required. When paying the predetermined clearance fee and performing a predetermined confirmation operation on the input device 13 of the game station ST of the player PL whose life LF is destroyed (hereinafter referred to as the status of the player PL to be continued), the game caused by the player PL is allowed Play continues. Regarding the player PL other than the player PL to be continued, it does not matter whether the player PL to be continued to play or not, as long as its own life LF is not destroyed, the game can continue to be played.

接關費用係作為一例,設定為與初始設定的階段之最小單位相同額度即可。但是,電子貨幣所致之支付的狀況中,容許比最小單位的額度還小額之接關費用的支付亦可。再者,接關費用的支付係應藉由生命LF消滅之繼續對象的玩家PL進行。然而,如上所述,即使對於投幣口17投入硬幣等,也無法特定是哪個玩家PL所致之支付,故有接關費用的支付的話,不問其支付的主體亦可。在使用電子貨幣的支付時,設為不問支付的主體亦可,設為必須要是繼續對象的玩家PL所致之支付亦可,容許其他玩家PL所致之代替性支付亦可。As an example, the connection fee can be set to the same amount as the minimum unit at the initial setting stage. However, in the situation of payment by electronic money, payment of a connection fee which is smaller than the minimum unit amount may be allowed. In addition, the payment of the clearance fee should be made by the player PL who is the target of the continuation of the life LF. However, as described above, even if a coin or the like is inserted into the slot 17, it is not possible to specify which player PL pays. Therefore, if there is a payment of the connection fee, the subject of the payment may not be asked. When using electronic money for payment, it may be set regardless of the subject of payment, and it may be set as payment that must be continued by the player PL, and alternative payment by other players PL may be allowed.

遊戲的接關(遊玩的繼續)被允許的話,則接下來前進至繼續設定的階段。在繼續設定的階段中,關於繼續對象的玩家PL,新追加因應所支付之接關費用的量的生命LF,回復該玩家PL的生命LF。又,藉由支付接關費用,對於繼續對象的玩家PL賦予優惠。進而,對於屬於與繼續對象的玩家PL相同隊伍之其他玩家PL也賦予優惠。在圖3的範例中,分別對於被允許遊戲遊玩的繼續之玩家PL2、及屬於與該玩家PL2相同隊伍TM1之其他玩家PL1賦予優惠。對於繼續對象的玩家PL的優惠係以賦予支付接關費用的動機之方式,設定為繼續後的遊玩中產生對該玩家PL來說有利的狀況亦可。If the game's level (continuation of the game) is allowed, then proceed to the stage of continuing the setting. In the stage of continuing the setting, regarding the player PL to be continued, a new life LF corresponding to the paid connection fee is newly added, and the life PL of the player PL is restored. In addition, by paying the customs clearance fee, a concession is given to the player PL who continues to be targeted. Furthermore, a discount is also given to other player PLs belonging to the same team as the player PL to be continued. In the example of FIG. 3, a discount is given to the player PL2 who is allowed to continue the game play, and other players PL1 belonging to the same team TM1 as the player PL2. The preferential treatment for the player PL to be continued is to give an incentive to pay the customs fee, and it may be set to cause a favorable situation for the player PL during the continued play.

於圖5揭示對於繼續對象的玩家PL之優惠的一例。在圖示的範例中,準備複數種類的優惠A~D。作為優惠A,設定「下個關卡之罰則的減少」。在此所謂罰則係生命的減少,罰則的減少即代表針對生命的減少進行有利的處理。例如,在小遊戲中遊玩結果是應減少生命時,進行縮小其生命的減少量,或不減少生命的處理。但是,此種處理僅限於「下個關卡」,亦即繼續後初始遊玩的關卡。作為優惠B,除了下個關卡之罰則的減少之外,設定繼續後的關卡之「分數提升」。分數提升係代表例如以下個關卡之後玩家PL可獲得更高分數之方式變更分數的運算規則。但是,分數提升的效果持續的範圍設為有限。作為優惠C,設定「持續3個關卡罰則減少」。此係代表繼續後遊玩的3次關卡中連續進行「罰則的減少」的處理。作為優惠D,除了「持續3個關卡罰則減少」之外,設定「分數提升」。優惠A~D個別的價值,亦即,賦予繼續後的遊戲遊玩之有利的影響係在優惠間相異,價值以優惠A、B、C、D的順序逐漸提高。根據接關費用的支付來賦予哪個種類優惠,利用適當的方法選擇亦可。例如,藉由抽選來選擇優惠A~D任一亦可。或者,以遵從重複接關費用的支付,賦予價值更高的優惠之方式,與接關費用的支付次數建立關聯,選擇優惠亦可。再者,圖5的優惠僅為一例,優惠的內容並不是限於此者。例如,作為優惠,賦予可在遊玩中的任意時機,或所定時機使用的道具等亦可。採用提供與遊玩無關的優惠,例如數位內容的提供、卡片等的物品的提供等之優惠的形態,來代替遊玩關聯的優惠,或者遊玩關聯的優惠之外,追加採用該形態亦可。An example of the discount for the player PL to be continued is shown in FIG. 5. In the example shown in the figure, plural kinds of benefits A to D are prepared. As the benefit A, "reduction of penalty for next level" is set. The so-called penalty is the reduction of life, and the reduction of the penalty means the beneficial treatment of the reduction of life. For example, when the result of playing in a mini-game is that life should be reduced, the process of reducing the amount of life reduction or not reducing life is performed. However, such processing is limited to the "next level", that is, the level that is initially played after continuing. As Offer B, in addition to the reduction of penalties for the next level, set a "point increase" for the level after the continuation. The score improvement means, for example, that after the following levels, the player PL can obtain a higher score to change the operation rule of the score. However, the range in which the effect of the point boost is sustained is set to be limited. As a discount C, set "the penalty for 3 consecutive levels will be reduced." This is the process of reducing "penalties" in three consecutive levels. As the benefit D, in addition to "reduction in penalties for 3 consecutive levels," set "point increase". The individual values of the offers A to D, that is, the favorable influence given to the continued game play differs among the offers, and the value gradually increases in the order of the offers A, B, C, and D. You can choose which type of concession to pay based on the payment of the customs clearance fee by an appropriate method. For example, any one of the benefits A to D may be selected through lottery. Alternatively, in accordance with the payment of repeated customs clearance fees and giving higher value discounts, it can be related to the number of customs clearance fees paid, and it is also possible to choose a discount. Moreover, the benefits shown in FIG. 5 are only examples, and the content of the benefits is not limited to this. For example, it is also possible to provide, as a discount, an item that can be used at any time during the game, or an item used at a given time. It is possible to use a form that provides benefits not related to play, such as the provision of digital content, the provision of items such as cards, etc., instead of the play-related offer, or in addition to the play-related offer.

另一方面,應賦予給其他玩家PL的優惠,係作為遊戲的遊玩相關聯者亦可,作為與遊戲的遊玩無關聯者亦可。進而,對於其他玩家PL的優惠,係作為與對於繼續對象的玩家PL的優惠相同亦可,差別化亦可。例如,關於其他玩家PL,針對下次之後的關卡適用圖5的優惠A~D任一亦可。或者,賦予其他玩家PL的生命回復所定量的優惠亦可。On the other hand, the benefits that should be given to other players' PLs may be related to the game play, or may be unrelated to the game play. Furthermore, the benefits for other player PLs may be the same as the benefits for player PLs that are to be continued, or may be differentiated. For example, regarding other players PL, any of the benefits A to D of FIG. 5 may be applied to the next stage. Or, a certain amount of discounts can be given to other players' PL life recovery.

無關於針對繼續對象的玩家PL是否允許遊玩的繼續,經過接關的階段及繼續設定的階段(但是,限定於支付接關費用時執行)的話,則遊戲前進至下個關卡。之後,只要任一玩家PL的生命LF不消滅,或生命LF殘存的話遊玩的次數也重複關卡的遊玩到所定次數為止。對於繼續對象的玩家PL允許繼續時,則以包含該玩家PL之方式遊玩各關卡的小遊戲。未支付接關費用時,則當成繼續對象的玩家PL從遊戲退出,在剩下的玩家PL間遊玩之後的關卡。Regardless of whether or not the player PL is allowed to continue the game for the player to be continued, the game advances to the next level after passing through the stage and the stage of continuing the setting (however, it is limited to the execution of payment of the customs fee). After that, as long as the life LF of any player PL is not destroyed, or the life LF remains, the number of times of play is repeated until the predetermined number of times. When the player PL allowed to continue is allowed to continue, the mini-games of each level are played in a manner that includes the player PL. If the level is not paid, the player PL who is the target of the continuation exits from the game and plays the level after the rest of the players PL.

於以上的範例中,可藉由為了遊玩遊戲所需之最小單位的遊玩費用的支付,以複數位玩家PL遊玩共通的遊戲。在先前的遊戲機中,慣例是最小單位的遊玩費用被設定為每1人的遊玩費用,複數位玩家PL遊玩遊戲時,需要將最小單位的遊玩費用乘以玩家人數之額度的遊玩費用的支付。相較於此種先前例,依據前述範例,可提供減輕複數玩家PL遊玩遊戲時的金錢上負擔,減少遊戲的登記參加相關的障礙,讓複數玩家PL輕鬆享受遊戲的環境。另一方面,登記參加遊戲的玩家PL的人數越多,初始設定中所賦予的生命LF之值被設定為越小。因此,玩家PL的人數越多則遊玩範圍越早期耗盡而產生接關的機會。所以,即使登記參加時之每1人的遊玩費用的支付額減少,也可藉由早期支付接關費用,抑制遊戲機3的每一單位時間之收入額的降低。因此,可提升遊戲機3的運作率,或提升收益性。也可抑制或消除產生遊玩範圍相關的不公平感、不平等感之虞。In the above example, a common game can be played by plural players PL by paying a minimum unit of the game fee required to play the game. In previous game consoles, it was customary that the minimum unit of play cost was set to the cost of play per person. When a multiple player PL plays a game, it is necessary to multiply the minimum unit of play cost by the number of players. . Compared with such a previous example, according to the foregoing example, it can provide an environment for reducing the financial burden of multiple players when playing a game, reducing obstacles related to registration and participation in the game, and allowing multiple players to easily enjoy the game. On the other hand, as the number of player PLs registered to participate in the game increases, the value of the life LF given in the initial setting is set to be smaller. Therefore, the larger the number of player PLs, the sooner the playing range is exhausted and there is an opportunity to pass. Therefore, even if the payment amount of the game fee per person at the time of registration is reduced, it is possible to suppress the decrease in the income amount per unit time of the gaming machine 3 by paying the customs clearance fee early. Therefore, the operating rate of the gaming machine 3 can be improved, or the profitability can be improved. It can also suppress or eliminate the risk of injustice and inequality related to the scope of play.

另一方面,支付接關費用時,對於繼續對象的玩家PL賦予優惠。該優惠係下次之後的關卡之小遊戲的遊玩成為有利者,故讓例如小遊戲中落敗而生命LF消滅的玩家PL,產生以有利的狀況遊玩下個關卡以轉取分數的意欲,可藉此賦予對於接關費用的支付的動機。而且,支付接關費用時,對於相同隊伍內的其他玩家PL也賦予優惠。藉此,讓成為繼續對象的玩家PL產生貢獻其他玩家PL的意識,可藉此對於接關費用的支付賦予更強烈的動機。On the other hand, when the customs clearance fee is paid, a preferential treatment is given to the player PL who continues to be targeted. This discount is for the benefit of the next level of mini-game play, so for example, the player PL who lost in the mini-game and the life LF is destroyed will have the desire to play the next level in a favorable condition to get points. This gives incentives for payment of customs clearance fees. In addition, when paying the customs clearance fee, other players in the same team will also be given preferential treatment. Thereby, the player PL who is the target of continuation is made aware of the contribution of other player PLs, which can give a stronger motivation to pay the connection fee.

接著,參照圖6及圖7,說明遊戲機3之控制系的構造。圖6係揭示遊戲機3的控制系之要部的構造。於遊戲機3,設置有控制裝置20與記憶裝置(記憶手段)21。控制裝置20係構成為組合微處理器與該微處理器的動作所需之內部記憶裝置(ROM及RAM)等的周邊裝置的電腦。記憶裝置21係例如硬碟記憶裝置及快閃記憶體等之可保持記憶的非揮發性記憶裝置。記憶裝置21係記憶控制裝置20應執行之遊戲程式PG及該程式PG應參照的遊戲資料DG。遊戲程式PG係包含用以提供複數種類的各個小遊戲的小遊戲模組Pm,遊戲資料DG係包含各小遊戲模組Pm應參照之各個小遊戲的資料Dm。進而,記憶裝置21也記錄遊玩資料DP。遊玩資料DP係保存玩家的遊玩履歷的資料,與使用者的識別資訊建立對應被保存於中央伺服器2的資料。玩家以遊戲機3進行使用者認證時,遊玩資料DP從中央伺服器2提供至遊戲機3,並記錄於記憶裝置21。藉由遊戲機3參照該遊玩資料DP,玩家可從上次的後續遊玩遊戲,或將本次遊戲的遊玩履歷記錄於遊玩資料DP並保存於中央伺服器2。Next, the structure of the control system of the gaming machine 3 will be described with reference to FIGS. 6 and 7. FIG. 6 shows the structure of the main part of the control system of the gaming machine 3. The gaming machine 3 is provided with a control device 20 and a memory device (memory means) 21. The control device 20 is a computer configured as a combination of a microprocessor and peripheral devices such as an internal memory device (ROM and RAM) necessary for the operation of the microprocessor. The memory device 21 is a non-volatile memory device capable of retaining memory, such as a hard disk memory device and a flash memory. The memory device 21 is a game program PG to be executed by the memory control device 20 and game data DG to which the program PG should refer. The game program PG includes a mini game module Pm for providing a plurality of types of mini games, and the game data DG includes data Dm of each mini game to which each mini game module Pm should refer. Furthermore, the memory device 21 also records the play data DP. The play data DP is data that saves the player's play history, and is stored in the central server 2 in correspondence with the user's identification information. When the player performs user authentication with the gaming machine 3, the play data DP is provided from the central server 2 to the gaming machine 3 and recorded in the memory device 21. By referring to the game data DP by the game machine 3, the player can record the game history from the last subsequent game, or record the game history of the current game in the game data DP and save it on the central server 2.

於控制裝置20,作為其輸入裝置,連接圖2所示之各遊戲站ST的輸入裝置13、讀卡機16、投幣器22。投幣器22係判別從投幣口17投入之硬幣(或其替代物)的種別,將表示被投入之硬幣的種類及投入枚數的訊號提供至控制裝置20。又,於控制裝置20,作為其輸出裝置,連接圖2所示之監視器11及揚聲器18。除前述之外,控制裝置20連接控制與中央伺服器2的通訊等之網路控制裝置等的輸出入裝置,但省略該等圖示。As the input device of the control device 20, the input device 13, the card reader 16, and the slot machine 22 of each gaming station ST shown in FIG. 2 are connected. The coin acceptor 22 discriminates the type of the coin (or its substitute) input from the coin slot 17, and provides a signal indicating the type of the coin input and the number of coins input to the control device 20. In addition, as the output device of the control device 20, a monitor 11 and a speaker 18 shown in FIG. 2 are connected. In addition to the foregoing, the control device 20 is connected to input / output devices such as a network control device that controls communication with the central server 2 and the like, but these illustrations are omitted.

於控制裝置20,作為藉由其硬體資源與作為軟體的遊戲程式PG的組合所實現之邏輯裝置,設置遊戲控制部23。圖7係揭示遊戲控制部23的具體例。於遊戲控制部23,作為更進一步的邏輯裝置,設置收費管理部25、登記參加管理部26、遊玩範圍控制部27、遊玩控制部28及優惠控制部29。收費管理部25係執行參照投幣器22、讀卡機16及各遊戲站ST的輸入裝置13的輸出,對於玩家的收費,換句話說從玩家的遊玩費用及接關費用的徵收所需的處理。登記參加管理部26係一邊參照輸入裝置13的輸出,一邊執行圖3中所說明之登記參加階段的處理,亦即遊戲之登記參加的受理所需的處理。遊玩範圍控制部27係管理訂定各玩家的遊玩範圍之指標值的作為一例之生命。亦即,遊玩範圍控制部27係執行遊戲開始時之生命的設定、或因應各關卡之遊玩的生命的更新、接關時之生命的回復等的處理。遊玩控制部28係執行選擇應在各關卡中遊玩的小遊戲,一邊參照輸入裝置13的輸出,一邊運算小遊戲的分數等之各關卡之小遊戲的遊玩相關的處理。遊玩範圍控制部27及遊玩控制部28係對日誌資料LG適當進行存取並讀取或更新該資料。日誌資料LG係作為遊戲的履歷,記錄遊玩範圍控制部27或遊玩控制部28的處理內容的資料,被保持於控制裝置20的內部記憶裝置。日誌資料LG係因應需要,記錄於記憶裝置21即可。又,日誌資料LG的至少一部分的資訊因應需要,記錄於遊玩資料DP亦可。再者,收費管理部25及登記參加管理部26的個別處理的履歷也因應需要,記錄於日誌資料LG亦可。The control device 20 is provided with a game control unit 23 as a logic device implemented by a combination of its hardware resources and a game program PG as software. FIG. 7 shows a specific example of the game control unit 23. As a further logical device, the game control unit 23 includes a charge management unit 25, a registration management unit 26, a play range control unit 27, a game control unit 28, and a discount control unit 29. The charge management unit 25 executes the reference to the output of the coin slot 22, the card reader 16, and the input device 13 of each gaming station ST. deal with. The registration and management unit 26 refers to the output of the input device 13 and executes the processing of the registration and participation phase described in FIG. The play range control unit 27 manages, as an example, life that sets the index value of the play range of each player. That is, the play range control unit 27 executes processing such as setting the life at the start of the game, updating the life in response to each level of play, and restoring the life at the time of the level. The game control unit 28 executes processing related to selecting a mini game to be played in each level, and calculating the mini game of each level, such as the score of the mini game, while referring to the output of the input device 13. The play range control unit 27 and the play control unit 28 appropriately access the log data LG and read or update the log data LG. The log data LG is a history of the game, and records data of the processing contents of the play range control unit 27 or the play control unit 28, and is held in the internal memory device of the control device 20. The log data LG is recorded in the memory device 21 as needed. In addition, at least a part of the information of the log data LG may be recorded in the play data DP as needed. In addition, the history of the individual processing of the charge management unit 25 and the registration and participation management unit 26 may be recorded in the log data LG as needed.

接著,參照圖8及圖9,說明遊戲控制部23之遊戲的控制步驟之一例。圖8係揭示為了開始遊戲的遊玩,遊戲控制部23所執行之遊玩開始控制處理的步驟之一例。圖8的遊玩開始控制處理,係玩家以遊戲機3進行遊玩費用的支付所需之操作時開始。例如玩家對於投幣口17投入硬幣,或進行用以開始電子貨幣所致之支付的操作時開始圖8的處理亦可。於圖8的處理中,首先收費管理部25參照投幣器22或讀卡機16的輸出訊號,判別是否支付了最小單位的遊玩費用(步驟S1)。依據來自投幣器22的輸出訊號時,判別是否投入了相當於最小單位的硬幣等即可。電子貨幣所致之支付時,例如依據從讀卡機16讀取的資訊,判別相當於最小單位之遊玩費用的消費是否成功即可。再者,電子貨幣所致之結算係適當使用公知的手法即可。例如於玩家所持有之卡片等的記憶媒體記錄金錢上價值的餘額資訊,藉由消費該餘額來徵收遊玩費用時,於讀卡機16設置寫入機功能,藉由複寫記錄於使用者的卡片等之餘額,徵收遊玩費用亦可。或者,與被記錄於玩家所持有的記憶媒體之使用者的識別資訊建立對應,金錢上價值的餘額資訊被中央伺服器2保持時,透過讀卡機16讀取識別資訊,從對應該識別資訊的餘額資訊消費相當於遊玩費用的金錢上價值即可。再者,也存在作為可進行使用電子貨幣的支付的架構,以消費相當於硬幣等所致之支付額度的電子貨幣作為條件,將與投幣器22等價的訊號輸出至控制裝置20之讀取機等其他支付終端裝置的例子。在本形態的遊戲機3中採用此種例子亦可。Next, an example of a game control procedure by the game control unit 23 will be described with reference to FIGS. 8 and 9. FIG. 8 shows an example of the steps of the game play start control process executed by the game control unit 23 to start the game play. The game play start control process in FIG. 8 is started when the player performs operations required to pay the game fee with the game machine 3. For example, the player may start the process of FIG. 8 when he inserts a coin into the slot 17 or performs an operation to start payment by electronic money. In the process of FIG. 8, first, the charge management unit 25 refers to the output signal of the slot machine 22 or the card reader 16 to determine whether the minimum unit of play fee has been paid (step S1). When the output signal from the coin slot 22 is used, it may be determined whether or not a coin or the like corresponding to the smallest unit has been inserted. When paying by electronic money, for example, based on the information read from the card reader 16, it can be determined whether the consumption of the game unit equivalent to the minimum unit is successful. Furthermore, the settlement by electronic money may be performed by using a known method as appropriate. For example, the balance information of money value is recorded on a memory medium such as a card held by the player, and when the playing fee is collected by consuming the balance, a writer function is set in the card reader 16 to record the user's The balance of cards, etc., may be levied for play fees. Alternatively, in correspondence with the identification information of the user recorded in the memory medium held by the player, and when the balance information of the monetary value is held by the central server 2, the identification information is read through the card reader 16, and the corresponding identification is recognized. Information balance Information consumption can be equivalent to the monetary value of the game fee. In addition, there is also a structure that can use electronic money for payment, and consumes electronic money equivalent to a payment amount caused by coins and the like, and outputs a signal equivalent to the coin slot 22 to the control device 20 to read. Examples of other payment terminal devices such as pick-up. Such an example may be adopted in the gaming machine 3 of this embodiment.

步驟S1中判斷為未支付費用時,遊戲控制部23則結束圖8的處理。另一方面,判斷為至少支付了最小單位之額度的遊玩費用時,其要旨會從收費管理部25通知登記參加管理部26。接收該通知,登記參加管理部26係執行支付遊玩費用的使用者相關的使用者認證(步驟S2)。使用者認證係從玩家所持有之卡片等的記憶媒體讀取使用者的識別資訊,並將其提供給中央伺服器2,用以讓來自中央伺服器2之遊玩資料DP的取得,及對中央伺服器2之遊玩資料DP的保存可進行的處理。再者,在使用者認證中,為了特定被認證的使用者是在哪個遊戲站ST進行遊玩,以與識別資訊的讀取操作建立關聯,對於任一遊戲站ST之輸入裝置13進行所定選擇操作之方式對玩家賦予指示。因應該指示,玩家以任一遊戲站ST進行選擇操作時,則該遊戲站ST與使用者的識別資訊建立對應,被記錄於遊戲機3的內部記憶裝置。使用者認證並不是必要,在玩家不希望時,或玩家未取得識別資訊時省略亦可。再者,在本實施形態中,揭示於步驟S2中僅第1位玩家進行使用者認證的範例。When it is determined in step S1 that the fee has not been paid, the game control unit 23 ends the process of FIG. 8. On the other hand, when it is determined that at least the game fee of the minimum unit amount has been paid, the gist will notify the registration management unit 26 from the charge management unit 25. Upon receiving this notification, the registration and participation management unit 26 performs user authentication related to the user who pays the game fee (step S2). The user authentication is to read the user's identification information from a memory medium such as a card held by the player and provide it to the central server 2 for obtaining the play data DP from the central server 2 and the Processing of saving the play data DP of the central server 2 is possible. Furthermore, in the user authentication, in order to specify in which gaming station ST the authenticated user is playing, in order to associate with the reading operation of the identification information, a predetermined selection operation is performed on the input device 13 of any gaming station ST. This gives instructions to the player. In response to the instruction, when the player performs a selection operation with any of the gaming stations ST, the gaming station ST is associated with the user's identification information and is recorded in the internal memory device of the gaming machine 3. User authentication is not necessary, and can be omitted when the player does not want it or when the player does not obtain identification information. Furthermore, in this embodiment, an example in which only the first player performs user authentication in step S2 is disclosed.

使用者認證處理結束時,接著登記參加管理部26係開始關於登記參加處理所設定之限制時間的計時(步驟S3)。接下來,登記參加管理部26係受理第2位之後的玩家的登記參加(步驟S4)。例如,希望登記參加的玩家藉由對於還未分派玩家的遊戲站ST的輸入裝置13進行所定參加操作,受理登記參加。此時,藉由使讀卡機16讀取識別資訊,針對第2位之後的玩家進行使用者認證亦可。開始登記參加受理之後,登記參加管理部26係依據步驟S3中開始的計時之值,判斷是否經過所定限制時間(步驟S5)。在未經過時,登記參加管理部26係判別是否有其他玩家的登記參加(步驟S6),如果沒有登記參加的話則回到步驟S5的處理。步驟S6中判斷有其他玩家的登記參加時,登記參加管理部26係判別是否有藉由任一玩家進行登記參加的確定操作(步驟S7)。未進行確定操作時,登記參加管理部26係回到步驟S5的處理。When the user authentication process ends, the registration and participation management unit 26 starts counting the time limit set in the registration and participation process (step S3). Next, the registration management unit 26 accepts the registration of the players after the second position (step S4). For example, a player who wishes to register for participation accepts the registration by performing a predetermined participation operation on the input device 13 of the gaming station ST to which the player has not yet been assigned. At this time, by causing the card reader 16 to read the identification information, user authentication may be performed for the players after the second position. After the registration and participation acceptance is started, the registration and participation management unit 26 judges whether or not the predetermined time limit has elapsed based on the value of the time counting started in step S3 (step S5). When it has not passed, the registration management unit 26 determines whether or not another player has registered to participate (step S6), and if there is no registration, returns to the process of step S5. When it is judged in step S6 that there are registrations of other players, the registration management unit 26 determines whether or not any one of the players has performed a registration confirmation operation (step S7). When the confirmation operation has not been performed, the registration and participation management unit 26 returns to the processing of step S5.

步驟S5中判斷為已經過限制時間時,或步驟S7中判斷為已進行確定操作時,則登記參加的階段完成,登記參加管理部26係作為遊戲的參加者,選擇決定至今為止登記參加的玩家。之後,登記參加管理部26係將確定的玩家分隊(步驟S8),進而將登記參加結果提供給遊玩範圍控制部27。遊玩範圍控制部27係依據確定之玩家的人數與步驟S1中所支付的遊玩費用,對於各玩家設定生命(步驟S9)。其設定如以圖4為例所說明般進行即可。再者,到登記參加確定為止之間,容許遊玩費用的追加支付亦可,拒絕此種支付亦可。容許追加支付時,因應包含該追加分的遊玩費用,設定生命即可。When it is determined in step S5 that the time limit has elapsed, or when it is determined in step S7 that the confirmation operation has been performed, the registration and registration phase is completed. The registration and management unit 26 is a participant of the game, and selects players who have registered to date. . After that, the registration and participation management unit 26 divides the determined player team (step S8), and further provides the registration and participation result to the play range control unit 27. The play range control unit 27 sets life for each player based on the determined number of players and the play fee paid in step S1 (step S9). The setting may be performed as described with reference to FIG. 4 as an example. In addition, until the registration of participation is confirmed, additional payment of the game fee may be permitted, and such payment may be rejected. When additional payment is allowed, the life can be set in accordance with the game fee including the additional points.

生命被設定的話,遊玩範圍控制部27係將登記參加結果及生命的設定值提供給遊玩控制部28,指示遊玩開始(步驟S10)。藉此,完成圖3的初始設定,遊戲的處理前進至依序遊玩之後各關卡的階段。各關卡之小遊戲的選擇、因應玩家的操作之分數的運算等係藉由遊玩控制部28進行。步驟S10中指示遊玩開始時,則結束圖8的處理。When life is set, the play range control unit 27 supplies the registration participation result and the set value of the life to the play control unit 28, and instructs the start of play (step S10). Thereby, the initial setting of FIG. 3 is completed, and the processing of the game proceeds to the stage of each level after the sequential play. The selection of mini-games at each level and the calculation of scores in accordance with the player's operation are performed by the game control unit 28. When the start of the game is instructed in step S10, the processing of FIG. 8 ends.

圖9係揭示遊戲控制部23為了管理作為遊玩範圍之一例的生命之值所執行之遊玩範圍控制處理的步驟。圖9的處理係在遊戲的遊玩中,亦即圖3中依序遊玩各關卡之間以遊戲控制部23重複進行。例如,圖9的處理係在各關卡的遊玩結束的時間點進行。但是,圖9的處理係即使在關卡的遊玩中也重複執行亦可。開始圖9的處理時,首先遊玩範圍控制部27係從遊玩控制部28取得該時間點之各玩家的遊玩狀況(步驟S21)。接著,遊玩範圍控制部27係依照所取得之遊玩狀況,更新各玩家的生命之值(步驟S22)。例如,針對滿足所定消費條件的玩家,以生命之值在關卡的結束時間點減少1之方式更新,針對為滿足消費條件的玩家,生命之值維持為相同值。FIG. 9 shows the steps of a play range control process performed by the game control unit 23 to manage the value of life as an example of the play range. The processing of FIG. 9 is performed during game play, that is, each level is sequentially played by the game control unit 23 in FIG. 3. For example, the processing of FIG. 9 is performed at the time point when the play of each level ends. However, the process of FIG. 9 may be repeatedly executed even during level play. When the process of FIG. 9 is started, the play range control unit 27 first obtains the play status of each player at that point in time from the play control unit 28 (step S21). Next, the play range control unit 27 updates the life value of each player in accordance with the acquired play status (step S22). For example, for players who meet the predetermined consumption conditions, the value of life is updated by one at the end time of the level, and for players who meet the consumption conditions, the value of life is maintained at the same value.

接著,遊玩範圍控制部27係依據步驟S21中所取得之遊玩狀況,判別是否滿足所定加算條件(步驟S23)。關於加算條件於後敘述。未成立加算條件時,遊玩範圍控制部27係判別是否存在生命之值消滅,亦即到達0的玩家(步驟S24)。在存在生命消滅的玩家(繼續對象的玩家)時,遊玩範圍控制部27係對於遊玩控制部28通知其要旨,保留往下個關卡的進行,開始接關處理(步驟S25)。伴隨接關處理的開始,遊玩範圍控制部27係開始分派至接關處理之限制時間的計時,並且對於收費管理部25指示對於繼續對象的玩家收取所定接關費用。接著,遊玩範圍控制部27係判別是否經過步驟S25中開始計時的限制時間(步驟S26),在未經過時,判別收費管理部25是否受理了所定接關費用的支付(步驟S27)。未支付接關費用時,遊玩範圍控制部27係回到步驟S26的處理。Next, the play range control unit 27 determines whether or not the predetermined addition condition is satisfied based on the play status obtained in step S21 (step S23). The addition conditions will be described later. When the addition condition is not established, the play range control unit 27 determines whether there is a player whose life value has disappeared, that is, a player who has reached 0 (step S24). When there is a player whose life has been lost (player to be continued), the play range control unit 27 notifies the game control unit 28 of the main point, keeps the progress to the next level, and starts the pass processing (step S25). Along with the start of the customs processing, the play range control unit 27 starts the timing of the time limit assigned to the customs processing, and instructs the charge management unit 25 to charge a predetermined customs fee for the player who continues to be targeted. Next, the play range control unit 27 determines whether or not the limited time period started in step S25 has elapsed (step S26), and if not, determines whether the charge management unit 25 has accepted payment of the predetermined customs fee (step S27). When the customs clearance fee is not paid, the play range control unit 27 returns to the processing of step S26.

步驟S26中判斷為已經過限制時間時,或步驟S27中判斷為已支付接關費用時,遊玩範圍控制部27係對於繼續對象的玩家,加算因應接關費用的生命(步驟S28)。藉由步驟S28的處理,回復繼續對象之玩家的生命,讓該玩家可繼續遊玩下次之後的關卡。步驟S28的處理結束時,遊玩範圍控制部27係對於優惠控制部29通知已支付接關費用,繼續對象的玩家所致之遊玩可繼續的要旨。優惠控制部29係接受其通知,對繼續對象的玩家賦予優惠(步驟S29),也對於屬於與該玩家相同隊伍的其他玩家賦予優惠(步驟S30)。優惠的內容係如以圖5為例所說明般,可適當設定。優惠的賦予可藉由從優惠控制部29對於遊玩範圍控制部27或遊玩控制部28通知優惠內容,遊玩範圍控制部27或遊玩控制部28執行反映該被通知之優惠的處理來實現。例如,如果是罰則的減少的話,遊玩範圍控制部27在之後的步驟S22的處理中限制生命的減少即可,如果是分數提升的話,遊玩控制部28加算繼續對象之玩家的分數即可。When it is determined in step S26 that the time limit has elapsed, or when it is determined in step S27 that the customs clearance fee has been paid, the play range control unit 27 adds the life corresponding to the customs clearance fee to the player who continues to target (step S28). Through the processing of step S28, the life of the player who continues to be restored is returned, so that the player can continue to play the level after the next time. At the end of the process of step S28, the play range control unit 27 is a gist of the continuation of the play caused by the player who continues to be notified by the discount control unit 29 that the clearance control fee has been paid. The benefit control unit 29 accepts the notification, and grants benefits to the player to be continued (step S29), and also grants benefits to other players belonging to the same team as the player (step S30). The content of the discount is as described with reference to FIG. 5 as an example, and can be appropriately set. The giving of benefits can be realized by notifying the content of the benefits to the game range control unit 27 or the game control unit 28 from the benefit control unit 29, and the game range control unit 27 or the game control unit 28 executes processing reflecting the notified benefits. For example, if the penalty is reduced, the game range control unit 27 may limit the reduction of life in the subsequent processing of step S22, and if the score is increased, the game control unit 28 may add the score of the player who continues to be the target.

步驟S30的處理結束時,則接關及繼續設定相關聯的處理完成,遊玩控制部28係讓處理前進至保留中之下個關卡的遊玩。與其同步,遊玩範圍控制部27係將本次的處理結果作為接關的履歷,記錄於日誌資料LG(步驟S31)。藉此,結束圖9的處理。步驟S23中判斷為加算條件成立時,遊玩範圍控制部27係將所有玩家的生命加算所定值(例如1)(步驟S32),之後前進至步驟S31的處理。加算條件係例如參加遊戲之所有玩家的分數的合計值超過所定基準值時成立,以所有玩家的遊玩狀況到達特別狀態時成立之方式設定即可。如此設定加算條件時,例如在接近成立的階段中任一玩家的生命消滅時,可對於該玩家,以加算條件的補足作為誘因,賦予支付接關費用的動機。步驟S24中判斷生命消滅的玩家並不存在時,遊玩範圍控制部27係跳過步驟S25~S30的處理,前進至步驟S31的處理。步驟S36中判斷為已經過限制時間時,遊玩範圍控制部27係判定為繼續對象的玩家未選擇接關,從遊戲退出,並將其要旨通知遊玩控制部28(步驟S33),之後前進至步驟S31的處理。接收步驟S33的通知的遊玩控制部28係去除退出的玩家,讓剩下的玩家遊玩下次之後的關卡。When the processing of step S30 is completed, the processing associated with the clearance and continuation setting is completed, and the game control unit 28 advances the processing to the game of the next level in the reservation. In synchronization with this, the play range control unit 27 records the result of the current processing as the history of the connection and records it in the log data LG (step S31). Thereby, the process of FIG. 9 is completed. When it is determined in step S23 that the addition condition is satisfied, the play range control unit 27 adds up the lives of all players by a predetermined value (for example, 1) (step S32), and then proceeds to the processing of step S31. The addition condition is established, for example, when the total value of the scores of all players participating in the game exceeds a predetermined reference value, and may be set in such a manner that the game conditions of all players reach a special state. When the addition conditions are set in this way, for example, when the life of any player is near the stage of establishment, the player may be motivated to pay the connection fee by using the supplement of the addition conditions as an incentive. When it is determined in step S24 that the player whose life has disappeared does not exist, the play range control unit 27 skips the processes of steps S25 to S30 and proceeds to the process of step S31. When it is determined in step S36 that the time limit has elapsed, the game range control unit 27 determines that the player who continues to target has not selected the level, exits from the game, and notifies the game control unit 28 of the gist (step S33), and then proceeds to step Processing of S31. The game control unit 28 that receives the notification of step S33 removes the players who have quit, and allows the remaining players to play the next level.

圖9的步驟S31中記錄於日誌資料LG之接關履歷的資訊,可利用來作為掌握各個小遊戲之接關率的高低,各關卡之小遊戲的選擇時所參照的資訊。例如,在各關卡結束的時間點中遊玩控制部28藉由選擇下個關卡的小遊戲並進行預告,利用遊玩範圍控制部27判別繼續對象的玩家對於該預告是否選擇了接關,並作為接關履歷記錄於日誌資料LG。該記錄與下個關卡中選擇之小遊戲的種類建立對應。將其接關履歷從遊戲機3以適當時機提供至中央伺服器2而積存於資料庫。參照該資料庫的話,可判別各個小遊戲之接關率的高低。所以,例如在遊戲機3中,藉由關於任一玩家發生接關時,將接關率相對高的小遊戲選擇來作為下個關卡的小遊戲,提升玩家選擇接關的可能性,藉此可謀求遊戲機3的運作率,或收益率的提升。再者,涵蓋複數關卡連續地遊玩一種類的小遊戲時,也可進行省略下一關所提供的小遊戲的預告,在如推測玩家的生命減少導致不久後會消滅的階段中,藉由選擇接關率相對高的小遊戲,提升玩家選擇接關的可能性的處理。The information of the gate history recorded in the log data LG in step S31 in FIG. 9 can be used as information to be used for grasping the level of the gate rate of each mini-game and the selection of the mini-game of each level. For example, at the point in time when each level ends, the game control unit 28 selects a mini-game of the next level and makes a preview, and the game range control unit 27 determines whether the player who continues to play has selected the level for the preview, and uses it as a link Off history is recorded in the log data LG. This record corresponds to the type of mini-game selected in the next level. The related history is provided from the game machine 3 to the central server 2 at an appropriate timing and accumulated in the database. With reference to this database, it is possible to judge the level of the level of each game. Therefore, for example, in the game machine 3, when a game is played by any player, a small game with a relatively high level of selection is selected as a small game of the next level, thereby increasing the possibility of the player selecting the level. The operating rate of the gaming machine 3 or the profit rate can be improved. In addition, when multiple types of mini-games are played continuously, you can also omit the mini-games provided by the next level. In the stage where it is speculated that the player's life will decrease and it will disappear soon, by choosing A small game with a relatively high pass rate improves the handling of the possibility of players choosing to pass the pass.

於以上的形態中,遊玩範圍控制部27藉由執行圖8的步驟S10的處理而具有遊玩允許控制手段之一例的功能,藉由執行圖8的步驟S9的處理而具有遊玩範圍設定手段之一例的功能。又,遊玩控制部28藉由接受圖8的步驟S10的指示以開始遊玩,且對應圖9的步驟S25一旦保留下個關卡的進行,具有作為遊玩控制手段之一例的功能。進而,登記參加管理部26藉由執行圖8的步驟S2~S7的處理,具有作為參加受理手段之一例的功能。In the above aspect, the play range control unit 27 has a function of an example of a play permission control means by executing the process of step S10 of FIG. 8, and has an example of a play range setting means by executing the process of step S9 of FIG. 8. Functions. In addition, the game control unit 28 accepts the instruction of step S10 of FIG. 8 to start the game, and once the next level is retained corresponding to step S25 of FIG. 9, it has a function as an example of a game control means. Furthermore, the registration and participation management unit 26 has a function as an example of a participation reception means by executing the processes of steps S2 to S7 in FIG. 8.

本發明並不限定於上述的形態,施加適當的變形或變更來實施亦可。例如在前述的形態中,作為生命設定遊玩範圍,且於遊戲的遊玩中滿足消費條件的話則每次將生命減少1,但是,遊玩範圍的控制並不限定於此種形態。適用每於遊戲進行一定範圍則每次將遊玩範圍的指標值減少所定量之控制亦可,每次的生命的變更量(作為一例為消費量)也不限於一定值,動態地變更亦可。遊玩範圍的指標值的變化並不限定於使其指標值減少的變化,作為增加之方向的變化亦可。The present invention is not limited to the above-mentioned embodiment, and may be implemented by applying appropriate deformation or modification. For example, in the aforementioned form, the play range is set as life, and if the consumption conditions are met during game play, the life is reduced by 1 each time. However, the control of the play range is not limited to this form. It is also applicable to control that reduces the index value of the play range every time a certain range is performed in the game. The amount of change in life (for example, the consumption amount) is not limited to a certain value, and it can be changed dynamically. The change in the index value of the play range is not limited to a change in which the index value is decreased, and may be a change in the direction of increase.

在前述的形態中,將遊戲設為依各關卡進行者,且在各關卡中遊玩小遊戲者,但是,複數玩家參加之共通的遊戲並不限於如此進行的範例。例如,以涵蓋複數關卡依序進行一種類的遊戲之方式構成遊戲亦可。在前述的形態中,生命消滅時,藉由不支付接關費用的話則不允許繼續遊玩,限制遊玩範圍耗盡的玩家之後的遊玩,但是,其限制並不限於一旦結束遊玩的範例。如即使遊玩本身可進行,但限制分數的獲得般地,針對遊戲的遊玩,相較於遊玩範圍的結束前,課徵某些限制亦可。又,在前述的形態中,在初始狀態中將玩家分隊,但是,分隊的處理並不是必須,省略其而開始遊戲的遊玩亦可。複數玩家參加之共通的遊戲也不限定於相互競爭成績等之對戰形式的遊戲,設為包含玩家彼此協力進行之要素的遊戲亦可。遊戲係作為各玩家同時並行,或一起遊玩的樣態亦可,作為包含各玩家依序遊玩之所謂回合制之要素的樣態亦可。In the aforementioned form, the game is performed by each level and the small players are played in each level. However, a game common to a plurality of players is not limited to the example performed in this way. For example, a game may be structured in such a way that a plurality of levels are played in sequence and one type of game is played. In the foregoing form, when life is lost, the player is not allowed to continue playing without paying the connection fee, limiting the subsequent play of players who have exhausted the playing range. However, the limitation is not limited to the example once the play is ended. Even if the game itself can be performed, but the acquisition of points is limited, for game play, some restrictions may be imposed compared to before the end of the game range. Further, in the aforementioned form, the players are divided into teams in the initial state, but the processing of the teams is not necessary, and the game may be started by omitting them. A common game in which a plurality of players participate is not limited to a game in which a player competes with each other, and may be a game including elements in which players cooperate with each other. The game system may be a form in which players simultaneously play in parallel or play together, or a form including elements of a so-called turn-based system in which each player plays in sequence.

在前述的形態中,設為每於關卡結束時更新生命之值,但是,遊玩範圍的變化在遊玩遊戲之間的適當時機進行亦可。以一部分的玩家的遊玩範圍耗盡而執行接關的處理之間,其他玩家繼續遊玩遊戲之方式控制遊戲的進行亦可。In the aforementioned form, the value of life is updated every time the level ends, however, the change of the play range may be performed at an appropriate timing between playing games. While some players have exhausted their playing range and executed the processing, other players may continue to play the game to control the progress of the game.

在前述的形態中,作為1位玩家為了遊玩遊戲所需之最低額度,設定遊玩費用的最小單位,但是,最小單位的對價並不一定設定為以1位玩家設為對象時之對價的最小值亦可。例如,在以最少兩位玩家參加遊玩為前提所構成的遊戲的狀況中,該兩位玩家為了遊玩遊戲所需之初始額度的遊玩費用設定為最小單位的對價亦可。亦即,最小單位的對價係代表為了遊玩遊戲系統提供之遊戲所需之對價的絕對性最小值,並不是因應玩家的人數而變動者。In the aforementioned form, the minimum unit of the game fee is set as the minimum amount required for one player to play the game. However, the consideration of the minimum unit is not necessarily set to the minimum value of the consideration when one player is targeted. Yes. For example, in the case of a game constituted on the premise that at least two players participate in the game, the initial cost of the two players in order to play the game may be set as the minimum unit of consideration. That is, the minimum unit consideration represents the absolute minimum value of the consideration required to play the game provided by the game system, and does not change according to the number of players.

在前述的形態中,藉由生命之值來表現遊玩範圍,但是,遊玩範圍的概念係應當成以對價作為代價,提供給玩家的價值。例如,可遊玩的時間長度、可遊玩的關卡數等使用來作為價值的尺度,但是,遊玩範圍的概念並不限定於此種尺度。例如,於準備複數種類的小遊戲的狀況中,即使增減玩家可選擇之種類的小遊戲的範圍之狀況中,以對價作為代價所提供的價值也不會改變,此種樣態也包含於遊玩範圍的概念。將玩家在遊戲中可利用之道具的範圍等、遊玩範圍之適當事項設定為尺度來代替小遊戲,或小遊戲之外,在追加設定玩家在遊戲中可利用之道具的範圍等、遊玩範圍亦可。In the aforementioned form, the range of play is expressed by the value of life, but the concept of range of play should be the value provided to the player at the price of consideration. For example, the length of playable time, the number of playable levels, and the like are used as the scale of value, but the concept of the scope of play is not limited to this scale. For example, in the case of preparing a plurality of types of mini-games, even if the range of mini-games that the player can select increases or decreases, the value provided at the price of consideration will not change, and this aspect is also included in Concept of play scope. Set the range of items that players can use in the game, etc., and appropriate items of the play range as the standard instead of mini games, or in addition to mini games, set the range of items that players can use in games, etc. can.

在前述的形態中,舉出以固定型的一台遊戲機,讓複數玩家同時遊玩遊戲的狀況為例進行說明,但是,複數玩家分別利用透過網路連接的複數遊戲終端,作為一例為圖1的使用者終端裝置4,遊玩共通的遊戲也可適用本發明。利用透過網路連接之複數台的固定型遊戲機來遊玩遊戲的狀況,或者透過網路連接1台以上之固定型的遊戲機與1台以上的使用者終端裝置4來遊玩遊戲的狀況也可適用本發明。In the foregoing form, a case where a fixed type game machine is used to allow a plurality of players to play a game at the same time will be described as an example. However, a plurality of players each use a plurality of game terminals connected through a network, as an example shown in FIG. 1 The present invention is also applicable to a user terminal device 4 for playing a common game. It is also possible to use a plurality of stationary game machines connected via a network to play a game, or to connect one or more stationary game machines and one or more user terminal devices 4 to play a game through a network. The invention is applicable.

以下記載從上述之實施形態及變形例個別導出之本發明的各種樣態。再者,在以下的說明中,為了容易理解本發明的各樣態而以括弧附記添附圖面所圖示的對應之構成要素,但是,本發明並不因此限定於圖示的形態。The following describes various aspects of the present invention that are individually derived from the above-described embodiments and modifications. In the following description, in order to facilitate understanding of various aspects of the present invention, corresponding components shown in the drawings are enclosed in parentheses. However, the present invention is not limited to the illustrated forms.

本發明的一樣態之遊戲系統,係以對價的支付作為代價,提供複數玩家(作為一例為圖3的PL1~PL4)可參加遊玩之遊戲的遊戲系統(1),具備:遊玩允許控制手段(27,S10),係以支付為了遊玩前述遊戲所需之最小單位的對價作為條件,允許前述複數玩家所致之遊戲的遊玩;遊玩範圍設定手段(27,S9),係以作為各玩家可遊玩前述遊戲之範圍即遊玩範圍(作為一例為圖3的生命LF),因應所支付的對價與前述複數玩家的人數而變化之方式,依據前述所支付的對價與前述玩家的人數,設定各玩家的遊玩範圍;及遊玩控制手段(28),係在前述遊玩範圍設定手段所設定的範圍中讓各玩家遊玩前述遊戲。The homogeneous game system of the present invention is a game system (1) that provides a plurality of players (as an example, PL1 to PL4 in FIG. 3) to participate in a game at the price of payment of consideration, and includes: game permission control means ( 27, S10), which is based on the consideration of the minimum unit required to play the aforementioned game as a condition, allowing play of the game caused by the aforementioned plurality of players; the play range setting means (27, S9) is used as a means by which each player can play The range of the aforementioned game, that is, the play range (as an example, the life LF in FIG. 3), is set in a manner that changes according to the consideration paid and the number of the aforementioned plurality of players, and sets each player's A play range; and a play control means (28), which allows each player to play the aforementioned game within the range set by the play range setting means.

本發明的一樣態之遊戲系統用的電腦程式,係構成為使設置於以對價的支付作為代價,提供複數玩家(作為一例為圖3的PL1~PL4)可參加遊玩之遊戲的遊戲系統(1)的電腦(20),具有以下手段的功能:遊玩允許控制手段(27,S10),係以支付為了遊玩前述遊戲所需之最小單位的對價作為條件,允許前述複數玩家所致之遊戲的遊玩;遊玩範圍設定手段(27,S9),係以作為各玩家可遊玩前述遊戲之範圍即遊玩範圍(作為一例為圖3的生命LF),因應所支付的對價與前述複數玩家的人數而變化之方式,依據前述所支付的對價與前述玩家的人數,設定各玩家的遊玩範圍;及遊玩控制手段(28),係在前述遊玩範圍設定手段所設定的範圍中讓各玩家遊玩前述遊戲。The computer program for the homogeneous game system of the present invention is a game system (1, which is provided at a price of consideration, and which provides a plurality of players (for example, PL1 to PL4 in FIG. 3) that can participate in the game. ) Computer (20), which has the functions of: play allowance control means (27, S10), based on payment of the minimum unit consideration required to play the aforementioned game as a condition, allowing the aforementioned plural players to play the game ; Play range setting means (27, S9), which is the range in which each player can play the aforementioned game, that is, the play range (as an example, the life LF in FIG. 3), which varies according to the consideration paid and the number of the aforementioned plural players. The method is to set the playing range of each player according to the paid consideration and the number of players; and the play control means (28), which allows each player to play the game within the range set by the play range setting means.

依據前述樣態,支付遊戲的遊玩所需之最小單位的對價時則允許複數玩家所致之遊戲的遊玩。所以,相較於作為允許遊玩的條件,設定因應玩家的人數而增加最小單位的對價之對價的支付的狀況,可減輕對價的負擔感。另一方面,藉由因應所支付的對價與玩家的人數,使遊玩範圍變化,能以不損及遊戲系統的運作率或收益性之方式,在合理的範圍中讓複數玩家遊玩遊戲。抑制或消除關於對價的負擔之玩家的不公平感、不平等感,以提升玩家的認同感,藉此也可提升遊戲的趣味。According to the foregoing aspect, the payment of the minimum unit consideration required for game play allows the game to be played by multiple players. Therefore, compared to the condition that allows for play, setting a situation in which the payment of the consideration by increasing the minimum unit according to the number of players can reduce the burden of consideration. On the other hand, according to the consideration paid and the number of players, the range of play can be changed, so that multiple players can play the game in a reasonable range without jeopardizing the operating rate or profitability of the game system. Suppress or eliminate the player's sense of injustice and inequality about the burden of consideration to enhance the player's sense of identity, which can also enhance the fun of the game.

再者,本發明的一樣態之電腦程式,係在記憶於記憶媒體的狀態下提供亦可。使用該記憶媒體的話,例如藉由將本發明的電腦程式安裝於電腦並執行,可利用該電腦來實現本發明的遊戲系統。記憶電腦程式的記錄媒體作為CD-ROM等的非暫態性的記憶媒體亦可。Furthermore, the computer program in the same state of the present invention may be provided in a state of being stored in a storage medium. When the memory medium is used, for example, the computer program of the present invention is installed on a computer and executed, and the computer can be used to implement the game system of the present invention. A recording medium storing a computer program may be used as a non-transitory storage medium such as a CD-ROM.

於前述樣態中,前述遊玩範圍設定手段,係以將前述所支付的對價除以前述玩家的人數之值越大,則前述遊玩範圍越擴大之方式設定前述遊玩範圍亦可。據此,配合每位玩家之對價的支付額來擴減遊玩範圍,故可在更合理的範圍中遊玩遊戲,且可更有效地消除關於對價的負擔之玩家的不公平感、不平等感。In the foregoing aspect, the means for setting the play range is to set the play range in such a manner that the value of the consideration paid divided by the number of players is larger, and the play range is expanded. According to this, the scope of play is expanded and reduced in accordance with the payment amount of each player's consideration, so that the game can be played in a more reasonable range, and the injustice and inequality of players regarding the burden of consideration can be eliminated more effectively.

於前述樣態中,前述遊玩範圍設定手段,係藉由因應前述所支付的對價與前述玩家的人數,增減訂定前述遊玩範圍的指標值(作為一例為生命之值),來設定前述遊玩範圍,並且因應各玩家的遊玩,使前述指標值對應各玩家區別變化,針對前述指標值到達所定值的玩家,限制之後的遊玩亦可。據此,藉由針對各玩家區別控制是否產生關於遊玩範圍之遊玩的限制,可將玩家的遊玩內容,或遊玩結果等反映於遊玩範圍的限制。所以,可進行例如遊戲中獲得好成績的玩家相較於成績不好的玩家,可更長時間無限制地遊玩的差別化,藉此可提升遊戲的趣味。In the foregoing aspect, the means for setting the play range is to set the play value by adding or subtracting an index value (as an example, the value of life) for setting the play range according to the consideration paid and the number of players. Range, and in accordance with each player's play, the aforementioned index value is changed correspondingly to each player. For players whose aforementioned index value reaches a predetermined value, subsequent play may be restricted. Accordingly, by controlling whether or not a play restriction on the play range is generated for each player, the player's play content or play result can be reflected in the play range restriction. Therefore, for example, a player who obtains a good score in a game can perform differentiation without limitation for a longer time than a player with a poor score, thereby enhancing the fun of the game.

於前述樣態中,更具備:參加受理手段(26,S2~S7),係對應前述對價的支付,受理前述遊戲的參加;前述遊玩允許控制手段,係對於受理前述參加的玩家,允許前述遊玩亦可。據此,以最小單位之對價的支付作為契機,可產生複數玩家參加遊戲的機會。支付最小單位的對價是允許遊玩的條件,故不需要希望參加的玩家所致之新的對價的支付。所以,各玩家可不感到對價的負擔之抗拒,輕鬆地參加遊戲。因此,提升複數玩家參加遊戲的頻度,伴隨該狀況,可提升遊戲機的運作率。In the foregoing aspect, it further includes: participation acceptance means (26, S2 to S7), corresponding to the payment of the consideration, and accepting the participation of the aforementioned game; and the aforementioned play permission control means, for the player accepting the aforementioned participation, allowing the aforementioned play Yes. According to this, the payment of the smallest unit of consideration as an opportunity can generate opportunities for multiple players to participate in the game. Paying the minimum unit consideration is a condition that allows play, so there is no need to pay a new consideration due to players wishing to participate. Therefore, each player can easily participate in the game without feeling resistance to the burden of consideration. Therefore, the frequency of plural players participating in the game is increased, and with this situation, the operating rate of the game machine can be improved.

於前述樣態中,設為可進行超過前述最小單位之對價的支付;前述遊玩範圍設定手段,係以前述所支付的對價與前述最小單位的對價的差越大,則前述遊玩範圍越擴大之方式設定前述遊玩範圍亦可。此時,容許超過最小單位之對價的支付,且有此種支付時因應與最小單位之對價的差分,將遊玩範圍設定為更大,或更廣泛。藉此,對關於對價的支付之玩家的選擇賦予柔軟性,可在因應玩家之要求的範圍中遊玩遊戲。In the foregoing aspect, it is assumed that the payment of the consideration exceeding the minimum unit can be made; the means for setting the play range is based on the larger the difference between the consideration paid and the consideration of the minimum unit, the larger the range of play It is also possible to set the aforementioned play range. At this time, payment exceeding the consideration of the minimum unit is allowed, and when there is such a payment, the play range is set to be larger or more extensive due to the difference from the consideration of the minimum unit. Thereby, flexibility is given to the choice of the player regarding the payment of the consideration, and the game can be played in a range according to the player's request.

於前述的樣態中,設為可藉由電子貨幣進行前述對價的支付亦可。電子貨幣所致之支付係相較於硬幣或其替代物所致之物理性支付,可緩和對價的支付單位相關之物理性的規制。因此,可一邊減輕將最小單位設定為更小而開始遊戲的遊玩時之負擔,或容許超過最小單位的支付時關於其差分也可設定柔軟性,一邊更細微或柔軟地設定因應其對價所應設定的遊玩範圍。藉此,可提供對於玩家的要求,柔軟地變更遊玩範圍的遊戲系統。In the aforementioned aspect, it may be assumed that the aforementioned consideration payment can be made by electronic money. Compared with the physical payment caused by the coin or its substitute, the payment caused by the electronic money can ease the physical regulation related to the payment unit of the consideration. Therefore, it is possible to reduce the burden when starting the game by setting the minimum unit to be smaller, or to allow flexibility in the difference when payment exceeding the minimum unit is allowed, while setting the response to the consideration more finely or softly. Set play range. Thereby, it is possible to provide a game system that softly changes the range of play for a player's request.

1‧‧‧遊戲系統1‧‧‧Game System

2‧‧‧中央伺服器 2‧‧‧ Central Server

2A‧‧‧伺服器單元 2A‧‧‧Server Unit

2B‧‧‧伺服器單元 2B‧‧‧Server Unit

3‧‧‧遊戲機 3‧‧‧Game console

4‧‧‧使用者終端裝置 4‧‧‧user terminal device

4a‧‧‧個人電腦 4a‧‧‧PC

4b‧‧‧行動終端裝置 4b‧‧‧mobile terminal device

5‧‧‧網路 5‧‧‧ internet

5A‧‧‧網際網路 5A‧‧‧Internet

5B‧‧‧LAN 5B‧‧‧LAN

5C‧‧‧LAN 5C‧‧‧LAN

5D‧‧‧路由器 5D‧‧‧Router

6‧‧‧店鋪 6‧‧‧ Store

10‧‧‧框體 10‧‧‧Frame

11‧‧‧監視器 11‧‧‧Monitor

12‧‧‧控制面板 12‧‧‧Control Panel

13‧‧‧輸入裝置 13‧‧‧ input device

14R‧‧‧按鍵開關 14R‧‧‧Key Switch

14L‧‧‧按鍵開關 14L‧‧‧Key Switch

15‧‧‧旋輪開關 15‧‧‧Rotary switch

16‧‧‧讀卡機 16‧‧‧Card Reader

17‧‧‧投幣口 17‧‧‧Coin slot

18‧‧‧揚聲器 18‧‧‧Speaker

20‧‧‧控制裝置(電腦) 20‧‧‧Control device (computer)

21‧‧‧記憶裝置 21‧‧‧Memory device

22‧‧‧投幣器 22‧‧‧Coin acceptor

23‧‧‧遊戲控制部 23‧‧‧Game Control Department

25‧‧‧收費管理部 25‧‧‧Charge Management Department

26‧‧‧登記參加管理部(參加受理手段) 26‧‧‧Registration Participation Management Department (Participation Acceptance Means)

27‧‧‧遊玩範圍控制部(遊玩允許控制手段、遊玩範圍設定手段) 27‧‧‧Play range control unit (play allowance control means, play range setting means)

28‧‧‧遊玩控制部(遊玩控制手段) 28‧‧‧play control department (play control means)

29‧‧‧優惠控制部 29‧‧‧Offer Control Department

DG‧‧‧遊戲資料 DG‧‧‧Game Information

DP‧‧‧遊玩資料 DP‧‧‧play information

EG‧‧‧評估計條 EG‧‧‧Evaluation

LF‧‧‧生命 LF‧‧‧Life

LG‧‧‧日誌資料 LG‧‧‧Logbook

M‧‧‧關卡 M‧‧‧Level

PF‧‧‧遊玩費用 PF‧‧‧Play fees

PG‧‧‧遊戲程式 PG‧‧‧Game Program

PL、PL1~PL4‧‧‧玩家 PL, PL1 ~ PL4‧‧‧ Players

Pm‧‧‧小遊戲模組 Pm‧‧‧Mini Game Module

ST、ST1~ST4‧‧‧遊戲站 ST 、 ST1 ~ ST4‧‧‧Game Station

TM、TM1~TM2‧‧‧隊伍 TM, TM1 ~ TM2‧‧‧ team

[圖1]揭示本發明之一形態的遊戲系統之整體構造的圖。[Fig. 1] A diagram showing the overall structure of a game system according to an aspect of the present invention.

[圖2]圖1的遊戲系統所包含之遊戲機的立體圖。 [Fig. 2] A perspective view of a game machine included in the game system of Fig. 1. [Fig.

[圖3]揭示圖2的遊戲機所提供之遊戲的處理步驟之一例的圖。 [Fig. 3] A diagram showing an example of a processing procedure of a game provided by the game machine of Fig. 2. [Fig.

[圖4]揭示生命的設定相關之一例的圖。 Fig. 4 is a diagram showing an example of setting of life.

[圖5]揭示優惠相關之一例的圖。 [Fig. 5] A diagram showing an example of the benefits.

[圖6]揭示遊戲機的控制系的構造之一例的功能區塊圖。 6 is a functional block diagram showing an example of a structure of a control system of a gaming machine.

[圖7]揭示圖6的遊戲控制部的具體構造之一例的功能區塊圖。 [Fig. 7] A functional block diagram showing an example of a specific structure of the game control unit in Fig. 6. [Fig.

[圖8]揭示遊戲控制部所執行之遊玩開始控制處理的步驟之一例的流程圖。 8 is a flowchart showing an example of a procedure of a play start control process executed by a game control unit.

[圖9]揭示遊戲控制部所執行之遊玩範圍控制處理的步驟之一例的流程圖。 9 is a flowchart showing an example of a procedure of a play range control process executed by a game control unit.

Claims (7)

一種遊戲系統,係以對價的支付作為代價,提供複數玩家可參加遊玩之遊戲的遊戲系統,其特徵為具備: 遊玩允許控制手段,係以支付為了遊玩前述遊戲所需之最小單位的對價作為條件,允許前述複數玩家所致之遊戲的遊玩; 遊玩範圍設定手段,係以作為各玩家可遊玩前述遊戲之範圍即遊玩範圍,因應所支付的對價與前述複數玩家的人數而變化之方式,依據前述所支付的對價與前述玩家的人數,設定各玩家的遊玩範圍;及 遊玩控制手段,係在前述遊玩範圍設定手段所設定的範圍中讓各玩家遊玩前述遊戲。A game system is a game system that provides a plurality of players to participate in the game at the price of payment of the consideration, which is characterized by: The game permission control means is based on paying the consideration of the minimum unit required to play the aforementioned game as a condition to allow the aforementioned games to be played by multiple players; The means for setting the play range is a range in which each player can play the aforementioned game, that is, the play range, in a manner that varies depending on the consideration paid and the number of the aforementioned plurality of players, and sets each of them according to the consideration paid and the number of the aforementioned players. The playing area of the player; and The game control means allows each player to play the game in a range set by the game range setting means. 如申請專利範圍第1項所記載之遊戲系統,其中, 前述遊玩範圍設定手段,係以將前述所支付的對價除以前述玩家的人數之值越大,則前述遊玩範圍越擴大之方式設定前述遊玩範圍。The game system described in item 1 of the scope of patent application, wherein: The means for setting the play range is to set the play range in such a manner that the larger the value of the consideration paid divided by the number of players is, the more the play range is expanded. 如申請專利範圍第1項或第2項所記載之遊戲系統,其中, 前述遊玩範圍設定手段,係藉由因應前述所支付的對價與前述玩家的人數,增減訂定前述遊玩範圍的指標值,來設定前述遊玩範圍,並且因應各玩家的遊玩,使前述指標值對應各玩家區別變化,針對前述指標值到達所定值的玩家,限制之後的遊玩。The game system described in item 1 or item 2 of the scope of patent application, wherein: The aforementioned play range setting means is to set the aforementioned play range by adding or subtracting an index value for setting the aforementioned play range in accordance with the consideration paid and the number of players, and to make the aforementioned index values correspond to each player's play Each player is differentiated and changed, and for players whose aforementioned index value reaches a predetermined value, subsequent play is restricted. 如申請專利範圍第1項或第2項所記載之遊戲系統,其中, 更具備:參加受理手段,係對應前述對價的支付,受理前述遊戲的參加; 前述遊玩允許控制手段,係對於受理前述參加的玩家,允許前述遊玩。The game system described in item 1 or item 2 of the scope of patent application, wherein: More equipped: participation acceptance means, corresponding to the payment of the aforementioned consideration, accept the participation of the aforementioned game; The aforementioned play permission control means is to allow the aforementioned players to accept the aforementioned participants. 如申請專利範圍第1項或第2項所記載之遊戲系統,其中, 設為可進行超過前述最小單位之對價的支付; 前述遊玩範圍設定手段,係以前述所支付的對價與前述最小單位的對價的差越大,則前述遊玩範圍越擴大之方式設定前述遊玩範圍。The game system described in item 1 or item 2 of the scope of patent application, wherein: Set aside for payment of consideration in excess of the aforementioned minimum unit; The play range setting means is to set the play range in such a manner that the larger the difference between the paid consideration and the minimum unit consideration, the more the play range is expanded. 如申請專利範圍第1項或第2項所記載之遊戲系統,其中, 設為可藉由電子貨幣進行前述對價的支付。The game system described in item 1 or item 2 of the scope of patent application, wherein: It is assumed that the aforementioned consideration payment can be made by electronic money. 一種記憶媒體,其特徵為記憶遊戲系統用的電腦程式,該遊戲系統用的電腦程式,係使設置於以對價的支付作為代價,提供複數玩家可參加遊玩之遊戲的遊戲系統之電腦,構成為具有以下功能: 遊玩允許控制手段,係以支付為了遊玩前述遊戲所需之最小單位的對價作為條件,允許前述複數玩家所致之遊戲的遊玩; 遊玩範圍設定手段,係以作為各玩家可遊玩前述遊戲之範圍即遊玩範圍,因應所支付的對價與前述複數玩家的人數而變化之方式,依據前述所支付的對價與前述玩家的人數,設定各玩家的遊玩範圍;及 遊玩控制手段,係在前述遊玩範圍設定手段所設定的範圍中讓各玩家遊玩前述遊戲。A memory medium is characterized by a computer program for a memory game system. The computer program for the game system is a computer provided with a game system that provides a plurality of players to participate in the game at the price of payment of the consideration. Has the following functions: The game permission control means is based on paying the consideration of the minimum unit required to play the aforementioned game as a condition to allow the aforementioned games to be played by multiple players; The means for setting the play range is a range in which each player can play the aforementioned game, that is, the play range, in a manner that varies depending on the consideration paid and the number of the aforementioned plurality of players, and sets each of them according to the consideration paid and the number of the aforementioned players. The playing area of the player; and The game control means allows each player to play the game in a range set by the game range setting means.
TW108101905A 2018-01-19 2019-01-18 Game system and storage medium storing computer program TWI684930B (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2018-007411 2018-01-19
JP2018007411A JP6458234B1 (en) 2018-01-19 2018-01-19 GAME SYSTEM AND COMPUTER PROGRAM THEREOF

Publications (2)

Publication Number Publication Date
TW201935351A true TW201935351A (en) 2019-09-01
TWI684930B TWI684930B (en) 2020-02-11

Family

ID=65228870

Family Applications (1)

Application Number Title Priority Date Filing Date
TW108101905A TWI684930B (en) 2018-01-19 2019-01-18 Game system and storage medium storing computer program

Country Status (3)

Country Link
JP (1) JP6458234B1 (en)
TW (1) TWI684930B (en)
WO (1) WO2019142811A1 (en)

Family Cites Families (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6048271A (en) * 1996-05-07 2000-04-11 Barcelou; David M. Automated league and tournament device
JP2004103028A (en) * 2003-10-03 2004-04-02 Konami Co Ltd Game advertisement charge system, game advertisement charge control method and program for home game machine
JP5318508B2 (en) * 2008-09-16 2013-10-16 株式会社タイトー Game program and game system
JP5372442B2 (en) * 2008-09-17 2013-12-18 株式会社タイトー Game machine and game program
JP2017153593A (en) * 2016-02-29 2017-09-07 株式会社コナミデジタルエンタテインメント Game system, computer program used therefor and server device

Also Published As

Publication number Publication date
WO2019142811A1 (en) 2019-07-25
JP6458234B1 (en) 2019-01-30
JP2019122730A (en) 2019-07-25
TWI684930B (en) 2020-02-11

Similar Documents

Publication Publication Date Title
JP6818452B2 (en) Programs and servers
JP6648993B2 (en) Program, game device and server system
JP6416819B2 (en) Program and computer system
JP6630565B2 (en) Game system and program
WO2013065691A1 (en) Lottery system comprising probability adjustment function
US20080125203A1 (en) Game System
JP6769813B2 (en) Programs and computer systems
KR20080038422A (en) Arcade game machine and game system
JP7194522B2 (en) Program, Computer System, Game System, and Target Object Provision Control Method
JP2000099831A (en) Point system
JP6791524B1 (en) Game system, computer program used for it, and control method
JP7481629B2 (en) Information processing device, information processing method, and program
WO2020262500A1 (en) Game device and game program
JP5977708B2 (en) GAME SYSTEM, GAME CONTROL METHOD, AND COMPUTER PROGRAM
JP7488026B2 (en) Server system, game system and program
JP3766012B2 (en) GAME SYSTEM AND GAME SYSTEM CONTROL METHOD
JP7206689B2 (en) Game system and game program
TWI684930B (en) Game system and storage medium storing computer program
JP5894552B2 (en) GAME SYSTEM, GAME CONTROL METHOD, AND COMPUTER PROGRAM
JP7014989B1 (en) Information processing equipment, information processing methods and programs
JP2019126710A (en) Game system, and computer program therefor
JP2005085162A (en) Settlement system for game machine and information storage medium for use in the same
JP6703074B2 (en) Program and computer system
JP6676234B2 (en) Game system and computer program therefor
JP5797180B2 (en) Game machine and game machine control method