TWI683692B - Game system and recording medium recorded with computer program used in the game system - Google Patents

Game system and recording medium recorded with computer program used in the game system Download PDF

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TWI683692B
TWI683692B TW107129834A TW107129834A TWI683692B TW I683692 B TWI683692 B TW I683692B TW 107129834 A TW107129834 A TW 107129834A TW 107129834 A TW107129834 A TW 107129834A TW I683692 B TWI683692 B TW I683692B
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game
remuneration
amount
contestant
lottery
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TW107129834A
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Chinese (zh)
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TW201919741A (en
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落合仁美子
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日商科樂美遊樂有限公司
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode

Abstract

A game system includes: a game operation receiving unit 30 receiving a game operation of a player in exchange for consumption of game value; a game control unit 32 calculating a game result according to the received game operation; a reward amount determination unit 33 determining a reward amount to be added to the player based on the calculated game result; and a reward adding unit 34 adding the determined reward amount to the player, wherein the reward amount determination unit 33 is further provided with a lottery unit 41 executing a predetermined lottery when a predetermined lottery condition is established , and a reward amount adjustment unit 42 adjusting a reward amount to be determined based on the game result in accordance with a result of the lottery so that a correspondence relationship between the game result and a reward amount to be added to the player is changed.

Description

遊戲系統及記錄有使用於遊戲系統的電腦程式之記錄媒體Game system and recording medium recording computer programs used in the game system

本發明是有關支付(payout)率的調整為可能的遊戲系統。The present invention relates to a game system in which adjustment of payout rate is possible.

在遊藝價值的消費及兌換,使競賽者玩遊戲,按照取得的結果來賦予競賽者報酬的遊戲系統為周知。在此種的遊戲系統中,有時需要調整對於競賽者的報酬的支付率,亦即,報酬量對於根據競賽者的遊藝價值的消費量之比(或百分率)。例如,遊戲系統被經營於業務用途或商業用途時,須以經營主體可確保適當的利潤之方式調整支付率。另一方面,在使用代幣(medal)等的遊藝媒體之遊戲中,遊戲的結果會按照競賽者之遊藝媒體的投入操作這樣的遊戲操作的巧拙而變化。因此,最好如競賽者的技巧(有關遊藝的技量)越高,賦予越多的報酬這樣,在競賽者的技巧與報酬量之間設定一定的關聯性。但,問題是在按照技巧來使報酬量變化時,怎麼樣導入支付率的調整。例如,若競賽者明確地感到支付率的控制對於報酬的賦予介入的情形,則會產生遊戲的興趣被削減這樣的不合適。作為對於如此的課題之一個的解決方案,有在遊戲符合一定的條件時實行根據預定的抽選機構之抽選,且如使在抽選取得的報酬的期待值按照支付率的狀況來變化這樣,將抽選處理利用於支付率的控制之系統被提案(例如參照專利文獻1)。 [先前技術文獻] [專利文獻]Game systems that consume and exchange entertainment value to enable contestants to play games and reward contestants in accordance with the results obtained are well known. In such a game system, it is sometimes necessary to adjust the payout rate for the player's remuneration, that is, the ratio (or percentage) of the amount of remuneration to the consumption based on the player's entertainment value. For example, when a game system is operated for business or commercial purposes, the payment rate must be adjusted in such a way that the operating entity can ensure appropriate profits. On the other hand, in a game using game media such as tokens, the result of the game will vary according to the cleverness of the game operation such as the input operation of the game media of the contestant. Therefore, it is better to set a certain correlation between the contestant's skill and the amount of remuneration, such as the higher the contestant's skill (recreation skill). However, the question is how to introduce the adjustment of the payment rate when changing the amount of remuneration according to skill. For example, if the contestant clearly feels that the control of the payout rate intervenes in the payment of rewards, it is inappropriate to reduce the interest in the game. As a solution to such a problem, when the game meets certain conditions, a lottery is performed according to a predetermined lottery, and if the expected value of the reward obtained in the lottery changes according to the status of the payout rate, the lottery A system for processing control for payment rate is proposed (for example, refer to Patent Document 1). [Prior Technical Literature] [Patent Literature]

[專利文獻1]日本特開2011-36549號公報[Patent Document 1] Japanese Patent Laid-Open No. 2011-36549

(發明所欲解決的課題)(Problems to be solved by the invention)

在以往的遊戲系統中,抽選處理只不過是作為競賽者在遊戲取得預定的結果時產生的追加性的報酬的獲得機會實行,其結果也與競賽者的技巧沒有關係。因此,對於在包含按照技巧來賦予報酬的要素的遊戲放進調整支付率的機能的課題是尚有檢討的餘地。In the conventional game system, the lottery process is only performed as an opportunity to obtain additional rewards generated when a contestant obtains a predetermined result in the game, and the result is not related to the contestant's skill. Therefore, there is still room for review on the issue of including the function of adjusting the payout rate in a game that includes an element that provides compensation according to skill.

於是,本發明是以提供一種可對於按照競賽者的遊戲操作來賦予報酬的遊戲適當地放進支付率的調整之遊戲系統等作為目的。 (用以解決課題的手段)Therefore, the present invention aims to provide a game system and the like which can appropriately adjust the payout rate for a game in which rewards are given in accordance with the player's game operation. (Means to solve the problem)

本發明之一形態的遊戲系統,係具備:   遊戲操作受理手段,其係於預定的遊藝價值的消費與兌換受理競賽者的遊戲操作;   遊戲控制手段,其係按照受理的遊戲操作來運算遊戲結果;   報酬量決定手段,其係根據運算的遊戲結果來決定應賦予前述競賽者的報酬量;及   報酬賦予手段,其係將決定的量的報酬賦予前述競賽者,   前述報酬量決定手段更具備:   抽選手段,其係於預定的抽選條件成立時實行預定的抽選;及   報酬量調整手段,其係以在前述遊戲結果與賦予前述競賽者的報酬量的對應關係產生變化的方式,按照前述抽選的結果來調整應根據前述遊戲結果而被決定的報酬量。A game system according to one aspect of the present invention is provided with:    game operation acceptance means, which is based on the consumption and exchange of predetermined entertainment value to accept game operations of contestants;    game control means, which calculates game results according to accepted game operations ;    Remuneration amount determination means, which determines the amount of remuneration that should be given to the contestant based on the result of the calculated game; and Remuneration provision means, which gives the determined amount of remuneration to the contestant,   The lottery means is to perform the predetermined lottery when the predetermined lottery conditions are established; and the remuneration adjustment means is to change the correspondence between the game result and the remuneration given to the contestant according to the As a result, the amount of remuneration that should be determined according to the aforementioned game result is adjusted.

本發明之一形態之記錄有遊戲系統用的電腦程式之記錄媒體,係被構成為使含在遊戲系統的電腦作為下列手段機能,   遊戲操作受理手段,其係於預定的遊藝價值的消費與兌換受理競賽者的遊戲操作;   遊戲控制手段,其係按照受理的遊戲操作來運算遊戲結果;   報酬量決定手段,其係根據運算的遊戲結果來決定應賦予前述競賽者的報酬量;   報酬賦予手段,其係將決定的量的報酬賦予前述競賽者,   前述報酬量決定手段更作為下列手段機能,   抽選手段,其係於預定的抽選條件成立時實行預定的抽選;及   報酬量調整手段,其係以在前述遊戲結果與應賦予前述競賽者的報酬量的對應關係產生變化的方式,按照前述抽選的結果來調整應根據前述遊戲結果而被決定的報酬量。A recording medium in which a computer program for a game system is recorded in one form of the present invention is configured to make the computer included in the game system function as the following means,    game operation acceptance means, which is related to the consumption and exchange of predetermined entertainment value Accept the game operation of the contestant;    game control means, which calculates the game result according to the accepted game operation;    remuneration amount determination means, which determines the amount of remuneration that should be given to the aforementioned contestant based on the calculated game result;   reward giving means, It is to give the determined amount of remuneration to the contestants. The aforementioned means of determining the amount of remuneration is also used as the following means.    lottery means is to implement the predetermined lottery when the predetermined lottery conditions are established; and In such a way that the correspondence between the game result and the amount of remuneration to be given to the contestant changes, the amount of remuneration that should be determined based on the game result is adjusted according to the result of the lottery.

本發明的其他的形態的遊戲系統,係包含:   輸入裝置,其係檢測出競賽者的遊戲操作;   記憶裝置,其係記憶預定的電腦程式;及   處理器,其係與前述輸入裝置及前述記憶裝置連接,根據前述記憶裝置的電腦程式來實行預定的處理,   其特徵為:   前述處理器,係根據前述電腦程式,在預定的遊藝價值的消費與兌換受理經由前述輸入裝置之競賽者的遊戲操作,按照受理的遊戲操作來運算遊戲結果,根據運算的遊戲結果來決定應賦予前述競賽者的報酬量,將決定的量的報酬賦予前述競賽者,且在前述報酬量的決定中,於預定的抽選條件成立時實行預定的抽選,以在前述遊戲結果與應賦予前述競賽者的報酬量的對應關係產生變化的方式,按照前述抽選的結果來調整應根據前述遊戲結果而被決定的報酬量。Other forms of the game system of the present invention include: a    input device that detects the game operation of the contestant; a    memory device that stores a predetermined computer program; and a processor that interacts with the input device and the memory The device is connected, and the predetermined processing is performed according to the computer program of the memory device.    is characterized by:   The processor is based on the computer program and accepts the game operation of the contestant via the input device in the consumption and exchange of predetermined entertainment value Calculate the game result according to the accepted game operation, determine the amount of remuneration to be given to the contestant based on the calculated game result, give the determined amount of remuneration to the contestant, and in the determination of the amount of remuneration, the predetermined When a lottery condition is established, a predetermined lottery is performed to adjust the amount of remuneration that should be determined based on the game result in accordance with the result of the lottery so that the correspondence between the game result and the amount of remuneration that should be given to the contestant changes.

圖1是表示本發明之一形態的遊戲系統的要部。遊戲系統1是至少包含一台(在圖1中只顯示一台)的遊戲機2。遊戲機2是被設置於不特定多數的公衆出入的娛樂施設等來以業務用途或商業用途經營。此種的遊戲機是有被稱為機台(arcade)遊戲機的情形。遊戲機2是亦可經由網際網路等的網路3來可通訊地與預定的遊戲伺服器4連接。遊戲伺服器4是至少包含一台的物理性的伺服器用電腦裝置。遊戲伺服器4是亦可作為組合複數台的伺服器用電腦裝置的伺服器系統被構成,或亦可作為利用雲端運算(cloud computing)的邏輯性的伺服器系統被構成。FIG. 1 is a main part showing a game system according to an embodiment of the present invention. The game system 1 is a game machine 2 including at least one (only one is shown in FIG. 1). The gaming machine 2 is an entertainment facility installed in an unspecified majority of the public, and is operated for business or commercial purposes. Such a game machine may be called an arcade game machine. The game machine 2 is also communicably connected to a predetermined game server 4 via a network 3 such as the Internet. The game server 4 is at least one physical computer device for a server. The game server 4 may be configured as a server system that combines a plurality of server computer devices, or may be configured as a logical server system using cloud computing.

遊戲機2是具備:顯示遊戲畫面的顯示裝置5、被配置成為包圍該顯示裝置5的外周之複數的站6、及在站6間被共用的中心抽選機構7。顯示裝置5是可使用一個或複數的平板顯示裝置作為一例。顯示裝置5是以其顯示面成為水平且朝上的方式被設置於遊戲機2。站6是針對遊戲機2的一邊各兩個,在遊戲機2的全體設置八個。在各站6是設有受理關聯於遊戲的競賽者的輸入操作之輸入裝置8。輸入裝置8是在全部的站6間彼此相等的構成。輸入裝置8是具備檢測出競賽者的遊戲操作之檢測部8a。檢測部8a是包含操作桿9、小按鈕10及大按鈕11作為其一例。操作桿9是以從競賽者來看直立於鉛直上方的中立位置作為基準,可操作於前後方向及左右方向,且輸出對應於操作方向的操作訊號。但,操作桿9是亦可從中立位置操作於360°所有的方向。小按鈕10及大按鈕11的各者是輸出對應於競賽者的按壓操作的操作訊號。大按鈕11是比小按鈕10更大,藉此按鈕10、11是被視覺性地差別化。The gaming machine 2 is provided with a display device 5 that displays a game screen, a plurality of stations 6 arranged to surround the outer periphery of the display device 5, and a center drawing mechanism 7 shared between the stations 6. The display device 5 can use one or more flat panel display devices as an example. The display device 5 is installed on the gaming machine 2 so that its display surface is horizontal and upward. The stations 6 are two for each side of the gaming machine 2, and eight stations are provided in the entire gaming machine 2. Each station 6 is provided with an input device 8 that accepts input operations of contestants related to the game. The input device 8 has a configuration equal to each other among all the stations 6. The input device 8 is provided with a detection unit 8a that detects a player's game operation. The detection unit 8a includes the operation lever 9, the small button 10, and the large button 11 as an example thereof. The operation lever 9 is based on a neutral position standing upright vertically from the perspective of the competitor, can be operated in the front-rear direction and the left-right direction, and outputs an operation signal corresponding to the operation direction. However, the operating lever 9 can also be operated in all directions of 360° from the neutral position. Each of the small button 10 and the large button 11 outputs an operation signal corresponding to the press operation of the contestant. The large button 11 is larger than the small button 10, whereby the buttons 10 and 11 are visually differentiated.

在各站6是從競賽者所擁有的卡、攜帶型終端機等的記憶媒體(未圖示)讀取媒體ID的讀取器12也被設置。媒體ID是按每個記憶媒體來被獨特地設定。保持媒體ID的記憶媒體是可使用磁氣記憶媒體、IC晶片和其他的各種的非揮發性的記憶媒體。在遊戲系統1中,媒體ID是按每個競賽者來與獨特的競賽者ID建立對應。競賽者ID是識別競賽者的競賽者識別資訊之一例。遊戲系統1是具備根據經由讀取器12取得的媒體ID來判別競賽者的競賽者ID,藉此識別競賽者的機能。競賽者ID是被利用在競賽者的認證、與競賽者建立對應的競賽資料的判別等。競賽資料是記錄了競賽者的遊戲的競賽內容之資料,被利用在競賽者從前回繼續玩遊戲的用途等。競賽者的識別、及有關競賽資料的保存之構成是與周知的遊戲系統同樣即可。At each station 6, a reader 12 that reads a media ID from a storage medium (not shown) such as a card or portable terminal owned by the contestant is also provided. The media ID is uniquely set for each storage medium. The storage medium holding the media ID is a magnetic storage medium, an IC chip, and various other non-volatile storage media. In the game system 1, the media ID is associated with a unique contestant ID for each contestant. The contestant ID is an example of contestant identification information for identifying contestants. The game system 1 has a function of identifying a contestant based on the media ID acquired via the reader 12 to identify the contestant. The contestant ID is used for certification of contestants, identification of contest materials corresponding to contestants, and so on. Contest materials are materials that record the content of a contestant's game and are used for the purpose of the contestant continuing to play the game in the past. The identification of the contestants and the storage of related contest materials are the same as the well-known game system.

中心抽選機構7是藉由遊戲機2的一對的柱13及樑14,在以位於顯示裝置5的顯示面的中央上方之方式垂吊下的狀態下被支持。中心抽選機構7是例如在遊戲,預定的獲獎條件成立時,利用球等的遊藝媒體來實行抽選,作為將對應於抽選結果的報酬賦予競賽者的物理性抽選機構之一例設置。例如,在可獲得多量的報酬的頭獎(jackpot)抽選等時利用中心抽選機構7即可。The center drawing mechanism 7 is supported by the pair of columns 13 and beams 14 of the gaming machine 2 while being suspended so as to be positioned above the center of the display surface of the display device 5. The center lottery unit 7 is, for example, a game lottery medium for performing a lottery when a predetermined winning condition is established in a game, and is provided as an example of a physical lottery unit that gives a reward corresponding to a lottery result to a contestant. For example, the center lottery 7 may be used when a jackpot lottery in which a large amount of rewards can be obtained.

在遊戲機2是更設有:接納作為遊藝媒體之一例的代幣之代幣接納裝置15、對於競賽者付出代幣之付出口16、輸出演出遊戲的聲音之喇叭裝置17等各種的機器類。代幣是作為象徵遊藝價值的遊藝媒體之一例被利用。例如,1枚的代幣是相當於遊藝價值的一單位。遊藝價值是在競賽者進行預定的遊戲操作時被消費的價值。遊藝價值是可利用適當的用語來定量地表現。表示競賽者在遊戲可消費的遊藝價值時,利用「點數(CREDIT)」的用語來定量地表現遊藝價值,作為一例。該情況,1點數相當於遊藝價值的一單位。一旦競賽者將1枚的代幣投入遊戲機2,則如該競賽者擁有1點數的遊藝價值這樣,代幣的枚數與點數數建立對應。但,點數是不限於藉由物理性的代幣的投入來加算之例。亦可藉由使用現金或虛擬貨幣的結帳手段來使競賽者預先購入遊藝價值,將購入後的遊藝價值的量保存於競賽資料,藉此將被保持於競賽資料的遊藝價值置換成競賽者在遊戲可消費的點數。代幣接納裝置15的代幣投入口15a是被設為在相鄰的二個站6間共有。因為指示代幣從哪個側的站6投入,所以在代幣接納裝置15是設有站選擇開關15b。The gaming machine 2 is further provided with various devices such as a token receiving device 15 that accepts tokens as an example of entertainment media, a token exit 16 for paying contestants, and a speaker device 17 that outputs sounds of performance games. . Tokens are used as an example of entertainment media that symbolizes the value of entertainment. For example, one token is equivalent to a unit of entertainment value. The entertainment value is the value that is consumed when the contestant performs a predetermined game operation. The value of amusement can be expressed quantitatively with appropriate language. When expressing the value of amusement that a contestant can consume in a game, the term "CREDIT" is used to quantitatively express the value of amusement, as an example. In this case, one point is equivalent to one unit of amusement value. Once a contestant puts 1 token into the gaming machine 2, then if the contestant has a game value of 1 point, the number of tokens corresponds to the number of points. However, the number of points is not limited to the example of addition by adding physical tokens. You can also use the cash or virtual currency checkout method to enable the contestants to purchase the entertainment value in advance, and save the amount of the purchased entertainment value in the competition data, thereby replacing the entertainment value retained in the competition data with the competitor Points that can be consumed in the game. The token insertion port 15a of the token receiving device 15 is set to be shared between two adjacent stations 6. The station 6 is provided with a station selection switch 15b in order to indicate which side of the station 6 the token is to be dropped into.

在遊戲機2所被提供的遊戲是可適當地選擇,在此是競賽者在遊戲應進行的操作的至少一部分為受理預定量的遊藝價值(點數)的消費及兌換的遊戲被實行於遊戲機2。根據圖2來說明其一例。圖2是表示在顯示裝置5的顯示面上所被顯示的遊戲畫面之一例。遊戲畫面100是被顯示於以圖1的境界線BL來將顯示裝置5的顯示面二等分取得的二個區域的各者。亦即,圖2的遊戲畫面100是在四個的站6間共有的遊戲畫面。在遊戲畫面100設有競賽區域101及資訊提示區域102。競賽區域101是顯示遊戲的進展狀況的區域,資訊提示區域102是隨著遊戲的進展來顯示應提示給競賽者的資訊之區域。The game provided on the gaming machine 2 is appropriately selected, and here is a game in which at least a part of the operations that the contestant should perform in the game is to accept the consumption and redemption of a predetermined amount of entertainment value (points). Machine 2. An example will be described based on FIG. 2. FIG. 2 is an example of a game screen displayed on the display surface of the display device 5. The game screen 100 is displayed in each of two regions obtained by dividing the display surface of the display device 5 by the boundary BL of FIG. 1. That is, the game screen 100 of FIG. 2 is a game screen shared by four stations 6. The game screen 100 is provided with a competition area 101 and an information presentation area 102. The competition area 101 is an area that displays the progress of the game, and the information presentation area 102 is an area that displays information that should be presented to the contestant as the game progresses.

在競賽區域101是顯示有:被格子狀地區分的長方形狀的遊戲場(game field)110、競賽者人物(character)111A~111D、及複數的敵人物112。競賽者人物111A~111D是與共有遊戲畫面100的四個的站6的各者1對1建立對應。競賽者人物111A~111D是按照競賽者對於對應的站6的輸入裝置8之操作來移動於遊戲場110內。亦即,競賽者人物111A~111D是按照競賽者的操作來移動於遊戲場110的競賽者實物(object)之一例。競賽者人物111A~ 111D是在利用形狀、顏色、模樣和其他的視覺性要素來可互相識別的狀態下被顯示。在遊戲畫面100是顯示有用以識別競賽者人物111A~111D與站6的對應關係之指標(indicator)113。指標113是作為連結站6的位置與競賽者人物111A~111D的直線狀的畫像被顯示,作為一例。但,指標113是不限於直線狀,只要可使競賽者識別站6與競賽者人物111A~111D的對應關係,以適當的形態顯示即可。以下,有以參照符號111來代表競賽者人物111A~111D的情形。In the competition area 101, a rectangular game field 110 divided by a grid, character characters 111A to 111D, and plural enemies 112 are displayed. The contestant characters 111A to 111D are associated one-to-one with each of the four stations 6 sharing the game screen 100. The contestant characters 111A to 111D move in the game field 110 according to the contestant's operation of the input device 8 of the corresponding station 6. That is, the contestant characters 111A to 111D are examples of contestant objects moving on the game field 110 according to the contestant's operation. The contestant characters 111A to 111D are displayed in a state in which shapes, colors, appearances, and other visual elements can be identified with each other. The game screen 100 displays an indicator 113 useful for identifying the correspondence between the contestant characters 111A to 111D and the station 6. The index 113 is displayed as a linear portrait connecting the position of the station 6 and the contestant characters 111A to 111D, as an example. However, the indicator 113 is not limited to a straight line, as long as the correspondence between the competitor recognition station 6 and the contestant characters 111A to 111D can be displayed in an appropriate form. Hereinafter, there are cases where the reference characters 111 represent contestant characters 111A to 111D.

競賽者人物111是按照競賽者操作操作桿9的方向來移動於遊戲場110內。但,在遊戲場110是配置有複數的區塊(block)114、115。配置有區塊114、115之處是作為競賽者人物111不能移動的位置被設定。因此,競賽者是須沿著未被放置區塊114、115的通路來一面使競賽者人物111移動一面進展遊戲。另外,區塊114是被固定性地配置於遊戲場110,作為不產生移動、消滅等的變化之固定區塊被設置。另一方面,區塊115是競賽者人物111取一定的行動時等,按照一定的條件來產生消滅這樣的變化之可變區塊被設置。The contestant character 111 moves in the game field 110 according to the direction in which the contestant operates the operating lever 9. However, in the game field 110, a plurality of blocks 114 and 115 are arranged. The place where the blocks 114 and 115 are arranged is set as a position where the contestant character 111 cannot move. Therefore, the contestant must advance the game while moving the contestant character 111 along the path where the blocks 114 and 115 are not placed. In addition, the block 114 is fixedly arranged in the game field 110, and is provided as a fixed block that does not cause changes such as movement and extinction. On the other hand, the block 115 is a variable block in which the contestant character 111 takes a certain action, etc., and generates such a change according to a certain condition.

敵人物112是藉由遊戲機2的電腦來控制其行動。亦即,敵人物112是無法藉由競賽者來操作,所謂的非競賽者人物之一例。敵人物112的數量、位置、移動方向等是藉由遊戲機2的電腦來適當地控制。敵人物112是作為競賽者人物111之攻撃的對象被設定。例如圖3A所示般,競賽者人物111是可在遊戲場110的適當的位置(但,區塊114、115的位置除外)放置模仿炸彈等的攻撃項目116。如圖3B所示般,攻撃項目116是一旦如其設置後一定時間經過這樣符合預定的效果發生條件,則發揮其效果。攻撃項目116的效果是例如被設定為可取得:以攻撃項目116的設置處作為中心,在預定的範圍產生爆炸氣浪般的影響範圍116a,存在於該影響範圍116a的敵人物112被擊敗這樣的遊戲結果。亦可設定有可變區塊115被破壊這樣的效果,作為攻撃項目116的效果之一。The enemy 112 is controlled by the computer of the game machine 2 in its actions. That is, the enemy 112 cannot be operated by the contestant, and is an example of a so-called non-competitor character. The number, position, moving direction, etc. of the enemy 112 are appropriately controlled by the computer of the game machine 2. The enemy 112 is set as the target of the attack of the contestant character 111. For example, as shown in FIG. 3A, the contestant character 111 can be placed in an appropriate position on the game field 110 (except for the positions of the blocks 114 and 115). As shown in FIG. 3B, the attack item 116 exerts its effect once it meets the predetermined effect generation condition after a certain time elapses as it is set. The effect of the assault item 116 is set to be obtainable, for example: the setting area of the assault item 116 is used as a center, and an explosive impact area 116a is generated within a predetermined range, and the enemy 112 existing in the impact area 116a is defeated as such Game results. An effect such that the variable block 115 is broken may also be set as one of the effects of attacking the item 116.

攻撃項目116是按照影響範圍116a的大小來準備複數種類。競賽者是例如藉由操作小按鈕10,可設置影響範圍116a相對性小的攻撃項目116,藉由操作大按鈕11,可設置影響範圍116a相對性大的攻撃項目116。影響範圍116a的大小是可作為攻撃項目116給予遊戲結果的影響的大小掌握。換言之,在攻撃項目116準備有遊戲的價值(給予遊戲結果的影響作為一例)被差別化的複數種類。另外,攻撃項目116的位置是例如按照競賽者人物111的位置來設定即可。例如,競賽者操作操作桿9來使競賽者人物111移動至適當的位置,若在該位置操作按鈕10或11,則攻撃項目116會被設置於在該時間點的競賽者人物111的位置。The attack item 116 is to prepare plural types according to the size of the influence range 116a. For example, by operating the small button 10, the contestant can set an attack item 116 having a relatively small influence range 116a, and by operating the large button 11 can set an attack item 116 having a relatively large influence range 116a. The size of the influence range 116a is graspable as the size of the influence that the attack item 116 gives to the game result. In other words, in the attack item 116, there are prepared plural types in which the value of the game (the influence given to the game result as an example) is differentiated. In addition, the position of the attack item 116 may be set according to the position of the contestant character 111, for example. For example, the contestant operates the operating lever 9 to move the contestant character 111 to an appropriate position, and if the button 10 or 11 is operated at that position, the attack item 116 will be set at the position of the contestant character 111 at that time point.

操作小按鈕10或大按鈕11來設置攻撃項目116的操作是作為被受理於競賽者之預定量的遊藝價值的消費與兌換的遊戲操作的一種而被設定。遊藝價值的消費量是以攻撃項目116的效果(或價值)越大,消費量越大的方式,按照攻撃項目116的效果而被差別化。例如,操作小按鈕10來設置攻撃項目116時是消費1點數,操作大按鈕11來設置攻撃項目116時是消費3點數這樣般。當競賽者未擁有攻撃項目116的設置所必要的量的點數時,即使操作按鈕10、11,攻撃項目116也不被設置。The operation of setting the attack item 116 by operating the small button 10 or the large button 11 is set as one of game operations of consumption and exchange of a predetermined amount of entertainment value accepted by the contestant. The consumption of amusement value is differentiated in accordance with the effect of the attack project 116 in such a way that the greater the effect (or value) of the attack project 116, the greater the consumption. For example, when the small button 10 is operated to set the attack item 116, 1 point is consumed, and when the large button 11 is set to attack the item 116, 3 points are consumed. When the contestant does not have the amount of points necessary to set the attack item 116, even if the buttons 10 and 11 are operated, the attack item 116 is not set.

另一方面,藉由攻撃項目116的效果,如敵人物112被擊敗這樣,對於與點數的消費建立關聯的遊戲操作,可取得預定的遊戲結果時,競賽者是被賦予報酬。敵人物112是存在應賦予競賽者的報酬量不同的複數種類。圖2的例子是藉由剖面線來互相區別顯示4種類的敵人物112。但,敵人物112的種類是適當即可。藉由使敵人物112的形狀、顏色、模樣和其他的視覺的要素差別化,以對應於種類的形態顯示敵人物112即可。圖3C是表示賦予對應於敵人物112的種類之量的報酬的一例。在圖3B中,假定成:在影響範圍116a存在2個的敵人物112,以在擊敗一方的敵人物112時是賦予1枚的代幣,在擊敗另一方的敵人物112時是賦予3枚的代幣作為報酬之一例的方式,設定敵人物112與報酬量的對應關係。該情況,如圖3C所示般,將存在於影響範圍116a的敵人物112會消滅,與此兌換分別產生1枚及3枚的代幣作為報酬,合計4枚的代幣賦予競賽者作為報酬的情形提示給競賽者的演出會被附加於遊戲畫面100。On the other hand, due to the effect of attacking the item 116, such as the enemy 112 being defeated, for the game operation associated with the consumption of points, when the predetermined game result can be obtained, the contestant is paid. The enemy 112 is a plural type in which the amount of remuneration to be given to the contestant is different. The example of FIG. 2 shows four types of enemies 112 by using hatching to distinguish them from each other. However, the type of enemy 112 may be appropriate. By differentiating the shape, color, appearance and other visual elements of the enemy 112, the enemy 112 may be displayed in a form corresponding to the type. FIG. 3C is an example of rewards corresponding to the type of enemy 112. FIG. In FIG. 3B, it is assumed that there are two enemies 112 in the influence range 116a, so that one token is awarded when the enemy 112 is defeated on one side, and three tokens are awarded when the enemy 112 is defeated on the other side. As an example of remuneration, the corresponding tokens are set to the correspondence between the enemy 112 and the amount of remuneration. In this case, as shown in FIG. 3C, the enemy 112 existing in the area of influence 116a is eliminated, and 1 and 3 tokens are generated in exchange for this, and a total of 4 tokens are given to the contestant as reward The situation indicates that the contestant's performance will be attached to the game screen 100.

另外,雖在圖2未顯示,但敵人物112是包含在遊戲特別的條件成立時出現的特別人物。特別人物是與通常的敵人物作比較,為了擊敗所必要的點數的消費量多,且作為可獲得更多的報酬的敵人物112被設定者,例如被稱為首領人物等的人物。例如,特別人物是若不複數次使用攻撃項目116則無法擊敗,且在擊敗時是被設定為與可藉由一次的攻撃項目116的使用來擊敗的敵人物112作比較,可獲得多量的代幣。用以特別人物出現的條件(切換條件之一例)是按照遊戲的情況來適當地設定即可。例如,在遊戲可取得預定的遊戲結果時、預定量的遊藝價值被消費時等,與遊戲建立關聯來適當地設定條件即可。In addition, although not shown in FIG. 2, the enemy 112 includes special characters that appear when special conditions of the game are established. The special character is a person who is set up as an enemy 112 that can be used for defeating a large amount of points compared to ordinary enemies, and has a large amount of points necessary for defeating, for example, a character called a leader. For example, a special character cannot be defeated if the attack item 116 is used multiple times, and when defeated, it is set to compare with the enemy 112 that can be defeated by using the attack item 116 once, and a large number of generations can be obtained. currency. The conditions for the appearance of special characters (an example of switching conditions) may be appropriately set according to the game. For example, when the game can obtain a predetermined game result, when a predetermined amount of amusement value is consumed, etc., it may be sufficient to establish a condition in association with the game.

如以上般,在圖2所例示的遊戲中,依據競賽者在怎樣的場所以怎樣的時機設置攻撃項目116,競賽者獲得的報酬量會變化。若瞄準多數的敵人物112集合之處或報酬量多的敵人物112存在之處來使競賽者人物111移動而設置攻撃項目116,則競賽者可擊敗更多的敵人物112或擊敗價值更高的敵人物112而獲得多量的代幣。因此,圖2的遊戲是包含:遊戲結果會按照競賽者的技巧而變化,報酬量也會對應於此而變化,所謂的技巧遊戲的要素。As described above, in the game illustrated in FIG. 2, the amount of remuneration received by the contestant will vary depending on where and at what time the contestant sets the attack item 116. If aiming at the place where most enemies 112 gather or where there is a large amount of enemies 112 moves the contestant character 111 and sets the attack item 116, the contestant can defeat more enemies 112 or beat the higher value Enemy 112 and get a lot of tokens. Therefore, the game of FIG. 2 includes: the game result will change according to the skill of the contestant, and the amount of payout will also change according to this, an element of the so-called skill game.

在圖2所示的遊戲畫面100,於資訊提示區域102是設有分別與共有遊戲畫面100的四個站6對應成1對1而被區別的四個部門(section)102a~102d。在部門102a~ 102d的各者是設有點數顯示部103。在點數顯示部103是顯示有對應的站6的競賽者所能在遊戲消費的點數的餘數。In the game screen 100 shown in FIG. 2, the information presentation area 102 is provided with four sections 102 a to 102 d that are distinguished in a one-to-one correspondence with the four stations 6 sharing the game screen 100. Each of the departments 102a to 102d is provided with a point display unit 103. The point display unit 103 displays the remainder of the points that the contestant of the corresponding station 6 can consume in the game.

在上述的遊戲中,賦予競賽者的報酬量會依據被擊敗的敵人物112的種類及數量而變化,但由支付率的控制的觀點來調整該報酬量的機能會被安裝於遊戲機2。在圖4顯示該報酬量調整的一例。在圖4的例子中,首先按照遊戲結果,決定作為原本應賦予競賽者的報酬量之代幣枚數M(F1)。例如,如圖3C般,若擊敗報酬的代幣枚數分別被設定成1枚及3枚的敵人物112,則報酬的代幣枚數被定為4枚。另一方面,在遊戲預定的抽選條件成立時,進行利用遊戲機2的電腦之抽選(F2)。此抽選不是根據在遊戲機2作為物理性抽選機構設置的中心抽選機構7,而是作為按照每個抽選的選擇項所被設定的抽選機率來選擇任一個的選擇項之內部抽選處理被實施。In the game described above, the amount of remuneration given to the contestant varies depending on the type and number of the defeated enemy 112, but the function of adjusting the amount of remuneration from the viewpoint of controlling the payout rate is installed in the gaming machine 2. An example of this compensation adjustment is shown in FIG. 4. In the example of FIG. 4, first, according to the game result, the number of tokens M (F1) that is the amount of remuneration that should be given to the contestant is determined. For example, as shown in FIG. 3C, if the number of tokens defeating the reward is set to 1 and 3 enemies 112, the number of reward tokens is set to 4. On the other hand, when the lottery conditions for the scheduled game are established, a lottery using the computer of the gaming machine 2 is performed (F2). This lottery is not performed based on the center lottery mechanism 7 provided as the physical lottery mechanism in the gaming machine 2, but as an internal lottery process for selecting any one of the selection items according to the selection probability set for each of the selection items.

內部抽選處理是在決定對應於遊戲結果的報酬量之前或決定之後被實行。一旦遊戲結果定下來,則根據作為對應於該遊戲結果的報酬量之代幣枚數M及內部抽選結果來調整報酬量(F3)。例如,代幣枚數M被調整成N。此調整是使遊戲結果與賦予競賽者的報酬量的對應關係按照抽選的結果來變化而進行者。然後,調整後的枚數N的代幣作為報酬賦予競賽者(F4)。根據抽選結果的報酬量的調整是以適當的形態實行即可。例如,根據抽選結果來決定競賽者可獲得的代幣枚數的上限值N,然後決定對應於遊戲結果的代幣枚數M,若該代幣枚數M為上限值N以內,則將被決定的枚數M的代幣賦予競賽者,超過上限值N時,可將報酬量減少至N枚以下來賦予競賽者。此情況,上限值是具有作為規定競賽者將來可獲得的報酬量的值之意義。上述以外,亦可為取代上限值,根據抽選結果來決定報酬賦予率,對原本的報酬量(在F1被決定的報酬量)乘上報酬賦予率來調整報酬量。或亦可為根據抽選結果來決定應對於原本的報酬量加算或減算的調整量,對被決定的調整量與原本的報酬量加算或減算而決定最終的報酬量這樣的調整。The internal lottery process is executed before or after determining the amount of reward corresponding to the game result. Once the game result is determined, the amount of payout is adjusted according to the number of tokens M that is the amount of payout corresponding to the game result and the internal lottery result (F3). For example, the number M of tokens is adjusted to N. This adjustment is made by making the correspondence between the game result and the amount of reward given to the contestant change according to the result of the drawing. Then, the adjusted number of N tokens is given to the contestant as a reward (F4). The adjustment of the amount of remuneration according to the drawing result may be implemented in an appropriate form. For example, according to the lottery result, the upper limit value N of the number of tokens available to the contestant is determined, and then the number M of tokens corresponding to the game result is determined. If the number M of the tokens is within the upper limit N, then The determined number of M tokens is given to the contestants, and when the upper limit value N is exceeded, the amount of reward can be reduced to N or less to give the contestants. In this case, the upper limit value has the meaning as a value specifying the amount of remuneration that the contestant can obtain in the future. In addition to the above, instead of the upper limit, the payout rate may be determined based on the lottery result, and the original payback amount (the amount of payback determined in F1) may be multiplied by the payback rate to adjust the payback amount. Alternatively, the adjustment amount to be added or subtracted from the original compensation amount may be determined based on the result of the drawing, and the final compensation amount may be determined by adding or subtracting the determined adjustment amount and the original compensation amount.

如此利用抽選處理來調整作為報酬的代幣枚數時,遊戲結果會受競賽者的技巧的影響而變化,作為報酬的代幣的枚數也對應於此而變化,另一方面,可按照支付控制的情況來決定抽選機率而使其結果反映至代幣的枚數的調整。藉此,可按照競賽者的遊戲操作來對於包含賦予報酬的要素之遊戲適當地放進支付率的調整。另外,作為報酬量的代幣枚數M、N的大小關係是按照支付率控制的情況來適當地決定即可。例如,亦可設為調整後的代幣枚數N被限制成比調整前的代幣枚數M更小,或亦可容許調整後的代幣枚數N比調整前的代幣枚數M更增加。代幣枚數的調整是不須一定要經常被適用,亦可適當地選擇應對應於遊戲結果賦予的枚數M的代幣賦予競賽者時、及調整後的枚數N的代幣賦予競賽者時。When the lottery process is used to adjust the number of tokens as rewards in this way, the game result will be affected by the skill of the contestant, and the number of tokens as rewards will also change accordingly. Control the situation to determine the probability of drawing and reflect the result to the adjustment of the number of tokens. Thereby, it is possible to appropriately place the adjustment of the payout rate for the game including the element for giving compensation according to the game operation of the contestant. In addition, the size relationship between the number of tokens M and N as the amount of remuneration may be appropriately determined in accordance with the situation in which the payment rate is controlled. For example, the number N of adjusted tokens may be limited to be smaller than the number M of pre-adjusted tokens, or the number N of adjusted tokens may be allowed to be greater than the number M of pre-adjusted tokens. Even more. The adjustment of the number of tokens does not necessarily have to be applied frequently, and it is also possible to appropriately select when the token M corresponding to the number M of the game result is given to the contestant, and the adjusted token number N to the contest Time.

圖5是表示調整應對應於圖3B的遊戲結果而決定的代幣枚數來賦予競賽者報酬的一例。在圖3B的例子中,對於擊敗2個的敵人物112之遊戲結果,如圖3C所示般,4枚的代幣照原來賦予競賽者。但,在圖5的例子中,作為報酬的代幣被減成3枚。此情況,遊戲畫面上的演出也對應於代幣枚數的減少而變更。例如,有關被設定1枚的代幣作為報酬量的敵人物112是顯示與圖3C同樣地敵人物112被擊敗而消滅,與此兌換獲得1枚的代幣。相對於此,有關被設定3枚的代幣作為報酬量的敵人物112是對應於以合計的報酬量減少1枚的方式調整報酬的情形,原本應3枚的代幣賦予競賽者,僅2枚的代幣賦予,且以該敵人物112不消滅,倖存的方式變更演出。該情況,亦可進行倖存的敵人物112變弱之類的演出。FIG. 5 shows an example of adjusting the number of tokens that should be determined in accordance with the game result of FIG. 3B to give the contestant compensation. In the example of FIG. 3B, with respect to the game result of defeating two enemy objects 112, as shown in FIG. 3C, four tokens are originally given to the contestant. However, in the example of FIG. 5, the tokens as rewards are reduced to three. In this case, the performance on the game screen also changes in response to the decrease in the number of tokens. For example, the enemy 112 in which one token is set as the amount of remuneration shows that the enemy 112 is defeated and destroyed in the same manner as in FIG. 3C, and one token is exchanged for this. On the other hand, the enemy 112 with 3 tokens set as the amount of remuneration corresponds to the case where the remuneration is adjusted by reducing the total amount of remuneration by 1. The 3 tokens that were originally given to the contestant are only 2 One token is given, and the performance is changed in such a way that the enemy 112 is not destroyed and survives. In this case, performances such as the surviving enemy 112 becoming weak can also be performed.

藉由以上般的演出變更,可使競賽者認為好像攻撃項目116的效果不夠充分,一部分的敵人物112倖存,報酬的代幣的枚數也對應於此而減少。亦即,可抑制報酬不自然地減少這樣的不協調感的發生。另外,在圖5的例子中,亦可變更演出為:有關被設定3枚的代幣的敵人物112是使產生3枚的代幣作為報酬,有關被設定1枚的代幣的敵人物112是不使產生報酬,藉此以合計3枚的代幣作為報酬賦予,對應於此,被設定3枚的代幣作為報酬量的敵人物112消滅,被設定1枚的代幣的敵人物112倖存,以合計3枚的代幣作為報酬賦予。或,亦可變更演出為:有關被設定3枚的代幣的敵人物112是不使產生報酬,只使有關被設定1枚的代幣的敵人物112產生報酬,藉此以合計1枚的代幣作為報酬賦予,對應於此,被設定代幣3枚的敵人物112消滅,另一方面,被設定代幣1枚的敵人物112倖存。複數的敵人物112位於影響範圍116a,且在上限值的範圍內調整報酬量時,選擇哪個的敵人物112作為報酬量調整的對象是可適當地設定。例如,接近被放置攻撃項目116的位置之敵人物112優先地被選擇作為報酬量發生的對象,雖然位於影響範圍116a可是遠離攻撃項目116的敵人物112被選擇作為報酬量調整的對象這樣,亦可考慮敵人物112的影響範圍116a內的位置來選擇應作為報酬量調整的對象的敵人物112。或,作為報酬量的代幣枚數多的敵人物112作為報酬量發生的對象優先地被選擇,作為報酬量的代幣枚數少的敵人物112作為報酬量調整的對象被設定這樣,亦可考慮被設定於敵人物112的報酬量的多少來選擇成為報酬量調整的對象的敵人物112。對於被設定於複數的敵人物112的各者的報酬量,上限值成為中間的值時,亦可設為有關被設定超過上限值的報酬量之敵人物112是不使產生報酬,只使有關被設定上限值以下的報酬量的敵人物112產生報酬。例如,在上限值被設定成代幣2枚的狀態下,當報酬量被設定成代幣3枚的敵人物112與報酬量被設定成1枚的敵人物112位於影響範圍116a時,有關被設定代幣3枚的敵人物112是不產生報酬,只有關被設定代幣1枚的敵人物112產生報酬這般。但,即使為如此的情況,當作為報酬發生的對象被選擇的敵人物112存在複數,該等的報酬量的合計值超過上限值時,須以報酬量成為上限值以下的方式,至少調整一部分對應於敵人物112的報酬量。Through the above-mentioned performance changes, the contestants may think that the effect of attacking the item 116 is insufficient, a part of the enemy 112 survives, and the number of reward tokens also decreases accordingly. That is, it is possible to suppress the occurrence of such uncomfortable feelings that the reward unnaturally reduces. In addition, in the example of FIG. 5, the performance may be changed such that the enemy 112 related to three tokens is set to generate three tokens in return, and the enemy 112 related to one token is set. In this way, a total of 3 tokens are given as remuneration without remuneration. Correspondingly, enemies 112 with 3 tokens set as remuneration are eliminated, and enemies 112 with 1 token set. Surviving, a total of 3 tokens are given as compensation. Or, the performance can be changed to: Enemy 112 related to 3 tokens is set to not generate remuneration, but only enemy 112 related to 1 token is set to generate a total of 1 The tokens are given as rewards. Corresponding to this, the enemy 112 set with three tokens is eliminated, and on the other hand, the enemy 112 set with one token is survived. When a plurality of enemy objects 112 are located in the influence range 116a and the amount of reward is adjusted within the range of the upper limit value, which enemy object 112 is selected as the object of the amount of compensation adjustment can be appropriately set. For example, the enemy 112 close to the location where the attack item 116 is placed is preferentially selected as the target of the amount of reward, although the enemy 112 located far from the attack item 116 is selected as the target of the amount of reward adjustment. The enemy 112 that should be the target of the compensation adjustment may be selected in consideration of the position within the influence range 116a of the enemy 112. Or, the enemy 112 with a large number of tokens as the amount of remuneration is preferentially selected as the target of the amount of reward generated, and the enemy 112 with the small number of tokens as the amount of remuneration is set as the target of the amount of remuneration adjustment, so The enemy 112 to be the target of the adjustment of the amount of reward can be selected in consideration of the amount of the amount of reward set to the enemy 112. Regarding the amount of remuneration set for each of the plural enemy objects 112, when the upper limit value becomes an intermediate value, it may be assumed that the enemy 112 for the amount of remuneration set above the upper limit value does not cause remuneration, only The enemy 112 with respect to the remuneration amount set below the upper limit value is remunerated. For example, in a state where the upper limit value is set to 2 tokens, when an enemy 112 whose reward is set to 3 tokens and an enemy 112 whose reward is set to 1 are located in the influence range 116a, the The enemy 112 set with 3 tokens does not generate remuneration, only the enemy 112 set with 1 token is paid. However, even if this is the case, if there are plural enemies 112 selected as the object of remuneration generation, and the total value of such remuneration amounts exceeds the upper limit, the amount of remuneration must be below the upper limit, at least A part of the adjustment corresponds to the amount of reward of the enemy 112.

其次,參照圖6~圖14來說明具備上述的調整機能的遊戲機2的控制系的具體例。另外,以下是使用上述的上限值來調整報酬量者,作為在圖4說明的報酬量的調整之一例。圖6是表示遊戲機2的控制系的具體的構成之一例。在遊戲機2是設有控制裝置20及記憶裝置21。控制裝置20是被構成為電腦,該電腦是組合:作為按照預定的電腦程式來實行各種的運算處理及動作控制的處理器之一例的微處理裝置(MPU)、及其動作所必要的內部記憶體和其他的周邊裝置。記憶裝置21是對於控制裝置20的外部記憶裝置,為包含磁碟記憶裝置、快閃記憶體和其他可保持記憶的非揮發性的記憶媒體之記憶裝置。Next, a specific example of the control system of the gaming machine 2 provided with the adjustment function described above will be described with reference to FIGS. 6 to 14. In addition, the following is an example of adjustment of the compensation amount described in FIG. 4 using the above upper limit value to adjust the compensation amount. FIG. 6 shows an example of a specific configuration of the control system of the gaming machine 2. The game machine 2 is provided with a control device 20 and a memory device 21. The control device 20 is configured as a computer, which is a combination of: a micro processing unit (MPU) as an example of a processor that performs various arithmetic processing and motion control according to a predetermined computer program, and an internal memory necessary for its operation Body and other peripheral devices. The memory device 21 is an external memory device for the control device 20, and is a memory device including a disk memory device, flash memory, and other non-volatile memory media that can retain memory.

在記憶裝置21是記錄有:為了提供上述的遊戲給競賽者而使必要的各種的處理實行於控制裝置20之作為電腦程式的一例的遊戲程式PG、及遊戲資料DG。遊戲資料DG是包含:定義遊戲場110的資料、表現競賽者人物111及敵人物112的畫像資料、應被使用於遊戲的演出的畫像及音的資料等的各種的資料。在遊戲資料DG中包含通常賠率表ODn及特別賠率表ODs,作為與報酬量的上限值的設定關聯的資料。該等的賠率表ODn、ODs是在為了調整報酬量而進行的抽選被參照的資料表。The memory device 21 is recorded with a game program PG and game data DG as an example of a computer program that executes various processes necessary to provide the above-mentioned game to the contestant. The game data DG is various data including data defining the game field 110, image data expressing the contestant character 111 and the enemy 112, image data and sound data that should be used for the performance of the game. The game data DG includes the normal odds table ODn and the special odds table ODs as data related to the setting of the upper limit of the reward amount. These odds tables ODn and ODs are data tables referred to in the lottery to adjust the amount of compensation.

分別將通常賠率表ODn的一例顯示於圖7,將特別賠率表ODs的一例顯示於圖8。如由該等的圖明確般,賠率表ODn、ODs是將可賦予競賽者的代幣枚數的上限值的加算量N與抽選機率建立對應而記錄的資料。加算量N相當於抽選的選擇項之一例。藉由調整賠率表ODn、ODs的抽選機率,可適當地設定遊戲的支付率。將在預定的集計期間競賽者在遊戲消費的遊藝價值的量(點數數)的合計為A,且在同一集計期間內賦予競賽者的報酬量(作為報酬賦予的代幣的枚數)為B時的支付率B/A控制於未滿1時,可分別將抽選機率P1設定成0.29,將P2設定成0.68,將P3設定成0.02,將P4設定成0.01,作為一例。An example of the normal payout table ODn is shown in FIG. 7, and an example of the special payout table ODs is shown in FIG. 8. As is clear from these figures, the odds tables ODn and ODs are data in which the added amount N of the upper limit of the number of tokens that can be given to the contestant is correlated with the lottery probability and recorded. The added amount N is equivalent to one example of the selected items in the lottery. By adjusting the odds of the odds tables ODn and ODs, the payout rate of the game can be set appropriately. The sum of the amount of entertainment value (points) consumed by the contestants in the game during the scheduled aggregation period is A, and the amount of remuneration (the number of tokens awarded as remuneration) given to the competitor in the same aggregation period is When the payment rate B at B is controlled to less than 1, you can set the drawing probability P1 to 0.29, P2 to 0.68, P3 to 0.02, and P4 to 0.01 as an example.

賠率表ODn、ODs的加算量N與抽選機率是決定根據抽選結果而定的上限值的期待值。亦即,各加算量N與抽選機率的乘積的總和為加算量的期待值,該期待值與加上加算量N之前的上限值的和為表示抽選後的上限值的期待值。特別賠率表ODs是被使用在上述的特別人物出現,競賽者獲得更多的報酬的狀發生的特別狀態時。對應於獲得多量的報酬的可能性發生,特別賠率表ODs的上限值加算量是與通常賠率表ODn的上限值加算量作比較,被設定為大,藉此上限值的期待值也被設定為大。被記述於賠率表ODn、ODs的加算量不須一定要為正的整數。伴隨小數點的加算量亦可含在賠率表ODn、ODs。並且,加算量的一部分亦可被設定成負的值,作為抽選的落選的一種。The addition amount N and lottery probability of the odds tables ODn and ODs are the expected values that determine the upper limit value according to the lottery result. That is, the sum of the products of each added amount N and the probability of drawing is the expected value of the added amount, and the sum of the expected value and the upper limit value before the added amount N is the expected value indicating the upper limit value after the drawing. The special odds table ODs are used when the special characters mentioned above appear and the contestants get more rewards. Corresponding to the possibility of obtaining a large amount of compensation, the upper limit addition amount of the special odds table ODs is compared with the upper limit addition amount of the normal odds table ODn and is set to be large, thereby expecting the upper limit value The value is also set to large. The addition amount described in the odds table ODn and ODs need not necessarily be a positive integer. The additional amount accompanying the decimal point can also be included in the odds table ODn, ODs. In addition, a part of the addition amount may be set to a negative value as one type of lottery.

在記憶裝置21是競賽資料DP也被記錄。競賽資料DP是與競賽者的識別資訊之競賽者ID建立對應而被保存於遊戲伺服器4,競賽者在遊戲機2玩遊戲時作為競賽者的認證來提供給遊戲機2,被記錄於記憶裝置21。被記錄於記憶裝置21的競賽資料DP是按照遊戲機2的遊戲的進展而在適當的時機被更新,在遊戲結束時是從遊戲機2提供給遊戲伺服器4而被保存。In the memory device 21, the competition material DP is also recorded. The contest data DP is stored in the game server 4 in correspondence with the contestant ID of the contestant's identification information. The contestant provides the contestant's authentication as the contestant's authentication when playing the game on the game console 2 and is recorded in the memory装置21. The device 21. The competition data DP recorded in the memory device 21 is updated at an appropriate timing in accordance with the progress of the game of the gaming machine 2, and is saved from the gaming machine 2 to the game server 4 at the end of the game.

在競賽資料DP是適當地記錄有遊戲機2的競賽者的競賽內容即可,但在圖示例是上限值資料DU會被含在競賽資料DP中。上限值資料DU是指定對於競賽者設定的報酬量的上限值之資訊。藉由將上限值資料DU含在競賽資料DP中,可將在過去的遊戲被設定於競賽者的上限值與競賽者ID建立對應而保持,在次回以後的遊戲同一的競賽者可按照該上限值來繼續玩遊戲。但,上限值是不限於與競賽者ID建立對應而保持的形態。此點後述。In the competition material DP, the competition content of the contestant of the gaming machine 2 may be appropriately recorded, but in the example of the figure, the upper limit value material DU will be included in the competition material DP. The upper limit value data DU is information specifying the upper limit value of the amount of compensation set for the contestant. By including the upper limit value data DU in the competition data DP, the upper limit value set in the past for the contestant can be correlated with the contestant ID, and the same contestant in the game after the next round can follow The upper limit to continue playing the game. However, the upper limit value is not limited to the form maintained in association with the contestant ID. This point will be described later.

在控制裝置20是設有遊戲處理部22,作為藉由作為控制裝置20的硬體資源及軟體資源的遊戲程式PG的組合來實現的邏輯性裝置。遊戲處理部22是按照遊戲程式PG來實行玩遊戲機2的遊戲所必要的各種的處理。遊戲處理部22的詳細後述。The control device 20 is provided with a game processing unit 22 as a logical device realized by a combination of a game program PG that is a hardware resource and a software resource of the control device 20. The game processing unit 22 executes various processes necessary for playing the game of the game machine 2 according to the game program PG. The details of the game processing unit 22 will be described later.

控制裝置20是連接圖1所示的顯示裝置5、中心抽選機構7、輸入裝置8、讀取器12、代幣接納裝置15及喇叭裝置17,且連接代幣付出裝置26及通訊控制裝置27。代幣付出裝置26是用以對付出口16(參照圖1)付出代幣的裝置。通訊控制裝置27是用以控制控制裝置20與遊戲伺服器4之間的通訊的裝置。除以上外,亦可在控制裝置20連接適當的輸出入裝置,但在此是省略說明。The control device 20 is connected to the display device 5, the central drawing mechanism 7, the input device 8, the reader 12, the token receiving device 15 and the speaker device 17 shown in FIG. 1, and is connected to the token payment device 26 and the communication control device 27 . The token payment device 26 is a device for paying out the token against the outlet 16 (refer to FIG. 1). The communication control device 27 is a device for controlling communication between the control device 20 and the game server 4. In addition to the above, an appropriate input/output device may be connected to the control device 20, but the description is omitted here.

圖9是表示遊戲處理部22的具體的構成之一例。在遊戲處理部22是設有遊戲操作受理部30、點數管理部31、遊戲控制部32、報酬量決定部33、報酬賦予部34、遊戲畫面產生部35及報酬演出指示部36,作為進一步的邏輯性裝置。遊戲操作受理部30是受理競賽者對於輸入裝置8的遊戲操作。點數管理部31是對於記述競賽者擁有的點數的數量之點數資料DC進行加算或減算而管理點數數。遊戲操作受理部30檢測出如輸入裝置8的按鈕10、11的操作這樣,以點數的消費作為條件的遊戲操作時,遊戲操作受理部30是指示點數管理部31減算在遊戲操作與兌換應被消費的點數數,以減算點數管理部31所被指示的點數數作為條件受理遊戲操作。另外,點數資料DC是暫時性地被產生於控制裝置20的內部記憶體的資料。競賽者結束遊戲時,對應於被保持於點數資料DC的點數數之枚數的代幣會從代幣付出裝置26付出給競賽者,藉此亦可以未使用的點數作為代幣退還給競賽者。在遊戲的結束時,以點數資料DC作為競賽資料DP的一部分記錄於記憶裝置21,予以和競賽者ID建立對應來保存於遊戲伺服器4,藉此亦可在次回的遊戲能夠繼承利用未使用的點數。FIG. 9 is an example of a specific configuration of the game processing unit 22. The game processing unit 22 is provided with a game operation accepting unit 30, a point management unit 31, a game control unit 32, a reward amount determining unit 33, a reward giving unit 34, a game screen generating unit 35, and a reward performance instruction unit 36 as further Logical device. The game operation acceptance unit 30 accepts the game operation of the input device 8 by the contestant. The point management unit 31 manages the number of points by adding or subtracting point data DC describing the number of points owned by the contestant. When the game operation acceptance unit 30 detects a game operation that is conditional on the consumption of points like the operation of the buttons 10 and 11 of the input device 8, the game operation acceptance unit 30 instructs the point management unit 31 to subtract the game operation and exchange The number of points that should be consumed accepts the game operation on the condition that the point indicated by the subtraction point management unit 31 is used as a condition. In addition, the point data DC is data temporarily generated in the internal memory of the control device 20. When the contestant ends the game, the token corresponding to the number of points held in the point data DC will be paid to the contestant from the token payment device 26, whereby unused points can also be returned as tokens For contestants. At the end of the game, the point data DC is recorded in the memory device 21 as part of the competition data DP, and is stored in the game server 4 in correspondence with the contestant ID, so that the next game can be inherited and used. Points used.

遊戲控制部32是根據遊戲操作受理部30所受理的遊戲操作來實行遊戲的進展所必要的各種的運算。例如,遊戲控制部32是在圖2所示的遊戲中,重複運算敵人物112的位置,且按照競賽者對於輸入裝置8的遊戲操作來運算競賽者人物111的位置。並且,遊戲控制部32是在配置攻撃項目116的遊戲操作被進行時,運算該攻撃項目116的位置,運算對應於攻撃項目116的位置及種類之效果作為遊戲結果。The game control unit 32 executes various calculations necessary for the progress of the game based on the game operation accepted by the game operation acceptance unit 30. For example, in the game shown in FIG. 2, the game control unit 32 repeatedly calculates the position of the enemy 112 and calculates the position of the contestant character 111 according to the game operation of the input device 8 by the contestant. In addition, the game control unit 32 calculates the position of the attack item 116 when the game operation in which the attack item 116 is placed is performed, and calculates the effect corresponding to the position and type of the attack item 116 as the game result.

報酬量決定部33是根據遊戲控制部32運算後的遊戲結果來決定作為應賦予競賽者的報酬之代幣的枚數。報酬賦予部34是以對應於報酬量決定部33所決定的代幣枚數之量的點數被加算於點數資料DC的方式指示點數管理部31,藉此賦予競賽者報酬。遊戲畫面產生部35是以遊戲會按照遊戲控制部32所運算的遊戲結果來進展之方式重複遊戲畫面100。報酬演出指示部36是以表現競賽者獲得報酬量決定部33所決定的報酬的樣子之演出畫像(圖3C或圖5所示的畫像為一例)會被描繪於遊戲畫面100上的方式,指示遊戲畫面產生部35附加關聯賦予報酬的演出,將該演出的附加所必要的資訊提供給遊戲畫面產生部35。The remuneration amount determination unit 33 determines the number of tokens as remuneration to be given to the contestant based on the game result calculated by the game control unit 32. The remuneration giving unit 34 instructs the point management unit 31 so that points corresponding to the number of tokens determined by the remuneration amount determining unit 33 are added to the point data DC, thereby giving the contestant remuneration. The game screen generation unit 35 repeats the game screen 100 in such a manner that the game progresses according to the game result calculated by the game control unit 32. The remuneration performance instruction unit 36 is a way of indicating that a performance portrait (a portrait shown in FIG. 3C or FIG. 5 as an example) showing how the contestant gets the remuneration determined by the remuneration amount determination unit 33 is drawn on the game screen 100 to indicate The game screen generating unit 35 attaches a performance related to the reward, and provides information necessary for adding the performance to the game screen generating unit 35.

為了實現上述的報酬量的調整,在報酬量決定部33設有標準報酬量判別部40、抽選部41及報酬量調整部42。標準報酬量判別部40是在於遊戲控制部32被運算的遊戲結果含有應賦予報酬的結果時,例如含有在圖2的遊戲中在攻撃項目116的影響範圍116a存在敵人物112的結果時,判別作為對應於敵人物112的種類而被設定的報酬量之代幣枚數,作為標準報酬量。例如,若為圖3C的例子,則有關含在影響範圍116a的2個敵人物112分別被判別為1枚及3枚的代幣枚數。In order to realize the adjustment of the aforementioned compensation amount, the compensation amount determination unit 33 is provided with a standard compensation amount determination unit 40, a lottery unit 41, and a compensation amount adjustment unit 42. The standard compensation amount determination unit 40 determines when the game result calculated by the game control unit 32 includes a result to which compensation should be given, for example, when the enemy 112 is present in the influence range 116a of the attack item 116 in the game of FIG. 2. The number of tokens as the amount of remuneration set according to the type of enemy 112 is regarded as the standard amount of remuneration. For example, in the example of FIG. 3C, the two enemies 112 included in the influence range 116a are determined as the number of tokens of one and three, respectively.

抽選部41是在遊戲預定的抽選條件成立時,實行用以決定與報酬量的調整關聯的上限值的加算量之抽選處理。抽選部41的抽選是根據圖7或圖8所示的賠率表ODn或ODs(以下有以參照符號OD代表的情形)來進行。報酬量調整部42是根據抽選部41的抽選結果來調整標準報酬量判別部40所判別後的代幣枚數(應對應於遊戲結果而被決定的報酬量,以下有稱為標準報酬量的情形)。該調整是以遊戲結果與被賦予競賽者的報酬量的對應關係會從在標準報酬量判別部40被判別的報酬量與遊戲結果的對應關係來變化的方式進行,但在此是藉由按照抽選部41的抽選結果而限制報酬量的上限值來實現調整。為了實現該調整,在報酬量調整部42設有上限值管理部43及報酬限制部44。上限值管理部43是按照抽選部41的抽選結果來加算被保持於上限值資料DU的報酬量的上限值,或按照從報酬限制部44給予的報酬量來減算。報酬限制部44是大小比較標準報酬量判別部40所判別後的標準報酬量與被記錄於上限值資料DU的上限值,當標準報酬量超過上限值時,以被賦予競賽者的報酬量成為上限值以下的方式減算報酬量。報酬限制部44是在標準報酬量為上限值以內時決定標準報酬量作為應賦予競賽者的報酬量。The lottery unit 41 executes a lottery process for determining the addition amount of the upper limit value related to the adjustment of the reward amount when the lottery condition for the scheduled game is established. The drawing by the drawing unit 41 is performed based on the odds table ODn or ODs shown in FIG. 7 or FIG. 8 (hereinafter referred to as the reference symbol OD). The remuneration adjustment unit 42 adjusts the number of tokens determined by the standard remuneration determination unit 40 according to the drawing result of the drawing unit 41 (the amount of remuneration that should be determined according to the game result, hereinafter referred to as the standard remuneration amount situation). This adjustment is performed in such a way that the correspondence between the game result and the amount of reward given to the contestant will change from the correspondence between the amount of reward judged by the standard amount of judgment unit 40 and the game result, but here is by The result of the drawing by the drawing unit 41 limits the upper limit of the amount of reward to achieve adjustment. In order to realize this adjustment, the compensation amount adjustment unit 42 is provided with an upper limit management unit 43 and a compensation restriction unit 44. The upper limit management unit 43 adds the upper limit value of the amount of remuneration held in the upper limit data DU according to the result of the drawing by the lottery unit 41 or subtracts the amount of remuneration given from the remuneration restriction unit 44. The remuneration restriction unit 44 is a standard remuneration amount judged by the size comparison standard remuneration amount determination unit 40 and the upper limit value recorded in the upper limit data DU. When the standard remuneration amount exceeds the upper limit value, the The amount of remuneration is reduced so that the amount of remuneration becomes below the upper limit. The compensation restriction unit 44 determines the standard compensation amount as the compensation amount to be given to the contestant when the standard compensation amount is within the upper limit.

圖10是表示遊戲處理部22以預定的週期(顯示裝置5的圖框率(frame rate)為一例)重複實行的遊戲處理的程序之一例。圖10的處理是按每個站6獨立進行的處理。在以下是說明圖10的程序作為以任一的站6作為對象的處理。圖10的處理時,有關對象的站6的競賽者的競賽者ID為已經被判別者。一旦應實行圖10的處理的時期來到,則首先遊戲操作受理部30是判別點數的消費對象的遊戲操作是否進行(步驟S10)。作為一例,若按鈕10或11被操作,則判別為消費對象的遊戲操作進行,若輸入裝置8未被操作,或僅操作桿9被操作,則判別為消費對象的操作未進行。當被判斷成消費對象的操作未被進行時,步驟S11~步驟S14的處理會被跳過,遊戲控制部32是運算應被反應於次圖框的遊戲畫面100的遊戲結果(步驟S15)。此情況,例如,若運算次圖框的敵人物112的位置,且操作桿9被操作,則按照該操作來進行運算競賽者人物111的位置之處理。FIG. 10 is an example of a program showing a game process that the game processing unit 22 repeatedly executes at a predetermined cycle (the frame rate of the display device 5 is an example). The processing in FIG. 10 is processing performed independently for each station 6. In the following, the procedure of FIG. 10 will be described as processing targeted at any station 6. In the process of FIG. 10, the contestant ID of the contestant of the relevant station 6 is already determined. When the time to execute the process of FIG. 10 comes, first, the game operation accepting unit 30 determines whether the game operation of the point consumer is performed (step S10). As an example, if the button 10 or 11 is operated, it is determined that the game operation of the consumer is performed, and if the input device 8 is not operated, or only the joystick 9 is operated, it is determined that the operation of the consumer is not performed. When it is determined that the operation of the consumer is not performed, the processing from step S11 to step S14 is skipped, and the game control unit 32 calculates the game result of the game screen 100 to be reflected in the sub-frame (step S15). In this case, for example, if the position of the enemy 112 in the sub-frame is calculated and the operation lever 9 is operated, the process of calculating the position of the contestant character 111 is performed according to the operation.

另一方面,在步驟S10被判斷成點數的消費對象的遊戲操作被進行時,遊戲操作受理部30是經由點數管理部31來判別對應於遊戲操作應被消費的量以上的點數是否被記錄於點數資料DC,亦即競賽者擁有的遊藝價值的量是否為對應於遊戲操作的消費量以上(步驟S11)。點數足夠時,遊戲操作受理部30是受理競賽者的遊戲操作作為有效者,將該遊戲操作通知遊戲控制部32,且對於點數管理部31指示僅相當對應於遊戲操作的消費量減算點數資料DC的點數數(步驟S12)。藉此,競賽者擁有的點數數會僅對應於按鈕10或11的操作的量被消費。在步驟S11被判斷成點數不足時,亦即競賽者擁有的遊藝價值的量未滿對應於遊戲操作的消費量時,遊戲操作受理部30是將競賽者的遊戲操作設為無效。該情況,步驟S12~步驟S14的處理會被跳過,遊戲處理朝步驟S15前進。On the other hand, when the game operation of the consumer object judged as a point in step S10 is performed, the game operation acceptance unit 30 determines whether or not points corresponding to the game operation should be consumed by the point management unit 31 It is recorded in the point data DC, that is, whether the amount of entertainment value possessed by the contestant is more than the consumption amount corresponding to the game operation (step S11). When the number of points is sufficient, the game operation acceptance unit 30 accepts the game operation of the contestant as the validator, notifies the game operation unit 32 of the game operation, and instructs the point management unit 31 that only the consumption reduction point corresponding to the game operation corresponds The number of points of the count data DC (step S12). Thereby, the points owned by the contestant will be consumed only in accordance with the amount of operation of the button 10 or 11. When it is determined in step S11 that the number of points is insufficient, that is, when the amount of entertainment value possessed by the contestant is less than the consumption amount corresponding to the game operation, the game operation accepting unit 30 invalidates the game operation of the contestant. In this case, the processing from step S12 to step S14 is skipped, and the game processing proceeds to step S15.

在步驟S12,遊戲操作被受理時,遊戲操作受理部30是對抽選部41也通知其意旨。抽選部41是藉由在點數的消費與兌換受理遊戲操作,視為抽選條件成立,實行內部抽選處理(步驟S13)。該內部抽選是利用通常賠率表ODn或特別賠率表ODs來決定對於報酬量的上限值的加算量之處理,詳細後述。一旦在抽選部41上限值的加算量被決定,則該加算量被通知上限值管理部43。上限值管理部43是以從抽選部41通知的加算量會被加算於被保持於競賽者的競賽資料的上限值之方式,更新上限值資料DU(步驟S14)。但,在步驟S13的抽選,加算量被決定成0時,上限值資料DU是實質上不被更新。該情況是至次回或在以後的抽選機會比0更大的加算量被抽選為止,無上限值增加的情形。In step S12, when the game operation is accepted, the game operation acceptance unit 30 also notifies the lottery unit 41 of its purpose. The lottery unit 41 accepts a game operation for consumption and exchange of points, considers that the lottery conditions are established, and executes an internal lottery process (step S13). The internal lottery is a process of determining the amount of addition to the upper limit of the amount of compensation using the normal odds table ODn or the special odds table ODs, which will be described in detail later. Once the amount of addition of the upper limit value in the drawing unit 41 is determined, the amount of addition is notified to the upper limit management unit 43. The upper limit value management unit 43 updates the upper limit value data DU in such a manner that the added amount notified from the lottery unit 41 is added to the upper limit value of the contest data held in the contestant (step S14). However, in the drawing of step S13, when the added amount is determined to be 0, the upper limit value data DU is not substantially updated. In this case, there is no increase in the upper limit value until the next round or an additional amount whose drawing chance is greater than 0 is drawn.

步驟S12~S14的處理依序被實行之後,遊戲處理是前進至步驟S15。該情況,遊戲控制部32是藉由步驟S12的處理來運算對應於從遊戲操作受理部30通知的遊戲操作之遊戲結果(步驟S15)。此情況,與處理從步驟S10或步驟S11往步驟S15進展的情況同樣,進行其次圖框的敵人物112的位置的運算等,但除此以外,還運算對應於按鈕10、11的操作之種類的攻撃項目116所應配置的位置。另外,若與按鈕10、11的操作並行操作操作桿9,則競賽者人物111的位置的運算也一併進行。After the processes of steps S12 to S14 are executed in sequence, the game process proceeds to step S15. In this case, the game control unit 32 calculates the game result corresponding to the game operation notified from the game operation acceptance unit 30 by the process of step S12 (step S15). In this case, as in the case where the process progresses from step S10 or step S11 to step S15, the calculation of the position of the enemies 112 in the next frame is performed, but in addition to this, the type of operation corresponding to the buttons 10 and 11 is also calculated The location of the attack project 116 should be configured. In addition, when the joystick 9 is operated in parallel with the operation of the buttons 10 and 11, the calculation of the position of the contestant character 111 is also performed.

一旦在步驟S15運算遊戲結果,則接續於此,遊戲控制部32是根據被運算的遊戲結果來判別使產生報酬的條件是否成立(步驟S16)。當被判斷成該條件成立時,報酬量決定部33是根據在遊戲控制部32被運算的遊戲結果及被保持於上限值資料DU的上限值來決定應賦予競賽者的報酬量(步驟S17)。報酬量決定的程序的詳細後述。一旦報酬量被決定,則從報酬量決定部33通知報酬量給報酬賦予部34,接受此的報酬賦予部34是對於點數管理部31以加算對應於作為報酬量的代幣枚數之量的點數的方式通知點數管理部31(步驟S18)。藉此,對於競賽者的點數資料DC加算相當於報酬量之量的點數。並且,報酬量的決定後,對於報酬演出指示部36通知報酬的決定內容。接受此,報酬演出指示部36是以能將顯示競賽者獲得報酬的樣子之演出附加於遊戲畫面100的方式指示遊戲畫面產生部35,且將該演出所必要的資訊提供給遊戲畫面產生部35(步驟S19)。然後,處理朝步驟S20進展,進行根據遊戲畫面產生部35之遊戲畫面100的產生。此情況,在報酬量不被減至上限值以下賦予競賽限制者報酬時,顯示敵人物112被擊敗而賦予對應於該敵人物112來設定的枚數的代幣之樣子(圖3C),在報酬量被減至上限值以下賦予競賽者時,演出會對應於該調整而變化(圖5)。Once the game result is calculated in step S15, the game control unit 32 determines whether the condition for generating the reward is established based on the calculated game result (step S16). When it is judged that the condition is satisfied, the reward amount determination unit 33 determines the reward amount to be given to the contestant based on the game result calculated by the game control unit 32 and the upper limit value held in the upper limit data DU (step S17). The procedure for determining the amount of remuneration will be described in detail later. Once the amount of remuneration is determined, the amount of remuneration determination unit 33 notifies the amount of remuneration to the remuneration giving unit 34, and the remuneration giving unit 34 receiving this is an amount corresponding to the number of tokens as the amount of remuneration for the point management unit 31 The point management unit 31 is notified of the number of points (step S18). By this, points corresponding to the amount of reward are added to the point data DC of the contestant. After the determination of the amount of compensation, the content of the determination of the compensation is notified to the compensation performance instruction unit 36. In response to this, the remuneration performance instruction unit 36 instructs the game screen generation unit 35 in such a manner that a performance showing that the contestant has received remuneration can be added to the game screen 100, and provides information necessary for the performance to the game screen generation unit 35 (Step S19). Then, the process proceeds to step S20, and generation of the game screen 100 according to the game screen generation unit 35 is performed. In this case, when the amount of remuneration is not reduced below the upper limit and the reward is given to the competition limiter, the enemy 112 is defeated and the number of tokens set corresponding to the enemy 112 is given (see FIG. 3C). When the amount of remuneration is reduced below the upper limit and given to the contestant, the performance will change in accordance with the adjustment (Figure 5).

圖11是表示在圖10的步驟S13被實行的內部抽選的具體的程序之一例。在圖11的例子中,抽選部41是首先從遊戲控制部32取得判別遊戲的狀態之資訊,判別遊戲是否為特別狀態(步驟S30)。如上述般,所謂特別狀態是特別人物作為敵人物112出現等競賽者可期待更多的報酬的獲得之狀態。當被判定成不是特別狀態時,抽選部41是視為遊戲處於通常的狀態而選擇通常賠率表ODn(步驟S31),當被判斷成特別狀態時是選擇特別賠率表ODs(步驟S32)。賠率表OD的選擇後,抽選部41是按照選擇的賠率表OD的抽選機率來抽選上限值的加算量(步驟S33)。接著,抽選部41是以被抽選的上限值的加算量作為抽選結果通知報酬量調整部42(步驟S34),然後結束圖11的處理。一旦在步驟S34通知加算量,則上限值管理部43是以該加算量會被加算於上限值資料DU的上限值之方式更新上限值資料DU(圖10的步驟S14)。另外,在圖11是按照通常的狀態或特別狀態的哪個來切換賠率表OD,但亦可按照遊戲的狀態來切換使用3種類以上的賠率表。FIG. 11 is a diagram showing an example of a specific procedure of internal lottery executed in step S13 of FIG. 10. In the example of FIG. 11, the lottery unit 41 first obtains information for determining the state of the game from the game control unit 32, and determines whether the game is in a special state (step S30). As described above, the so-called special state is a state where a contestant can expect more rewards when a special character appears as an enemy 112. When it is judged that it is not a special state, the lottery part 41 selects the normal odds table ODn as if the game is in the normal state (step S31), and selects the special odds table ODs when it is judged as the special state (step S32) . After the selection of the odds table OD, the lottery unit 41 selects the added amount of the upper limit value according to the lottery probability of the selected odds table OD (step S33). Next, the lottery unit 41 notifies the reward amount adjustment unit 42 of the added amount of the lottery upper limit value as a lottery result (step S34), and then ends the process of FIG. 11. Once the added amount is notified in step S34, the upper limit value management unit 43 updates the upper limit value data DU such that the added amount will be added to the upper limit value of the upper limit value data DU (step S14 in FIG. 10). In addition, in FIG. 11, the payout table OD is switched according to which is the normal state or the special state, but it is also possible to switch to use three or more types of paytables according to the state of the game.

圖12是表示在圖10的步驟S17被實行的報酬量決定的具體的程序之一例。在圖12的例子中,標準報酬量判別部40是從遊戲控制部32取得遊戲結果,判別對應於遊戲結果的標準報酬量(步驟S40)。如上述般,標準報酬量是按照預先被設定的敵人物112與報酬量的對應關係而定的代幣枚數。例如,被設定3枚的代幣作為報酬量的敵人物112被擊敗時,標準報酬量是代幣3枚。標準報酬量判別部40是將判別後的標準報酬量通知報酬限制部44,報酬限制部44判別被通知的標準報酬量是否超過被記錄於上限值資料DU的上限值(步驟S41)。未超過時,報酬限制部44是決定標準報酬量作為應賦予競賽者的報酬量(步驟S42)。另一方面,在步驟S41被判斷成標準報酬量超過上限值時,報酬限制部44是決定不超過上限值的範圍的整數值作為應賦予競賽者的報酬量(步驟S43)。例如,標準報酬量為代幣4枚,上限值為3枚時是被決定0~3枚作為報酬量。標準報酬量是作為正的整數被決定,另一方面,上限值是容許伴隨小數點的值。因此,當上限值未滿1時是不拘標準報酬量,報酬量是被決定成0枚。FIG. 12 is a diagram showing an example of a specific procedure for determining the amount of reward executed in step S17 of FIG. 10. In the example of FIG. 12, the standard reward amount determination unit 40 obtains the game result from the game control unit 32, and determines the standard reward amount corresponding to the game result (step S40). As described above, the standard reward amount is the number of tokens determined according to the correspondence relationship between the enemy 112 and the reward amount set in advance. For example, when the enemy 112 with 3 tokens set as a reward amount is defeated, the standard reward amount is 3 tokens. The standard remuneration amount determination unit 40 notifies the remuneration restriction unit 44 of the determined standard remuneration amount, and the remuneration restriction unit 44 determines whether the notified standard remuneration amount exceeds the upper limit value recorded in the upper limit data DU (step S41). If it is not exceeded, the compensation restriction unit 44 determines the standard compensation amount as the compensation amount to be given to the contestant (step S42). On the other hand, when it is determined in step S41 that the standard amount of remuneration exceeds the upper limit, the remuneration restriction unit 44 determines an integer value in the range not exceeding the upper limit as the amount of remuneration to be given to the contestant (step S43). For example, when the standard reward is 4 tokens and the upper limit is 3, 0 to 3 tokens are determined as the reward. The standard reward amount is determined as a positive integer. On the other hand, the upper limit value is a value that is allowed to accompany the decimal point. Therefore, when the upper limit value is less than 1, it is not subject to the standard amount of remuneration, and the amount of remuneration is determined to be zero.

報酬量的決定後,報酬限制部44是對於報酬賦予部34通知報酬量(步驟S44)。然後,報酬限制部44是以從被記載於上限值資料DU的上限值來減算在步驟S42或S43決定的報酬量之方式指示上限值管理部43,上限值管理部43接受此來從上限值資料DU的上限值減算報酬量(步驟S45)。藉此,只要在圖10的步驟S14,上限值未被加算,上限值便會按每被賦予報酬而上限值逐漸被減算。After the determination of the compensation amount, the compensation restriction unit 44 notifies the compensation unit 34 of the compensation amount (step S44). Then, the compensation restriction unit 44 instructs the upper limit management unit 43 to subtract the compensation amount determined in step S42 or S43 from the upper limit value described in the upper limit data DU, and the upper limit management unit 43 accepts this The amount of reward is subtracted from the upper limit value of the upper limit value data DU (step S45). As a result, as long as the upper limit value is not added in step S14 of FIG. 10, the upper limit value is gradually reduced every time a reward is given.

圖13是表示在圖10的步驟S19實行的報酬關聯的演出指示的具體的程序之一例。在圖13的例子中,報酬演出指示部36是從報酬限制部44取得特定圖12的報酬量決定處理的內容之資訊(步驟S50)。其次,報酬演出指示部36是根據取得的資訊來判別報酬量是否藉由報酬限制部44來調整至上限值以下(步驟S51)。當報酬量未被調整,決定標準報酬量作為賦予競賽者的報酬量時,報酬演出指示部36是按照在此次的遊戲結果被擊敗的敵人物112與報酬量的對應關係來賦予競賽者報酬,且指示遊戲畫面產生部35附加對競賽者呈現敵人物112消滅的樣子之標準演出(圖3C的演出為一例),將該演出所必要的資訊提供給遊戲畫面產生部35(步驟S52)。例如,提供指定被擊敗的敵人物112的資訊、及指定競賽者獲得的代幣枚數作為報酬的資訊。FIG. 13 is an example of a specific program showing a pay-related performance instruction executed in step S19 of FIG. 10. In the example of FIG. 13, the pay performance instruction unit 36 acquires information specifying the content of the pay amount determination process of FIG. 12 from the pay restriction unit 44 (step S50). Next, the remuneration performance instruction unit 36 determines whether the remuneration amount is adjusted below the upper limit value by the remuneration restriction unit 44 based on the acquired information (step S51). When the amount of remuneration is not adjusted and the standard amount of remuneration is determined as the amount of remuneration given to the contestant, the remuneration performance instruction unit 36 gives the remuneration to the contestant according to the correspondence between the enemy 112 defeated in the game result this time and the amount of remuneration , And instructs the game screen generation unit 35 to add a standard performance that presents the competitor with the destruction of the enemy 112 (the performance in FIG. 3C is an example), and provides information necessary for the performance to the game screen generation unit 35 (step S52). For example, the information specifying the defeated enemy 112 and the information specifying the number of tokens obtained by the contestant are provided as compensation.

另一方面,在步驟S51,被判斷成報酬量被調整時,報酬演出指示部36是指示遊戲畫面產生部35附加按照報酬量的調整結果來使標準演出變化的演出(圖5的演出為一例),將該演出所必要的資訊提供給遊戲畫面產生部35(步驟S52)。例如,提供指定應被顯示為未被擊敗倖存的敵人物112之資訊、及指定競賽者獲得的代幣枚數作為報酬之資訊,作為報酬量的調整的結果。此情況,在此次的遊戲結果存在被擊敗的敵人物112時,指定該敵人物112之資訊及對應於其結果的報酬量之資訊也一併提供。步驟S52或S53的指示後,報酬演出指示部36是結束圖13的處理。另外,依據上限值的限制,報酬量被決定為0時,報酬發生的演出是不進行。此情況,亦可進行演出成為使敵人物112消滅,該敵人物112是未被設定有報酬,或亦可進行演出成為敵人物112不受攻撃項目116的影響,倖存。On the other hand, in step S51, when it is determined that the remuneration amount is adjusted, the remuneration performance instruction unit 36 instructs the game screen generation unit 35 to add a performance that changes the standard performance according to the remuneration amount adjustment result (the performance in FIG. 5 is an example ), the information necessary for the performance is provided to the game screen generating unit 35 (step S52). For example, information specifying the enemy 112 that should be displayed as undefeated and surviving, and information specifying the number of tokens obtained by the contestant as compensation are provided as a result of the adjustment of the amount of compensation. In this case, when there is a defeated enemy 112 as a result of this game, information specifying the enemy 112 and the amount of reward corresponding to the result are also provided. After the instruction of step S52 or S53, the reward performance instruction unit 36 ends the processing of FIG. 13. In addition, according to the restriction of the upper limit, when the amount of remuneration is determined to be 0, the performance in which remuneration occurs is not performed. In this case, the performance can be performed to destroy the enemy 112, which is not set to pay, or the performance can be performed to become the enemy 112 without being affected by the attack item 116, and survive.

若根據以上的處理,則一旦可取得相當於以作為遊藝價值的點數的消費作為條件,賦予競賽者報酬獲得的機會,競賽者利用攻撃項目116來擊敗敵人物112這樣的報酬賦予之遊戲結果,則賦予競賽者報酬。藉此,例如競賽者有效地配置攻撃項目116來擊敗更多的敵人物112,或越擊敗價值更高的敵人物112越賦予競賽者更多的報酬,可使競賽者的技巧反映至報酬賦予。另一方面,競賽者所獲得的報酬量是受上限值的限制,超過一定的限度的報酬是無法獲得。報酬量的上限值是藉由與競賽者的點數的消費建立關聯而被實行的抽選來決定。因此,藉由適當地調整該抽選的機率,可控制報酬的賦予成為支付率被維持於遊戲系統1或遊戲機2的經營主體可確保適當的利潤之預定的範圍。藉此,可在包含按照競賽者的技巧來增減報酬的要素之遊戲中放進支付率的控制,而使競賽者的滿足感與藉由支付率控制之適當的利潤的確保並存。而且,在報酬受上限值的限制來被調整時,演出會對應於此而被變更。因此,可提高競賽者的認可感,減低競賽者意識支付率的控制的介入而削減遊戲的興趣之虞。According to the above process, once the equivalent of consumption as a recreational value point is available, the contestant is given the opportunity to receive rewards, and the contestant uses the attack item 116 to defeat the enemy 112. , Then the contestants are paid. In this way, for example, the contestant effectively configures the attack item 116 to defeat more enemies 112, or the more defeated the enemies 112 of higher value, the more rewards the contestant can receive, so that the contestant’s skills can be reflected in the rewards. . On the other hand, the amount of remuneration obtained by the contestants is limited by the upper limit, and remuneration exceeding a certain limit cannot be obtained. The upper limit of the amount of remuneration is determined by the lottery that is carried out in association with the consumption of the contestant's points. Therefore, by appropriately adjusting the probability of the lottery, controllable remuneration is given to a predetermined range where the payment rate is maintained within the operating body of the game system 1 or the game machine 2 and an appropriate profit can be ensured. In this way, the control of the payout rate can be put into the game that includes elements that increase or decrease the reward according to the skill of the contestant, so that the satisfaction of the contestant and the guarantee of the appropriate profit controlled by the payout rate coexist. Moreover, when the remuneration is adjusted by the upper limit, the performance will be changed accordingly. Therefore, it is possible to improve the contestant's sense of approval, reduce the involvement of the contestant's conscious payment rate control, and reduce the risk of interest in the game.

在上述的遊戲系統1中,報酬量的上限值是藉由與競賽者ID建立對應而被保存,同一的競賽者可繼承前回的上限值來玩次回的遊戲。圖14是為了如此與競賽者ID建立對應來保存上限值,遊戲機2的控制裝置20所實行的上限值保存處理的程序之一例。此處理是亦可設為上限值管理部43所實行者,作為一例。例如,上限值管理部43是在競賽者使遊戲結束時開始圖14的處理,首先判別競賽者的競賽者ID,且根據該被判別的競賽者ID來判別競賽資料DP(步驟S60),然後,在判別後的競賽資料DP保存上限值資料DU(步驟S61)。在遊戲伺服器4可利用時,保存有上限值資料DU的競賽資料DP亦可與競賽者ID建立對應來保持於遊戲伺服器4。在將上限值資料DU與競賽者ID建立對應來保存於遊戲機2的記憶裝置21時,在同一遊戲機2競賽者重啟遊戲時,只要識別競賽者ID來讀入對應的競賽資料DP,便可再利用前回的上限值。只要在遊戲伺服器4上保存競賽資料DP,即使在不同的遊戲機2競賽者重啟遊戲時,也可再利用前回的上限值。In the game system 1 described above, the upper limit value of the amount of reward is stored by being associated with the contestant ID, and the same contestant can inherit the upper limit value of the previous round and play the second round of the game. FIG. 14 is an example of a procedure of the upper limit value saving process executed by the control device 20 of the gaming machine 2 in order to store the upper limit value in association with the contestant ID in this way. This process may be executed by the upper limit management unit 43 as an example. For example, the upper limit management unit 43 starts the process of FIG. 14 when the contestant ends the game, first discriminates the contestant ID of the contestant, and discriminates the contest data DP based on the discriminated contestant ID (step S60), Then, the upper limit value data DU is stored in the determined competition data DP (step S61). When the game server 4 is available, the competition data DP storing the upper limit value data DU may be associated with the contestant ID and held in the game server 4. When the upper limit data DU and the contestant ID are associated and stored in the memory device 21 of the gaming machine 2, when the contestant of the same gaming machine 2 restarts the game, as long as the contestant ID is recognized to read the corresponding contest data DP, The upper limit of the previous cycle can be reused. As long as the game data DP is saved on the game server 4, even when the game player 2 of the different game machine 2 restarts the game, the upper limit value of the previous time can be reused.

另外,亦可取代競賽者ID,以遊戲機2的至少一個輸入裝置8作為單位,按每個該單位管理上限值。例如,作為識別輸入裝置8的輸入裝置識別資訊之一例,亦可按每個站6設定獨特的站ID,按每個該站ID使上限值增減,且在遊戲的結束時是將在該時間點的上限值資料DU與站ID建立對應而保存,其次在同一站6玩的競賽者會繼承上限值資料DU。該情況,上限值管理部43是只要取代圖14的處理來實行圖15的處理即可。亦即,在圖15的處理中,上限值管理部43是在競賽者使遊戲結束時開始圖15的處理,首先判別競賽者的站6的站ID(步驟S60A),然後,與判別後的站ID建立對應來將上限值資料DU保存於記憶裝置21(步驟S61A)。此情況,其次在同一站6開始玩時,只要從記憶裝置21讀出對應於站ID的上限值資料DU,將該上限值資料DU利用於在該站6的玩遊戲,便可繼承上限值。In addition, instead of the contestant ID, at least one input device 8 of the gaming machine 2 may be used as a unit, and the upper limit value may be managed for each unit. For example, as an example of input device identification information for identifying the input device 8, a unique station ID may be set for each station 6, the upper limit value may be increased or decreased for each station ID, and at the end of the game The upper limit data DU at this point of time is stored in correspondence with the station ID, and then the competitors playing at the same station 6 will inherit the upper limit data DU. In this case, the upper limit value management unit 43 may execute the process of FIG. 15 instead of the process of FIG. 14. That is, in the process of FIG. 15, the upper limit value management unit 43 starts the process of FIG. 15 when the contestant ends the game, and first determines the station ID of the contestant’s station 6 (step S60A), and then Corresponds to the station ID to store the upper limit value data DU in the memory device 21 (step S61A). In this case, when playing at the same station 6 next, as long as the upper limit data DU corresponding to the station ID is read from the memory device 21, and the upper limit data DU is used for game play at the station 6, it can be inherited Upper limit.

將上限值與競賽者ID建立對應而管理時,或與站ID建立對應而管理時,皆是上限值與一人的競賽者建立對應而設定。然而,上限值是亦可對於二人以上的競賽者共通設定。例如,亦可設定包含複數人的競賽者的群組,以群組作為單位來設定共通的上限值。或,亦可以一台的遊戲機2的複數的站6作為單位來設定共通的上限值。而且,亦可以複數台的遊戲機2作為單位來設定共通的上限值。When the upper limit value is associated with and managed by the contestant ID or when the station ID is associated and managed, the upper limit value is set and associated with the one-person contestant. However, the upper limit value can also be set in common for two or more contestants. For example, a group including a plurality of contestants may be set, and the common upper limit value may be set in units of groups. Alternatively, a common upper limit value may be set as a plurality of stations 6 of one gaming machine 2 as a unit. Moreover, a common upper limit value may be set as a unit of plural game machines 2.

在以上的形態中,遊戲操作受理部30實行圖10的步驟S11及S12的處理,藉此作為遊戲操作受理手段的一例機能,遊戲控制部32實行圖10的步驟S15的處理,藉此作為遊戲控制手段的一例機能,報酬量決定部33實行圖10的步驟S13、S14、S17的處理,作為報酬量決定手段的一例機能,報酬賦予部34實行圖10的步驟S18的處理,藉此作為報酬賦予手段的一例機能。並且,抽選部41實行圖11的處理,藉此作為抽選手段的一例機能,報酬量調整部42實行圖12的步驟S41~S45的處理及圖14或圖15的處理,藉此作為報酬量調整手段的一例機能。而且,報酬演出指示部36實行圖13的處理,藉此作為報酬演出控制手段的一例機能。In the above aspect, the game operation accepting unit 30 executes the processes of steps S11 and S12 of FIG. 10 as an example of the function of the game operation accepting means, and the game control unit 32 executes the process of step S15 of FIG. 10 as the game As an example of the function of the control means, the remuneration amount determination unit 33 executes the processes of steps S13, S14, and S17 in FIG. 10, and as an example of the function of the remuneration amount determination means, the remuneration giving unit 34 executes the process of step S18 in FIG. An example of endowment means. Then, the lottery unit 41 executes the process of FIG. 11 as an example of the function of the lottery means, and the remuneration amount adjustment unit 42 executes the processes of steps S41 to S45 of FIG. 12 and the process of FIG. 14 or FIG. 15 as a remuneration amount adjustment An example of the function of the means. In addition, the pay performance instruction unit 36 executes the processing in FIG. 13 to thereby function as an example of the pay performance control means.

本發明是不限於上述的形態,亦可以被施以適當的變形或變更的形態來實施。例如,在上述的形態中,抽選上限值的加算量,作為競賽者每消費遊藝價值,抽選條件成立者,但抽選條件是適當地變更即可。例如,以在競賽者的遊藝價值的消費量到達預定量時成立,或遊藝價值的消費次數到達預定數時成立這樣的方式,與遊藝價值的消費量或消費次數建立關聯來設定抽選條件即可。此情況的預定量是被設定為比對於一次的遊戲操作的消費量更大即可。亦可以在報酬的付出量到達一定值時成立這樣的方式,與報酬量建立關聯來設定抽選條件。或,亦可以取得預定的遊戲結果時,例如在圖2的遊戲中至少擊敗一個的敵人物112時抽選條件成立這樣的方式,抽選條件與遊戲結果建立關聯來設定。或,亦可以在競賽者的遊戲的競賽次數、競賽時間等到達預定的基準值時抽選條件成立的方式設定抽選條件。而且,抽選條件是不限於與遊戲直接地建立關聯來設定的例子。例如,亦可以在預定時刻、預定星期、每月的預定日,抽選條件成立這樣的方式,與時刻或日期建立關聯來設定抽選條件。The present invention is not limited to the above-mentioned forms, and can be implemented with appropriate modifications or changes. For example, in the above-mentioned form, the added amount of the upper limit of the lottery is set as the lottery condition for each consumption of the entertainment value of the contestant, but the lottery condition may be changed as appropriate. For example, it may be established when the consumption value of the amusement value of the contestant reaches a predetermined amount, or when the consumption frequency of the entertainment value reaches a predetermined number, and the lottery value consumption or the number of consumption may be associated to set the lottery conditions. . In this case, the predetermined amount may be set to be larger than the consumption amount for one game operation. It is also possible to establish such a method when the amount of payout reaches a certain value and establish a lottery condition by associating with the amount of payout. Or, when a predetermined game result is obtained, for example, when the at least one enemy 112 is defeated in the game of FIG. 2, the drawing condition is established, and the drawing condition is set in association with the game result. Or, the lottery conditions may be set in such a way that the lottery conditions are established when the number of competitions, competition time, etc. of the contestant's game reaches a predetermined reference value. In addition, the lottery conditions are not limited to the examples that are directly related to the game and set. For example, a lottery condition may be established at a scheduled time, a scheduled week, and a scheduled day of each month, and the lottery condition may be set in association with the time or date.

在上述的形態中,設為競賽者每進行一次的遊戲操作,消費對應於該操作的量的遊藝價值,但遊戲操作與遊藝價值的消費的對應關係是適當地設定即可。例如,亦可藉由一次的遊藝價值的消費來受理複數次的遊戲操作。亦可藉由一次的遊藝價值的消費,在預定時間內不限次數地受理遊戲操作。在上述的形態中,舉操作按鈕10或11來配置攻撃項目116的操作為例,作為遊戲操作,但在遊藝價值的消費與兌換受理的遊戲操作是亦可被設定複數種類。In the above-mentioned form, it is assumed that each time a contestant performs a game operation, the game value corresponding to the amount of the operation is consumed, but the correspondence relationship between the game operation and the consumption of the game value may be appropriately set. For example, a plurality of game operations can also be accepted by one consumption of entertainment value. It is also possible to accept game operations for an unlimited number of times within a predetermined time through the consumption of one entertainment value. In the above-mentioned form, the operation of arranging the attack item 116 with the operation buttons 10 or 11 is taken as an example. As a game operation, a plurality of types of game operations may be set in the consumption of entertainment value and exchange acceptance.

在上述的形態中,賠率表ODn、ODs的抽選機率及加算量會預先被設定,其重新修改是例如只要遊戲機2的經營主體適當進行即可。但,亦可如在遊戲機2的運轉中監視支付率,以支付率接近預定範圍的上限或下限,或在超過的情況等支付率收斂於預定範圍的方式使賠率表ODn、Ods的抽選機率或加算量變化這樣地,追加按照支付率的變動來使賠率表ODn、ODs動態地變化的控制。In the above-mentioned form, the lottery probabilities and addition amounts of the odds tables ODn and ODs are set in advance, and the re-modification may be performed as long as the operating body of the gaming machine 2 is properly performed. However, for example, the payout rate may be monitored during the operation of the gaming machine 2, and the payout tables ODn and Ods may be selected such that the payout rate is close to the upper or lower limit of the predetermined range or the payment rate converges within the predetermined range when the payment rate exceeds the predetermined range. As the probability or the amount of addition changes, a control for dynamically changing the odds tables ODn and ODs according to the change in the payout rate is added.

在上述的形態中,遊戲系統1是被構成為複數人的競賽者可在一台的遊戲機2同時並行地玩同一遊戲,但本發明是不被限定於如此的形態。例如,一台的遊戲機2是只要至少具備一個的輸入裝置8即足夠。該情況也可複數人的競賽者在彼此相異的時間玩遊戲,以作為報酬量的合計值對於預定期間內的競賽者的消費量的合計值之比的支付率被維持於預定的範圍之方式適用本發明即可。並且,遊戲系統是不限於如機台遊戲機般利用單獨可求取支付率的遊戲機之形態。例如圖16所示般,使用者所個人使用的智慧型手機等的使用者終端裝置2A與遊戲伺服器4會經由網路3來連接,在遊戲伺服器4的控制下,於使用者終端裝置2A上使各使用者玩遊戲的型式的遊戲系統也可適用本發明。例如,線上博奕遊戲這樣的形態也可藉由適用本發明來一面使競賽者的技巧反映至報酬量,一面將支付率控制於適當的範圍。另外,作為使用者終端裝置2A是可利用桌上型或筆記型的個人電腦、平板終端機、攜帶型遊戲機或桌上型的遊戲機(game console)等各種的終端裝置。In the above-mentioned form, the game system 1 is configured such that a plurality of contestants can simultaneously play the same game on one game machine 2 in parallel, but the present invention is not limited to such a form. For example, one gaming machine 2 is sufficient as long as it has at least one input device 8. In this case, a plurality of contestants may play the game at different times from each other, and the payment rate as the ratio of the total value of the remuneration to the total value of the consumption of the contestants in the predetermined period is maintained within a predetermined range The method can be applied to the present invention. Moreover, the game system is not limited to the form of using a game machine that can individually obtain a payout rate like a game machine. For example, as shown in FIG. 16, a user terminal device 2A such as a smartphone used by the user and the game server 4 are connected via the network 3, and under the control of the game server 4, the user terminal device The game system of the type that allows each user to play a game on 2A is also applicable to the present invention. For example, a form such as an online game game can also apply the present invention to reflect the contestant's skills to the amount of remuneration while controlling the payout rate to an appropriate range. In addition, as the user terminal device 2A, various terminal devices such as a desktop or notebook personal computer, a tablet terminal, a portable game machine, or a desktop game console (game console) can be used.

在上述的形態中,設為遊戲機2的電腦之控制裝置20實行圖10以下的各處理者,但亦可遊戲伺服器4等的電腦實行該等的處理的至少一部分。而且,亦可設為使經由網路3來連接的至少一台的遊戲機2作為遊戲伺服器4機能,該遊戲機2實行有關其他的遊戲機2的處理者。當遊戲伺服器4實行各種的處理時,亦可構築在遊戲伺服器4上實行遊戲程式PG的假想遊戲機,遊戲機2是使作為對於該假想遊戲機的遠程輸出入裝置機能。在本發明的遊戲系統實行的遊戲是不限於圖2所例示般的遊戲,只要包含在遊藝價值的消費與兌換受理遊戲操作,按照受理的遊戲操作來運算遊戲結果,根據運算的遊戲結果來決定競賽者的報酬量之要素,亦可實行射撃遊戲、格闘遊戲、捕獲遊戲等各種的遊戲。In the above-described aspect, the control device 20 of the computer as the game machine 2 executes each processor shown in FIG. 10 or less, but a computer such as the game server 4 may execute at least a part of such processing. Furthermore, it may be configured that at least one game machine 2 connected via the network 3 functions as a game server 4, and the game machine 2 executes a processor related to other game machines 2. When the game server 4 executes various processes, a virtual game machine that executes the game program PG on the game server 4 may be constructed. The game machine 2 functions as a remote input/output device for the virtual game machine. The game executed in the game system of the present invention is not limited to the game exemplified in FIG. 2, as long as the game operation is included in the consumption and exchange of entertainment value, the game result is calculated according to the accepted game operation, and is determined based on the calculated game result The elements of the contestant's remuneration amount can also be used for shooting games, grid games, capture games and other games.

在以下記載從上述的實施形態及變形例的各者導出之本發明的各種的形態。另外,在以下的說明中,為了容易理解本發明的各形態,以括號附記被圖示於附圖之對應的構件,但本發明並非藉此來限定於圖示的形態。Various aspects of the present invention derived from the above-described embodiments and modified examples are described below. In the following description, in order to easily understand the various aspects of the present invention, the corresponding members shown in the drawings are enclosed in parentheses, but the present invention is not limited to the illustrated forms by this.

本發明之一形態的遊戲系統(1)是具備:   在預定的遊藝價值的消費與兌換受理競賽者的遊戲操作之遊戲操作受理手段(30、S11、S12);   按照受理的遊戲操作來運算遊戲結果之遊戲控制手段(32、S15);   根據運算的遊戲結果來決定應賦予前述競賽者的報酬量之報酬量決定手段(33、S13、S14、S17);及   將決定的量的報酬賦予前述競賽者之報酬賦予手段(34、S18),   前述報酬量決定手段是更具備:   在預定的抽選條件成立時實行預定的抽選之抽選手段(41、S30~S34);及   以在前述遊戲結果與賦予前述競賽者的報酬量的對應關係產生變化的方式,按照前述抽選的結果來調整應根據前述遊戲結果而被決定的報酬量之報酬量調整手段(42、S41~S45)。A game system (1) in one form of the present invention is provided with:    game operation acceptance means (30, S11, S12) that accepts game operations of contestants at the consumption and exchange of predetermined entertainment value;    calculates the game according to the accepted game operations Resulting game control means (32, S15);    Determine the amount of remuneration that should be given to the aforementioned contestant based on the calculated game results (33, S13, S14, S17); and give the determined amount of remuneration to the aforementioned Competitors' means of remuneration (34, S18), the aforementioned means of determining the amount of remuneration are more equipped with:    lottery means (41, S30~S34) that perform predetermined lottery when the predetermined lottery conditions are established; and In order to change the correspondence relationship of the amount of rewards given to the contestants, the amount adjustment means (42, S41 to S45) for adjusting the amount of rewards that should be determined according to the game results according to the result of the lottery.

本發明之一形態的遊戲系統用的電腦程式(PG)是被構成為使含在遊戲系統的電腦(20)作為下列手段機能,   在預定的遊藝價值的消費與兌換受理競賽者的遊戲操作之遊戲操作受理手段(30、S11、S12);   按照受理的遊戲操作來運算遊戲結果之遊戲控制手段(32、S15);   根據被運算的遊戲結果來決定應賦予前述競賽者的報酬量之報酬量決定手段(33、S13、S14、S17);及   將被決定的量的報酬賦予前述競賽者之報酬賦予手段(34、S18),   前述報酬量決定手段更作為下列手段機能,   在預定的抽選條件成立時實行預定的抽選之抽選手段(41、S30~S34);及   以在前述遊戲結果與賦予前述競賽者的報酬量的對應關係產生變化之方式,按照前述抽選的結果來調整應根據前述遊戲結果而被決定的報酬量之報酬量調整手段(42、S41~S45)。A computer program (PG) for a game system according to an aspect of the present invention is configured to make the computer (20) included in the game system function as a means of accepting the game operation of the contestant at the consumption and exchange of predetermined entertainment value Game operation acceptance means (30, S11, S12);    game control means for calculating the game result according to the accepted game operation (32, S15);    Determine the amount of remuneration that should be given to the aforementioned contestant based on the calculated game result The decision means (33, S13, S14, S17); and the remuneration giving means (34, S18) for giving the determined amount of remuneration to the aforementioned contestants, the aforementioned remuneration amount determining means functions as the following means, under the predetermined lottery conditions The lottery means (41, S30~S34) that implements the predetermined lottery when established; and in a manner that changes the correspondence between the aforementioned game result and the amount of remuneration given to the contestant, adjustment according to the aforementioned lottery result should be based on the aforementioned game The means for adjusting the amount of compensation determined as a result (42, S41 to S45).

另外,本發明之一形態的電腦程式是亦可在被記憶於記憶媒體的狀態下被提供。只要使用此記憶媒體,便可例如將本發明的電腦程式安裝於電腦來實行,藉此利用該電腦來實現本發明的遊戲系統。記憶電腦程式的記憶媒體是亦可為CDROM等的非一時性的記憶媒體。In addition, a computer program according to one aspect of the present invention may be provided in a state of being stored in a storage medium. As long as this memory medium is used, for example, the computer program of the present invention can be installed on a computer for execution, thereby utilizing the computer to implement the game system of the present invention. The storage medium for storing the computer program may be a non-temporary storage medium such as CDROM.

本發明的其他的形態的遊戲系統(1)是包含:檢測出競賽者的遊戲操作的輸入裝置(8)、記憶預定的電腦程式(PG)的記憶裝置(21)、及與前述輸入裝置及前述記憶裝置連接,根據前述記憶裝置的電腦程式來實行預定的處理的處理器(控制裝置20的一部分為一例)之遊戲系統(1),前述處理器是根據前述電腦程式,在預定的遊藝價值的消費與兌換受理經由前述輸入裝置之競賽者的遊戲操作(S11、S12),按照受理的遊戲操作來運算遊戲結果(S15),根據被運算的遊戲結果來決定應賦予前述競賽者的報酬量(S13、S14、S17),將被決定的量的報酬賦予前述競賽者(S18),且在前述報酬量的決定中,預定的抽選條件成立時實行預定的抽選(S30~S34),以使前述遊戲結果與應賦予前述競賽者的報酬量的對應關係產生變化的方式,按照前述抽選的結果來調整應根據前述遊戲結果而被決定的報酬量(S41~S45)。A game system (1) of another aspect of the present invention includes an input device (8) that detects a game operation of a contestant, a memory device (21) that stores a predetermined computer program (PG), and the aforementioned input device and The memory system is connected to a game system (1) of a processor (a part of the control device 20 is an example) that executes predetermined processing according to a computer program of the memory device, and the processor is based on the computer program and has a predetermined entertainment value. The consumption and redemption acceptance of the game operation of the contestant via the aforementioned input device (S11, S12), the game result is calculated according to the accepted game operation (S15), and the amount of remuneration to be given to the contestant is determined based on the calculated game result (S13, S14, S17), the determined amount of remuneration is given to the contestant (S18), and in the determination of the amount of remuneration, when the predetermined lottery condition is established, a predetermined lottery (S30~S34) is performed so that In order to change the correspondence between the game result and the amount of remuneration that should be given to the contestant, the amount of remuneration that should be determined based on the game result is adjusted according to the result of the lottery (S41-S45).

若根據上述形態,則根據按照競賽者的遊戲操作而被運算的遊戲結果來決定報酬量,藉此競賽者的遊戲之技巧會被反映至報酬量。另一方面,報酬量會根據抽選結果來調整,因此藉由適當地調整抽選的機率或期待值,可使遊戲結果與報酬量的對應關係按照支付率的控制的情況來適當地變化。藉此,對於包含按照競賽者的遊戲操作來賦予報酬的要素之遊戲,可適當地放進支付率的調整。According to the above-mentioned form, the amount of remuneration is determined based on the game result calculated according to the game operation of the contestant, whereby the skill of the game of the contestant is reflected in the amount of remuneration. On the other hand, the amount of remuneration is adjusted according to the result of the lottery. Therefore, by appropriately adjusting the probability or expected value of the lottery, the correspondence between the game result and the amount of remuneration can be appropriately changed according to the control of the payout rate. With this, for a game that includes an element that provides compensation according to the game operation of the contestant, adjustment of the payout rate can be appropriately included.

在上述形態中,前述報酬量調整手段是亦可設為根據前述抽選的結果來決定應賦予前述競賽者的報酬量的上限值(S14),以應根據前述遊戲結果而決定的報酬量不超過前述上限值的方式調整前述報酬量(S17、S41~S45)。若根據此形態,則只要不超過上限值,對應於遊戲結果的量的報酬會被賦予競賽者,因此可適度地維持按照對應於競賽者的遊戲操作之遊戲結果來賦予報酬的對應關係。另一方面,以不超過上限值的方式調整報酬量,且該上限值是根據抽選的結果而定,因此可依據上限值來限制過量的報酬的賦予而適當地控制支付率。In the above form, the means for adjusting the amount of remuneration may be set to determine the upper limit of the amount of remuneration that should be given to the contestant based on the result of the lottery (S14), so that the amount of remuneration that should be determined based on the result of the game is not The amount of remuneration is adjusted so as to exceed the upper limit (S17, S41 to S45). According to this aspect, as long as the upper limit value is not exceeded, the amount of reward corresponding to the game result is given to the contestant, so the correspondence relationship in which the reward is given according to the game result corresponding to the game operation of the contestant can be maintained appropriately. On the other hand, the amount of compensation is adjusted so as not to exceed the upper limit value, and the upper limit value is determined based on the result of the lottery. Therefore, the payment rate can be appropriately controlled by limiting the provision of excessive compensation based on the upper limit value.

在上述形態中,前述抽選手段是在每前述抽選條件成立,可重複實行前述抽選,前述報酬量調整手段是亦可設為依據一次的抽選來決定前述上限值之後,至次回或在以後的抽選決定新的上限值為止的期間,按照前述報酬賦予手段賦予的報酬量來減算前述上限值(S45)。若根據此形態,則上限值會按照報酬的賦予來逐漸減少,另一方面,藉由抽選的重複,上限值增加的機會給予競賽者。因此,以抽選被重複的方式,可給予競賽者繼續玩的動機。In the above-mentioned form, the lottery means may repeat the lottery every time the lottery condition is established, and the remuneration adjustment means may be set to determine the upper limit value based on a lottery, to the next time or later. During the period until a new upper limit value is determined by lot drawing, the upper limit value is subtracted according to the amount of remuneration given by the remuneration giving means (S45). According to this form, the upper limit value will gradually decrease in accordance with the reward, and on the other hand, by repeating the lottery, the opportunity for the upper limit value to increase is given to the contestant. Therefore, in a manner in which the lottery is repeated, the contestant can be given an incentive to continue playing.

在上述形態中,前述報酬量調整手段是亦可作為根據預定的競賽者識別資訊來識別競賽者(S60),且使前述上限值與前述競賽者識別資訊建立關聯來記憶於預定的記憶手段(21)(S61)者。若根據此形態,則由於上限值與競賽者的識別資訊建立對應來被保持,因此可對於同一競賽者繼續地適用對於競賽者設定的上限值。例如,即使在同一競賽者的次回的競賽,也可繼續適用在前回的競賽所被設定的上限值,使競賽者從前回繼續玩遊戲。In the above-mentioned form, the compensation amount adjustment means may also be used to identify the competitor based on predetermined contestant identification information (S60), and the upper limit value may be associated with the contestant identification information to be stored in the predetermined memory means (21) (S61). According to this form, since the upper limit value is held in correspondence with the identification information of the contestant, the upper limit value set for the contestant can be continuously applied to the same contestant. For example, even in the next round of competitions of the same contestant, the upper limit value set in the previous round of competition can continue to be applied, allowing the contestant to continue playing the game from the previous round.

在上述形態中,遊戲系統是亦可設為更具備:分別具有檢測出前述競賽者的前述遊戲操作的檢測部(8a)之複數的輸入裝置(8),前述報酬量調整手段是亦可作為根據預定的輸入裝置識別資訊來識別前述輸入裝置(S60A),且使前述上限值與前述輸入裝置識別資訊建立關聯來記憶於預定的記憶手段(21)(S61A)者。若根據此形態,則由於上限值與輸入裝置建立對應來被保持,因此不同的競賽者利用同一的輸入裝置來依序玩遊戲時,可在其競賽者間使上限值繼續地適用來玩遊戲。In the above-mentioned form, the game system may be further provided with a plurality of input devices (8) each having a detection unit (8a) that detects the game operation of the contestant, and the remuneration adjustment means may also be used as The input device is identified based on predetermined input device identification information (S60A), and the upper limit value is associated with the input device identification information to be stored in a predetermined memory means (21) (S61A). According to this form, since the upper limit value is maintained in correspondence with the input device, when different contestants use the same input device to play games in sequence, the upper limit value can be continuously applied among their competitors. play games.

在上述形態中,更具備:以對應於前述報酬的賦予之演出提示給競賽者的方式,控制前述遊戲的演出之報酬演出控制手段(36、S50~S53),前述報酬演出控制手段是亦可設為根據一遊戲結果而決定的報酬量藉由前述報酬量調整手段的調整來變化時,按照該調整結果,使在對應於前述報酬的賦予之演出的內容產生變化。若根據此形態,則當報酬量被調整時,配合於此來使提示給競賽者的演出變化,藉此即使報酬量對於一遊戲結果變化,也可給予競賽者對於該變化的認可感。藉此,可減低競賽者意識因支付率的控制的介入所產生的人為性而削減遊戲的興趣之虞。In the above-mentioned form, it is further provided with: a reward performance control means (36, S50 to S53) that controls the performance of the game in a manner that the performance corresponding to the reward is presented to the contestant, and the reward performance control means may be When it is assumed that the amount of remuneration determined according to a game result is changed by the adjustment of the remuneration amount adjustment means, the content of the performance corresponding to the giving of the remuneration is changed according to the adjustment result. According to this form, when the amount of remuneration is adjusted, the performance presented to the contestant is changed in accordance with this, whereby even if the amount of remuneration changes for a game result, the contestant can be given a sense of approval for the change. Thereby, it is possible to reduce the risk of the contestant’s consciousness resulting from the artificiality caused by the intervention of the control of the payout rate and to reduce the interest of the game.

在上述形態中,前述遊戲控制手段是可按照預定的切換條件來切換前述遊戲於複數的狀態之間,前述抽選手段是亦可設為以關於前述上限值的期待值會按照前述狀態來變化的方式,使前述抽選的選擇項與每個選擇項的抽選機率的對應關係按照前述狀態來變化而實行前述抽選(S30~S33)。若根據此,則可藉由按照遊戲的狀態來使關於上限值的期待值變化,例如可獲得多的報酬的狀態是以提高上限值的期待值而可獲得更多量的報酬這樣的方式,按照遊戲的狀態來適當地控制上限值。In the above aspect, the game control means may switch the game between plural states according to a predetermined switching condition, and the lottery means may be such that the expected value regarding the upper limit value will change according to the state , The correspondence between the aforementioned selection items and the selection probability of each selection item is changed according to the aforementioned state and the aforementioned selection process is carried out (S30-S33). According to this, the expected value of the upper limit value can be changed according to the state of the game. For example, a state in which a large amount of reward is obtained is to increase the expected value of the upper limit value and obtain a larger amount of reward Mode, the upper limit value is appropriately controlled according to the state of the game.

在上述形態中,前述抽選條件亦可被設定為包含前述遊藝價值的消費作為成立條件的至少一個。若根據此,則由於在遊藝價值的消費與兌換進行抽選來設定報酬量的上限值,因此可給予競賽者消費遊藝價值的動機。藉由將用以調整報酬量的上限值與遊藝價值的消費建立對應而設定,可將關於上限值的抽選與支付率更明確地建立關聯。In the above form, the lottery condition may be set to at least one of the establishment conditions including consumption of the amusement value. According to this, since the consumption value and the exchange of the entertainment value are drawn to set the upper limit of the amount of remuneration, the contestant can be given an incentive to consume the entertainment value. By setting the upper limit value for adjusting the amount of compensation in correspondence with the consumption of entertainment value, the lottery regarding the upper limit value can be more clearly related to the payment rate.

在上述形態中,前述抽選手段是亦可以作為賦予前述競賽者的報酬量對於前述競賽者的前述遊藝價值的消費量之比而特定的支付率維持於預定的範圍之方式控制前述抽選。若根據此,則藉由以支付率被維持於預定的範圍的方式控制抽選,對於包含按照競賽者的遊戲操作來賦予報酬的要素之遊戲,可更適當地放進支付率的調整。In the above-mentioned form, the lottery means may control the lottery in such a manner that the specific payment rate is maintained within a predetermined range as a ratio of the amount of remuneration given to the contestant to the consumption amount of the amusement value of the contestant. According to this, by controlling the lottery in such a way that the payout rate is maintained within a predetermined range, it is possible to more appropriately adjust the payout rate for a game that includes an element that provides compensation according to the game operation of the contestant.

1‧‧‧遊戲系統2‧‧‧遊戲機2A‧‧‧使用者終端裝置4‧‧‧遊戲伺服器5‧‧‧顯示裝置6‧‧‧站7‧‧‧中心抽選機構8‧‧‧輸入裝置8a‧‧‧檢測部20‧‧‧控制裝置(電腦)21‧‧‧記憶裝置(記憶手段)30‧‧‧遊戲操作受理部(遊戲操作受理手段)32‧‧‧遊戲控制部(遊戲控制手段)33‧‧‧報酬量決定部(報酬量決定手段)34‧‧‧報酬賦予部(報酬賦予手段)36‧‧‧報酬演出指示部(報酬演出控制部)41‧‧‧抽選部(抽選手段)42‧‧‧報酬量調整部(報酬量調整手段)100‧‧‧遊戲畫面110‧‧‧遊戲場111A、111B、111C、111D‧‧‧競賽者人物112‧‧‧敵人物116‧‧‧攻撃項目116a‧‧‧影響範圍1‧‧‧Game system 2‧‧‧Game machine 2A‧‧‧User terminal device 4‧‧‧Game server 5‧‧‧Display device 6‧‧‧Station 7‧‧‧Central lottery mechanism 8‧‧‧Input Device 8a‧‧‧detection unit 20‧‧‧control device (computer) 21‧‧‧memory device (memory means) 30‧‧‧game operation acceptance unit (game operation acceptance means) 32‧‧‧‧game control unit (game control Means) 33‧‧‧ Remuneration amount determination section (reward amount determination means) 34‧‧‧ Rewards provision section (remuneration provision means) 36‧‧‧ Remuneration performance instruction section (remuneration performance control section) 41‧‧‧ Lottery section (lottery Means) 42‧‧‧ Remuneration adjustment section (remuneration adjustment means) 100‧‧‧ Game screen 110‧‧‧ Playground 111A, 111B, 111C, 111D‧‧‧ Contestant character 112‧‧‧ Enemy 116‧‧ ‧Attack project 116a‧‧‧Scope of influence

圖1是表示本發明之一形態的遊戲系統的全體構成的圖。   圖2是表示遊戲畫面之一例的圖。   圖3A是表示遊戲進展至遊藝價值的消費與兌換的樣子之一例的圖。   圖3B是表示對應於圖3A的遊戲結果之一例的圖。   圖3C是表示按照圖3B的遊戲結果來提示被賦予報酬的樣子的演出之一例的圖。   圖4是表示報酬量的調整之一例的圖。   圖5是與圖3C建立對應來表示報酬量被調整時的演出之一例的圖。   圖6是表示遊戲機的控制系的構成之一例的方塊圖。   圖7是表示通常賠率表之一例的圖。   圖8是表示特別賠率表之一例的圖。   圖9是表示遊戲機的遊戲處理部的具體的構成之一例的機能方塊圖。   圖10是表示圖6的遊戲處理部所實行的遊戲處理的程序之一例的流程圖。   圖11是表示圖9的抽選部所實行的內部抽選處理的程序之一例的流程圖。   圖12是表示圖9的報酬量決定部所實行的報酬量決定處理的程序之一例的流程圖。   圖13是表示圖9的報酬演出指示部所實行的演出指示處理的程序之一例的流程圖。   圖14是表示圖9的上限值管理部所實行的上限值保存處理的程序之一例的流程圖。   圖15是表示圖9的上限值管理部所實行的上限值保存處理的程序的其他的例子的流程圖。   圖16是表示遊戲系統的其他的形態的圖。FIG. 1 is a diagram showing the overall configuration of a game system according to an embodiment of the present invention. FIG. 2 is a diagram showing an example of a game screen.   FIG. 3A is a diagram showing an example of how the game progresses to consumption and exchange of entertainment value. FIG. 3B is a diagram showing an example of the game result corresponding to FIG. 3A. FIG. 3C is a diagram showing an example of a performance in which rewards are presented according to the game result of FIG. 3B. FIG. 4 is a diagram showing an example of adjustment of the reward amount. FIG. 5 is a diagram corresponding to FIG. 3C to show an example of a performance when the amount of remuneration is adjusted. FIG. 6 is a block diagram showing an example of the configuration of the control system of the gaming machine. FIG. 7 is a diagram showing an example of a normal payout table.   FIG. 8 is a diagram showing an example of a special odds table. FIG. 9 is a functional block diagram showing an example of a specific configuration of the game processing unit of the game machine. FIG. 10 is a flowchart showing an example of a game processing program executed by the game processing unit of FIG. 6. FIG. 11 is a flowchart showing an example of a procedure of internal lottery processing executed by the lottery unit of FIG. 9. FIG. 12 is a flowchart showing an example of the procedure of the compensation amount determination process executed by the compensation amount determination unit of FIG. 9. FIG. 13 is a flowchart showing an example of a program of performance instruction processing executed by the pay performance instruction unit of FIG. 9. FIG. 14 is a flowchart showing an example of a procedure of an upper limit value storage process executed by the upper limit value management unit of FIG. 9. FIG. 15 is a flowchart showing another example of the procedure of the upper limit value saving process executed by the upper limit value management unit of FIG. 9. FIG. 16 is a diagram showing another form of the game system.

22‧‧‧遊戲處理部 22‧‧‧Game Processing Department

30‧‧‧遊戲操作受理部(遊戲操作受理手段) 30‧‧‧Game operation acceptance section (game operation acceptance means)

31‧‧‧點數管理部 31‧‧‧Point Management Department

32‧‧‧遊戲控制部(遊戲控制手段) 32‧‧‧Game Control Department (Game Control Means)

33‧‧‧報酬量決定部(報酬量決定手段) 33‧‧‧Remuneration amount determination department (remuneration amount determination means)

34‧‧‧報酬賦予部(報酬賦予手段) 34‧‧‧Reward-granting department (reward-granting means)

35‧‧‧遊戲畫面產生部 35‧‧‧Game Screen Generation Department

36‧‧‧報酬演出指示部(報酬演出控制部) 36‧‧‧Pay Performance Instruction Department (Pay Performance Control Department)

40‧‧‧標準報酬量判別部 40‧‧‧ Standard Remuneration Discrimination Department

41‧‧‧抽選部(抽選手段) 41‧‧‧ lottery department (lottery means)

42‧‧‧報酬量調整部(報酬量調整手段) 42‧‧‧Remuneration adjustment department (remuneration adjustment means)

43‧‧‧上限值管理部 43‧‧‧ Upper Limit Management Department

44‧‧‧報酬限制部 44‧‧‧Remuneration Restriction Department

DC‧‧‧點數 DC‧‧‧points

DU‧‧‧上限值 DU‧‧‧Upper limit

ODn‧‧‧賠率 ODn‧‧‧ odds

ODs‧‧‧賠率 ODs‧‧‧ odds

Claims (12)

一種遊戲系統,其特徵為具備:遊戲操作受理手段,其係於預定的遊藝價值的消費與兌換受理競賽者使競賽者實物行動的操作作為遊戲操作;遊戲控制手段,其係運算對應於受理的遊戲操作的前述競賽者實物的行動給予遊戲的效果作為遊戲結果;報酬量決定手段,其係根據作為在前述遊戲控制手段運算的前述遊戲結果的前述效果來決定應賦予前述競賽者的報酬量;及報酬賦予手段,其係將決定的量的報酬賦予前述競賽者,前述報酬量決定手段更具備:抽選手段,其係於預定的抽選條件成立時實行預定的抽選;及報酬量調整手段,其係以在作為前述被運算的遊戲結果的前述效果與賦予前述競賽者的前述報酬量的對應關係產生變化的方式,按照前述抽選的結果來調整應根據作為前述被運算的遊戲結果的前述效果而被決定的報酬量,前述報酬量調整手段,係根據前述抽選的結果來決定應賦予前述競賽者的前述報酬量的上限值,以應根據前述遊戲結果而決定的報酬量不超過前述上限值的方式調整前述報酬量。 A game system is characterized by having: game operation acceptance means, which is based on the consumption and exchange of predetermined entertainment value to accept the contestant to make the contestant's physical action as a game operation; game control means, the operation of which corresponds to the accepted The effect of the physical action of the contestant on the game operation gives the game the result of the game; the means for determining the amount of remuneration determines the amount of remuneration that should be given to the contestant based on the effect as the result of the game calculated in the game control means; And remuneration giving means, which gives the determined amount of remuneration to the contestants, the remuneration amount determining means further includes: lottery means, which implements a predetermined lottery when a predetermined lottery condition is established; and remuneration amount adjustment means, which In order to change the correspondence between the effect as the result of the calculated game and the amount of remuneration given to the contestant, the adjustment should be based on the result of the lottery according to the effect as the result of the calculated game The determined remuneration amount, the remuneration amount adjustment means determines the upper limit value of the remuneration amount to be given to the contestant based on the result of the lottery, so that the remuneration amount determined according to the game result does not exceed the upper limit Adjust the aforementioned amount of compensation by value. 如申請專利範圍第1項之遊戲系統,其中,前述抽選手段,係於每前述抽選條件成立,可重複實行前述抽選,前述報酬量調整手段,係依據一次的抽選來決定前述上限值之後,至次回或在以後的抽選決定新的上限值為止的期間,按照前述報酬賦予手段賦予的報酬量來減算前述上限值。 For example, in the game system of claim 1, the lottery means is that each lottery condition is established, the lottery can be repeated, and the remuneration adjustment means is based on one lottery to determine the upper limit, Until the next round or a new upper limit value is determined in a subsequent lottery, the upper limit value is subtracted according to the amount of remuneration given by the remuneration giving means. 如申請專利範圍第1或2項之遊戲系統,其中,前述報酬量調整手段,係根據預定的競賽者識別資訊來識別競賽者,且將前述上限值與前述競賽者識別資訊建立關聯而使記憶於預定的記憶手段。 For example, the game system of patent application item 1 or 2, wherein the aforementioned means for adjusting the amount of remuneration is to identify the contestant based on predetermined contestant identification information, and the aforementioned upper limit value is associated with the contestant identification information to make Memorize in predetermined memory means. 如申請專利範圍第1或2項之遊戲系統,其中,更具備:分別具有檢測出前述競賽者的前述遊戲操作的檢測部之複數的輸入裝置,前述報酬量調整手段,係根據預定的輸入裝置識別資訊來識別前述輸入裝置,且將前述上限值與前述輸入裝置識別資訊建立關聯而使記憶於預定的記憶手段。 A game system as claimed in item 1 or 2 of the patent application, further comprising: a plurality of input devices each having a detection unit that detects the game operation of the contestant, and the remuneration adjustment means is based on a predetermined input device The identification information identifies the input device, and associates the upper limit value with the input device identification information to store in a predetermined memory means. 如申請專利範圍第1或2項之遊戲系統,其中,前述遊戲控制手段,係可按照預定的切換條件來將前述遊戲切換於複數的狀態之間,前述抽選手段,係以關於前述上限值的期待值按照前述狀態來變化的方式,使前述抽選的選擇項與每個選擇項 的抽選機率的對應關係按照前述狀態來變化而實行前述抽選。 For example, the game system of patent application item 1 or 2, wherein the game control means can switch the game between plural states according to a predetermined switching condition, and the lottery means is based on the upper limit The expected value of is changed according to the aforementioned state, so that the aforementioned selected option and each selected item The corresponding relationship of the lottery probability changes according to the aforementioned state and the aforementioned lottery is performed. 一種遊戲系統,其特徵為具備:遊戲操作受理手段,其係於預定的遊藝價值的消費與兌換受理競賽者使競賽者實物行動的操作作為遊戲操作;遊戲控制手段,其係運算對應於受理的遊戲操作的前述競賽者實物的行動給予遊戲的效果作為遊戲結果;報酬量決定手段,其係根據作為在前述遊戲控制手段運算的前述遊戲結果的前述效果來決定應賦予前述競賽者的報酬量;及報酬賦予手段,其係將決定的量的報酬賦予前述競賽者,前述報酬量決定手段更具備:抽選手段,其係於預定的抽選條件成立時實行預定的抽選;及報酬量調整手段,其係以在作為前述被運算的遊戲結果的前述效果與賦予前述競賽者的前述報酬量的對應關係產生變化的方式,按照前述抽選的結果來調整應根據作為前述被運算的遊戲結果的前述效果而被決定的報酬量,前述抽選手段,係以作為賦予前述競賽者的報酬量對於前述競賽者的前述遊藝價值的消費量之比而特定的支付率維持於預定的範圍之方式控制前述抽選。 A game system is characterized by having: game operation acceptance means, which is based on the consumption and exchange of predetermined entertainment value to accept the contestant to make the contestant's physical action as a game operation; game control means, the operation of which corresponds to the accepted The effect of the physical action of the contestant on the game operation gives the game the result of the game; the means for determining the amount of remuneration determines the amount of remuneration that should be given to the contestant based on the effect as the result of the game calculated in the game control means; And remuneration giving means, which gives the determined amount of remuneration to the contestants, the remuneration amount determining means further includes: lottery means, which implements a predetermined lottery when a predetermined lottery condition is established; and remuneration amount adjustment means, which In order to change the correspondence between the effect as the result of the calculated game and the amount of remuneration given to the contestant, the adjustment should be based on the result of the lottery according to the effect as the result of the calculated game The determined amount of remuneration, the lottery means, controls the lottery in such a way that the specific payment rate is maintained within a predetermined range as the ratio of the amount of remuneration given to the contestant to the consumption of the amusement value of the contestant. 如申請專利範圍第1或6項之遊戲系統,其中,更具備:以對應於前述報酬的賦予之演出提示給競賽者的方式控制前述遊戲的演出之報酬演出控制手段,前述報酬演出控制手段,係根據一遊戲結果而決定的報酬量藉由前述報酬量調整手段的調整來變化時,按照該調整結果,使在對應於前述報酬的賦予之演出的內容產生變化。 For example, the game system of claim 1 or 6, which further includes: remuneration show control means for controlling the performance of the game in a manner corresponding to the presentation of the remuneration given to the contestant, the remuneration show control means, When the amount of remuneration determined based on the result of a game is changed by the adjustment of the remuneration amount adjustment means, the content of the performance corresponding to the giving of the remuneration is changed according to the adjustment result. 如申請專利範圍第1或6項之遊戲系統,其中,前述抽選條件,係被設定為包含前述遊藝價值的消費作為成立條件的至少一個。 For example, in the game system of claim 1 or 6, the lottery conditions are set to at least one of the establishment conditions including consumption of the amusement value. 一種記錄有遊戲系統用的電腦程式之記錄媒體,其特徵係被構成為使含在遊戲系統的電腦作為下列手段機能,遊戲操作受理手段,其係於預定的遊藝價值的消費與兌換受理競賽者使競賽者實物行動的操作作為遊戲操作;遊戲控制手段,其係運算對應於受理的遊戲操作的前述競賽者實物的行動給予遊戲的效果作為遊戲結果;報酬量決定手段,其係根據作為在前述遊戲控制手段運算的前述遊戲結果的前述效果來決定應賦予前述競賽者的報酬量;報酬賦予手段,其係將決定的量的報酬賦予前述競賽者,前述報酬量決定手段更作為下列手段機能, 抽選手段,其係於預定的抽選條件成立時實行預定的抽選;及報酬量調整手段,其係以在作為前述被運算的遊戲結果的前述效果與應賦予前述競賽者的前述報酬量的對應關係產生變化的方式,按照前述抽選的結果來調整應根據作為前述被運算的遊戲結果的前述效果而被決定的報酬量,前述報酬量調整手段,係根據前述抽選的結果來決定應賦予前述競賽者的前述報酬量的上限值,以應根據前述遊戲結果而決定的報酬量不超過前述上限值的方式調整前述報酬量。 A recording medium in which a computer program for a game system is recorded. The recording medium is characterized in that the computer included in the game system functions as the following means. The game operation acceptance means is based on the consumption and exchange acceptance contestants of a predetermined entertainment value. The operation of the physical action of the contestant is regarded as a game operation; the game control means is to calculate the effect of the physical action of the contestant corresponding to the accepted game operation on the game as the game result; the means of determining the amount of reward is based on the The effect of the game result calculated by the game control means determines the amount of remuneration to be given to the contestant; the remuneration giving means is to give the determined amount of remuneration to the contestant, and the remuneration amount determining means functions as the following means, Lottery means, which implements a predetermined lottery when a predetermined lottery condition is established; and remuneration adjustment means, which is based on the correspondence between the aforementioned effect as the result of the game being calculated and the aforementioned remuneration that should be given to the contestant The way in which changes are made is to adjust the amount of remuneration that should be determined based on the effect as the result of the calculated game according to the result of the lottery. The means for adjusting the amount of remuneration is determined based on the result of the lottery. The upper limit of the amount of remuneration is adjusted so that the amount of remuneration that should be determined based on the game result does not exceed the upper limit. 一種遊戲系統,係包含:輸入裝置,其係檢測出競賽者的遊戲操作;記憶裝置,其係記憶預定的電腦程式;及處理器,其係與前述輸入裝置及前述記憶裝置連接,根據前述記憶裝置的前述電腦程式來實行預定的處理,其特徵為:前述處理器,係根據前述電腦程式,在預定的遊藝價值的消費與兌換經由前述輸入裝置來受理前述競賽者使競賽者實物行動的操作作為的遊戲操作,運算對應於受理的遊戲操作的前述競賽者實物的行動給予遊戲的效果作為遊戲結果,根據作為前述被運算的遊戲結果的前述效果來決定應賦予前述競賽者的報酬量,將決定的量的報酬賦予前述競賽者,且在前述報酬量的決定中,於預定的抽選條件 成立時實行預定的抽選,以在作為前述被運算的遊戲結果的前述效果與應賦予前述競賽者的前述報酬量的對應關係產生變化的方式,按照前述抽選的結果來調整應根據作為前述被運算的遊戲結果的前述效果而被決定的報酬量,在對應於前述抽選的結果的前述報酬量的調整中,根據前述抽選的結果來決定應賦予前述競賽者的前述報酬量的上限值,以應根據前述遊戲結果而決定的報酬量不超過前述上限值的方式調整前述報酬量。 A game system includes: an input device that detects a player's game operation; a memory device that stores a predetermined computer program; and a processor that is connected to the input device and the memory device based on the memory The computer program of the device executes predetermined processing, and is characterized in that the processor is based on the computer program, in the consumption and exchange of predetermined entertainment value through the input device to accept the operation of the contestant to make the contestant take action in kind As the game operation, calculate the effect of the actual action of the contestant corresponding to the accepted game operation on the game as the game result, determine the amount of remuneration to be given to the contestant based on the effect as the result of the calculated game, and The determined amount of remuneration is given to the contestant, and in the determination of the aforementioned amount of remuneration, the predetermined lottery conditions When it is established, a predetermined lottery is performed to adjust according to the result of the lottery in such a way that the correspondence between the effect as the result of the calculated game and the amount of remuneration to be given to the contestant changes according to the result of the lottery. The amount of remuneration determined by the aforementioned effect of the game result, in the adjustment of the amount of remuneration corresponding to the result of the lottery, the upper limit of the amount of remuneration that should be given to the contestant is determined based on the result of the lottery, to The amount of remuneration should be adjusted so that the amount of remuneration determined based on the result of the game does not exceed the upper limit. 一種記錄有遊戲系統用的電腦程式之記錄媒體,其特徵係被構成為使含在遊戲系統的電腦作為下列手段機能,遊戲操作受理手段,其係於預定的遊藝價值的消費與兌換受理競賽者使競賽者實物行動的操作作為遊戲操作;遊戲控制手段,其係運算對應於受理的遊戲操作的前述競賽者實物的行動給予遊戲的效果作為遊戲結果;報酬量決定手段,其係根據作為在前述遊戲控制手段運算的前述遊戲結果的前述效果來決定應賦予前述競賽者的報酬量;報酬賦予手段,其係將決定的量的報酬賦予前述競賽者,前述報酬量決定手段更作為下列手段機能,抽選手段,其係於預定的抽選條件成立時實行預定的抽選;及報酬量調整手段,其係以在作為前述被運算的遊戲結 果的前述效果與應賦予前述競賽者的前述報酬量的對應關係產生變化的方式,按照前述抽選的結果來調整應根據作為前述被運算的遊戲結果的前述效果而被決定的報酬量,前述抽選手段,係以作為賦予前述競賽者的報酬量對於前述競賽者的前述遊藝價值的消費量之比而特定的支付率維持於預定的範圍之方式控制前述抽選。 A recording medium in which a computer program for a game system is recorded. The recording medium is characterized in that the computer included in the game system functions as the following means. The game operation acceptance means is based on the consumption and exchange acceptance contestants of a predetermined entertainment value. The operation of the physical action of the contestant is regarded as a game operation; the game control means is to calculate the effect of the physical action of the contestant corresponding to the accepted game operation on the game as the game result; the means of determining the amount of reward is based on the The effect of the game result calculated by the game control means determines the amount of remuneration to be given to the contestant; the remuneration giving means is to give the determined amount of remuneration to the contestant, and the remuneration amount determining means functions as the following means, The lottery means is to perform the predetermined lottery when the predetermined lottery conditions are established; and the amount of remuneration adjustment means is to use the game as the aforementioned game knot The way in which the correspondence between the aforementioned effect of the result and the amount of remuneration that should be given to the contestant changes, the amount of remuneration that should be determined according to the effect as the result of the game being calculated is adjusted according to the result of the lottery, the lottery Means is to control the lottery in such a way that the specific payment rate is maintained within a predetermined range as the ratio of the amount of remuneration given to the contestant to the consumption of the amusement value of the contestant. 一種遊戲系統,係包含:輸入裝置,其係檢測出競賽者的遊戲操作;記憶裝置,其係記憶預定的電腦程式;及處理器,其係與前述輸入裝置及前述記憶裝置連接,根據前述記憶裝置的前述電腦程式來實行預定的處理,其特徵為:前述處理器,係根據前述電腦程式,在預定的遊藝價值的消費與兌換經由前述輸入裝置來受理前述競賽者使競賽者實物行動的操作作為的遊戲操作,運算對應於受理的遊戲操作的前述競賽者實物的行動給予遊戲的效果作為遊戲結果,根據作為前述被運算的遊戲結果的前述效果來決定應賦予前述競賽者的報酬量,將決定的量的報酬賦予前述競賽者,且在前述報酬量的決定中,於預定的抽選條件成立時實行預定的抽選,以在作為前述被運算的遊戲結果的前述效果與應賦予前述競賽者的前述報酬量的對應關係產生變化的方式,按照前述抽選的結果來調整應根據作為前述被運算的遊戲結果的前述效果而被決定的報酬量, 在前述預定的抽選中,係以作為賦予前述競賽者的報酬量對於前述競賽者的前述遊藝價值的消費量之比而特定的支付率維持於預定的範圍之方式控制前述抽選。 A game system includes: an input device that detects a player's game operation; a memory device that stores a predetermined computer program; and a processor that is connected to the input device and the memory device based on the memory The computer program of the device executes predetermined processing, and is characterized in that the processor is based on the computer program, in the consumption and exchange of predetermined entertainment value through the input device to accept the operation of the contestant to make the contestant take action in kind As the game operation, calculate the effect of the actual action of the contestant corresponding to the accepted game operation on the game as the game result, determine the amount of remuneration to be given to the contestant based on the effect as the result of the calculated game, and The determined amount of remuneration is given to the contestant, and in the determination of the remuneration amount, a predetermined lottery is performed when a predetermined lottery condition is established, so that the aforementioned effect as the result of the calculated game and the In order to change the corresponding relationship of the amount of remuneration, according to the result of the lottery, adjust the amount of remuneration that should be determined according to the effect as the result of the game being calculated, In the predetermined lottery, the lottery is controlled in such a manner that a specific payment rate is maintained within a predetermined range as a ratio of the amount of remuneration given to the contestant to the consumption amount of the amusement value of the contestant.
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