WO2006041012A1 - ゲーム装置およびゲームシステム、そのプログラムおよび記録媒体 - Google Patents
ゲーム装置およびゲームシステム、そのプログラムおよび記録媒体 Download PDFInfo
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- WO2006041012A1 WO2006041012A1 PCT/JP2005/018554 JP2005018554W WO2006041012A1 WO 2006041012 A1 WO2006041012 A1 WO 2006041012A1 JP 2005018554 W JP2005018554 W JP 2005018554W WO 2006041012 A1 WO2006041012 A1 WO 2006041012A1
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- game
- player
- card
- winning
- challenge
- Prior art date
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/798—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/32—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F1/00—Card games
- A63F1/04—Card games combined with other games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/46—Computing the game score
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F1/00—Card games
- A63F2001/008—Card games adapted for being playable on a screen
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
- A63F2009/2401—Detail of input, input devices
- A63F2009/2411—Input form cards, tapes, discs
- A63F2009/2429—IC card, chip card, smart card
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1087—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5513—Details of game data or player data management involving billing
Definitions
- Game device and game system program and recording medium thereof
- the present invention relates to a game device that uses a play item such as a card on which information is recorded, reads data recorded on the play item, and performs a game while displaying the game content on a monitor screen
- the present invention also relates to a game system, a program for controlling the operation of the game apparatus, and a recording medium on which the program is recorded.
- card game devices targeting soccer are well known as game devices using cards as play items.
- this card game device when a player (player) arranges a player card on a player card arrangement panel, an internal image sensor reads card data recorded on the back side of the player card, and the players constituting the team from these player cards The data is created and the game starts. The player can instruct the player's position and formation by changing the placement of the player's power. In such a card game, the player has the pleasure of collecting cards that can be used in a card game such as a player card.
- the card game device described in Patent Document 1 is a device that executes the above-described card game for soccer.
- a new player card is issued from the card issuing unit of the card game device, and the player can increase one player card each time the game ends.
- this boost It is disclosed that it is easier to perform player selection and player change operations using the player cards.
- game devices such as various video game devices are installed in game centers and the like. These game devices can increase the operating rate and contribute to improving the profitability of the game center, and the player can be aware that the game will continue to be played. In other words, it is required to make the game content “get tired”.
- Patent Document 2 As a game apparatus for solving such a problem, an invention described in Patent Document 2 below has been proposed.
- Patent Document 2 discloses a game that has a fee collection means for collecting a predetermined game fee from a player and a plurality of different game stages, and displays a game screen on a display starting from the predetermined game stage.
- a video game apparatus comprising: a calculation means; a game result evaluation means for evaluating a game result when the game is over; and a charge setting means for setting a charge for the next continuous game based on the evaluation result of the game result Proposed.
- the game score evaluation means permits a continuation game to the next game stage at a discount fee when a predetermined score is achieved at the time of game over.
- Patent Document 1 Japanese Patent Laid-Open No. 2002-301264 (Specifications, pages 15 to 17, FIG. 26)
- Patent Document 2 JP-A-6-304333 (Specifications, pages 3 to 6, FIG. 3, FIG. 5) Disclosure of the Invention
- the card game device described in Patent Document 1 is controlled such that a new player card is arbitrarily issued each time one game is completed. For this reason, when a player card with a high value, for example, a player card for a famous player, is issued, there is a problem that the player is satisfied and the willingness to continue the next game is reduced. Furthermore, the player sometimes performed a play that defeated the new player card desire to defeat the game early. For this reason, there was also a problem that the motivation of the game was reduced for the opponent who was trying to compete with the strategy.
- the video game device described in Patent Document 2 is only intended to raise the occupancy rate and the profit rate by incentivizing the player who has reached a predetermined point on the stage to continue playing the game. is there. Furthermore, the invention described in the same document allows each player to receive a free gift such as a card regardless of the outcome of the game at the end of the game, such as a participatory game between players. On the other hand, it was aimed to make players play seriously and intensively by sticking to the game that they are currently playing. It is not a thing.
- the present invention has been made to solve the problems of the conventional game device described above, and its purpose is to seriously play the game currently being played and to the opponent.
- Another object of the present invention is to provide a game apparatus having means for concentrating and executing a game in order to obtain a “win”, a program for controlling the operation of the game apparatus, and a recording medium on which the program is recorded.
- the present invention provides a game fee collection means for collecting a game fee from a player, and controls the progress of the game while reading the data recorded in the play item and displaying the game screen, and executing the game A winning / losing judging means for judging the outcome of the game, and a play item payout means for paying out a new play item to the player for execution of one game;
- Game fee setting means for setting a game fee for challenging the next consecutive winning bonus game in response to the determination of “win” by the win / loss determination means;
- a winning bonus game challenge selecting means for allowing the player to select a challenge to the winning bonus game
- the game operation control means includes
- the winning streak bonus game challenge selecting means responds to the challenge to the bonus game.
- the game device controls the game fee to be allowed to challenge the next bonus game with the game fee set by the game fee setting means.
- the above-mentioned play item refers to a card (trading card) on which information used as a game progress medium of a conventional card game is recorded (trading card) or a sticker on which code information is printed, such as a doll or other shaped object ( Figure) shows a game body that is pasted on the back of the table to advance the game.
- the game referred to in the present invention is, for example, a player and an opponent of this player, such as a soccer game or a battle game, and the game is executed. In other words, it indicates a game in which “play (win)” or “defeat (negative)” is determined, for example, a game using the play item such as a card game.
- the game motion control means includes means for counting the number of consecutive wins in which the player continuously takes on the consecutive win bonus game and continuously wins "win",
- the play item payout means is controlled so as to pay out the number of new play items corresponding to the predetermined value.
- the game fee setting means includes a means for setting the game fee of the winning streak bonus game to a discount fee based on the number of times the consecutive winning bonus game is continuously challenged, Game device.
- the game device of the present invention is a game device comprising a battle program and data for executing a game using the game device as an opponent of the player.
- a plurality of game devices are connected to be communicable, and based on communication data transmitted / received between the plurality of game devices, a game is executed between the game devices. It is a game system that can be controlled.
- the present invention provides a game fee collecting means for collecting a player power game fee, Control the progress of the game while reading the data recorded in the item and displaying the game screen, and the winning / losing determining means for determining the winning / losing of the game as a result of executing the game;
- a play item payout means for paying out a new play item to the player;
- a winning bonus game challenge selecting step for allowing the player to select a challenge to the winning bonus game
- the game operation control program is
- the winning / losing determining means determines “losing” or the consecutive winning bonus game challenge selecting step determines non-challenge selection with respect to the challenge to the Bonnas game, the number of the new games corresponding to the number of times the player has executed the game. Controlling the play item payout means to pay out a play item,
- the game fee setting step allows the challenge to the next winning streak bonus game to be permitted.
- This is a game operation control program for a game device having a step for controlling the game.
- the game operation control program of the present invention includes a step of counting the number of consecutive wins in which the player continuously wins the winning streak game and continuously wins "Victory”.
- a game operation control program for a game device comprising a step of controlling the play item payout means so as to pay out the number of new play items corresponding to the predetermined value when the number of consecutive wins reaches a predetermined value It is.
- the game fee setting step sets the game fee to a discount fee based on the number of consecutive attempts to the consecutive winning bonus game.
- Game operation control program of a game apparatus equipped with Lamb
- the present invention is a computer-readable recording medium in which a game operation control program for the above game device is recorded.
- a disk medium such as a CD-ROM, a DVD-ROM and a hard disk device, or an electric recording storage medium such as a mask ROM can be used.
- FIG. 1 is a perspective view showing the overall configuration of a card game apparatus showing an embodiment of the present invention.
- FIG. 2 is a perspective view showing a terminal device operated by each player in the card game device shown in FIG.
- FIG. 3 is a control block diagram showing an example of a control method of the card game apparatus shown in FIG. 1.
- FIG. 4 is a plan view of a card arrangement panel provided in the card game device shown in FIG.
- FIG. 5 is a longitudinal sectional view of a housing to which a card arrangement panel is attached.
- FIG. 6 is a diagram showing an example of a code pattern provided on a card.
- FIG. 7 is a diagram showing an example of an image when the back side of the card is imaged by an image sensor.
- FIG. 8 is a diagram showing the ID data area recorded on the back side of the card and the bit start position of the data area.
- FIG. 9 is a diagram showing the arrangement of pattern data on the back side of the card.
- FIG. 10 is a diagram for explaining the configuration of software included in the card game device shown in FIG. 2.
- FIG. 11 is a flowchart for explaining the processing procedure of the game operation control program for controlling the operation of the card game apparatus shown in FIG. 2.
- FIG. 12 is a flowchart for explaining the processing procedure of the same game operation control program.
- FIG. 13 is a diagram showing an example of a card arrangement screen.
- FIG. 14 shows an example of a battle screen.
- FIG. 15 is a diagram showing an example of a screen for a consecutive win bonus game challenge.
- FIG. 1 is a perspective view showing an overall configuration of a card game apparatus according to an embodiment of the present invention
- FIG. 2 is a perspective view showing a terminal apparatus operated by each player using this force game apparatus.
- the card game device is applied to a battle battle game
- the present invention can also be applied to other card games including a soccer game.
- the card game apparatus 1 includes one or two large panel displays 2, a main control unit 3 that performs display control of the large panel display 2, and a main control. It comprises a plurality of terminal devices 4a to 4h that are communicably connected to the unit 3. Each one of the terminal devices 4a to 4h constitutes the game device of the present invention.
- the large-sized panel display 2 displays images of current power maps that change from moment to moment, introductions of players who have achieved unification of the world as "every-time emperors", emperor rankings, and the like.
- Player P who participates in the game for the first time, purchases a start set necessary to play the game for the first time and sits in the seats of terminal devices 4a to 4h.
- This start set includes an IC card 5 that is used as a recording medium for recording the battle results, and a plurality of cards 6 on which an illustration of military commanders and the like leading each unit is printed.
- This card 6 is a play item that constitutes the present invention, and in the following description, this play item is expressed as a card 6.
- the IC card 5 has at least the type of the card 6 possessed by the player and the characteristics of the military commander corresponding to the card data recorded on the back side of the card 6, for example, the armed force is strong and is strong against "assault" Stores player information such as strong intelligence and “strategy”, past battle results, and player names (nicknames). Thereby, the card game apparatus 1 can obtain the data necessary for the game by reading the information stored in the IC card 5, and the player P has the qualification to participate in the game. It can be confirmed.
- the card 6 is printed on the surface with illustrations of different military commanders. On the back side, as will be described later, an identification code for identifying military commanders printed on the front side. The data (code) pattern that becomes the card is recorded.
- the terminal device 4a includes a card placement panel 7 for placing the card 6 owned by the player P, a monitor 8 for displaying battle images and the like, and an IC card read / write device 9 into which the IC card 5 is inserted. And a coin insertion device 9a and a card issuing device 10 that issues (issues) a new card 6 to the player P in correspondence with the execution of one game.
- a card placement panel 7 for placing the card 6 owned by the player P
- a monitor 8 for displaying battle images and the like
- an IC card read / write device 9 into which the IC card 5 is inserted.
- a coin insertion device 9a and a card issuing device 10 that issues (issues) a new card 6 to the player P in correspondence with the execution of one game.
- Each one of these terminal devices 4a to 4h constitutes the game device of the present invention.
- a player who operates these terminal devices (game devices) 4a to 4h can play a game between these game devices with each other as an opponent (an opponent). Further, the player can execute the game by using the terminal device 4a or the like operated by the player as an opponent.
- the coin insertion device 9a has a coin insertion slot and a sensor for detecting the inserted coin, and serves as a game fee collection means for collecting a game fee when the player P starts a game.
- the coin insertion device 9a shows a structure integrated with the IC card read / write device 9, but each may be a separate structure.
- a select button 11 used for moving a cursor when inputting a name or selecting a menu. Also on the right side of the card placement panel 7
- buttons switches such as an action button 12 and a start button that are pressed when performing “strategy”, “assault”, “striking”, and the like are provided.
- FIG. 3 is a block diagram for explaining an example of the control system in the card game apparatus 1.
- the main control unit 3 includes a large panel control unit 15 for controlling the display of the large panel display 2 through a hub 14 of a LAN (Local Area Network) 13, each terminal device 4a to 4h, and an external communication network ( (Not shown).
- Each terminal device 4 a to 4 h is connected via a hub 14.
- the large panel control unit 15 is also configured with a control board and the like having a CPU 16, a RAM 17 as a storage device (memory), an input / output interface 18, a sound circuit 19, and a graphic display circuit 20.
- the RAM 17 has various image data displayed on the large panel display 2. And an image output control program for selecting these image data, determining priority, and displaying them sequentially.
- the input / output interface 18 is connected to the main control unit 3 via the hub 14, and is connected to switches 21 and the like for operating the large-sized panel display 2.
- the sound circuit 19 is connected to a sound amplifier (speaker) 22 that outputs sound corresponding to various images displayed on the large panel display 2.
- the RAM 17 also stores audio data and an audio output control program for outputting the audio data to the speaker 22.
- the graphic display circuit 20 displays the image selected by the control signal from the CPU 16 on the large panel display 2.
- the terminal devices 4a to 4h include a control board having a CPU 23, a RAM (memory) 24, an input / output interface 25, a sound circuit 26, and a graphic display circuit 27.
- RAM 24 is an image output control program for controlling various image data to be displayed on the monitor 8, and for displaying these image data, and for controlling the progress of the game when the game is executed by the card game device 1.
- a game motion control program is stored (stored).
- the RAM 24 also stores battle data for executing the game with the terminal device 4a operated by the player P as an opponent. As this battle data, the identification code and characteristics of each military commander who is the opponent of the player P are stored.
- the input / output interface 25 includes an IC card read / write device 9, a coin detection sensor (not shown) of the coin insertion device 9a, a timer 9b, a card dispensing device 10, and a select button.
- An image sensor 40 for reading card data stored on the back side of the card 6 such as switches for operating the 11, the action button 12 and the monitor 8 is connected.
- the timer 9b may be a software timer that counts elapsed time using a power program used as a means for counting elapsed time.
- FIG. 4 is a plan view of the card placement panel 7 as viewed from above
- FIG. 5 is a longitudinal sectional view of the housing 31 to which the card placement panel 7 is attached.
- the card placement panel 7 includes a transparent glass plate 33 attached so as to close the upper surface opening 32 of the housing 31 and a thin play field laminated on the upper surface of the glass plate 33. It consists of a seat 34 and a cover.
- the card 6 When the game is played, the card 6 is placed on the upper surface of the play field sheet 34.
- the player P battles with another player who operates another terminal device 4b, the player 6 places his / her card 6 on the card arrangement panel 7 (play field sheet 34) of each terminal device. .
- a light source 35 that irradiates infrared rays (invisible light) to the back surface of the card 6 placed on the card placement panel 7, and visible light is removed from the light emitted from the light source 35.
- Plate 38, a second filter 39 that removes disturbance light (visible light) included in the reflected light reflected by the second reflector 38, and a reflected light power that has passed through the second filter 39 is placed on the card placement panel 7.
- the light source 35 includes a light emitting diode (LED) that emits invisible light that cannot be seen with the naked eye such as infrared rays or ultraviolet rays. When no visible light is emitted from the light source 35, it is not necessary to provide the first filter 36.
- LED light emitting diode
- the first reflecting plate 37 is supported by the lower inclined portion 41 of the housing 31 so as to be inclined at a predetermined inclination angle ⁇ with respect to the horizontally arranged card arrangement panel 7.
- the second reflector 38 is attached at an inclination angle corresponding to the attachment angle of the first reflector 37.
- FIG. 6 shows an example of a code pattern provided on the back surface of the card 6. On the back surface of the card 6, a code pattern 170 having a plurality of pattern forces with different radii is printed.
- the code pattern 170 includes a card position detection circle 172, a position angle detection pattern area 174 formed on the outer periphery of the card position detection circle 172, and an ID data area 176 formed outside the position angle detection pattern area 174. And an annular white area 178 formed inside the card position detection circle 172, a data area 180 formed inside the annular white area 178, and a center point 182 formed inside the data area 180. Have.
- the code pattern 170 is recognized by the density difference between the black portion 170a and the white portion 170b.
- the code pattern 170 is printed using ink that transmits infrared rays, so that the player cannot directly see it. For this reason, the player or another person can work on the code pattern 170 to modify the code pattern 170, or prevent the counterfeiting of the card that resembles the code pattern 170.
- the code pattern 170 includes a card position detection circle 172, a position angle detection pattern area 174, an ID data area 176, an annular white area 178, and a data area 180 with the center point 182 as the center.
- the ID data area 176 that is concentrically formed and has a radius larger than the short side of the card 6 is formed in a curved shape.
- a part of the circular pattern of the outermost circumference located at a radius larger than the short side portion is recorded in an arc shape with respect to the rectangular card surface, so that the card surface The full area product can be used effectively.
- FIG. 7 is a diagram showing an image example when the back surface of the card 6 is imaged by the image sensor 40.
- the black-and-white part force S “l” is recognized, and the black-and-white part is recognized as “0”.
- the white portions of the ID data area 176 and the data area 180 display predetermined information in combination with a black portion that is not a force blank, which is a hatched portion. That is, the black portion and the white portion are extracted as a 1-bit signal, and the arrangement pattern of the black portion and the white portion is different depending on the content of predetermined information.
- the arrangement pattern with the white part functions as a code pattern. In this example, each half bit (indicating one black portion or white portion) of the image data captured by the image sensor 40 is used. The size is determined to be 6 dots on the screen! /
- the code pattern 170 and the code center point 182 of the card 6 are detected based on the luminance difference between the inside and the outside of the card position detection circle 172. For this reason, a white region is formed in an annular shape inside and outside the card position detection circle 172, thereby clarifying the luminance difference between the inner and outer circumferences of the card position detection circle 172. Since the card position detection circle 172 is a circle, the position can be detected regardless of the orientation (position angle) of the card 6.
- the detection of the position angle of the code pattern 170 is performed by detecting the circumference of the protrusions 174a to 174d of the position angle detection pattern region 174 that protrudes radially outward from the outer periphery of the card position detection circle 172.
- the direction interval is detected and determined. Therefore, the circumferential intervals of the protrusions 174a to 174d are not equal intervals, and the intervals are different so that the position angle of the card 6 is determined by detecting the intervals.
- each bit is determined by the luminance difference between two adjacent half-bit areas.
- the bit start positions S 1 to S 4 of the ID data area 176 and the data area 180 are made different for each card 6. Further, as shown in FIG. 9, 16-bit information consisting of pattern data 0 to 15 is obtained in the ID data area 176 and the data area 180. Further, each of the pattern data 0 to 15 is composed of a black portion and a white portion as described above, and in order to facilitate identification from the image data captured by the image sensor 40, one of the black portion and the white portion. A large area is set to prevent erroneous recognition of data.
- FIG. 10 is a diagram showing an example of the configuration of the game operation control program for controlling the operation of the card game apparatus 1.
- the game operation control program for controlling the operation of the card game apparatus 1 includes a main control program unit Pl, an input / output control program unit P2, and a unit control program. It consists of part P3, schematic control program part P4, image control program part P5, and audio output control program part P6.
- This game operation control program constitutes the game operation control means in the present invention.
- the main control program part P1 is also configured with a program for overall control of the operation of the card game apparatus 1 of the present invention and a subprogram power required for this overall control.
- the main control program section P1 includes subprograms such as a main control program Pla, an input signal analysis program Plb, a game fee setting program Plc, and a game execution authorization program Pld.
- the main control program Pla is a program for controlling the overall flow of the game, which is executed after the card game apparatus 1 is turned on.
- initialization of the memory area of the RAM 24 that stores the values of variables used in the program when the power of the card game apparatus 1 is turned on, and the initial screen at startup on the monitor 8 are displayed.
- An initialization program for display is also included.
- the main control program P1 a also includes a communication control program for data communication with the other terminal device 4b etc. in order for the player P to play against a player who operates one of the other terminal devices 4b etc. .
- the input signal analysis program Plb is an input signal (interrupt signal etc.) when a signal is input from the IC card read / write device 9, the coin insertion device 9a, the image sensor 40, the select button 11, the action button 12, etc. ) And the processing is transferred to each subprogram.
- Game fee setting program Pic is a program for setting a fee for one game when player P plays a game, and constitutes a game fee setting means.
- the player P plays a game and wins “win”
- the right to challenge the execution of the next game is subsequently granted. Is selectable.
- the game fee is set at a discounted rate against the normal fee.
- the second consecutive win bonus game can be challenged.
- the game fee for the second consecutive winning bonus game is set to a discount.
- Game fee setting program In this way, Ram Plc takes into account the number of consecutive wins and sets (determines) the game fee of the next game that has won.
- the game execution authorization program Pld is a process for counting the number (number) of players inserted into the coin insertion device 9a and storing the number of inserted coins, that is, a coin that can be allocated as the game fee.
- This is a program that performs the process of determining the number of stored coins and the process of determining whether or not the coin stored capacity satisfies the game fee (credit) of one game. Then, when the number of coins stored (the number of inserted coins) satisfies the game fee for one game by this determination, a process for permitting the execution of the game is performed. If not, the monitor 8 displays the required number of coins.
- the main control program unit P1 also includes a battle program that is a control program for executing a game using the terminal device operated by the player P as an opponent of the player P.
- the input / output control program unit P2 performs predetermined processing based on input signals of the IC card read / write device 9 such as the above-described various button switches connected to the input / output interface 25 and input signals of sensor power.
- the program to be executed and the program power for controlling the output to the IC card read / write device 9, the card dispensing device 10, etc. are also configured.
- the I / O control program part P2 consists of IC card read / write program P2a, button input processing program P2b, card information reading program P2c, card information (position 'angle' type) analysis processing program P2d, card Includes subprograms such as dispenser control program P2e.
- the IC card read / write program P2a controls the operation of the IC card read / write device 9, and is stored in the IC card 5 owned by the player P when the game is executed. Is a program that performs the process of reading and storing the data in the RAM 24 and the process of writing the data related to the battle results that are the game results to the IC card 5.
- the button input processing program P2b is a program for performing processing based on each input signal when a signal is input to the select button 11 and the action button 12 equal force.
- the card information reading program P2c is used when the player P places the card 6 on the card arrangement panel 7 (play field sheet 34) when playing the game.
- This program performs a process of decoding image data obtained by capturing the code pattern 170 printed on the back surface of the card 6 by 0 and a process of storing the decoded data in the RAM 24.
- Card information (position 'angle' type) analysis processing program P2d is a program that analyzes the position, angle, etc. of the card 6 placed on the playfield sheet 34 and stores the analysis data in the RAM 24 It is.
- the card payout device control program P2e is a program for performing a control of paying out a predetermined number of new cards 6 to the player P based on the control of the main control program P1. Including the play item payout means of the present invention.
- the unit control program unit P3 and the strategy control program unit P4 when the player P moves the card 6 placed on the card arrangement panel 7 and performs operations such as attacks in the game battle scene, It is a program that controls the battle and controls it to display this battle screen on the monitor 8.
- the unit control program unit P 3 is a program for controlling the unit represented by the card based on the card information recorded on the card 6.
- This unit control program unit P3 is a position change processing (by card type) program P3a that changes the unit position according to the card type according to the card 6 position, and the unit parameters (attack power, range) according to the angle of the card 6 Parameter change processing to change (distance, defense, etc.) (corresponding to angle)
- Program P3b change the type of troop (saddle, bow, etc.) according to the angle of force 6 (vertical, horizontal, etc.)
- Type change processing (Angle correspondence) Program P3c, Player P detects the change in position when it rubs to move card 6 on card placement panel 7, and the unit represented by this card 6
- a subprogram power such as a card selection determination program P3d for determining that is selected is also configured.
- the strategy control program section P4 is a program that controls the strategy (such as a flame strategy that damages an enemy by a flame) according to the card information recorded on the card 6 and the operation of the action button 12.
- This strategy control program part P4 is used when the unit corresponding to the card 6 selected and judged by the card selection judgment program P3d is in a state where the strategy can be used (when morale has accumulated to a predetermined level).
- Target selection control processing program P4a that displays the target of the strategy according to the angle of the card 6 and causes the player P to select it. It consists of sub-programs such as an effect range determination processing program P4b that determines the approximate effect range, and a strategy execution processing program P4c that executes the scheme and reproduces the situation of damage to the enemy.
- the strategy execution processing program P4c also includes a program serving as a win / loss determination means for determining win / loss of the result of executing the game.
- the image control program unit P5 outputs various effect images to the monitor 8 based on the control of each program such as the main control program unit Pl, the unit control program P3, and the schematic control program unit P4.
- the program power of This image control program section P5 includes subprograms such as a title Z advertisement screen control program P5a, a preparation screen control program P5b, a battle preparation screen control program P5c, a battle screen control program P5d, and a result announcement screen control program P5e.
- the title Z advertisement screen control program P5a is a program that controls display of a game title, advertisement, and the like when the game is started under the control of the main control program Pla.
- the preparation screen control program P5b includes a mode selection screen, a card registration screen, a military method selection screen, a continent display screen for matching opponents, a battle result screen, a promotion / demotion screen according to the battle result, a subjugation screen, etc. This program controls display of the preparation screen.
- the battle preparation screen control program P5c is a program for performing display control of battle preparation screens such as an opponent introduction screen and a card arrangement screen.
- the battle screen control program P5d is a program that controls the display of the battle screen
- the result announcement screen control program P5e is an experience value acquisition screen and battle result browsing screen according to the battle result, and the player P is notified of new card ejection. This is a program for controlling display of a card payout screen to be (notified).
- the sound output control program unit P6 is a program for outputting sound from the speaker 30 based on the control of the main control program unit Pl, the unit control program P3, the schematic control program unit P4, and the like.
- the above-described program can be developed using a program development language such as C language. And the program power that the source program developed in C language etc. is translated into an object (machine language) program that can be executed by CPU23.
- CD-ROM, DVD-ROM, or external storage device such as hard disk drive of terminal device 4a Is remembered. Also various These image data and audio data are also stored in these computer-readable recording media. Then, when the power of the terminal device 4a is turned on and, for example, a CD-ROM or DVD-ROM storing the above-mentioned program is set in the reader of the terminal device 4a, these programs, image and sound display are It is read into RAM24 and the card game can be executed.
- a mask ROM that electrically reads recorded data can also be used as the computer-readable recording medium.
- a control circuit on which this mask ROM is mounted is formed on the control board of the terminal device 4a shown in FIG. 3, and the above-described object program is stored in this mask ROM.
- the start set includes multiple cards 6 printed with illustrations of military commanders, etc. who lead each combat unit used in the game, and one IC card 5 with an IC chip built-in.
- the IC card 5 stores characteristic data relating to the card 6 as a battle unit in advance, and also stores a battle result for each game.
- step S1 The main control program Pla activates the title Z advertisement screen control program P5a to display the title of the card game on the monitor 8 and so on. As a result, the card game device 1 is in a waiting state for coin input in order for the player P to execute the game. [0069] (Step S2) (Step S3)
- the coin detection sensor installed in the coin insertion device 9a detects the inserted coin, and this detection signal is sent to the terminal via the input / output interface 25. Input to device 4a. Then, the input signal analysis program Plb of the terminal device 4a analyzes the type of the input signal, and if it is determined that it is a coin insertion signal, the game execution authorization program Pld is activated.
- the game execution authorization program Pld counts the number of coins inserted into the coin insertion device 9a by the player P, and stores the number of inserted coins in the storage area set in the RAM 24 as the number of inserted coins.
- a process is performed in which the game fee when the player P plays the first game is a normal fee, for example, three coins.
- the game fee of this “continuous winning bonus game” is a discounted rate of two coins. It is set to. Then, when player P wins the first “successful win bonus game” and then challenges the second “successful win bonus game”, the game fee of this game is set to one coin. I have to. In this way, when the player P executes the game and continuously acquires “win” (successful win), the fee for the next one game that “wins” until the predetermined win count reaches a predetermined number. Is set to a discount rate that takes into account the number of consecutive wins. In addition, when the player P executes one game and “loses”, the above-mentioned normal fee is applied as the game fee for the next game. Therefore, in the process of step S3, the game fee is processed by applying the normal fee.
- Step S4 Since the number of coins stored meets the game fee for one game, the game execution authorization program Pld subtracts the number of coins stored in RAM24 and the number of coins that are credits of the game that is currently running. The stored number of coins obtained in this way is stored in the RAM 24 and an update process is performed. This process is a process performed when the player P inserts an extra coin with respect to the normal fee so as to allocate the surplus coin as a game fee for the next game.
- the player P performs an operation of inserting the IC card 5 into the IC card read / write device 9.
- the main control program Pla operates the IC card read / write program P2a to perform processing for storing the information stored in the IC card 5 in the RAM 24.
- a game mode selection screen is displayed on the monitor 8, and the player P is selected to select a game mode that will be executed now.
- the mode selection of this game means that a game is played against another player who operates one of the other terminal devices 4b or the like as an opponent, or the terminal device 4a (a player P who is seated and who is seated) Indicates whether to play a game with a computer) as an opponent.
- the main control program Pla performs program processing corresponding to the selected mode.
- step S6 when the player P places the card 6 on the card arrangement panel 7, the main control program Pla is recorded (printed) on the back side of the force 6 by operating the card information reading program P2c.
- the data related to the code pattern 170 is stored in the RAM 24.
- the code sensor 170 reads the code pattern 170 as described above, and the card information reading program P2c analyzes the read data such as light and shade.
- the code pattern 170 as described above, data on the type of the unit is recorded.
- step S7 the main control program Pla activates the preparation screen control program P5b to display on the monitor 8 a screen that allows the player P to select the tactics to be used in the battle, and stores the tactics selected by the player P in the RAM 24. Process. Then step In S8, the preparation screen control program P5b is used to display the battle area of the battle continent where the battle is performed in the game for a predetermined time.
- step S9 the battle preparation screen control program P5c performs a process of displaying an introduction screen of warlords and the like with which the player P battles on the monitor 8.
- the player P is a player who operates the other terminal device 4b or the like
- information on the card 6 placed on the card arrangement panel 7 of the terminal device 4b is stored in the player P.
- the main control program Pla selects a warrior stored in the RAM 24 and performs a process for making the player P a battle opponent.
- the battle preparation screen control program P5c performs a process of displaying on the monitor 8 a card arrangement screen in which the cards 6 used by the player P for the battle are arranged on the card arrangement panel 7.
- FIG. 13 shows an example of the card arrangement screen described above.
- the front (bottom of the screen) is the castle on the player's (Player P) side, and the back of the front (the top of the screen) is the enemy's castle.
- a contour image 81 and a caption 82 including its icon, name, characteristic value, etc. are displayed.
- FIG. 13 shows that the player P has placed five cards 6 on the card arrangement panel 7.
- battle screen control program P5d displays the battle screen shown in FIG. indicate.
- the main screen 83 shown in FIG. 14 displays an image obtained by zooming in on the battle situation including the caption 82 indicating the unit corresponding to the card 6 and the image of the soldier of the unit.
- the sub screen 84 displays the arrangement of each card (unit) 6 in the entire battle area.
- the sound output control program unit P6 outputs sound and effect sound that conveys the battle atmosphere for each stage from the speaker 30.
- the battle with the enemy unit is carried out according to the control of each program of the unit control program part P3 and the strategy control program part P4, and the victory or defeat of the unit is determined.
- the player P is a player who operates the other terminal device 4b or the like, if the player moves the card 6 while rubbing the card arrangement panel 7, the data on the movement or the like is displayed on the opponent side. It is transmitted to the terminal device and displayed on the monitor 8 as a battle screen.
- the strategy execution processing program P4c performs a process of storing in the RAM 24 the data on the battle result including the determination of the game win / loss and the determination of the win / loss.
- This game can be determined as follows, for example, as follows.
- hit points for example, 100 points are given to the player P and the opponent, and the value of this hit point is displayed on the game screen. Then, if you attack the opponent's side (castle) while moving card 6 and damage the opponent's unit, the opponent's hit points will decrease according to the specified rules. In this way, the player whose hit point is “0” becomes “defeated”. At the same time, if the hit point is “0”, both player P and his opponent are determined to be “defeated”. Furthermore, if the time is counted and time is over after the battle starts, the player with the larger hit point value will be judged as “win”, and if both are the same value (draw), both players will be judged as “defeated”. To do.
- step S 11 the area set in the RAM 42 as a means for counting the number of times the player P has executed the game (hereinafter referred to as the game execution number flag! /, U) is “+1”. Perform the process.
- the strategy execution processing program P4c determines that the player P has won “Victory”
- the area set in the RAM24 (hereinafter referred to as the means for counting the number of consecutive wins of this “win”) , Called consecutive win count flag).
- a process of storing the winning / losing result in an area (hereinafter referred to as a winning / losing flag) set in the RAM 24 as means for storing the type of winning / losing that is a game result for each game is performed. For example, “2” is stored in the winning / losing flag when “winning”, and “1” is stored when defeating.
- step S12 it is stored in RAM24 by the main control program Pla. It is determined whether or not the value of the consecutive win count flag indicating the number of consecutive wins is an upper limit value V set in advance, for example, the upper limit value V reaches “3”. If the number of consecutive wins reaches the upper limit V, this player P has defeated (conquered) all the continental areas, that is, has completely cleared the game. If the number of consecutive wins has been achieved, the process proceeds to step S21, where the preparation screen control program P5b displays the effect screen of successful subjugation on the monitor 8 for a predetermined time, and then proceeds to step S22. To do.
- step S13 the main control program Pla determines the outcome of the game executed by the player P this time. If “win”, the process proceeds to the next step S14, and if “losing”, the step S22 ( Proceed to step (shown in Figure 12). Note that the winning / losing result of the game executed by the player P this time can be determined by determining the contents of the winning / losing flag stored in the RAM 24 in step SI1.
- step S13 since it is determined that the player P has won “Victory” in the current game, the effect image of the victory acquisition is displayed, and the next game (sequential win bonus game) is displayed for this player P.
- this “continuous winning bonus game” means that when the player P acquires “win” and challenges the next game, the game fee of the next game is compared to the normal fee. Indicates that the discount is set.
- the “continuous winning bonus game” may display a game screen in which the battle area (area) also battles in different areas, and “a difficulty level for winning may be set.
- the main control program Pla operates the preparation screen control program P5b to display, for example, a destruction image of the enemy castle for a predetermined time.
- step S14 the preparation screen control program P5b informs the player P that he has acquired the right to challenge the consecutive win bonus game, and at the same time, the “continuous win bonus game” A screen for inquiring whether or not to challenge is displayed. This notification may be sent to the player P along with the sound.
- the screen shown in FIG. 15 is displayed, it is controlled by the main control program Pla.
- the player P obtains the “win” and displays the power corresponding to the game in which the challenge to the next “continuous winning bonus game” corresponds, and the game fee (number of coins).
- the example shown in Fig. 15 shows that the player has won the first “win” and is going to challenge the second game (the first consecutive win bonus game), and the game fee is 2 coins (2COINS). It shows what you need.
- the game fee for challenging this “successful win bonus game” is set to a discount rate that takes into account the number of consecutive wins in which player P has won “win”. This discount fee can be set by the game fee setting program Pic according to the following processing procedure.
- the game fee of the “successful winning bonus game”, which is the next game that won “Victory”, that is, the number of coins (credit) required to execute the next one game is defined as a constant value.
- the game fee is defined as a constant value.
- the data table as shown in Table 1 is registered in the game fee setting program Pic.
- the data table shown in Table 1 is a constant table that specifies the game fee (number of coins) for the next game to be executed for each consecutive win R.
- the game fee setting program Pic refers to the data table shown in Table 1 for the value of the current consecutive winning count flag stored in the RAM 24, and the “winning” of the “continuous winning bonus game” to be executed next is executed. It is possible to process discounted game fees according to the number of consecutive wins. Then, the obtained number of coins is controlled to be displayed in FIG. 15 by the preparation screen control program P5b.
- the game fee setting program Pic can obtain the game fee of the "successful winning bonus game". It is also possible to adopt means for determining the value of the game and setting a game fee for each value of the determined consecutive win count flag.
- step S15 the main control program Pla starts the timer 9b and starts counting elapsed time.
- step S16 in order for the player P to challenge the “continuous winning bonus game”, the player sets the game fee set in step S14, and after the coin required for the game fee is inserted, the player P starts the start button. It is determined whether the time until pressing is up. In other words, processing is performed in which the time until the player P inserts coins equivalent to 1 credit and presses the start button for determining the selection of the “continuous winning bonus game” challenge is performed. The value that counts this time is set to 10 seconds, for example. When the time is up, for example, “9” is written in the winning / losing flag, and the process proceeds to step S22. Writing “9” in the win / loss flag indicates that the player P has selected the challenge to the “successful win bonus game” and has been strong (non-challenge).
- step S17 the game execution authorization program Pld performs a process of counting the number of coins inserted by the player P into the coin insertion device 9a, as in step S2. Subsequently, in step S18, a process for determining whether or not the number of coins inserted by the player P has reached a credit for challenging the “successful winning bonus game” is performed by a process similar to the process of step S3 described above. . And sauce to challenge "continuous winning bonus game” If not, return to step S16.
- step S18 Since it is determined in step S18 that the number of coins inserted by the player P has reached the credit for challenging the “continuous winning bonus game”, the main control program Pla decides to select the “continuous winning bonus game” challenge. Controls to repeat the process of returning to step S16 until the start (challenge) button is pressed. When a signal indicating that the start button has been pressed is input, the process proceeds to step S20.
- steps S14 to S19 described above constitutes the winning bonus game challenge selecting means of the present invention.
- step S20 the player P has selected to challenge the “continuous winning bonus game”. Therefore, the player P performs an update process for the area to be battled in the next “continuous winning bonus game”, and proceeds to step S8.
- step S22 shown in FIG. 12 the results of the game executed this time are displayed on the monitor 8 by the result announcement screen control program P5e.
- the main control program Pla activates the IC card read / write program P2a, and the battle result of the current game stored in the RAM 24 in step S11 and the execution of the “continuous winning bonus game” before the current game are executed. If there is, the data (experience value) regarding the battle result is also written to the IC card 5.
- the data necessary for the game can be obtained by reading the data stored in the IC card 5.
- step S23 the main control program Pla operates the card dispensing device control program P2e to perform a process of dispensing a new card 6 from the card dispensing device 10.
- the new card 6 is provided to the player P as a card that can be used when the player P executes the next game.
- the card game apparatus 1 has one new car per game.
- the new card 6 is controlled so as to be paid out collectively in consideration of the number of game executions performed by the player P.
- the control method according to step S23 has the following characteristics as shown in the flowchart of FIG.
- the player P When a game is executed and the battle is “defeated”, the player P is controlled to pay out a new number of cards 6 in consideration of the number of times the player P has executed the game. For example, if the first game is “defeated”, “1” is stored in the game execution number flag indicating the number of game executions in step S11, so one new Card 6 is paid out. Then, when the player P “wins” the game and executes the next “continuous winning bonus game” to “defeat”, the game execution number flag similarly stores “2”. Therefore, it controls to pay out two new cards 6. Similarly, if you win the first “Successful Victory Bonus Game”, challenge the second “Sequential Victory Bonus Game”, and “Lose”, “3” is stored in the game execution count flag. Three new cards 6 are paid out together.
- step S23 If the player P has won the game “Successful Winning Bonus Game”, the game wins and loses flag “9” is stored in step S16. Therefore, in the process of step S23, first, the stored content of this win / loss flag is checked, and if this stored content is “9”, a new value corresponding to the value of the game execution count flag stored in the RAM 24 is checked. You may control to pay out the card 6. Thus, for example, when the player P tries to win the “successful win bonus game” once and “wins” and does not try the next “successful win bonus game”, the winning / losing flag is set to “9”. Is stored, and “2” is stored in the game execution count flag, so that two new cards 6 will be paid out together.
- the control method of paying out a plurality of new cards 6 from the card payout device 10 is, for example, a method in which the main control program instructs the card payout device control program P2e of the number of new cards 6 to be paid out. Can be adopted.
- a magazine rack or the like in which a plurality of types of new cards 6 are randomly stacked is installed in the card dispensing device 10. Accordingly, the cards 6 to be paid out from the card paying device 10 are paid out in the stacking order, but the types of the cards 6 to be paid out are random.
- step S24 a clear process for storing “0” in the game execution count flag, consecutive win count flag, and win / loss flag set in the RAM 24 is performed.
- step S25 the main control program Pla performs a process of displaying on the monitor 8 a screen for inquiring whether or not the player P will continue to play the game (continue-you).
- control is performed so as to return to the processing of step S2.
- step S26 the game over (end) process
- the main control program Pla is the IC card read / write program P2a.
- the current game of the player P ends.
- the IC card 5 of the player P, the card 6 at the time of purchase, and the newly acquired card 6 can be used when the game is executed next time.
- step S23 the method of referring to the value stored in the game execution count flag for the execution count of the game executed by the player P has been described. Using the winning / losing flag, the following processing can be used.
- the number of game executions adopted in step S23 is “2” (win) in the win / loss flag, and the consecutive win count flag is set to “1” (defeat) in the win / loss flag.
- the value of “+1” can be adopted as the value of (number of consecutive wins) flag.
- the configuration of the program for controlling the operation of the card game apparatus 1 does not necessarily have to be the configuration shown in FIG.
- the present invention can also be applied to a game in which a play item such as a card is paid out regardless of the result of the game as a result of playing by a plurality of people.
- a play item such as a card
- “win” and “lose” as a result of game execution also apply to both game modes in the case of a battle between players and in a case where the players cooperate with each other to play a computer (CPU). be able to.
- the present invention can be applied to a game in which a sticker or the like on which code information is printed is pasted on a back surface of a table such as a doll or a figure (figure).
- a device for paying out this shaped object is installed instead of the card dispensing apparatus 10 shown in FIG.
- the present invention has the following effects.
- the game device of the present invention is a game device mainly for players to play against each other. However, when one game is over, there is no way to pay out one play item such as a new card to the player. In addition, if the game is won or won consecutively, a method is adopted in which a number of new play items equivalent to the number of times the game has been executed are paid out collectively. In this way, the player can have a high level of satisfaction that the player has won the power game in which new play items are paid out together. As a result, the present invention can provide a game device in which a player can concentrate on executing (implementing) a game for each game in order to obtain a victory as a result of the game.
- this effect is significant when the player executes the game against other opponents.
- the game may be executed several times until a play item is issued, compared to the case where a single play item is paid out to the player as a prize. However, it is possible to reduce the satisfaction of the play item being issued and the subsequent willingness to play the next game.
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Abstract
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Priority Applications (4)
Application Number | Priority Date | Filing Date | Title |
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KR1020077008222A KR101196157B1 (ko) | 2004-10-12 | 2005-10-06 | 게임 장치, 게임 시스템, 기록 매체 및 게임 장치의 동작 제어 방법 |
CN2005800347923A CN101039728B (zh) | 2004-10-12 | 2005-10-06 | 游戏装置、游戏系统、游戏装置中的动作控制方法 |
US11/665,257 US7934992B2 (en) | 2004-10-12 | 2005-10-06 | Gaming machine, game system, its program, and recording medium |
EP05790432A EP1813324A4 (en) | 2004-10-12 | 2005-10-06 | GAME AUTOMAT, GAME SYSTEM, ITS PROGRAM AND RECORDING MEDIUM |
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JP2004297966A JP4089679B2 (ja) | 2004-10-12 | 2004-10-12 | ゲーム装置およびゲームシステム、ゲーム装置における動作制御プログラムならびにゲーム装置における動作制御方法 |
JP2004-297966 | 2004-10-12 |
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US (1) | US7934992B2 (ja) |
EP (1) | EP1813324A4 (ja) |
JP (1) | JP4089679B2 (ja) |
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CN (1) | CN101039728B (ja) |
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WO (1) | WO2006041012A1 (ja) |
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JP2020160763A (ja) * | 2019-03-26 | 2020-10-01 | 株式会社コロプラ | ゲームプログラム、方法、および情報処理装置 |
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JP5330556B2 (ja) * | 2012-02-23 | 2013-10-30 | 株式会社コナミデジタルエンタテインメント | ゲーム制御装置、ゲーム制御装置の制御方法、及びプログラム |
KR101439738B1 (ko) * | 2013-01-28 | 2014-11-04 | (주)스마일게이트엔터테인먼트 | 복수 사용자에 대한 네거티브 보상 방식의 온라인 골프 게임 운용 방법 및 장치 |
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Also Published As
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CN101039728B (zh) | 2011-06-15 |
EP1813324A1 (en) | 2007-08-01 |
EP1813324A4 (en) | 2010-06-09 |
CN101039728A (zh) | 2007-09-19 |
US20080153562A1 (en) | 2008-06-26 |
SG156630A1 (en) | 2009-11-26 |
JP4089679B2 (ja) | 2008-05-28 |
KR101196157B1 (ko) | 2012-10-30 |
KR20070085249A (ko) | 2007-08-27 |
JP2006109936A (ja) | 2006-04-27 |
SG189761A1 (en) | 2013-05-31 |
US7934992B2 (en) | 2011-05-03 |
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