WO2006077979A1 - ゲーム装置 - Google Patents
ゲーム装置 Download PDFInfo
- Publication number
- WO2006077979A1 WO2006077979A1 PCT/JP2006/300873 JP2006300873W WO2006077979A1 WO 2006077979 A1 WO2006077979 A1 WO 2006077979A1 JP 2006300873 W JP2006300873 W JP 2006300873W WO 2006077979 A1 WO2006077979 A1 WO 2006077979A1
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- WIPO (PCT)
- Prior art keywords
- game
- competition
- player
- competitive
- private
- Prior art date
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Classifications
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3286—Type of games
- G07F17/3288—Betting, e.g. on live events, bookmaking
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- A63F13/005—
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- A63F13/10—
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3272—Games involving multiple players
- G07F17/3276—Games involving multiple players wherein the players compete, e.g. tournament
Definitions
- the present invention relates to a game device that executes a competitive game in which a plurality of competition objects compete with each other.
- the racehorse character (specific competition target) related to the player's horse can be run in the horse race. And, to win three or more times in the GI races prepared in the horse racing game device, or to win more than 2000 medals (lifetime winnings), and to meet the conditions (predetermined conditions)
- a player who satisfies a racehorse character related to a single horse if the player performs an operation to retire (predetermined condition), the racehorse character can be retired.
- this retirement process although there is no specific description in the above publication, the racehorse character related to the player's horse is prohibited from participating in the following races. Therefore, when the process of retiring the racehorse character related to his / her own horse is performed, the player can no longer participate in the race.
- the game is configured to repeatedly execute a competition game in which a plurality of competition objects compete with each other, and the same specific competition object can participate in the competition game multiple times.
- the same problem as described above may occur for a game device that prohibits participation of a specific competition object after a competition game in which a specific competition object that satisfies a predetermined condition has participated.
- the object of the present invention is to make the player's feeling that he wants to win the specific competition object in the last competition game in which the specific competition object related to the player can participate in the result of the last competition game.
- a game device that can be reflected is provided.
- a game device comprising:
- a game progression means capable of sequentially executing a plurality of competitive games in which a plurality of competitive objects compete with each other;
- a first instruction from a player to join a private competition object prepared by the player as one of the plurality of competition objects to at least one of the plurality of competition games is associated with player specifying information for identifying the player.
- An instruction receiving means that can be received, and
- the plurality of first competition games in which the private competition objects satisfying predetermined conditions participate Processing means capable of temporarily increasing the probability of winning in the competitive game as a private competition object when executed as one of the competitive games;
- a prohibiting means capable of prohibiting the participation of the private competition object participating in the first competitive game in a competitive game executed subsequent to the first competitive game.
- a private competition target of a player participates in a competition game (first competition game) that satisfies a predetermined condition
- a subsequent competition game (second competition game) Is prohibited from participating in private competition.
- the first competitive game which is the last competitive game for this private competition object
- the probability that the player's private competition target will win is higher than when the competitive game is a normal competitive game (a competition game that is not the last competitive game). Therefore, the ability to reflect the player's desire to win the private competition target in the final competitive game in which the player's private competition target can participate in the result of the last competitive game. It becomes.
- It may further comprise rank determining means capable of performing a lottery to determine the rank of each of the plurality of competition objects in each of the plurality of competitive games.
- the plurality of competition objects are associated with winning percentage data indicating the probability of winning in the competitive game, and the rank determining means executes the lottery with reference to the winning percentage data, and The means can correct the winning percentage data so that the probability of the winning percentage increases when the private competition object satisfies the predetermined condition.
- a game involving a plurality of competition objects such as baseball, soccer, martial arts, etc. where one of the competition objects wins, a horse race, a bicycle race, a boat race, etc. Some of them are related to races that compete in order of arrival.
- the competitive game played in this game apparatus is related to the latter race, and the ranking of the competitive race is determined by lottery in advance by the rank determining means, and the competitive race is advanced to the determined rank.
- the probability that the private competition object wins in such a competitive race in the last competition race in which the private competition object can participate increases.
- the information processing apparatus may further include storage means capable of storing and holding ability information indicating the competitive ability of the private racer in association with the player specifying information.
- the game execution means executes the competitive game with reference to the ability information, and the processing means improves the competitive ability when the private competition object satisfies the predetermined condition.
- the capability information can be modified.
- the instruction accepting unit may accept a second instruction for updating the capability information.
- This change of ability information corresponds to a task in which a player virtually trains and raises a private competition target in the game.
- the private competition object that the player has cultivated by himself is particularly strong in wanting to win the private competition object in the last competition game in which the private competition object can participate.
- the probability that the private competition object will win can be increased.
- the apparatus may further comprise storage means capable of storing and holding history information indicating at least one past race result of the private racer in association with the player specifying information.
- the predetermined condition includes a condition that the history information indicates a predetermined race result.
- the predetermined condition may include a condition that the instruction receiving unit receives a predetermined instruction from the player. According to this configuration, according to the player's wishes, it can be determined whether or not the competition game in which the player's private competition object participates is the last competition game.
- the probability of winning in the competitive game of the private competition target is calculated. Increasing temporarily,
- Prohibiting participation of the private competition object participating in the first competition game in a second competition game executed after the first competition game as one of the plurality of competition games. is also provided.
- FIG. 1 is a block diagram showing a configuration of an arcade game machine according to one embodiment of the present invention.
- FIG. 2 is a perspective view showing the arcade game machine.
- FIG. 3 is a block diagram showing a hardware configuration of a main control unit of the arcade game machine.
- FIG. 4 is a block diagram showing a hardware configuration of a station control unit of the arcade game machine.
- FIG. 5A is a table showing the data structure of the player data.
- FIG. 5B is a table showing the data structure of data written to the magnetic card distributed to players.
- FIG. 6 shows an example of the training screen displayed on the display during the training process on the arcade game machine.
- the arcade game machine 1 includes a field 2 provided in the central portion and a plurality of stations 10 provided so as to surround the field 2.
- the Fino Red 2 is provided with a racetrack 4 equipped with a race gate 3, and a plurality of model horses (not shown) run in the racetrack 4 to develop a race.
- a display unit 6 for displaying a game name or the like is disposed above the finale 2 to illuminate the field 2.
- the display unit 6 and the illumination device 7 are supported by a support column 8.
- the station 10 is provided with a display 11 for displaying a game screen corresponding to the progress of the game, and a touch panel 12 superimposed on the display surface of the display 11.
- the touch panel 12 detects the position, and the arcade game machine 1 recognizes the operation content of the player.
- the station 10 has a medal insertion portion 13 into which a medal as a game value is inserted by the player, a medal payout exit 14 through which a medal is paid out to the player, and a magnetic card insertion slot 15 into which a magnetic card is inserted. Is provided.
- the player can participate in the game as the horse of the competitive horse character. Specifically, the player can select a favorite racehorse character from a plurality of racehorse characters prepared, and can acquire the racehorse character by paying a predetermined number of medals.
- the name of the acquired racehorse character is created by combining the name selected from those recorded in the arcade game machine body in advance with one player (for example, the player's name) entered by the player. May be. Then, the player can perform training (training) to improve the ability of the acquired competitive horse character and train the competitive horse character. Details of this training process will be described later.
- trained racehorse character You can start running in a race. In the above arcade game machine 1, in order to ensure the continuity of the game when the player participates in the game as a horse owner, the continuation of the game can be continued on another day by using a magnetic card distributed to the player. You can resume.
- the main control unit 100 arranged on the field 2 side includes a main control device 101, a field control device 102 for controlling the running of the model horse in the field 2, and the like
- a lighting control device 103 for controlling the lighting device 7 a sound control device 104 for controlling sounds such as cheering and live performances from the speaker 5, an SRAM 105 and a flash memory 106 for recording various data for each player,
- the main control device 101 is connected to the final control device 102, the illumination control device 103, the acoustic control device 104, the SRAM 105, the flash memory 106, and the ROM 107, respectively.
- the ROM 107 stores a database of horse name data and voice data prepared in advance, selected by a player who plays as a horse owner, various data related to each horse, race schedules, and the like.
- the station control unit 200 provided in each station 10 temporarily stores a station control device 201, a medal management device 202 that manages the payout of medals, and various data of players.
- RAM 203 for recording, magnetic information reader 204 for reading the magnetic information of the magnetic card inserted in the magnetic card slot 15, and magnetic information writing device for writing various information such as an ID code to the magnetic force 205.
- the station control device 201 is connected to a medal management device 202, a RAM 203, a magnetic information reading device 204, and a magnetic information writing device 205, respectively.
- the station control device 201 includes a display 11, a touch panel 12, and a medal insertion sensor (not shown) that detect medals inserted through the medal insertion unit 13 provided in the station 10.
- a magnetic card inserted into the magnetic card slot 15 is also connected to a card (not shown) for driving a magnetic card and a magnetic card driving device.
- the station control device 201 on each station 10 side is connected to the main control device 101 on the field 2 side, and necessary communication is performed between them. Is possible.
- FIG. 5A is an explanatory diagram showing an example of a data structure of player data recorded and managed for each player.
- This player data includes an ID code as player specific information assigned to each player, personal information about the player, horse information about the player's horse (specific competition target), and the date the player last played the game. Information on the last play date for identifying the card, rewrite information for recording data updates, check codes for the purpose of preventing denitrification of magnetic cards, and the like.
- the player data also includes information such as the game history information of the player and screen layout that is not related to the game progress.
- the ID code is a number that is assigned to only one player, and is set so that the ID does not overlap with other player data.
- the personal information, the horse information, and the last play date information are used as game history information for ensuring the continuity of the interrupted game.
- This player data is stored in the SRAM 105 or flash memory 106 shown in FIG.
- the personal information includes information about one player, such as one player and the total number of plays. This personal information is used as data reflected in the game content so that one player is used as the crown name of the horse, or is used as customer management data.
- a horse name code for specifying the name of the horse
- a horse type information for specifying a growth curve indicating characteristics of the way of growth, gender, age, and running It includes the number of times, speed, stamina, condition, accumulated prize money, and the results of each past race (for example, 1st, 2nd, 3rd or outside), which is information on the results of wins and losses.
- the horse name code is associated with each horse name data in the horse name data database stored in the ROM 107, and based on this horse name code, the horse name data is read out and used in the game.
- FIG. 5B is an explanatory diagram shown in FIG. 5B as an example of the data structure of write data written to the magnetic card when the player interrupts play. A part of the player data is recorded in the write data. Specifically, the ID code and the check A code and information such as a screen layout not related to the game progress are recorded.
- a player who plays as a horse owner inserts the magnetic card at an arbitrary station 10 in order to resume the game.
- the check code recorded on the magnetic card is read to determine whether the information written on the magnetic card is normal, and then the ID code recorded on the magnetic card is read.
- the player data corresponding to this ID code is read from the SRAM 105 or the flash memory 106 shown in FIG.
- the read player data is read into the RAM 203 shown in FIG. 4 in the station 10 and used for predetermined processing.
- the player can resume the game at any time by using the magnetic card, and can continuously enjoy the game using the racehorse character that he / she has trained.
- a race having the same name as that of an actual central horse race is sequentially held according to a predetermined cycle.
- the time for betting medals that is, the time to purchase voting tickets (game tickets) in the game, races are performed by model horses. Time to display the race results.
- the player can predict the winning horse at each race and can purchase the betting ticket freely.
- This betting ticket is purchased by betting medals, and if the purchased betting ticket matches the result of the race, the number of medals according to the number of bets and odds is paid out as a dividend.
- there are four types of voting methods single win, horse run, single horse, and wide. A player can use one of the voting methods to make a winning horse Bet on the racehorse character.
- the arcade game machine 1 includes operation receiving means, game progress means, ability information storage means, determination means, temporary processing means, and participation prohibition means. Further, the arcade game machine 1 includes rank determining means, ability information updating means, win / loss history storing means, bet determining means, game value receiving means, and game value paying means.
- the operation accepting means accepts a player's bet operation, start operation (participation instruction operation), retirement instruction operation (specific operation), training instruction operation (ability information update instruction operation), and the like.
- This is mainly composed of the touch panel 12, the station control device 201, and the main control device 101.
- the display 11 of the station 10 has an odds table and operation button images for selecting two racehorse characters to bet by the player and inputting the number of medals to bet on the bet target, etc. Is displayed.
- the player operates the touch panel 12 in accordance with the display contents of the display 11 and performs a bet operation.
- the display 11 of the station 10 displays a start instruction screen, and the player operates the start button on the start instruction screen so that the player can control his own horse.
- a racehorse character can start running in the race he wants.
- a retirement instruction screen is displayed on the display 11 of the station 10, and the player operates his bow I retreat button on the bow I retreat instruction screen to The racehorse character related to the horse can be retired. This retirement process will be described later.
- the training screen is displayed on the display 11 of the station 10, and the player operates various training instruction buttons on the training screen, so Ability to perform training processing on racehorse characters. Details of this training process will also be described later.
- the game progression means proceeds a horse racing race in which the eight racing horse characters that compete are competing for each other's rank, and a prediction game in which the player expects a horse character to win in these races.
- This game progression means is mainly constituted by the main control unit.
- the rank determining means is mainly configured by the main control device 101. This ranking determination means determines the racehorse character that is ranked first in the race in which the above-mentioned game progression means proceeds based on the winning percentage data of the eight racehorse characters that enter the race, and the remaining From the racehorse characters, the racehorse characters up to the lowest are sequentially determined by using the corrected winning rate data X ′ of the remaining racehorse characters obtained from the following formula (1).
- X ' X / (1 -Y) (1)
- X is the winning percentage data of each racehorse character to be calculated
- Y is the sum of the winning percentage data of racehorse characters that have already been ranked.
- a lottery table is generated using the winning percentage data of each racehorse character as the lottery probability data of each racehorse character.
- all random numbers that can be generated by the main controller 101 are prorated according to the ratio of winning rate data of each racehorse character, and are associated with each racehorse character.
- the main control device 101 generates one random number to determine the racehorse character that is ranked first, compares the generated random number with the lottery table, and identifies the racehorse character corresponding to the random number. .
- the game progress means advances the race so that the racehorse has the character strength.
- the main control device 101 substitutes the winning percentage data of the racehorse character determined as the first place and each winning percentage data of the remaining racehorse characters into the above formula (1),
- the modified win rate data X ′ to ⁇ ′ of the racehorse characters of the respective are calculated. And calculated
- Each of the corrected winning percentage data X ′ to ⁇ ′ is used as the lottery probability data of those racehorse characters.
- a new lottery table is generated. Thereafter, the main control device 101 generates one random number to determine the second-placed racehorse character, compares the generated random number with the new lottery table, and determines the racehorse character corresponding to the random number. Identify. As a result, the game progress means advances the race so that the racehorse character is ranked second. Similarly, racehorse characters up to the final rank are determined.
- the capability information storage means stores capability information related to winning or losing in the horse racing race for each racehorse character. Regarding capability information relating to the player's horse (specific competition target), It is stored in a state associated with the player's ID code (player specific information).
- This capability information storage means is mainly constituted by the RAM 105 or the flash memory 106 of the main control unit.
- basic information basic information (medal value information), condition information, jockey information, age information, and the like are used.
- the medal value information is numerical data indicating the overall ability of the racehorse character. This is equivalent to the number of medals spent by performing the process.
- the condition information, jockey information, and age information are information for determining how much the numerical value of the medal value information is to be lowered when calculating win rate data as will be described later. Note that the information used as capability information is not limited to this information and is appropriately selected.
- the winning percentage data used by the rank determining means is calculated using ability information stored in the ability information storage means.
- the ability information corresponding to each racehorse character is obtained. Used to calculate win rate data for each racehorse character. Specifically, first, a numerical value related to the medal value information of each racehorse character, or a value obtained by multiplying this numeric value by a coefficient common to each racehorse character is used as the parameter value of the racehorse character.
- the maximum value is subtracted from the numerical value and the subtraction value determined by a predetermined calculation formula from the condition information, jockey information, and age information at the time of the race, and this is used as the parameter value of the racehorse character at the time of the race. .
- the ratio of the parameter value of each racehorse character to the sum of the parameter values of all racehorse characters running in the race is calculated, and each calculated value is used as win rate data for each racehorse character.
- This winning percentage data indicates the probability that each competing horse character running in the race is ranked first in the race.
- the win rate data of each racehorse character varies depending on the numerical value of the ability information of other racehorse characters that run in the race, and even for the same racehorse character, the win rate data varies from race to race.
- the value obtained by multiplying the numerical value related to the medal value information of each racehorse character by the above coefficient is subtracted for the medal value information of each racehorse character by starting the race.
- the coefficient set for each race or the coefficient set uniformly regardless of the race is, for example, 10%.
- the medal value information that has declined after the race in this way can be increased by paying medals through the training process described later. In this way, the medal value information of the racehorse character is obtained by entering the race.
- the “medal acquisition rate” is the ratio of the number of medals consumed by the racehorse character's training process to the number of medals acquired by the racehorse character in the race.
- a racehorse character with high medal value information has a high probability of winning the race as described above, so that a predetermined number of medals (prize) can be obtained by winning the race.
- the probability of being high is high, however, since such a racehorse character has a large rate of decrease in medal value information due to running in the race, the number of medals spent to recover the decreased medal value information in the subsequent training process. Will increase.
- racehorse characters with low medal value information have a low probability of winning the race as described above, so the probability that a predetermined number of medals (prize) will be obtained by winning the race is low. .
- racehorse characters with high medal value information have a large number of medals related to acquisition and consumption, and racehorse characters with low medal value information have little difference in the number of medals related to acquisition and consumption.
- the expected value of the medal acquisition rate between the racehorse characters can be made almost equal by appropriately setting the coefficient, the prize money, the number of medals to be paid for the training process, and the like.
- the expected value of the medal acquisition rate for all the racehorse characters related to the horses owned by all players can be made substantially equal.
- the payout rate in the arcade game machine can be maintained at a desired payout rate.
- the capability information updating unit updates the capability information in the capability information storing unit associated with the ID code related to the player.
- This capability information update means mainly comprises a station control device 201 and a main control device 101. Specifically, operation data indicating the content of the training instruction operation performed by the player is sent from the touch panel 12 of the station 10 to the main control device 101 via the station control device 201.
- the specific contents of the processing (training processing) by the ability information updating means are as follows. When the player performs an operation to train the touch panel 12, the station 10 enters the training mode. Then, the training screen as shown in FIG. 6 is displayed on the display 11, and the player can perform various training instruction operations.
- buttons for selecting five training methods “turf”, “woodchip”, “dirt”, “slope”, and “sand play”.
- the player can touch any of the training method buttons to perform the training process based on the training method on the racehorse character associated with his own horse.
- the training process using “turf”, “wood chip”, and “dirt” for example, by spending two medals, the numerical value of the medal value information of the racehorse character related to his own horse is obtained. Can be changed.
- These training processes differ in the amount of change in medal value information.
- the value of medal value information changes by one of the numerical values of 0 to 4, and “Woodchip”
- the value of the medal value information always changes by 2 in the training process, and the value of the medal value information changes by any of the values of 5 in the training process of “Dirt”.
- the amount of change in the medal value information in the training process for “turf” and “dirt” is determined by random number drawing.
- the training process by “slope” and “play with sand” for example, by spending two medals, the value of the condition information of the racehorse character related to his own horse can be changed.
- the condition information is a value from 0 to: 100%.
- the value subtraction amount of the medal value information by the condition information is 0 when calculating the parameter value at the time of the race. If there is, the numerical value subtraction amount of the medal value information based on the condition information when calculating the parameter value at the time of the race becomes a predetermined maximum value for subtracting the numerical value of the medal value information from the condition information.
- the winning and losing history storage means stores a past battle record which is a win / loss result information indicating a win / loss result information of a race in which a racehorse character (target for a specific competition) related to the player's horse has participated in the past. It is memorized in a state associated with.
- This winning / losing history storage means is mainly composed of SRAM 105 or flash memory 106. From this past record, the GI race that the racehorse character won can be identified.
- the determination means determines whether or not the racehorse character (specific competition target) related to the player's horse satisfies a predetermined retirement condition (predetermined condition).
- This determination means is mainly constituted by the main control device 101.
- the retirement condition is that by winning the predetermined race among the 60 races described above performed on the arcade game machine 1, the three stallions, the three mares, the Emperor award complete victory, the Grand Prix complete victory, Furuma
- the retirement condition is that by winning the predetermined race among the 60 races described above performed on the arcade game machine 1, the three stallions, the three mares, the Emperor award complete victory, the Grand Prix complete victory, Furuma
- first condition to achieve any of the five major race conquests, sprint conquests, or mile conquests
- second condition the player's retirement instruction operation
- the second condition is first satisfied, and the determination means is associated with the player ID from the win / loss history storage means in response to this.
- the past battle record for the racehorse character in the player data is read, and the GI race that the racehorse character won is identified from the information on the race record. Judgment is made as to whether or not the above first condition is met, that the Grand Prix is completely conquered, the Furuyama Five Great Races are conquered, the sprint is conquered, or the miles are conquered.
- the determination means determines that all the retirement conditions are satisfied, and sends the determination result to the game progress means.
- the game progression means that received this is, for example, “Arima Memorial, this will be a retirement race of XXX”, “XXX, what kind of legs will be shown at the end in the race that the racehorse character will run next. Performing retirement effects such as outputting live audio from the speaker 5
- the determination means that has determined that all the retirement conditions have been satisfied also sends the determination result to a temporary processing means and a participation prohibition means to be described later.
- the temporary processing means determines that the determination means satisfies all the retirement conditions. In order to increase the probability that the racehorse character will win in the last race in which the racehorse character participates, the ability information of the racehorse character used by the game progression means when the race proceeds is the last race. Change only for races temporarily.
- This temporary processing means is mainly constituted by the main control device 101.
- the rank determining means changes the age information for determining the parameter value used when calculating the winning ratio data of each racehorse character in the last race to 3 years old.
- a retired racehorse character has a larger value for the age information, so the above subtraction value increases. Therefore, during a retirement race, the parameter value is low and the winning percentage data tends to be low. . Therefore, conventionally, it has been difficult for a racehorse character related to a player's horse to win a retirement race. Therefore, in the present embodiment, the numerical value of the age information is changed to 3 years old with the smallest subtraction value. Thereby, the parameter value of the racehorse character becomes a value close to the numeric value (maximum value of the parameter value) related to the medal value information of the racehorse character, and the win rate data becomes high.
- a predetermined value is added to the calculated parameter value of the racehorse character, or a predetermined coefficient greater than 1 is multiplied to increase the parameter value.
- a method to increase the win rate data of the can be considered.
- the parameter value itself becomes the ability information of the racehorse character.
- the parameter value of the racehorse character can be a value close to, a numeric value, or higher than the numeric value (maximum value of the parameter value) related to the medal value information of the racehorse character.
- the win rate data for racehorse characters determined to satisfy all the above retirement conditions may be increased.
- the winning percentage data itself may be changed.
- the winning percentage data is obtained by a method different from the method for calculating the winning percentage data based on the ability information as in the present embodiment, that is, the method for calculating the winning percentage data without using the ability information. Even in such a case, the probability that the racehorse character wins in the retirement race can be increased.
- the participation prohibition means described above is that the racehorse character related to the player's horse is a retirement race. Participation in later races is prohibited. This means of prohibiting participation mainly consists of the main control department. Specifically, for races after the retirement race, it is refused to receive operation data relating to the run operation of the retired racehorse character. As another method, the operation accepting unit may not accept the start operation by disabling the start button on the start instruction screen displayed on the display of the station 10. As yet another method, the horse information of the retired racehorse character may be deleted.
- the betting determination means selects the number of racehorse characters according to the voting method based on the betting operation accepted by the operation acceptance means, and the number of medals to bet on the selected racehorse character To decide. For details, bet on one racehorse character unit in the case of a single win, and bet on two racehorse characters single 'BR> in the case of horses, horses, and wide.
- the betting determination means mainly comprises a station control device 201 and a main control device 101. Specifically, operation data indicating the content of the bet operation performed by the player is sent from the touch panel 12 of the station 10 to the main control device 101 via the station control device 201.
- the main control device 101 selects a racehorse character based on the operation data, and determines the number of medals to be bet on the selected racehorse character. Such player bet contents are stored in the SRAM 105 and the flash memory 106 for each player.
- the game value receiving means is for receiving as many medals as the number of medals determined by the betting determination means as much as possible for the player who performed the betting operation. Specifically, the player 1 counts the number of medals inserted into the medal insertion unit 13 of the station 10 and manages the medals as medal data by the medal management device 202.
- the medal management device 202 manages medals exchanged between the player and the arcade game machine 1. When receiving a medal from a player, the medal management device 202 performs a process of reducing the count value of the player's medal data by the number of medals received. Therefore, in the present embodiment, the game value receiving means is mainly composed of the station control device 201 and the medal management device 202.
- the game value payout means is the order of the racehorse characters determined by the rank determination means. Based on the rank, the winning horse in each voting method is determined, and the number of medals bet on the competing character related to that winning horse is multiplied by the corresponding odds, and the number of medals is paid to that player. put out.
- the medal management device 202 performs a process of increasing the count value of the player's medal data by the number of medals to be paid out. Therefore, in the present embodiment, the game value payout means is mainly composed of the station control device 201 and the medal management device 202.
- the odds used by the game value payout means are calculated based on the winning rate data of the racehorse character that runs in the race.
- the arcade game machine 1 having the above-described configuration, as a result of the player repeatedly running in the race while training the racehorse character related to his own horse, for example, the Emperor Prize was completely conquered, and the station 10
- the retire button on the retirement instruction screen displayed on the display 11 it is determined by the determining means that the retirement condition is satisfied.
- the player selects a race (retirement race) that makes the racehorse character run last, and performs a run registration.
- the age of 3 years old is used as the age information for the racehorse character, so the parameter value of the racehorse character increases compared to the normal race, and the win rate data becomes higher.
- the winning probability of the racehorse character increases in the arrival order lottery of the retirement race, and the probability that the racehorse character wins in the retirement race increases.
- the retirement race is over, even if the player performs a start operation, it is prohibited to register that racehorse character for the subsequent race. Therefore, the racehorse character who has performed the retirement race cannot run in the subsequent race.
- the horse information of the racehorse character that performed the retirement race may be deleted as described above, but for example, uploaded to a ranking page published on a Web server on the Internet. Then, it may be used when registering a ranking.
- the above-mentioned arcade game machine 1 is added with a blending processing function for generating one new racehorse character using the horse information of the two racehorse characters, the stallion and the mare, and the race where the retirement race was performed.
- the horse character's horse information may be used for the blending process.
- the horse racing game apparatus has been described as an example, but a competition game in which a plurality of competition targets compete with each other is repeatedly executed, and the same specific competition target competes multiple times.
- Any game device that is configured to be able to participate in a game and prohibits the participation of a specific competition subject after a competition game in which a specific competition subject that meets a predetermined condition has participated.
- it can be another game device. Therefore, the types of competitive games are related to races such as bicycle races and boat races that compete for order of arrival, as well as horse racing games, as well as multiple competition targets such as baseball, soccer, and martial arts. It may be related to a competition where four competition subjects win.
- the present invention can also be applied to other game devices such as a home game machine. It is.
- a program that causes a computer of the home game machine to function as the game progress means, the determination means, the temporary processing means, and the participation prohibition means, or to this program A program with the functions of the rank determining means, ability information updating means, win / loss history storing means, bet determining means, game value receiving means, and game value paying means is distributed via a communication network or recorded on a recording medium. Can be distributed to the players and provided to players.
- the game value is electronic data relating to a virtual currency used for betting in the game.
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- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
- Game Rules And Presentations Of Slot Machines (AREA)
Abstract
Description
Claims
Priority Applications (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US11/814,385 US20090291725A1 (en) | 2005-01-20 | 2006-01-20 | Game machine |
GB0714004A GB2438108A (en) | 2005-01-20 | 2006-01-20 | Game device |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2005012470A JP2006198134A (ja) | 2005-01-20 | 2005-01-20 | ゲーム装置及びプログラム |
JP2005-012470 | 2005-01-20 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2006077979A1 true WO2006077979A1 (ja) | 2006-07-27 |
Family
ID=36692359
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP2006/300873 WO2006077979A1 (ja) | 2005-01-20 | 2006-01-20 | ゲーム装置 |
Country Status (6)
Country | Link |
---|---|
US (1) | US20090291725A1 (ja) |
JP (1) | JP2006198134A (ja) |
KR (1) | KR20070103389A (ja) |
GB (1) | GB2438108A (ja) |
TW (1) | TW200631635A (ja) |
WO (1) | WO2006077979A1 (ja) |
Families Citing this family (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2006198072A (ja) * | 2005-01-19 | 2006-08-03 | Konami Digital Entertainment:Kk | ゲームシステム、ゲーム装置及びサーバ装置 |
US8277296B2 (en) * | 2008-03-13 | 2012-10-02 | Aruze Gaming America, Inc. | Horse race gaming machine |
JP5424078B2 (ja) * | 2008-08-19 | 2014-02-26 | 株式会社セガ | ゲームシステム |
US20150024831A1 (en) * | 2013-07-18 | 2015-01-22 | Rodney L. Paulson | Method, system and program product for contests involving prediction of decimals |
JP7076690B2 (ja) * | 2017-09-22 | 2022-05-30 | 株式会社セガ | プログラム及び情報処理装置 |
Citations (2)
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JP3046554U (ja) * | 1997-08-25 | 1998-03-10 | 株式会社タカラ | 競争馬育成ゲーム装置 |
JP2003181132A (ja) * | 2003-01-14 | 2003-07-02 | Konami Co Ltd | レースゲーム装置とその特別レース出現制御方法 |
Family Cites Families (7)
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US3589722A (en) * | 1968-09-17 | 1971-06-29 | Robert L Brass | Game of nim |
US7033276B2 (en) * | 1996-04-22 | 2006-04-25 | Walker Digital, Llc | Method and system for adapting casino games to playing preferences |
JP3739665B2 (ja) * | 2001-04-02 | 2006-01-25 | コナミ株式会社 | 競走ゲーム装置 |
JP3495032B1 (ja) * | 2002-07-24 | 2004-02-09 | コナミ株式会社 | ゲーム進行管理装置、ゲーム用サーバ装置、端末装置、ゲーム進行管理方法及びゲーム進行管理プログラム |
JP2005065893A (ja) * | 2003-08-22 | 2005-03-17 | Dragon:Kk | 遊技機用シンボル表示装置 |
JP2009213830A (ja) * | 2008-03-06 | 2009-09-24 | Aruze Gaming America Inc | 所定数のレースをセットで行うレースゲームに登場する所定数のキャラクタを組み合わせて1チームとし、任意のチームに対してベットできるゲームシステム、ゲーミングマシン及びゲームシステムの制御方法。 |
US8167716B2 (en) * | 2008-06-04 | 2012-05-01 | Universal Entertainment Corporation | Gaming machine having a plurality of terminals and playing method thereof |
-
2005
- 2005-01-20 JP JP2005012470A patent/JP2006198134A/ja active Pending
- 2005-12-22 TW TW094145826A patent/TW200631635A/zh unknown
-
2006
- 2006-01-20 US US11/814,385 patent/US20090291725A1/en not_active Abandoned
- 2006-01-20 WO PCT/JP2006/300873 patent/WO2006077979A1/ja not_active Application Discontinuation
- 2006-01-20 KR KR1020077016769A patent/KR20070103389A/ko not_active Application Discontinuation
- 2006-01-20 GB GB0714004A patent/GB2438108A/en active Pending
Patent Citations (2)
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JP3046554U (ja) * | 1997-08-25 | 1998-03-10 | 株式会社タカラ | 競争馬育成ゲーム装置 |
JP2003181132A (ja) * | 2003-01-14 | 2003-07-02 | Konami Co Ltd | レースゲーム装置とその特別レース出現制御方法 |
Non-Patent Citations (2)
Title |
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"KONAMI OFFICIAL GUIDE Konami Koshiki Perfect Series Jikkyo Powerful Puroyakyu 10 Cho Ketteiban 2003 Memorial Konami Koshiki Perfect Guide", vol. 1ST ED., 7 February 2004, KONAMI CO., LTD. TOY & HOBBY JIGYO HONBU SHUPPAN JIGYO SHITSU, SHINKIGENSHA CO., LTD. SEISAKU, pages: 194 - 195, XP003000729 * |
SHIBUYA S.: "BOXER'S ROAD Koshiki Guide Book", vol. 1ST ED., 20 October 1995, pages: 078, XP003000730 * |
Also Published As
Publication number | Publication date |
---|---|
GB2438108A (en) | 2007-11-14 |
GB0714004D0 (en) | 2007-08-29 |
TW200631635A (en) | 2006-09-16 |
GB2438108A8 (en) | 2007-11-19 |
JP2006198134A (ja) | 2006-08-03 |
KR20070103389A (ko) | 2007-10-23 |
US20090291725A1 (en) | 2009-11-26 |
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