WO2006077982A1 - Game machine and program - Google Patents
Game machine and program Download PDFInfo
- Publication number
- WO2006077982A1 WO2006077982A1 PCT/JP2006/300876 JP2006300876W WO2006077982A1 WO 2006077982 A1 WO2006077982 A1 WO 2006077982A1 JP 2006300876 W JP2006300876 W JP 2006300876W WO 2006077982 A1 WO2006077982 A1 WO 2006077982A1
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- WO
- WIPO (PCT)
- Prior art keywords
- game
- data
- breeding
- character
- training
- Prior art date
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Classifications
-
- 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
- G07F17/3225—Data transfer within a gaming system, e.g. data sent between gaming machines and users
- G07F17/3232—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
- G07F17/3237—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed about the players, e.g. profiling, responsible gaming, strategy/behavior of players, location of players
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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
-
- A63F13/10—
-
- 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
- G07F17/3204—Player-machine interfaces
- G07F17/3211—Display means
-
- 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
- G07F17/3225—Data transfer within a gaming system, e.g. data sent between gaming machines and users
- G07F17/3232—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
- G07F17/3234—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed about the performance of a gaming system, e.g. revenue, diagnosis of the gaming system
-
- 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
-
- 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
- G07F17/3281—Games involving multiple players wherein game attributes are transferred between players, e.g. points, weapons, avatars
-
- 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
- A63F2300/80—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 specially adapted for executing a specific type of game
- A63F2300/8058—Virtual breeding, e.g. tamagotchi
Definitions
- the present invention relates to a game apparatus that executes a breeding game in which a player pays a predetermined amount of game value to change the breeding parameter data of the breeding target character.
- such a horse racing game apparatus draws the rank of each racehorse character in the race order in order of arrival based on win rate data indicating the probability that each racehorse character wins in the race where the game progression means proceeds.
- the winning percentage data for each racehorse character is calculated using a plurality of types of winning percentage decision data corresponding to each racehorse character.
- the winning percentage data of a racehorse character that runs in a race is relatively determined by the comparison power with the winning percentage determination data of other racehorse characters that run in the race. Therefore, even for the same racehorse character, the win rate data varies depending on the other racehorse characters running in the race.
- the types of winning percentage determination data include basic data, condition data, jockey data, and age data.
- the basic data is a basic numerical value with the racehorse character power S.
- this basic value is changed based on the values of other winning percentage determination data such as condition data, jockey data, and age data at the time of the race. Calculate the parameter values used in the calculation of. Then, the ratio of the parameter value of each racehorse character to the sum of the parameter values of all the racehorse characters running in the race is calculated, and each calculated value is used as the winning rate data of each racehorse character.
- This winning percentage data is the lottery drawing order. Used as selection probability data.
- the horse racing game apparatus described in the above publication can also cause a racehorse character related to the player's own horse (hereinafter referred to as "own horse character") to run in the horse race.
- own horse character a racehorse character related to the player's own horse
- various data such as basic data and condition data of a player's horse character (a character to be trained) can be obtained by the player paying a predetermined amount of game value.
- a training game is executed in which the numerical value of the winning percentage determination data (nurturing parameter data) is changed.
- the numerical value of the winning rate determination data can be increased by the breeding game, and the probability that the racing horse character wins a higher rank in the arrival order lottery in which the race starts can be increased.
- a "nurturing game” is a game that is provided separately from a racing game such as a horse racing race that uses a numerical value that has changed in the training game to determine victory or defeat. .
- a conventional game apparatus that executes a breeding game in which a player changes a breeding parameter data of a breeding target character by paying a predetermined amount of game value, including the horse racing game apparatus described in the above publication, The game was executed by the target character alone.
- a breeding game for a certain character to be trained there was no power of a breeding game in which the character is trained in relation to other characters to be trained that are not related to other characters to be trained.
- an object of the present invention is to provide a game apparatus that can execute a new breeding game as it has been until now when a certain breeding target character is trained in relation to another breeding target character.
- a game device comprising:
- Instruction accepting means capable of accepting a first instruction to cause the second game progression means to execute the breeding game from a first player associated with the first breeding target; and a game value owned by the first player
- a first memory means capable of storing and storing
- a second storage means for storing and holding parameter data that indicates the training parameters for each of the plurality of training objects and that can be referred to by the first game progress means when the competitive game is executed
- the instruction accepting means can accept a second instruction from the first player to change the first game target parameter data stored in the second storage means to the second game advancing means,
- the second game progression means is stored and held in the first storage means !, and reduces the game value and refers to the game parameters of the second breeding target stored and held in the second storage means. However, it is possible to change the parameter data of the first breeding target.
- the instruction accepting unit may be capable of accepting the second instruction after accepting the first instruction.
- the second game progress means can change the parameter data of the first breeding target based on the timing when the instruction accepting means accepts the second instruction.
- the change result of the parameter data for the first breeding target will change depending on the timing of the second instruction issued by the player who is currently training.
- a new breeding game can be executed.
- the instruction receiving means associates with the second breeding object after receiving the first instruction. It may be possible to accept a third instruction from a given second player.
- the second game progression means is based on at least one of the contents of the third instruction and the timing at which the third instruction is received by the instruction receiving means! /, And the parameter data of the first breeding target Can be changed.
- the change result of the parameter data for the first breeding target also depends on the content and issue timing of instructions from other players who participate in the training game. Since it changes, if you develop your own training target in cooperation with other players or hostile, you can run new training games.
- the second game progression means may be capable of changing the second growth target parameter data when the first growth target parameter data is changed.
- a program product including a program for causing a computer to execute a process.
- a training game that trains a plurality of training targets including a first training target that is allowed to participate in the competitive race as one of the plurality of competition targets and a second training target that is different from the first training target. Execution,
- Storage of parameter data that indicates the training parameters for each of the plurality of training objects and that can be referred to by the first game progression means when the competitive game is executed;
- FIG. 1 is a block diagram showing a configuration of an arcade game machine according to a first 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 a training screen displayed on the station display of the arcade game machine.
- FIG. 7 shows an example of the horse screen displayed on the station display in the arcade game machine.
- FIG. 8 is a block diagram showing a configuration of an arcade game machine according to the second embodiment of the present invention.
- FIG. 9 shows an example of the horse screen displayed on the station display in the arcade game machine of FIG.
- the present invention executes a training game for changing the training parameter data of the player's own horse character (a training target character), and the trained racing horse character participates and ranks together with other racing horse characters.
- An embodiment applied to an arcade game machine (hereinafter referred to as an “arcade game machine”) that executes a horse racing race competing with each other will be described.
- the arcade game machine 1 according to the first embodiment of the present invention includes a field 2 provided in the central portion and a plurality of stations 10 provided so as to surround the field 2.
- Field 2 Saiko has a racetrack 4 with a race gate 3, and a plurality of model horses (not shown) run in the racetrack 4 to develop a race.
- this field 2 there are a number of speakers 5 that are used for racing and cheering.
- a display unit 6 for displaying a game name and the like, and a lighting device 7 for illuminating the field 2 are arranged.
- the display unit 6 and the lighting device 7 are supported by a support column 8.
- the station 10 is provided with a display 11 for displaying a game screen according 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 a game as a horse of a 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 in advance in the arcade game machine body with the name of the player entered by the player (for example, the player's name). May be. Then, the player can train to increase the ability of the acquired competitive horse character, and train the competitive horse character. Details of this training process will be described later.
- the trained racehorse character can run in the race he desires.
- 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 a model horse in the field 2, and the like
- an SRAM 105 and a flash memory 106 for recording various data for each player And a ROM 107 in which programs necessary for the game and various databases are stored.
- the main control device 101 is connected to the field 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.
- a magnetic data reading device 204 for reading magnetic data of a magnetic card inserted in the magnetic card insertion slot 15 and a magnetic data writing device 205 for writing various data such as an ID code to the magnetic card.
- the station control device 201 is connected to a medal management device 202, a RAM 203, a magnetic data reading device 204, and a magnetic data writing device 205, respectively.
- the station control device 201 includes a medal insertion sensor (not shown) and a magnetic card which are provided in the station 10 and detect medals inserted through the display 11 and the touch panel 12 and the medal insertion unit 13 shown in FIG. Each is also connected to a magnetic card driving device (not shown) for driving the magnetic card inserted into the insertion slot 15.
- 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 can be performed between them. It has become.
- FIG. 5A shows an example of the data structure of player data recorded and managed for each player.
- This player data consists of an ID code as player-specific information assigned to each player, personal data about that player, Information on horses related to Lacta (characters to be trained), last play date data to identify the date the player last played, rewrite data to record data updates, prevention of denitrification of magnetic cards, etc.
- the check code and so on are included.
- the player data also includes data such as the game history data of the player and screen layouts that are not related to the game progress.
- the above ID code is a number assigned only to one player, and is set so that the ID does not overlap with other player data.
- the personal data, the horse information, and the last play date data are used as game history data for ensuring the continuity of the interrupted game.
- This player data is stored in the SRAM 105 or the flash memory 106 shown in FIG.
- the personal data includes data related to one player, such as one player and the total number of plays. This personal data is used as data reflected in the game contents so that one player is used as the name of a horse's crown, or is used as customer management data.
- the above-mentioned horse information includes, for each horse character, a horse name code for specifying the name of the horse, horse type data for specifying a growth curve indicating characteristics of the growth method, gender, age, It includes the number of starts, speed, stamina, conditions, accumulated prize money, and the results of each past race (eg 1st, 2nd, 3rd or outside).
- 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 and used in the game.
- FIG. 5B shows an example of the data structure of the write data written to the magnetic card when the player interrupts play.
- a part of the player data is recorded in the write data.
- the ID code and the check code, and data 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 and written, and the data is normal.
- the ID code recorded on the magnetic card is read.
- the player data corresponding to the 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. Accordingly, 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.
- races having the same names as those of the actual central horse race are sequentially held according to a predetermined cycle. Approximately 60 races are prepared for one year, and for each race, a race is held by a model horse for the time to bet a medal, that is, the time to purchase a voting ticket (game ticket) in the game. 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. In the above arcade game machine 1, 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 a game value data storage unit, a training parameter data storage unit, an operation reception unit, a first character identification information reception unit, a second character identification information reception unit, It has a training game progress means, a competitive game progress means, a win / loss determination means, a bet determination means, a game value receiving means, and a game value paying means.
- the game value amount data storage means stores medal data which is game value amount data, and is mainly configured by a memory in the medal management device 202.
- a player inserts a medal, which is a tangible game value medium, into the medal insertion unit 13 of the station 10, the number of the medals is counted, and the medal data in the game value amount data storage means is equivalent to the counted number.
- the training parameter data storage means stores winning rate determination data (nurturing parameter data) of a plurality of owned horse characters (cultivating target characters) for each corresponding owned horse character.
- the winning rate determination data of the owned horse character is stored in a state associated with the ID code (player specifying information) of the player who is the owner.
- This growth parameter data storage means is mainly constituted by the SRAM 105 or the flash memory 106 of the main control unit.
- This breeding parameter data storage means also stores winning rate determination data for racehorse characters other than racehorse characters related to the player's horses, ie, racehorse characters that are computer horses.
- the racehorse character that is a computer horse is not a breeding target character because the player cannot train it. Therefore, winning rate determination data for racehorse characters that are computer horses is not breeding parameter data.
- medal value data is numerical data indicating the overall ability of the racehorse character, which roughly corresponds to the number of medals that the player spends by performing the training process described later on the racehorse character. It is.
- Condition data, jockey data, and age data are data for determining how much the numerical value of the medal value data should be reduced when calculating the winning percentage data as will be described later. Note that the data used as the winning percentage determination data is not limited to these data and is appropriately selected.
- the operation accepting means is for accepting a player's bet operation, breeding start operation, whip operation (specific operation) during the breeding, and the like, mainly the touch panel 12, the station control device 201 and the main operation.
- the controller 101 is configured.
- the display 11 of the station 10 has an operation table for selecting the odds table and the number of medals to bet on the betting object by selecting two racehorse characters to be bet by the player. Images etc. are displayed.
- the player operates the touch panel 12 in accordance with the display contents of the display 11 and performs a bet operation.
- a training screen described later is displayed on the display 11 of the station 10, and the player can select various training instruction buttons on the training screen. To give instructions for breeding.
- the whip operation during the training will be described later.
- the first character specifying information receiving means receives first character specifying information for specifying a first breeding target character to be nurtured by a nurturing process described later.
- the first character specifying information receiving means mainly includes a magnetic information reading device 204, a station control device 201, and a main control device 101. Specifically, when the player inserts the magnetic card at any of the stations 10, the magnetic information reader 204 reads the ID code recorded on the magnetic card, and the player data corresponding to the ID code is read. Then, the data is read from the SRAM 105 or the flash memory 106 of the main control unit 100, and the player data is read from the RAM 203 of the station control unit 200 in the station 10.
- one player information is included for one player data.
- one horse character can be specified by the ID code related to the player data.
- this ID code is the first character specifying information.
- the second character specifying information receiving means receives second character specifying information for specifying a second breeding target character different from the first breeding target character nurtured by the below-described breeding process.
- This second character specifying information receiving means mainly comprises a magnetic information reading device 204, a station control device 201, and a main control device 101.
- the display 11 of the station 10 has a magnetic card (second magnetic card) different from the magnetic card (first magnetic card) already inserted.
- a message prompting you to insert a magnetic card is displayed.
- the magnetic information reader 204 uses the ID code recorded on the second magnetic card. read.
- the player data force corresponding to this ID code is read from the SRAM 105 or the flash memory 106 of the main controller 100, and the player data is read into the RAM 203 of the station controller 200 in the station 10.
- this ID code becomes the second character specifying information.
- information that can specify one horse character such as the horse name code included in the horse information
- the second character specifying information is specified as the second character specifying information. May be used. Then, when performing the breeding process for the first breeding character, the second magnetic card is inserted, and the player operates the touch panel 12 of the station 10 to perform the breeding process from the player data related to the ID code. By specifying the second breeding target character to be used for the training, he / she will receive the horse name code related to the operation.
- the breeding game progressing unit is configured to perform the above-described operation based on the first character specifying information (ID code) received by the first character specifying information receiving unit.
- ID code first character specifying information
- a first breeding target character is specified, and a breeding process is performed to change the breeding parameter data of the first breeding target character stored in the breeding parameter data storage unit.
- the breeding parameter data of the second breeding target character specified by the second character specifying information (ID code of the second magnetic card) received by the second character specifying information receiving means is used as the training parameter data.
- the storage means power is read, and the breeding parameter data of the first breeding target character is changed using the breeding target parameter data of the second breeding target character.
- the breeding game progression means also performs a process of subtracting a predetermined amount from the game value amount data stored in the game value amount data storage means when the operation accepting means accepts a predetermined growth start operation.
- This breeding game progress means mainly comprises a station control device 201 and a medal management device 202. Specifically, the operation data indicating the contents of the start-up operation performed by the player is sent from the touch panel 12 of the station 10 to the station control device 201, and the station control device 201 performs the growth processing. Also Upon receiving the operation data indicating the content of the breeding start operation performed by the player, the station control device 201 performs a process of subtracting a predetermined number of pieces of medal data by the medal management device 202.
- the specific contents of the training process by the training game progress means are as follows.
- the station 10 shifts to the training mode, and the training screen as shown in FIG.
- the operation can be performed.
- an image of the player's horse is displayed on this training screen.
- buttons for selecting five types of training methods “turf”, “woodchip”, “dirt”, “slope”, and “tandem horse”.
- the player can touch the button of one of the breeding methods to perform the breeding process by the breeding method for his own horse character (first breeding target character).
- the medal value data of your own horse character Parameter data can be changed.
- These training processes differ in the amount of change in medal value data.
- the value of medal value data changes by one of the numerical values 0 to 4.
- the value of the medal value data always changes by 2 for the “woodchip” breeding process, and the value of the medal value data changes by one of the values 1 to 5 for the “dirt” breeding process.
- the amount of change in the medal value data in the “turf” and “dirt” training processes is determined by random number drawing. The details of the breeding process using the “horse horse” will be described later.
- the numerical value of the condition data (training parameter data) of the racehorse character related to his own horse can be changed.
- the condition data is a numerical value of 0 to 100%. If this value is 100%, the numerical value subtraction amount of the medal value data by the condition data is 0 when calculating the parameter value at the time of the race, and if it is 0% When calculating the above parameter values during a race, the numerical value subtraction amount of the medal value data by the condition data is a predetermined maximum value by which the numerical value of the medal value data is subtracted by the condition data.
- the competitive game progress means is configured to perform the above-described horse race in which a plurality of race horse characters that compete for each other compete with each other in rank, and the player predicts a race horse character to win in these horse races. Progress the game.
- This competitive game progression means is mainly constituted by the main control unit.
- the winning / losing determining means is mainly constituted by the main control unit. This winning / losing determining means determines the racehorse character that is ranked first in the race in which the above-mentioned competitive game progressing means progresses by lottery based on the winning percentage data of the eight racing horse characters running in the race, and the remaining From the racehorse characters, the racehorse characters up to the lowest rank are sequentially determined by lottery using the corrected win rate data X ′ of the remaining racehorse characters obtained from the following formula (1).
- X is the winning percentage data of each racehorse character to be calculated
- ⁇ is the sum of the winning percentage data of racehorse characters whose ranks have already been determined.
- 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 competitive game progress means advances the race so that the racehorse character is ranked first.
- 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), Corrected win rate data X ' ⁇ ⁇ for racehorse characters
- each calculated winning percentage data X ′ to ⁇ ′ is used as the lottery probability data of those racehorse characters.
- a new lottery table is generated. After that, 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 selects the racehorse character corresponding to the random number. Identify. This The above-mentioned competitive game progress means will advance the race so that this racehorse character is ranked second. Thereafter, the racehorse characters up to the final rank are determined in the same manner.
- the calculation of the winning percentage data is performed using the winning percentage determination data stored in the winning percentage determination data storage means.
- the winning / losing determining means determines the winning rate corresponding to each racehorse character when the main control device 101 determines eight racehorse characters to run in the race before the competitive game proceeding means starts the prediction race. Using the data, the winning percentage data for each racehorse character is calculated. If the player's own horse character is included in the eight racehorse characters, the winning rate determination data corresponding to the horse character is the training target parameter data that can be changed by the above-described breeding process. The calculation of the winning percentage data will be described in detail.
- the numerical value related to the medal value data of each racehorse character is the maximum value of the parameter value of the racehorse character.
- age delimiter Subtract the subtraction value determined by a predetermined calculation formula and use it as the parameter value of the racehorse character at the time of the race. Then, the ratio of the parameter value of each racehorse character to the total value of the parameter values of all racehorse characters running in the race is calculated, and each calculated value is used as the win rate data of each racehorse character.
- This win rate data indicates the probability that each racehorse character running in the race will be ranked first in that race.
- the winning percentage data of each racehorse character varies depending on the value of the winning percentage determination data of other racehorse characters running in the race, and the winning percentage data varies from race to race even for the same racehorse character.
- 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 win, and bet on two racehorse characters in the case of a horse run, single horse 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 is based on the operation data.
- the racehorse character is selected, and the number of medals to bet on the selected racehorse character is determined. Such bet contents of the player are stored in the SR AM 105 and the flash memory 106 for each player.
- the game value receiving means is for receiving as much medal as the number of medals determined by the betting determination means as well as the player who made the betting operation. Specifically, the medals inserted in the medal insertion unit 13 of the station 10 are counted and managed by the medal management device 202 as medal data.
- 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 this embodiment, the game value receiving means is mainly composed of a station control device 201 and a medal management device 202.
- the game value paying means determines a winning horse in each voting method based on the order of the racehorse character determined by the winning / losing determining means, and bet on the competitive character related to the winning horse.
- the number of medals obtained by multiplying the number of medals by the corresponding odds is paid out to the player.
- 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 this embodiment, the game value payout means is mainly composed of a station control device 201 and a 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 running in the race.
- the arcade game machine 1 having the above-described configuration is used to train a player's own horse character
- the player performs an operation on the touch panel 12 to train the player.
- the training screen as shown in FIG. 6 is displayed on the display 11 of the station 10, and the player performs various training instruction operations on the touch panel 12.
- the operation for touching the breeding instruction button for performing the “combined horse” displayed at the bottom of the breeding screen is the breeding start operation.
- the breeding game progression means is first selected as the breeding target for this time in order to perform the breeding process for “Horse horse”.
- a message prompting you to insert a second magnetic card different from the first magnetic card for your own horse character is displayed.
- the player has a second magnetic field that is different from the first magnetic card of the horse character (hereinafter referred to as the “bred horse character”) that has already been inserted and is being trained. Insert a second magnetic card into the station 10 for a card, more specifically, another player's own horse character or another of his own horse characters (hereinafter referred to as a “horse horse character”). .
- the ID code recorded on the second magnetic card is read by the magnetic information reader 204, and the player data corresponding to the ID code is read into the RAM 203 of the station control unit 200 in the station 10.
- the breeding game progress means is the RAM 203 of the player data caption control unit 200 corresponding to the second magnetic card.
- the breeding game advancing means generates a scheduled run time of the horse character based on the read medal value data.
- the planned run time is shorter as the medal value data is higher.
- the breeding game progress means reads the medal value data of the breeding horse horse character in the RAM 203 of the station control unit 200, and based on the medal value data, the planned running time of the breeding horse horse character is also calculated. Generate.
- the planned run time also becomes shorter as the medal value data becomes higher.
- the breeding horse character Rakuta trains the horse together with the horse character on the combined horse screen as shown in Fig. 7 on the display 11 of the station 10.
- a combined horse screen showing an image is displayed on the display 11 of the station 10.
- the breeding game progress means displays an image in which the shorter scheduled run time precedes according to the scheduled run time of each character.
- whip operation buttons "Muchi (1BET)” and “Muchi (2BET)” are displayed. These whip operation buttons are used for giving an instruction for accelerating the speed of the breeding owned horse character, specifically, for giving an instruction for shortening the planned running time of the breeding owned horse character.
- the former whip operation button is for shortening the scheduled running time of the breeding horse character by one operation
- the latter whip operation button is for the breeding horse character by one operation. This is to significantly shorten the scheduled run time.
- the player's medal data is reduced by one medal in one operation
- the latter the player's medal data is reduced by two medals in one operation.
- the training game progressing means corrects the scheduled running time so that the scheduled running time of the breeding horse character is shortened according to the contents of this whip operation (specific operation).
- the breeding game progress means compares the final scheduled run time of the breeding horse character with the scheduled run time of the horse character, and based on the time difference, The increase / decrease of the medal value data of the character is calculated, and the value of the medal value data of the breeding horse equine character is changed by the calculated increase / decrease.
- the medal value data of the breeding horse character when the medal value data of the breeding horse character is changed according to the type and number of whip operations, the breeding horse according to the timing of the force whip operation described above, etc.
- the medal value data of the character may be changed.
- a scheduled run profile indicating the speed change of each character from the start to the goal is generated, not the run time of each character.
- the planned running profile of the breeding horse character is corrected, and the final scheduled running profile of the breeding horse character and the scheduled running profile of the horse character are combined.
- the increase / decrease of the medal value data of the breeding horse character is calculated, and the value of the medal value data of the breeding horse character is changed by the calculated increase / decrease.
- the win rate data calculating means calculates the parameter value of each racehorse character based on the win rate determination data of each racehorse character as described above, and the parameter value power also calculates win rate data of each racehorse character. And the winner The stage uses the winning ratio data of each racehorse character calculated in this way to determine the rank of each racehorse character in that race. Thereafter, when the race is started, the competition game progress means develops the race so that each racehorse character has the determined order.
- the player can obtain the medal value data (the training parameter) of the breeding horse character (first breeding target character) that is his own horse character.
- Data can be changed using medal value data (bringing target parameter data) of a combined horse character (second breeding target character) which is another horse character. Therefore, a new breeding game that has never existed so that a player's own horse character can be trained in relation to another player's own horse character or another of his own horse characters. Is expanded.
- a new breeding game is developed in which the horse-raised character is grown by the horse-raised character developed by others. .
- the arcade game machine 1 includes a game value data storage unit, a training parameter data storage unit, an operation reception unit, a first character identification information reception unit, and a second character identification information reception unit.
- the competitive game progress means In addition to the nurturing game progress means, the competitive game progress means, the win / loss determination means, the bet determination means, the game value receiving means, and the game value paying means, it has another operation receiving means.
- the scheduled running time of the combined horse character can be corrected according to the whip operation (specific operation) received by another operation receiving means. Except for this, it is the same as the above example. Only this point will be described below.
- the another operation accepting means is a whip operation (specific operation for the combined horse character) in the breeding process by the combined horse of the breeding horse character performed in response to the breeding start operation accepted by the operation accepting means. ).
- the other operation accepting means is mainly composed of the touch panel 12, the station control device 201 and the main control device 101 of the same station as the station 10 having the operation accepting means. It is.
- the scheduled run time of each character is shortened. Accordingly, when the breeding horse character is delayed while looking at the combined horse screen, the player operates the whip operation button displayed on the lower left side of the combined horse screen to operate the The scheduled run time of the horse character can be shortened to bring it closer to the scheduled run time of the horse character.
- the breeding game progress means compares the final scheduled run time of the rearing horse character with the final planned run time of the horse character and, based on the time difference, in the same manner as in the above embodiment.
- the increase / decrease amount of the medal value data of the owned horse character is calculated, and the value of the medal value data of the breeding owned horse character is changed by the calculated increase / decrease.
- the scheduled run time of the combined horse character can be determined by operating the whip operation button displayed on the lower right side of the combined horse screen. Can be shortened. Therefore, according to the present embodiment, it is possible to make the final scheduled run times of both characters the same while operating the whip operation button in this way and adjusting the scheduled run times of each character. . That is, even if the breeding horse character performs V, a whip operation, and the scheduled run time has become shorter than the scheduled run time of the horse character, according to this embodiment, It is possible to shorten the scheduled running time of the combined horse character by performing a mulch operation on the character so that the final scheduled running times of both characters are the same.
- the increase in the medal value data of the breeding horse character increases as the number of whip operations on the breeding horse character increases.
- the whip operation for the breeding horse character is performed by himself.
- all other whip operations can be performed by the other player.
- the player who is the owner of the breeding horse character can perform a whip operation while communicating with the other player, and can develop the breeding horse character as his own horse. New training games.
- the medal value data of the combined horse character is not changed in the breeding process using the combined horse of the breeding horse character, but the medal value data of the combined horse character may be changed.
- the horse character grows up as a reward for the cooperation of the breeding horse character.
- the power player described by taking the horse racing game apparatus as an example is provided.
- Other game devices may be used as long as they are game devices that execute a breeding game that changes the breeding parameter data of the character to be trained by paying a fixed amount of game value.
- the present invention can also be applied to other game apparatuses such as a home game machine.
- a program that causes the computer of the home game machine to function as the above-mentioned training game progressing means is distributed via a communication network or recorded on a recording medium and distributed.
- the game value is electronic data related to a virtual currency or the like that is reduced during the development of the game.
Abstract
Description
Claims
Priority Applications (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
GB0714082A GB2437451A (en) | 2005-01-21 | 2006-01-20 | Game machine and program |
US11/814,497 US20090280881A1 (en) | 2005-01-21 | 2006-01-20 | Game machine and program |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2005014281A JP3877323B2 (en) | 2005-01-21 | 2005-01-21 | GAME DEVICE AND PROGRAM |
JP2005-014281 | 2005-01-21 |
Publications (1)
Publication Number | Publication Date |
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WO2006077982A1 true WO2006077982A1 (en) | 2006-07-27 |
Family
ID=36692362
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP2006/300876 WO2006077982A1 (en) | 2005-01-21 | 2006-01-20 | Game machine and program |
Country Status (5)
Country | Link |
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US (1) | US20090280881A1 (en) |
JP (1) | JP3877323B2 (en) |
GB (1) | GB2437451A (en) |
TW (1) | TW200633748A (en) |
WO (1) | WO2006077982A1 (en) |
Families Citing this family (3)
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JP4510862B2 (en) * | 2007-09-28 | 2010-07-28 | 株式会社コナミデジタルエンタテインメント | Game machine and computer program |
JP7054022B2 (en) * | 2020-07-09 | 2022-04-13 | 株式会社ミクシィ | Information processing equipment, information processing methods, and programs |
JP7185173B2 (en) * | 2020-07-09 | 2022-12-07 | 株式会社Mixi | Information processing device, information processing method, and program |
Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH11333146A (en) * | 1998-05-25 | 1999-12-07 | Namco Ltd | Game center |
JP2002273067A (en) * | 2001-03-16 | 2002-09-24 | Uizu:Kk | Simulator for rearing |
JP2003181132A (en) * | 2003-01-14 | 2003-07-02 | Konami Co Ltd | Race game device and special race appearance control method therefor |
Family Cites Families (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2000107442A (en) * | 1998-10-06 | 2000-04-18 | Konami Co Ltd | Character behavior control method in video game, video game device, and readable recording medium on which video game program is recorded |
JP2001129255A (en) * | 1999-08-26 | 2001-05-15 | Nintendo Co Ltd | Game device and storage medium therefor |
US6692360B2 (en) * | 2000-07-21 | 2004-02-17 | Konami Corporation | Game system, commercial game apparatus, network game apparatus, client device, and recording medium |
JP2002035428A (en) * | 2000-07-21 | 2002-02-05 | Konami Co Ltd | Game system, network game apparatus, game apparatus client apparatus and recording medium |
-
2005
- 2005-01-21 JP JP2005014281A patent/JP3877323B2/en active Active
- 2005-12-22 TW TW094145828A patent/TW200633748A/en not_active IP Right Cessation
-
2006
- 2006-01-20 US US11/814,497 patent/US20090280881A1/en not_active Abandoned
- 2006-01-20 WO PCT/JP2006/300876 patent/WO2006077982A1/en not_active Application Discontinuation
- 2006-01-20 GB GB0714082A patent/GB2437451A/en not_active Withdrawn
Patent Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH11333146A (en) * | 1998-05-25 | 1999-12-07 | Namco Ltd | Game center |
JP2002273067A (en) * | 2001-03-16 | 2002-09-24 | Uizu:Kk | Simulator for rearing |
JP2003181132A (en) * | 2003-01-14 | 2003-07-02 | Konami Co Ltd | Race game device and special race appearance control method therefor |
Also Published As
Publication number | Publication date |
---|---|
GB0714082D0 (en) | 2007-08-29 |
TWI294301B (en) | 2008-03-11 |
TW200633748A (en) | 2006-10-01 |
JP3877323B2 (en) | 2007-02-07 |
JP2006198231A (en) | 2006-08-03 |
GB2437451A (en) | 2007-10-24 |
US20090280881A1 (en) | 2009-11-12 |
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