WO2007049794A1 - Game system and game machine - Google Patents

Game system and game machine Download PDF

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Publication number
WO2007049794A1
WO2007049794A1 PCT/JP2006/321808 JP2006321808W WO2007049794A1 WO 2007049794 A1 WO2007049794 A1 WO 2007049794A1 JP 2006321808 W JP2006321808 W JP 2006321808W WO 2007049794 A1 WO2007049794 A1 WO 2007049794A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
player
opponent
information
hit
Prior art date
Application number
PCT/JP2006/321808
Other languages
English (en)
French (fr)
Inventor
Shigehito Mukasa
Mitsuhiro Tada
Daisuke Yoro
Original Assignee
Konami Digital Entertainment Co., Ltd.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Konami Digital Entertainment Co., Ltd. filed Critical Konami Digital Entertainment Co., Ltd.
Priority to GB0805986A priority Critical patent/GB2444462B/en
Priority to CN2006800403449A priority patent/CN101296735B/zh
Priority to US12/090,263 priority patent/US20090137297A1/en
Publication of WO2007049794A1 publication Critical patent/WO2007049794A1/en
Priority to HK08106403.0A priority patent/HK1111926A1/xx

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/02Shooting or hurling games
    • A63F9/0204Targets therefor
    • A63F9/0243Movable targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/0096Reaction time games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2250/00Miscellaneous game characteristics
    • A63F2250/02Miscellaneous game characteristics having an effect on the human senses
    • A63F2250/027Miscellaneous game characteristics having an effect on the human senses generating a sound without electric means

Definitions

  • the present invention relates to a game system and a game machine for competing in hitting plural targets.
  • target hitting game in which plural openings are made in a board surface of the game machine and a target emerging from the openings is hit to compete with others for the number of targets (for example, see Japanese Utility Model Laid-Open No. 6-83088 and Japanese Patent Application Laid-Open No. 11-226238) .
  • target hitting game in which plural difficulty levels are prepared (for example, see Japanese Patent Application Laid-Open No. 2002-200330) .
  • the target hitting game has a poor battle sense.
  • the player can not sufficiently enjoy the target hitting game as a battle game unless an opponent has a game skill similar to that of the player.
  • an object of the invention is to provide a game system and a game machine in which the battle game according to the game skill of the player is realized in the target hitting game.
  • a first game system of the present invention solves the above problems as a game system for playing a game in which at least one target makes frequent appearances from each of a pluralityof openings provided in a board surfaceofa game machine, to cause a player to hit the target, the game system comprising: a strength measuring device for detecting a hit to the target tomeasurestrengthofthehit; an opponent candidate information storage device in which a plurality of pieces of opponent candidate information are stored, each opponent candidate information indicating ability information on the hit of the target, and becoming opponent candidate information of the player; a criterial strength determination device for determining criterial strength of the player by causing the player to hit the target to measure strength of the hit with the strength measuring device; an opponent candidate information selection device for selecting the opponent candidate information from the opponent candidate information storage device, the opponent candidate information indicating the ability information corresponding to the criterial strength; and a game control device for controlling the game in which the opponent candidate information selected by the opponent candidate information selection device is set at an opponent of the player, wherein the game control device includes:
  • the criterial strength determined by the criterial strength determination device is determined by the strength of the hit of the player, the opponent candidate information showing the ability information on the hit corresponding to the criterial strength is selected by the opponent candidate information selection device, and the game control device controls the game in which the selected opponent candidate information is set as the opponent., Therefore, the opponent having the similar ability concerning the hit is selected. Additionally, unlike the case where the player plays the game with an actual opponent, the place and time of the game are not constrained by the convenience of the opponent.
  • the information having the influence on win or loss is set at each of the player and the opponent by win-loss influence information setting device when the game is started, the win-loss influence information control device changes the information having the influence on win or loss of the opponent based on the measurement strength when the player hits the target, the win-loss influence information control device changes the information having the influence on win or loss of the player based on the criterial strength when the player fails to hit the target, and the win-loss judgment device judges the win or loss based on the final information having the influence on win or loss of the both. Accordingly, the strength of the hit has the influence on the win or loss of the game.
  • the criterial strength is used as the information for obtaining the strength of the hit of the opponent in the game, which allows the state as if the player competes with the opponent to be produced even if the player does not actually compete with the opponent.
  • the criterial strength is obtained by the hit of the player, and the opponent is selected based on the criterial strength, so that it can be thought that the opponent and the player have almost same criterial strength .
  • the criterial strength is regarded as the criterial strength of the opponent, and the criterial strength may be used like e the measurement strength.
  • the strength information corresponding to the criterial strength is included in the ability information on the hit in the opponent candidate information selected based on the criterial strength, and the strength information may be used. Therefore, the player can realize the battle game to the selected opponent without actually competing with the selected opponent . Accordingly, the present invention can provide the game system in which the battle game according to the game skill of the player is realized at the favorite time and at the favorite place of the player. Additionally, because the win or loss is not judged only by counting the number of hits, the interest of the game can be improved .
  • the ability information corresponding to the criterial strength may be strength information equal to the criterial strength, by making the strength information corresponding to the ability information include in the ability information, or may be strength information specified by a correspondence table or a calculation method, by preparing the correspondence table and the calculation method for corresponding the criterial strength to the ability information appropriate to the criterial strength.
  • the opponent candidate information stored in the opponent candidate information storage device may be information which is stored based on the performance when another player plays the game or may be directly registered information.
  • the information having the influence on win or loss in starting the game may previously be determined as constant information, or may be determined based on predetermined information.
  • the information having the influence on win or loss is information used in judging the win or loss of the player and the opponent, and the information having the influence on win or loss includes the numerical values, characters, signs, and the like.
  • the change "based on the measurement strength” shall include the change only by the measurement strength, the change by added another piece of information as well as the measurement strength, and the change by another piece of information obtained by using the measurement strength.
  • the change "based on the criterial strength” shall include the change only by the criterial strength, the change by added another piece of information as well as the criterial strength, and the chage by another piece of information obtained by using the criterial strength.
  • the judgment of the win or loss shall include the case where the win or loss is judged only by the information having the influence on win or loss and the case where the win or loss is judged by taking account of added information except for the information having the influence on win or loss, e.g., the number of hits" or a scoring point obtained by hitting the target .
  • the win-loss influence information setting device sets stamina values which numerically express stamina powers of the player and the opponent as information on stamina power respectively
  • the game control device further includes a criterionl change amount determination device for determining a change amount of the stamina value of the player as a criterial change amount based on the criterial strength and a measurement change amount determination device for determining a decrease amount of the stamina value of the opponent as a measurement change amount based on the measurement strength
  • the win-loss influence information control device may change the stamina value of the opponent by the measurement change amount when it is judged that the target is hit, and may change the stamina value of the player by the criterial change amount when it is judged that the target is not hit, and the win-loss judgment device may judge the win or loss based on the stamina value .
  • the stamina power value of the opponent can be changed by the measurement change amount when the player hits the target, and the stamina power value of the player can be changed by the criterial change amount when the player fails to hit the target.
  • the player and the opponent change the adversary stamina power value, and the win or loss is judged based on the stamina power value. For example, the battle game in which the player hits the target such that the stamina power value of the opponent decreases to a predetermined value earlier than the stamina power value of the player.
  • the win-loss influence information control device may decrease the stamina value of the opponent by the measurement change amount when it is judged that the target is hit, and may decrease the stamina value of the player by the criterial change amount when it is judged that the target is not hit. Therefore, the game in which the stamina power value of the opponent is decreased as the player hits the target and the stamina power value of the player is decreased as the player fails to hit the target can be realized.
  • the win-loss influence information setting device may set each of the information having the influence on win or loss of the player and the information having the influence on win or loss of the opponent based on the criterial strength. Therefore, the criterial strength can be reflected on the information having the influence on win or loss in starting the game.
  • the information having the influence on win or loss is set such that the lower criterial strength as the lower enjoyment the game provides, it is possible to prevent the player from intentionally setting the low criterial strength.
  • “Based on the criterial strength” shall include the case of only the criterial strength, the case of adding another piece of information as well as the criterial strength, and the case of another piece of information obtained by using the criterial strength .
  • the game system may comprise: a speed measuring device for measuring a speed at which the target is hit; and a criterial speed determination device for determining a criterial speed of the player by causing the player to hit the target to measure a speed of the hit with the speed measuring device, wherein the opponent candidate information selection device selects the opponent candidate information from the opponent candidate information storage device, the opponent candidate information indicating the ability information corresponding to the criterial strength and the criterial speed.
  • the table or the computation method may be previously prepared for the correspondence between the criterial speed and the ability information .
  • the criterial speed corresponds to the ability information appropriate to the criterial speed. Therefore, the game skill is judged with the two parameters of the strength of hit and the speed of hit, and the opponent can be selected according to the game skill of the player.
  • the game control device may have an appearance-disappearance mode setting device for setting an appearance-disappearance mode of each target making frequent appearances from each opening in the game according to criterial speed determined by the criterial speed determination device. Because the criterial speed is regarded as the skill concerning the speed of the player' s hit, the present invention can realize the game having the appearance-disappearance mode suitable to the skill .
  • the appearance-disappearance mode is a mode in which each target appears from each opening and disappears into the opening. For example, the appearance-disappearance mode is determined by the timing at the moment when the target appears, a duration in which the target keeps the appearance state, and a moving speed of the target for appearing and disappearing.
  • a server and the game machine may be connected with each other so as to transmit and receive data between them, the server including the opponent candidate information storage device and the opponent candidate information selection device, the game machine including the strength measuring device, the criterial strength determination device, the speed measuring device, the criterial speed determination device, and the game control device . Therefore, the server can be utilized bythepl ⁇ ral game machines, and the opponent candidate information storage device can be managed in a concentrated manner even if the plural game machines exist.
  • the opponent candidate information is set as the information obtained from the play result in each game machine, the information on the nationwide opponent candidate can be obtained.
  • a game machine of the present invention solves the above problems as a game machine for playing a game in which at least one target makes frequent appearances from each of a plurality of openings provided in a board surface of a game machine, to cause a player to hit the target, the game machine being connected with a server so that data can be transmitted and received between them, the server having a plurality of pieces of opponent candidate information, each of which is indicating ability information on a hit of the target and becoming opponent candidate information of the player, the game system comprising : a strength measuring device for measuring strength ofthe hit whenthe target is hit; a criterial strength determination device for determining criterial strength of the player by causing the player to hit the target to measure strength of the hit with the strength measuring device; an opponent candidate information obtaining device for obtaining the opponent candidate information from the server, the opponent candidate information indicating the ability information corresponding to the criterial ⁇ sti?e'ngth; a game control device for controlling the game in whi-c J h'*the opponent candidate information obtained by the ⁇ p;
  • a second game machine of the present invention solves the above problems as a game system for playing a game in which at least one target makes frequently appearances from each of a plurality of openings provided in a board surface of a game machine, to cause a player to hit the target
  • the game system comprising: a speed measuring device for measuring a speed at which the target is hit ; an opponent candidate information storage device in which a plurality of pieces of opponent candidate information are stored, each opponent candidate information indicating ability information on a hit of the target and becoming opponent candidate information of the player; acriterial speed determination device for determining a criterial speed of the player by causing the player to hit the target to measure the speed with the speed measuring device; an opponent candidate information selection device for selecting the opponent candidate information from the opponent candidate information storage device, the opponent candidate information indicating the ability information corresponding to the criterial strength; and a game control device for controlling the game in which the opponent candidate information selected by the opponent candidate information selection device is set as an opponent of the player, wherein the game control device includes: an appearance-
  • the criterial speed which becomes the criterial speed of the hit of the player to the target is determined by the criterial speed determination device, the opponent candidate information showing the ability information according to the criterial speed of the player is selected by the opponent candidate information selection device, and the battle game is played, where the selected opponent candidate information is set as the opponent. Therefore, the criterial speed is set as the game skill of the player, and the opponent is selected according to the game skill . Accordingly, in the invention, unlike the case where the player competes with an actual opponent for the game, where to and when to play the game are not constrained by the convenience of the opponent .
  • the win-loss influence information control device can give a predetermined change to the information having the influence on win or loss of the opponent in each time when the player hits the target successfully.
  • the win-loss influence information control device regards that the opponent hits the target when the player fails to hit the target, and the win-loss influence information control device can give the predetermined change to the information having the influence on win or loss of theplayer ineach time when the player fails to hit the target .
  • the win-loss judgment device judges the win or loss based on the information having the influence on win or loss.
  • the appearance-disappearance mode setting device sets the appearance-disappearance mode of the targets in the game according to the criterial speed.
  • the appearance-disappearance mode can become more complicated.
  • the appearanee-disappearance mode becomes complicated, difficulty of the hit to the target is increased. Therefore, the game can be provided according to the game skill of the player.
  • the invention can provide the game system, in which the criterial speed is set as the game skill of the player, the opponent candidate information corresponding to " the criterial speed is selected as the opponent, the appearance-disappearance mode of the target is set according to the criterial speed, and thereby the battle game according to the game skill of the player is realized at the favorite time at the favorite place of the player.
  • the speed of" the hit may be a parameter* indicating the speed at which the player hits the target. Examples of the speed of the hit include a time how long it takes to hit one target, the number of targets hit within a constant target, and a time how long it takes to hit the constant number of targets.
  • the ability information corresponding to the criterial speed may be speed information equal to the criterial speed of the palyer, the speed information corresponds to the criterial speed and has been included in the ability information. Alternatively, the ability information corresponding to the criterial speed may be specified by a table or a calculation method by which the criterial speed and the ability information according to the criterial speed are related to each other. The concepts of the appearance-disappearance mode, the opponent candidate information storage device, and the information having the influence on win or loss are similar to those of the first game system.
  • the invention can provide the game system having the criterial strength determination device for determining the criterial strength of the player, wherein the opponent candidate information according to the criterial strength is selected as the opponent, the information having the influence on win or loss of the opponent is changed based on the strength of the hit when the player hits the target, the information having the influence on win or loss of the player is changed based on the criterial strength as ⁇ the strength of the opponent when the player fails to hit the target, the win or loss is judged based on the information having the influence on win or loss, and thereby the battle game according to the game skill of the player is realized in the target hitting game.
  • FIG. 1 shows an example of a game system according to the invention
  • FIG. 2 shows an example of a player table
  • FIG .3 shows an example of a game machine in the game system shown in FIG. 1;
  • FIG. 4 is a block diagram showing a hardware configuration of the game machine shown in FIG. 3;
  • FIG. 5 is a sectional view showing a target mechanism of the game machine shown in FIG. 3;
  • FIG. 6 is a sectional view showing the target mechanism shown in FIG. 5 when viewed from a direction W of FIG. 5;
  • FIG. 7A shows a state in which the target shown in FIGs. 5 and 6 is hidden in an opening
  • FIG. 7B shows a state in which the target shown in FIGs. 5 and 6 emerges from the opening
  • FIG. 8 is a diagram showing schematic processes performed in the game system
  • FIG. 9 is a flowchart showing a training mode process
  • FIG. 10 is a flowchart showing an opponent determining process
  • FIG. 11 is a flowchart showing a battle game process
  • FIG. 12 is a flowchart showing an initial setting process
  • FIG. 13 is a flowchart showing a success hit process
  • FIG. 14 is a flowchart showing an end process
  • FIG. 15 is a flowchart showing a server end process
  • FIG. 16 shows an example of a battle screen
  • FIG. 17A shows an example of a graph for determining a speed rank at each criterial speed
  • FIG. 17B shows an example of an emerging pattern table
  • FIG.18 shows an example ofagraphfor determining a stamina power value
  • FIG. 19A shows an example of a graph for determining a strength power rank
  • FIG. 19B shows an example of a decrease amount table.
  • FIG. l showsan example of the first game system GS according to the invention.
  • the first game system GS includes a server I, a server storage unit 2, and a game machine 3 which is installed in a store X.
  • the game machine 3 and the server 1 are connected to each other through a communication network 4 such that data can be transmitted and received. Either a dedicated line or a public line may be used as the communication network 4. Any conventional connection method may be used as the connection method.
  • the game machine 3 connected to the server 1 are also provided each of the other stores Y and Z.
  • the server 1 functions mainly as the opponent candidate information selection device based on the data obtained from the game machine 3.
  • the server 1 can be formed by the already-existing hardware configuration of the server.
  • the server 1 includes a control unit which controls an operation of the server 1, a transmission and reception unit which transmits and receives data to and from the game machine 3, and a storage device in which various kinds of data necessary to these operations are stored.
  • a player table PT is stored in the server storage unit 2, and the player table PT includes plural pieces ofplayerdata 10, whichareaspluralpiecesof opponent candidate information. Therefore, the server storage unit 2 functions as the opponent candidate information storage device.
  • Theplayerdata 10 is data produced and stored as a result of the game which a player plays with the game machine 3 installed in any one of the stores X, Y, and Z.
  • FIG. 2 shows an example, in which a player A plays the game with the game machine 3 in the store X and the player A obtains the game score 13 of "55".
  • a score ranking table ST, a total time ranking table KT, and a maximum strength ranking table FT are also stored in the server storage unit 2.
  • the score ranking table ST is a table which shows a nationwide ranking of the game score 13 along with the store name 11 and the player name 12.
  • the total time ranking table KT is a table which shows the nationwide ranking of a total times SK along with the store name 11 and the player name 12.
  • the maximum strength ranking table is a table which shows the nationwide ranking of a maximum strength MF along with the store name 11 and the player name 12.
  • the game score 13, the total times SK, and the maximum strength MF will be described later.
  • the game machine 3 includes a game base 20, a board surface 21 provided on the game base 20, and a display 24 located at a front surface toward a player. Seven openings 22, ... , 22 are provided in the board surface 21, and a target 23 which can appear and disappear through the opening 22 is provided in each opening 22.
  • the so-called target hitting game is played in the game machine 3. In the target hitting game, a player competes with his/her opponent in hitting a target 23 appearing and disappearing through the opening 22 with a hammer (not shown) .
  • FIG. 4 shows a main hardware configuration of the game machine 3.
  • the game machine 3 includes a display 24, a speaker 25, a game machine storage unit 26, a transmission and reception unit 27, and seven -target mechanisms 28, and a, control unit 29 which controls the operation of each unit.
  • Various kinds of information and an image are displayed on the display 24, and a message to the player, sound effect and the like are outputted from the speaker 25.
  • Various pieces of data and various tables necessary to various kinds of control performed by the control unit 29 are stored in the game machine storage unit 26. The tables stored in the game machine storage unit 26 will be described later.
  • the transmission and reception unit 27 transmits and receives data to and from the server 1.
  • the target mechanism 28 includes the target 23, a motor 30 which vertically moves the target 23, and a hit sensor unit 31 which detects information on a hit to the target 23.
  • the target mechanism 28 is provided in each of the seven targets 23, ... , 23, and each of the target mechanisms 28 has the same configuration.
  • the detailed target mechanism 28 will be described later.
  • the control unit 29 includes a CPU and surrounding circuits such as a RAM 29a, a ROM 29b necessary to the operation of the CPU.
  • the detailed target mechanism 28 will be described with reference to FIGS. 5 to 7.
  • the control unit 29 controls the operation of the target mechanism 28.
  • the target mechanism 28 includes the target 23, the motor 30, the hit sensor unit 31, a clutch 32, a roller 33, and an arm 34.
  • the hit sensor unit 31 includes a slit plate 40, a sensor 41, and a sensor 42.
  • the motor 30 is rotated'according to the operation control performed by the control unit 29.
  • a torque of the motor 30 is transmitted through the clutch 32, and thereby the oscillation-driven arm 34 rotates the roller 33.
  • the target 23 is operated by the rotation of the roller 33 so as to be vertically moved.
  • the moving direction of the target 23 is determined by the torque direction of the motor 30. Therefore, the target 23 is hidden in the opening 22 as shown in FIG.
  • lower end portion when located at a lower end portion within a movable range (hereinafter referred to as "lower end portion”)
  • upper end portion when located at an upper end portion within the movable range
  • the clutch 32 is disengaged to stop the target 23 for a predetermined time when the target 23 reaches the upper end portion, and then the target 23 is lowered.
  • the control unit 29 controls the vertical movement of the target 23.
  • various appearance-disappearance pattern of the target 23 during the game are stored in the game storage unit 26.
  • timing at which the target 23 emerges from the opening 22, a time for which the target 23 is stopped at the upper end portion, an appearance-disappearance speed which is a moving speed for appearance and disappearance, and the like are set foreachtarget 23.
  • the control unit 29 controls the operation of the motor 30 in the target mechanism 28 according to the appearance-disappearance, which allows the seven targets 23 to appear and disappear through the openings
  • the hit sensor unit 31 and the control unit 29 function as the strength measuring device.
  • the hit is detected when the target 23 stopping at the upper end portion is hit.
  • the sensors 41 and 42 of the hit sensor unit 31 are caused to become the operating condition while the target 23 stops at the upper end portion.
  • a slit portion 45 in which plural slits are formed at constant intervals and a non-slit portion 46 in which the slit is not formed are provided in a circumferential direction of the slit plate 40.
  • the sensors 41 and 42 are photosensors which outputs a slit detection signal in each time when the sensor 41 detects the slit passing through the sensor 41 according to the rotation of the slit plate 40.
  • the slit portion 45 is formed in such a length that the sensor 41 can always detect the slit even if the slit plate 40 is rotated.
  • the control unit 29 counts the number of slits passing through the sensor 41 by counting the slit detection signal, and the control unit 29 computes strength based on the count number. A method of computing the strength will specifically be described.
  • the control unit 29 counts the number of slits detected by the sensor 41 for a predetermined time, and the control unit 29 computes acceleration ⁇ based on the count number.
  • the control unit 29 judges a numerical value obtained by multiplying the acceleration ⁇ by a predetermined mass m as a strength F corresponding to the hit. Whether the target 23 is moved in an upper direction or a lower direction can be judged by a difference the switching times between an ON state and an OFF state in detecting the slit with the two sensors constituting the sensor 41. In the present embodiment, when the slit count number reaches a predetermined number, it is judged that the hit to the target 23 exists.
  • uccess the judgment that the target 23 is hit successfully during the battle game
  • Step SlOO an entry process is performed in accordance with an entry operation of the player.
  • Examples of the entry operation include coin insertion and input of a player name .
  • Examples of the entry process include registration of the inputted player name and notification of the information on the game to the player.
  • the notification to the player is provided with the display 24 or the speaker 25.
  • transmitting predetermined information or a predetermined instruction to the player with the display 24 or the speaker 25 is referred to as "notify the player" or "provide the instruction to the player".
  • Step S200 a training mode process is performed. Criterial strength and criterial speed of the player are set in the training mode process. The criterial strength and the criterial speed will be described later.
  • Step S300 an opponent determination process is performed. In the opponent determination process, an opponent is determined based on the criterial strength and criterial speed.of the player.
  • a battle game process of playing the battle game with the set opponent is performed in Step S400.
  • FIG. 16 shows the battle screen when the player A and the opponent B battles with each other.
  • the battle game of the present embodiment is played for a predetermined time (hereinafter referred to as "the game time” ) , the stamina power value indicated by the opponent gauge TG2 is decreased in each time it is judged that the player hits the target 23, and the stamina power value indicated by the player gauge TGl is decreased in each time it is judged that the opponent B hits the target 23. Either the player A or the opponent B who zeros the adversary stamina power value earlier within the game time becomes a winner. When both the stamina power values are left after the game time elapses, either the player A or the opponent B who has the bigger stamina power value becomes a winner.
  • Step S210 in order to set the criterial strength, any one of the targets 23 is stopped while emerging from the opening 22, and the control unit 29 provides the instruction to hit the target 23 to the player.
  • Step S220 it is judged whether or not an error is generated. For example, it is judged that the error is generated when the hit does not exist after a predetermined measuring time elapses .
  • Step S220 when it is judged that the error is generated, the flow returns to Step S210. When it is judged that the error is not generated, the flow goes to Step S230.
  • Step S230 the hit strength F with which the player hits the target 23 is computed by the above-described method, and the computed hit strength F is set at the criterial strength of the player.
  • the control unit 29 functions as the criterial strength determination device.
  • the plural values of strength F are obtained by causing the player to hit the target 23 plural times, and the maximum strength F may be set at the criterial strength or an average strength may be set at the criterial strength.
  • Step S240 all the seven targets 23 are stopped at the upper end portions, and the control unit 29 provides the instruction to hit all the targets 23 as fast as possible within a predetermined measuring time totheplayer. Afterthe control unit 29 provides the instruction, in Step S250, it is judged whether or not the error is generated. For example, when the o
  • Step S250 when it is judged that the error is generated, the flow returns to Step S240. When it is judged that the error is not generated, the flow goes to Step S260.
  • Parameter to be measured to compute the criterial speed includes the number of hits of the target 23 being hit within the measuring time and a remaining time when all the targets 23 are hit within the measuring time.
  • the control unit 29 counts the number ofhitsandthe remaining time, which allows the control unit 29 to function as the speed measuring device .
  • the control unit 29 computes the speed based on the measured number of hits and measuring time, and the control unit 29 sets the computed speed as the criterial speed. For example, the speed may be computed as a time it takes to hit one target 23. Therefore, the control unit 29 functions as the criterial speed determination device .
  • the plural speeds are obtained by performing the measurement plural times, and the maximum speed may be set as the criterial speed or an average speed may be set as the criterial speed.
  • a criterial score is computed based on the criterial strength and the criterial speed by a predetermined computation method.
  • the criterial score is a predicted value which the player having the criterial strength and criterial speed as a game skill will obtain in the battle game. A method of computing the game score will be described later.
  • the game score or the criterial score is simply referred to as "score" when the criterial score and the game score are not needed to be distinguished from each other.
  • the training mode process is ended.
  • the opponent determination process is performed by the server 1 and the game machine 3, the process performed by the server 1 is controlled by a control unit of the server 1, and the process performed by the game machine 3 is controlled by the control unit 29 of the game machine 3.
  • the game machine 3 transmits an opponent information request including the computed criterial score.
  • the server 1 receives the opponent information request in Step S320.
  • Step S330 the server 1 searches the player table PT of the server storage unit 2, and thereby the server 1 selects the player data 10 having the game score 13 which is equal to or close to the received criterial score. Therefore, the control unit of the server 1 functions as the opponent candidate information selection device.
  • Step S340 the server 1 transmits the selected player data 10 to the game machine 3 as the opponent information.
  • Step S350 the game machine 3 receives the opponent information as the information on the opponent to the player.
  • Step S360 the player name 12 included in the opponent information is set as the opponent. Thus, the opponent determination process is ended.
  • the battle game is played, in which theplayerwhoissetasthe opponent in the opponent determination process is regarded as the opponent . Accordingly, the operation of the opponent is actually based on the various kinds of information including the opponent information.
  • the player who is regarded as the opponent to the player is simply referred to as "opponent" .
  • the player and the opponent to whom the entry operation are performed are referred to as player A and opponent B respectively.
  • Step S405 an initial setting process is performed.
  • the initial setting process will be described with reference to a flowchart shown in FIG. 12.
  • all the parameters to be used in the game are initialized in Step S600. Examples of the parameters to be used in the game include a maximum strength MF, a total times SK, and a total strength SF.
  • the appearance-disappearance pattern is determined based on the criterial speed.
  • a speed rank of the criterial speed is determined.
  • the speed rank of each criterial speed may be determined based on a graph shown in FIG. 17A.
  • the appearance-disappearance pattern is selected corresponding to the determined speed rank, and the selected appearance-disappearance pattern is set as the appearance-disappearance pattern of the target 23 in the battle game.
  • the target 23 appears and disappear based on the set appearance-disappearance pattern.
  • the appearance-disappearance pattern table is a table in which the appearance-disappearance pattern of each target 23 corresponds to the speed rank.
  • the appearance-disappearance pattern table is stored in the game machine storage unit 26.
  • An initial stamina power value is set in Step S620.
  • the stamina power value of the player A and the stamina power value of the opponent B are set respectively. Therefore, the control unit 29 functions as a win-loss influence information setting device.
  • the initial stamina power value of the player A is determined by the criterial score as a value based on the criterial strength
  • the initial stamina power value of the opponent B is determined by the game score 13 of the opponent information as a value based on the criterial strength.
  • the stamina power value corresponding to each score may be set as the initial stamina power value- based on a graph shown i>n FIG. 18.
  • a criterial decrease amount is set in Step S630.
  • the criterial decrease amount is a value by which the stamina power value of the player A is decreased for the hit of the opponent B.
  • the criterial decrease amount is determined by the criterial strength.
  • a power rank which is a rank of the criterial strength is determined based on a graph shown in FIG. 19A, and a decrease amount corresponding to the determined power rank may be set by referring to a decrease amount table shown in FIG.19B.
  • the decrease amount table is a table in which each power rank corresponds to the decrease amount according to the power rank.
  • the decrease amount table is, for example, stored in the game machine storage unit 26.
  • the battle screen is displayed on the display in Step S410.
  • the player gauge TGl is indicated by the length according to the stamina power value of the player A
  • the opponent gauge TG2 is indicated by the length according to the stamina power value of the opponent B.
  • Step S415 the player A is notified of a sign of game start, and a game timer starts to keep time, and then, the battle game starts.
  • the game timer is a timer for keeping the game time.
  • the appearance-disappearance operation of each target 23 is controlled according to the appearance-disappearance pattern.
  • Step S425 it is judged whether or not the success is obtained to the target 23. Therefore, the control unit 29 functions as a hit judgment device.
  • the flow goes to Step S430, and a success process is performed.
  • the success process the process for decreasing the stamina power value of the opponent Bis mainly performed. The detailed success process will be described later.
  • Step S435 the stamina power value of the player A is decreased by the criterial decrease amount, and the length of the player gauge TGl is updated according to the decrease of stamina power value of the player A.
  • the control unit 29 functions as a win-loss influence information control device.
  • Step S440 it is judged whether or not the stamina power value of the player A or the opponent B reaches zero.
  • the flow goes to Step S450.
  • Step S445 it is judged whether or not the game time is ended.
  • Step S450 an end process of judging the win or loss of the game is performed, and the battle game process is ended. The detailed end process will be described later.
  • the hit strength F is determined by the above-described method.
  • the hit strength F by the player A during the battle game is referred to as "measurement strength”.
  • adversary stamina power value is updated. For example, as when the criterial decrease amount is obtained from the criterial strength, the power rank of the measurement strength is determined from a graph shown in FIG. 19A, and a value of the decrease amount corresponding to the determined power rank is determined by referring to a decrease amount table shown in FIG. 19B.
  • the decrease amount obtained based on the measurement strength is referred to as "measurement decrease amount”.
  • the stamina power value of the opponent is decreased by the measurement decrease amount, and the length of the opponent gauge TG2 is also updated according to the decrease in stamina power value of the opponent.
  • Step S720 it is judged whether or not the measurement strength exceeds the maximum strength MF.
  • the flow goes to Step S730, the maximum strength MF is updated by the measurement strength.
  • the flow goes to Step S740.
  • the maximum strength MF is a parameter which indicates a maximum value of the measurement strength of the player A in the battle game.
  • the total strength SF is updated.
  • the total strength SF is a parameter which indicates a total value ' of the measurement strength in the battle game .
  • Step S750 the total times SK is updated.
  • the total times SK is a parameter which indicates a total value of the number of hits which is regarded as the success in the battle game. Thus, the success process is ended.
  • Step S800 it is judged whether the player A wins or loses the game, and the player A is notified of the result. As described above, according to the criterion of the win or loss of the game, either the player A or the opponent B who zeros the adversary stamina power value becomes the winner or either the player A or the opponent B who has the bigger stamina power value becomes the winner. Therefore, the control unit 29 functions as a win-loss judgment device. In Step S810, the game score 13 of the player A is computed.
  • the game score 13 is determined by a predetermined computation method based on the total strength SF, the total times SK, and the remaining time NH .
  • the remaining time NH is a parameter indicating the remaining time of the battle game, and the remaining time NH is zero when the battle game ends after the game time is terminated.
  • Step S820 to produce the player data 10 including the computed game score 13.
  • a player name inputted in the entry may be set as the player name 12.
  • a store name X is stored in the ROM 29b, and the store name X may be obtained and set as the store name 11.
  • the game result information including the player data 13, the maximum strength MF, and the total times SK is transmitted to the server 1.
  • Step S840 a server end process is performed in the server 1.
  • a nationwide ranking of the game score 13 of the player A is determined in the server end process.
  • the detailed server end process will be described later.
  • Step S850 the game machine 3 obtains the nationwide ranking of the game score 13 of the player A from the server 1, and the game machine 3 displays the result on the display 24.
  • the end process ends.
  • Eachprocess inthe server end process is controlled by the control unit of the server 1.
  • the control unit obtains the game result information transmitted from the game machine 3 in Step S900
  • the control unit adds the player data 10 included in the game result information to the player table PT of the server storage unit 2.
  • the control unit updates the ranking tables ST, KT, and FT stored in the server storage unit 2 based on the information included in the game result information.
  • the control unit determines the nationwide ranking of the game score 13 of the player A by referring to the score ranking table ST, and the control unit updates the score ranking table ST.
  • the nationwide ranking of the maximum strength MF of the player A is determined by referring to the maximum strength table FT and the maximum strength table FT is updated, and the nationwide ranking of the total times SK of theplayerAbyreferringtothetotal times table KT is determined and the total times table KT is updated.
  • the control unit transmits the nationwide ranking of the game score 13 to the game machine 3 which is a source host of the game result information.
  • the server end process ends.
  • the second game system GS is a game system GS based only on the criterial speed, which is only a target OO
  • the game score 13 corresponding to the criterial speed is determined by a table or a computation method to select the player data 10 having the game score 13.
  • the same predetermined stamina power values are set as the initial stamina power values to the player A and the opponent B respectively.
  • the stamina power value of the opponent is decreased by a predetermined value in the success process when it is judged that the success is obtained in the battle game process, the stamina power value of the player is decreased by the predetermined value when it is judged that the success is not obtained, and the game is ended on the similar conditions to the first game system.
  • the stamina power value of the opponent is decreased by (the predetermined value x the number of targets it is judged that the success is obtained)
  • the stamina power value of the player is decreased by (the predetermined value x the number of targets it is judged that the success is not obtained) in the success process.
  • the judgment of the win or loss may be similar to the first game system.
  • the invention is not limited to the above embodiments, but the invention can be realized in various aspects .
  • the player data 10 of an imaginary player may previously be registered as the player data 10 of the player table PT.
  • the game score 13 of the player data 10 may be able to be updated.
  • Both the initial stamina power value of the player and the initial stamina power value of the opponent may be determined by the value of the criterial score.
  • the stamina power value which is an object for the win may not be "0".
  • the operation control of the board surface 21 may be performed independently of the operation control of the targets 23.
  • the operation mode of the board surface 21 is divided into some patterns, and the patterns may correspond to the speed ranks .
  • the conventional sensor which detects a degree of impact may be used as the sensor of the hit sensor unit 31.
  • the number of targets 23 may not be seven, and the number of game machines 3 is not really matter as long as at least one game machine 3 is installed.
  • the criterial speed is not measured, the opponent candidate information showing the ability information corresponding only to the criterial strength is selected, and the appearance-disappearance pattern corresponding to the criterial strength may be selected -in the initial setting process.
  • the game system GS of the invention can be realized by one game machine 3.
  • the tables PT, ST, KT, and FT stored in the server storage unit 2 are stored in the game machine storage unit 26, and the function of selecting the opponent candidate information may be added to the control unit 29.
  • Each ranking becomes not the nationwide ranking, but the ranking in the game machine 3.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Game Rules And Presentations Of Slot Machines (AREA)
PCT/JP2006/321808 2005-10-28 2006-10-25 Game system and game machine WO2007049794A1 (en)

Priority Applications (4)

Application Number Priority Date Filing Date Title
GB0805986A GB2444462B (en) 2005-10-28 2006-10-25 Game system and game machine
CN2006800403449A CN101296735B (zh) 2005-10-28 2006-10-25 游戏系统和游戏机
US12/090,263 US20090137297A1 (en) 2005-10-28 2006-10-25 Game system and game machine
HK08106403.0A HK1111926A1 (en) 2005-10-28 2008-06-10 Game system and game machine

Applications Claiming Priority (2)

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JP2005-315402 2005-10-28
JP2005315402A JP4372083B2 (ja) 2005-10-28 2005-10-28 ゲームシステム及びゲーム機

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JP (1) JP4372083B2 (zh)
KR (1) KR100987842B1 (zh)
CN (1) CN101296735B (zh)
GB (1) GB2444462B (zh)
HK (1) HK1111926A1 (zh)
TW (1) TWI318580B (zh)
WO (1) WO2007049794A1 (zh)

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US9516879B2 (en) 2010-08-26 2016-12-13 Agrosavfe N.V. Chitinous polysaccharide antigen-binding proteins

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JP3887001B1 (ja) * 2005-08-31 2007-02-28 株式会社コナミデジタルエンタテインメント ゲーム成績評価方法及び装置
US20150283454A1 (en) * 2014-04-03 2015-10-08 Paokai Electronic Enterprise Co., Ltd. Game Machine

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GB2246881A (en) * 1990-08-10 1992-02-12 Tomy Co Ltd Alarm clock
JPH08224361A (ja) * 1995-02-21 1996-09-03 Sega Enterp Ltd ゲーム機
JPH11226237A (ja) * 1998-02-17 1999-08-24 Medeia Robotics:Kk ゲーム装置
US20040251631A1 (en) * 2003-06-13 2004-12-16 Ai-Hua Chou Hammer striking game
JP2005021717A (ja) * 2004-09-21 2005-01-27 Sega Corp 標的叩きゲーム機

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GB2246881A (en) * 1990-08-10 1992-02-12 Tomy Co Ltd Alarm clock
JPH08224361A (ja) * 1995-02-21 1996-09-03 Sega Enterp Ltd ゲーム機
JPH11226237A (ja) * 1998-02-17 1999-08-24 Medeia Robotics:Kk ゲーム装置
US20040251631A1 (en) * 2003-06-13 2004-12-16 Ai-Hua Chou Hammer striking game
JP2005021717A (ja) * 2004-09-21 2005-01-27 Sega Corp 標的叩きゲーム機

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JP2007117504A (ja) 2007-05-17
TWI318580B (en) 2009-12-21
US20090137297A1 (en) 2009-05-28
TW200718460A (en) 2007-05-16
GB2444462B (en) 2010-03-24
GB0805986D0 (en) 2008-05-07
CN101296735A (zh) 2008-10-29
GB2444462A (en) 2008-06-04
KR100987842B1 (ko) 2010-10-13
HK1111926A1 (en) 2008-08-22
KR20080064894A (ko) 2008-07-09
JP4372083B2 (ja) 2009-11-25

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