WO2010095500A1 - Game device, game system, and program - Google Patents

Game device, game system, and program Download PDF

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Publication number
WO2010095500A1
WO2010095500A1 PCT/JP2010/051186 JP2010051186W WO2010095500A1 WO 2010095500 A1 WO2010095500 A1 WO 2010095500A1 JP 2010051186 W JP2010051186 W JP 2010051186W WO 2010095500 A1 WO2010095500 A1 WO 2010095500A1
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WO
WIPO (PCT)
Prior art keywords
game
play
predetermined
situation
game device
Prior art date
Application number
PCT/JP2010/051186
Other languages
French (fr)
Japanese (ja)
Inventor
真一郎 山本
Original Assignee
株式会社セガ
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 株式会社セガ filed Critical 株式会社セガ
Publication of WO2010095500A1 publication Critical patent/WO2010095500A1/en

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Classifications

    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41JTARGETS; TARGET RANGES; BULLET CATCHERS
    • F41J3/00Targets for arrows or darts, e.g. for sporting or amusement purposes
    • F41J3/02Indicators or score boards for arrow or dart 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets

Definitions

  • the present invention relates to a game apparatus and a game system having a function of executing a predetermined game based on data indicating the number of games played and the amount of credit that can be converted into play time, and in particular, a player (player) for a game.
  • the present invention relates to a game apparatus and a game system that can be changed to game contents and game actions different from those during normal play so as to maintain motivation.
  • arcade game machines and other arcade game machines installed in amusement facilities are operated in the form of paying for each play.
  • a plurality of people such as dart game machines are operated.
  • When playing a game for the purpose of playing continuously for a long time on a game device to play, or when playing a game for the purpose of playing a specific game continuously for the purpose of long-time practice, etc. Is operated like a so-called karaoke box operation that pays the price for a predetermined time in the form of time lending (free play during rental time).
  • a special setting state called “free play” can be played for a predetermined period of time as a playable state without being charged into the game device. There was something to do.
  • the game device of the type known in the art in addition to a game device of a type in which a single player plays a predetermined game by one player, two or more players can play a common game such as a battle game.
  • a common game such as a battle game.
  • game devices of the type that play this game.
  • a plurality of arcade game devices or home game devices are connected so that they can communicate with each other so that strangers can play one-on-one or a team to play a common game or play a battle game.
  • the problem here is that, in a competitive game that can be enjoyed as an entertainment while having a highly competitive aspect, such as a dart game, a player who wants a serious battle as a competition purpose and plays for amusement purposes. It is a point where the player who does it coexists. There is a possibility that the two players cannot be completely distinguished, and after a certain player plays a game for the purpose of competition, the player may play for the purpose of practice or entertainment thereafter.
  • Patent Document 1 a user who owns an item that seems to be logged in, there is one that avoids a general user and an unauthorized user from becoming the same team by matching similar users with each other.
  • some game devices have a function of holding data on the current number of stored credits.
  • a service that increases the number of times of play by giving a plurality of “credits” corresponding to play points such as coins (currencies) in advance is given, and the player starts the game.
  • various strategies can be established, and the player's willingness to play the game has been maintained.
  • the unit price for the game device per player can be increased by inserting a plurality of “credits”.
  • the player does not need to pay a fee each time the game is played, and can play virtually any number of times (hereinafter referred to as “free play”). There was a risk that play would be complicated due to lack.
  • a “free play game device” in which the number of remaining credits (the number of stored credits) is abnormally large, When the number of remaining credits matches with a normal “game device for normal play”, the user who is playing with the former game device has a rough play, and the user who is playing with the latter game device takes a serious match There was a fear of losing the competitive spirit of wanting to.
  • the present invention has been made in the circumstances as described above, and an object of the present invention is to provide a game device, a game system, and a program capable of playing a game while always giving the player a certain tension. There is to do.
  • the object of the present invention is to always give the player a certain tension even in the case of free play that can be played virtually any number of times without having to pay a fee each time the game is played.
  • the object is to provide a game apparatus capable of playing a game.
  • a further object of the present invention is to match between players having the same purpose regardless of the game device at which the player plays in a game system in which game devices at each store are connected via a network. It is to provide a game system capable of playing a game while always having a certain tension.
  • the present invention relates to a game device, a game system, and a program
  • the above object of the present invention is to provide a storage credit storage means for storing data of the current number of stored credits, and convert the stored credit number data into the number of game plays or play time to play a predetermined game.
  • the game device is capable of executing the game continuously for a predetermined number of times or for a predetermined time or more based on data relating to game play.
  • Game situation determining means for determining whether or not the game situation determining means determines that the game apparatus is under the situation, and a game action variable control means for changing a predetermined action executed in the game; It is achieved by comprising.
  • the game situation determination means reads the current number of stored credits held in the stored credit storage means, and determines that the game device is in the situation when the number of stored credits is equal to or greater than a predetermined number;
  • the game apparatus has mode selection means for selecting a normal play mode for executing the game by the conversion and a free play mode for enabling execution of the game without being limited by the amount of the stored credits.
  • a game device wherein the game situation determination means determines that the game apparatus is under the situation when the mode selection means selects the free play mode;
  • the game situation determination means monitors the increase value per unit time of the number of stored credits, and determines that the game apparatus is under the situation when it detects that the increase value is equal to or greater than a predetermined value.
  • the game device has a target that is the target of an arrow thrown by the player, a correct detection means for detecting the correct based on a backward displacement of the target, and a correct detection signal from the correct detection means.
  • a dart game device having a finger press determination means for determining that the player has pressed the finger when the time width of the game is longer than a finger press determination reference time, wherein the game motion variable control means Having a function of changing the determination operation of the finger pressing determination means by setting the finger pressing determination reference time short when it is determined by the pressing determination means that the finger pressing has been performed;
  • the predetermined action is an action related to a difficulty level of the game, and the game action variable control means controls the difficulty level of the game when the game situation judging means judges that the game apparatus is under the situation. Changing the predetermined action related to the difficulty of the game by changing the parameter,
  • the game situation determination means executes a process for determining whether or not the game device is in the situation before the game starts; Is achieved more effectively by each.
  • the object of the present invention is to provide a storage credit storage means for storing data of the current number of stored credits, and convert the stored credit number data into a game play count or a play time.
  • a game processing device having a function of executing a game; and a plurality of the game devices connected via a network, and the game device is continuously connected for a predetermined number of times or a predetermined time.
  • a game server having a matching server for performing a matching process for executing a predetermined communication game by combining players in a state where execution is possible, wherein the game device is based on data relating to game play. Having a game situation judging means for judging whether or not the situation is present; It is achieved by.
  • the above object of the present invention is to provide a storage credit storage means for storing data of the current number of stored credits, and convert the stored credit number data into the number of game play times or play time to obtain a predetermined game.
  • a game processing means having a function of executing the game device, wherein the game device is connected to the computer of the game device continuously for a predetermined number of times or a predetermined time based on data relating to game play.
  • the game situation determination means for determining whether or not the game can be executed, and when the game situation determination means determines that the game device is in the situation, Functioning as a game action variable control means for changing a predetermined action executed in It is achieved Te.
  • the above object of the present invention is to provide a storage credit storage means for storing data of the current number of stored credits, a predetermined game by converting the data of the stored credit number into the number of games played or the play time.
  • a game processing unit having a function of executing the game, and a plurality of the game devices are connected via a network, and the game device executes the game continuously for a predetermined number of times or for a predetermined time or more.
  • a matching server for performing a matching process for executing a predetermined communication game by combining players in a situation where the player can perform a game, the program executed in the game device of the game device,
  • the computer is connected to the status based on data relating to game play. Also achieved by function as game situation judging means judges whether the underlying.
  • the game device diagnoses the status of its own device and detects whether or not the game device is in a free play state where the game can be executed a predetermined number of times or continuously for a predetermined time or more. For example, if the current number of stored credits is greater than or equal to a predetermined number, if the mode selection means has selected the free play mode, or if the increase value of the number of stored credits per unit time is greater than or equal to a predetermined value, the free play It is judged that it is under the situation of.
  • the game device predicts that the game device is in a situation where there is a high possibility that a play lacking a sense of tension will occur, and such a situation is self-diagnosed by the game device. To detect. When such a situation is detected, the predetermined action executed in the game is changed, so that it is possible to play the game while always giving the player a certain tension.
  • the game content and game operation during normal play are such that the game device itself detects a situation where there is a high possibility that a play lacking in tension will occur and the tension is maintained. It is possible to change to a different one.
  • the game device operates differently from normal play (to maintain or improve tension). It is possible to prevent the occurrence of fraud and appropriate play caused by the lack of tension.
  • the game device side determines whether or not its own device is in a free play situation, and the matching server side performs a matching process between the game devices in the free play situation. Therefore, it is possible to prevent matching between a serious player and a non-serious player in advance. For example, even if a serious player plays a game device at any store, a constant level is always maintained. It is possible to play the game with a sense of tension.
  • FIG. 1 is a block diagram schematically showing an example of an internal configuration and a network configuration of a dart game device according to an embodiment of the present invention. It is a front view which shows the external appearance of the darts game device which concerns on embodiment of this invention. It is a block diagram which shows schematic structure of the control system of the darts game device applied to the network game system which concerns on embodiment of this invention. It is a flowchart which shows the flow of the game process in the zero one game which is one competition method of a darts game. It is a functional block diagram which shows the structural example of the control part of the game device which concerns on this invention.
  • FIGS. 1A to 1C are schematic views showing a configuration example of a game apparatus and a game system to which the present invention is applied.
  • FIG. 1A shows a case 1a in which two or more people are included.
  • FIG. 1B shows a configuration of a game system in which two or more players can play a common game in two or more casings 1a by direct wireless or wired communication.
  • FIG. 1C shows a configuration of a game system in which two or more players can play a common game in each case 1a of a game device connected via a network 2 such as the Internet. .
  • the matching server has a function of performing a matching process for executing a communication game by combining players that satisfy a predetermined condition. Yes.
  • the game devices in FIGS. 1A to 1C are game devices having a function of holding data on the current number of stored credits.
  • the game device according to the present invention can be applied to any of the modes shown in FIGS. 1A to 1C, but in the embodiment described below, the game device shown in FIG. The case where it is applied will be described as an example.
  • the term “credit” as used in the present application is not the meaning of credit or achievement, but refers to the “play point” for executing the game, which can be converted into the number of play times or play time of the game. I mean.
  • the media converted into credits is not limited to coins (currency).
  • money equivalent to money called “medals”, “prepaid cards”, or “tokens” that can be used only in amusement facilities, or purchase of goods It may be an electronic currency such as “point” or “electronic money” that can be used for payment of a price or service usage fee.
  • the “stored credit number data” referred to in the present application means data indicating the current number of credits (total amount of remaining credits) held as electronic data. This is data stored in the internal memory.
  • a game apparatus a case where the player (player) applies to a dart game apparatus in which an arrow is thrown at a target and competes for a score will be mainly described as an example, but the game apparatus according to the present invention is limited to this.
  • the game device or game device having a free play mode having a function of holding the current number of credits as data may be used.
  • FIG. 2 is a block diagram schematically showing an example of the internal configuration and network configuration of a game device (dart game device) of the network game system according to the embodiment of the present invention.
  • a plurality of game devices 1, 1A, 1B,... Including a game device (dart game device) 1 are connected to a network 2 such as the Internet.
  • a network 2 such as the Internet.
  • communication terminals such as a server terminal 3, a personal computer 4, and a mobile phone 5 are connected.
  • the server terminal 3 includes the matching server in FIG. 1 (C), inputs / outputs various information to / from each of the dart game devices 1, 1A, 1B,.
  • control of a game etc. is performed as needed.
  • the dart game apparatus 1 includes a circular dart board 6 that is a target of the dart game, and an appropriate detection unit 7 that detects an area (segment) of the dart board 6 hit by an arrow (soft dart) thrown by the player, The dart game is controlled, and the control unit 10 that outputs an output signal to the display unit 8 and the audio output unit 9 based on the detection result of the appropriate detection unit 7 is connected to the network 2 described above.
  • an external storage medium (ID card) 12 in which a player ID (player identification information) unique to the player is stored.
  • An external storage medium processing unit 13 to detect, and a coin detection unit 15 to detect insertion of coins (coins) 14 for game execution are provided.
  • the control unit 10 accesses the server terminal from the communication unit 11 via the network 2, and acquires player-specific data from the server terminal. It is supposed to be. Further, the communication terminal such as the personal computer 4 or the mobile phone 5 accesses the server terminal via the network 2, so that the performance data, the player ranking, various events in the dart game devices 1, 1 A, 1 B,. Various data related to dart games such as information can be transmitted and received. In addition, this makes it possible to set an image or message to be displayed on the display unit 8 during the execution of the dart game, BGM (Background Music) to be output via the audio output unit 9, and sound effects.
  • BGM Background Music
  • FIG. 3 is a front view showing an appearance of the dart game device of the network game system according to the embodiment of the present invention according to the embodiment of the present invention.
  • the dart game apparatus 1 includes the dart board 6 described above at the center of the casing, and a liquid crystal display (display unit) 8 and a speaker (sound output unit) 9 are disposed on the upper part.
  • the liquid crystal display 8 displays predetermined images and character information such as a game score, a game menu, a game description, and a game effect image according to the progress of the game. Sound effects and sound are displayed from the speaker 9 according to the dart game. Audio is output.
  • a camera 16 that images the posture in which the player throws an arrow is disposed.
  • the dart board 6 has a diameter of 39.37 cm (15.5 inches) and a height from the floor to the center of 173 cm.
  • the dart board 6 is thrown on the floor surface 244 cm away from the floor directly below the dart board 6. ⁇
  • a line (throwing line) is provided.
  • the player plays a dart game by throwing an arrow from the throwing line toward the dart board 6.
  • the viewpoint of the camera 16 is set so as to capture the posture of the player throwing from the throwing line.
  • the camera 16 is installed on the upper left of the target 30 so that the right-handed player can capture the posture in which the arrow is thrown (facial expression, etc.) well. It is not limited and can be appropriately changed according to the use situation.
  • a plurality of (four) card slots 17a to 17d, four decision buttons 18a to 18d, and one selection button 19 are arranged at the lower part of the dart board 6.
  • an external storage medium 12 in which an IC tag such as RFID (Radio Frequency IDentification) is embedded is inserted into the card slots 17a to 17d.
  • the external storage medium 12 stores information such as player identification codes, past game histories, player names used during play and ranking display, ranks indicating skills, and the latest various data update dates.
  • the recorded information is read by a card reader (external storage medium processing unit) 13 attached to the back side of each of the card slots 17a to 17d.
  • the control unit 10 refers to the player identification code, accesses the server 3 from the communication unit 11 via the network 2, and receives the corresponding data from the server 3. get.
  • the select button 19 functions as a button for selecting a game mode (zero one, cricket, count up, etc.) before the start of the dart game, while during the dart game, the next round at the end of one set of three throws (Or switch to the next player if there are a plurality of players).
  • the lower part of the housing of the dart game device 1 has an opening / closing door 20 provided so that a control device, a power supply device and the like housed in the housing can be taken in and out, and a coin ( A coin) 22 and a coin box 22 for storing coins inserted from the insertion slot 21, and the coin detection unit 15 described above is disposed in the insertion slot 21.
  • FIG. 4 is a block diagram showing a schematic configuration of a control system for a dart game device applied to the network game system according to the embodiment of the present invention.
  • a control unit 10 composed of a general-purpose PC or the like includes at least a CPU 37 that controls the progress of the game including effects during the game, a ROM 38 that stores various programs and data tables, and a temporary data recording. And a RAM 39 functioning as a work area for the area and the CPU 37.
  • the control unit 10 is connected to an external storage medium processing unit 13 including an antenna 13a and an RFID card reader / writer (RFID CARD R / W) 13b.
  • the CPU 37 of the control unit 10 reads the data recorded in the external storage medium (IC card or the like) 12 inserted into the card slots 17a to 17d and accesses the server terminal from the communication unit 11 via the network 2.
  • the player-specific data based on the data recorded in the external storage medium 12 is acquired from the server terminal, and processing for displaying the data on the liquid crystal display (display unit) 8 is executed.
  • control unit 10 includes a coin detection unit 15 that detects the coin 14 inserted from the coin insertion slot 21, and the dart board 6 when the thrown arrow 35 does not hit any of the segment members 31.
  • Devices such as an outboard sensor 40 that detects vibration, various button switches such as the determination buttons 18a to 18d and the selection button 19, and a speaker 9 that outputs sound effects and warning sounds are connected via the I / O control board 41. Has been.
  • the controller 10 is connected to an LED board 28 equipped with a full-color LED 27 and a camera 16 for taking a still image or a moving image of the player throwing from the throwing line.
  • a sensor sheet 7 equipped with a membrane switch as an appropriate detection unit is connected to the LED board 28, and an appropriate detection signal detected by the sensor sheet 7 is output to the control unit 10 via the LED board 28.
  • the external storage medium 12, the external storage medium processing unit 13, the card slots 17a to 17d, and the camera 16 are additional components, and description of specific game processing using these devices is omitted. .
  • FIG. 5 is a flowchart showing the flow of game processing in the “zero one game”
  • FIG. 5A shows the flow of processing of one game
  • FIG. 5B shows the flow of FIG.
  • the flow of the throwing process in step S51 and step S54 is shown.
  • zero one game means that the score obtained in the game is subtracted from a predetermined score (101 points, 301 points, 501 points, etc.) and the score is set to 0 points first. A game in which a player who has few points after the end of a predetermined number of rounds is the winner.
  • step S51 a throwing process of the first player (player 1) is first executed (step S51).
  • step S51 The throwing process in step S51 will be described with reference to FIG.
  • the control unit 10 determines whether or not there is a rising eye (for example, whether or not the remaining holding point can be set to 0 by this throwing (step S61). By illuminating the target segment, the target segment to be targeted is notified to the player (step S62), and when it is determined that there is no rise, the player 1 waits for a throw (step S63).
  • an appropriate detection signal is output from the appropriate detection unit 7 to the control unit 10.
  • the control unit 10 analyzes the appropriate detection signal, detects the position of the target segment hit by the dart, determines the score, and performs a process of subtracting the score from the remaining score (steps S64 and S65). .
  • the control unit 10 determines whether or not the player 1 satisfies the replacement condition (step S66). When determining that the replacement condition is satisfied, the result of subtracting the score from the score is “0” or minus ( If it is (bust), the throwing process is terminated. On the other hand, when it is determined that the replacement condition is not satisfied, it is determined whether or not the current throwing is the third throw (step S67). If not, the process returns to step S61 to repeat the throwing process. When the throwing process ends, the process proceeds to step S52 in FIG.
  • the control unit 10 determines whether or not the player 1 satisfies a game ending condition (in this example, a condition that the result of subtracting the score from the score is 0 points) (Ste S52). And when it determines with the completion
  • a game ending condition in this example, a condition that the result of subtracting the score from the score is 0 points
  • step S67 It is determined whether or not the throwing is the third throw (step S67). At the end of the throwing process in the case of the third throw, it is determined whether or not the game end condition is satisfied (step S52). As a result, when it is determined that the game end condition is not satisfied, it is considered that the change button has been pressed, and the change of the player may be automatically performed by the control unit 10 without the player's hand.
  • step S56 when the pressing of the change button is detected, the control unit 10 determines whether the number of rounds has reached 15 rounds (step S57). If not, the control unit 10 proceeds to step S51. Return and repeat the process. If there are three or four competitors, the process from step S51 to step S53 is repeated for the number of persons after step S56. If it is determined in step S57 that the game has reached 15 rounds, the control unit 10 determines the winner of the current game (step S58), performs effects for the winner, etc. End the process. Although the number of rounds of the 01 game has been described here as 15 rounds, the number of rounds of each game can be set for each case without being limited to this.
  • the game device is predicted to be a game device in a situation where there is a high possibility that a play lacking in tension will occur, and such a situation is assumed to be a game.
  • control is performed to change the action executed in the game so as not to lose the player's motivation for the game.
  • FIG. 6 is a functional block diagram showing a configuration example of the control unit 10 of the game device according to the present invention.
  • the appropriate detection unit 7 and the finger press determination means 56 in FIG. 6 are applied to a game device (a dart game device in this example) of a type in which a flying object such as an arrow or a ball is emitted. This is an additional configuration requirement.
  • the communication unit 11 and the data transmission means 57 in FIG. 6 are additional components required when the present invention is applied to the game system of the mode of FIG. 1 (B) or FIG. 1 (C). .
  • the control unit 10 in the game device has, as a main configuration according to the present invention, a storage credit storage unit 51 that holds data of the current stored credit number, and stores the stored credit number data as the number of times the game has been played or
  • a storage credit storage unit 51 that holds data of the current stored credit number, and stores the stored credit number data as the number of times the game has been played or
  • the game processing means 52 having a function of executing a predetermined game (in this example, a dart game) by converting to play time and the situation of the game device satisfies a specific condition (hereinafter referred to as “variable condition”)
  • a game action variable control means 53 for changing a predetermined action executed in the game
  • a game situation determination means 54 for determining whether or not the variable condition is satisfied based on data relating to game play
  • a game execution control Control data storage means 55 for storing such control data and “finger press” on the appropriate detection surface (the surface of the dart board in this example)
  • the “variable condition” related to the game action variable control means 53 and the game situation determination means 54 is, for example, a trigger (special action) for changing the action executed in the game to an action different from that during normal play. This is the condition that triggers.
  • a trigger special action
  • the game device continuously plays the game for a predetermined number of times or a predetermined time or more.
  • the game state determination unit 54 assumes that the variable condition is satisfied.
  • each means 51 to 57 in the control unit 10 shown in FIG. 6 is realized by a computer program controlled by the CPU 37 in the control unit 10, and the program is a computer-readable predetermined program.
  • the storage medium for example, the RAM 39 in FIG. 4
  • Each means 51 to 57 is classified by function with a means name for convenience of explanation, and does not limit the software configuration.
  • what comprised a part or all of the said means with the hardware is also contained in this invention.
  • Storage credit storage means 51 stores and holds data on the number of stored credits in a predetermined storage unit.
  • the storage unit is a storage unit corresponding to the housing of the game apparatus, and for example, a RAM 39 shown in FIG. 4 is used as the storage medium.
  • a shared database that can be accessed from each game apparatus 1 is provided, and the data of the stored credit number is, for example, a case that identifies the case of the game apparatus 1 It is good also as a form which matches with ID and memorize
  • the game processing means 52 is a means for executing a game process based on a game program.
  • the game credit means 52 stores the stored credit number data stored in the stored credit storage means 51 as the number of times the game has been played or played. It has a function to convert the time and execute the game.
  • a description of specific game processes such as a process related to the progress control of the dart game, an effect process in the dart game, and a process related to communication control in the network game will be omitted.
  • Game operation variable control means 53 The game motion variable control means (hereinafter referred to as “control means”) 53 performs control to change a predetermined action executed in the game based on the establishment of a variable condition described later.
  • the predetermined action is an action for maintaining or improving a sense of tension so as not to lose the player's motivation for the game, and the control means 53 causes the player's motivation for the game to be sustained.
  • control is performed to change the game operation different from that during normal play.
  • the motion includes a motion that changes the game content in addition to the mechanical motion and the motion of the game character.
  • control means 53 changes the control parameter for the difficulty level of the game, thereby changing the predetermined action related to the difficulty level, controlling the game difficulty level, and so on.
  • control is performed to increase the difficulty level.
  • the process for adjusting the control parameter includes a process form that is performed before the start of game play and a process form that is performed after the start of game play, and preferably includes at least the former process form. In the latter processing form, for example, the adjustment process is performed according to the situation of the game device during the game and the play situation.
  • the process for detecting the establishment of the variable condition is executed before the start of the game play, and if it is detected, the mode selection means of the game device is selected to the special mode, and the player feels nervous during the special mode.
  • a game with a difficulty level different from that at the time of normal play may be executed in a timely manner.
  • the player's play situation during the game for example, a difference in score with the opponent in the case of a battle game
  • the game difficulty may be changed in a timely manner according to the status of the device (such as the rate of increase / decrease in the number of stored credits).
  • the establishment of the variable condition when the establishment of the variable condition is detected, in addition to the adjustment of the difficulty level, it is not an interpersonal battle against the player, but instead of an opponent player in a battle against a computer (for example, in a battle-type dart game)
  • the game may be switched to a battle with a dart robot that is a virtual player under CPU control, a specific game that does not appear in normal play, or a character that appears rarely may appear.
  • the game may be changed to a game for intermediate players or beginners, or for example, the location of the target score area and the size of the score area indicated by the display color may be changed so as to be different from usual.
  • Game situation determination means 54 determines whether or not the following first to fourth variable conditions are satisfied as conditions for the control means 53 to change the operation in the game, for example, based on whether or not the following conditions are met. Judgment is made based on situation data representing the situation (data relating to game play).
  • the first variable condition to the third variable condition shown below are conditions that the game device is in a free play state where the game can be executed a predetermined number of times or for a predetermined time or more.
  • the game situation determination means 54 determines whether or not the game apparatus is in a free play situation based on the following game play data.
  • the control means 53 described above changes the predetermined action executed in the game when the game situation determination means 54 determines that its own device is in a free play situation.
  • the first variable condition is a condition that the current number of stored credits is a predetermined number or more.
  • the game situation determination unit 54 reads the current stored credit number held by the stored credit storage unit 51 as the situation data, compares the stored credit number with a predetermined number, and stores the stored credit.
  • the current number of stored credits is periodically compared with the second determination reference value ⁇ ′ to determine whether or not the variable condition is satisfied.
  • the game situation determination means 54 determines whether or not the mode selection means has selected the free play mode, and selects the free play mode. If it is determined that the second variable condition is satisfied, the second variable condition is satisfied.
  • the game device to which the second variable condition is applied is a game device having at least a “free play mode” that allows the game to be executed without being limited by the amount of stored credits.
  • a game device having a “mode” and a “normal play mode” in which data of the number of stored credits is converted into a game play count or play time and the game is executed is also included.
  • the third variable condition is a condition that the increase value per unit time of the number of stored credits is a predetermined value or more.
  • the game situation determination means 54 monitors the increase value per unit time (t) of the number of stored credits, and also detects the increase condition when the increase value exceeds a predetermined value. Is established.
  • the increase value is calculated based on, for example, an output signal of a counting unit that counts increase / decrease in the number of stored credits.
  • the predetermined value (determination reference value ⁇ ) to be compared with the increase value is, for example, a credit when coins are continuously inserted from a coin insertion slot in the case of a game device that converts inserted coins into a credit amount. A value larger than the above increase value of the number is preset.
  • the fourth variable condition is a condition that an illegal act by the above-described finger pressing is performed.
  • the game situation determination unit 54 determines that the game apparatus is in a free play situation, The control means 53 is informed that the variable condition has been established, assuming that there is a high possibility that a play lacking the willingness to play or a sense of tension will occur during the game or that an illegal act will occur.
  • the “fraud” here is a fraud that occurs due to being able to play as many times as possible.
  • the game device is forcibly terminated by turning off the power of the game device when the game is unfavorable.
  • a dart game device that emits flying objects such as arrows and balls, and various ball game devices (simulators such as golf, soccer, tennis, etc.) It is an act that makes it appear as if it hits the target part.
  • the game apparatus itself detects a situation where there is a high possibility that a player who lacks a sense of tension or an unauthorized play will occur.
  • the game situation determination means 54 functions as a means for predicting that a play lacking the willingness to play or a sense of tension will be performed during the execution of the game. It functions as a means for detecting a probable player (or a player who is assumed to be playing a play that is not serious), or a player who has performed an illegal act (or a player who is assumed to perform an illegal action).
  • Control data storage means 55 is a means for registering and storing control data related to game execution control in a data storage unit (database including a table) in association with a search key or the like.
  • the database stores, for example, various control data such as behavior control parameters for the control means 53 to change a predetermined action, situation data representing the current situation of the game device, and control information in the communication game.
  • the behavior control parameters include a difficulty adjustment parameter of the game, a finger press determination reference time, a free play determination reference value based on the number of stored credits, an increase speed, and the like.
  • Finger pressing determination means 56 is a means for determining whether or not an illegal act by the above-described finger press has been made.
  • a large number of receiving holes for receiving the tips of the thrown arrows are formed on the surface of each segment member of the dart board 6, and one of the many receiving holes.
  • an appropriate detection means including a pressure sensor constituting the appropriate detection unit 7 of FIG. 6 is disposed on the back side of each segment.
  • the game processing means 52 automatically calculates a score based on the relevant detection signal output from the pressure sensor and outputs the score to a display unit or the like.
  • the target plate of the segment part is instantaneously returned to the original position and output from the pressure sensor.
  • the output time of the detection signal is an instantaneous time (for example, about 150 mmsec).
  • it takes time when a person presses with a finger whether or not the finger is pressed can be determined based on the output time of the relevant detection signal.
  • the finger pressing determination means 56 inputs the appropriate detection signal from the appropriate detection means that is a component of the appropriate detection unit (sensor sheet) 7, and the time width of the appropriate detection signal (the appropriate detection threshold). And a finger press determination reference time, and when the time width of the appropriate detection signal is longer than the finger press determination reference time, it is determined that the player has pressed the finger. I have to.
  • the appropriate detection means is means for detecting the correctness of a flying object (such as an arrow or a ball) thrown by the player to the target. It can also be applied to other ball game devices (simulators for golf, soccer, tennis, etc.).
  • a membrane switch (a sheet switch that applies pressure film printing technology) is used as a pressure-sensitive sensor that is a constituent element of the relevant detection means.
  • the present invention is not limited to this, and at least to the target. Any predetermined sensor (such as a touch sensor, an optical sensor, or a vibration detection sensor) that can instantaneously detect the pressing or contact of the sensor may be used.
  • Data transmission means 57 is means for transmitting / receiving various data to / from the server terminal and other game devices, and the data transmission / reception is performed via the communication unit 11. For example, in a battle game such as the aforementioned “01 game”, the data transmission means 57 transmits / receives data related to the game such as operation information of each player to / from other game devices.
  • FIG. 7 is a functional block diagram showing a configuration example of the game system according to the present invention.
  • the configuration of the game apparatus 1 is the same as the configuration of the game apparatus 1 illustrated in FIG. 6, and thus the description thereof is omitted.
  • the game system 1 includes a server system (matching server) 3 having a matching function. The configuration will be described.
  • the data transmission means 57 in the game apparatus 1 (and 1A, 1B,...) Transmits a matching request to the matching server 3 or from the matching server 3.
  • the matching result is received via the communication unit 11.
  • the “matching function” here refers to a combination of players (game devices) that satisfy a predetermined condition among a large number of unspecified participants who want to participate (competitors, etc.). It refers to the function to do.
  • the matching server 3 can participate in a common game (for example, a battle game using the dart game device illustrated in FIG. 2 or various games played in the same virtual space) by a large number of players.
  • a matching processing unit 301 for executing a predetermined communication game by combining players that satisfy a predetermined condition, and game devices 1, 1A, 1B,... Via a network 2 such as the Internet.
  • a communication unit 302 that transmits and receives data between them.
  • the matching server 3 is used to determine a game device to be a battle target in a one-on-one battle game between game devices existing in remote places (stores or the like) or a battle game between two or more groups. Execute the matching process. For example, in the case of a battle game using a storage medium in which play status data of the player (data indicating the player's battle history, rank, etc.) is recorded, the matching server 3 of the matching server 3 logs in the player. A matching request is received from each game device, and similar players (such as players of the same rank, players with a fast login time) are matched based on the play status data included in the received matching request, Determine the game device. Then, a matching result is returned to the matching request source game device.
  • play status data of the player data indicating the player's battle history, rank, etc.
  • the matching processing unit 301 of the matching server 3 combines a predetermined communication game by combining players who are in a free play situation in which the game device can execute the game continuously a predetermined number of times or for a predetermined time. It is characterized in that a matching process for executing is performed.
  • the matching processing unit 301 of the matching server 3 determines the participant of the game, for example, (1) the current number of stored credits held in the stored credit storage unit 51 in the game device Between game devices that satisfy the condition that the game device is equal to or greater than a predetermined number, or (2) game devices that satisfy the condition that the mode selection means of the game device selects the free play mode, or (3) the number of stored credits Matching processing is executed between game devices that satisfy the condition that the increase value per unit time is equal to or greater than a predetermined value.
  • the conditions (1) to (3) are the first variable condition to the third variable condition described above, and the matching server 3 uses, for example, the current status data of the game device (a flag indicating whether or not the variable condition is satisfied). Or the current number of stored credits, status indicating the current mode selection status, and data such as an increased value of the stored credits per unit time) are received from the game device.
  • the situation data may be included in the matching request from the game device, or may be received separately from the matching request.
  • the control unit 10 when the game process is started, the control unit 10 starts a monitoring process of a credit increase rate (an increase value of the number of stored credits per unit time) as an initial process of the game. This monitoring process is started before credits are inserted (step S1). Then, when a game start instruction signal is input by an operation such as pressing of the start button by the player (step S2), the control unit 10 executes a detection process for establishing a variable condition.
  • a credit increase rate an increase value of the number of stored credits per unit time
  • first variable condition (a) current number of stored credits ⁇ determination reference value ⁇
  • control unit 10 determines whether or not the establishment of any one of the first variable condition (a) to the third variable condition (c) is detected (step S4), and the establishment of the variable condition. Is detected (step S5), the game is started (step S6) after the variable control flag is turned on (the common variable control flag or the variable control flag corresponding to the variable condition is turned on).
  • step S7 it is determined whether or not the variable control flag is turned on before the game starts. If the variable control flag is turned on, control is performed to change the movement to a different operation from that during normal play (step S7). S8). On the other hand, if the variable control flag is off, the game process is performed with the motion control during normal play (step S9). And when the said game is complete
  • step S8 the finger press determination process executed in step S8 (or step S8 and step S9) will be described with reference to the flowchart of FIG.
  • a finger press determination process in the dart game device will be described as an example.
  • step S81 When the appropriate detection signal is input from the correct detection unit 7 (step S81), the control unit 10 executes a finger pressing determination process. At this time, if the appropriate detection time is equal to or greater than the finger press determination reference time, the control unit 10 determines that the cheating by the finger press has been made (step S82), and if the cheating is detected, for example, The variable control flag corresponding to the fourth variable condition is turned on, and the finger press determination reference time is shortened so that the appropriate determination becomes severe (step S83). Then, it is determined whether or not the game has ended (step S84), and the process returns to step S81 and repeats until the game ends.
  • variable processing of the finger press determination operation based on the set value of the finger press determination reference time in the above step S83 may be executed only once during the game (all rounds or one round), and cheating is detected.
  • the finger pressing determination reference time may be changed step by step up to the appropriate detection threshold when, for example, an actual arrow is thrown.
  • the finger press determination reference time for each group The finger pressing determination reference time may be varied for each player in which the illegal act is detected.
  • step S ⁇ b> 2 a when the control unit 10 of the game device inputs the start instruction signal of the communication game (network game) (step S ⁇ b> 2 a), after executing the variable condition establishment detection process, the matching request is sent to the matching server 3. Send. At that time, the control unit 10 transmits “device status data” representing the current status of the game device to the matching server 3.
  • the apparatus status data is data corresponding to the housing ID including, for example, data indicating whether or not a variable condition is satisfied or data of the current number of stored credits (step S5a).
  • the matching server 3 when the matching server 3 receives a matching request from the game device (step S31), the matching server 3 is variable based on the device status data included in the matching request (or the device status data received before the request). It is determined whether or not there is a game device that satisfies the condition. If there is, a combination of a game device that satisfies the variable condition and a game device that does not satisfy the variable condition has the lowest priority. As a ranking (preferably unsuccessful matching), matching processing between the game devices is executed. That is, the matching process is executed between game devices where the variable condition is satisfied and between game devices where the variable condition is not satisfied. When the combination does not exist, for example, it is determined that there is no matching game device (step S32). Then, the matching result is returned to the matching requesting game device (step S33), and the matching process is terminated.
  • a ranking preferably unsuccessful matching
  • step S5b when the control unit 10 of the game apparatus receives the matching result from the matching server 3 (step S5b), in the case of the matching result indicating that the matching is unsuccessful, for example, the fact is displayed on the display unit 8.
  • the communication game is started to be executed with the game device (step S6a).
  • the number of remaining credits is determined by performing a matching process between game devices having a predetermined number or more of stored credits. It is possible to avoid matching “free play game device” having an abnormally large number of remaining credits with normal “normal play game device”.
  • control is performed to change the game content and game operation different from those during normal play so as to maintain the player's willingness to play the game, Whatever store the game device is played by the user, the game can be played while always having a certain tension.
  • a player who performs a play that lacks seriousness because it is not a competition purpose, or a player who performs a fraudulent act such as pushing a segment as a proper determination means with a finger In addition, to prevent a bad player (a player lacking morals) and a normal player from playing together, which would unplug the game device when he thought he would lose. Thus, it is possible to avoid in advance a situation in which a normal player feels unpleasant.
  • variable control of the operation when the variable condition is satisfied has been described as an example in the game device that detects the occurrence of the variable condition. It is good also as a form which instruct
  • the credit management has been described as an example in which the device in the housing manages, but the present invention is not limited to this, and in a game system using a plurality of game devices, for example, only the number of credits is sent to the server side.
  • the credit management may be performed on the server side, and processing (processing such as finger pressing determination) may be performed using the information.

Abstract

Provided is a game device capable of letting a player play a game while always giving the player a certain sense of tension. The game device, which is provided with a means for holding the data associated with the number of retention credits at present and a means for converting the data associated with the number of retention credits into the number of plays or play time of a game and executing a predetermined game, comprises a determination means for determining whether or not the game device is in a state in which a game can be executed not less than a predetermined number of times or for not less than a predetermined time in a row, and a control means for changing a predetermined operation to be executed within the game when the game device is determined to be in the above state. The determination means assumes that a play without the sense of tension will be performed and determines that the game device is in the above state, for example, when the number of retention credits at present is not less than a predetermined number, when a mode selection means is selecting a free play mode, or when the value of an increase in the number of retention credits per unit of time is not less than a predetermined value.

Description

ゲーム装置、ゲームシステム及びプログラムGAME DEVICE, GAME SYSTEM, AND PROGRAM
 本発明は、ゲームのプレイ回数やプレイ時間に変換可能なクレジットの量を示すデータを基に所定のゲームを実行する機能を有するゲーム装置及びゲームシステムに関し、特に、ゲームに対するプレイヤ(遊戯者)の意欲を持続させるように、通常のプレイ時とは異なるゲーム内容やゲーム動作に変化させることが可能なゲーム装置及びゲームシステムに関する。 The present invention relates to a game apparatus and a game system having a function of executing a predetermined game based on data indicating the number of games played and the amount of credit that can be converted into play time, and in particular, a player (player) for a game. The present invention relates to a game apparatus and a game system that can be changed to game contents and game actions different from those during normal play so as to maintain motivation.
 遊戯施設等に設置されるアーケードゲーム機などの業務用ゲーム装置は、一般的には1プレイにつき対価を支払うという形式にて運営が行われているが、例えばダーツゲーム機のように複数人でプレイするゲーム装置で長時間に亘って連続してプレイするような目的でゲームを行う場合や、特定のゲームを長時間練習等の目的で連続してプレイするような目的でゲームを行う場合には、いわゆるカラオケボックス運営のように時間貸しのような形態で所定時間に対して対価を支払うような形態(レンタル時間中フリープレイ)のような運営が行われている。そのような場合においてはゲーム装置側の設定を変更することで「フリープレイ」と呼ばれる特殊設定状態として1プレイ当たりの対価をゲーム装置に投入せずにプレイ可能な状態として所定時間遊ばせるようにしたものがあった。またそのような特殊設定が存在しないようなゲーム装置の場合においては、コイン投入検出信号発生手段(いわゆるコインスイッチ)を用いて実際に対価となる貨幣投入を行わずにクレジット信号(プレイ料金支払検出信号)を運営側スタッフが所定時間当たりのプレイ回数よりも十分に多い回数を予め入力しておくことでフリープレイの代用可能とする方式が知られている。 Generally, arcade game machines and other arcade game machines installed in amusement facilities are operated in the form of paying for each play. For example, a plurality of people such as dart game machines are operated. When playing a game for the purpose of playing continuously for a long time on a game device to play, or when playing a game for the purpose of playing a specific game continuously for the purpose of long-time practice, etc. Is operated like a so-called karaoke box operation that pays the price for a predetermined time in the form of time lending (free play during rental time). In such a case, by changing the setting on the game device side, a special setting state called “free play” can be played for a predetermined period of time as a playable state without being charged into the game device. There was something to do. In the case of a game device in which such a special setting does not exist, a credit signal (play fee payment detection) is performed without actually making a coin insertion using a coin insertion detection signal generating means (so-called coin switch). There is known a method in which a free play can be substituted by inputting a number of times that is sufficiently larger than the number of plays per predetermined time by the operating staff.
 さて、従来知られているゲーム装置では1台の筐体で所定のゲームを1人でプレイするタイプのゲーム装置の他に、1台の筐体で2人以上のプレイヤが対戦ゲームなどの共通のゲームをプレイするタイプのゲーム装置がある。また、複数の業務用ゲーム装置又は家庭用ゲーム装置を相互に通信可能に接続して、見知らぬ同士が1対1、又はチームを組んで共通のゲームをプレイしたり、対戦ゲームをプレイしたりすることが可能なゲームシステムもある。 Now, in the game device of the type known in the art, in addition to a game device of a type in which a single player plays a predetermined game by one player, two or more players can play a common game such as a battle game. There are game devices of the type that play this game. Also, a plurality of arcade game devices or home game devices are connected so that they can communicate with each other so that strangers can play one-on-one or a team to play a common game or play a battle game. Some game systems can do this.
 いずれのタイプのゲーム装置やゲームシステムであっても、ゲームに対するプレイヤのやる気や興味が低下しないように、何らかの工夫をして、ゲームに対するプレイヤの意欲を持続させるようにすることが重要である。 In any type of game device or game system, it is important to make some effort to maintain the player's motivation for the game so that the player's motivation and interest in the game do not decrease.
 ここで問題となる点として、特にダーツゲームのように競技性の高い側面を持ちつつ、娯楽として楽しむことも可能な対戦ゲームにおいては、競技目的として真剣な対戦を望むプレイヤと、娯楽目的でプレイするプレイヤとが共存している点である。両者は完全に区分できず、あるプレイヤが競技目的でゲームをプレイした後、それ以降に練習や娯楽目的でプレイする場合もありうる。 The problem here is that, in a competitive game that can be enjoyed as an entertainment while having a highly competitive aspect, such as a dart game, a player who wants a serious battle as a competition purpose and plays for amusement purposes. It is a point where the player who does it coexists. There is a possibility that the two players cannot be completely distinguished, and after a certain player plays a game for the purpose of competition, the player may play for the purpose of practice or entertainment thereafter.
 従来、見知らぬ同士が1対1、又はチームを組んで共通のゲームをプレイすることが可能なゲームシステムにおいては、例えば不自然に強力なパラメータのアイテムを多数所有するユーザなど、不正行為によって入手したと思われるアイテムを所有するユーザがログインした時に、同様のユーザ同士でマッチングさせることで、一般のユーザと不正なユーザとが同一チームになるのを回避するようにしたものがある(特許文献1参照)。 Conventionally, in a game system in which strangers can play a common game one-on-one or in a team, for example, a user who possesses many items with unnaturally powerful parameters was obtained by cheating When a user who owns an item that seems to be logged in, there is one that avoids a general user and an unauthorized user from becoming the same team by matching similar users with each other (Patent Document 1). reference).
 しかし、ゲームをプレイする目的が真剣な競技を目的としたものか、あまり真剣でない娯楽を目的としたものや練習を目的としたものかによってマッチング制御を行うという方法は従来無かった。 However, there has never been a method of performing matching control depending on whether the purpose of playing the game is for a serious competition, a purpose for less serious entertainment or a purpose for practice.
 さて、ゲームの目的が、真剣な競技目的かそれ以外の目的かという観点と、連続したプレイか否かという観点を挙げたが、後者の観点では、連続プレイは運営側にとっては時間当たりの収益性が高いため、そのようなプレイを行うプレイヤに対しては多少有利な料金設定を行ったり、また連続プレイに対する特殊なサービスを行ったりするというように、連続プレイに対して特定のサービスを行うという発想がある。例えば、景品取得ゲーム機(所謂クレーンゲーム機)において、コインを一定枚数入れることによって一定条件を満たした場合に、最後のプレイがボーナスゲームとなり、クレーンの移動範囲を拡張させた状態で当該ゲームを実行する形態とすることで、通常はクレーンの移動範囲外にある特別ステージ内の景品も獲得できるようにしたものがある(特許文献2参照)。 Now, we have pointed out whether the purpose of the game is a serious competition purpose or other purpose, and whether it is a continuous play or not. From the latter point of view, continuous play is a profit per hour for the management side. Because it is highly likely, a specific service is provided for continuous play, such as setting a somewhat advantageous fee for a player who performs such a play, or performing a special service for continuous play. There is an idea. For example, in a prize acquisition game machine (so-called crane game machine), when a certain condition is satisfied by inserting a certain number of coins, the last play becomes a bonus game, and the game is executed with the crane moving range expanded. There is one in which a prize in a special stage which is usually outside the moving range of the crane can be obtained by adopting the form to be executed (see Patent Document 2).
 しかし、上記特許文献2においては、投入コイン枚数は実際にプレイ料金として支払う枚数であり、冒頭に記載したように貯留クレジット数と課金コイン枚数が異なるような状況に対して特殊な制御や挙動変更を行うという発想は無かった。 However, in the above-mentioned Patent Document 2, the number of coins to be inserted is the number actually paid as a play fee. As described at the beginning, special control and behavior change are performed for situations where the number of stored credits and the number of charged coins are different. There was no idea of doing.
特開2006-296769号公報JP 2006-296769 A 特開平8-24433号公報JP-A-8-24433
 上述したように従来のゲーム装置やゲームシステムでは、何らかの工夫をしてゲームに対するプレイヤの意欲を持続させるようにしている。 As described above, in the conventional game device and game system, some ingenuity is made to maintain the player's willingness to play the game.
 ところで、ゲーム装置には、現在の貯留クレジット数のデータを保持する機能を備えたものがある。この種の従来のゲーム装置では、コイン(通貨)などのプレイポイントに相当する「クレジット」をあらかじめ複数投入することにより、プレイ回数が1回増えるといったサービスを付与し、プレイヤがゲームを始める際に複数プレイ回数があるという前提のもと、いろいろな戦略を立てることでき、ゲームに対するプレイヤの意欲を持続させるようにしていた。また、「クレジット」の複数投入をさせることにより、プレイヤ一人当たりのゲーム装置に対する単価を上げることができた。 By the way, some game devices have a function of holding data on the current number of stored credits. In this type of conventional game device, a service that increases the number of times of play by giving a plurality of “credits” corresponding to play points such as coins (currencies) in advance is given, and the player starts the game. Based on the premise that there are multiple times of playing, various strategies can be established, and the player's willingness to play the game has been maintained. In addition, the unit price for the game device per player can be increased by inserting a plurality of “credits”.
 しかし、ゲーム装置によっては、クレジット数に関係なく何回でもプレイすることができる「フリープレイモード」が存在したり、「フリープレイモード」が存在しないゲーム装置において装置内部のクレジット部を操作することで実質的に何回でもプレイ可能としたりする場合があった。 However, depending on the game device, there is a “free play mode” that can be played any number of times regardless of the number of credits, or the credit unit inside the device is operated on a game device that does not have a “free play mode” In some cases, it was possible to play virtually any number of times.
 「フリープレイモード」が存在しないゲーム装置の場合、例えば、店舗がゲーム装置を時間貸しする際に、店員が筐体内のコイン貯留部に多量のコインを一気に投入したり、クレジット部を操作することによって、通常のプレイでは考えにくい数値にまで残存クレジット数(記憶部に貯留されているクレジット数)を増加させることで、何回でもプレイできるようにしていた。 In the case of a game device that does not have a “free play mode”, for example, when a store lends a game device for a time, a store clerk inserts a large amount of coins into the coin storage unit in the housing at once, or operates the credit unit Thus, by increasing the number of remaining credits (the number of credits stored in the storage unit) to a value that is difficult to think in normal play, the game can be played any number of times.
 上述のようなゲーム装置の場合、プレイヤは、ゲームをプレイする毎に料金を支払う必要がなく実質的に何回でもプレイすること(以下「フリープレイ」と呼ぶ)が可能なため、緊張感が欠けることにより、プレイが雑になる恐れがあった。 In the case of the game device as described above, the player does not need to pay a fee each time the game is played, and can play virtually any number of times (hereinafter referred to as “free play”). There was a risk that play would be complicated due to lack.
 さらに、上記のようなフリープレイが可能なゲーム装置を接続したゲームシステムにおいては、例えば、ネットワーク対戦において、残存クレジット数(貯留クレジット数)が異常に多いような「フリープレイのゲーム装置」と、残存クレジット数が通常の「通常プレイのゲーム装置」とがマッチングした場合、前者のゲーム装置でプレイしているユーザはプレイが雑になり、後者のゲーム装置でプレイしているユーザの真剣に対戦したいという競争心を失わせる恐れがあった。 Furthermore, in a game system in which a game device capable of free play as described above is connected, for example, in a network battle, a “free play game device” in which the number of remaining credits (the number of stored credits) is abnormally large, When the number of remaining credits matches with a normal “game device for normal play”, the user who is playing with the former game device has a rough play, and the user who is playing with the latter game device takes a serious match There was a fear of losing the competitive spirit of wanting to.
 本発明は上述のような事情から成されたものであり、本発明の目的は、常に一定の緊張感をプレイヤに持たせながらゲームをプレイさせることが可能なゲーム装置、ゲームシステム及びプログラムを提供することにある。 The present invention has been made in the circumstances as described above, and an object of the present invention is to provide a game device, a game system, and a program capable of playing a game while always giving the player a certain tension. There is to do.
 より詳しくは、本発明の目的は、ゲームをプレイする毎に料金を支払う必要がなく実質的に何回でもプレイすることができるフリープレイの場合でも、常に一定の緊張感をプレイヤに持たせながらゲームをプレイさせることが可能なゲーム装置を提供することにある。また、本発明の更なる目的は、例えば各店舗のゲーム装置がネットワークを介して接続されたゲームシステムにおいて、プレイヤがどのような店舗のゲーム装置でプレイしたとしても、同一目的のプレイヤ同士でマッチングさせることにより、常に一定の緊張感を持たせながらゲームをプレイさせることができるゲームシステムを提供することにある。 More specifically, the object of the present invention is to always give the player a certain tension even in the case of free play that can be played virtually any number of times without having to pay a fee each time the game is played. The object is to provide a game apparatus capable of playing a game. A further object of the present invention is to match between players having the same purpose regardless of the game device at which the player plays in a game system in which game devices at each store are connected via a network. It is to provide a game system capable of playing a game while always having a certain tension.
 本発明は、ゲーム装置、ゲームシステム及びプログラムに関するものであり、
 ゲーム装置に関しては、本発明の上記目的は、現在の貯留クレジット数のデータを保持する貯留クレジット記憶手段と、前記貯留クレジット数のデータをゲームのプレイ回数若しくはプレイ時間に変換して所定のゲームを実行する機能を有するゲーム処理手段と、を備えたゲーム装置において、ゲームプレイに関するデータに基づいて前記ゲーム装置が所定回数若しくは所定時間以上連続して前記ゲームの実行が可能な状況下にあるか否かを判定するゲーム状況判定手段と、前記ゲーム状況判定手段が前記ゲーム装置が前記状況下にあると判定した場合に、前記ゲーム内で実行される所定動作を変化させるゲーム動作可変制御手段と、を備えることによって達成される。
The present invention relates to a game device, a game system, and a program,
With regard to the game device, the above object of the present invention is to provide a storage credit storage means for storing data of the current number of stored credits, and convert the stored credit number data into the number of game plays or play time to play a predetermined game. Whether or not the game device is capable of executing the game continuously for a predetermined number of times or for a predetermined time or more based on data relating to game play. Game situation determining means for determining whether or not the game situation determining means determines that the game apparatus is under the situation, and a game action variable control means for changing a predetermined action executed in the game; It is achieved by comprising.
 さらに、本発明の上記目的は、
 前記ゲーム状況判定手段は、前記貯留クレジット記憶手段に保持されている現在の貯留クレジット数を読出し、該貯留クレジット数が所定数以上の場合に前記ゲーム装置が前記状況下にあると判定すること、
 前記ゲーム装置が、前記変換により当該ゲームを実行する通常プレイモードと前記貯留クレジット数の量に制限されること無く当該ゲームの実行を可能とするフリープレイモードとを選択する、モード選択手段を有するゲーム装置であって、前記ゲーム状況判定手段は、前記モード選択手段が前記フリープレイモードを選択している場合に前記ゲーム装置が前記状況下にあると判定すること、
 前記ゲーム状況判定手段は、前記貯留クレジット数の単位時間当たりの増加値を監視すると共に、前記増加値が所定値以上となったことを検出した場合に前記ゲーム装置が前記状況下にあると判定することと、
 前記ゲーム装置が、プレイヤによって投擲される矢の的となる標的と、前記標的の後方への変位に基づいて当的を検出する当的検出手段と、前記当的検出手段からの当的検出信号の時間幅が指押し判定基準時間より長くなった場合に当該プレイヤによる指押しがなされたと判定する指押し判定手段と、を有するダーツゲーム装置であって、前記ゲーム動作可変制御手段は、前記指押し判定手段によって前記指押しがなされたと判定された場合に前記指押し判定基準時間を短く設定することで、前記指押し判定手段の判定動作を変化させる機能を有すること、
 前記所定動作がゲームの難易度に係る動作であり、前記ゲーム動作可変制御手段は、前記ゲーム状況判定手段が前記ゲーム装置が前記状況下にあると判定した場合に、当該ゲームの難易度の制御パラメータを変更することで、当該ゲームの難易度に係る所定動作を変化させること、
 前記ゲーム状況判定手段は、前記ゲーム装置が前記状況下にあるか否かを判定する処理を当該ゲームの開始前に実行すること、
によってそれぞれ一層効果的に達成される。
Furthermore, the above object of the present invention is to
The game situation determination means reads the current number of stored credits held in the stored credit storage means, and determines that the game device is in the situation when the number of stored credits is equal to or greater than a predetermined number;
The game apparatus has mode selection means for selecting a normal play mode for executing the game by the conversion and a free play mode for enabling execution of the game without being limited by the amount of the stored credits. A game device, wherein the game situation determination means determines that the game apparatus is under the situation when the mode selection means selects the free play mode;
The game situation determination means monitors the increase value per unit time of the number of stored credits, and determines that the game apparatus is under the situation when it detects that the increase value is equal to or greater than a predetermined value. To do
The game device has a target that is the target of an arrow thrown by the player, a correct detection means for detecting the correct based on a backward displacement of the target, and a correct detection signal from the correct detection means. A dart game device having a finger press determination means for determining that the player has pressed the finger when the time width of the game is longer than a finger press determination reference time, wherein the game motion variable control means Having a function of changing the determination operation of the finger pressing determination means by setting the finger pressing determination reference time short when it is determined by the pressing determination means that the finger pressing has been performed;
The predetermined action is an action related to a difficulty level of the game, and the game action variable control means controls the difficulty level of the game when the game situation judging means judges that the game apparatus is under the situation. Changing the predetermined action related to the difficulty of the game by changing the parameter,
The game situation determination means executes a process for determining whether or not the game device is in the situation before the game starts;
Is achieved more effectively by each.
 また、ゲームシステムに関しては、本発明の上記目的は、現在の貯留クレジット数のデータを保持する貯留クレジット記憶手段と、前記貯留クレジット数のデータをゲームのプレイ回数若しくはプレイ時間に変換して所定のゲームを実行する機能を有するゲーム処理手段と、を備えたゲーム装置と、前記ゲーム装置がネットワークを介して複数台接続されると共に、前記ゲーム装置が所定回数若しくは所定時間以上連続して前記ゲームの実行が可能な状況下にあるプレイヤ同士を組み合わせて所定の通信ゲームを実行させるためのマッチング処理を行うマッチングサーバと、を有するゲームシステムであって、前記ゲーム装置は、ゲームプレイに関するデータに基づいて前記状況下にあるか否かを判定するゲーム状況判定手段を有すること、によって達成される。 Regarding the game system, the object of the present invention is to provide a storage credit storage means for storing data of the current number of stored credits, and convert the stored credit number data into a game play count or a play time. A game processing device having a function of executing a game; and a plurality of the game devices connected via a network, and the game device is continuously connected for a predetermined number of times or a predetermined time. A game server having a matching server for performing a matching process for executing a predetermined communication game by combining players in a state where execution is possible, wherein the game device is based on data relating to game play. Having a game situation judging means for judging whether or not the situation is present; It is achieved by.
 また、プログラムに関しては、本発明の上記目的は、現在の貯留クレジット数のデータを保持する貯留クレジット記憶手段と、前記貯留クレジット数のデータをゲームのプレイ回数若しくはプレイ時間に変換して所定のゲームを実行する機能を有するゲーム処理手段と、を備えたゲーム装置において実行されるプログラムであって、前記ゲーム装置のコンピュータを、ゲームプレイに関するデータに基づいて前記ゲーム装置が所定回数若しくは所定時間以上連続して前記ゲームの実行が可能な状況下にあるか否かを判定するゲーム状況判定手段、及び、前記ゲーム状況判定手段が前記ゲーム装置が前記状況下にあると判定した場合に、前記ゲーム内で実行される所定動作を変化させるゲーム動作可変制御手段、として機能させること、によって達成される。 As for the program, the above object of the present invention is to provide a storage credit storage means for storing data of the current number of stored credits, and convert the stored credit number data into the number of game play times or play time to obtain a predetermined game. And a game processing means having a function of executing the game device, wherein the game device is connected to the computer of the game device continuously for a predetermined number of times or a predetermined time based on data relating to game play. The game situation determination means for determining whether or not the game can be executed, and when the game situation determination means determines that the game device is in the situation, Functioning as a game action variable control means for changing a predetermined action executed in It is achieved Te.
 さらに、プログラムに関しては、本発明の上記目的は、現在の貯留クレジット数のデータを保持する貯留クレジット記憶手段と、前記貯留クレジット数のデータをゲームのプレイ回数若しくはプレイ時間に変換して所定のゲームを実行する機能を有するゲーム処理手段と、を備えたゲーム装置と、前記ゲーム装置がネットワークを介して複数台接続されると共に、前記ゲーム装置が所定回数若しくは所定時間以上連続して前記ゲームの実行が可能な状況下にあるプレイヤ同士を組み合わせて所定の通信ゲームを実行させるためのマッチング処理を行うマッチングサーバと、を有するゲームシステムの前記ゲーム装置において実行されるプログラムであって、前記ゲーム装置のコンピュータを、ゲームプレイに関するデータに基づいて前記状況下にあるか否かを判定するゲーム状況判定手段、として機能させることによっても達成される。 Further, with respect to the program, the above object of the present invention is to provide a storage credit storage means for storing data of the current number of stored credits, a predetermined game by converting the data of the stored credit number into the number of games played or the play time. A game processing unit having a function of executing the game, and a plurality of the game devices are connected via a network, and the game device executes the game continuously for a predetermined number of times or for a predetermined time or more. And a matching server for performing a matching process for executing a predetermined communication game by combining players in a situation where the player can perform a game, the program executed in the game device of the game device, The computer is connected to the status based on data relating to game play. Also achieved by function as game situation judging means judges whether the underlying.
 本発明では、ゲーム装置が自身の装置の状況を診断し、所定回数若しくは所定時間以上連続してゲームの実行が可能なフリープレイの状況下にあるか否かを検出するようにしている。例えば、現在の貯留クレジット数が所定数以上の場合、モード選択手段がフリープレイモードを選択している場合、又は、貯留クレジット数の単位時間当たりの増加値が所定値以上の場合は、フリープレイの状況下にあると判断するようにしている。言い換えると、上記のような場合は、そのゲーム装置は、緊張感に欠けるプレイが発生する可能性が高い状況下にあるゲーム装置であると予測し、そのような状況をゲーム装置が自己診断して検出するようにしている。そして、そのような状況を検出した場合に、ゲーム内で実行される所定動作を変化させるようにしているので、常に一定の緊張感をプレイヤに持たせながらゲームをプレイさせることが可能となる。 In the present invention, the game device diagnoses the status of its own device and detects whether or not the game device is in a free play state where the game can be executed a predetermined number of times or continuously for a predetermined time or more. For example, if the current number of stored credits is greater than or equal to a predetermined number, if the mode selection means has selected the free play mode, or if the increase value of the number of stored credits per unit time is greater than or equal to a predetermined value, the free play It is judged that it is under the situation of. In other words, in such a case, the game device predicts that the game device is in a situation where there is a high possibility that a play lacking a sense of tension will occur, and such a situation is self-diagnosed by the game device. To detect. When such a situation is detected, the predetermined action executed in the game is changed, so that it is possible to play the game while always giving the player a certain tension.
 更に言い換えると、本発明によれば、緊張感に欠けるプレイが発生する可能性の高い状況をゲーム装置自身が検出し、緊張感を持続させるように、通常プレイ時のゲーム内容やゲーム動作とは異なるものに変化させることが可能となる。 In other words, according to the present invention, the game content and game operation during normal play are such that the game device itself detects a situation where there is a high possibility that a play lacking in tension will occur and the tension is maintained. It is possible to change to a different one.
 また、上記状況を検出する処理をゲームの開始前に実行する構成とすることによって、プレイヤがゲームを始める前に、ゲーム装置を通常のプレイ時とは異なる動作(緊張感を持続若しくは向上させるための特定の動作)に変化させることが可能となり、緊張感の欠如によって生じる不正行為や適当なプレイが生じるのを事前に防止することが可能となる。 In addition, by configuring the processing for detecting the above-described situation before the start of the game, before the player starts the game, the game device operates differently from normal play (to maintain or improve tension). It is possible to prevent the occurrence of fraud and appropriate play caused by the lack of tension.
 また、ゲームシステムに係る発明では、ゲーム装置側は、自己の装置がフリープレイの状況下にあるか否かを判定し、マッチングサーバ側では、フリープレイの状況下にあるゲーム装置同士でマッチング処理を実行する構成としているので、真剣なプレイヤとそうではないプレイヤとのマッチングを事前に防止することが可能となり、例えば真剣なプレイヤがどのような店舗のゲーム装置でプレイしたとしても、常に一定の緊張感を持たせながらゲームをプレイさせることが可能となる。また、通常のゲーム装置でプレイしている人が、フリープレイの相手とプレイするのを防止することができるので、例えば、ダーツゲーム装置の場合においては、相手が競技目的でないために真剣味に欠けるプレイをしたり、当的判定手段であるセグメントを指で押すような不正行為をしたり、負けそうなときにゲーム装置の電源を抜いたりするといったゲーム装置の強制終了をすること等によって生じる不愉快な思いをしなくて済むようなる。 Further, in the invention relating to the game system, the game device side determines whether or not its own device is in a free play situation, and the matching server side performs a matching process between the game devices in the free play situation. Therefore, it is possible to prevent matching between a serious player and a non-serious player in advance. For example, even if a serious player plays a game device at any store, a constant level is always maintained. It is possible to play the game with a sense of tension. In addition, since it is possible to prevent a person playing with a normal game device from playing with a free play opponent, for example, in the case of a dart game device, since the opponent is not for competition purposes, seriously This is caused by playing a game that is missing, performing an illegal act such as pushing a segment, which is an appropriate judgment means, with a finger, or forcibly terminating the game device such as unplugging the game device when it is likely to lose. You don't have to feel unpleasant.
本発明が適用されるゲーム装置及びゲームシステムの構成例を示す模式図である。It is a schematic diagram which shows the structural example of the game device and game system to which this invention is applied. 本発明の実施形態に係るダーツゲーム装置の内部構成及びネットワーク構成の一例を概略的に示すブロック図である。1 is a block diagram schematically showing an example of an internal configuration and a network configuration of a dart game device according to an embodiment of the present invention. 本発明の実施形態に係るダーツゲーム装置の外観を示す正面図である。It is a front view which shows the external appearance of the darts game device which concerns on embodiment of this invention. 本発明の実施形態に係るネットワークゲームシステムに適用されるダーツゲーム装置の制御システムの概略構成を示すブロック図である。It is a block diagram which shows schematic structure of the control system of the darts game device applied to the network game system which concerns on embodiment of this invention. ダーツゲームの1つの競技方法であるゼロ・ワン・ゲームにおけるゲーム処理の流れを示すフローチャートである。It is a flowchart which shows the flow of the game process in the zero one game which is one competition method of a darts game. 本発明に係るゲーム装置の制御部の構成例を示す機能ブロック図である。It is a functional block diagram which shows the structural example of the control part of the game device which concerns on this invention. 本発明に係るゲームシステムの構成例を示す機能ブロック図である。It is a functional block diagram which shows the structural example of the game system which concerns on this invention. 本発明に係るゲーム装置の動作例を示す第1のフローチャートである。It is a 1st flowchart which shows the operation example of the game device which concerns on this invention. 本発明に係るゲーム装置の動作例を示す第2のフローチャートである。It is a 2nd flowchart which shows the operation example of the game device which concerns on this invention. 本発明に係るゲームシステムにおけるゲーム装置側の動作例を示すフローチャートである。It is a flowchart which shows the operation example by the side of the game device in the game system which concerns on this invention. 本発明に係るゲームシステムにおけるマッチングサーバ側の動作例を示すフローチャートである。It is a flowchart which shows the operation example by the side of the matching server in the game system which concerns on this invention.
 以下、図面を参照にしながら本発明の実施形態について説明する。 Hereinafter, embodiments of the present invention will be described with reference to the drawings.
 図1(A)~(C)は、本発明が適用されるゲーム装置及びゲームシステムの構成例を示す模式図であり、図1(A)は、1台の筐体1aで2人以上が対戦可能なゲーム装置を示し、図1(B)は、無線又は有線による直接通信により2台以上の筐体1aで2人以上が共通のゲームをプレイすることが可能なゲームシステムの構成を示している。また、図1(C)は、インターネット等のネットワーク2を介して接続されるゲーム装置のそれぞれの筐体1aで2人以上が共通のゲームをプレイすること可能なゲームシステムの構成を示している。図1(C)に示されるサーバ端末3は、マッチングサーバを含んでおり、そのマッチングサーバは、所定の条件を満たすプレイヤ同士を組み合わせて通信ゲームを実行させるためのマッチング処理を行う機能を備えている。また、図1(A)~(C)中のゲーム装置は、現在の貯留クレジット数のデータを保持する機能を備えたゲーム装置である。 FIGS. 1A to 1C are schematic views showing a configuration example of a game apparatus and a game system to which the present invention is applied. FIG. 1A shows a case 1a in which two or more people are included. FIG. 1B shows a configuration of a game system in which two or more players can play a common game in two or more casings 1a by direct wireless or wired communication. ing. FIG. 1C shows a configuration of a game system in which two or more players can play a common game in each case 1a of a game device connected via a network 2 such as the Internet. . A server terminal 3 shown in FIG. 1C includes a matching server, and the matching server has a function of performing a matching process for executing a communication game by combining players that satisfy a predetermined condition. Yes. Also, the game devices in FIGS. 1A to 1C are game devices having a function of holding data on the current number of stored credits.
 本発明に係るゲーム装置は、図1(A)~図1(C)のいずれの態様であっても適用することができるが、以下に説明する実施形態では、図1(C)の態様に適用した場合を例として説明する。 The game device according to the present invention can be applied to any of the modes shown in FIGS. 1A to 1C, but in the embodiment described below, the game device shown in FIG. The case where it is applied will be described as an example.
 なお、本願で言う「クレジット」とは、信用や功績の意味ではなく、ゲームを実行するため「プレイポイント」に相当するものを指しており、ゲームのプレイ回数若しくはプレイ時間に変換可能なものを意味している。また、そのクレジットに換算される媒体はコイン(通貨)に限るものではなく、例えば遊戯施設内でのみ使える「メダル」,「プリペイドカード」,若しくは「トークン」と呼ばれる金銭に相当する物、商品購入代金やサービス利用料金の決済に利用可能な「ポイント」や「電子マネー」のような電子的な通貨などであっても良い。そして、本願で言う「貯留クレジット数のデータ」とは、電子データとして保持されている現在のクレジット数(残存するクレジットの総量)を示すデータのことを意味しており、そのデータは例えばゲーム装置の内蔵メモリに記憶されたデータである。 The term “credit” as used in the present application is not the meaning of credit or achievement, but refers to the “play point” for executing the game, which can be converted into the number of play times or play time of the game. I mean. The media converted into credits is not limited to coins (currency). For example, money equivalent to money called “medals”, “prepaid cards”, or “tokens” that can be used only in amusement facilities, or purchase of goods It may be an electronic currency such as “point” or “electronic money” that can be used for payment of a price or service usage fee. The “stored credit number data” referred to in the present application means data indicating the current number of credits (total amount of remaining credits) held as electronic data. This is data stored in the internal memory.
 以下、ゲーム装置の一例として、プレイヤ(遊戯者)が標的に矢を投擲して得点を競うダーツゲーム装置に適用した場合を例として主に説明するが、本発明に係るゲーム装置はこれに限定されるものではなく、現在のクレジット数をデータとして保持する機能を備えたゲーム装置(若しくはフリープレイモードを有するゲーム装置)であれば良い。 Hereinafter, as an example of a game apparatus, a case where the player (player) applies to a dart game apparatus in which an arrow is thrown at a target and competes for a score will be mainly described as an example, but the game apparatus according to the present invention is limited to this. The game device (or game device having a free play mode) having a function of holding the current number of credits as data may be used.
 《ダーツゲーム装置・ゲームシステムの構成》
 本発明に係るゲーム装置及びゲームシステムの特徴的な構成を説明するに先立ち、図2~図4を用いて、本発明の実施形態に係るダーツゲーム装置及びその装置を用いたネットワークゲームシステムの構成について説明する。
《Dart game machine / game system configuration》
Prior to describing the characteristic configuration of the game device and the game system according to the present invention, the configuration of the dart game device and the network game system using the device according to the embodiment of the present invention will be described with reference to FIGS. Will be described.
 図2は、本発明の実施形態に係るネットワークゲームシステムのゲーム装置(ダーツゲーム装置)の内部構成及びネットワーク構成の一例を概略的に示すブロック図である。 FIG. 2 is a block diagram schematically showing an example of the internal configuration and network configuration of a game device (dart game device) of the network game system according to the embodiment of the present invention.
 同図において、本実施形態に係るネットワークゲームシステムでは、ゲーム装置(ダーツゲーム装置)1を含む複数のゲーム装置1,1A,1B,・・・が、インターネットなどのネットワーク2に接続され、該ネットワーク2には、サーバ端末3、パーソナルコンピュータ4、携帯電話5などの通信端末が接続されている。サーバ端末3は、図1(C)中のマッチングサーバを含み、ネットワーク2を介して各ダーツゲーム装置1,1A,1B,・・・と種々の情報の入出力を行い、前述のマッチング処理の他に、必要に応じてゲームなどの制御を実行するようになっている。 In the figure, in the network game system according to the present embodiment, a plurality of game devices 1, 1A, 1B,... Including a game device (dart game device) 1 are connected to a network 2 such as the Internet. 2, communication terminals such as a server terminal 3, a personal computer 4, and a mobile phone 5 are connected. The server terminal 3 includes the matching server in FIG. 1 (C), inputs / outputs various information to / from each of the dart game devices 1, 1A, 1B,. In addition, control of a game etc. is performed as needed.
 ダーツゲーム装置1は、ダーツゲームの標的となる円形状のダーツ盤6と、プレイヤが投擲した矢(ソフトダーツ)がヒットしたダーツ盤6の領域(セグメント)を検出する当的検出部7と、ダーツゲームを制御するとともに、当的検出部7の検出結果に基づいて表示部8や音声出力部9に出力信号を出力する制御部10と、上述したネットワーク2に接続され、該ネットワーク2を介してサーバ端末及び他のダーツゲーム装置1A,1B,・・・とデータの送受信を行う通信部11と、プレイヤ固有のプレイヤID(プレイヤ識別情報)が記憶された外部記憶媒体(IDカード)12の検出する外部記憶媒体処理部13と、ゲーム実行のためのコイン(硬貨)14の挿入を検出するコイン検出部15とを備えている。 The dart game apparatus 1 includes a circular dart board 6 that is a target of the dart game, and an appropriate detection unit 7 that detects an area (segment) of the dart board 6 hit by an arrow (soft dart) thrown by the player, The dart game is controlled, and the control unit 10 that outputs an output signal to the display unit 8 and the audio output unit 9 based on the detection result of the appropriate detection unit 7 is connected to the network 2 described above. Of the server terminal and other dart game devices 1A, 1B,..., And an external storage medium (ID card) 12 in which a player ID (player identification information) unique to the player is stored. An external storage medium processing unit 13 to detect, and a coin detection unit 15 to detect insertion of coins (coins) 14 for game execution are provided.
 制御部10は、外部記憶媒体処理部13によって外部記憶媒体12からプレイヤIDが検出されると、通信部11からネットワーク2を介してサーバ端末にアクセスし、該サーバ端末からプレイヤ固有のデータを取得するようになっている。また、パーソナルコンピュータ4や携帯電話5などの通信端末は、ネットワーク2を介してサーバ端末にアクセスすることにより、ダーツゲーム装置1,1A,1B,・・・における成績データ、プレイヤ順位、種々のイベント情報など、ダーツゲームに関する様々なデータを送受信することができる。また、これにより、ダーツゲームを実行中に表示部8に表示させる画像やメッセージ、音声出力部9を介して出力するBGM(Background Music)や効果音の設定を行うことができる。 When the external storage medium processing unit 13 detects the player ID from the external storage medium 12, the control unit 10 accesses the server terminal from the communication unit 11 via the network 2, and acquires player-specific data from the server terminal. It is supposed to be. Further, the communication terminal such as the personal computer 4 or the mobile phone 5 accesses the server terminal via the network 2, so that the performance data, the player ranking, various events in the dart game devices 1, 1 A, 1 B,. Various data related to dart games such as information can be transmitted and received. In addition, this makes it possible to set an image or message to be displayed on the display unit 8 during the execution of the dart game, BGM (Background Music) to be output via the audio output unit 9, and sound effects.
 図3は、本発明の実施形態に係る本発明の実施形態に係るネットワークゲームシステムのダーツゲーム装置の外観を示す正面図である。 FIG. 3 is a front view showing an appearance of the dart game device of the network game system according to the embodiment of the present invention according to the embodiment of the present invention.
 同図において、ダーツゲーム装置1は、筐体中央部に上述したダーツ盤6を備え、その上部には液晶表示ディスプレイ(表示部)8、及びスピーカ(音声出力部)9が配されている。液晶表示ディスプレイ8には、ゲームの進行に応じて、ゲームスコア、ゲームメニュー、ゲーム説明、ゲーム演出画像など、所定の画像や文字情報が表示され、スピーカ9からはダーツゲームに応じて効果音や音声などが出力される。 In the figure, the dart game apparatus 1 includes the dart board 6 described above at the center of the casing, and a liquid crystal display (display unit) 8 and a speaker (sound output unit) 9 are disposed on the upper part. The liquid crystal display 8 displays predetermined images and character information such as a game score, a game menu, a game description, and a game effect image according to the progress of the game. Sound effects and sound are displayed from the speaker 9 according to the dart game. Audio is output.
 また、ダーツ盤6の左上部には、プレイヤが矢を投擲する姿勢を撮像するカメラ16が配設されている。一般に、ダーツ盤6は、直径が39.37cm(15.5インチ)、床から中心までの高さが173cmに設定され、このダーツ盤6の真下の床から244cm離れた位置の床表面にスローイング・ライン(投擲線)が設けられている。プレイヤは、この投擲線からダーツ盤6に向かって矢を投げてダーツゲームを行う。したがって、上記カメラ16の視点は、このスローイング・ラインから投擲するプレイヤの姿勢を捉えるように設定されている。なお、本実施形態では、右利きのプレイヤが矢を投擲する姿勢(顔の表情など)をよく捉えることができるように、カメラ16を標的30の左上に設置したが、この設置位置はこれに限定されるものではなく、使用状況に応じて適宜変更することができる。 In the upper left part of the dart board 6, a camera 16 that images the posture in which the player throws an arrow is disposed. In general, the dart board 6 has a diameter of 39.37 cm (15.5 inches) and a height from the floor to the center of 173 cm. The dart board 6 is thrown on the floor surface 244 cm away from the floor directly below the dart board 6.・ A line (throwing line) is provided. The player plays a dart game by throwing an arrow from the throwing line toward the dart board 6. Accordingly, the viewpoint of the camera 16 is set so as to capture the posture of the player throwing from the throwing line. In the present embodiment, the camera 16 is installed on the upper left of the target 30 so that the right-handed player can capture the posture in which the arrow is thrown (facial expression, etc.) well. It is not limited and can be appropriately changed according to the use situation.
 また、ダーツ盤6の下部には、複数(4つ)のカードスロット17a~17dと、4つの決定ボタン18a~18d及び1つの選択ボタン19とが配設されている。カードスロット17a~17dには、例えばRFID(Radio Frequency IDentification)などのICタグが埋設された外部記憶媒体12が挿入される。この外部記憶媒体12には、プレイヤの識別コードや過去のゲーム履歴、プレイ中やランキング表示に使用するプレイヤ名、技量を示すランク、最新の各種データ更新日などの情報が記録されており、この記録情報は、各カードスロット17a~17dの裏側に取り付けられたカードリーダ(外部記憶媒体処理部)13によって読み取られる。なお、外部記憶媒体12には、プレイヤの識別コードのみを記録し、過去のゲーム履歴等その他の情報はサーバ装置に記録してもよい。この場合、カードリーダ13によって外部記憶媒体12が検出されると、制御部10がプレイヤ識別コードを参照し、通信部11からネットワーク2を介してサーバ3にアクセスし、該サーバ3から該当データを取得する。選択ボタン19は、ダーツゲームの開始前にゲームモード(ゼロ・ワン、クリケット、カウント・アップ等)を選択するボタンとして機能する一方、ダーツゲーム中には、1セット3投のラウンド終了時に次ラウンドへ移行する(あるいは複数のプレイヤがいる場合には次順のプレイヤへ切り替える)ボタンとして機能する。 Further, a plurality of (four) card slots 17a to 17d, four decision buttons 18a to 18d, and one selection button 19 are arranged at the lower part of the dart board 6. For example, an external storage medium 12 in which an IC tag such as RFID (Radio Frequency IDentification) is embedded is inserted into the card slots 17a to 17d. The external storage medium 12 stores information such as player identification codes, past game histories, player names used during play and ranking display, ranks indicating skills, and the latest various data update dates. The recorded information is read by a card reader (external storage medium processing unit) 13 attached to the back side of each of the card slots 17a to 17d. Note that only the identification code of the player may be recorded in the external storage medium 12, and other information such as past game history may be recorded in the server device. In this case, when the external storage medium 12 is detected by the card reader 13, the control unit 10 refers to the player identification code, accesses the server 3 from the communication unit 11 via the network 2, and receives the corresponding data from the server 3. get. The select button 19 functions as a button for selecting a game mode (zero one, cricket, count up, etc.) before the start of the dart game, while during the dart game, the next round at the end of one set of three throws (Or switch to the next player if there are a plurality of players).
 さらに、ダーツゲーム装置1の筐体下部は、筐体内部に収納された制御装置や電源装置などを出し入れできるように設けられた開閉扉20と、ダーツゲームを実行する際に投入されるコイン(硬貨)14の投入口21と、該投入口21から投入されたコインを収容するコインボックス22とを備え、該投入口21には上述したコイン検出部15が配設されている。 Further, the lower part of the housing of the dart game device 1 has an opening / closing door 20 provided so that a control device, a power supply device and the like housed in the housing can be taken in and out, and a coin ( A coin) 22 and a coin box 22 for storing coins inserted from the insertion slot 21, and the coin detection unit 15 described above is disposed in the insertion slot 21.
 図4は、本発明の実施形態に係るネットワークゲームシステムに適用されるダーツゲーム装置の制御システムの概略構成を示すブロック図である。 FIG. 4 is a block diagram showing a schematic configuration of a control system for a dart game device applied to the network game system according to the embodiment of the present invention.
 同図において、例えば汎用PCなどからなる制御部10は、少なくとも、ゲーム中の演出などを含むゲームの進行を制御するCPU37と、各種プログラムやデータテーブルなどが格納されたROM38と、一時データの記録領域及びCPU37のワークエリアとして機能するRAM39とを備えている。この制御部10には、アンテナ13a及びRFIDカードリーダ/ライター(RFID CARD R/W)13bからなる外部記憶媒体処理部13が接続されている。制御部10のCPU37は、カードスロット17a~17dに挿入された外部記憶媒体(ICカード等)12に記録されているデータを読み取るとともに、通信部11からネットワーク2を介してサーバ端末にアクセスして、この外部記憶媒体12に記録されているデータに基づくプレイヤ固有のデータをサーバ端末から取得し、液晶表示ディスプレイ(表示部)8にそれらのデータを表示する処理などを実行する。 In the figure, for example, a control unit 10 composed of a general-purpose PC or the like includes at least a CPU 37 that controls the progress of the game including effects during the game, a ROM 38 that stores various programs and data tables, and a temporary data recording. And a RAM 39 functioning as a work area for the area and the CPU 37. The control unit 10 is connected to an external storage medium processing unit 13 including an antenna 13a and an RFID card reader / writer (RFID CARD R / W) 13b. The CPU 37 of the control unit 10 reads the data recorded in the external storage medium (IC card or the like) 12 inserted into the card slots 17a to 17d and accesses the server terminal from the communication unit 11 via the network 2. The player-specific data based on the data recorded in the external storage medium 12 is acquired from the server terminal, and processing for displaying the data on the liquid crystal display (display unit) 8 is executed.
 また、制御部10には、コイン投入口21から投入されたコイン14を検出するコイン検出部15、投擲された矢35が何れのセグメント部材31にも当的しなかった場合にダーツ盤6の振動を検出するアウトボードセンサ40、決定ボタン18a~18dや選択ボタン19などの各種ボタンスイッチ、効果音や警告音などを出力するスピーカ9、などの機器がI/O制御ボード41を介して接続されている。 Further, the control unit 10 includes a coin detection unit 15 that detects the coin 14 inserted from the coin insertion slot 21, and the dart board 6 when the thrown arrow 35 does not hit any of the segment members 31. Devices such as an outboard sensor 40 that detects vibration, various button switches such as the determination buttons 18a to 18d and the selection button 19, and a speaker 9 that outputs sound effects and warning sounds are connected via the I / O control board 41. Has been.
 さらに、制御部10には、フルカラーLED27を搭載したLED基板28、スローイング・ラインから投擲するプレイヤの静止画像や動画像を撮影するカメラ16が接続されている。LED基板28には、当的検出部であるメンブレンスイッチを搭載したセンサシート7が接続され、該センサシート7によって検出された当的検出信号は、LED基板28を介して制御部10に出力される。 Furthermore, the controller 10 is connected to an LED board 28 equipped with a full-color LED 27 and a camera 16 for taking a still image or a moving image of the player throwing from the throwing line. A sensor sheet 7 equipped with a membrane switch as an appropriate detection unit is connected to the LED board 28, and an appropriate detection signal detected by the sensor sheet 7 is output to the control unit 10 via the LED board 28. The
 なお、外部記憶媒体12、外部記憶媒体処理部13、各カードスロット17a~17d及びカメラ16は、付加的な構成要素であり、それらの機器を利用した具体的なゲーム処理については説明を省略する。 Note that the external storage medium 12, the external storage medium processing unit 13, the card slots 17a to 17d, and the camera 16 are additional components, and description of specific game processing using these devices is omitted. .
 上述のような構成において、ダーツゲームの1つの競技方法である「ゼロ・ワン・ゲーム」が選択されたときのゲーム処理の流れについて、図5を参照して説明する。 Referring to FIG. 5, the flow of the game process when “Zero One Game”, which is one of the dart game competition methods, is selected in the above-described configuration will be described.
 図5は、「ゼロ・ワン・ゲーム」におけるゲーム処理の流れを示すフローチャートであり、図5(A)は1ゲームの処理の流れを示し、図5(B)は、同図(A)のステップS51及びステップS54における投擲処理の流れを示している。以下、2人の競技者(プレイヤ1とプレイヤ2)が対戦する場合を例に、ステップ順に説明する。 FIG. 5 is a flowchart showing the flow of game processing in the “zero one game”, FIG. 5A shows the flow of processing of one game, and FIG. 5B shows the flow of FIG. The flow of the throwing process in step S51 and step S54 is shown. Hereinafter, an example in which two players (player 1 and player 2) play a battle will be described in the order of steps.
 なお、「ゼロ・ワン・ゲーム」とは、所定の持ち点(101点、301点、501点等)からゲームで獲得した得点を減算していき、持ち点を先に0点にするか、所定数のラウンドの終了後に持ち点の少ない競技者を勝者とするゲームである。 In addition, “zero one game” means that the score obtained in the game is subtracted from a predetermined score (101 points, 301 points, 501 points, etc.) and the score is set to 0 points first. A game in which a player who has few points after the end of a predetermined number of rounds is the winner.
 ゲームの選択画面でゼロ・ワン・ゲーム(以下「01ゲーム」と記す)がプレイヤによって選択され、コインの投入等によりクレジットが貯留されると、ダーツゲーム装置1の制御部10は、01ゲームの処理を開始する。01ゲームが開始されると、先ず、先攻の競技者(プレイヤ1)の投擲処理が実行される(ステップS51)。 When a zero-one game (hereinafter referred to as “01 game”) is selected by the player on the game selection screen and credits are accumulated by inserting coins or the like, the control unit 10 of the dart game device 1 Start processing. When the 01 game is started, a throwing process of the first player (player 1) is first executed (step S51).
 上記ステップS51における投擲処理について、図5(B)を参照して説明する。 The throwing process in step S51 will be described with reference to FIG.
 制御部10は、上がり目があるか(例えば今回の投擲によって残りの持ち点を0点にすることができるか()否かを判定し(ステップS61)、上がり目があると判定した場合は、例えば該当の標的セグメントを点灯することによって、狙うべき標的セグメントを競技者に報知し(ステップS62)、上がり目がないと判定した場合は、プレイヤ1の投擲待ちとする(ステップS63)。 The control unit 10 determines whether or not there is a rising eye (for example, whether or not the remaining holding point can be set to 0 by this throwing (step S61). By illuminating the target segment, the target segment to be targeted is notified to the player (step S62), and when it is determined that there is no rise, the player 1 waits for a throw (step S63).
 プレイヤ1がダーツ(矢)を投擲し、ダーツ盤6上の標的セグメントにダーツが命中すると、当的検出部7から当的検出信号が制御部10に出力される。制御部10は、当的検出信号を解析して、ダーツが命中した標的セグメントの位置を検出し、得点を判定して、持ち点の残りから得点を減算する処理を行う(ステップS64,S65)。 When the player 1 throws a dart (arrow) and the dart hits the target segment on the dart board 6, an appropriate detection signal is output from the appropriate detection unit 7 to the control unit 10. The control unit 10 analyzes the appropriate detection signal, detects the position of the target segment hit by the dart, determines the score, and performs a process of subtracting the score from the remaining score (steps S64 and S65). .
 続いて、制御部10は、プレイヤ1が交代条件を満たしたか否かを判定し(ステップS66)、交代条件を満たしたと判定した場合、持ち点から得点を減算した結果が「0」またはマイナス(バスト)である場合は、投擲処理を終了する。一方、交代条件を満たしていないと判定した場合は、今回の投擲が3投目であったか否かを判定し(ステップS67)、3投目であった場合は投擲処理を終了し、3投目でない場合はステップS61に戻り、投擲処理を繰り返す。そして、投擲処理を終了すると、図5(A)のステップS52に移行する。 Subsequently, the control unit 10 determines whether or not the player 1 satisfies the replacement condition (step S66). When determining that the replacement condition is satisfied, the result of subtracting the score from the score is “0” or minus ( If it is (bust), the throwing process is terminated. On the other hand, when it is determined that the replacement condition is not satisfied, it is determined whether or not the current throwing is the third throw (step S67). If not, the process returns to step S61 to repeat the throwing process. When the throwing process ends, the process proceeds to step S52 in FIG.
 プレイヤ1の投擲処理を終了すると、制御部10は、プレイヤ1がゲームの終了条件(本例では持ち点から得点を減算した結果が0点であるという条件)を満たしたか否かを判定する(ステップS52)。そして、ゲームの終了条件を満たしていないと判定した場合は、制御部10は、競技者によりチェンジボタンが押されたか否かを判定し(ステップS53)、チェンジボタンが押されたと判定した場合は、競技者がプレイヤ1からプレイヤ2に交代したと判断し、プレイヤ1に対する処理と同様に、プレイヤ2に対する投擲処理(ステップS54)、終了条件の判定処理(ステップS55)、及びチェンジボタンの押下の検出処理(ステップS56)を実行する。なお、投擲が3投目であったか否かを判定し(ステップS67)、3投目であった場合の投擲処理の終了時に、ゲームの終了条件を満たしたか否かを判定し(ステップS52)た結果、ゲームの終了条件を満たしていないと判定した場合は、チェンジボタンが押されたとみなし、競技者の交代を制御部10によって競技者の手を介さずに自動的に行ってもよい。 When the throwing process of the player 1 is completed, the control unit 10 determines whether or not the player 1 satisfies a game ending condition (in this example, a condition that the result of subtracting the score from the score is 0 points) ( Step S52). And when it determines with the completion | finish conditions of a game not being satisfied, the control part 10 determines whether the change button was pressed by the player (step S53), and when determining with the change button having been pressed, The player determines that the player has changed from the player 1 to the player 2, and, like the processing for the player 1, throwing processing for the player 2 (step S54), end condition determination processing (step S55), and pressing the change button A detection process (step S56) is executed. It is determined whether or not the throwing is the third throw (step S67). At the end of the throwing process in the case of the third throw, it is determined whether or not the game end condition is satisfied (step S52). As a result, when it is determined that the game end condition is not satisfied, it is considered that the change button has been pressed, and the change of the player may be automatically performed by the control unit 10 without the player's hand.
 そして、上記ステップS56において、チェンジボタンの押下を検出すると、制御部10は、ラウンド数が15ラウンドに達したか否かを判定し(ステップS57)、15ラウンドに達していない場合はステップS51に戻って処理を繰り返す。なお、競技者が3人または4人の場合は、ステップS56の後にステップS51からステップS53の処理を人数分繰り返す。そして、上記ステップS57において、15ラウンドに達したと判定した場合は、制御部10は、今回のゲームの勝利者を判定し(ステップS58)、勝利者に対する演出等の処理を行い、01ゲームの処理を終了する。また、ここでは、01ゲームのラウンド数は15ラウンドとして説明したが、これに限定されることなく、それぞれのゲームのラウンド数は筐体毎に設定することができる。 In step S56, when the pressing of the change button is detected, the control unit 10 determines whether the number of rounds has reached 15 rounds (step S57). If not, the control unit 10 proceeds to step S51. Return and repeat the process. If there are three or four competitors, the process from step S51 to step S53 is repeated for the number of persons after step S56. If it is determined in step S57 that the game has reached 15 rounds, the control unit 10 determines the winner of the current game (step S58), performs effects for the winner, etc. End the process. Although the number of rounds of the 01 game has been described here as 15 rounds, the number of rounds of each game can be set for each case without being limited to this.
 《本発明に係るゲーム装置・ゲームシステムの特徴的な構成》
 次に、本発明に係るゲーム装置及びゲームシステムの特徴的な構成について説明する。
<< Characteristic Configuration of Game Device / Game System According to the Present Invention >>
Next, a characteristic configuration of the game device and the game system according to the present invention will be described.
 発明の概要で述べたように、ゲーム装置によっては「フリープレイモード」が存在したり、「フリープレイモード」が存在しないゲーム装置の場合でも、時間貸しをする際などに店員が多量のコインをコイン貯留部に投入したり、クレジット部を操作することで実質的に何回でもプレイ可能とする場合があったりする。そこで、本発明においては、上記のような場合は、そのゲーム装置は、緊張感に欠けるプレイが発生する可能性が高い状況下にあるゲーム装置であると予測し、そのような状況下をゲーム装置自身が検出すると共に、ゲームに対するプレイヤの意欲を失わせないように、ゲーム内で実行される動作を変化させる制御を行うようにしている。 As described in the outline of the invention, depending on the game device, even if the game device has a “free play mode” or does not have a “free play mode”, the store clerk gives a large amount of coins when lending time. In some cases, it is possible to play a coin storage section or to play it as many times as possible by operating the credit section. Therefore, in the present invention, in the above case, the game device is predicted to be a game device in a situation where there is a high possibility that a play lacking in tension will occur, and such a situation is assumed to be a game. In addition to the detection by the device itself, control is performed to change the action executed in the game so as not to lose the player's motivation for the game.
 このような検出や制御を実現するためのゲーム装置の構成及びそのゲーム装置を用いたゲームシステムの構成について、以下、順次説明する。 The configuration of the game device for realizing such detection and control and the configuration of the game system using the game device will be described in order below.
 〈ゲーム装置の制御部の構成〉
 先ず、本発明に係るゲーム装置の制御部の構成について、図6を参照して説明する。
<Configuration of control unit of game device>
First, the configuration of the control unit of the game device according to the present invention will be described with reference to FIG.
 図6は、本発明に係るゲーム装置の制御部10の構成例を示す機能ブロック図である。なお、図6中の当的検出部7と指押し判定手段56は、矢やボールなどの飛翔体を放って競技するタイプのゲーム装置(本例ではダーツゲーム装置)に本発明を適用した場合に備える付加的な構成要件である。また、図6中の通信部11とデータ伝送手段57は、図1(B)又は図1(C)の態様のゲームシステムに本発明を適用した場合に必要となる付加的な構成要件である。 FIG. 6 is a functional block diagram showing a configuration example of the control unit 10 of the game device according to the present invention. Note that the appropriate detection unit 7 and the finger press determination means 56 in FIG. 6 are applied to a game device (a dart game device in this example) of a type in which a flying object such as an arrow or a ball is emitted. This is an additional configuration requirement. Further, the communication unit 11 and the data transmission means 57 in FIG. 6 are additional components required when the present invention is applied to the game system of the mode of FIG. 1 (B) or FIG. 1 (C). .
 図6において、ゲーム装置内の制御部10は、本発明に係る主要な構成として、現在の貯留クレジット数のデータを保持する貯留クレジット記憶手段51と、貯留クレジット数のデータをゲームのプレイ回数若しくはプレイ時間に変換して所定のゲーム(本例ではダーツゲーム)を実行する機能を有するゲーム処理手段52と、ゲーム装置の状況が特定の条件(以下「可変条件」と呼ぶ)を満たしている場合に、ゲーム内で実行される所定動作を変化させるゲーム動作可変制御手段53と、ゲームプレイに関するデータに基づいて上記可変条件の成立の有無を判定するゲーム状況判定手段54と、ゲームの実行制御に係る制御データを記憶する制御データ記憶手段55と、当的の検出面(本例ではダーツ盤の盤面)に対する「指押し」がされたか否かを判定する指押し判定手段56と、通信接続される外部コンピュータとの間でデータを伝送するためのデータ伝送手段57と、を備えている。 In FIG. 6, the control unit 10 in the game device has, as a main configuration according to the present invention, a storage credit storage unit 51 that holds data of the current stored credit number, and stores the stored credit number data as the number of times the game has been played or When the game processing means 52 having a function of executing a predetermined game (in this example, a dart game) by converting to play time and the situation of the game device satisfies a specific condition (hereinafter referred to as “variable condition”) In addition, a game action variable control means 53 for changing a predetermined action executed in the game, a game situation determination means 54 for determining whether or not the variable condition is satisfied based on data relating to game play, and a game execution control Control data storage means 55 for storing such control data and “finger press” on the appropriate detection surface (the surface of the dart board in this example) A determining means 56 press determining finger or Taka not, a, and data transmission means 57 for transmitting data to and from an external computer that is communicatively connected.
 上記ゲーム動作可変制御手段53及びゲーム状況判定手段54に関連する「可変条件」は、例えば、ゲーム内で実行される動作を通常のプレイ時とは異なる動作に変化させる際のトリガー(特殊な動作などを起こさせる引き金)となる条件である。本実施の形態では、ゲーム装置が緊張感に欠けるプレイが発生する可能性が高い状況下にあると想定される場合、具体的には、ゲーム装置が所定回数若しくは所定時間以上連続してゲームの実行が可能なフリープレイの状況下にあると判定した場合に、ゲーム状況判定手段54は、可変条件が成立したものとしている。 The “variable condition” related to the game action variable control means 53 and the game situation determination means 54 is, for example, a trigger (special action) for changing the action executed in the game to an action different from that during normal play. This is the condition that triggers In the present embodiment, when it is assumed that there is a high possibility that the game device will have a tensionless play, specifically, the game device continuously plays the game for a predetermined number of times or a predetermined time or more. When it is determined that the game is in a free play state that can be executed, the game state determination unit 54 assumes that the variable condition is satisfied.
 なお、図6に示される制御部10内の各手段51~57は、本実施の形態では制御部10内のCPU37によって制御されるコンピュータプログラムで実現され、そのプログラムは、コンピュータによって読み取り可能な所定の記憶媒体(例えば、図4中のRAM39)に記憶されている。また、各手段51~57は、説明の便宜上、手段名を付けて機能で分類したものであり、ソフトウェア構成を限定するものではない。また、当該手段の一部若しくは全てをハードウェアで構成したものも本発明に含まれる。 In the present embodiment, each means 51 to 57 in the control unit 10 shown in FIG. 6 is realized by a computer program controlled by the CPU 37 in the control unit 10, and the program is a computer-readable predetermined program. Are stored in the storage medium (for example, the RAM 39 in FIG. 4). Each means 51 to 57 is classified by function with a means name for convenience of explanation, and does not limit the software configuration. Moreover, what comprised a part or all of the said means with the hardware is also contained in this invention.
 以下に、それらの手段51~57について、より詳しく説明する。 Hereinafter, the means 51 to 57 will be described in more detail.
 (1)貯留クレジット記憶手段51
 貯留クレジット記憶手段51は、貯留クレジット数のデータを所定の記憶部に記憶し保持する。その記憶部は、本例ではゲーム装置の筐体に対応する記憶部であり、記憶媒体としては例えば図4に示されるRAM39が使用される。なお、図1B又は図1Cのような構成のゲームシステムにおいては、各ゲーム装置1からアクセス可能な共有データベースを設け、上記貯留クレジット数のデータを、例えばゲーム装置1の筐体を特定する筐体IDにより対応付けて、上記共有データベース内の記憶部に記憶し保持する形態としても良い。
(1) Storage credit storage means 51
The stored credit storage means 51 stores and holds data on the number of stored credits in a predetermined storage unit. In this example, the storage unit is a storage unit corresponding to the housing of the game apparatus, and for example, a RAM 39 shown in FIG. 4 is used as the storage medium. In the game system configured as shown in FIG. 1B or 1C, a shared database that can be accessed from each game apparatus 1 is provided, and the data of the stored credit number is, for example, a case that identifies the case of the game apparatus 1 It is good also as a form which matches with ID and memorize | stores and hold | maintains in the memory | storage part in the said shared database.
 (2)ゲーム処理手段52
 ゲーム処理手段52は、ゲームプログラムに基づいてゲームの処理を実行する手段であり、本実施の形態においては、貯留クレジット記憶手段51によって保管されている貯留クレジット数のデータをゲームのプレイ回数若しくはプレイ時間に変換して、当該ゲームを実行する機能を備えている。なお、ダーツゲームの進行制御に係る処理、ダーツゲームにおける演出処理、及びネットワークゲームでの通信制御に係る処理など、具体的なゲーム処理については説明を省略する。
(2) Game processing means 52
The game processing means 52 is a means for executing a game process based on a game program. In the present embodiment, the game credit means 52 stores the stored credit number data stored in the stored credit storage means 51 as the number of times the game has been played or played. It has a function to convert the time and execute the game. A description of specific game processes such as a process related to the progress control of the dart game, an effect process in the dart game, and a process related to communication control in the network game will be omitted.
 (3)ゲーム動作可変制御手段53
 ゲーム動作可変制御手段(以下「制御手段」とする)53は、後述する可変条件の成立に基づいてゲーム内で実行される所定動作を変化させる制御を行う。ここで言う、所定動作とは、ゲームに対するプレイヤの意欲を失わせないように、緊張感を持続若しくは向上させるための動作であり、制御手段53では、ゲームに対するプレイヤの意欲を持続させるように、例えば通常のプレイ時とは異なるゲーム動作に変化させる制御を行う。その動作としては、機械的な動作やゲームキャラクタの動作などの他に、ゲーム内容を変化させる動作も含まれる。
(3) Game operation variable control means 53
The game motion variable control means (hereinafter referred to as “control means”) 53 performs control to change a predetermined action executed in the game based on the establishment of a variable condition described later. Here, the predetermined action is an action for maintaining or improving a sense of tension so as not to lose the player's motivation for the game, and the control means 53 causes the player's motivation for the game to be sustained. For example, control is performed to change the game operation different from that during normal play. The motion includes a motion that changes the game content in addition to the mechanical motion and the motion of the game character.
 例えば、可変条件が成立している場合、制御手段53では、当該ゲームの難易度の制御パラメータを変更することで、難易度に係る所定動作を変化させる制御、ゲームの難易度を下げる制御やそれとは逆に難易度を上げる制御などを行う。その制御パラメータを調整する処理は、ゲームプレイの開始前に実施しておく処理形態と、ゲームプレイの開始後に実施する処理形態とがあり、少なくとも前者の処理形態を含む構成とするのが好ましい。後者の処理形態では、例えばゲーム中のゲーム装置の状況やプレイ状況に応じて調整処理を行う形態となる。 For example, when the variable condition is satisfied, the control means 53 changes the control parameter for the difficulty level of the game, thereby changing the predetermined action related to the difficulty level, controlling the game difficulty level, and so on. On the other hand, control is performed to increase the difficulty level. The process for adjusting the control parameter includes a process form that is performed before the start of game play and a process form that is performed after the start of game play, and preferably includes at least the former process form. In the latter processing form, for example, the adjustment process is performed according to the situation of the game device during the game and the play situation.
 例えば、可変条件の成立の検出処理をゲームプレイの開始前に実行し、検出した場合はゲーム装置のモード選択手段を特殊モードに選択しておき、その特殊モードの間は、プレイヤの緊張感を高めるように、通常のプレイ時とは異なる難易度のゲームを適時実行する形態としても良く、当該プレイヤのゲーム中のプレイ状況(例えば対戦ゲームの場合などにおける相手とのスコアの差)や、ゲーム装置の状況(貯留クレジット数の増減率など)に応じて、ゲームの難易度を適時変化させる形態としても良い。 For example, the process for detecting the establishment of the variable condition is executed before the start of the game play, and if it is detected, the mode selection means of the game device is selected to the special mode, and the player feels nervous during the special mode. In order to increase the game, a game with a difficulty level different from that at the time of normal play may be executed in a timely manner. The player's play situation during the game (for example, a difference in score with the opponent in the case of a battle game) The game difficulty may be changed in a timely manner according to the status of the device (such as the rate of increase / decrease in the number of stored credits).
 また、可変条件の成立を検出した場合は、難易度の調整の他に、当該プレイヤに対しては対人戦ではなく、対コンピュータ戦(例えば、対戦型のダーツゲームでは、相手プレイヤの代わりとなるCPU制御による仮想プレイヤであるダーツロボットとの対戦)に切り替えたり、通常プレイでは出現しない特定のゲームを発生させたり、稀にしか出現しないキャラクタを登場させたりする形態としても良い。さらに、ゲーム中に上級者向けの特定のゲーム(例えばダーツゲームの場合は、狙いづらい所に入れて決着する「ダブルイン・ダブルアウト」の形態のゲーム)を実行するフラグをオフにすることで、中級者向け若しくは初心者向けのゲームに変化させたり、例えば表示色等で示される標的の得点領域の場所や得点領域の大きさを、通常とは異なるように変化させたりする形態としても良い。 In addition, when the establishment of the variable condition is detected, in addition to the adjustment of the difficulty level, it is not an interpersonal battle against the player, but instead of an opponent player in a battle against a computer (for example, in a battle-type dart game) The game may be switched to a battle with a dart robot that is a virtual player under CPU control, a specific game that does not appear in normal play, or a character that appears rarely may appear. Furthermore, by turning off the flag for executing a specific game for advanced players during the game (for example, in the case of a dart game, a game of “double-in / double-out” form that is settled in a difficult place) Alternatively, the game may be changed to a game for intermediate players or beginners, or for example, the location of the target score area and the size of the score area indicated by the display color may be changed so as to be different from usual.
 (4)ゲーム状況判定手段54
 ゲーム状況判定手段54は、上記制御手段53がゲーム内の動作を変化させるための条件として、例えば、次のような第1可変条件~第4可変条件の成立の有無を、ゲーム装置の現在の状況を表す状況データ(ゲームプレイに関するデータ)に基づいて判定する。本実施の形態では、以下に示す第1可変条件~第3可変条件は、ゲーム装置が所定回数若しくは所定時間以上連続してゲームの実行が可能なフリープレイの状況下にある、という条件であり、ゲーム状況判定手段54では、以下に示すようなゲームプレイに関するデータに基づいて、ゲーム装置がフリープレイの状況下にあるか否かを判定するようにしている。そして、前述の制御手段53は、ゲーム状況判定手段54が自己の装置がフリープレイの状況下にあると判定した場合に、ゲーム内で実行される所定動作を変化させるようにしている。
(4) Game situation determination means 54
The game situation determination means 54 determines whether or not the following first to fourth variable conditions are satisfied as conditions for the control means 53 to change the operation in the game, for example, based on whether or not the following conditions are met. Judgment is made based on situation data representing the situation (data relating to game play). In the present embodiment, the first variable condition to the third variable condition shown below are conditions that the game device is in a free play state where the game can be executed a predetermined number of times or for a predetermined time or more. The game situation determination means 54 determines whether or not the game apparatus is in a free play situation based on the following game play data. The control means 53 described above changes the predetermined action executed in the game when the game situation determination means 54 determines that its own device is in a free play situation.
 〈第1可変条件〉
 第1可変条件は、現在の貯留クレジット数が所定数以上であると言う条件である。第1可変条件の場合、ゲーム状況判定手段54では、貯留クレジット記憶手段51によって保持されている現在の貯留クレジット数を上記状況データとして読出し、貯留クレジット数と所定数とを比較して、貯留クレジット数が所定数以上の場合に可変条件の成立とする。ゲーム状況判定手段54では、例えば、フリープレイのゲーム装置であることを検出する際には、フリープレイ判定用基準値α(α=通常プレイでは有り得ない大きな値)を用いて、例えばゲームの開始前(次のラウンドの開始前を含む当該ゲームの実行前)に上記処理を行う。
<First variable condition>
The first variable condition is a condition that the current number of stored credits is a predetermined number or more. In the case of the first variable condition, the game situation determination unit 54 reads the current stored credit number held by the stored credit storage unit 51 as the situation data, compares the stored credit number with a predetermined number, and stores the stored credit. The variable condition is established when the number is equal to or greater than a predetermined number. For example, when the game situation determination unit 54 detects that the game device is a free-playing game device, the game start determination unit 54 uses, for example, a free-play determination reference value α (α = a large value that is not possible in normal play) to start a game. The above processing is performed before (before execution of the game including the start of the next round).
 また、ゲームの実行中に、フリープレイのゲーム装置であることを検出する際には、例えば第2の判定用基準値α’(α’=実質的にフリープレイと同様となる大きな値)を用いて、現在の貯留クレジット数と第2の判定用基準値α’とを定期的に比較して上記可変条件の成立の有無の判定処理を行う。 Further, when detecting that the game device is a free play device during the execution of the game, for example, a second determination reference value α ′ (α ′ = a large value that is substantially the same as the free play) is set. The current number of stored credits is periodically compared with the second determination reference value α ′ to determine whether or not the variable condition is satisfied.
 〈第2可変条件〉
 ゲーム装置のモード選択手段として「フリープレイモード」を有するゲーム装置の場合、ゲーム状況判定手段54では、モード選択手段がフリープレイモードを選択しているか否かを判定し、フリープレイモードを選択していると判定した場合に第2可変条件の成立とする。
<Second variable condition>
In the case of a game device having “free play mode” as the mode selection means of the game device, the game situation determination means 54 determines whether or not the mode selection means has selected the free play mode, and selects the free play mode. If it is determined that the second variable condition is satisfied, the second variable condition is satisfied.
 この第2可変条件が適用されるゲーム装置は、貯留クレジット数の量に制限されること無く当該ゲームの実行を可能とする「フリープレイモード」を少なくとも備えたゲーム装置であり、その「フリープレイモード」と、貯留クレジット数のデータをゲームのプレイ回数若しくはプレイ時間に変換して当該ゲームを実行する「通常プレイモード」と、を有するゲーム装置も含まれる。 The game device to which the second variable condition is applied is a game device having at least a “free play mode” that allows the game to be executed without being limited by the amount of stored credits. A game device having a “mode” and a “normal play mode” in which data of the number of stored credits is converted into a game play count or play time and the game is executed is also included.
 〈第3可変条件〉
 第3可変条件は、貯留クレジット数の単位時間当たりの増加値が所定値以上であると言う条件である。第3可変条件の場合、ゲーム状況判定手段54では、貯留クレジット数の単位時間(t)当たりの増加値を監視すると共に、その増加値が所定値以上となったことを検出した場合に可変条件の成立とする。上記増加値は、例えば、貯留されるクレジット数の増減をカウントする計数手段の出力信号に基づいて算出される。また、上記増加値と比較する所定値(判定基準値β)は、例えば、投入されたコインをクレジット数に換算するゲーム装置の場合は、コイン投入口から連続してコインを投入したときのクレジット数の上記増加値よりも大きな値が予め設定されている。
<Third variable condition>
The third variable condition is a condition that the increase value per unit time of the number of stored credits is a predetermined value or more. In the case of the third variable condition, the game situation determination means 54 monitors the increase value per unit time (t) of the number of stored credits, and also detects the increase condition when the increase value exceeds a predetermined value. Is established. The increase value is calculated based on, for example, an output signal of a counting unit that counts increase / decrease in the number of stored credits. The predetermined value (determination reference value β) to be compared with the increase value is, for example, a credit when coins are continuously inserted from a coin insertion slot in the case of a game device that converts inserted coins into a credit amount. A value larger than the above increase value of the number is preset.
 〈第4可変条件〉
 第4可変条件は、前述の指押しによる不正行為がなされたと言う条件である。
<Fourth variable condition>
The fourth variable condition is a condition that an illegal act by the above-described finger pressing is performed.
 上記第1乃至第4の可変条件のうち、第1乃至第3の可変条件のいずれかが成立した場合は、ゲーム状況判定手段54は、ゲーム装置がフリープレイの状況下にあると判断し、ゲーム中にプレイ意欲や緊張感に欠けるプレイが生じたり、不正行為が生じたりする可能性が高いと見なし、可変条件が成立したことを制御手段53に通知する。ここで言う「不正行為」は、プレイが何回でもできることが起因して生じる不正行為であり、例えば、自分が不利なゲーム展開のときにゲーム装置の電源をオフにするといったゲーム装置を強制終了させる行為や、矢やボールなどの飛翔体を放つダーツゲーム装置や各種の球技用ゲーム装置(ゴルフ,サッカー,テニス等のシミュレータ)において、標的の当的面を指などで押すことによって、標的の狙った箇所に命中したように見せかける行為である。 If any of the first to third variable conditions among the first to fourth variable conditions is satisfied, the game situation determination unit 54 determines that the game apparatus is in a free play situation, The control means 53 is informed that the variable condition has been established, assuming that there is a high possibility that a play lacking the willingness to play or a sense of tension will occur during the game or that an illegal act will occur. The “fraud” here is a fraud that occurs due to being able to play as many times as possible. For example, the game device is forcibly terminated by turning off the power of the game device when the game is unfavorable. In a dart game device that emits flying objects such as arrows and balls, and various ball game devices (simulators such as golf, soccer, tennis, etc.) It is an act that makes it appear as if it hits the target part.
 このように、本実施の形態では、緊張感に欠けるプレイヤや不正なプレイが発生する可能性の高い状況をゲーム装置自身が検出するようにしている。言い換えると、ゲーム状況判定手段54は、ゲームを実行中にプレイ意欲や緊張感に欠けたプレイが行われるのを予測する手段として機能し、また、これから始めるゲームに対して真剣味に欠けるプレイをしそうなプレイヤ(又は真剣味に欠けるプレイを現在行っていると想定されるプレイヤ)、あるいは不正行為を行ったプレイヤ(又は不正行為を行うことが想定されるプレイヤ)を検出する手段として機能する。 As described above, in the present embodiment, the game apparatus itself detects a situation where there is a high possibility that a player who lacks a sense of tension or an unauthorized play will occur. In other words, the game situation determination means 54 functions as a means for predicting that a play lacking the willingness to play or a sense of tension will be performed during the execution of the game. It functions as a means for detecting a probable player (or a player who is assumed to be playing a play that is not serious), or a player who has performed an illegal act (or a player who is assumed to perform an illegal action).
 (5)制御データ記憶手段55
 制御データ記憶手段55は、ゲームの実行制御に係る制御データを検索キー等で関連付けてデータ記憶部(テーブルを含むデータベース)に登録し保管する手段である。
(5) Control data storage means 55
The control data storage means 55 is a means for registering and storing control data related to game execution control in a data storage unit (database including a table) in association with a search key or the like.
 データベースには、例えば、制御手段53が所定の動作を変化させるための挙動制御パラメータ、ゲーム装置の現在の状況を表す状況データ、及び通信ゲームにおける制御情報などの各種制御データが記憶される。上記挙動制御パラメータとしては、当該ゲームの難易度の調整パラメータ,指押し判定基準時間,貯留クレジットの数や増加速度等に基づくフリープレイ判定基準値などがあり、ゲーム装置の状況データとしては、ゲーム装置の現在のモード選択状況を示すステータス,可変条件の成立フラグ,貯留クレジットの数,ゲームの進行状況を示すステータス,ゲーム装置へのログイン状態を示すデータなどがある。 The database stores, for example, various control data such as behavior control parameters for the control means 53 to change a predetermined action, situation data representing the current situation of the game device, and control information in the communication game. The behavior control parameters include a difficulty adjustment parameter of the game, a finger press determination reference time, a free play determination reference value based on the number of stored credits, an increase speed, and the like. There are a status indicating the current mode selection status of the device, a variable condition establishment flag, the number of stored credits, a status indicating the progress status of the game, data indicating a login status to the game device, and the like.
 (6)指押し判定手段56
 指押し判定手段56は、前述の指押しによる不正行為がなされたか否かを判定する手段である。図3に例示したダーツゲーム装置1では、ダーツ盤6の各セグメント部材の表面に、投擲された矢の先端部を受容する多数の受容穴が形成されており、その多数の受容穴の1つにダーツが刺さると、そのセグメントの標的板が衝撃で後方に移動した後、瞬時に元の位置へ復帰する構造になっている。そして、各セグメントの背面側には、図6の当的検出部7を構成する感圧センサ等からなる当的検出手段が配されており、本実施の形態では、その当的検出手段によってセグメントの後方変位が検出されると、指押しによる不正行為がなされたか否かが指押し判定手段56によって判定され、指押しによる不正行為がなされたのではないと判定された場合は、制御部10内のゲーム処理手段52が、該感圧センサから出力された当的検出信号に基づいてスコアを自動的に計算し、そのスコアを表示部などに出力するようになっている。
(6) Finger pressing determination means 56
The finger press determination means 56 is a means for determining whether or not an illegal act by the above-described finger press has been made. In the dart game apparatus 1 illustrated in FIG. 3, a large number of receiving holes for receiving the tips of the thrown arrows are formed on the surface of each segment member of the dart board 6, and one of the many receiving holes. When a dart is stabbed, the target plate of the segment moves backward due to an impact, and then immediately returns to the original position. In addition, on the back side of each segment, an appropriate detection means including a pressure sensor constituting the appropriate detection unit 7 of FIG. 6 is disposed. When the backward displacement is detected, it is determined by the finger pressing determination means 56 whether or not an illegal act by the finger pressing has been performed, and when it is determined that the illegal act by the finger pressing has not been performed, the control unit 10 The game processing means 52 automatically calculates a score based on the relevant detection signal output from the pressure sensor and outputs the score to a display unit or the like.
 上記のような構成のダーツ盤6の場合、ダーツ盤6のセグメント部に矢が刺さった場合は、セグメント部の標的板は瞬時に元の位置へ復帰し、感圧センサから出力される当的検出信号の出力時間は瞬間的な時間(例えば150mmsec程度)となる。一方、人が指で押した場合は時間がかかるので、指押しが成されたか否かは、当的検出信号の出力時間に基づいて判定することができる。 In the case of the dart board 6 configured as described above, when an arrow is stuck in the segment part of the dart board 6, the target plate of the segment part is instantaneously returned to the original position and output from the pressure sensor. The output time of the detection signal is an instantaneous time (for example, about 150 mmsec). On the other hand, since it takes time when a person presses with a finger, whether or not the finger is pressed can be determined based on the output time of the relevant detection signal.
 そこで、指押し判定手段56では、当的検出部(センサシート)7の構成要素である当的検出手段からの当的検出信号を入力し、当的検出信号の時間幅(当的検出用閾値を超える連続的な信号の時間幅)と指押し判定基準時間とを比較し、当的検出信号の時間幅が指押し判定基準時間より長い場合に、当該プレイヤによる指押しがなされたと判定するようにしている。 Therefore, the finger pressing determination means 56 inputs the appropriate detection signal from the appropriate detection means that is a component of the appropriate detection unit (sensor sheet) 7, and the time width of the appropriate detection signal (the appropriate detection threshold). And a finger press determination reference time, and when the time width of the appropriate detection signal is longer than the finger press determination reference time, it is determined that the player has pressed the finger. I have to.
 なお、上記当的検出手段は、プレイヤによって投擲される飛翔体(矢やボールなど)の標的への当的を検出する手段であり、ダーツゲーム装置の他に、ボールなどの飛翔体を放つ各種の球技用ゲーム装置(ゴルフ,サッカー,テニス等のシミュレータなど)にも適用可能である。また、本実施の形態では、当的検出手段の構成要素である感圧センサとしてメンブレンスイッチ(圧膜印刷技術を応用したシートスイッチ)を使用しているが、それに限るものではなく、少なくとも標的への押圧若しくは接触を瞬時に検出可能な所定のセンサ(タッチセンサ,光学センサ,振動検知センサなど)であれば良い。 The appropriate detection means is means for detecting the correctness of a flying object (such as an arrow or a ball) thrown by the player to the target. It can also be applied to other ball game devices (simulators for golf, soccer, tennis, etc.). In this embodiment, a membrane switch (a sheet switch that applies pressure film printing technology) is used as a pressure-sensitive sensor that is a constituent element of the relevant detection means. However, the present invention is not limited to this, and at least to the target. Any predetermined sensor (such as a touch sensor, an optical sensor, or a vibration detection sensor) that can instantaneously detect the pressing or contact of the sensor may be used.
 (7)データ伝送手段57
 データ伝送手段57は、サーバ端末や他のゲーム装置との間で各種のデータを送受信するための手段であり、そのデータの送受信は通信部11を介して行われる。例えば、前述の「01ゲーム」等の対戦ゲームでは、データ伝送手段57は、各プレイヤの操作情報などのゲームに関するデータを他のゲーム装置との間で送受信する。
(7) Data transmission means 57
The data transmission means 57 is means for transmitting / receiving various data to / from the server terminal and other game devices, and the data transmission / reception is performed via the communication unit 11. For example, in a battle game such as the aforementioned “01 game”, the data transmission means 57 transmits / receives data related to the game such as operation information of each player to / from other game devices.
 〈ゲームシステムの構成〉
 次に、本発明に係るゲームシステムの主要部の構成について、図7を参照して説明する。図7は、本発明に係るゲームシステムの構成例を示す機能ブロック図である。なお、ゲーム装置1の構成は、図6に例示したゲーム装置1の構成と同様であるため、説明を省略し、ここでは、マッチング機能を有するサーバ端末(マッチングサーバ)3を有するゲームシステムに係る構成について説明する。
<Game system configuration>
Next, the configuration of the main part of the game system according to the present invention will be described with reference to FIG. FIG. 7 is a functional block diagram showing a configuration example of the game system according to the present invention. The configuration of the game apparatus 1 is the same as the configuration of the game apparatus 1 illustrated in FIG. 6, and thus the description thereof is omitted. Here, the game system 1 includes a server system (matching server) 3 having a matching function. The configuration will be described.
 マッチング機能を有するマッチングサーバ3を備えたゲームシステムにおいては、ゲーム装置1(及び1A,1B,・・・)内のデータ伝送手段57は、マッチングサーバ3に対するマッチング要求の送信や、マッチングサーバ3からのマッチング結果の受信を通信部11経由で行う。なお、ここで言う「マッチング機能」とは、不特定多数の参加希望者(対戦希望者など)の中から所定の条件を満たすプレイヤ同士(ゲーム装置同士)を組み合わせて当該ゲームの参加者を決定する機能のことを指している。 In the game system provided with the matching server 3 having the matching function, the data transmission means 57 in the game apparatus 1 (and 1A, 1B,...) Transmits a matching request to the matching server 3 or from the matching server 3. The matching result is received via the communication unit 11. The “matching function” here refers to a combination of players (game devices) that satisfy a predetermined condition among a large number of unspecified participants who want to participate (competitors, etc.). It refers to the function to do.
 図7において、マッチングサーバ3は、多数のプレイヤが共通のゲーム(例えば、図2に例示したダーツゲーム装置を用いた対戦ゲームや、同一の仮想空間内でプレイする各種のゲーム)に参加可能な通信ゲームにおいて、所定の条件を満たすプレイヤ同士を組み合わせて所定の通信ゲームを実行させるためのマッチング処理部301と、インターネット等のネットワーク2を介してゲーム装置1,1A,1B,・・・との間でデータの送受信を行う通信部302とを備えている。 In FIG. 7, the matching server 3 can participate in a common game (for example, a battle game using the dart game device illustrated in FIG. 2 or various games played in the same virtual space) by a large number of players. In a communication game, a matching processing unit 301 for executing a predetermined communication game by combining players that satisfy a predetermined condition, and game devices 1, 1A, 1B,... Via a network 2 such as the Internet. And a communication unit 302 that transmits and receives data between them.
 マッチングサーバ3は、例えば、離れた場所(店舗等)に存在するゲーム装置同士で1対1の対戦ゲームや2人以上のグループ間での対戦ゲームにおいて、対戦対象のゲーム装置を決定するためのマッチング処理を実行する。例えば、当該プレイヤのプレイ状況データ(当該プレイヤの戦歴,ランクなどを示すデータ)が記録された記憶媒体を用いた対戦ゲームの場合は、マッチングサーバ3のマッチング処理部301では、プレイヤがログインしている各ゲーム装置からマッチング要求を受信すると共に、受信したマッチング要求に含まれるプレイ状況データに基づいて同類のプレイヤ(同一ランクのプレイヤ同士,ログイン時間が早いプレイヤ同士など)をマッチングし、対戦対象のゲーム装置を決定する。そして、マッチング要求元のゲーム装置に対してマッチング結果を返信する。 For example, the matching server 3 is used to determine a game device to be a battle target in a one-on-one battle game between game devices existing in remote places (stores or the like) or a battle game between two or more groups. Execute the matching process. For example, in the case of a battle game using a storage medium in which play status data of the player (data indicating the player's battle history, rank, etc.) is recorded, the matching server 3 of the matching server 3 logs in the player. A matching request is received from each game device, and similar players (such as players of the same rank, players with a fast login time) are matched based on the play status data included in the received matching request, Determine the game device. Then, a matching result is returned to the matching request source game device.
 本実施の形態では、マッチングサーバ3のマッチング処理部301は、ゲーム装置が所定回数若しくは所定時間以上連続してゲームの実行が可能なフリープレイの状況下にあるプレイヤ同士を組み合わせて所定の通信ゲームを実行させるためのマッチング処理を実行することを特徴としている。 In the present embodiment, the matching processing unit 301 of the matching server 3 combines a predetermined communication game by combining players who are in a free play situation in which the game device can execute the game continuously a predetermined number of times or for a predetermined time. It is characterized in that a matching process for executing is performed.
 具体的には、マッチングサーバ3のマッチング処理部301は、当該ゲームの参加者を決定する際に、例えば、(1)ゲーム装置内の貯留クレジット記憶手段51に保持されている現在の貯留クレジット数が所定数以上であるという条件を満たすゲーム装置同士、又は、(2)ゲーム装置のモード選択手段がフリープレイモードを選択しているという条件を満たすゲーム装置同士、又は、(3)貯留クレジット数の単位時間当たりの増加値が所定値以上であるという条件を満たすゲーム装置同士でマッチング処理を実行するようにしている。 Specifically, when the matching processing unit 301 of the matching server 3 determines the participant of the game, for example, (1) the current number of stored credits held in the stored credit storage unit 51 in the game device Between game devices that satisfy the condition that the game device is equal to or greater than a predetermined number, or (2) game devices that satisfy the condition that the mode selection means of the game device selects the free play mode, or (3) the number of stored credits Matching processing is executed between game devices that satisfy the condition that the increase value per unit time is equal to or greater than a predetermined value.
 上記(1)~(3)の条件は、前述の第1可変条件~第3可変条件であり、マッチングサーバ3では、例えば、ゲーム装置の現在の状況データ(可変条件の成立の有無を示すフラグ、若しくは、現在の貯留クレジットの数,現在のモード選択状況を示すステータス,貯留クレジット数の単位時間当たりの増加値などのデータ)を当該ゲーム装置から受信する。その状況データは、ゲーム装置からのマッチング要求に含める形態としても良く、そのマッチング要求とは別に受信する形態としても良い。 The conditions (1) to (3) are the first variable condition to the third variable condition described above, and the matching server 3 uses, for example, the current status data of the game device (a flag indicating whether or not the variable condition is satisfied). Or the current number of stored credits, status indicating the current mode selection status, and data such as an increased value of the stored credits per unit time) are received from the game device. The situation data may be included in the matching request from the game device, or may be received separately from the matching request.
 上述のような構成において、本発明に係るゲーム装置の動作例及びそのゲーム装置を用いたゲームシステムの動作例について、以下、順次説明する。 In the configuration as described above, an operation example of the game apparatus according to the present invention and an operation example of a game system using the game apparatus will be sequentially described below.
 〈ゲーム装置の動作例〉
 先ず、本発明に係るゲーム装置の動作例について、図8のフローチャートを参照して説明する。なお、ここでは、本発明に係るゲーム装置の主要な処理の流れについて説明し、既に説明した処理やゲームの内容については説明を省略又は簡略化して説明する。また、以下に説明する処理は、ゲーム装置の制御部10が行うものとして説明し、制御部10内のどの手段が行うかについては説明を省略する。
<Operation example of game device>
First, an example of the operation of the game device according to the present invention will be described with reference to the flowchart of FIG. Here, the main processing flow of the game apparatus according to the present invention will be described, and the description of the processing and game content that have already been described will be omitted or simplified. The processing described below is described as being performed by the control unit 10 of the game apparatus, and description of which means in the control unit 10 is performed is omitted.
 図8において、ゲーム処理が開始されると、制御部10は、ゲームの初期処理としてクレジット増加速度(貯留クレジット数の単位時間当たりの増加値)の監視処理を開始する。この監視処理はクレジットが投入される前に開始される(ステップS1)。そして、プレイヤによる開始ボタンの押下などの操作によりゲームの開始指示信号を入力すると(ステップS2)、制御部10は可変条件成立の検出処理を実行する。本例では、前述の第1可変条件(a)(現在の貯留クレジット数 ≧ 判定基準値α)、第2可変条件(b)クレジット増加値/t ≧ 判定基準値β)、又は、第3可変条件(c)(現在のモード選択状況 = フリープレイモード)の成立の有無を検出する(ステップS3)。 In FIG. 8, when the game process is started, the control unit 10 starts a monitoring process of a credit increase rate (an increase value of the number of stored credits per unit time) as an initial process of the game. This monitoring process is started before credits are inserted (step S1). Then, when a game start instruction signal is input by an operation such as pressing of the start button by the player (step S2), the control unit 10 executes a detection process for establishing a variable condition. In this example, the above-mentioned first variable condition (a) (current number of stored credits ≧ determination reference value α), second variable condition (b) credit increase value / t ≧ determination reference value β), or third variable Whether or not the condition (c) (current mode selection status = free play mode) is established is detected (step S3).
 続いて、制御部10は、上記第1可変条件(a)乃至第3可変条件(c)のいずれかの可変条件の成立を検出したか否かを判定し(ステップS4)、可変条件の成立を検出した場合は、可変制御フラグをオン(共通の可変制御フラグ若しくは当該可変条件に対応する可変制御フラグをオン)にした後(ステップS5)、ゲームの実行を開始する(ステップS6)。 Subsequently, the control unit 10 determines whether or not the establishment of any one of the first variable condition (a) to the third variable condition (c) is detected (step S4), and the establishment of the variable condition. Is detected (step S5), the game is started (step S6) after the variable control flag is turned on (the common variable control flag or the variable control flag corresponding to the variable condition is turned on).
 その際、ゲームの実行開始前に可変制御フラグがオンか否かを判定し(ステップS7)、可変制御フラグがオンの場合は、通常プレイ時とは異なる動作に変化させる制御を実行する(ステップS8)。一方、可変制御フラグがオフの場合は、通常プレイ時の動作制御でのゲーム処理を実行する(ステップS9)。そして、当該ゲームが終了すると、所定の終了処理を実行して、ゲーム処理を終了する。 At this time, it is determined whether or not the variable control flag is turned on before the game starts (step S7). If the variable control flag is turned on, control is performed to change the movement to a different operation from that during normal play (step S7). S8). On the other hand, if the variable control flag is off, the game process is performed with the motion control during normal play (step S9). And when the said game is complete | finished, a predetermined | prescribed termination process is performed and a game process is complete | finished.
 次に、上記ステップS8(又は、上記ステップS8及びステップS9)で実行される指押し判定処理について、図9のフローチャートを参照して説明する。ここでは、ダーツゲーム装置における指押し判定処理を例として説明する。 Next, the finger press determination process executed in step S8 (or step S8 and step S9) will be described with reference to the flowchart of FIG. Here, a finger press determination process in the dart game device will be described as an example.
 制御部10は、当的検出部7から当的検出信号を入力すると(ステップS81)、指押し判定処理を実行する。その際、制御部10は、当的検出時間が指押し判定基準時間以上であれば、指押しによる不正行為がなされたと判定し(ステップS82)、その不正行為を検出した場合は、例えば前述の第4可変条件に対応する可変制御フラグをオンにすると共に、当的の判定が厳しくなるように、指押し判定基準時間を短くする(ステップS83)。そして、当該ゲームが終了したか否かを判定し(ステップS84)、当該ゲームが終了するまでステップS81に戻って処理を繰り返す。 When the appropriate detection signal is input from the correct detection unit 7 (step S81), the control unit 10 executes a finger pressing determination process. At this time, if the appropriate detection time is equal to or greater than the finger press determination reference time, the control unit 10 determines that the cheating by the finger press has been made (step S82), and if the cheating is detected, for example, The variable control flag corresponding to the fourth variable condition is turned on, and the finger press determination reference time is shortened so that the appropriate determination becomes severe (step S83). Then, it is determined whether or not the game has ended (step S84), and the process returns to step S81 and repeats until the game ends.
 なお、上記ステップS83における指押し判定基準時間の設定値による指押し判定動作の可変処理は、ゲーム中(全ラウンド又は1ラウンド)に一回だけ実行する形態としても良く、不正行為が検出される都度、例えば実際の矢が投擲された場合の当的検出用閾値まで、指押し判定基準時間を段階的に可変する形態としても良い。また、複数人のグループが同一ゲーム装置を用いてゲーム装置同士で対戦するようなゲームの場合は、グループの中の1人でも不正行為を検出した場合は、そのグループ単位で指押し判定基準時間を可変する形態としても良く、不正行為が検出されたプレイヤ単位で指押し判定基準時間を可変する形態としても良い。 Note that the variable processing of the finger press determination operation based on the set value of the finger press determination reference time in the above step S83 may be executed only once during the game (all rounds or one round), and cheating is detected. For example, the finger pressing determination reference time may be changed step by step up to the appropriate detection threshold when, for example, an actual arrow is thrown. In addition, in the case of a game in which a group of a plurality of people competes with each other using the same game device, when even one of the groups detects cheating, the finger press determination reference time for each group The finger pressing determination reference time may be varied for each player in which the illegal act is detected.
 〈ゲームシステムの動作例〉
 次に、本発明に係るゲームシステムの動作例について、ゲーム装置側の動作例を示す図10のフローチャート、及びマッチングサーバ側の動作例を示す図11のフローチャートを参照して説明する。なお、図10のフローチャートは、図8と同一処理の部分は同一ステップ番号を付しており、そのステップの処理については説明を省略する。また、ここでは、本発明に係るゲームシステムでのマッチング処理に係る流れについてのみ説明し、通信ゲームの内容については説明を省略する。
<Operation example of game system>
Next, an operation example of the game system according to the present invention will be described with reference to a flowchart in FIG. 10 showing an operation example on the game apparatus side and a flowchart in FIG. 11 showing an operation example on the matching server side. In the flowchart of FIG. 10, the same processing parts as those in FIG. 8 are denoted by the same step numbers, and the description of the processing of the steps is omitted. Here, only the flow related to the matching process in the game system according to the present invention will be described, and description of the contents of the communication game will be omitted.
 図10において、ゲーム装置の制御部10は、通信ゲーム(ネットワークゲーム)の開始指示信号を入力すると(ステップS2a)、可変条件成立の検出処理を実行した後、マッチングサーバ3に対してマッチング要求を送信する。その際、制御部10は、ゲーム装置の現在の状況を表す「装置状況データ」をマッチングサーバ3に送信する。上記装置状況データは、例えば可変条件の成立の有無を示すデータ又は現在の貯留クレジット数のデータを含む、筐体IDに対応するデータである(ステップS5a)。 In FIG. 10, when the control unit 10 of the game device inputs the start instruction signal of the communication game (network game) (step S <b> 2 a), after executing the variable condition establishment detection process, the matching request is sent to the matching server 3. Send. At that time, the control unit 10 transmits “device status data” representing the current status of the game device to the matching server 3. The apparatus status data is data corresponding to the housing ID including, for example, data indicating whether or not a variable condition is satisfied or data of the current number of stored credits (step S5a).
 図11において、マッチングサーバ3がゲーム装置からマッチング要求を受信すると(ステップS31)、マッチングサーバ3では、マッチング要求に含まれる装置状況データ(又はその要求前に受信した装置状況データ)に基づき、可変条件が成立しているゲーム装置が存在するか否かを判定し、存在する場合は、可変条件が成立しているゲーム装置と可変条件が成立していないゲーム装置との組み合わせを最下位の優先順位(好ましくはマッチング不成功)として、当該ゲーム装置同士のマッチング処理を実行する。すなわち、可変条件が成立しているゲーム装置同士、及び可変条件が成立していないゲーム装置同士でマッチング処理を実行する。そして、その組み合わせが存在しない場合に、例えばマッチングするゲーム装置が存在しないと判定する(ステップS32)。そして、そのマッチング結果をマッチング要求元のゲーム装置に返信し(ステップS33)、マッチング処理を終了する。 In FIG. 11, when the matching server 3 receives a matching request from the game device (step S31), the matching server 3 is variable based on the device status data included in the matching request (or the device status data received before the request). It is determined whether or not there is a game device that satisfies the condition. If there is, a combination of a game device that satisfies the variable condition and a game device that does not satisfy the variable condition has the lowest priority. As a ranking (preferably unsuccessful matching), matching processing between the game devices is executed. That is, the matching process is executed between game devices where the variable condition is satisfied and between game devices where the variable condition is not satisfied. When the combination does not exist, for example, it is determined that there is no matching game device (step S32). Then, the matching result is returned to the matching requesting game device (step S33), and the matching process is terminated.
 図10において、ゲーム装置の制御部10は、マッチングサーバ3からマッチング結果を受信すると(ステップS5b)、マッチング不成功の旨を示すマッチング結果の場合は、例えばその旨を表示部8に表示して待機状態とし、マッチング成功の旨を示すマッチング結果の場合は、当該ゲーム装置との間で通信ゲームの実行を開始する(ステップS6a)。 In FIG. 10, when the control unit 10 of the game apparatus receives the matching result from the matching server 3 (step S5b), in the case of the matching result indicating that the matching is unsuccessful, for example, the fact is displayed on the display unit 8. In the standby state, in the case of the matching result indicating that the matching is successful, the communication game is started to be executed with the game device (step S6a).
 以上のように、複数台のゲーム装置同士で共通の通信ゲームを実行するゲームシステムにおいては、貯留クレジット数が所定数以上のゲーム装置同士でマッチング処理を実行する構成とすることにより、残存クレジット数が異常に多いような「フリープレイのゲーム装置」と、残存クレジット数が通常の「通常プレイのゲーム装置」とがマッチングするのを回避することが可能となる。また、フリープレイの状況下にあるゲーム装置であっても、ゲームに対するプレイヤの意欲を持続させるように、通常のプレイ時とは異なるゲーム内容やゲーム動作に変化させる制御が行われることになり、ユーザがどのような店舗のゲーム装置でプレイしたとしても、常に一定の緊張感を持たせながらゲームをプレイさせることが可能となる。さらに、フリープレイのために、ダーツゲーム装置の場合においては、競技目的でないために真剣味に欠けるプレイを行うプレイヤや、当的判定手段であるセグメントを指で押すような不正行為を行うプレイヤ、又明らかに自分が負けそうだと思ったときにゲーム装置の電源を抜いてしまうような、たちの悪いプレイヤ(モラルに欠けるプレイヤ)と、通常のプレイヤとが一緒にプレイをすることを防止することができ、通常のプレイヤが非常に不愉快な思いになるような事態を事前に回避することが可能となる。 As described above, in a game system that executes a common communication game among a plurality of game devices, the number of remaining credits is determined by performing a matching process between game devices having a predetermined number or more of stored credits. It is possible to avoid matching “free play game device” having an abnormally large number of remaining credits with normal “normal play game device”. In addition, even in a game device in a free play situation, control is performed to change the game content and game operation different from those during normal play so as to maintain the player's willingness to play the game, Whatever store the game device is played by the user, the game can be played while always having a certain tension. Furthermore, in the case of a dart game device for free play, a player who performs a play that lacks seriousness because it is not a competition purpose, or a player who performs a fraudulent act such as pushing a segment as a proper determination means with a finger, In addition, to prevent a bad player (a player lacking morals) and a normal player from playing together, which would unplug the game device when he thought he would lose. Thus, it is possible to avoid in advance a situation in which a normal player feels unpleasant.
 以上、本発明の実施形態について具体的に説明してきたが、本発明はこれに限定されるものではなく、その趣旨を逸脱しない範囲で適宜変更可能である。 The embodiment of the present invention has been specifically described above, but the present invention is not limited to this, and can be appropriately changed without departing from the scope of the present invention.
 なお、上述した実施の形態においては、可変条件が成立した場合の動作の可変制御は、その成立を検出したゲーム装置内で行う場合を例として説明したが、通信ゲームの場合は、相手側のゲーム装置の制御手段に指令して、相手側のゲーム装置内の所定動作を変化させる形態としても良い。また、クレジット管理は、筐体内の装置が管理する場合を例と説明したが、それに限るものではなく、複数のゲーム装置を用いたゲームシステムにおいては、例えば、クレジット数だけをサーバ側に送って、サーバ側でクレジット管理を行い、その情報を用いて処理(指押し判定などの処理)を行う形態としても良い。 In the above-described embodiment, the variable control of the operation when the variable condition is satisfied has been described as an example in the game device that detects the occurrence of the variable condition. It is good also as a form which instruct | indicates to the control means of a game device and changes the predetermined operation | movement in the other party's game device. In addition, the credit management has been described as an example in which the device in the housing manages, but the present invention is not limited to this, and in a game system using a plurality of game devices, for example, only the number of credits is sent to the server side. The credit management may be performed on the server side, and processing (processing such as finger pressing determination) may be performed using the information.
1   ゲーム装置
2   ネットワーク
3   サーバ端末(マッチングサーバ)
6   ダーツ盤
7   当的検出部(センサシート)
8   表示部(LCD)
9   音声出力部(スピーカ)
10   (ゲーム装置の)制御部
11   (ゲーム装置の)通信部
12   外部記憶媒体(ICカード)
13   外部記憶媒体処理部(カードリーダ)
51 貯留クレジット記憶手段
52 ゲーム処理手段
53 制御手段(ゲーム動作可変制御手段)
54 ゲーム状況判定手段
55 制御データ記憶手段
56 指押し判定手段
57 データ伝送手段
301   (マッチングサーバの)マッチング処理部
302   (マッチングサーバの)通信部
1 game device 2 network 3 server terminal (matching server)
6 Dart board 7 Appropriate detector (sensor sheet)
8 Display (LCD)
9 Audio output unit (speaker)
10 (game device) control unit 11 (game device) communication unit 12 external storage medium (IC card)
13 External storage medium processing unit (card reader)
51 storage credit storage means 52 game processing means 53 control means (game motion variable control means)
54 game situation determination means 55 control data storage means 56 finger press determination means 57 data transmission means 301 (matching server) matching processing section 302 (matching server) communication section

Claims (10)

  1.  現在の貯留クレジット数のデータを保持する貯留クレジット記憶手段と、前記貯留クレジット数のデータをゲームのプレイ回数若しくはプレイ時間に変換して所定のゲームを実行する機能を有するゲーム処理手段と、を備えたゲーム装置において、
     ゲームプレイに関するデータに基づいて前記ゲーム装置が所定回数若しくは所定時間以上連続して前記ゲームの実行が可能な状況下にあるか否かを判定するゲーム状況判定手段と、
     前記ゲーム状況判定手段が前記ゲーム装置が前記状況下にあると判定した場合に、前記ゲーム内で実行される所定動作を変化させるゲーム動作可変制御手段と、
    を備えたことを特徴とするゲーム装置。
    A storage credit storage means for storing data of the current number of stored credits, and a game processing means having a function of converting the data of the stored credit numbers into the number of game play times or play time and executing a predetermined game. Game devices
    Game situation determination means for determining whether or not the game apparatus is in a state where the game can be executed continuously a predetermined number of times or for a predetermined time or more based on data relating to game play;
    Game action variable control means for changing a predetermined action executed in the game when the game situation judging means judges that the game apparatus is under the situation;
    A game apparatus comprising:
  2.  前記ゲーム状況判定手段は、前記貯留クレジット記憶手段に保持されている現在の貯留クレジット数を読出し、該貯留クレジット数が所定数以上の場合に前記ゲーム装置が前記状況下にあると判定することを特徴とする請求項1に記載のゲーム装置。 The game situation determination means reads the current number of stored credits held in the stored credit storage means, and determines that the game apparatus is in the situation when the number of stored credits is equal to or greater than a predetermined number. The game device according to claim 1, wherein:
  3.  前記ゲーム装置が、前記変換により当該ゲームを実行する通常プレイモードと前記貯留クレジット数の量に制限されること無く当該ゲームの実行を可能とするフリープレイモードとを選択する、モード選択手段を有するゲーム装置であって、
     前記ゲーム状況判定手段は、前記モード選択手段が前記フリープレイモードを選択している場合に前記ゲーム装置が前記状況下にあると判定することを特徴とする請求項1に記載のゲーム装置。
    The game apparatus has mode selection means for selecting a normal play mode for executing the game by the conversion and a free play mode for enabling execution of the game without being limited by the amount of the stored credits. A game device,
    The game device according to claim 1, wherein the game situation determination unit determines that the game device is in the situation when the mode selection unit selects the free play mode.
  4.  前記ゲーム状況判定手段は、前記貯留クレジット数の単位時間当たりの増加値を監視すると共に、前記増加値が所定値以上となったことを検出した場合に前記ゲーム装置が前記状況下にあると判定することを特徴とする請求項1に記載のゲーム装置。 The game situation determination means monitors the increase value per unit time of the number of stored credits, and determines that the game apparatus is under the situation when it detects that the increase value is equal to or greater than a predetermined value. The game device according to claim 1.
  5.  前記ゲーム装置が、プレイヤによって投擲される矢の的となる標的と、前記標的の後方への変位に基づいて当的を検出する当的検出手段と、前記当的検出手段からの当的検出信号の時間幅が指押し判定基準時間より長くなった場合に当該プレイヤによる指押しがなされたと判定する指押し判定手段と、を有するダーツゲーム装置であって、
     前記ゲーム動作可変制御手段は、前記指押し判定手段によって前記指押しがなされたと判定された場合に前記指押し判定基準時間を短く設定することで、前記指押し判定手段の判定動作を変化させる機能を有することを特徴とする請求項1乃至4のいずれかに記載のゲーム装置。
    The game device has a target that is the target of an arrow thrown by the player, a correct detection means for detecting the correct based on a backward displacement of the target, and a correct detection signal from the correct detection means. A dart game device having a finger press determination unit that determines that the player has pressed the finger when the time width of the player is longer than a finger press determination reference time,
    The game action variable control means is configured to change the judgment action of the finger press determination means by setting the finger press determination reference time short when it is determined that the finger press is made by the finger press determination means. The game apparatus according to claim 1, comprising:
  6.  前記所定動作がゲームの難易度に係る動作であり、前記ゲーム動作可変制御手段は、前記ゲーム状況判定手段が前記ゲーム装置が前記状況下にあると判定した場合に、当該ゲームの難易度の制御パラメータを変更することで、当該ゲームの難易度に係る所定動作を変化させることを特徴とする請求項1乃至5のいずれかに記載のゲーム装置。 The predetermined action is an action related to a difficulty level of the game, and the game action variable control means controls the difficulty level of the game when the game situation determination means determines that the game apparatus is in the situation. The game apparatus according to claim 1, wherein a predetermined action related to a difficulty level of the game is changed by changing a parameter.
  7.  前記ゲーム状況判定手段は、前記ゲーム装置が前記状況下にあるか否かを判定する処理を当該ゲームの開始前に実行することを特徴とする請求項1乃至6のいずれかに記載のゲーム装置。 The game apparatus according to claim 1, wherein the game situation determination unit executes a process of determining whether or not the game apparatus is in the situation before the start of the game. .
  8.  現在の貯留クレジット数のデータを保持する貯留クレジット記憶手段と、前記貯留クレジット数のデータをゲームのプレイ回数若しくはプレイ時間に変換して所定のゲームを実行する機能を有するゲーム処理手段と、を備えたゲーム装置と、
     前記ゲーム装置がネットワークを介して複数台接続されると共に、前記ゲーム装置が所定回数若しくは所定時間以上連続して前記ゲームの実行が可能な状況下にあるプレイヤ同士を組み合わせて所定の通信ゲームを実行させるためのマッチング処理を行うマッチングサーバと、
    を有するゲームシステムであって、
     前記ゲーム装置は、
     ゲームプレイに関するデータに基づいて前記状況下にあるか否かを判定するゲーム状況判定手段
    を有することを特徴とするゲームシステム。
    A storage credit storage means for storing data of the current number of stored credits, and a game processing means having a function of converting the data of the stored credit numbers into the number of game play times or play time and executing a predetermined game. Game device,
    A plurality of game devices are connected via a network, and a predetermined communication game is executed by combining players in a state where the game device can execute the game for a predetermined number of times or for a predetermined time or more. A matching server that performs a matching process for
    A game system comprising:
    The game device includes:
    A game system comprising: game situation determination means for determining whether or not the situation is based on data relating to game play.
  9.  現在の貯留クレジット数のデータを保持する貯留クレジット記憶手段と、前記貯留クレジット数のデータをゲームのプレイ回数若しくはプレイ時間に変換して所定のゲームを実行する機能を有するゲーム処理手段と、を備えたゲーム装置において実行されるプログラムであって、
     前記ゲーム装置のコンピュータを、
     ゲームプレイに関するデータに基づいて前記ゲーム装置が所定回数若しくは所定時間以上連続して前記ゲームの実行が可能な状況下にあるか否かを判定するゲーム状況判定手段、及び、
     前記ゲーム状況判定手段が前記ゲーム装置が前記状況下にあると判定した場合に、前記ゲーム内で実行される所定動作を変化させるゲーム動作可変制御手段、
    として機能させることを特徴とするプログラム。
    A storage credit storage means for storing data of the current number of stored credits, and a game processing means having a function of converting the data of the stored credit numbers into the number of game play times or play time and executing a predetermined game. A program executed on the game device,
    A computer of the game device;
    Game situation determination means for determining whether or not the game apparatus is in a state where the game can be executed continuously a predetermined number of times or for a predetermined time or more based on data relating to game play; and
    Game action variable control means for changing a predetermined action executed in the game when the game situation judging means judges that the game apparatus is in the situation,
    A program characterized by functioning as
  10.  現在の貯留クレジット数のデータを保持する貯留クレジット記憶手段と、前記貯留クレジット数のデータをゲームのプレイ回数若しくはプレイ時間に変換して所定のゲームを実行する機能を有するゲーム処理手段と、を備えたゲーム装置と、
     前記ゲーム装置がネットワークを介して複数台接続されると共に、前記ゲーム装置が所定回数若しくは所定時間以上連続して前記ゲームの実行が可能な状況下にあるプレイヤ同士を組み合わせて所定の通信ゲームを実行させるためのマッチング処理を行うマッチングサーバと、
    を有するゲームシステムの前記ゲーム装置において実行されるプログラムであって、
     前記ゲーム装置のコンピュータを、
     ゲームプレイに関するデータに基づいて前記状況下にあるか否かを判定するゲーム状況判定手段、
    として機能させることを特徴とするプログラム。
    A storage credit storage means for storing data of the current number of stored credits, and a game processing means having a function of converting the data of the stored credit numbers into the number of game play times or play time and executing a predetermined game. Game device,
    A plurality of game devices are connected via a network, and a predetermined communication game is executed by combining players in a state where the game device can execute the game for a predetermined number of times or for a predetermined time or more. A matching server that performs a matching process for
    A program to be executed in the game device of the game system comprising:
    A computer of the game device;
    Game situation determination means for determining whether or not the situation is based on data relating to game play;
    A program characterized by functioning as
PCT/JP2010/051186 2009-02-18 2010-01-29 Game device, game system, and program WO2010095500A1 (en)

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