WO2010095500A1 - Dispositif de jeu, système de jeu et programme - Google Patents

Dispositif de jeu, système de jeu et programme 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
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Application number
PCT/JP2010/051186
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English (en)
Japanese (ja)
Inventor
真一郎 山本
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株式会社セガ
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Publication of WO2010095500A1 publication Critical patent/WO2010095500A1/fr

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    • 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

L'invention concerne un dispositif de jeu capable de permettre à un joueur de disputer une partie tout en donnant en permanence au joueur une certaine sensation de tension. Le dispositif de jeu, qui est muni d'un moyen de conservation des données associées au nombre de points accumulés à l'instant présent et d'un moyen de conversion des données associées au nombre de points accumulés en un nombre de coups joués ou en un temps de jeu d'une partie et d'exécution d'une partie prédéterminée, comporte un moyen de détermination servant à déterminer si le dispositif de jeu se trouve ou non dans un état où une partie peut être exécutée au moins un nombre prédéterminé de fois ou pendant au moins un temps prédéterminé sans interruption, ainsi qu'un moyen de commande servant à modifier une opération prédéterminée à exécuter dans le cadre de la partie lorsqu'il est déterminé que le dispositif de jeu se trouve dans l'état susmentionné. Le moyen de détermination suppose qu'une phase de jeu sans la sensation de tension va être effectuée et détermine que le dispositif de jeu se trouve dans l'état susmentionné, par exemple, lorsque le nombre de points accumulés à l'instant présent est au moins égal à un nombre prédéterminé, lorsqu'un moyen de sélection de mode sélectionne un mode de jeu libre ou lorsque la valeur d'un accroissement du nombre de points accumulés par unité de temps est au moins égale à une valeur prédéterminée.
PCT/JP2010/051186 2009-02-18 2010-01-29 Dispositif de jeu, système de jeu et programme WO2010095500A1 (fr)

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EP3156755A4 (fr) * 2015-08-18 2018-04-18 Hong International Corp. Procédé, appareil et programme informatique enregistré sur un support lisible par ordinateur pour fournir un mode d'opposition de jeu de fléchettes avec un joueur virtuel
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CN111565807A (zh) * 2017-11-30 2020-08-21 世嘉股份有限公司 飞镖游戏装置、飞镖作弊判断方法及程序

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JP5923201B1 (ja) * 2015-06-19 2016-05-24 株式会社 ディー・エヌ・エー 情報処理装置、及び、ゲームプログラム
KR101792054B1 (ko) * 2015-10-12 2017-11-01 주식회사 홍인터내셔날 다트 게임에서 가상 플레이어를 제공하는 방법, 장치 및 컴퓨터 판독 가능 매체에 저장된 컴퓨터 프로그램
KR102467841B1 (ko) * 2017-02-02 2022-11-16 주식회사 피닉스다트 크레딧 식별자를 이용하여 크레딧이 관리되는 다트 게임 장치, 다트 게임 서버 및 컴퓨터 판독 가능 매체에 저장된 컴퓨터 프로그램
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