WO2013031960A1 - Game device - Google Patents

Game device Download PDF

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Publication number
WO2013031960A1
WO2013031960A1 PCT/JP2012/072194 JP2012072194W WO2013031960A1 WO 2013031960 A1 WO2013031960 A1 WO 2013031960A1 JP 2012072194 W JP2012072194 W JP 2012072194W WO 2013031960 A1 WO2013031960 A1 WO 2013031960A1
Authority
WO
WIPO (PCT)
Prior art keywords
player
game
medal
unit
display unit
Prior art date
Application number
PCT/JP2012/072194
Other languages
French (fr)
Japanese (ja)
Inventor
進 廣田
智昭 星野
北村 修一
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 WO2013031960A1 publication Critical patent/WO2013031960A1/en

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    • 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
    • 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
    • A63F13/843Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/38Ball games; Shooting apparatus
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8023Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game the game being played by multiple players at a common site, e.g. in an arena, theatre, shopping mall using a large public display
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8088Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game involving concurrently several players in a non-networked game, e.g. on the same game console

Definitions

  • the present invention relates to a game device.
  • a game device in which a player acquires items by operating a player character and hitting an enemy character with a bullet.
  • Patent Document 1 game play is performed by inserting game items such as medals, the target fish is captured by a projectile, Ami, and the items are acquired, and the game items are paid out as the game progresses.
  • a game device is disclosed.
  • Non-Patent Document 1 discloses a game called Space Channel 5 (registered trademark) Part 2.
  • Space Channel 5 registered trademark
  • Non-Patent Document 2 discloses a game called Gunman (registered trademark) of medals.
  • one medal corresponds to one bullet of a handgun.
  • the number of medals inserted is displayed as a number, and by reloading, the bullet is loaded into the rotating magazine (6 shots) of the handgun and displayed.
  • Non-Patent Document 1 the maximum score is displayed in advance with large and small hearts, and points are deducted every time the game fails. For this reason, players could not play the game at their own pace, and there were many players who could not keep up with the progress of the game.
  • one medal is one bullet, and the consumption of medals by the game progress is too early, so it is not suitable for a game that shoots many bullets like a shooting game.
  • An object of the present invention is to provide a game device that can be played from an appropriate position according to the game situation.
  • Another object of the present invention is to provide a game device capable of appropriately displaying game items such as medals owned by players and enjoying the game by appropriately consuming the game items.
  • a game apparatus includes a display unit that displays a game image, a plurality of operation units that are operated by a plurality of players, and a plurality of player characters that are arranged in the display unit and each of which can move a plurality of player characters. And a second area part that is arranged in the display part and is movable to the plurality of player characters when a predetermined condition is satisfied, wherein the player character is the second area.
  • An object for connecting the player character and the first area portion is displayed in the display portion when the portion can be moved.
  • a program according to an aspect of the present invention is a game program that can be executed by a computer that controls a plurality of player characters that can move within a screen in response to each of operation inputs from a plurality of operation units.
  • a step of setting a range, and a movement range of the plurality of player characters is determined by the second region.
  • a game device includes a display unit that displays a game image, a plurality of operation units that are arranged at equal positions with respect to the display unit, and that are operated by a plurality of players, respectively, and the display unit And a plurality of player base portions provided at positions corresponding to the plurality of operation portions, respectively, and the player character at the player base portion is always in response to the operation of the operation portion by the player.
  • a specific target character appears on the display unit, the player character leaves the player base and freely moves within the display unit in response to the operation of the operation unit by the player.
  • the player base part and the player character are connected and displayed.
  • a game apparatus includes a medal insertion unit in which a player inserts a medal, an operation unit operated by the player, a display unit that displays a game image, a medal payout unit in which a medal is paid out, A game point exchanging means for detecting a medal inserted in the medal insertion section and exchanging it for a game point; and the operation section is operated by the player, and the game point exchanged by the game point exchanging means is consumed.
  • Game progress means for advancing a game for acquiring items
  • item point accumulation display means for accumulating item points of items acquired by the player in the game, and displaying the accumulated state, and converting the accumulated item points into medals Medal conversion means, and converted by the medal conversion means.
  • the medal characterized in that the paid out from the medal paying-out part.
  • a program according to an aspect of the present invention is a game program that can be executed by a computer that converts a medal inserted from a medal insertion unit into a game point and consumes the game point to advance a game.
  • a game apparatus includes a medal insertion unit in which a player inserts a medal, an operation unit operated by the player, a display unit that displays a game image, a medal payout unit in which a medal is paid out, Consume the medal inserted in the medal insertion unit, fire a bullet from the player machine unit in response to the operation by the player and hit the target character, and according to the result of the shooting game
  • a control unit that controls to pay out medals from the medal payout unit, a gauge display unit that displays a plurality of medals inserted into the medal insertion unit, and a gauge that subdivides one medal, and the number of remaining medals
  • a medal display unit for displaying in combination with a number display unit for displaying numbers, and the player playing the shooting game An item point accumulation display unit for accumulating item points less than one acquired medal and displaying the accumulated state until one medal is obtained, and is consumed by the bullet firing of the player unit
  • the gauge of the gauge display unit is displayed in a reduced manner according to the bullet, and the gauge
  • a game device includes an operation unit that is operated by a player, a display unit that displays a game image, and the player operates the player character by operating the operation unit and consumes game points.
  • a game progression means for advancing a game to acquire an item, and the consumption amount of the play points with respect to the power-up item is determined in advance, and when the player character wears the power-up item, The game points are consumed at a consumption amount determined for the power-up item.
  • a program according to an aspect of the present invention is a game program that can be executed by a computer that controls a player character in response to an operation input from an operation unit and attacks an enemy character based on an attack mode set for the player character.
  • a first attack mode that consumes a first game point when attacking the enemy character
  • a second attack that displays a second game point when attacking the enemy character.
  • a mode in a memory a step of selecting one attack mode from the first attack mode and the second attack mode, and when attacking an enemy character in the first attack mode, A value obtained by dividing the current game point by the first game point is stored in the memory as an attackable number of times value.
  • a game apparatus an operation unit that is operated by a player, a display unit that displays a game image, and fires a bullet from a player machine unit in response to an operation by the player to hit a target character.
  • a control unit that performs a shooting game, and a magazine number display unit that displays the number of magazines used for the player machine unit, and the magazine number display unit includes a gauge display unit that displays bullets included in one magazine.
  • a number display unit for displaying the remaining number of magazines in numbers, and the gauge of the gauge display unit is displayed in a reduced manner in accordance with the bullets consumed by the bullet firing of the player machine unit, and the gauge display unit of the gauge display unit
  • the gauge display unit of the gauge display unit When the amount is exhausted, the gauge subdivided into one magazine is displayed on the gauge display section, and the number on the number display section is decreased by one to deal with power-up items.
  • the amount of bullet consumption is determined in advance, and when the player machine unit wears the power-up item, the gauge of the gauge unit is determined by the amount of bullet consumption determined for the mounted power-up item.
  • the display is reduced.
  • a display unit that displays a game image, a plurality of operation units that are operated by a plurality of players, and a plurality of player characters that are arranged in the display unit and to which a plurality of player characters can move, respectively.
  • a first area section, and a second area section that is arranged in the display section and that can move a plurality of player characters when a predetermined condition is satisfied, and the player characters can move in the second area section
  • the medal display unit that displays in combination with the display unit, and less than one medal acquired by the player in the shooting game An item point accumulation display unit that accumulates item points and displays the accumulation state until one medal is reached, and the gauge of the gauge display unit is in accordance with the bullets consumed by the bullet firing of the player machine unit When the gauge is reduced and the
  • FIG. (2) which shows the player information in the game device by one Embodiment of this invention.
  • FIG. (3) which shows the player information in the game device by one Embodiment of this invention.
  • FIG. (4) shows the player information in the game device by one Embodiment of this invention.
  • FIG. (5) which shows the player information in the game device by one Embodiment of this invention.
  • FIG. (2) which shows the game screen of the game control method performed with the game device by one Embodiment of this invention.
  • FIG. (6) which shows the player information in the game device by one Embodiment of this invention. It is FIG.
  • FIG. (3) which shows the game screen of the game control method performed with the game device by one Embodiment of this invention.
  • FIG. (4) which shows the game screen of the game control method performed with the game device by one Embodiment of this invention.
  • FIG. (5) which shows the game screen of the game control method performed with the game device by one Embodiment of this invention.
  • It is a figure (the 1) which shows the game screen of the game control method performed with the game device by one Embodiment of this invention.
  • FIG. (2) which shows the game screen of the game control method performed with the game device by one Embodiment of this invention.
  • FIG. 1 is a diagram showing an appearance of the game apparatus according to the present embodiment
  • FIG. 2 is a block diagram of the game apparatus according to the present embodiment.
  • the game apparatus 10 of the present embodiment is installed as an arcade video game apparatus in an amusement facility or the like.
  • a player who visits an amusement facility or the like purchases a medal for play and uses the medal to play with the game apparatus 10.
  • the game apparatus 10 has a rectangular parallelepiped game apparatus main body 12.
  • a rectangular large LCD monitor 20 is horizontally placed in the center of the upper surface of the rectangular parallelepiped game apparatus body 12.
  • Left and right speakers 22L and 22R are provided on the side surface of the game apparatus body 12.
  • Two satellite parts 14A and 14B are provided on one side of the long side of the game apparatus body 12, and two satellite parts 14C and 14D are provided on the other side of the long side of the game apparatus body 12. Yes.
  • Two satellite parts 14A and 14B are arranged on one side of the long side of the large LCD monitor 20, and two satellite parts 14C and 14D are arranged on the other side of the long side of the large LCD monitor 20.
  • a medal payout port 16 for paying out a medal to the player is provided on the front side of each of the satellite portions 14A, 14B, 14C, and 14D.
  • a medal payout device (not shown) for paying out medals is provided.
  • an 8-direction key 17 for the player to instruct an operation direction On the top surfaces of the satellite units 14A, 14B, 14C, and 14D, an 8-direction key 17 for the player to instruct an operation direction, an operation button 18 for the player to instruct execution, and a player inserts a medal, respectively. And a medal slot 19 is provided.
  • These 8-direction key 17 and the operation button 18 function as an operation unit operated by the player.
  • the two struts 24 are provided on one side of the short side of the game apparatus body 12, and the two struts 24 are also provided on the other side of the short side of the game apparatus body 12. These four columns 24 support an eye-catcher panel 26.
  • the game apparatus 10 temporarily stores a CPU 30 that executes game programs, controls the entire system, calculates coordinates related to display objects for image display, and the like and programs and data necessary for the CPU 30 to perform processing.
  • a system memory (RAM) 32 used as a buffer memory is commonly connected by a bus line and is connected to a bus arbiter 34.
  • the bus arbiter 34 controls the flow of programs and data with each block of the game apparatus 10 and devices connected to the outside.
  • a program data storage device or storage medium including a memory, an optical disc drive that drives a recording medium such as a CD-ROM) 36 in which game programs and data (including video data and music data) are stored,
  • a BOOTROM 38 storing a program and data for starting the game apparatus 10 is connected to the bus arbiter 34.
  • the video (MOVIE) data read from the program data storage device or the storage medium 36 is reproduced via the bus arbiter 34, or an image for image display is generated in accordance with the player's operation or game progress.
  • a rendering processor 40 is connected to a graphic memory 42 that stores graphic data and the like necessary for the rendering processor 40 to generate an image.
  • the image signal output from the rendering processor 40 is converted from a digital signal to an analog signal by the video DAC 44 and output, and displayed on the large LCD monitor 20.
  • a sound processor 46 that reproduces music data read from the program data storage device or the storage medium 36 via the bus arbiter 34, and generates sound effects and sounds according to the operation by the player and the progress of the game;
  • the sound processor 46 is connected to a sound memory 48 for storing sound data and the like necessary for generating sound effects and sounds.
  • the audio signal output from the sound processor 46 is converted from a digital signal to an analog signal by the audio DAC 50 and output from the left and right speakers 22L and 22R.
  • a communication interface 52 is connected to the bus arbiter 34.
  • the communication interface 52 is connected to an external network.
  • the game apparatus 10 is connected to the Internet and can communicate with other game apparatuses, network servers, and the like.
  • a terminal adapter (TA) or router using a telephone line, a cable modem using a cable TV line, a wireless communication means using a cellular phone or PHS, or an optical fiber communication using an optical fiber.
  • Other communication methods such as means may be used.
  • the bus arbiter 34 is connected to four input / output units 60A, 60B, 60C, and 60D via a peripheral I / F (interface) 56.
  • the four input / output units 60A, 60B, 60C, and 60D correspond to the four satellite units 14A, 14B, 14C, and 14D.
  • the input / output units 60A, 60B, 60C, and 60D are respectively provided with an 8-direction key 17 for the player to instruct an operation direction, an operation button 18 for the player to instruct execution, and a medal insertion slot 19.
  • a medal input device 62 for inputting medals and a medal payout device 64 for paying out medals from the medal payout port 16 are provided.
  • the hardware configuration of the game apparatus 10 as described above is merely an example, and the present invention can be applied to an arbitrary computer system including a display device.
  • the program of the present invention is not only supplied to the computer system through an external storage medium such as a memory card, but may be supplied from the server to the computer system through a wired or wireless communication line. May be recorded in advance in the non-volatile storage device.
  • the game apparatus 10 is not limited to a game apparatus installed in an amusement facility or a store such as a game cafe, but is a home game apparatus, personal computer, portable electronic game apparatus, mobile phone, PDA, or the like.
  • An electronic device or a game information processing device may be used.
  • the LCD monitor 20 of the game apparatus body 12 displays a fantasy zone image, that is, a game background image, enemy characters, player characters, and the like.
  • the players of the four satellite portions 14A, 14B, 14C, and 14D of the game apparatus body 12 insert medals from the medal insertion slot 19, and operate the eight-direction key 17 and the operation buttons 18 while viewing the game image on the LCD monitor 20. Then, shoot enemy characters, shoot down enemy characters and play shooters to win medals. The acquired medals are paid out from the medal payout exit 16.
  • the game apparatus 10 enables a fixed amount of continuous play with a single medal, and motivates the player to continue the game and continuously insert the medal while reducing the burden of the player inserting the medal. Provide an excellent medal game.
  • Game screen A game screen in a game executed by the game apparatus 10 of the present embodiment will be described with reference to FIG.
  • the game screen is displayed on the LCD monitor 20.
  • the game screen in the game of the present embodiment is a game screen in which an enemy character 100 is displayed in front of the background image and this enemy character is moving in the vertical and horizontal directions with respect to the screen.
  • an enemy character 100 is displayed in front of the background image and this enemy character is moving in the vertical and horizontal directions with respect to the screen.
  • FIG. 3 only one type of enemy character 100 is shown for explanation, but various types of enemy characters having different characteristics such as design and movement can be used.
  • player base portions 70A, 70B, 70C, and 70D are provided for players who play with the four satellite portions 14A, 14B, 14C, and 14D.
  • the player positions 70A, 70B, 70C, and 70D are displayed at positions corresponding to the satellite units 14A, 14B, 14C, and 14D with respect to the LCD monitor 20.
  • the player base portions 70A, 70B, 70C, and 70D have a semicircular shape as shown in FIG.
  • the player characters 80A, 80B, 80C, and 80D can move to the left and right (first region) only along the periphery of the semi-circular player bases 70A, 70B, 70C, and 70D.
  • the medal display unit 74 includes a gauge display unit 74g that displays game points obtained by subdividing one medal with a gauge, and a number display unit 74n that displays the remaining number of medals with numbers.
  • An item point accumulation display unit 76 for displaying an accumulation state of item points less than one medal is provided on the right side or the left side of the player base portions 70A, 70B, 70C, and 70D.
  • the number of item points until one medal is reached is displayed as “remaining ⁇ (number)”.
  • Player information and player position Player information and a player position in a game executed by the game apparatus 10 of the present embodiment will be described with reference to FIGS.
  • FIG. 4A is a player information table showing player information, which is provided corresponding to each player character.
  • the values in this table are used as parameters when executing the game program.
  • the player information table includes a credit field indicating a number to be displayed on the number display portion 74n obtained by subtracting one from the number of inserted medals, a small medal piece (fragment) field indicating an accumulation state of item points, and a player character.
  • a shot type column indicating the current shot type of 80B, a shot gauge column indicating the number of bullets displayed on the gauge display portion 74g, and an attack mode column indicating the attack mode of the player character 80B are provided.
  • the shot type of the player character 80B indicates the type of weapon when the player character 80B attacks the enemy character.
  • FIG. 5 is a shot type information table showing shot type information of the player character 80B.
  • the number of bullets used indicates the number of bullets used in one shot (in units of 1/10 of one medal), and the sound effect indicates a sound effect file at the time of the shot. ing.
  • the shot type “normal shot” is a normal shot, the number of bullets used (game points) is “1”, and the sound effect is “TWINSHOTS.wav”.
  • the shot type “Wide Beam” is a shot that has the effect of defeating a wide range of enemies.
  • the number of bullets used (game points) is “2” and the sound effect is “WIDESHOT.wav”.
  • the shot type “laser beam” is a shot with a long range effect, the number of bullets used (game points) is “1”, and the sound effect is “LASERBEAM.wav”.
  • the shot type “5-WAY shot” is a shot that has the effect of firing many bullets at once.
  • the number of bullets used (game points) is “5” and the sound effect is “5-WAYSHOTS.wav”. is there.
  • FIG. 4A If the player information table is in a state as shown in FIG. 4A, the player base portion 70B is as shown in FIG. 4B.
  • FIG. 4B partially shows the vicinity of the player base portion 70B from the game screen of FIG. An overall view is shown in FIG.
  • the character image at the time of “normal shot” is displayed as the player character 80B using the shot type column “normal shot”, and only the semicircle edge of the player base portion 70B can be moved using the attack mode column “fixed”. To do. Note that the player character 80B fires a bullet toward the front (directly upward in the case of FIG. 4B).
  • the player can confirm that the number of medals for credit is “24” and the number of shots that can be fired by the player character 80B is “5”. It is possible to check the accumulation state of (fragment).
  • the number of bullets used in one shot is “1”, but the display on the gauge display 74g is not a vertically long bar, but red. It is displayed as a horizontally long line with vertical stripes of blue, yellow, and the gauge length decreases by 1/10 of the horizontally long line for each shot.
  • FIG. 6A the player base portion 70B is as shown in FIG. 6B.
  • FIG. 6B partially shows the vicinity of the player base portion 70B in a state where the game screen of FIG. 3 progresses to the screen of FIG.
  • the difference from FIG. 4 is that the shot type (attack mode) of the player character 80B has been changed from a normal shot to a wide beam, and referring to the shot type information shown in FIG. 2 ”.
  • the number of bullets that can be shot by the gauge display section 74g (the number of possible attacks) is changed from ten vertically long bars to five rounds as the number of bullets “2” used by the wide beam. That is, the number of bullets that can be shot with a shot (the number of possible attacks) is displayed based on a value “5” obtained by dividing the current number of bullets “10” by the number of bullets “2” used in the current attack mode.
  • the shot type (attack mode) of the player character 80B is a normal shot
  • the number of bullets that can be shot with the shot is the number of bullets “1” that uses the current bullet number “10” in the current attack mode. "Is displayed based on the value” 10 "divided by" ".
  • the shot type (attack mode) of the player character 80B is a laser beam
  • the number of bullets that can be shot with a shot is the number of bullets “1” that is used in the current attack mode. Displayed based on the divided value “10”.
  • the shot type (attack mode) of the player character 80B is a 5-WAY shot
  • the number of bullets that can be shot is the number of bullets “10” that is used in the current attack mode “5” “Is displayed based on the value” 2 "divided by” ".
  • the amount that can be attacked with a shot may be displayed.
  • the character image at the time of “Wide Beam” is moved as the player character 80B using the shot type column “Wide Beam”, and moved to the position away from the player base portion 70B using the attack mode column “Free” by the operation input of the player. Display as possible.
  • a line-shaped object 82B connected to the player character 80B and the player base portion 70B is displayed.
  • the size of the circle indicating the number of shots and the maximum number are changed and displayed on the gauge display 74g according to the shot type of the player character 80B in the player information table.
  • the shot type “wide beam” the number of bullets used in one shot is “2” in units of 1/10 of one medal from the shot type information table. Display up to 5 circles divided by 2.
  • the player can confirm that the medal number of credits is “18”, and that the player character 80B uses “2” for the number of bullets used in one shot of the wide beam.
  • the accumulation state of item points can be confirmed.
  • the free player character 80B is connected to the player base part 70B by the line-shaped object 82B, even if the player character 80B is away from the player base part 70B, it is the player character 80B of its own. Can be easily confirmed.
  • FIG. 7A partially shows the vicinity of the player base portion 70B from the game screen of FIG. A general view is shown in FIG.
  • the character image at the time of “5-WAY shot” is used as the player character 80B using the shot type column “5-WAY shot”, and the character of the player is positioned away from the player base portion 70B using the attack mode column “free”. Display movably by operation input. In the free state, a line-shaped object 82B that connects the player character 80B and the player base portion 70B is displayed.
  • the size of the circle indicating the number of shots and the maximum number are changed and displayed on the gauge display 74g according to the shot type of the player character 80B in the player information table.
  • the shot type “5-WAY shot” the number of ammunition used in one shot is “5” in units of 1/10 of one medal according to the shot type information table. Up to two circles divided by 5 are displayed.
  • the player can confirm that the number of credit medals is “20” and that the number of shots that the player character 80B can shoot in the 5-WAY shot is “1”. Can be confirmed.
  • the free player character 80B is connected to the player base part 70B by the line-shaped object 82B, even if the player character 80B is away from the player base part 70B, it is the player character 80B of its own. Can be easily confirmed.
  • Game control method (part 1) A game control method for a game executed by the game apparatus 10 of the present embodiment will be described with reference to FIGS.
  • FIG. 8 is a flowchart of the game control method according to this embodiment. A case where the player plays in the satellite unit 14B will be described.
  • step S11 it is detected by the medal input device 62 whether or not a medal has been inserted from the medal insertion slot 19 by the player (step S11).
  • the shot type of the player character 80B is set to normal shot, and the attack mode is set to fixed.
  • the player information table is rewritten with reference to the shot type information table shown in FIG.
  • One medal is consumed from the number of credits that is the number of inserted medals, and is exchanged (converted) into 10 game points by game point exchange means (not shown), and exchanged (converted).
  • Ten bullets are added (step S12).
  • the player information table is “24” in the credit field, “0” in the medal piece (fragment) field, “normal shot” in the shot type field, and in the shot gauge field. “10” can be rewritten as “fixed” in the attack mode column.
  • the player base portion 70B displays “24” on the number display portion 74n of the medal display portion 74, and displays ten small vertical bars “0000000” on the gauge display portion 74g. Then, the item point accumulation display section 76 displays a state where no circular medal is divided into 10 pieces and one piece is accumulated and “10 more” which is the number of pieces until one medal is obtained.
  • the player operates the 8-directional key 17 on the satellite 14B to change the shot direction of the player character 80B (the direction perpendicular to the tangent to the periphery of the player base portion 70B and the front direction of the player character 80B).
  • the player character 80B moves to the left and right along the peripheral edge of the semicircular player base portion 70B.
  • the player instructs the shot direction from the player character 80B. For example, as shown in FIG. 10, an instruction is given in the direction of the enemy character 100A.
  • the player After determining the shot direction of the player character 80B, the player operates the operation button 18 to fire a shot from the player character 80B.
  • step S13 it is detected whether or not the operation button 18 has been pressed by the player (step S13).
  • the operation button 18 is pressed, one bullet is consumed and a shot is fired in the direction of the enemy character 100A as shown in FIG. 10 (step S14).
  • the shot gauge field is rewritten from “10” to “9”, and the player position portion 70B has a medal display portion 74 as shown in FIG. 11B.
  • Nine vertically long bars of the gauge display portion 74g are “000000000000”.
  • step S15 it is detected whether or not the shot from the player character 80B hits the enemy character 100A (step S15). If the enemy character 100A is not hit, the process returns to step S13.
  • step S16 it is determined whether the hit enemy character 100A is the last enemy character of the regiment.
  • a plurality of enemy characters 100A, 100B, and 100C may appear in a regiment. In that case, even if it is the same enemy character, the game control method at the time of repulse is made different between the last enemy character 100C of the regiment and the other enemy characters 100A and 100B.
  • step S17 the enemy character 100A is crushed as shown in FIG. Is generated and a small piece 102 of the medal is given to the player. Then, as shown in FIG. 14, the enemy character 100A disappears from the game screen.
  • the medal piece 102 is a piece of a piece obtained by dividing one medal into 10 pieces.
  • the medal pieces 102 given to the player are accumulated in the item point accumulation display section 76.
  • the medal fragrance column is rewritten to “1”, and as shown in FIG. A state where the circular medal is divided into 10 and accumulated to 1/10 and “9 more” are displayed.
  • step S19 With reference to the medal fragrance column of the player information table, it is determined whether or not 10 pieces of medals have been accumulated.
  • step S13 If 10 pieces of medals are not accumulated, the process returns to step S13 and the above-described processing is repeated.
  • step S20 If “10” is stored in the medal fake column of the player information table and it is determined that ten pieces of medal pieces have been accumulated, ten medals are obtained by the medal conversion means (not shown). Are converted into one medal, paid out from the medal payout device 64 to the medal payout port 16, and the medal fake column in the player information table is rewritten from “10” to “0”. That is, the item point stored in the medal fragrance column of the player information table is rewritten to “0” which is an initial value (step S20).
  • a player who intends to continue this game inserts the paid-out medal from the medal insertion slot 19 at an appropriate timing.
  • the 5-WAY shot which consumes the most bullets, is a shot that consumes 5 bullets in one shot according to the shot type information table. In this case, one medal is consumed in two shots. The In this case, it is possible to make a shot while consuming medals that have been inserted in advance.
  • step S16 when the enemy characters 100A and 100B of the regiment have been repelled and disappeared and the hit enemy character is the last enemy character 100C of the regiment, step S16 to step S18. Proceed to
  • step S18 as shown in FIG. 16, the enemy character 100C is crushed, and a lottery slot 104 appears in the vicinity thereof.
  • the reel 105 rotates within a square window and is automatically stopped to perform a lottery. The symbol when stopped is the lottery result.
  • FIG. 17 shows a design of the reel 105 used in the slot 104.
  • the reel 105 of the slot 104 is composed of, for example, 16 symbols 105a to 105p.
  • the roulette 72 of the player base 80B is activated. A lottery is performed by the roulette 72, and a power-up item corresponding to the lottery result is given to the player. Details of the roulette 72 will be described later.
  • step S18 when a medal piece (fragment), medal, or power-up item is given to the player in accordance with the selection result in the slot 104, the medal's clutter column in the player information table is referred to, and It is determined whether or not ten small pieces (fragments) have been accumulated (step S19).
  • step S13 If 10 pieces of medals are not accumulated, the process returns to step S13 and the above-described processing is repeated.
  • the player is given a power-up item that improves the ability of the player character based on the lottery result of the roulette 72. As shown in the player base portion 70B of FIG. 16, the symbol indicated by the arrow 13 when the roulette 72 stops is the lottery result.
  • Fig. 18 shows the design of the roulette 72. As shown in FIG. 18, the roulette 72 is composed of 12 symbols 72a to 72l.
  • the effect of firing the number of bullets used (number of game points consumed), the sound effect, etc. are different, so the shot type field in the player information table is changed depending on the power-up item, and the effect of firing is used The number of bullets, sound effects, etc. are changed.
  • Game control method (part 2) A game control method for a game executed by the game apparatus 10 according to the present embodiment will be described with reference to FIGS.
  • FIG. 19 is a flowchart of the game control method according to this embodiment. The case where two players play in the satellite part 14A and the satellite part 14B will be described.
  • a boss character 110 having a great power is prepared. Since the boss character 110 has great power, it cannot be defeated by the power of one player. Therefore, when the boss character 110 appears, a plurality of (up to four) players cooperate to fight. When the boss character 110 is defeated, the player can acquire a large number of medals that cannot be obtained on the normal stage.
  • the appearance of the boss character 110 can be said to be a kind of jackpot (big hit) in the game apparatus 10 of the present embodiment.
  • “fixed” is stored in the attack mode column of the player information table of the player characters 80A and 80B, and the attack mode of the player characters 80A and 80B is the fixed mode.
  • the movement ranges of the player characters 80A and 80B are limited to the player base portions 70A and 70B.
  • step 21 it is always determined whether or not a predetermined condition for the appearance of the boss character 110 is satisfied.
  • step S22 the boss stage where the boss character 110 appears (step S22).
  • the attack mode column of the player information table of all the player characters 80A and 80B is rewritten to “free”, and as shown in FIG. 20, the attack mode of all the player characters 80A and 80B becomes the free mode.
  • the player character 80A is free from the player base portion 70A and can move anywhere on the game screen to attack the boss character 110.
  • the player character 80B is free from the player base portion 70B and can move anywhere on the game screen to attack the boss character 110.
  • the player character 80A and the player base part 70A are connected by a line-shaped object 82A.
  • 80B and player base part 70B are connected by a line-shaped object 82B.
  • the player characters 80A and 80B are connected from the player base portions 70A and 70B by the linear line-shaped objects 82A and 82B, respectively, so that it is easy to determine which player character is the player character. .
  • step S23 it is determined whether or not the boss stage has ended, that is, whether or not the boss character 110 has been defeated, or whether or not the boss character 110 has escaped. If it is neither, continue the boss stage.
  • the boss character 110 when the boss character 110 is defeated, the boss character 110 disappears as shown in FIG. 21, and a large number of medals 112 are generated instead.
  • the large number of medals 112 are distributed based on the contributions of the player character 80A and the player character 80B for defeating the boss character 110, and given to each player.
  • step S23 If it is determined in step S23 that the boss stage has ended, the process returns to the normal stage, the attack mode column in the player information table of all player characters 80A and 80B is rewritten to "fixed", and the attack of player characters 80A and 80B The mode is changed from the free mode to the fixed mode, and the line-like objects 82A and 82B are not displayed (step S24).
  • An area in the vicinity of the player positions 70A and 70B where the player characters 80A and 80B can move in the fixed mode is a first area
  • an area of the entire game screen where the player characters 80A and 80B can move in the free mode is the second area. Also called.
  • the first area part and the second area part are the area near the player base part and the entire game screen, respectively, but other areas may be set.
  • the second area may be an area within a certain distance from each player position, not the entire game screen.
  • a part of the game screen is set as the first area part (first area), and an area where the game characters in the game screen can move in common is set as the second area part (second area). May be.
  • the medal payout display device 64 immediately pays out medals.
  • the item point accumulation display unit 76 is small pieces of medals. When full, one may be added to the number display portion 74n.
  • the item point accumulation display 76 is full, an acquired medal number display portion is provided in the vicinity thereof, the acquired medal number is accumulated and displayed, and the payout button provided separately on the console is pressed to obtain the medal payout device 64. A method of paying out medals may be used.
  • the large LCD monitor 20 is placed horizontally, but the present invention is not limited to this configuration.
  • a large LCD monitor may be placed vertically, or an individual LCD monitor may be provided for each player.
  • the monitor may adopt a PDP (Plasma Display Panel), FED (Field-Emission Display), or projector system.
  • a touch panel may be provided on the LCD monitor 20 in the above embodiment.
  • the game performance can be further enhanced using this touch panel.
  • the eight-way key 17, the operation button 18, and the medal slot 19 are provided as input devices, but the present invention is not limited to this configuration.
  • the number and arrangement of the eight direction keys, operation buttons, and medal slot are not limited to this.
  • the medal payout device 64 is provided as the output device and the medal is paid out.
  • the present invention is not limited to this.
  • a ticket may be output.
  • any game value medium may be output, such as giving points to a player-owned card.
  • the shooting game is a shooting game in which a bullet is fired from the player character in response to the operation of the player and hits the target character.
  • the present invention is not limited to this.
  • you may comprise as a feeding game which feeds the fish which migrates in the aquarium from above the aquarium.
  • you may comprise as a game which hits a torpedo on an underwater submarine.
  • you may comprise as a game which drops a bomb on the ship on the water instead of underwater.
  • it may be configured as a game in which a bird flying in the air is shot from below.
  • the player shoots an enemy character by operating the 8-way key 17 and the operation button 18 while viewing the game image on the LCD monitor 20, thereby shooting down the enemy character and acquiring a medal.
  • it was a game, it may be a shooting game in a normal video game in which a bullet is fired from a player machine unit in response to an operation by a player to hit a target character.
  • the movement range of the player character is moved in common from the game area (first area) where each player character can move.
  • a possible game area (second area) conversely, depending on other predetermined conditions, the movement range of the player character, from the game area (second area) where each player character can move in common. You may switch to the game area (first area) where each player character can move.
  • a shooting game is provided with a magazine number display section for displaying the number of magazines used in the player unit, and the magazine number display section displays a gauge display section for displaying the bullets contained in one magazine and the remaining number of magazines. And a number display portion for displaying numbers.
  • the gauge displayed on the gauge display unit is reduced according to the bullets consumed by the bullets fired by the player unit, the gauge display unit displays a subdivided gauge on the gauge display when there is no remaining gauge in the gauge display unit. Decrease the number in the number display area by one.
  • the gauge unit is determined by the amount of bullet consumption determined for the installed power-up item. The gauge will be reduced.
  • the present invention is useful for providing a game device that can be played from an appropriate position according to the game situation.

Abstract

Provided is a game device that enables playing from a proper position according to the situation of a game. A game device according to an aspect of the present invention comprises: a display part which displays a game image; a plurality of operation parts which are respectively operated by a plurality of players; a plurality of first region parts which are disposed in the display part and in which a plurality of player characters are respectively movable; and a second region part which is disposed in the display part and in which the plurality of player characters are movable when a predetermined condition is satisfied. When the player characters are movable in the second region part, objects that respectively connect the player characters and the first region parts are displayed in the display part.

Description

ゲーム装置Game device
 本発明はゲーム装置に関する。 The present invention relates to a game device.
 遊戯者がプレイヤーキャラクターを操作して、敵キャラクターに弾を命中させる等によりアイテムを獲得するゲーム装置が知られている。 A game device is known in which a player acquires items by operating a player character and hitting an enemy character with a bullet.
 例えば、特許文献1には、メダル等のゲームアイテムの投入によりゲームプレイを行い、ターゲットの魚を発射体であるアミで捕獲してアイテムを獲得し、ゲーム進行に応じてゲームアイテムの払い出しを行うゲーム装置が開示されている。 For example, in Patent Document 1, game play is performed by inserting game items such as medals, the target fish is captured by a projectile, Ami, and the items are acquired, and the game items are paid out as the game progresses. A game device is disclosed.
 また、非特許文献1には、スペースチャンネル5(登録商標)パート2というゲームが開示されている。このゲームのダンスシーンでは最初から大小のハートが与えられる。ダンスに失敗すると小ハートから消費していく。小ハートがゼロになると、ひとつの大ハートが複数の小ハートに小分けされる。 Also, Non-Patent Document 1 discloses a game called Space Channel 5 (registered trademark) Part 2. In the game's dance scene, big and small hearts are given from the beginning. If the dance fails, it will be consumed from a small heart. When the small heart becomes zero, one large heart is divided into multiple small hearts.
 また、非特許文献2には、メダルのガンマン(登録商標)というゲームが開示されている。このゲームでは、メダル1枚が拳銃の弾1発に対応している。投入されたメダル数が数字で表示され、リロードすることで数字表示から拳銃の回転弾倉(6発)に弾が装填されて表示される。 Also, Non-Patent Document 2 discloses a game called Gunman (registered trademark) of medals. In this game, one medal corresponds to one bullet of a handgun. The number of medals inserted is displayed as a number, and by reloading, the bullet is loaded into the rotating magazine (6 shots) of the handgun and displayed.
特開2007-98032号公報JP 2007-98032 A
 特許文献1に開示されたゲームでは、複数のプレイヤーが1つのディスプレイを囲み、それぞれが固定位置に表示されている舟先から網を投げて獲物を獲得するが、登場する獲物の大きさや動き等の種類に関わらず、プレイヤーは固定位置である舟先から網を投げるしか方法がなかった。 In the game disclosed in Patent Document 1, a plurality of players surround one display and each throws a net from the tip of a boat displayed at a fixed position to acquire a prey. Regardless of the type, players could only throw the nets from the fixed boat tips.
 非特許文献1に開示されたゲームでは、予め最高点数が大小のハートで表示されており、失敗する毎に減点される。そのため、プレイヤーは自己のペースでゲームができず、ゲームの進行についていけないプレイヤーが続出していた。 In the game disclosed in Non-Patent Document 1, the maximum score is displayed in advance with large and small hearts, and points are deducted every time the game fails. For this reason, players could not play the game at their own pace, and there were many players who could not keep up with the progress of the game.
 非特許文献2に開示されたゲームでは、メダル1枚が弾1発であり、ゲーム進行によるメダルの消費量が早すぎて、シューティングゲームのように沢山の弾を撃つゲームに向かなかった。 In the game disclosed in Non-Patent Document 2, one medal is one bullet, and the consumption of medals by the game progress is too early, so it is not suitable for a game that shoots many bullets like a shooting game.
 本発明の目的は、ゲームの状況に応じて適切な位置からプレイすることができるゲーム装置を提供することにある。 An object of the present invention is to provide a game device that can be played from an appropriate position according to the game situation.
 本発明の他の目的は、プレイヤーが所有するメダル等のゲームアイテムを適切に表示し、ゲームアイテムを適切に消費してゲームを楽しむことができるゲーム装置を提供することにある。 Another object of the present invention is to provide a game device capable of appropriately displaying game items such as medals owned by players and enjoying the game by appropriately consuming the game items.
 本発明の一態様によるゲーム装置は、ゲーム画像を表示する表示部と、複数のプレイヤーによりそれぞれ操作される複数の操作部と、前記表示部内に配され、複数のプレイヤーキャラクターがそれぞれ移動可能な複数の第一領域部と、前記表示部内に配され、所定の条件を満たした際に、前記複数のプレイヤーキャラクターが移動可能な第二領域部と、を有し、前記プレイヤーキャラクターが前記第二領域部で移動可能な際に、前記プレイヤーキャラクターと前記第一領域部とを連結するオブジェクトを前記表示部内に表示することを特徴とする。 A game apparatus according to an aspect of the present invention includes a display unit that displays a game image, a plurality of operation units that are operated by a plurality of players, and a plurality of player characters that are arranged in the display unit and each of which can move a plurality of player characters. And a second area part that is arranged in the display part and is movable to the plurality of player characters when a predetermined condition is satisfied, wherein the player character is the second area. An object for connecting the player character and the first area portion is displayed in the display portion when the portion can be moved.
 本発明の一態様によるプログラムは、複数の操作部からの操作入力のそれぞれに対応して画面内を移動可能な複数のプレイヤーキャラクターを制御するコンピュータが実行可能なゲームプログラムであって、前記コンピュータに、前記複数のプレイヤーキャラクターのそれぞれに対応し、当該プレイヤーキャラクターが移動可能な複数の第一の領域を前記画面内の一部に設定するステップと、前記複数のプレイヤーキャラクターが共通に移動可能な第二の領域を前記画面内に設定するステップと、前記ゲームプログラムの進行に伴って、前記画面内に設定する前記第一の領域と第二の領域とを切替えて、前記複数のプレイヤーキャラクターの移動範囲を設定するステップと、前記複数のプレイヤーキャラクターの移動範囲が、前記第二の領域に設定されたとき、前記プレイヤーキャラクターと前記第一の領域とを連結するオブジェクトを前記画面内に表示するステップと、を実行させることを特徴とする。 A program according to an aspect of the present invention is a game program that can be executed by a computer that controls a plurality of player characters that can move within a screen in response to each of operation inputs from a plurality of operation units. , A step of setting a plurality of first areas corresponding to each of the plurality of player characters to a part of the screen, and a plurality of player characters that can move in common. A step of setting a second area in the screen, and moving the plurality of player characters by switching between the first area and the second area set in the screen as the game program progresses A step of setting a range, and a movement range of the plurality of player characters is determined by the second region. When set to, characterized in that to execute the steps of: displaying an object that connects the player character and the first region in the screen.
 本発明の一態様によるゲーム装置は、ゲーム画像を表示する表示部と、前記表示部に対して均等な位置に配置され、複数のプレイヤーによりそれぞれ操作される複数の操作部と、前記表示部内に配され、前記複数の操作部にそれぞれ対応した位置に設けられた複数のプレイヤー陣地部と、を有し、常時は、前記プレイヤーによる前記操作部の操作に応じて、前記プレイヤー陣地部でプレイヤーキャラクターが操作され、前記表示部に特定の標的キャラクターが出現した際には、前記プレイヤーによる前記操作部の操作に応じて、前記プレイヤーキャラクターは前記プレイヤー陣地部を離れて前記表示部内を自由に移動して操作され、前記プレイヤー陣地部と前記プレイヤーキャラクターとを連結して表示することを特徴とする。 A game device according to an aspect of the present invention includes a display unit that displays a game image, a plurality of operation units that are arranged at equal positions with respect to the display unit, and that are operated by a plurality of players, respectively, and the display unit And a plurality of player base portions provided at positions corresponding to the plurality of operation portions, respectively, and the player character at the player base portion is always in response to the operation of the operation portion by the player. When a specific target character appears on the display unit, the player character leaves the player base and freely moves within the display unit in response to the operation of the operation unit by the player. The player base part and the player character are connected and displayed.
 本発明の一態様によるゲーム装置は、プレイヤーによりメダルが投入されるメダル投入部と、前記プレイヤーにより操作される操作部と、ゲーム画像を表示する表示部と、メダルが払い出されるメダル払出部と、前記メダル投入部に投入されたメダルを検出し、遊戯ポイントに交換する遊戯ポイント交換手段と、前記プレイヤーにより前記操作部が操作され、前記遊戯ポイント交換手段により交換された前記遊戯ポイントを消費してアイテムを獲得するゲームを進行させるゲーム進行手段と、前記プレイヤーがゲームで獲得したアイテムのアイテムポイントを蓄積し、その蓄積状態を表示するアイテムポイント蓄積表示手段と、蓄積されたアイテムポイントをメダルに変換するメダル変換手段と、を有し、前記メダル変換手段により変換されたメダルを前記メダル払出部から払出すことを特徴とする。 A game apparatus according to an aspect of the present invention includes a medal insertion unit in which a player inserts a medal, an operation unit operated by the player, a display unit that displays a game image, a medal payout unit in which a medal is paid out, A game point exchanging means for detecting a medal inserted in the medal insertion section and exchanging it for a game point; and the operation section is operated by the player, and the game point exchanged by the game point exchanging means is consumed. Game progress means for advancing a game for acquiring items, item point accumulation display means for accumulating item points of items acquired by the player in the game, and displaying the accumulated state, and converting the accumulated item points into medals Medal conversion means, and converted by the medal conversion means. And the medal, characterized in that the paid out from the medal paying-out part.
 本発明の一態様によるプログラムは、メダル投入部から投入されたメダルを遊戯ポイントに変換し、当該遊戯ポイントを消費してゲームを進行するコンピュータが実行可能なゲームプログラムであって、前記コンピュータに、前記メダル投入部から投入された複数のメダルのうち、1枚のメダルを遊戯ポイントに変換し、当該遊戯ポイントと、当該遊戯ポイントに変換したメダルを除く残りのメダル枚数とをメモリに記憶するステップと、前記ゲームプログラムの進行に伴って消費した前記遊戯ポイントがメダル1枚分に達したときに、前記メモリに記憶されたメダル枚数を1枚減じ、新たなメダル1枚分の遊戯ポイントと共に前記メモリに上書きするステップと、前記ゲームプログラムの進行に伴って獲得したアイテムポイントを、当該アイテムポイントを獲得するごとに積算し前記メモリに記憶するステップと、前記積算されたアイテムポイントが所定値になったか否か判断するステップと、当該アイテムポイントが所定値になったと判断したとき、1枚のメダルの払い出しまたは前記残りのメダル枚数に1枚加算して前記メモリに上書きするステップと、前記メモリに記憶されたアイテムポイントを初期値にリセットするステップと、を実行させることを特徴とする。 A program according to an aspect of the present invention is a game program that can be executed by a computer that converts a medal inserted from a medal insertion unit into a game point and consumes the game point to advance a game. A step of converting one medal into a game point among a plurality of medals inserted from the medal insertion unit, and storing the game point and the remaining number of medals excluding the medal converted into the game point in a memory. When the game points consumed as the game program progresses reaches one medal, the medal number stored in the memory is reduced by one, and the game points for one new medal are added together with the game points. Overwriting the memory, and item points acquired as the game program progresses, Each time an item point is acquired, the step of accumulating and storing in the memory, the step of determining whether or not the accumulated item point has reached a predetermined value, and when determining that the item point has reached a predetermined value, 1 Paying out one medal or adding one to the remaining number of medals and overwriting the memory; and resetting the item points stored in the memory to an initial value. .
 本発明の一態様によるゲーム装置は、プレイヤーによりメダルが投入されるメダル投入部と、前記プレイヤーにより操作される操作部と、ゲーム画像を表示する表示部と、メダルが払い出されるメダル払出部と、前記メダル投入部に投入されたメダルを消費して、前記プレイヤーによる操作に応答してプレイヤー機部から弾を発射して標的キャラクターに命中させるシューティングゲームを行い、該シューティングゲームの結果に応じて前記メダル払出部からメダルを払出す制御を行う制御部と、前記メダル投入部に投入された複数のメダルを、メダル1枚分を小分けしたゲージを表示するゲージ表示部と、残りのメダルの枚数を数字で表示する数字表示部とを併用して表示するメダル表示部と、前記プレイヤーが前記シューティングゲームで獲得したメダル1枚分に満たないアイテムポイントを蓄積し、その蓄積状態をメダル1枚分になるまで表示するアイテムポイント蓄積表示部と、を有し、前記プレイヤー機部の弾発射により消費される弾に応じて前記ゲージ表示部のゲージが減少表示され、前記ゲージ表示部のゲージ残量が無くなると、メダル1枚分を小分けしたゲージを前記ゲージ表示部に表示すると共に、前記数字表示部の数字を1つ減少させ、前記アイテムポイント蓄積表示部に表示された蓄積状態がメダル1枚分に達すると、
前記メダル払出部からメダルを1枚払い出すことを特徴とする。
A game apparatus according to an aspect of the present invention includes a medal insertion unit in which a player inserts a medal, an operation unit operated by the player, a display unit that displays a game image, a medal payout unit in which a medal is paid out, Consume the medal inserted in the medal insertion unit, fire a bullet from the player machine unit in response to the operation by the player and hit the target character, and according to the result of the shooting game A control unit that controls to pay out medals from the medal payout unit, a gauge display unit that displays a plurality of medals inserted into the medal insertion unit, and a gauge that subdivides one medal, and the number of remaining medals A medal display unit for displaying in combination with a number display unit for displaying numbers, and the player playing the shooting game An item point accumulation display unit for accumulating item points less than one acquired medal and displaying the accumulated state until one medal is obtained, and is consumed by the bullet firing of the player unit When the gauge of the gauge display unit is displayed in a reduced manner according to the bullet, and the gauge remaining amount of the gauge display unit is exhausted, a gage obtained by subdividing one medal is displayed on the gauge display unit, and the number display unit When the number is decreased by one and the accumulation state displayed on the item point accumulation display unit reaches one medal,
One medal is paid out from the medal payout unit.
 本発明の一態様によるゲーム装置は、プレイヤーにより操作される操作部と、ゲーム画像を表示する表示部と、前記プレイヤーが前記操作部を操作することによりプレイヤーキャラクターを操作し、遊戯ポイントを消費してアイテムを獲得するゲームを進行させるゲーム進行手段と、を有し、パワーアップアイテムに対する前記遊戯ポイントの消費量が予め定められており、前記プレイヤーキャラクターが前記パワーアップアイテムを装着した際に、装着された前記パワーアップアイテムに対して定められた消費量で前記遊戯ポイントが消費されることを特徴とする。 A game device according to an aspect of the present invention includes an operation unit that is operated by a player, a display unit that displays a game image, and the player operates the player character by operating the operation unit and consumes game points. A game progression means for advancing a game to acquire an item, and the consumption amount of the play points with respect to the power-up item is determined in advance, and when the player character wears the power-up item, The game points are consumed at a consumption amount determined for the power-up item.
 本発明の一態様によるプログラムは、操作部からの操作入力に対応してプレイヤーキャラクターを制御し、当該プレイヤーキャラクターに設定された攻撃モードに基づいて敵キャラクターを攻撃するコンピュータが実行可能なゲームプログラムであって、前記コンピュータに、前記敵キャラクターを攻撃する際に第一の遊戯ポイントを消費する第一の攻撃モードと、前記敵キャラクターを攻撃する際に第二の遊戯ポイントを表示する第二の攻撃モードとをメモリに記憶するステップと、前記第一の攻撃モードと前記第二の攻撃モードから1つの攻撃モードを選択するステップと、前記第一の攻撃モードにより敵キャラクターを攻撃する際には、現在の遊戯ポイントを前記第一の遊戯ポイントを除した値を攻撃可能回数値として前記メモリに記憶し、前記第二の攻撃モードにより敵キャラクターを攻撃する際には、前記現在の遊戯ポイントを前記第一の遊戯ポイントを除した値を攻撃可能回数値として前記メモリに記憶するステップと、当該メモリに記憶された攻撃可能回数値に基づいて、表示画面に攻撃可能回数を表示するステップと、を実行させることを特徴とする。 A program according to an aspect of the present invention is a game program that can be executed by a computer that controls a player character in response to an operation input from an operation unit and attacks an enemy character based on an attack mode set for the player character. In the computer, a first attack mode that consumes a first game point when attacking the enemy character, and a second attack that displays a second game point when attacking the enemy character. A mode in a memory, a step of selecting one attack mode from the first attack mode and the second attack mode, and when attacking an enemy character in the first attack mode, A value obtained by dividing the current game point by the first game point is stored in the memory as an attackable number of times value. Remembering, when attacking an enemy character in the second attack mode, storing a value obtained by dividing the current play point by the first play point in the memory as a possible attack count value; A step of displaying the number of possible attacks on the display screen based on the number of possible attacks stored in the memory.
 本発明の一態様によるゲーム装置は、プレイヤーにより操作される操作部と、ゲーム画像を表示する表示部と、前記プレイヤーによる操作に応答してプレイヤー機部から弾を発射して標的キャラクターに命中させるシューティングゲームを行う制御部と、前記プレイヤー機部に用いる弾倉数を表示する弾倉数表示部と、を有し、前記弾倉数表示部は、弾倉1つに含まれる弾を表示するゲージ表示部と、残りの弾倉数を数字で表示する数字表示部と有し、前記プレイヤー機部の弾発射により消費される弾に応じて前記ゲージ表示部のゲージが減少表示され、前記ゲージ表示部のゲージ残量が無くなると、弾倉1つを小分けしたゲージを前記ゲージ表示部に表示すると共に、前記数字表示部の数字を1つ減少させ、パワーアップアイテムに対する弾の消費量が予め定められており、前記プレイヤー機部が前記パワーアップアイテムを装着した際に、装着された前記パワーアップアイテムに対して定められた弾の消費量により前記ゲージ部のゲージが減少表示されることを特徴とする。 A game apparatus according to an aspect of the present invention, an operation unit that is operated by a player, a display unit that displays a game image, and fires a bullet from a player machine unit in response to an operation by the player to hit a target character. A control unit that performs a shooting game, and a magazine number display unit that displays the number of magazines used for the player machine unit, and the magazine number display unit includes a gauge display unit that displays bullets included in one magazine. A number display unit for displaying the remaining number of magazines in numbers, and the gauge of the gauge display unit is displayed in a reduced manner in accordance with the bullets consumed by the bullet firing of the player machine unit, and the gauge display unit of the gauge display unit When the amount is exhausted, the gauge subdivided into one magazine is displayed on the gauge display section, and the number on the number display section is decreased by one to deal with power-up items. The amount of bullet consumption is determined in advance, and when the player machine unit wears the power-up item, the gauge of the gauge unit is determined by the amount of bullet consumption determined for the mounted power-up item. The display is reduced.
 以上の通り、本発明によれば、ゲーム画像を表示する表示部と、複数のプレイヤーによりそれぞれ操作される複数の操作部と、表示部内に配され、複数のプレイヤーキャラクターがそれぞれ移動可能な複数の第一領域部と、表示部内に配され、所定の条件を満たした際に、複数のプレイヤーキャラクターが移動可能な第二領域部と、を有し、プレイヤーキャラクターが第二領域部で移動可能な際に、プレイヤーキャラクターと第一領域部とを連結するオブジェクトを表示部内に表示することを特徴とするようにしたので、ゲームの状況に応じて適切な位置からプレイすることができる。 As described above, according to the present invention, a display unit that displays a game image, a plurality of operation units that are operated by a plurality of players, and a plurality of player characters that are arranged in the display unit and to which a plurality of player characters can move, respectively. A first area section, and a second area section that is arranged in the display section and that can move a plurality of player characters when a predetermined condition is satisfied, and the player characters can move in the second area section In this case, since the object that connects the player character and the first area portion is displayed in the display portion, it is possible to play from an appropriate position according to the game situation.
 以上の通り、本発明によれば、プレイヤーによりメダルが投入されるメダル投入部と、プレイヤーにより操作される操作部と、ゲーム画像を表示する表示部と、メダルが払い出されるメダル払出部と、メダル投入部に投入されたメダルを消費して、プレイヤーによる操作に応答してプレイヤー機部から弾を発射して標的キャラクターに命中させるシューティングゲームを行い、該シューティングゲームの結果に応じてメダル払出部からメダルを払出す制御を行う制御部と、メダル投入部に投入された複数のメダルを、メダル1枚分を小分けしたゲージを表示するゲージ表示部と、残りのメダルの枚数を数字で表示する数字表示部とを併用して表示するメダル表示部と、プレイヤーがシューティングゲームで獲得したメダル1枚分に満たないアイテムポイントを蓄積し、その蓄積状態をメダル1枚分になるまで表示するアイテムポイント蓄積表示部と、を有し、プレイヤー機部の弾発射により消費される弾に応じてゲージ表示部のゲージが減少表示され、ゲージ表示部のゲージ残量が無くなると、メダル1枚分を小分けしたゲージをゲージ表示部に表示すると共に、数字表示部の数字を1つ減少させ、アイテムポイント蓄積表示部に表示された蓄積状態がメダル1枚分に達すると、メダル払出部からメダルを1枚払い出すようにしたので、プレイヤーが所有するメダル等のゲームアイテムを適切に表示し、ゲームアイテムを適切に消費してゲームを楽しむことができる。 As described above, according to the present invention, a medal insertion unit into which a player inserts medals, an operation unit operated by the player, a display unit that displays a game image, a medal payout unit from which medals are paid out, and a medal A shooter game that consumes the medals inserted in the insertion unit, fires bullets from the player machine unit in response to the operation by the player and hits the target character, and from the medal payout unit according to the result of the shooting game A control unit that controls the payout of medals, a gauge display unit that displays a plurality of medals inserted in the medal insertion unit, a gauge that divides one medal, and a number that displays the number of remaining medals in numbers The medal display unit that displays in combination with the display unit, and less than one medal acquired by the player in the shooting game An item point accumulation display unit that accumulates item points and displays the accumulation state until one medal is reached, and the gauge of the gauge display unit is in accordance with the bullets consumed by the bullet firing of the player machine unit When the gauge is reduced and the gauge remaining on the gauge display is exhausted, a gauge subdivided for one medal is displayed on the gauge display, and the number on the number display is reduced by one and displayed on the item point accumulation display. When the accumulated state reaches one medal, the medal payout unit pays out one medal, so that the game items such as medals owned by the player are displayed appropriately, and the game items are consumed appropriately. And enjoy the game.
本発明の一実施形態によるゲーム装置の外観を示す図である。It is a figure which shows the external appearance of the game device by one Embodiment of this invention. 本発明の一実施形態によるゲーム装置のブロック図である。It is a block diagram of the game device by one Embodiment of this invention. 本発明の一実施形態によるゲーム装置におけるゲーム画面を示す図である。It is a figure which shows the game screen in the game device by one Embodiment of this invention. 本発明の一実施形態によるゲーム装置におけるプレイヤー情報を示す図(その1)である。It is a figure (the 1) which shows the player information in the game device by one Embodiment of this invention. 本発明の一実施形態によるゲーム装置におけるショットタイプ情報を示す図である。It is a figure which shows the shot type information in the game device by one Embodiment of this invention. 本発明の一実施形態によるゲーム装置におけるプレイヤー情報を示す図(その2)である。It is FIG. (2) which shows the player information in the game device by one Embodiment of this invention. 本発明の一実施形態によるゲーム装置におけるプレイヤー情報を示す図(その3)である。It is FIG. (3) which shows the player information in the game device by one Embodiment of this invention. 本発明の一実施形態によるゲーム装置により実行されるゲーム制御方法(その1)のフローチャートである。It is a flowchart of the game control method (the 1) performed with the game device by one Embodiment of this invention. 本発明の一実施形態によるゲーム装置におけるプレイヤー情報を示す図(その4)である。It is FIG. (4) which shows the player information in the game device by one Embodiment of this invention. 本発明の一実施形態によるゲーム装置により実行されるゲーム制御方法のゲーム画面を示す図(その1)である。It is a figure (the 1) which shows the game screen of the game control method performed with the game device by one Embodiment of this invention. 本発明の一実施形態によるゲーム装置におけるプレイヤー情報を示す図(その5)である。It is FIG. (5) which shows the player information in the game device by one Embodiment of this invention. 本発明の一実施形態によるゲーム装置により実行されるゲーム制御方法のゲーム画面を示す図(その2)である。It is FIG. (2) which shows the game screen of the game control method performed with the game device by one Embodiment of this invention. 本発明の一実施形態によるゲーム装置におけるプレイヤー情報を示す図(その6)である。It is FIG. (6) which shows the player information in the game device by one Embodiment of this invention. 本発明の一実施形態によるゲーム装置により実行されるゲーム制御方法のゲーム画面を示す図(その3)である。It is FIG. (3) which shows the game screen of the game control method performed with the game device by one Embodiment of this invention. 本発明の一実施形態によるゲーム装置により実行されるゲーム制御方法のゲーム画面を示す図(その4)である。It is FIG. (4) which shows the game screen of the game control method performed with the game device by one Embodiment of this invention. 本発明の一実施形態によるゲーム装置により実行されるゲーム制御方法のゲーム画面を示す図(その5)である。It is FIG. (5) which shows the game screen of the game control method performed with the game device by one Embodiment of this invention. 本発明の一実施形態によるゲーム装置により実行されるゲーム制御方法のスロットのリールを示す図である。It is a figure which shows the reel of the slot of the game control method performed with the game device by one Embodiment of this invention. 本発明の一実施形態によるゲーム装置により実行されるゲーム制御方法のルーレットを示す図である。It is a figure which shows the roulette of the game control method performed with the game device by one Embodiment of this invention. 本発明の一実施形態によるゲーム装置により実行されるゲーム制御方法(その2)のフローチャートである。It is a flowchart of the game control method (the 2) performed with the game device by one Embodiment of this invention. 本発明の一実施形態によるゲーム装置により実行されるゲーム制御方法のゲーム画面を示す図(その1)である。It is a figure (the 1) which shows the game screen of the game control method performed with the game device by one Embodiment of this invention. 本発明の一実施形態によるゲーム装置により実行されるゲーム制御方法のゲーム画面を示す図(その2)である。It is FIG. (2) which shows the game screen of the game control method performed with the game device by one Embodiment of this invention.
 [一実施形態]
 本発明の一実施形態によるゲーム装置について図1及び図2を用いて説明する。図1は本実施形態のゲーム装置の外観を示す図であり、図2は本実施形態のゲーム装置のブロック図である。
[One Embodiment]
A game apparatus according to an embodiment of the present invention will be described with reference to FIGS. FIG. 1 is a diagram showing an appearance of the game apparatus according to the present embodiment, and FIG. 2 is a block diagram of the game apparatus according to the present embodiment.
 (ゲーム装置の外観)
 本実施形態のゲーム装置10の外観構成について図1を用いて説明する。
(Appearance of game device)
An external configuration of the game apparatus 10 according to the present embodiment will be described with reference to FIG.
 本実施形態のゲーム装置10は、アミューズメント施設等に業務用ビデオゲーム装置と
して設置される。アミューズメント施設等を訪問した遊戯者は、遊戯用のメダルを購入し、このメダルを用いてゲーム装置10による遊戯を行う。
The game apparatus 10 of the present embodiment is installed as an arcade video game apparatus in an amusement facility or the like. A player who visits an amusement facility or the like purchases a medal for play and uses the medal to play with the game apparatus 10.
 ゲーム装置10は直方体形状のゲーム装置本体12を有している。直方体形状のゲーム装置本体12の上面中央には長方形で大型のLCDモニタ20が水平に載置されている。ゲーム装置本体12の側面には左右のスピーカ22L、22R(図示せず)が設けられている。 The game apparatus 10 has a rectangular parallelepiped game apparatus main body 12. A rectangular large LCD monitor 20 is horizontally placed in the center of the upper surface of the rectangular parallelepiped game apparatus body 12. Left and right speakers 22L and 22R (not shown) are provided on the side surface of the game apparatus body 12.
 ゲーム装置本体12の長辺の一方の側には、2つのサテライト部14A、14Bが設けられ、ゲーム装置本体12の長辺の他方の側には、2つのサテライト部14C、14Dが設けられている。2つのサテライト部14A、14Bが大型のLCDモニタ20の長辺の一方の側に配置され、2つのサテライト部14C、14Dが大型のLCDモニタ20の長辺の他方の側に配置される。 Two satellite parts 14A and 14B are provided on one side of the long side of the game apparatus body 12, and two satellite parts 14C and 14D are provided on the other side of the long side of the game apparatus body 12. Yes. Two satellite parts 14A and 14B are arranged on one side of the long side of the large LCD monitor 20, and two satellite parts 14C and 14D are arranged on the other side of the long side of the large LCD monitor 20.
 サテライト部14A、14B、14C、14Dの手前側の面には、それぞれ、遊戯者にメダルを払い出すためのメダル払出口16が設けられている。サテライト部14A、14B、14C、14D内には、メダルを払い出すメダル払出装置(図示せず)が設けられている。 A medal payout port 16 for paying out a medal to the player is provided on the front side of each of the satellite portions 14A, 14B, 14C, and 14D. In the satellite units 14A, 14B, 14C, and 14D, a medal payout device (not shown) for paying out medals is provided.
 サテライト部14A、14B、14C、14Dの上面には、それぞれ、プレイヤーが操作方向を指示するための8方向キー17と、プレイヤーが実行を指示するための操作ボタン18と、プレイヤーがメダルを投入するためのメダル投入口19とが設けられている。これら8方向キー17、操作ボタン18は、プレイヤーにより操作される操作部として機能する。 On the top surfaces of the satellite units 14A, 14B, 14C, and 14D, an 8-direction key 17 for the player to instruct an operation direction, an operation button 18 for the player to instruct execution, and a player inserts a medal, respectively. And a medal slot 19 is provided. These 8-direction key 17 and the operation button 18 function as an operation unit operated by the player.
 ゲーム装置本体12の短辺の一方の側には、2本の支柱24が設けられ、ゲーム装置本体12の短辺の他方側にも、2本の支柱24が設けられている。これら4本の支柱24により、アイ‐キャッチャー用のパネル26を支持している。 The two struts 24 are provided on one side of the short side of the game apparatus body 12, and the two struts 24 are also provided on the other side of the short side of the game apparatus body 12. These four columns 24 support an eye-catcher panel 26.
 (ゲーム装置の構成)
 次に、本実施形態のゲーム装置10の構成について図2を用いて説明する。
(Configuration of game device)
Next, the configuration of the game apparatus 10 according to the present embodiment will be described with reference to FIG.
 ゲーム装置10には、ゲームプログラムの実行やシステム全体の制御や画像表示のための表示オブジェクトに関する座標計算等を行うCPU30と、CPU30が処理を行うのに必要なプログラムやデータを一時的に格納するバッファメモリとして利用されるシステムメモリ(RAM)32とがバスラインにより共通接続され、バスアービタ34に接続されている。バスアービタ34は、ゲーム装置10の各ブロックや外部に接続される機器とのプログラムやデータの流れを制御する。 The game apparatus 10 temporarily stores a CPU 30 that executes game programs, controls the entire system, calculates coordinates related to display objects for image display, and the like and programs and data necessary for the CPU 30 to perform processing. A system memory (RAM) 32 used as a buffer memory is commonly connected by a bus line and is connected to a bus arbiter 34. The bus arbiter 34 controls the flow of programs and data with each block of the game apparatus 10 and devices connected to the outside.
 また、ゲームプログラムやデータ(映像データや音楽データも含む)が格納されたプログラムデータ記憶装置又は記憶媒体(メモリや、記録媒体であるCD-ROM等を駆動する光ディスクドライブ等も含む)36と、ゲーム装置10を起動するためのプログラムやデータが格納されているBOOTROM38とがバスアービタ34に接続されている。 Also, a program data storage device or storage medium (including a memory, an optical disc drive that drives a recording medium such as a CD-ROM) 36 in which game programs and data (including video data and music data) are stored, A BOOTROM 38 storing a program and data for starting the game apparatus 10 is connected to the bus arbiter 34.
 また、バスアービタ34を介して、プログラムデータ記憶装置又は記憶媒体36から読み出した映像(MOVIE)データを再生したり、遊戯者の操作やゲーム進行に応じて画像表示のための画像を生成したりするレンダリングプロセッサ40と、そのレンダリングプロセッサ40が画像生成を行うために必要なグラフィックデータ等を格納しておくグラフィックメモリ42とが接続されている。レンダリングプロセッサ40から出力される画像信号は、ビデオDAC44によりデジタル信号からアナログ信号に変換して出力され、大型のLCDモニタ20に表示される。 Also, the video (MOVIE) data read from the program data storage device or the storage medium 36 is reproduced via the bus arbiter 34, or an image for image display is generated in accordance with the player's operation or game progress. A rendering processor 40 is connected to a graphic memory 42 that stores graphic data and the like necessary for the rendering processor 40 to generate an image. The image signal output from the rendering processor 40 is converted from a digital signal to an analog signal by the video DAC 44 and output, and displayed on the large LCD monitor 20.
 また、バスアービタ34を介して、プログラムデータ記憶装置又は記憶媒体36から読み出した音楽データを再生したり、遊戯者による操作やゲーム進行に応じて効果音や音声を生成したりするサウンドプロセッサ46と、そのサウンドプロセッサ46により効果音や音声を生成するために必要なサウンドデータ等を格納しておくサウンドメモリ48とが接続されている。サウンドプロセッサ46から出力される音声信号は、オーディオDAC50によりデジタル信号からアナログ信号に変換され、左右のスピーカ22L、22Rから出力される。 In addition, a sound processor 46 that reproduces music data read from the program data storage device or the storage medium 36 via the bus arbiter 34, and generates sound effects and sounds according to the operation by the player and the progress of the game; The sound processor 46 is connected to a sound memory 48 for storing sound data and the like necessary for generating sound effects and sounds. The audio signal output from the sound processor 46 is converted from a digital signal to an analog signal by the audio DAC 50 and output from the left and right speakers 22L and 22R.
 また、バスアービタ34には通信インターフェース52が接続されている。通信インターフェース52は外部ネットワークに接続される。ゲーム装置10はインターネットに接続され、他のゲーム装置やネットワークサーバ等との通信が可能となる。なお、通信インターフェース52としては、電話回線を使用するターミナルアダプタ(TA)やルータ、ケーブルテレビ回線を使用するケーブルモデム、携帯電話やPHSを利用して無線通信手段、光ファイバを用いた光ファイバ通信手段等の他の通信方法を利用してもよい。 In addition, a communication interface 52 is connected to the bus arbiter 34. The communication interface 52 is connected to an external network. The game apparatus 10 is connected to the Internet and can communicate with other game apparatuses, network servers, and the like. As the communication interface 52, a terminal adapter (TA) or router using a telephone line, a cable modem using a cable TV line, a wireless communication means using a cellular phone or PHS, or an optical fiber communication using an optical fiber. Other communication methods such as means may be used.
 また、バスアービタ34には、ペリフェラルI/F(インターフェース)56を介して、4つの入出力部60A、60B、60C、60Dが接続されている。4つの入出力部60A、60B、60C、60Dは、4つのサテライト部14A、14B、14C、14Dに対応している。 The bus arbiter 34 is connected to four input / output units 60A, 60B, 60C, and 60D via a peripheral I / F (interface) 56. The four input / output units 60A, 60B, 60C, and 60D correspond to the four satellite units 14A, 14B, 14C, and 14D.
 各入出力部60A、60B、60C、60Dには、それぞれ、プレイヤーが操作方向を指示するための8方向キー17と、プレイヤーが実行を指示するための操作ボタン18と、メダル投入口19からのメダルを入力するメダル入力装置62と、メダル払出口16からメダルを払い出すメダル払出装置64が設けられている。 The input / output units 60A, 60B, 60C, and 60D are respectively provided with an 8-direction key 17 for the player to instruct an operation direction, an operation button 18 for the player to instruct execution, and a medal insertion slot 19. A medal input device 62 for inputting medals and a medal payout device 64 for paying out medals from the medal payout port 16 are provided.
 なお、上記のようなゲーム装置10のハードウエア構成は単なる一例に過ぎず、本発明は、表示装置を備える任意のコンピュータシステムに適用することができる。また、本発明のプログラムは、メモリカード等の外部記憶媒体を通じてコンピュータシステムに供給されるだけでなく、有線または無線の通信回線を通じてサーバーよりコンピュータシステムに供給されてもよいし、さらにはコンピュータシステム内部の不揮発性記憶装置に予め記録されていてもよい。 Note that the hardware configuration of the game apparatus 10 as described above is merely an example, and the present invention can be applied to an arbitrary computer system including a display device. Further, the program of the present invention is not only supplied to the computer system through an external storage medium such as a memory card, but may be supplied from the server to the computer system through a wired or wireless communication line. May be recorded in advance in the non-volatile storage device.
 なお、ゲーム装置10は、アミューズメント施設やゲームカフェ等の店舗に設置されるゲーム装置に限定されるものではなく、家庭用のゲーム装置やパーソナルコンピュータ、携帯型電子ゲーム装置、携帯電話やPDA等の電子装置、ゲーム情報処理装置でもよい。 The game apparatus 10 is not limited to a game apparatus installed in an amusement facility or a store such as a game cafe, but is a home game apparatus, personal computer, portable electronic game apparatus, mobile phone, PDA, or the like. An electronic device or a game information processing device may be used.
 (ゲームの概要)
 本実施形態のゲーム装置10により実行されるゲームでは、宇宙の遙か彼方にあるファンタジーゾーンと称する星を想定している。そのファンタジーゾーンを敵の魔の手から守るべく、襲来する敵を複数のプレイヤーが協力して撃退する。
(Outline of the game)
In the game executed by the game apparatus 10 of the present embodiment, a star called a fantasy zone at the far end of the universe is assumed. In order to protect the fantasy zone from the enemy's devil's hand, multiple players cooperate to repel the attacking enemy.
 ゲーム装置本体12のLCDモニタ20には、ファンタジーゾーンの画像すなわちゲームの背景画像や敵キャラクターおよびプレイヤーキャラクター等が映し出される。ゲーム装置本体12の4つのサテライト部14A、14B、14C、14Dのプレイヤーは、メダル投入口19からメダルを投入し、LCDモニタ20のゲーム画像を見ながら、8方向キー17と操作ボタン18を操作して敵キャラクターを射撃し、それにより敵キャラクターを撃ち落とし、メダルを獲得するシューティングゲームを行う。獲得したメダルはメダル払出口16から払い出される。 The LCD monitor 20 of the game apparatus body 12 displays a fantasy zone image, that is, a game background image, enemy characters, player characters, and the like. The players of the four satellite portions 14A, 14B, 14C, and 14D of the game apparatus body 12 insert medals from the medal insertion slot 19, and operate the eight-direction key 17 and the operation buttons 18 while viewing the game image on the LCD monitor 20. Then, shoot enemy characters, shoot down enemy characters and play shooters to win medals. The acquired medals are paid out from the medal payout exit 16.
 本実施形態のゲーム装置10は、1枚のメダルにより一定量の継続的プレイを可能として、プレイヤーがメダルを投入する負担を軽減しつつ、ゲームを続行して継続的なメダル投入する動機付けに優れたメダルゲームを提供する。 The game apparatus 10 according to the present embodiment enables a fixed amount of continuous play with a single medal, and motivates the player to continue the game and continuously insert the medal while reducing the burden of the player inserting the medal. Provide an excellent medal game.
 (ゲーム画面)
 本実施形態のゲーム装置10により実行されるゲームにおけるゲーム画面について図3を用いて説明する。ゲーム画面はLCDモニタ20に表示される。
(Game screen)
A game screen in a game executed by the game apparatus 10 of the present embodiment will be described with reference to FIG. The game screen is displayed on the LCD monitor 20.
 本実施形態のゲームにおけるゲーム画面は、図3に示すように、背景画像の手前に敵キャラクター100が表示され、この敵キャラクターが画面に対して上下左右の方向に移動しているゲーム画面である。図3では、説明のため、敵キャラクター100は一種類しか記載されていないが、デザインや動き等の特性の異なる様々な種類の敵キャラクターを用いることができる。 As shown in FIG. 3, the game screen in the game of the present embodiment is a game screen in which an enemy character 100 is displayed in front of the background image and this enemy character is moving in the vertical and horizontal directions with respect to the screen. . In FIG. 3, only one type of enemy character 100 is shown for explanation, but various types of enemy characters having different characteristics such as design and movement can be used.
 ゲーム画面の上部及び下部には、4つのサテライト部14A、14B、14C、14Dで遊戯するプレイヤーに対するプレイヤー陣地部70A、70B、70C、70Dが設けられている。プレイヤー陣地部70A、70B、70C、70Dは、LCDモニタ20に対するサテライト部14A、14B、14C、14Dに対応した位置に表示される。 In the upper and lower portions of the game screen, player base portions 70A, 70B, 70C, and 70D are provided for players who play with the four satellite portions 14A, 14B, 14C, and 14D. The player positions 70A, 70B, 70C, and 70D are displayed at positions corresponding to the satellite units 14A, 14B, 14C, and 14D with respect to the LCD monitor 20.
 プレイヤー陣地部70A、70B、70C、70Dは、図3に示すように、半円形状をしている。プレイヤーキャラクター80A、80B、80C、80Dは、半円形状のプレイヤー陣地部70A、70B、70C、70Dの周縁部に沿ってのみ左右(第一領域部)に移動することができる。 The player base portions 70A, 70B, 70C, and 70D have a semicircular shape as shown in FIG. The player characters 80A, 80B, 80C, and 80D can move to the left and right (first region) only along the periphery of the semi-circular player bases 70A, 70B, 70C, and 70D.
 プレイヤー陣地部70A、70B、70C、70D内には、後述する抽選のためのルーレット72と、プレイヤーが投入しているメダルを表示するメダル表示部74が設けられている。メダル表示部74は、メダル1枚分を小分けした遊戯ポイントをゲージで表示するゲージ表示部74gと、残りのメダル枚数を数字で表示する数字表示部74nとで構成されている。 In the player base portions 70A, 70B, 70C and 70D, there are provided a roulette 72 for lottery to be described later and a medal display portion 74 for displaying medals inserted by the player. The medal display unit 74 includes a gauge display unit 74g that displays game points obtained by subdividing one medal with a gauge, and a number display unit 74n that displays the remaining number of medals with numbers.
 例えば、図3のプレイヤー陣地部70Bでは、数字表示部74nに「24」が表示され、ゲージ表示部74gに遊技ポイントである小さな5個の縦長の棒「00000」が表示されている。これは、プレイヤーが25枚のメダルを投入していて、現在、メダル1枚分を10分割して「5/10」まで消費し、残りのメダル数が「24」であることを示している。 For example, in the player base portion 70B of FIG. 3, “24” is displayed in the number display portion 74n, and five small vertical bars “00000” as game points are displayed in the gauge display portion 74g. This indicates that the player has inserted 25 medals, and currently divides 10 medals into 10 and consumes up to “5/10”, and the remaining number of medals is “24”. .
 プレイヤー陣地部70A、70B、70C、70Dの右側又は左側近傍には、メダル1枚分に満たないアイテムポイントの蓄積状態を表示するアイテムポイント蓄積表示部76が設けられている。アイテムポイント蓄積表示部76には、メダル1枚分になるまでのアイテムポイント数が「あと○(数字)」と表示される。 An item point accumulation display unit 76 for displaying an accumulation state of item points less than one medal is provided on the right side or the left side of the player base portions 70A, 70B, 70C, and 70D. In the item point accumulation display section 76, the number of item points until one medal is reached is displayed as “remaining ○ (number)”.
 例えば、図3のアイテムポイント蓄積表示部76では、円形のメダルを10分割して8/10まで蓄積された状態と、「あと2」が表示されている。これは、現在、アイテムポイントが、メダル1枚分を10分割して「8/10」まで蓄積されており、メダル1枚分になるまでのアイテムポイント数が「2」であることを示している。 For example, in the item point accumulation display section 76 of FIG. 3, a state in which a circular medal is divided into 10 and accumulated to 8/10 and “2 more” are displayed. This indicates that the item points are currently divided into 10 medals and accumulated to “8/10”, and the number of item points until “1” medal is “2”. Yes.
 (プレイヤー情報とプレイヤー陣地部)
 本実施形態のゲーム装置10により実行されるゲームにおけるプレイヤー情報とプレイヤー陣地部について図4乃至図7を用いて説明する。
(Player information and player position)
Player information and a player position in a game executed by the game apparatus 10 of the present embodiment will be described with reference to FIGS.
 図4(a)はプレイヤー情報を示すプレイヤー情報テーブルであり、各プレイヤーキャラクターに対応して設けられている。このテーブル内の値は、ゲームプログラムを実行する際に、パラメータとして用いられる。プレイヤー情報テーブルには、投入されているメダル枚数から1枚を引いた数字表示部74nに表示する数字を示すクレジット欄と、アイテムポイントの蓄積状態を示すメダルの小片(カケラ)欄と、プレイヤーキャラクター80Bの現在のショットタイプを示すショットタイプ欄と、ゲージ表示部74gに表示する弾数を示すショットゲージ欄と、プレイヤーキャラクター80Bの攻撃モードを示す攻撃モード欄とが設けられている。 FIG. 4A is a player information table showing player information, which is provided corresponding to each player character. The values in this table are used as parameters when executing the game program. The player information table includes a credit field indicating a number to be displayed on the number display portion 74n obtained by subtracting one from the number of inserted medals, a small medal piece (fragment) field indicating an accumulation state of item points, and a player character. A shot type column indicating the current shot type of 80B, a shot gauge column indicating the number of bullets displayed on the gauge display portion 74g, and an attack mode column indicating the attack mode of the player character 80B are provided.
 プレイヤーキャラクター80Bのショットタイプとは、プレイヤーキャラクター80Bが敵キャラクターを攻撃する際の武器の種類を示している。 The shot type of the player character 80B indicates the type of weapon when the player character 80B attacks the enemy character.
 図5はプレイヤーキャラクター80Bのショットタイプ情報を示すショットタイプ情報テーブルである。 FIG. 5 is a shot type information table showing shot type information of the player character 80B.
 ショットタイプ情報テーブルにおいて、使用する弾数(遊戯ポイント)は1回のショットで使用する弾数(1メダルの1/10を単位として)を示し、効果音はショット時の効果音のファイルを示している。 In the shot type information table, the number of bullets used (play points) indicates the number of bullets used in one shot (in units of 1/10 of one medal), and the sound effect indicates a sound effect file at the time of the shot. ing.
 本実施形態では、図5に示すように、4つのショットタイプ(攻撃モード)が用意されている。 In this embodiment, as shown in FIG. 5, four shot types (attack modes) are prepared.
 ショットタイプ「ノーマルショット」は、通常のショットであり、使用する弾数(遊戯ポイント)が「1」で、効果音が「TWINSHOTS.wav」である。 The shot type “normal shot” is a normal shot, the number of bullets used (game points) is “1”, and the sound effect is “TWINSHOTS.wav”.
 ショットタイプ「ワイドビーム」は、広範囲の敵を倒す効果があるショットであり、使用する弾数(遊戯ポイント)が「2」で、効果音が「WIDESHOT.wav」である。 The shot type “Wide Beam” is a shot that has the effect of defeating a wide range of enemies. The number of bullets used (game points) is “2” and the sound effect is “WIDESHOT.wav”.
 ショットタイプ「レーザービーム」は、射程が長い効果があるショットであり、使用する弾数(遊戯ポイント)が「1」で、効果音が「LASERBEAM.wav」である。 The shot type “laser beam” is a shot with a long range effect, the number of bullets used (game points) is “1”, and the sound effect is “LASERBEAM.wav”.
 ショットタイプ「5-WAYショット」は、一度の多くの弾を発射する効果があるショットであり、使用する弾数(遊戯ポイント)が「5」で、効果音が「5-WAYSHOTS.wav」である。 The shot type “5-WAY shot” is a shot that has the effect of firing many bullets at once. The number of bullets used (game points) is “5” and the sound effect is “5-WAYSHOTS.wav”. is there.
 プレイヤー情報テーブルが図4(a)に示すような状態であるとすると、プレイヤー陣地部70Bは図4(b)に示すようになる。図4(b)は、図3のゲーム画面からプレイヤー陣地部70B近傍を部分的に示している。全体図は図9に示している。 If the player information table is in a state as shown in FIG. 4A, the player base portion 70B is as shown in FIG. 4B. FIG. 4B partially shows the vicinity of the player base portion 70B from the game screen of FIG. An overall view is shown in FIG.
 図4(a)では、クレジット欄に「24」、メダルの小片(カケラ)欄に「8」、ショットタイプ欄に「ノーマルショット」、ショットゲージ欄に「5」、攻撃モード欄に「固定」が格納されている。 In FIG. 4A, “24” in the credit field, “8” in the medal piece (clutter) field, “normal shot” in the shot type field, “5” in the shot gauge field, and “fixed” in the attack mode field. Is stored.
 プレイヤー陣地部70Bの表示において、ゲームプログラムの実行によって、図4(b)に示すように、プレイヤー情報テーブル中のクレジット欄「24」を用いて数字表示部74nに「24」を表示し、ショットゲージ欄「5」を用いてゲージ表示部74gの10個分の小さな縦長の棒のうち5個の棒「00000」を表示し、メダルの小片(カケラ)欄「8」を用いてアイテムポイント蓄積表示部76に円形のメダルを10分割して8/10まで蓄積された状態と、1枚のメダルになるまでの小片の数である「あと2」を表示する。 In the display of the player base portion 70B, by executing the game program, as shown in FIG. 4B, “24” is displayed on the number display portion 74n using the credit column “24” in the player information table, and shot is made. Using the gauge field “5”, five bars “00000” are displayed out of 10 small vertical bars of the gauge display portion 74g, and item points are accumulated using the medal piece (clack) field “8”. The display unit 76 displays a state where circular medals are divided into 10 and accumulated to 8/10, and “2 more” which is the number of pieces until one medal is obtained.
 更に、ショットタイプ欄「ノーマルショット」を用いてプレイヤーキャラクター80Bとして「ノーマルショット」時のキャラクター画像を、攻撃モード欄「固定」を用いてプレイヤー陣地部70Bの半円の縁のみを移動可能に表示する。尚、プレイヤーキャラクター80Bは正面(図4(b)の場合は真上方向)に向けて弾を発射する。 Furthermore, the character image at the time of “normal shot” is displayed as the player character 80B using the shot type column “normal shot”, and only the semicircle edge of the player base portion 70B can be moved using the attack mode column “fixed”. To do. Note that the player character 80B fires a bullet toward the front (directly upward in the case of FIG. 4B).
 これにより、プレイヤーは、クレジットのメダル枚数が「24」であると共に、プレイヤーキャラクター80Bが発射できるショット数が「5」であることを確認することができ、併せて、アイテムポイントであるメダルの小片(カケラ)の蓄積状態を確認することができる。 Thus, the player can confirm that the number of medals for credit is “24” and the number of shots that can be fired by the player character 80B is “5”. It is possible to check the accumulation state of (fragment).
 尚、図5に示すショットタイプがレーザービームである場合には、1回のショットで使用する弾数は「1」となっているが、ゲージ表示部74gの表示は縦長の棒ではなく、赤、青、黄色の縦縞の入った横長のラインで表示され、ショット1回毎に横長のラインが1/10ずつゲージ長さが減少する。 When the shot type shown in FIG. 5 is a laser beam, the number of bullets used in one shot is “1”, but the display on the gauge display 74g is not a vertically long bar, but red. It is displayed as a horizontally long line with vertical stripes of blue, yellow, and the gauge length decreases by 1/10 of the horizontally long line for each shot.
 また、プレイヤー情報テーブルが図6(a)に示すような状態であるとすると、プレイヤー陣地部70Bは図6(b)に示すようになる。図6(b)は、図3のゲーム画面から進行して図20の画面になった状態のプレイヤー陣地部70B近傍を部分的に示している。 Also, assuming that the player information table is in a state as shown in FIG. 6A, the player base portion 70B is as shown in FIG. 6B. FIG. 6B partially shows the vicinity of the player base portion 70B in a state where the game screen of FIG. 3 progresses to the screen of FIG.
 図6(a)では、クレジット欄に「18」、メダルの小片(カケラ)欄に「6」、ショットタイプ欄に「ワイドビーム」、ショットゲージ欄に「2」、攻撃モード欄に「フリー」が格納されている。 In FIG. 6A, “18” in the credit field, “6” in the medal piece (clutter) field, “Wide Beam” in the shot type field, “2” in the shot gauge field, and “Free” in the attack mode field. Is stored.
 プレイヤー陣地部70Bの表示において、ゲームプログラムの実行によって、図6(b)に示すように、プレイヤー情報テーブル中のクレジット欄「18」を用いて数字表示部74nに「18」を表示し、ショットゲージ欄「2」を用いてゲージ表示部74gの5個分の丸のうち2個の丸「○○」を表示し、メダルの小片(カケラ)欄「6」を用いてアイテムポイント蓄積表示部76に円形のメダルを10分割して6/10まで蓄積された状態と、1枚のメダルになるまでの小片の数である「あと4」を表示する。 In the display of the player base portion 70B, by executing the game program, as shown in FIG. 6 (b), “18” is displayed on the number display portion 74n using the credit column “18” in the player information table, and shot. Two of the five circles in the gauge display portion 74g are displayed using the gauge column “2”, and an item point accumulation display portion is displayed using the medal piece (6) column. A state in which a circular medal is divided into 10 and is accumulated up to 6/10 in 76 and “4 more” that is the number of pieces until one medal is obtained are displayed.
 図4との違いは、プレイヤーキャラクター80Bのショットタイプ(攻撃モード)がノーマルショットからワイドビームに変更されており、図5に示すショットタイプ情報を参照すると、使用する弾数は「1」から「2」に変更されている。これによりゲージ表示部74gの表示がショットで撃てる弾数(攻撃可能回数)は、ワイドビームにより使用する弾数「2」として縦長の棒10個から丸5個に変更されている。すなわち、ショットで撃てる弾数(攻撃可能回数)を、現在の弾数「10」を現在の攻撃モードで使用する弾数「2」で除した値「5」に基づいて表示している。 The difference from FIG. 4 is that the shot type (attack mode) of the player character 80B has been changed from a normal shot to a wide beam, and referring to the shot type information shown in FIG. 2 ”. As a result, the number of bullets that can be shot by the gauge display section 74g (the number of possible attacks) is changed from ten vertically long bars to five rounds as the number of bullets “2” used by the wide beam. That is, the number of bullets that can be shot with a shot (the number of possible attacks) is displayed based on a value “5” obtained by dividing the current number of bullets “10” by the number of bullets “2” used in the current attack mode.
 なお、プレイヤーキャラクター80Bのショットタイプ(攻撃モード)がノーマルショットであれば、ショットで撃てる弾数(攻撃可能回数)は、現在の弾数「10」を現在の攻撃モードで使用する弾数「1」で除した値「10」に基づいて表示される。 If the shot type (attack mode) of the player character 80B is a normal shot, the number of bullets that can be shot with the shot (number of possible attacks) is the number of bullets “1” that uses the current bullet number “10” in the current attack mode. "Is displayed based on the value" 10 "divided by" ".
 プレイヤーキャラクター80Bのショットタイプ(攻撃モード)がレーザービームであれば、ショットで撃てる弾数(攻撃可能回数)は、現在の弾数「10」を現在の攻撃モードで使用する弾数「1」で除した値「10」に基づいて表示される。 If the shot type (attack mode) of the player character 80B is a laser beam, the number of bullets that can be shot with a shot (number of possible attacks) is the number of bullets “1” that is used in the current attack mode. Displayed based on the divided value “10”.
 プレイヤーキャラクター80Bのショットタイプ(攻撃モード)が5-WAYショットであれば、ショットで撃てる弾数(攻撃可能回数)は、現在の弾数「10」を現在の攻撃モードで使用する弾数「5」で除した値「2」に基づいて表示される。 If the shot type (attack mode) of the player character 80B is a 5-WAY shot, the number of bullets that can be shot (the number of possible attacks) is the number of bullets “10” that is used in the current attack mode “5” "Is displayed based on the value" 2 "divided by" ".
 なお、ショットで撃てる弾数(攻撃可能回数)を表示する代わりに、ショットで攻撃することができる量(攻撃可能量)を表示してもよい。 In addition, instead of displaying the number of bullets that can be shot with a shot (the number of possible attacks), the amount that can be attacked with a shot (the amount that can be attacked) may be displayed.
 更に、ショットタイプ欄「ワイドビーム」を用いてプレイヤーキャラクター80Bとして「ワイドビーム」時のキャラクター画像を、攻撃モード欄「フリー」を用いてプレイヤー陣地部70Bから離れた位置にプレイヤーの操作入力によって移動可能に表示する。 Furthermore, the character image at the time of “Wide Beam” is moved as the player character 80B using the shot type column “Wide Beam”, and moved to the position away from the player base portion 70B using the attack mode column “Free” by the operation input of the player. Display as possible.
 ゲームの進行に伴い所定条件を満たし、ボスキャラクターが出現し、「フリー」モードとなると、プレイヤーキャラクターの移動範囲が切替えられ。この場合に各プレイヤーキャラクターは共通に移動可能なゲーム領域(第二領域)内を操作レバーの操作により自由に移動する。 When the game progresses, the boss character appears and the “Free” mode is entered, and the player character's movement range is switched. In this case, each player character freely moves in a game area (second area) that can be moved in common by operating the operation lever.
 尚、フリーの状態では、プレイヤーキャラクター80Bとプレイヤー陣地部70Bと連結するライン状のオブジェクト82Bを表示する。 In the free state, a line-shaped object 82B connected to the player character 80B and the player base portion 70B is displayed.
 また、ゲームプログラムの実行により、プレイヤー情報テーブル中のプレイヤーキャラクター80Bのショットタイプに応じて、ショット数を示す丸の大きさと最大個数を変化させてゲージ表示部74gに表示する。ショットタイプ「ワイドビーム」では、ショットタイプ情報テーブルより、1回のショットで使用する使用する弾数が1メダルの1/10を単位として「2」であるため、ゲージ表示部74gには10を2で割った最大5個の丸を表示する。 Also, by executing the game program, the size of the circle indicating the number of shots and the maximum number are changed and displayed on the gauge display 74g according to the shot type of the player character 80B in the player information table. In the shot type “wide beam”, the number of bullets used in one shot is “2” in units of 1/10 of one medal from the shot type information table. Display up to 5 circles divided by 2.
 これにより、プレイヤーは、クレジットのメダル枚数が「18」であると共に、プレイヤーキャラクター80Bがワイドビーム1回のショットで使用する弾数が「2」であることを確認することができ、併せて、アイテムポイントの蓄積状態を確認することができる。 As a result, the player can confirm that the medal number of credits is “18”, and that the player character 80B uses “2” for the number of bullets used in one shot of the wide beam. The accumulation state of item points can be confirmed.
 また、フリー状態のプレイヤーキャラクター80Bは、ライン状のオブジェクト82Bにより、プレイヤー陣地部70Bと連結されているので、プレイヤーキャラクター80Bがプレイヤー陣地部70Bから離れていても、自己のプレイヤーキャラクター80Bであることを容易に確認できる。 Further, since the free player character 80B is connected to the player base part 70B by the line-shaped object 82B, even if the player character 80B is away from the player base part 70B, it is the player character 80B of its own. Can be easily confirmed.
 また、プレイヤー情報テーブルが図7(a)に示すような状態であるとすると、プレイヤー陣地部70Bは図7(b)に示すようになる。図7(b)は、図3のゲーム画面からプレイヤー陣地部70B近傍を部分的に示している。全体図は図20に示している。 Further, assuming that the player information table is in a state as shown in FIG. 7A, the player base portion 70B becomes as shown in FIG. 7B. FIG. 7B partially shows the vicinity of the player base portion 70B from the game screen of FIG. A general view is shown in FIG.
 図7(a)では、クレジット欄に「20」、メダルの小片(カケラ)欄に「4」、ショットタイプ欄に「5-WAYショット」、ショットゲージ欄に「1」、攻撃モード欄に「フリー」が格納されている。 In FIG. 7A, “20” in the credit column, “4” in the medal piece (clutter) column, “5-WAY shot” in the shot type column, “1” in the shot gauge column, and “1” in the attack mode column. "Free" is stored.
 プレイヤー陣地部70Bの表示において、ゲームプログラムの実行によって、図7(b)に示すように、プレイヤー情報テーブル中のクレジット欄「20」を用いて数字表示部74nに「20」を表示し、ショットゲージ欄「1」を用いてゲージ表示部74gの2個分の丸のうち1個の大きな丸「○」を表示し、メダルの小片(カケラ)欄「4」を用いてアイテムポイント蓄積表示部76に円形のメダルを10分割して4/10まで蓄積された状態と、1枚のメダルになるまでの小片の数である「あと6」を表示する。更に、ショットタイプ欄「5-WAYショット」を用いてプレイヤーキャラクター80Bとして「5-WAYショット」時のキャラクター画像を、攻撃モード欄「フリー」を用いてプレイヤー陣地部70Bから離れた位置にプレイヤーの操作入力によって移動可能に表示する。尚、フリーの状態では、プレイヤーキャラクター80Bとプレイヤー陣地部70Bとを連結するライン状のオブジェクト82Bを表示する。 In the display of the player base portion 70B, by executing the game program, as shown in FIG. 7B, “20” is displayed on the number display portion 74n using the credit column “20” in the player information table, and shot is made. One large circle “◯” is displayed among the two circles of the gauge display portion 74g using the gauge column “1”, and the item point accumulation display portion is displayed using the small piece (fragment) column “4” of the medal. A state in which a circular medal is divided into 10 and is accumulated up to 4/10 in 76 and “6 more” which is the number of small pieces until one medal is displayed are displayed. Furthermore, the character image at the time of “5-WAY shot” is used as the player character 80B using the shot type column “5-WAY shot”, and the character of the player is positioned away from the player base portion 70B using the attack mode column “free”. Display movably by operation input. In the free state, a line-shaped object 82B that connects the player character 80B and the player base portion 70B is displayed.
 また、ゲームプログラムの実行により、プレイヤー情報テーブル中のプレイヤーキャラクター80Bのショットタイプに応じて、ショット数を示す丸の大きさと最大個数を変化させてゲージ表示部74gに表示する。ショットタイプ「5-WAYショット」では、ショットタイプ情報テーブルにより、1回のショットで使用する弾数が1メダルの1/10を単位として「5」であるため、ゲージ表示部74gには10を5で割った最大2個の丸が表示される。 Also, by executing the game program, the size of the circle indicating the number of shots and the maximum number are changed and displayed on the gauge display 74g according to the shot type of the player character 80B in the player information table. In the shot type “5-WAY shot”, the number of ammunition used in one shot is “5” in units of 1/10 of one medal according to the shot type information table. Up to two circles divided by 5 are displayed.
 これにより、プレイヤーは、クレジットのメダル枚数が「20」であると共に、プレイヤーキャラクター80Bが5-WAYショットで発射できるショット数が「1」であることを確認することができ、併せて、アイテムポイントの蓄積状態を確認することができる。 As a result, the player can confirm that the number of credit medals is “20” and that the number of shots that the player character 80B can shoot in the 5-WAY shot is “1”. Can be confirmed.
 また、フリー状態のプレイヤーキャラクター80Bは、ライン状のオブジェクト82Bにより、プレイヤー陣地部70Bと連結されているので、プレイヤーキャラクター80Bがプレイヤー陣地部70Bから離れていても、自己のプレイヤーキャラクター80Bであることを容易に確認できる。 Further, since the free player character 80B is connected to the player base part 70B by the line-shaped object 82B, even if the player character 80B is away from the player base part 70B, it is the player character 80B of its own. Can be easily confirmed.
 (ゲーム制御方法(その1))
 本実施形態のゲーム装置10により実行されるゲームのゲーム制御方法について図8乃至図18を用いて説明する。
(Game control method (part 1))
A game control method for a game executed by the game apparatus 10 of the present embodiment will be described with reference to FIGS.
 図8は本実施形態によりゲーム制御方法のフローチャートである。プレイヤーがサテライト部14Bにおいてプレイした場合について説明する。 FIG. 8 is a flowchart of the game control method according to this embodiment. A case where the player plays in the satellite unit 14B will be described.
 まず、メダル入力装置62により、プレイヤーによりメダル投入口19からメダルが投入されたか否かを検出する(ステップS11)。 First, it is detected by the medal input device 62 whether or not a medal has been inserted from the medal insertion slot 19 by the player (step S11).
 プレイヤーによりメダル投入口19からメダルが投入されると、ゲームが開始される。 When the player inserts a medal from the medal slot 19, the game starts.
 ゲーム開始時には、デフォルトで、プレイヤーキャラクター80Bのショットタイプはノーマルショットに設定され、攻撃モードは固定に設定されているものとする。 At the start of the game, by default, the shot type of the player character 80B is set to normal shot, and the attack mode is set to fixed.
 投入されたメダル枚数に応じて、図5に示すショットタイプ情報テーブルを参照して、プレイヤー情報テーブルが書き換えられる。投入されたメダル枚数であるクレジット枚数から1枚分のメダルを消費して、遊戯ポイント交換手段(図示せず)により10個の遊戯ポイントである弾に交換(変換)し、交換(変換)した10個の弾を追加する(ステップS12)。 Depending on the number of medals inserted, the player information table is rewritten with reference to the shot type information table shown in FIG. One medal is consumed from the number of credits that is the number of inserted medals, and is exchanged (converted) into 10 game points by game point exchange means (not shown), and exchanged (converted). Ten bullets are added (step S12).
 例えば、プレイヤーによりメダル投入口19からメダルが25枚投入されたとすると、クレジット枚数である25枚から1枚のメダルを消費して、10個の弾を生成する。プレイヤーキャラクター80Bのショットタイプはノーマルショットであるので、ショットタイプ情報テーブルにより1回のショットで使用する弾数が1メダルの1/10を単位として「1」であるから、ショットゲージは10を1で割った「10」となる。ゲーム開始前であるのでアイテムポイントは蓄積されていない。 For example, if 25 medals are inserted from the medal insertion slot 19 by the player, 10 medals are generated by consuming one medal from 25 credits. Since the shot type of the player character 80B is a normal shot, the number of bullets used in one shot is “1” in units of 1/10 of one medal according to the shot type information table. Divided by "10". Since it is before the game starts, item points are not accumulated.
 その結果、プレイヤー情報テーブルは、図9(a)に示すように、クレジット欄に「24」、メダルの小片(カケラ)欄に「0」、ショットタイプ欄に「ノーマルショット」、ショットゲージ欄に「10」、攻撃モード欄に「固定」と書き換えらえる。 As a result, as shown in FIG. 9A, the player information table is “24” in the credit field, “0” in the medal piece (fragment) field, “normal shot” in the shot type field, and in the shot gauge field. “10” can be rewritten as “fixed” in the attack mode column.
 なお、ゲームプログラムの進行に伴って、遊戯ポイントを10個(メダル1枚分)消費したときには、1枚分のメダルを消費して、メモリに記憶されたメダル枚数を1枚減じ、遊戯ポイント交換手段(図示せず)により10個の遊戯ポイントである弾に交換(変換)し、交換(変換)した10個の弾を追加する。 As the game program progresses, when 10 play points (for one medal) are consumed, one medal is consumed, the number of medals stored in the memory is reduced by one, and the game points are exchanged. By means (not shown), it is exchanged (converted) into 10 game points, and 10 exchanged (converted) bullets are added.
 プレイヤー陣地部70Bは、図9(b)に示すように、メダル表示部74の数字表示部74nに「24」と表示され、ゲージ表示部74gに小さな10個の縦長の棒「0000000000」が表示され、アイテムポイント蓄積表示部76に円形のメダルを10分割して1個も蓄積されていない状態と、1枚のメダルになるまでの小片の数である「あと10」とが表示される。 As shown in FIG. 9B, the player base portion 70B displays “24” on the number display portion 74n of the medal display portion 74, and displays ten small vertical bars “0000000” on the gauge display portion 74g. Then, the item point accumulation display section 76 displays a state where no circular medal is divided into 10 pieces and one piece is accumulated and “10 more” which is the number of pieces until one medal is obtained.
 続いて、ゲームが開始されるが、ここでは、図10に示すように、3個の敵キャラクター100A、100B、100Cが連隊を組んで攻撃してきたとして、これら敵キャラクター100A、100B、100Cを撃退する場合を例として説明する。 Subsequently, the game is started. Here, as shown in FIG. 10, assuming that three enemy characters 100A, 100B, and 100C have attacked in a regiment, repel these enemy characters 100A, 100B, and 100C. An example of the case will be described.
 プレイヤーはサテライト14Bにおける8方向キー17を操作して、プレイヤーキャラクター80Bのショット方向(プレイヤー陣地部70Bの周縁の接線に垂直な方向であり、プレイヤーキャラクター80Bの正面方向)を変更する。プレイヤーが8方向キー17により左右方向を指示すると、プレイヤーキャラクター80Bは、半円形のプレイヤー陣地部70Bの周縁部に沿って左右に移動する。これにより、プレイヤーは、プレイヤーキャラクター80Bからのショット方向を指示する。例えば、図10に示すように、敵キャラクター100A方向に指示する。プレイヤーキャラクター80Bのショット方向を確定した後、プレイヤーは、操作ボタン18を操作してプレイヤーキャラクター80Bからショットを発射する。 The player operates the 8-directional key 17 on the satellite 14B to change the shot direction of the player character 80B (the direction perpendicular to the tangent to the periphery of the player base portion 70B and the front direction of the player character 80B). When the player designates the left / right direction with the 8-direction key 17, the player character 80B moves to the left and right along the peripheral edge of the semicircular player base portion 70B. Thus, the player instructs the shot direction from the player character 80B. For example, as shown in FIG. 10, an instruction is given in the direction of the enemy character 100A. After determining the shot direction of the player character 80B, the player operates the operation button 18 to fire a shot from the player character 80B.
 次に、プレイヤーにより操作ボタン18が押されたか否か検出する(ステップS13)。操作ボタン18が押されると、弾を1個消費して、図10に示すように、敵キャラクター100Aの方向にショットが発射される(ステップS14)。プレイヤー情報テーブルは、図11(a)に示すように、ショットゲージ欄が「10」から「9」に書き換えられ、プレイヤー陣地部70Bは、図11(b)に示すように、メダル表示部74のゲージ表示部74gの小さな縦長の棒が9個「000000000」となる。 Next, it is detected whether or not the operation button 18 has been pressed by the player (step S13). When the operation button 18 is pressed, one bullet is consumed and a shot is fired in the direction of the enemy character 100A as shown in FIG. 10 (step S14). In the player information table, as shown in FIG. 11A, the shot gauge field is rewritten from “10” to “9”, and the player position portion 70B has a medal display portion 74 as shown in FIG. 11B. Nine vertically long bars of the gauge display portion 74g are “000000000000”.
 次に、プレイヤーキャラクター80Bからのショットが敵キャラクター100Aにヒットしたか否かを検出する(ステップS15)。敵キャラクター100Aにヒットしなかった場合にはステップS13に戻る。 Next, it is detected whether or not the shot from the player character 80B hits the enemy character 100A (step S15). If the enemy character 100A is not hit, the process returns to step S13.
 敵キャラクター100Aにヒットした場合には、ヒットした敵キャラクター100Aが連隊の最後の敵キャラクターであるか否か判断する(ステップS16)。本実施形態では複数の敵キャラクター100A、100B、100Cを、連隊を組んで登場させる場合がある。その場合、同じ敵キャラクターであっても、連隊の最後の敵キャラクター100Cとその他の敵キャラクター100A、100Bとでは、撃退時のゲーム制御方法を相違させる。 If the enemy character 100A is hit, it is determined whether the hit enemy character 100A is the last enemy character of the regiment (step S16). In this embodiment, a plurality of enemy characters 100A, 100B, and 100C may appear in a regiment. In that case, even if it is the same enemy character, the game control method at the time of repulse is made different between the last enemy character 100C of the regiment and the other enemy characters 100A and 100B.
 ヒットした敵キャラクター100Aが、連隊の最後の敵キャラクター100Cでなかった場合には、ステップS17に進み、図10に示すように、敵キャラクター100Aが粉砕され、その代わりにメダルの小片(カケラ)102を発生させ、そのメダルの小片(カケラ)102をプレイヤーに与える。そして、図14に示すように、敵キャラクター100Aがゲーム画面から消滅する。 If the hit enemy character 100A is not the last enemy character 100C of the regiment, the process proceeds to step S17, where the enemy character 100A is crushed as shown in FIG. Is generated and a small piece 102 of the medal is given to the player. Then, as shown in FIG. 14, the enemy character 100A disappears from the game screen.
 メダルの小片(カケラ)102とは、1枚のメダルを10分割した1枚の小片(カケラ)である。プレイヤーに与えられたメダルの小片(カケラ)102はアイテムポイント蓄積表示部76に蓄積される。プレイヤー情報テーブルは、図13(a)に示すように、メダルのカケラ欄が「1」に書き換えられ、プレイヤー陣地部70Bは、図13(b)に示すように、アイテムポイント蓄積表示部76は、円形のメダルを10分割して1/10まで蓄積された状態と、「あと9」が表示される。 The medal piece 102 is a piece of a piece obtained by dividing one medal into 10 pieces. The medal pieces 102 given to the player are accumulated in the item point accumulation display section 76. In the player information table, as shown in FIG. 13A, the medal fragrance column is rewritten to “1”, and as shown in FIG. A state where the circular medal is divided into 10 and accumulated to 1/10 and “9 more” are displayed.
 次に、プレイヤー情報テーブルのメダルのカケラ欄を参照して、メダルの小片(カケラ)が10個蓄積されたか否か判断する(ステップS19)。 Next, with reference to the medal fragrance column of the player information table, it is determined whether or not 10 pieces of medals have been accumulated (step S19).
 メダルの小片(カケラ)が10個蓄積されていない場合にはステップS13に戻り、上述した処理を繰り返す。 If 10 pieces of medals are not accumulated, the process returns to step S13 and the above-described processing is repeated.
 プレイヤー情報テーブルのメダルのカケラ欄に「10」が格納されていて、メダルの小片(カケラ)が10個蓄積されたと判断された場合には、メダル変換手段(図示せず)により10個のメダルの小片(カケラ)を消費して1枚のメダルに変換し、メダル払出装置64からメダル払出口16に払い出すと共に、プレイヤー情報テーブルのメダルのカケラ欄を「10」から「0」に書き換える。すなわち、プレイヤー情報テーブルのメダルのカケラ欄に記憶されたアイテムポイントを初期値である「0」に書き換える(ステップS20)。 If “10” is stored in the medal fake column of the player information table and it is determined that ten pieces of medal pieces have been accumulated, ten medals are obtained by the medal conversion means (not shown). Are converted into one medal, paid out from the medal payout device 64 to the medal payout port 16, and the medal fake column in the player information table is rewritten from “10” to “0”. That is, the item point stored in the medal fragrance column of the player information table is rewritten to “0” which is an initial value (step S20).
 なお、10個のメダルの小片(カケラ)を1枚のメダルに変換してメダル払出装置64からメダル払出口16に払い出す代わりに、クレジットメダル数に1枚加算し、プレイヤー情報テーブルのクレジット欄の値に「1」を加算して書き換える。 Instead of converting ten pieces of medal into one medal and paying out from the medal payout device 64 to the medal payout port 16, one credit is added to the number of credit medals and the credit field of the player information table Rewrite by adding “1” to the value of.
 本実施形態において、このゲームを続けようとするプレイヤーは、払い出されたメダルをメダル投入口19から適当なタイミングで投入する。 In this embodiment, a player who intends to continue this game inserts the paid-out medal from the medal insertion slot 19 at an appropriate timing.
 最も弾の消費が多い5-WAYショットは、ショットタイプ情報テーブルにより、1回のショットで5個の弾を消費するショットであるから、その場合は、2回のショットでメダル1枚が消費される。この場合は、予め投入してあるメダルを消費しつつ、ショットすることができる。 The 5-WAY shot, which consumes the most bullets, is a shot that consumes 5 bullets in one shot according to the shot type information table. In this case, one medal is consumed in two shots. The In this case, it is possible to make a shot while consuming medals that have been inserted in advance.
 最も弾の消費が少ないノーマルショットやレーザービームは、ショットタイプ情報テーブルにより、1回のショットで1個の弾を消費し、10回のショットでメダル1枚が消費される。この場合は、10回のショットの間にメダルを1枚投入すればよいので、シューティングゲームの妨げになることはなく、継続してゲームを楽しむことができる。 ¡Normal shots and laser beams that consume the least amount of bullets consume one bullet per shot and one medal per 10 shots according to the shot type information table. In this case, it is only necessary to insert one medal between 10 shots, so that the shooting game is not hindered and the game can be enjoyed continuously.
 一方、図15に示すように、連隊の敵キャラクター100A、100Bが既に撃退されて消滅しており、ヒットした敵キャラクターが、連隊の最後の敵キャラクター100Cである場合には、ステップS16からステップS18に進む。 On the other hand, as shown in FIG. 15, when the enemy characters 100A and 100B of the regiment have been repelled and disappeared and the hit enemy character is the last enemy character 100C of the regiment, step S16 to step S18. Proceed to
 ステップS18では、図16に示すように、敵キャラクター100Cが粉砕され、その近傍に抽選のためのスロット104が出現する。スロット104では、四角の窓内でリール105が回転し、自動的に停止することにより抽選が行われる。停止したときの図柄が抽選結果となる。 In step S18, as shown in FIG. 16, the enemy character 100C is crushed, and a lottery slot 104 appears in the vicinity thereof. In the slot 104, the reel 105 rotates within a square window and is automatically stopped to perform a lottery. The symbol when stopped is the lottery result.
 図17にスロット104で用いるリール105の図柄を示す。スロット104のリール105は、図17に示すように、例えば、16枚の図柄105a~105pから構成されている。 FIG. 17 shows a design of the reel 105 used in the slot 104. As shown in FIG. 17, the reel 105 of the slot 104 is composed of, for example, 16 symbols 105a to 105p.
 リール105が、メダル小片(カケラ)の図柄105a、105e、105g、105i、105l、105oで停止した場合には、その図柄が示すように、1枚のメダルの小片(カケラ)がプレイヤーに与えられる。 When the reel 105 stops at a medal small piece (fragment) symbol 105a, 105e, 105g, 105i, 105l, or 105o, as shown by the symbol, one medal small piece (fragment) is given to the player. .
 リール105が、メダル小片(カケラ)の図柄105b、105kで停止した場合には、その図柄が示すように、2枚のメダルの小片(カケラ)がプレイヤーに与えられる。 When the reel 105 stops at a medal small piece (clack) symbol 105b, 105k, as shown by the symbol, two medal small pieces (clack) are given to the player.
 リール105が、メダル小片(カケラ)の図柄105dで停止した場合には、その図柄が示すように、3枚のメダルの小片(カケラ)がプレイヤーに与えられる。 When the reel 105 stops at a medal small piece (clack) symbol 105d, as shown by the symbol, three medal small pieces (clack) are given to the player.
 リール105が、メダル小片(カケラ)の図柄105hで停止した場合には、その図柄が示すように、4枚のメダルの小片(カケラ)がプレイヤーに与えられる。 When the reel 105 stops at a medal small piece (clack) symbol 105h, as shown by the symbol, four medal pieces (clack) are given to the player.
 リール105が、メダル小片(カケラ)の図柄105mで停止した場合には、その図柄が示すように、5枚のメダルの小片(カケラ)がプレイヤーに与えられる。 When the reel 105 stops at the medal small piece (clack) pattern 105m, as shown by the symbol, five pieces of medal small pieces (clack) are given to the player.
 リール105が、メダルの図柄105c、105j、105pで停止した場合には、その図柄が示すように、メダルの小片(カケラ)ではなく1枚のメダルがプレイヤーに与えられる。 When the reel 105 stops at a medal symbol 105c, 105j, or 105p, as shown by the symbol, a single medal is given to the player instead of a medal piece.
 リール105が、風船の図柄105f、105nで停止した場合には、プレイヤー陣地部80Bのルーレット72が起動する。ルーレット72により抽選が行われ、その抽選結果に応じたパワーアップアイテムがプレイヤーに与えられる。ルーレット72の詳細については後述する。 When the reel 105 stops at the balloon symbols 105f and 105n, the roulette 72 of the player base 80B is activated. A lottery is performed by the roulette 72, and a power-up item corresponding to the lottery result is given to the player. Details of the roulette 72 will be described later.
 ステップS18において、スロット104での選結果に応じてメダルの小片(カケラ)、メダル又はパワーアップアイテムがプレイヤーに与えられると、次に、プレイヤー情報テーブルのメダルのカケラ欄を参照して、メダルの小片(カケラ)が10個蓄積されたか否か判断する(ステップS19)。 In step S18, when a medal piece (fragment), medal, or power-up item is given to the player in accordance with the selection result in the slot 104, the medal's clutter column in the player information table is referred to, and It is determined whether or not ten small pieces (fragments) have been accumulated (step S19).
 メダルの小片(カケラ)が10個蓄積されていない場合にはステップS13に戻り、上述した処理を繰り返す。 If 10 pieces of medals are not accumulated, the process returns to step S13 and the above-described processing is repeated.
 プレイヤー情報テーブルのメダルのカケラ欄に「10」が格納されていて、メダルの小片(カケラ)が10個蓄積されたと判断された場合には、メダル変換手段(図示せず)により10個のメダルの小片(カケラ)を消費して1枚のメダルに変換し、メダル払出装置64からメダル払出口16に払い出すと共に、プレイヤー情報テーブルのメダルのカケラ欄を「10」から「0」に書き換える(ステップS20)。 If “10” is stored in the medal fake column of the player information table and it is determined that ten pieces of medal pieces have been accumulated, ten medals are obtained by the medal conversion means (not shown). Are converted into one medal, paid out from the medal payout device 64 to the medal payout port 16, and the medal fake column in the player information table is rewritten from “10” to “0” ( Step S20).
 ルーレット72の詳細について図18を用いて説明する。 Details of the roulette 72 will be described with reference to FIG.
 本実施形態では、ルーレット72による抽選結果によりプレイヤーに、プレイヤーキャラクターの能力を向上させるパワーアップアイテムを与えようとするものである。図16のプレイヤー陣地部70Bに示すように、ルーレット72が停止したときに矢印13が指し示す図柄が抽選結果となる。 In this embodiment, the player is given a power-up item that improves the ability of the player character based on the lottery result of the roulette 72. As shown in the player base portion 70B of FIG. 16, the symbol indicated by the arrow 13 when the roulette 72 stops is the lottery result.
 図18にルーレット72の図柄を示す。ルーレット72は、図18に示すように、12枚の図柄72a~72lから構成されている。 Fig. 18 shows the design of the roulette 72. As shown in FIG. 18, the roulette 72 is composed of 12 symbols 72a to 72l.
 ルーレット72が、パワーアップアイテムの図柄72a、72c、72d、72e、72f、72g、72i、72j、72k、72lで停止した場合には、その図柄に応じたパワーアップアイテムがプレイヤーに与えられる。各パワーアップアイテムの名称、機能等の詳細については説明を省略する。 When the roulette 72 stops at a power-up item symbol 72a, 72c, 72d, 72e, 72f, 72g, 72i, 72j, 72k, 72l, a power-up item corresponding to the symbol is given to the player. The details of the name, function, etc. of each power-up item will be omitted.
 パワーアップアイテムにより、発射による効果、使用する弾数(消費する遊戯ポイント数)、効果音等が異なるので、パワーアップアイテムによって、プレイヤー情報テーブルのショットタイプ欄が変更され、発射による効果、使用する弾数、効果音等が変更される。 Depending on the power-up item, the effect of firing, the number of bullets used (number of game points consumed), the sound effect, etc. are different, so the shot type field in the player information table is changed depending on the power-up item, and the effect of firing is used The number of bullets, sound effects, etc. are changed.
 ルーレット72が、×の図柄72b、72hで停止した場合には、パワーアップアイテムはプレイヤーに与えられず、プレイヤー情報テーブルのショットタイプ欄は変更されない。 When the roulette 72 stops at the x symbols 72b and 72h, the power-up item is not given to the player, and the shot type column of the player information table is not changed.
 (ゲーム制御方法(その2))
 本実施形態のゲーム装置10により実行されるゲームのゲーム制御方法について図19乃至図21を用いて説明する。
(Game control method (part 2))
A game control method for a game executed by the game apparatus 10 according to the present embodiment will be described with reference to FIGS.
 図19は本実施形態によるゲーム制御方法のフローチャートである。2人のプレイヤーがサテライト部14Aとサテライト部14Bにおいてプレイした場合について説明する。 FIG. 19 is a flowchart of the game control method according to this embodiment. The case where two players play in the satellite part 14A and the satellite part 14B will be described.
 本実施形態のゲーム装置10では強大な力を持ったボスキャラクター110を用意している。ボスキャラクター110は強大な力を持っているので、ひとりのプレイヤーの力では倒すことができない。そこで、ボスキャラクター110が登場した場合には、複数(最大4人)のプレイヤーが協力して闘うようにする。ボスキャラクター110を倒した場合には、プレイヤーは通常ステージでは得られない大量のメダルを獲得することができる。ボスキャラクター110の登場は本実施形態のゲーム装置10における一種のジャックポット(大当たり)ということができる。 In the game apparatus 10 of the present embodiment, a boss character 110 having a great power is prepared. Since the boss character 110 has great power, it cannot be defeated by the power of one player. Therefore, when the boss character 110 appears, a plurality of (up to four) players cooperate to fight. When the boss character 110 is defeated, the player can acquire a large number of medals that cannot be obtained on the normal stage. The appearance of the boss character 110 can be said to be a kind of jackpot (big hit) in the game apparatus 10 of the present embodiment.
 通常ステージのゲームが進行中には、プレイヤーキャラクター80A、80Bのプレイヤー情報テーブルの攻撃モード欄は「固定」が格納されており、プレイヤーキャラクター80A、80Bの攻撃モードは固定モードである。固定モードでは、プレイヤーキャラクター80A、80Bの移動範囲はプレイヤー陣地部70A、70Bに制限される。 During the normal stage game, “fixed” is stored in the attack mode column of the player information table of the player characters 80A and 80B, and the attack mode of the player characters 80A and 80B is the fixed mode. In the fixed mode, the movement ranges of the player characters 80A and 80B are limited to the player base portions 70A and 70B.
 通常モードでは、常に、ボスキャラクター110が登場する所定の条件を満たしたか否を判断する(ステップ21)。 In the normal mode, it is always determined whether or not a predetermined condition for the appearance of the boss character 110 is satisfied (step 21).
 所定の条件を満足すると、ボスキャラクター110が登場するボスステージとなる(ステップS22)。ボスステージでは、全てのプレイヤーキャラクター80A、80Bのプレイヤー情報テーブルの攻撃モード欄が「フリー」に書き換えられ、図20に示すように、全てのプレイヤーキャラクター80A、80Bの攻撃モードがフリーモードとなる。 If the predetermined condition is satisfied, the boss stage where the boss character 110 appears (step S22). In the boss stage, the attack mode column of the player information table of all the player characters 80A and 80B is rewritten to “free”, and as shown in FIG. 20, the attack mode of all the player characters 80A and 80B becomes the free mode.
 プレイヤーキャラクター80Aは、プレイヤー陣地部70Aから自由となり、ゲーム画面のどこでも移動して、ボスキャラクター110を攻撃することができる。プレイヤーキャラクター80Bは、プレイヤー陣地部70Bから自由となり、ゲーム画面のどこでも移動して、ボスキャラクター110を攻撃することができる。 The player character 80A is free from the player base portion 70A and can move anywhere on the game screen to attack the boss character 110. The player character 80B is free from the player base portion 70B and can move anywhere on the game screen to attack the boss character 110.
 プレイヤーキャラクター80Aとプレイヤーキャラクター80Bの移動領域が同じになるので、自己のプレイヤーキャラクター80A、80Bを区別するために、プレイヤーキャラクター80Aとプレイヤー陣地部70Aとをライン状のオブジェクト82Aにより連結し、プレイヤーキャラクター80Bとプレイヤー陣地部70Bとをライン状のオブジェクト82Bにより連結する。 Since the movement areas of the player character 80A and the player character 80B are the same, in order to distinguish the player characters 80A and 80B of the player character 80A, the player character 80A and the player base part 70A are connected by a line-shaped object 82A. 80B and player base part 70B are connected by a line-shaped object 82B.
 複数のプレイヤーキャラクター80A、80Bが入り乱れて同じ移動領域を共有し、しかも、プレイヤーキャラクター80A、80Bの形状や色合いが同じ場合には、各プレイヤーはどれが自分のプレイヤーキャラクターであるか判別し難くなる。そこで、本実施形態では、プレイヤー陣地部70A、70Bから直線的なライン状のオブジェクト82A、82Bによりプレイヤーキャラクター80A、80Bをそれぞれ連結し、どれが自分のプレイヤーキャラクターであるか判別しやすくしている。 If a plurality of player characters 80A and 80B are mixed up and share the same movement area, and the player characters 80A and 80B have the same shape and color, it is difficult for each player to determine which player character is his / her own player character. . Therefore, in the present embodiment, the player characters 80A and 80B are connected from the player base portions 70A and 70B by the linear line-shaped objects 82A and 82B, respectively, so that it is easy to determine which player character is the player character. .
 次に、ボスステージが終了したか否か、すなわち、ボスキャラクター110を倒したか否か、又は、ボスキャラクター110が逃げたか否かを判断する(ステップS23)。そのいずれでもない場合にはそのままボスステージを続行する。 Next, it is determined whether or not the boss stage has ended, that is, whether or not the boss character 110 has been defeated, or whether or not the boss character 110 has escaped (step S23). If it is neither, continue the boss stage.
 例えば、ボスキャラクター110を倒した場合には、図21に示すように、ボスキャラクター110が消滅し、その代わりに大量のメダル112が発生する。これら大量のメダル112は、ボスキャラクター110を倒すことについてのプレイヤーキャラクター80Aとプレイヤーキャラクター80Bの貢献度に基づいて配分され、各プレイヤーに与えられる。 For example, when the boss character 110 is defeated, the boss character 110 disappears as shown in FIG. 21, and a large number of medals 112 are generated instead. The large number of medals 112 are distributed based on the contributions of the player character 80A and the player character 80B for defeating the boss character 110, and given to each player.
 ステップS23により、ボスステージが終了したと判断されると、通常ステージに戻り、全てのプレイヤーキャラクター80A、80Bのプレイヤー情報テーブルの攻撃モード欄が「固定」に書き換えられ、プレイヤーキャラクター80A、80Bの攻撃モードはフリーモードから固定モードに変更され、ライン状のオブジェクト82A、82Bは表示されなくなる(ステップS24)。 If it is determined in step S23 that the boss stage has ended, the process returns to the normal stage, the attack mode column in the player information table of all player characters 80A and 80B is rewritten to "fixed", and the attack of player characters 80A and 80B The mode is changed from the free mode to the fixed mode, and the line- like objects 82A and 82B are not displayed (step S24).
 固定モードにおいてプレイヤーキャラクター80A、80Bが移動可能なプレイヤー陣地部70A、70B近傍の領域を第一領域部と、フリーモードにおいてプレイヤーキャラクター80A、80Bが移動可能なゲーム画面全体の領域を第二領域部とも称する。 An area in the vicinity of the player positions 70A and 70B where the player characters 80A and 80B can move in the fixed mode is a first area, and an area of the entire game screen where the player characters 80A and 80B can move in the free mode is the second area. Also called.
 第一領域部、第二領域部は、上記実施形態では、それぞれ、プレイヤー陣地部近傍の領域、ゲーム画面全体であったが、他の領域を設定してもよい。 In the above embodiment, the first area part and the second area part are the area near the player base part and the entire game screen, respectively, but other areas may be set.
 例えば、第二領域部としてゲーム画面全体ではなく、各プレイヤー陣地部から一定の距離の範囲内の領域としてもよい。 For example, the second area may be an area within a certain distance from each player position, not the entire game screen.
 また、第一領域部(第一の領域)としてゲーム画面内の一部を設定し、第二領域部(第二の領域)としてゲーム画面内のゲームキャラクターが共通に移動可能な領域を設定してもよい。 Also, a part of the game screen is set as the first area part (first area), and an area where the game characters in the game screen can move in common is set as the second area part (second area). May be.
 上記実施形態では、アイテムポイント蓄積表示部76にメダルの小片(カケラ)が満杯になるとメダル払出表示装置64からメダルが直ちに払い出されるとしてあるが、アイテムポイント蓄積表示部76がメダル小片(カケラ)で満杯になると、数字表示部74nに1つ加える方式としてもよい。またはアイテムポイント蓄積表示76が満杯になると、その近傍に獲得メダル枚数表示部を設けて、獲得メダル数を蓄積表示し、操作卓に別途設けた払い出しボタンを押すことで、メダル払出装置64から獲得メダルを払い出す方式としてもよい。 In the above embodiment, when the item point accumulation display unit 76 is filled with small pieces of medals, the medal payout display device 64 immediately pays out medals. However, the item point accumulation display unit 76 is small pieces of medals. When full, one may be added to the number display portion 74n. Alternatively, when the item point accumulation display 76 is full, an acquired medal number display portion is provided in the vicinity thereof, the acquired medal number is accumulated and displayed, and the payout button provided separately on the console is pressed to obtain the medal payout device 64. A method of paying out medals may be used.
 [変形実施形態]
 本発明は上記実施形態に限らず種々の変形が可能である。
[Modified Embodiment]
The present invention is not limited to the above embodiment, and various modifications can be made.
 例えば、上記実施形態では、大型のLCDモニタ20を水平に載置したが、この構成に限らない。例えば、大型のLCDモニタを垂直に載置してもよいし、各プレイヤーに対して個別のLCDモニタを設けてもよい。勿論、モニタには、PDP(PlasmaDisplayPanel)や、FED(Field EmissionDisplay)、プロジェクタ方式を採用してもよい。 For example, in the above embodiment, the large LCD monitor 20 is placed horizontally, but the present invention is not limited to this configuration. For example, a large LCD monitor may be placed vertically, or an individual LCD monitor may be provided for each player. Of course, the monitor may adopt a PDP (Plasma Display Panel), FED (Field-Emission Display), or projector system.
 また、上記実施形態におけるLCDモニタ20上にタッチパネルを設けてもよい。このタッチパネルを用いてゲーム性を更に高めることができる。 Further, a touch panel may be provided on the LCD monitor 20 in the above embodiment. The game performance can be further enhanced using this touch panel.
 また、上記実施形態では、入力装置として、8方向キー17と、操作ボタン18と、メダル投入口19を設けたが、この構成に限らない。例えば、8方向キーや操作ボタン、メダル投入口の数や配置は、これに限らない。 In the above embodiment, the eight-way key 17, the operation button 18, and the medal slot 19 are provided as input devices, but the present invention is not limited to this configuration. For example, the number and arrangement of the eight direction keys, operation buttons, and medal slot are not limited to this.
 また、上記実施形態では、出力装置として、メダル払出装置64を設けメダルを払い出したが、それに限らない。例えば、メダルを払い出す代わりにチケットを出力するようにしてもよい。その他、遊戯者所有のカードにポイントを付与する等、いかなる遊戯価値媒体を出力するようにしてもよい。 In the above embodiment, the medal payout device 64 is provided as the output device and the medal is paid out. However, the present invention is not limited to this. For example, instead of paying out medals, a ticket may be output. In addition, any game value medium may be output, such as giving points to a player-owned card.
 また、上記実施形態では、プレイヤーの操作に応答してプレイヤーキャラクターから弾を発射して標的キャラクターに命中させるシューティングゲームであったが、これに限らない。例えば、水槽中を回遊する魚に水槽上方から餌を与える餌やりゲームとして構成してもよい。また、水中の潜水艦に魚雷を当てるようなゲームとして構成してもよい。また、水中ではなく水上の船に爆弾を落とすようなゲームとして構成してもよい。また、空中を飛ぶ鳥を下方から射撃するようなゲームとして構成してもよい。 In the above embodiment, the shooting game is a shooting game in which a bullet is fired from the player character in response to the operation of the player and hits the target character. However, the present invention is not limited to this. For example, you may comprise as a feeding game which feeds the fish which migrates in the aquarium from above the aquarium. Moreover, you may comprise as a game which hits a torpedo on an underwater submarine. Moreover, you may comprise as a game which drops a bomb on the ship on the water instead of underwater. Further, it may be configured as a game in which a bird flying in the air is shot from below.
 また、上記実施形態では、プレイヤーは、LCDモニタ20のゲーム画像を見ながら、8方向キー17と操作ボタン18を操作して敵キャラクターを射撃し、それにより敵キャラクターを撃ち落とし、メダルを獲得するシューティングゲームであったが、プレイヤーによる操作に応答してプレイヤー機部から弾を発射して標的キャラクターに命中させる通常のビデオゲームにおけるシューティングゲームでもよい。 In the above embodiment, the player shoots an enemy character by operating the 8-way key 17 and the operation button 18 while viewing the game image on the LCD monitor 20, thereby shooting down the enemy character and acquiring a medal. Although it was a game, it may be a shooting game in a normal video game in which a bullet is fired from a player machine unit in response to an operation by a player to hit a target character.
 また、上記実施形態では、ゲームの進行に伴い所定条件を満たすことにより、プレイヤーキャラクターの移動範囲を、各プレイヤーキャラクターが移動可能なゲーム領域(第一の領域)から、各プレイヤーキャラクターが共通に移動可能なゲーム領域(第二の領域)に切替えたが、逆に、他の所定条件によって、プレイヤーキャラクターの移動範囲を、各プレイヤーキャラクターが共通に移動可能なゲーム領域(第二の領域)から、各プレイヤーキャラクターが移動可能なゲーム領域(第一の領域)に切替えてもよい。 Further, in the above embodiment, by satisfying a predetermined condition as the game progresses, the movement range of the player character is moved in common from the game area (first area) where each player character can move. Switching to a possible game area (second area), conversely, depending on other predetermined conditions, the movement range of the player character, from the game area (second area) where each player character can move in common, You may switch to the game area (first area) where each player character can move.
 このビデオゲームにおけるシューティングゲームでは、プレイヤー機部に用いる弾倉数を表示する弾倉数表示部を設け、弾倉数表示部では、弾倉1つに含まれる弾を表示するゲージ表示部と、残りの弾倉数を数字で表示する数字表示部と有する。プレイヤー機部の弾発射により消費される弾に応じてゲージ表示部のゲージが減少表示され、ゲージ表示部のゲージ残量が無くなると、弾倉1つを小分けしたゲージをゲージ表示部に表示すると共に数字表示部の数字を1つ減少させる。パワーアップアイテムに対する弾の消費量が予め定められている場合には、プレイヤー機部がパワーアップアイテムを装着した際に、装着されたパワーアップアイテムに対して定められた弾の消費量によりゲージ部のゲージが減少表示される。 In this video game, a shooting game is provided with a magazine number display section for displaying the number of magazines used in the player unit, and the magazine number display section displays a gauge display section for displaying the bullets contained in one magazine and the remaining number of magazines. And a number display portion for displaying numbers. When the gauge displayed on the gauge display unit is reduced according to the bullets consumed by the bullets fired by the player unit, the gauge display unit displays a subdivided gauge on the gauge display when there is no remaining gauge in the gauge display unit. Decrease the number in the number display area by one. When the amount of bullet consumption for a power-up item is determined in advance, when the player unit wears a power-up item, the gauge unit is determined by the amount of bullet consumption determined for the installed power-up item. The gauge will be reduced.
 本発明は、ゲームの状況に応じて適切な位置からプレイすることができるゲーム装置を提供するのに有用である。 The present invention is useful for providing a game device that can be played from an appropriate position according to the game situation.
10…ゲーム装置
12…ゲーム装置本体
14A、14B、14C、14D…サテライト部
17…8方向キー
18…操作ボタン
19…メダル投入口
20…LCDモニタ
22L、22R…スピーカ
24…支柱
26…パネル
30…CPU
32…システムメモリ(RAM)
34…バスアービタ
36…プログラムデータ記憶装置又は記憶媒体
38…BOOTROM
40…レンダリングプロセッサ
42…グラフィックメモリ
44…ビデオDAC
46…サウンドプロセッサ
48…サウンドメモリ
50…オーディオDAC
52…通信インターフェース
60A、60B、60C、60D…入出力部
62…メダル入力装置
64…メダル払出装置
DESCRIPTION OF SYMBOLS 10 ... Game device 12 ... Game device main body 14A, 14B, 14C, 14D ... Satellite part 17 ... Eight direction key 18 ... Operation button 19 ... Medal slot 20 ... LCD monitor 22L, 22R ... Speaker 24 ... Post 26 ... Panel 30 ... CPU
32 ... System memory (RAM)
34 ... Bus arbiter 36 ... Program data storage device or storage medium 38 ... BOOTROM
40 ... Rendering processor 42 ... Graphic memory 44 ... Video DAC
46 ... Sound processor 48 ... Sound memory 50 ... Audio DAC
52 ... Communication interfaces 60A, 60B, 60C, 60D ... Input / output unit 62 ... Medal input device 64 ... Medal payout device

Claims (10)

  1.  ゲーム画像を表示する表示部と、
     複数のプレイヤーによりそれぞれ操作される複数の操作部と、
     前記表示部内に配され、複数のプレイヤーキャラクターがそれぞれ移動可能な複数の第一領域部と、
     前記表示部内に配され、所定の条件を満たした際に、前記複数のプレイヤーキャラクターが移動可能な第二領域部と、
     を有し、
     前記プレイヤーキャラクターが前記第二領域部で移動可能な際に、前記プレイヤーキャラクターと前記第一領域部とを連結するオブジェクトを前記表示部内に表示する
     ことを特徴とするゲーム装置。
    A display unit for displaying game images;
    A plurality of operation units respectively operated by a plurality of players;
    A plurality of first area portions arranged in the display portion, each of which a plurality of player characters can move,
    A second area part that is arranged in the display part, and when the predetermined condition is satisfied, the plurality of player characters can move;
    Have
    When the player character is movable in the second area portion, an object for connecting the player character and the first area portion is displayed in the display portion.
  2.  複数の操作部からの操作入力のそれぞれに対応して画面内を移動可能な複数のプレイヤーキャラクターを制御するコンピュータが実行可能なゲームプログラムであって、
     前記コンピュータに、
     前記複数のプレイヤーキャラクターのそれぞれに対応し、当該プレイヤーキャラクターが移動可能な複数の第一の領域を前記画面内の一部に設定するステップと、
     前記複数のプレイヤーキャラクターが共通に移動可能な第二の領域を前記画面内に設定するステップと、
     前記ゲームプログラムの進行に伴って、前記画面内に設定する前記第一の領域と第二の領域とを切替えて、前記複数のプレイヤーキャラクターの移動範囲を設定するステップと、
     前記複数のプレイヤーキャラクターの移動範囲が、前記第二の領域に設定されたとき、前記プレイヤーキャラクターと前記第一の領域とを連結するオブジェクトを前記画面内に表示するステップと、
     を実行させるゲームプログラム。
    A game program that can be executed by a computer that controls a plurality of player characters that can move within the screen in response to each of operation inputs from a plurality of operation units,
    In the computer,
    Corresponding to each of the plurality of player characters, setting a plurality of first areas to which the player character can move as a part of the screen;
    Setting in the screen a second area in which the plurality of player characters can move in common;
    With the progress of the game program, switching the first area and the second area to be set in the screen, and setting the movement range of the plurality of player characters;
    When the movement range of the plurality of player characters is set in the second area, displaying an object connecting the player character and the first area in the screen;
    A game program that runs.
  3.  ゲーム画像を表示する表示部と、
     前記表示部に対して均等な位置に配置され、複数のプレイヤーによりそれぞれ操作される複数の操作部と、
     前記表示部内に配され、前記複数の操作部にそれぞれ対応した位置に設けられた複数のプレイヤー陣地部と、
     を有し、
     常時は、前記プレイヤーによる前記操作部の操作に応じて、前記プレイヤー陣地部でプレイヤーキャラクターが操作され、
     前記表示部に特定の標的キャラクターが出現した際には、前記プレイヤーによる前記操作部の操作に応じて、前記プレイヤーキャラクターは前記プレイヤー陣地部を離れて前記表示部内を自由に移動して操作され、前記プレイヤー陣地部と前記プレイヤーキャラクターとを連結して表示する
     ことを特徴とするゲーム装置。
    A display unit for displaying game images;
    A plurality of operation units arranged at equal positions with respect to the display unit and operated by a plurality of players;
    A plurality of player positions provided in positions corresponding to the plurality of operation units, arranged in the display unit;
    Have
    Normally, in response to the operation of the operation unit by the player, a player character is operated in the player base,
    When a specific target character appears on the display unit, according to the operation of the operation unit by the player, the player character is operated by freely moving within the display unit leaving the player base unit, A game apparatus, wherein the player base and the player character are connected and displayed.
  4.  プレイヤーによりメダルが投入されるメダル投入部と、
     前記プレイヤーにより操作される操作部と、
     ゲーム画像を表示する表示部と、
     メダルが払い出されるメダル払出部と、
     前記メダル投入部に投入されたメダルを検出し、遊戯ポイントに交換する遊戯ポイント交換手段と、
     前記プレイヤーにより前記操作部が操作され、前記遊戯ポイント交換手段により交換された前記遊戯ポイントを消費してアイテムを獲得するゲームを進行させるゲーム進行手段
    と、
     前記プレイヤーがゲームで獲得したアイテムのアイテムポイントを蓄積し、その蓄積状態を表示するアイテムポイント蓄積表示手段と、
     蓄積されたアイテムポイントをメダルに変換するメダル変換手段と、
     を有し、
     前記メダル変換手段により変換されたメダルを前記メダル払出部から払出す
     ことを特徴とするゲーム装置。
    A medal insertion part where medals are inserted by the player,
    An operation unit operated by the player;
    A display unit for displaying game images;
    A medal payout section from which medals are paid out;
    Game point exchange means for detecting medals inserted into the medal insertion unit and exchanging them for game points;
    Game progress means for operating a game in which the operation unit is operated by the player and the game points exchanged by the game point exchange means are consumed to acquire items.
    Item point accumulation display means for accumulating item points of items acquired by the player in the game and displaying the accumulation state;
    Medal conversion means for converting accumulated item points into medals;
    Have
    The game apparatus, wherein the medal converted by the medal converting means is paid out from the medal paying unit.
  5.  メダル投入部から投入されたメダルを遊戯ポイントに変換し、当該遊戯ポイントを消費してゲームを進行するコンピュータが実行可能なゲームプログラムであって、
     前記コンピュータに、
     前記メダル投入部から投入された複数のメダルのうち、1枚のメダルを遊戯ポイントに変換し、当該遊戯ポイントと、当該遊戯ポイントに変換したメダルを除く残りのメダル枚数とをメモリに記憶するステップと、
     前記ゲームプログラムの進行に伴って消費した前記遊戯ポイントがメダル1枚分に達したときに、前記メモリに記憶されたメダル枚数を1枚減じ、新たなメダル1枚分の遊戯ポイントと共に前記メモリに上書きするステップと、
     前記ゲームプログラムの進行に伴って獲得したアイテムポイントを、当該アイテムポイントを獲得するごとに積算し前記メモリに記憶するステップと、
     前記積算されたアイテムポイントが所定値になったか否か判断するステップと、
     当該アイテムポイントが所定値になったと判断したとき、1枚のメダルの払い出しまたは前記残りのメダル枚数に1枚加算して前記メモリに上書きするステップと、
     前記メモリに記憶されたアイテムポイントを初期値にリセットするステップと、
     を実行させるゲームプログラム。
    A game program that can be executed by a computer that converts a medal inserted from the medal insertion unit into a game point and consumes the game point to advance the game,
    In the computer,
    A step of converting one medal into a game point among a plurality of medals inserted from the medal insertion unit, and storing the game point and the remaining number of medals excluding the medal converted into the game point in a memory. When,
    When the game points consumed with the progress of the game program have reached one medal, the medal number stored in the memory is reduced by one and stored in the memory together with a new medal game point. A step to overwrite,
    A step of accumulating and storing in the memory the item points acquired with the progress of the game program each time the item points are acquired;
    Determining whether the accumulated item points have reached a predetermined value;
    When it is determined that the item point has reached a predetermined value, a step of paying out one medal or adding one to the remaining number of medals and overwriting the memory;
    Resetting the item points stored in the memory to initial values;
    A game program that runs.
  6.  プレイヤーによりメダルが投入されるメダル投入部と、
     前記プレイヤーにより操作される操作部と、
     ゲーム画像を表示する表示部と、
     メダルが払い出されるメダル払出部と、
     前記メダル投入部に投入されたメダルを消費して、前記プレイヤーによる操作に応答してプレイヤー機部から弾を発射して標的キャラクターに命中させるシューティングゲームを行い、該シューティングゲームの結果に応じて前記メダル払出部からメダルを払出す制御を行う制御部と、
     前記メダル投入部に投入された複数のメダルを、メダル1枚分を小分けしたゲージを表示するゲージ表示部と、残りのメダルの枚数を数字で表示する数字表示部とを併用して表示するメダル表示部と、
     前記プレイヤーが前記シューティングゲームで獲得したメダル1枚分に満たないアイテムポイントを蓄積し、その蓄積状態をメダル1枚分になるまで表示するアイテムポイント蓄積表示部と、
     を有し、
     前記プレイヤー機部の弾発射により消費される弾に応じて前記ゲージ表示部のゲージが減少表示され、前記ゲージ表示部のゲージ残量が無くなると、メダル1枚分を小分けしたゲージを前記ゲージ表示部に表示すると共に、前記数字表示部の数字を1つ減少させ、
     前記アイテムポイント蓄積表示部に表示された蓄積状態がメダル1枚分に達すると、前記メダル払出部からメダルを1枚払い出す
     ことを特徴とするゲーム装置。
    A medal insertion part where medals are inserted by the player,
    An operation unit operated by the player;
    A display unit for displaying game images;
    A medal payout section from which medals are paid out;
    Consume the medal inserted in the medal insertion unit, fire a bullet from the player machine unit in response to the operation by the player and hit the target character, and according to the result of the shooting game A control unit for controlling the medal to be paid out from the medal paying unit;
    A medal that displays a plurality of medals inserted into the medal insertion unit in combination with a gauge display unit that displays a gauge obtained by subdividing one medal and a number display unit that displays the number of remaining medals in numbers. A display unit;
    An item point accumulation display unit for accumulating item points less than one medal acquired by the player in the shooting game and displaying the accumulated state until one medal is obtained;
    Have
    The gauge displayed on the gauge display unit is reduced in accordance with the bullets consumed by the player unit's bullet firing, and when the gauge display unit runs out of remaining gauge, the gauge display shows a subdivided gauge for one medal. And the number on the number display part is decreased by one,
    A game device, wherein, when the accumulation state displayed on the item point accumulation display unit reaches one medal, a medal is paid out from the medal paying unit.
  7.  プレイヤーにより操作される操作部と、
     ゲーム画像を表示する表示部と、
     前記プレイヤーが前記操作部を操作することによりプレイヤーキャラクターを操作し、
    遊戯ポイントを消費してアイテムを獲得するゲームを進行させるゲーム進行手段と、
     を有し、
     パワーアップアイテムに対する前記遊戯ポイントの消費量が予め定められており、
     前記プレイヤーキャラクターが前記パワーアップアイテムを装着した際に、装着された前記パワーアップアイテムに対して定められた消費量で前記遊戯ポイントが消費される
     ことを特徴とするゲーム装置。
    An operation unit operated by the player;
    A display unit for displaying game images;
    The player operates the player character by operating the operation unit,
    Game progress means for proceeding with a game that consumes play points and acquires items;
    Have
    The amount of play points consumed for power-up items is predetermined,
    When the player character wears the power-up item, the game points are consumed at a consumption amount determined for the worn power-up item.
  8.  操作部からの操作入力に対応してプレイヤーキャラクターを制御し、当該プレイヤーキャラクターに設定された攻撃モードに基づいて敵キャラクターを攻撃するコンピュータが実行可能なゲームプログラムであって、
     前記コンピュータに、
     前記敵キャラクターを攻撃する際に第一の遊戯ポイントを消費する第一の攻撃モードと、前記敵キャラクターを攻撃する際に第二の遊戯ポイントを表示する第二の攻撃モードとをメモリに記憶するステップと、
     前記第一の攻撃モードと前記第二の攻撃モードから1つの攻撃モードを選択するステップと、
     前記第一の攻撃モードにより敵キャラクターを攻撃する際には、現在の遊戯ポイントを前記第一の遊戯ポイントを除した値を攻撃可能回数値として前記メモリに記憶し、前記第二の攻撃モードにより敵キャラクターを攻撃する際には、前記現在の遊戯ポイントを前記第一の遊戯ポイントを除した値を攻撃可能回数値として前記メモリに記憶するステップと、
     当該メモリに記憶された攻撃可能回数値に基づいて、表示画面に攻撃可能回数を表示するステップと、
     を実行させるゲームプログラム。
    A game program that can be executed by a computer that controls a player character in response to an operation input from an operation unit and attacks an enemy character based on an attack mode set for the player character,
    In the computer,
    A first attack mode that consumes a first game point when attacking the enemy character and a second attack mode that displays a second game point when attacking the enemy character are stored in memory. Steps,
    Selecting one attack mode from the first attack mode and the second attack mode;
    When attacking an enemy character in the first attack mode, the current game point is stored in the memory as a possible number of attacks value obtained by dividing the first game point, and the second attack mode is used. When attacking an enemy character, storing a value obtained by dividing the current play point by the first play point in the memory as a possible attack count value;
    Displaying the possible attack count on the display screen based on the possible attack count value stored in the memory;
    A game program that runs.
  9.  プレイヤーにより操作される操作部と、
     ゲーム画像を表示する表示部と、
     前記プレイヤーによる操作に応答してプレイヤー機部から弾を発射して標的キャラクターに命中させるシューティングゲームを行う制御部と、
     前記プレイヤー機部に用いる弾倉数を表示する弾倉数表示部と、
     を有し、
     前記弾倉数表示部は、弾倉1つに含まれる弾を表示するゲージ表示部と、残りの弾倉数を数字で表示する数字表示部と有し、
     前記プレイヤー機部の弾発射により消費される弾に応じて前記ゲージ表示部のゲージが減少表示され、前記ゲージ表示部のゲージ残量が無くなると、弾倉1つを小分けしたゲージを前記ゲージ表示部に表示すると共に、前記数字表示部の数字を1つ減少させ、
     パワーアップアイテムに対する弾の消費量が予め定められており、
     前記プレイヤー機部が前記パワーアップアイテムを装着した際に、装着された前記パワーアップアイテムに対して定められた弾の消費量により前記ゲージ部のゲージが減少表示される
     ことを特徴とするゲーム装置。
    An operation unit operated by the player;
    A display unit for displaying game images;
    A control unit that performs a shooting game that hits the target character by firing bullets from the player machine in response to an operation by the player;
    A magazine number display unit for displaying the number of magazines used for the player machine unit;
    Have
    The magazine number display unit has a gauge display unit for displaying bullets included in one magazine, and a number display unit for displaying the remaining number of magazines in numbers.
    When the gauge of the gauge display unit is displayed in a reduced manner according to the bullets consumed by the bullet fired by the player unit, and when the gauge display unit has no remaining gauge, the gauge display unit displays the gauge divided into one magazine. And the number in the number display part is decreased by one,
    The amount of bullet consumption for power-up items is predetermined,
    When the player machine unit wears the power-up item, the gauge of the gauge unit is displayed in a reduced manner according to the amount of bullet consumption determined for the mounted power-up item. .
  10.  請求項2、5又は8記載のゲームプログラムが記録されたコンピュータ読み取り可能な記録媒体。 A computer-readable recording medium on which the game program according to claim 2, 5 or 8 is recorded.
PCT/JP2012/072194 2011-09-01 2012-08-31 Game device WO2013031960A1 (en)

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