WO2014199998A1 - ゲーム機、それに用いられる制御方法及びコンピュータプログラム - Google Patents

ゲーム機、それに用いられる制御方法及びコンピュータプログラム Download PDF

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Publication number
WO2014199998A1
WO2014199998A1 PCT/JP2014/065386 JP2014065386W WO2014199998A1 WO 2014199998 A1 WO2014199998 A1 WO 2014199998A1 JP 2014065386 W JP2014065386 W JP 2014065386W WO 2014199998 A1 WO2014199998 A1 WO 2014199998A1
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Prior art keywords
information
player
play
game
game machine
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PCT/JP2014/065386
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English (en)
French (fr)
Japanese (ja)
Inventor
英利 御子柴
Original Assignee
株式会社コナミデジタルエンタテインメント
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Application filed by 株式会社コナミデジタルエンタテインメント filed Critical 株式会社コナミデジタルエンタテインメント
Priority to CN201480029643.7A priority Critical patent/CN105283231B/zh
Publication of WO2014199998A1 publication Critical patent/WO2014199998A1/ja

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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

Definitions

  • the present invention relates to a game machine that provides a game played through a play medium defined by parameters.
  • a game machine such as Patent Document 1
  • a plurality of types of cards on which predetermined images are printed in advance are used as character cards. Therefore, the owner of each character card is not managed. For this reason, for example, when a plurality of character cards are used, they cannot be classified into cards owned by a specific player and cards owned by other players. Therefore, a difference in handling cannot be generated between a card of a specific player and a card of another player.
  • there is a game machine that prints the name of a player on each card as information that can identify the owner. In this case, the owner of each card is specified by the name of the player, but the user is not specified. Therefore, the relationship between the user and each card is not always clear. For example, the first card can be regarded as a card owned by the user, but it may be incorrect.
  • an object of the present invention is to provide a game machine or the like that can manage a play medium based on a user.
  • the game machine of the present invention is a game machine that provides a game to be played through a play medium defined by parameters, and an identification record for recording player specifying information including player identification information for identifying each player.
  • Player information acquisition means for acquiring the player specifying information from a medium, recording information for reproduction including the content of the parameter and the player identification information, and at least one type of play different from the identification recording medium Based on the reproduction information acquisition means for acquiring the reproduction information from the recording medium, and the player information acquisition means and the acquisition results of the reproduction information acquisition means, the player identification information included in the player specifying information and the reproduction By comparing the player identification information included in the information for use with the player identification information, And a, a play media classification means for classifying a play media defined by the contents of the meter.
  • the control method of the present invention is applied to a game machine that provides a game played through a play medium defined by parameters, and an identification record for recording player specifying information including player identification information for identifying each player.
  • a player information acquisition procedure for acquiring the player specifying information from the medium, and reproduction information including the contents of the parameters and the player identification information are recorded, and at least one type of play that is different from the identification recording medium
  • the reproduction information acquisition procedure for acquiring the reproduction information from the recording medium and the acquisition results of the player information acquisition procedure and the reproduction information acquisition procedure, the player identification information and the reproduction included in the player specifying information Included in the reproduction information by comparing with the player identification information included in the information.
  • the computer program for a game machine of the present invention includes a player specification including player identification information for identifying each player of a computer incorporated in a game machine that provides a game played through a play medium defined by parameters.
  • Player information acquisition means for acquiring the player specifying information from the identification recording medium for recording the information, recording the reproduction information including the contents of the parameters and the player identification information, and the type is different from the identification recording medium Included in the player identification information based on the reproduction information acquisition means for acquiring the reproduction information from at least one play recording medium, and the acquisition results of the player information acquisition means and the reproduction information acquisition means.
  • Player identification information and player identification information included in the reproduction information By comparing the bets are those that are configured to function as a play medium classification means for classifying a play media defined by the contents of the parameters included in the reproduction information.
  • the figure which shows an example of the content of a character card typically.
  • curd typically.
  • FIG. 1 is a diagram showing an outline of the overall configuration of a game system to which a game machine according to one embodiment of the present invention is applied.
  • the game system 1 includes a center server 2 and a plurality of game machines GM.
  • the game machine GM is connected to the center server 2 via the network 3.
  • the game machine GM is a commercial (commercial) game machine that allows a player to play a game within a range according to the price in exchange for consumption of a predetermined price.
  • the game machine GM provides a card game in exchange for consumption of a predetermined price.
  • the center server 2 is not limited to an example configured by a single physical device.
  • one logical center server 2 may be configured by a server group as a plurality of physical devices.
  • the center server 2 may be logically configured using cloud computing.
  • the game machine GM may function as the center server 2.
  • the user terminal 5 is connected to the center server 2 via the network 3.
  • the user terminal 5 is a type of network terminal device that exhibits various functions by executing software distributed from the center server 2.
  • a mobile phone including a smartphone
  • various network terminal devices that can be connected to the network and are used for personal use of the user, such as a personal computer, a portable game machine, and a portable tablet terminal device, are used. Good.
  • the network 3 is configured to realize network communication using the TCP / IP protocol.
  • the network 3 is configured by combining the Internet as a WAN and an intranet as a LAN.
  • the center server 2 and the game machine GM are connected to the network 3 via the router 3a, and the user terminal 5 is connected to the network 3 via the access point 3b.
  • the center server 2 provides various game machine services to the game machine GM or its players.
  • a service for receiving player identification information from the game machine GM and authenticating the player may be provided.
  • a service may be provided in which the play data of the authenticated player is received from the game machine GM and stored, or the play data to be stored is provided to the game machine GM.
  • the game machine service distributes and updates the game machine GM program or data via the network 3, and matches users when a plurality of users play a common game via the network 3.
  • a matching service or the like may be included.
  • the center server 2 provides various Web services to the user of the user terminal 5 via the network 3.
  • the web service includes, for example, a game information service that provides various types of information related to a game provided by the game machine GM.
  • the Web service also includes a distribution service that distributes various data or software to each user terminal 5 (including data update).
  • the Web service includes other services such as a community service that provides a place for information exchange, exchange, and sharing by users, and a service that provides a user ID for identifying each user.
  • FIG. 2 is a diagram schematically showing the appearance of a game machine according to one embodiment of the present invention.
  • the game machine GM includes a housing 6.
  • a control panel CP, a monitor MO, and a speaker SP are provided on the top of the housing 6.
  • the monitor MO is disposed above the control panel CP.
  • the speaker SP is disposed further above the monitor MO.
  • the game machine GM is provided with various input devices and output devices provided in a normal business game machine such as a volume operation switch, a power switch, and a power lamp. FIG. 2 does not show them.
  • the control panel CP is provided with a direction selection operation section CP1 that can select a direction, a button CP2 that can be used for determination, a code reader 7, and a coin insertion slot SO.
  • the code reader 7 is configured to be able to read a two-dimensional code and output a signal according to the read result.
  • Various game cards 8 are inserted into the code reader 7.
  • a two-dimensional code is printed on the game card 8.
  • the code reader 7 reads this two-dimensional code.
  • a card discharge port EO1 and a coin discharge port EO2 are provided on the front surface of the housing 6.
  • the card outlet EO1 is used for discharging the game card 8 generated inside the housing 6.
  • the control panel CP is provided with various operation units such as buttons that can be used for determining the operation, etc., but these are not shown.
  • FIG. 3 is an explanatory diagram for explaining an example of the game card 8 generated by the game machine GM.
  • the game card 8 generated by the game machine GM includes a key card SC as an identification recording medium and a character card KC as a play recording medium.
  • the character card KC is a card for defining each monster used in the card game provided by the game machine GM.
  • the character card KC is used for recording and reproduction of each monster.
  • the key card SC is a different type of card from the character card KC.
  • the key card SC is used to specify each player. That is, the character card KC is used directly for playing (progressing) the game, while the key card SC is used for assisting play.
  • the key card SC includes player specifying information.
  • the player specifying information includes information of a player ID as player identification information for identifying each player. The player ID is given based on individual information depending on each player.
  • the individual information includes, for example, personal information such as name, sex, date of birth, and age.
  • the individual information is provided from the player through an operation on the control panel CP of the game machine GM, for example. All or a part of the individual information is displayed on the key card SC.
  • the player specifying information may include all or part of the individual information as at least a part thereof.
  • the key card SC also displays a key image that changes according to the contents of each individual information. That is, the display content of the key card SC changes according to each piece of individual information. Therefore, the key card SC is highly unique.
  • the key card SC is used, for example, for specifying play data of each player and reflecting past game results and the like on the card game based on the play data.
  • a two-dimensional code is printed on the key card SC and the character card KC. Through the two-dimensional code, the key card SC and the character card KC provide the game machine GM with information on various parameters for defining the monster or information for specifying the player. Details of the key card SC and the character card KC will be described later.
  • the game machine GM provides a card game using the key card SC and the character card KC.
  • the card game is a type of game in which a monster defined by the character card KC prepared by the player is reproduced during the game and used as a play medium.
  • battles, missions, and the like are executed through monsters reproduced by the character card KC.
  • a battle or mission may be performed by multiple monsters.
  • a plurality of character cards KC may be used for reproducing the monster.
  • monsters grow through such battles and missions.
  • monster development reproduced by the character card KC is also provided as a game element.
  • monsters in the game are continuously nurtured through the character card KC. Further, since the character card KC is generated based on the game result, it is highly unique.
  • the types of the key card SC and the character card KC are different.
  • the key card SC and the character card KC have different uses (functions).
  • the character card KC is used for reproducing (or storing) a monster as a play medium, while the key card SC is used for specifying a player, that is, for specifying a user of each character card KC. .
  • the information of the player ID of the key card SC that is, the information of the user is reflected, for example, on the progress of the game and the generated character card KC.
  • FIG. 4 is an explanatory diagram for explaining the relationship between the key card SC and the character card KC.
  • the player ID information provided by the key card SC is included in the two-dimensional code of the generated character card KC. More specifically, the player specifying information is included in the two-dimensional code CG2 of the key card SC. The player specifying information includes information on the player ID. Therefore, the player ID information is provided to the game machine GM through the two-dimensional code CG2 of the key card SC.
  • the two-dimensional code CG1 is also printed on the character card KC. This two-dimensional code is generated so as to include information on the player ID provided from the key card SC in addition to information on various parameters defining the monster.
  • the player ID information is also recorded on the character card KC.
  • the owner of each character card KC is managed through the player ID included in the two-dimensional code CG1.
  • the information of the player ID of the key card SC is reflected on each character card KC.
  • FIG. 5 is an explanatory diagram for explaining the relationship between the key card SC and the progress of the game.
  • the key card SC provides the player ID information to the game machine GM.
  • the game machine GM uses the player ID to acquire the play data PD.
  • the game machine GM first provides the player ID obtained from the key card SC to the center server 2 through the network 3.
  • the play data PD corresponding to the player ID is acquired from the center server 2 via the network 3.
  • the play data PD is data in which information relating to past results such as points acquired during the game, items, balance of currency used in the game, battle record, and information on the possessed character card KC is recorded.
  • the game machine GM acquires a past record corresponding to the player ID of the key card SC. And based on the past performance, game machine GM reflects the item, currency, etc. which were acquired in the game in the past in a card game, for example. As a result, these items are used for battles, missions, and the like.
  • the player ID is used in order to reflect past results and the like in the game.
  • a plurality of monsters may be used in a battle or the like in a card game.
  • a plurality of character cards KC are used.
  • each character card KC is provided with player ID information in the two-dimensional code CG1. That is, the owner of each character card KC is managed based on the player ID.
  • the character card KC used for the game play is not limited to that of the same owner. That is, a character card KC with a different owner may be used for battle or the like.
  • the game machine GM also uses the player ID of the key card SC for classification of these character cards KC. For example, the game machine GM classifies the monster defined by each character card KC into a player card as the first classification and a participation card as the second classification based on the player ID of the key card SC.
  • the game machine GM compares the player ID of the key card SC with the player ID of the character card KC. If the key card SC and the player ID match, the game machine GM joins the player card.
  • the monsters of each character card KC are classified so as to belong to each card.
  • game machine GM makes a difference in the handling in the card game of each monster according to each classification of a player card and a participation card, for example. That is, as an example, the monster is treated differently in the card game depending on the classification of the player card and the participation card. As an example of such a difference, in the game, a part of game elements may be restricted in the participation card classification as compared to the player card classification.
  • the monster of the character card KC classified as a participating card may be used with restrictions in the card game.
  • restriction of functions such as monster development or generation of a character card KC after play may be employed.
  • the monster belonging to the participating card does not grow through a battle or the like, and cannot be taken over as the character card KC next time after play.
  • monsters belonging to player cards there is no such limitation for monsters belonging to player cards. That is, the monster of the player card grows through play, and can be taken over as the character card KC after the next time after play.
  • handling differences may occur between classifications.
  • the difference in handling is not limited to such a form.
  • options that can be executed with each other may be different between the two categories. For example, one may participate in a battle, not participate in a mission, and the other may be the opposite. That is, various handling differences may be employed.
  • the game machine GM uses the player ID provided from the key card SC for the acquisition of the play data PD and the classification of the character card KC.
  • the classification of the play data PD and the character card KC is reflected in the progress of the game.
  • the player ID of the key card SC is used for the progress of the game.
  • FIG. 6 is a diagram schematically showing an example of the contents of the character card KC.
  • the composite image CI1 is printed on the character card KC.
  • the composite image CI1 includes a basic information area BA, a code information area CA, an image area IA, and a feature information area FA.
  • these areas BA, CA, IA, and FA various types of information that function as parameters that define the monster are displayed.
  • the monster grows through the game. That is, the contents of each parameter for defining a monster change according to the game result.
  • these areas BA, CA, IA, and FA are configured as variable areas. That is, information to be displayed in these areas BA, CA, IA, and FA changes according to the game result.
  • the positions and ranges of these areas BA, CA, IA, and FA do not change. That is, the boundary lines that delimit these areas BA, CA, IA, and FA are arranged as a fixed portion, that is, a basic format.
  • the synthesized image CI1 is configured by synthesizing the game result information and the basic format image so that the information of each parameter is arranged in the variable areas of the areas BA, CA, IA, and FA.
  • the information “name of the card holder” and the information of the name of the monster are “Shojo no Kiku”, the basic information of the monster is HP (hit point) “102”, AT (attack) Point) “25” and SP (special point) “42” are combined.
  • level information “Lv11” indicating the level of the monster, and information such as “Kogeki” or “summon Lv1” indicating the type of monster attack are combined. These information can change as the monster grows.
  • a monster image MG is displayed in the image area IA
  • a two-dimensional code CG1 for the character card KC is displayed in the code information area CA.
  • the monster image MG corresponds to a monster image reproduced during the game by the character card KC. Therefore, the contents of the monster image MG change according to the growth of the monster.
  • the two-dimensional code CG1 is a code generated so as to include various types of information in accordance with a predetermined standard.
  • the two-dimensional code CG1 includes all information defining the character card KC. Specifically, it includes the above-mentioned information to be arranged in the areas BA, IA, FA other than the code information area CA, that is, information (contents) of each parameter.
  • the two-dimensional code CG1 also includes information on the player ID.
  • This player ID information is provided from the key card SC as described above.
  • Information that should be displayed in each of the areas BA, CA, IA, and FA including the player ID information functions as reproduction information of the present invention.
  • FIG. 7 is a diagram schematically showing an example of the contents of the key card SC.
  • the composite image CI2 is printed on the key card SC.
  • the composite image CI2 includes a key image area SC1, a code display area SC2, and a player information area SC3.
  • a key image KI is displayed in the key image area SC1.
  • the key image KI changes according to the individual information of each player. That is, different key images KI are displayed in the key image area SC1 according to the individual information of each player.
  • the key image KI may include a part of the individual information such as the name of the player.
  • the key image KI may change according to the individual information by including the individual information itself.
  • the name of the player “Shaji” is included in the key image KI, which is different from the key images KI of other players.
  • the change according to the individual information is realized by processing a plurality of candidate images based on the processing conditions related to the individual information. Alternatively, it may be realized by combining a plurality of candidate images based on a combination condition related to individual information.
  • the key image KI may change according to the player's play performance or the like. For example, the number of plays may be used as the play record. That is, the key image KI may change according to the number of plays. In this case, a new key card SC is generated according to the change of the key image KI.
  • a character image KG may be displayed in the player information area SC3.
  • the character image KG may be set when the key card SC is generated through selection from among a plurality of candidate images. Further, the character image KG may be changed according to the player's play record or the like, for example, similarly to the key image KI. Note that the change condition of the character image KG does not have to coincide with the change condition of the key image KI. In this case, the uniqueness of the key card SC is further increased.
  • a two-dimensional code CG2 for the key card SC is displayed.
  • the two-dimensional code CG2 is a code generated so as to include various types of information in accordance with a predetermined standard.
  • the two-dimensional code CG2 includes information for defining the key card SC as various information. As an example, such information includes player specifying information (including player ID information) as described above.
  • Information may be included in the two-dimensional code CG2.
  • the key card SC is not used for reproducing the monster. Therefore, parameter information defining monsters is not recorded in the key card SC and is not included in the two-dimensional code CG2.
  • the contents of the areas SC1 to SC3 of the composite image CI2 also change according to the individual information or the like. Therefore, it functions as a basic format in which the boundary lines that delimit the areas SC1 to SC3 are fixedly arranged. Similarly, the inside of each of the areas SC1 to SC3 functions as a variable area. Similar to the character card KC, the composite image CI2 is configured by combining the information to be displayed in the areas SC1 to SC3 and the basic format.
  • FIG. 8 is a diagram illustrating a configuration of a main part of the control system of the game system 1.
  • the center server 2 includes a control unit 10 and a storage unit 11.
  • the control unit 10 is configured as a computer unit combining a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor. Note that an input device such as a keyboard and an output device such as a monitor can be connected to the control unit 10, but these are not shown.
  • the storage unit 11 is connected to the control unit 10.
  • the storage unit 11 is configured by a large-capacity storage medium such as a magnetic tape, for example, so that the storage can be held without power supply.
  • the storage unit 11 stores a server program 15.
  • the server program 15 is a computer program necessary for the center server 2 to provide various services to the game machine GM and the user terminal 5.
  • a game machine service management unit 16 and a web service management unit 17 are provided inside the control unit 10.
  • the game machine service management unit 16 executes a process for providing the game machine service described above.
  • the web service management unit 17 executes processing necessary to provide the above-described web service.
  • the game machine service management unit 16 and the web service management unit 17 are logical devices realized by a combination of computer hardware and a computer program. Various other logical devices may be provided inside the control unit 10, but these are not shown.
  • the storage unit 11 stores various types of data that can be referred to when the server program 15 is executed.
  • Such various data includes, for example, the ID management data 22 and the play data PD described above.
  • the ID management data 22 is data in which correspondence relationships between various IDs used in the game system 1 are described.
  • the player ID information is also managed by the ID management data 22.
  • the play data PD is data in which information related to past play results of each player is described.
  • the play data PD is used, for example, to take over the previous play results (past results) from the next time onward, or to take over the settings specific to each player. Therefore, the play data PD is managed based on the player ID for identifying each player. That is, the play data PD is a set of data created for each player ID. Therefore, in the play data PD, for example, information related to past results such as items is managed for each player ID (associated with the player ID).
  • the game machine GM is provided with a control unit 30 as a computer, a storage unit 31, the above-described code reader 7, and a printer 32 as an identification recording medium generation unit and a play recording medium generation unit. ing.
  • the storage unit 31, the code reader 7 and the printer 32 are all connected to the control unit 30.
  • the control unit 30 is configured as a computer unit in which a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor are combined.
  • the control unit 30 includes various input devices or output devices such as a coin authentication device or a card reading device as well as known game machines. Although they can be connected, their illustration is omitted.
  • the code reader 7 is a known device for reading a two-dimensional code.
  • the code reader 7 reads a two-dimensional code (for example, two-dimensional code CG1, CG2) printed on the game card 8 and outputs a signal corresponding to the read result to the control unit 30.
  • the printer 32 is a known printing apparatus for printing images, symbols (including a two-dimensional code), characters, and the like on a predetermined recording medium.
  • the printer 32 prints the composite images CI1 and CI2 including the two-dimensional codes CG1 and CG2 on a card-like print medium (recording medium) based on the output signal from the control unit 30 to thereby obtain the key card SC.
  • a game card 8 such as a character card KC is generated.
  • the storage unit 31 is configured by, for example, a magnetic recording medium or an optical recording medium, and further, for example, a hard disk drive, a flash SSD (Solid State Drive), or the like so that the storage can be held without power supply.
  • a game program 34 is stored in the storage unit 31.
  • the game program 34 is a computer program necessary for the game machine GM to provide a card game.
  • the storage unit 31 also stores various data that can be referred to as the game program 34 is executed.
  • Such data includes, for example, image data, sound effect data, play data PD, and the like.
  • the sound effect data is data for reproducing various sounds such as music.
  • the image data is data for displaying various images necessary for the game (including an image for printing the game card 8).
  • the image data includes, for example, format data.
  • the format data is data for expressing a basic format portion such as a frame line for separating various areas of the game card 8, that is, a fixed portion. That is, the format data is data for expressing the basic format of the key card SC and the character card KC. Further, when providing the game, the play data PD is provided at least in part from the center server 2 and stored in the storage unit 31 so as to include a portion associated with the player who executes the game.
  • the key card issuing process is executed to generate the key card SC.
  • the key card issuing process is realized, for example, by the cooperation of the control unit 30 of the game machine GM and the control unit 10 of the center server 2. More specifically, as an example, the key card issuing process is executed through the game machine service management unit 16 and the control unit 10.
  • the game preparation process is executed as one of the preparations before the card game is started. More specifically, the game preparation process is executed in order to use the player ID of the key card SC for the progress of the game.
  • the game preparation process is executed through the control unit 30 of the game machine GM, for example.
  • the control units 10 and 30 execute various well-known processes alone or in cooperation in addition to the key card issuing process and the game preparation process.
  • Such known processing includes, for example, processing for providing a card game such as generation of a character card KC, or processing for providing a game machine service and a WEB service. However, detailed description thereof will be omitted.
  • FIG. 9 is a diagram showing an example of a flowchart of the key card issuing process routine.
  • the routine of FIG. 9 is repeatedly executed at a predetermined cycle, for example.
  • a process in which the game machine service management unit 16 is the execution subject may be described as the center server 2, and a process in which the control unit 30 is the execution subject is described as the game machine GM.
  • step S11 the game machine GM determines whether or not a start condition is satisfied.
  • the start condition is satisfied, for example, when a key card issuance mode for executing issuance of a key card is selected.
  • the key card issue mode is selected, for example, by pressing a button indicating the key card issue mode. That is, the start condition is satisfied, for example, when a button indicating the key card issue mode is pressed. If this determination result is a negative result, that is, if the start condition is not satisfied, the game machine GM skips the subsequent processing and ends the current routine.
  • step S11 determines whether or not communication with the center server 2 is possible. If this determination result is a negative result, that is, if communication with the center server 2 is not possible, the game machine GM skips the subsequent processing and ends the current routine. That is, when there is a problem with the communication environment of the network 3, the key card SC is not generated.
  • step S12 determines whether the determination result in step S12 is a positive result, that is, if communication with the center server 2 is possible.
  • the game machine GM proceeds to step S13.
  • step S13 the game machine GM provides an input screen for inputting individual information to the player, and acquires individual information of each player through an input result on the input screen. This individual information includes, for example, the name of the player, the selected character image KG, and the like.
  • the game machine GM requests the center server 2 to issue a player ID.
  • the center server 2 When the center server 2 receives the request for the player ID from the game machine GM, the center server 2 starts the routine of FIG. When the center server 2 starts the routine of FIG. 9, first, in step S21, a unique player ID is generated. In subsequent step S22, the center server 2 transmits the player ID generated in step S21 to the game machine GM.
  • step S15 when the game machine GM acquires the player ID from the center server 2 in step S15, the game machine GM proceeds to step S16.
  • step S16 the game machine GM requests the center server 2 to store the individual information input by the player. This storage request includes, for example, individual information to be stored.
  • step S23 the center server 2 stores individual information to be stored this time (for example, individual information included in the storage request). This storage is realized, for example, by updating the contents of the ID management data 22. Alternatively, it may be realized by updating the content of the play data PD.
  • step S24 the center server 2 notifies the game machine GM of the storage result and ends the current routine.
  • step S17 the game machine GM generates print data.
  • the print data is, for example, data for expressing the composite image CI2.
  • the printing data includes, for example, data for displaying the player name and the like in the player information area SC3 of the key card SC, data for expressing the key image KI, and various information for defining the key card SC.
  • Data for expressing the two-dimensional code CG2 is included. Therefore, the generation of print data includes, for example, processing of candidate images of the key image KI, that is, generation of a key image KI that changes according to individual information.
  • the key image KI includes individual information such as a player's name as an example of a change corresponding to the individual information.
  • the game machine GM provides this printing data to the printer 32 so that the key card SC is printed based on the printing data generated in step S17, and this routine is executed. finish.
  • curd SC containing the information of unique player ID for every key card
  • the key card SC not only a part of the individual information such as the name of the player is displayed in the player information area SC3, but also a key image KI that changes according to the individual information is printed.
  • FIG. 10 is a diagram showing an example of a flowchart of a game preparation process routine.
  • the routine of FIG. 10 is executed each time the code reader 7 reads a key card SC for use in playing a game, for example.
  • step S31 the control unit 30 refers to the output signal of the code reader 7 and acquires the information of the player ID provided by the key card SC.
  • step S ⁇ b> 32 the control unit 30 confirms the communication environment of the network 3. Specifically, the control unit 30 determines whether or not communication with the center server 2 is possible. If this determination result is a negative result, that is, if communication with the center server 2 is not possible, the control unit 30 proceeds to step S34.
  • step S32 determines whether the determination result in step S32 is a positive result, that is, if communication with the center server 2 is possible.
  • the control unit 30 proceeds to step S33.
  • step S ⁇ b> 33 the control unit 30 acquires play data PD from the center server 2. More specifically, the control unit 30 acquires the play data PD from the center server 2 so as to include at least a portion corresponding to the player ID acquired in step S31, and proceeds to step S34.
  • step S34 the control unit 30 requests the player to read the character card KC.
  • this request is realized through a display or the like that prompts insertion of the character card KC into the code reader 7. If reading is not executed within a predetermined time, the control unit 30 may skip the subsequent processing and end the current routine.
  • step S35 various information defined by the character card KC inserted into the code reader 7 is acquired based on the reading result of the code reader 7. More specifically, various information included in the two-dimensional code CG1 read by the code reader 7 is acquired. As an example, as described above, the various types of information include information on parameters that define a monster and information on player IDs.
  • step S36 the control unit 30 determines whether or not the player ID information included in the information acquired in step S35 matches the player ID information of the key card SC acquired in step S31. If this determination result is a positive result, that is, if the player IDs of the character card KC and the key card SC match each other, the control unit 30 proceeds to step S37.
  • step S37 the control unit 30 classifies the character card KC acquired in step S35 into a player card, and proceeds to step S39.
  • step S36 determines whether the character card KC and key card SC do not match each other. If the determination result in step S36 is negative, that is, if the player IDs of the character card KC and key card SC do not match each other, the control unit 30 proceeds to step S38.
  • step S38 the control unit 30 classifies the character card KC acquired in step S35 as a participation card, and proceeds to step S39.
  • step S39 the control unit 30 determines whether further reading of the character card KC is necessary. This determination is realized, for example, through a screen for notifying the player whether or not the character card KC needs to be read. When further reading is required on the screen, an operation for instructing continuous reading is executed, and when it is unnecessary, an operation for instructing reading unnecessary is executed. In step S39, it is determined whether or not the character card KC needs to be read through these operations.
  • step S39 If the determination result in step S39 is an affirmative result, that is, if an operation for instructing the reading of the character card KC is performed, the control unit 30 returns to step 34 and performs the subsequent processing again. On the other hand, if the determination result in step S39 is a negative result, that is, if an operation for instructing reading unnecessary of the character card KC is executed, the control unit 30 proceeds to step S40.
  • step S40 the control unit 30 provides the play data PD acquired in step S33 and the classification results in steps S37 and S38 to the subsequent process for the card game. This provision may be temporary storage in an internal storage device. Control unit 30 complete
  • play data is acquired based on the player ID of the key card SC, and past results are reflected in the card game based on the play data.
  • the character card KC is classified based on the player ID of the key card SC, and a difference in handling in the game progress is given to the card game. Further, the character card KC is generated based on the player ID information of the key card SC.
  • the key image KI is displayed on the key card SC.
  • the key image KI is highly unique because it changes according to the individual information. Thereby, the distinguishability on the external appearance of the key card
  • a key card SC is provided.
  • curd SC can be used specialized in the specification of a player, more specifically, the specification of a user.
  • the monsters of the character cards KC can be classified based on the player ID of the key card SC. Thereby, it can distinguish and manage to a user's monster and the other monster.
  • monsters owned by non-users Therefore, the use of the own character card KC is promoted.
  • the character card KC is generated through game play, game play is also promoted. By these, the interest property of a card game can further be improved.
  • control unit 30 of the game machine GM functions as the player information acquisition means, reproduction information acquisition means, and play medium classification means of the present invention by executing the routine of FIG.
  • the present invention is not limited to the above-described form, and can be implemented in an appropriate form.
  • the two-dimensional codes CG1 and CG2 are printed as codes on the character card KC and the key card SC, respectively.
  • the present invention is not limited to such a form.
  • a barcode may be used as the code.
  • the game card 8 may use various codes including various information by being generated according to a predetermined standard.
  • the present invention is not limited to a form in which various types of information are recorded on the recording medium as codes.
  • an optical storage medium such as DVDROM or CDROM, or a nonvolatile semiconductor memory such as EEPROM may be used as the recording medium.
  • Such a storage medium includes, for example, an IC card.
  • data for expressing the composite images CI1 and CI2 may be recorded on these media.
  • Such data may be provided to the storage medium by infrared communication or the like. That is, as long as the game machine GM can record or acquire the reproduction information or the player specifying information, various media may be employed as the recording medium.
  • information for identifying the user such as player ID information
  • provision of information for specifying the user is not limited to the key card SC.
  • the key card SC that is, as an identification recording medium
  • a card that guarantees an identity such as a license or insurance card, a credit card, or the like
  • authentication using a password or the like is not performed when the key card SC (recording medium for identification) is used.
  • authentication for confirming the owner of the identification recording medium may be performed.
  • the routine of FIG. 10 may be executed after authentication, that is, after the user of the identification recording medium is authenticated as the owner through a password or the like.
  • the authentication information may be included in the player specifying information.
  • the name of the player is included as part of the individual information, so that the key image KI differs depending on the individual information.
  • the change of the key image KI according to the individual information is not limited to such a form. For example, sex, date of birth, etc. may be displayed on the key image KI as individual information.
  • the change of the key image KI according to the individual information may be realized by the color, size, shape, or combination of the background image and the key image KI itself.
  • key images KI having various shapes such as a circular shape or a quadrangular shape may be employed. Further, the shape or the like of the key image KI may be selected by the player.
  • some functions in the game are limited as a difference in handling of the player card and the participation card.
  • the difference in handling between classifications is not limited to such a form.
  • a character card KC classified as a participating card that is, a character card KC that does not match the player ID of the key card SC may be restricted in use in the game. That is, the right to use each character card KC may be strictly determined based on the key card SC.
  • the trade of the actual physical character card KC can be suppressed. As a result, game play can be promoted.
  • each game machine GM provides a card game.
  • the game provided by each game machine GM is not limited to such a form.
  • Each game machine GM may provide various games such as an action game, a role playing game, a simulation game, and a shooting game as long as a play medium defined by parameters is used.
  • the game machine GM is not limited to a commercial game machine.
  • an appropriate form such as a home-use game machine or a portable game machine may be adopted.
  • the control unit 30 and the storage unit 31 are provided in the game machine GM.
  • the game machine of the present invention is not limited to such a form.
  • the control unit 30 and the storage unit 31 may be logically provided on the network using cloud computing. That is, the game machine GM may be configured as a terminal that displays and provides the processing result of the control unit 30 through the network 3.
  • the game machine of the present invention is a game machine (GM) that provides a game played through a play medium defined by parameters, and records player specifying information including player identification information for identifying each player.
  • the reproduction information acquisition means (30) for acquiring the reproduction information from at least one play recording medium (KC) having different values the player information acquisition means and the reproduction information acquisition means
  • the player identification information included in the player specifying information is compared with the player identification information included in the reproduction information. It by, a, and play media classification means (30) for classifying a play media defined by the contents of the parameters included in the reproduction information.
  • the player identification information of the recording medium for identification and the player identification information of the recording medium for play are compared, and the play medium is classified based on the result. Further, the type of the recording medium for identification and the recording medium for play are different. Therefore, for example, the identification recording medium can be used as a dedicated means for specifying the user. And after specifying a user, a play medium can be classified on the basis of a user's player identification information. Thereby, a play medium can be managed on the basis of a user.
  • the difference in type between the recording medium for identification and the recording medium for play includes, for example, a difference due to a difference in the type of information to be recorded (including differences in functions and applications), and a difference in the physical type of the recording medium itself. including. For example, even if the contents of the parameters are different, the same type is considered as long as the same type of information called parameters is included. As an example, character cards that only define different characters are considered to be of the same type.
  • the reproduction information acquisition means acquires the reproduction information from a plurality of play recording media as the at least one play recording medium
  • the play medium classification means includes the play medium classification means
  • each play medium of the play recording medium that matches this is classified as the first classification, and the play medium of the play recording medium that does not coincide with this is classified as the second classification, respectively. being classified. Therefore, for example, each play medium can be classified into a classification indicating a user's play medium and a classification indicating a play medium other than the user. Thereby, each play medium can be managed by distinguishing between the play medium of the user and the play medium other than the user.
  • the second category may be limited in at least a part of game elements in the game as compared to the first category.
  • the user's play medium can be preferentially treated.
  • the game elements include, for example, various images such as items, characters, and backgrounds, game options such as game development, and various functions related to the progress of the game.
  • the game elements may include various elements related to the game.
  • the player specifying information includes authentication information for authenticating an owner, and the play medium classification means authenticates a user as an owner based on the authentication information. After that, the play media may be classified. In this case, the user can be specified more reliably.
  • the authentication information includes, for example, a password.
  • the identification recording medium in the identification recording medium, the content of the parameter is recorded on the recording medium for play while the content of the parameter is not recorded on the identification recording medium. Therefore, the type may be different from the recording medium for play. In this case, even if the recording medium for identification is used, the play medium cannot be defined during the game. Therefore, the property of the recording medium for identification can be specialized by specifying the user. Thereby, for example, various recording media that include the player specifying information and are not related to the game can be used as the identification recording medium. For example, as such a recording medium for identification, a card such as a driver's license or an insurance card, a credit card, or the like that guarantees an identity may be used.
  • an aspect is further provided that further comprises an identification recording medium generating means (32) for generating the identification recording medium by recording the player specifying information on a recording medium. Also good.
  • the game machine can provide a recording medium for identification.
  • Various recording media may be adopted as the recording medium for identification.
  • a card-like printing medium is used as the recording medium, and conforms to a predetermined standard so as to include the player specifying information.
  • a printer (32) for recording the player specifying information on the print medium by printing the generated two-dimensional code on the print medium may be used as the identification recording medium generating means.
  • the game machine may provide various games.
  • the game may be configured such that the content of the parameter changes according to a game result.
  • the game machine of the present invention may include the parameter content after the change according to the game result as the parameter content and the player identification information as the player identification information. It may further include a play recording medium generating means (32) for generating the play recording medium by recording reproduction information including player identification information included in the information on the recording medium.
  • the game machine can provide a recording medium for play.
  • a highly unique recording medium for play can be provided. Therefore, the interest of the game can be improved. Further, when the use of the recording medium for play is promoted, it is possible to further encourage the play of the game.
  • various recording media may be employed as the recording media for play.
  • a card-like printing medium is used as the recording medium, and is generated in accordance with a predetermined standard so as to include the reproduction information.
  • a printer (32) that records the reproduction information on the printing medium by printing the two-dimensional code on the printing medium may be used as the play recording medium generation means.
  • the control method of the present invention is applied to a game machine (GM) that provides a game played through a play medium defined by parameters, and records player specifying information including player identification information for identifying each player.
  • the player information acquisition procedure for acquiring the player specifying information from the identification recording medium (SC), and the reproduction information including the contents of the parameters and the player identification information are recorded, and the type is different from the identification recording medium.
  • the player specifying information based on the reproduction information acquisition procedure for acquiring the reproduction information from at least one play recording medium (KC), and the acquisition results of the player information acquisition procedure and the reproduction information acquisition procedure. Is compared with the player identification information included in the reproduction information, And a, a play media classification means for classifying a play media defined by the contents of the parameters included in the serial reproduction information.
  • a computer program for a game machine of the present invention is a player for identifying each player of a computer (30) incorporated in a game machine (GM) that provides a game played through a play medium defined by parameters.
  • Player information acquisition means for acquiring the player specifying information from an identification recording medium (SC) for recording player specifying information including identification information, recording the reproduction information including the contents of the parameters and the player identification information;
  • Reproduction information acquisition means for acquiring the reproduction information from at least one play recording medium (KC) of a type different from the identification recording medium, and acquisition of the player information acquisition means and the reproduction information acquisition means Based on the result, the player identification information included in the player specifying information and the replay
  • the player identification information included in the use information in which is configured to function as a play medium classification means for classifying a play media defined by the contents of the parameters included in the reproduction information.
  • control unit computer, player information acquisition means, reproduction information acquisition means, play medium classification means
  • Printer identification recording medium generation means, play identification medium generation means
  • GM game machine SC key card recording medium for identification
  • KC character card playback recording medium

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Control Of Vending Devices And Auxiliary Devices For Vending Devices (AREA)
  • Pinball Game Machines (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
PCT/JP2014/065386 2013-06-11 2014-06-10 ゲーム機、それに用いられる制御方法及びコンピュータプログラム WO2014199998A1 (ja)

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JP6097423B1 (ja) * 2016-01-28 2017-03-15 株式会社バンダイ ゲーム装置
JP6175544B1 (ja) * 2016-07-01 2017-08-02 株式会社バンダイ ゲーム装置、ゲームシステム及びプログラム
JP6582250B2 (ja) * 2018-01-11 2019-10-02 株式会社コナミデジタルエンタテインメント ゲーム機、それに用いられる制御方法及びコンピュータプログラム
JP6908638B2 (ja) * 2018-01-31 2021-07-28 株式会社バンダイ ゲーム装置、プログラム及びゲームシステム

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