WO2015033994A1 - Game machine, game control method, and computer program - Google Patents

Game machine, game control method, and computer program Download PDF

Info

Publication number
WO2015033994A1
WO2015033994A1 PCT/JP2014/073309 JP2014073309W WO2015033994A1 WO 2015033994 A1 WO2015033994 A1 WO 2015033994A1 JP 2014073309 W JP2014073309 W JP 2014073309W WO 2015033994 A1 WO2015033994 A1 WO 2015033994A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
intermediate point
point
ball
game medium
Prior art date
Application number
PCT/JP2014/073309
Other languages
French (fr)
Japanese (ja)
Inventor
博文 磨樒
和登 小松
忍 堀本
潤 川合
Original Assignee
株式会社コナミデジタルエンタテインメント
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 CN201480048730.7A priority Critical patent/CN105517640A/en
Publication of WO2015033994A1 publication Critical patent/WO2015033994A1/en

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F7/00Indoor games using small moving playing bodies, e.g. balls, discs or blocks
    • A63F7/22Accessories; Details
    • A63F7/24Devices controlled by the player to project or roll-off the playing bodies
    • A63F7/2409Apparatus for projecting the balls
    • A63F7/249Apparatus for projecting the balls projecting the playing bodies through the air, e.g. with a jump
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F7/00Indoor games using small moving playing bodies, e.g. balls, discs or blocks
    • A63F7/06Games simulating outdoor ball games, e.g. hockey or football
    • A63F7/0604Type of ball game
    • A63F7/0612Basketball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B67/00Sporting games or accessories therefor, not provided for in groups A63B1/00 - A63B65/00
    • A63B67/06Ring or disc tossing games, e.g. quoits; Throwing or tossing games, e.g. using balls; Games for manually rolling balls, e.g. marbles
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/2436Characteristics of the input
    • A63F2009/2442Sensors or detectors

Definitions

  • the present invention relates to a game machine or the like that provides a game for the purpose of moving a game medium to a predetermined area.
  • a game in which a game medium is moved to a predetermined position to compete for a score is well known.
  • a game machine with a theme of sports such as basketball or American football is known (see, for example, Patent Document 1).
  • an object is to put a ball, which is an example of a game medium, into a goal.
  • a score is awarded when the game medium is moved to a predetermined area, and the player competes for the score.
  • the player competes for the score.
  • only the movement of the game medium to a predetermined area is evaluated, and the game may become monotonous.
  • an object of the present invention is to provide a game machine or the like that can evaluate a route until a game medium is moved to a predetermined area.
  • the game machine of the present invention is provided with a game field in which a game medium whose movement direction is determined by a player can be moved, and on the game field, a first intermediate point through which the game medium should pass, and the game medium Is a game machine provided with an attainment point to be reached and one or more second intermediate points that can be passed between the first intermediate point and the attainment point.
  • An intermediate point detecting means for detecting presence / absence of a route at the intermediate point and the second intermediate point, an arrival point detecting means for detecting presence / absence of arrival of the game medium at the arrival point, and the intermediate point detecting means
  • a determination means for determining a route status of the second intermediate point on condition that the waypoint is detected and that the arrival point is detected by the arrival point detection means; It is.
  • a game field in which a game medium whose movement direction is determined by a player is movable is provided, and on the game field, a first intermediate point through which the game medium should pass, and the game A reaching point that the medium should reach and one or more second intermediate points that can be passed between the first intermediate point and the reaching point are provided, and the first intermediate point and the first intermediate point of the game medium 2.
  • a game control method for a game machine comprising: intermediate point detection means for detecting presence / absence of passage at an intermediate point; and arrival point detection means for detecting presence / absence of arrival of the game medium at the arrival point; On the condition that the intermediate point detection means detects that the first intermediate point has been routed and the arrival point detection means detects that the arrival point has been reached. It is intended to execute a determining procedure via status between points.
  • the computer program of the present invention is provided with a game field in which a game medium whose movement direction is determined by a player can be moved, and on the game field, a first intermediate point through which the game medium should pass, and the game medium And an at least one second intermediate point that can be passed between the first intermediate point and the arrival point, and the first intermediate point and the second intermediate point of the game medium.
  • a game machine computer comprising intermediate point detection means for detecting presence / absence of a route at an intermediate point and arrival point detection means for detecting presence / absence of arrival of the game medium at the arrival point is obtained by the intermediate point detection means. Judgment for determining the route status of the second intermediate point on condition that the passage of one intermediate point has been detected and that the arrival point has been detected by the arrival point detecting means Those that are configured to function as a step.
  • the perspective view of the game machine concerning one form of the present invention The perspective view which looked at the game machine from the front side.
  • FIG. 1 is a perspective view of a game machine according to one embodiment of the present invention.
  • the game machine 1 is configured as a commercial (business) game machine that allows a user to play a game within a range corresponding to the play fee in exchange for payment of a predetermined play fee.
  • This type of game machine 1 may be called an arcade game machine.
  • the game machine 1 is installed in a predetermined facility such as a store mainly for the purpose of making a large number of users play a game repeatedly to increase profits.
  • the game machine 1 is a pitching game in which a ball B as a game medium thrown by a player is inserted into the goal unit 14 via a plurality of pads 12 and 13 and a score given according to the intermediate pad 13 is competed. is there.
  • the game machine 1 includes a game field GF for a player to play a game, a control panel 2 for operating game settings and the like, a coin slot 3 for receiving a play fee, and a coin return slot for returning inserted coins. 4 is provided. Inside the game machine 1, a collecting mechanism (not shown) for collecting coins inserted into the coin insertion slot 3 is provided. Further, when the player requests to return the inserted coin, the coin is returned to the player via the coin return port 4. You may comprise the coin insertion slot 3 and the coin return slot 4 using a well-known technique.
  • FIG. 2 is a perspective view of the game machine 1 as seen from the front side.
  • the game field GF includes a start pad 12 as a first intermediate point and a plurality of intermediate pads 13 as a second intermediate point, a goal part 14 as a destination and recovery means, An outlet 15, a monitor 16, a speaker unit 17, and a camera 18 as an imaging means are provided.
  • the player stands in front of the game machine 1 and throws the ball B toward the start pad 12.
  • the ball B a table tennis ball formed of resin is used.
  • Each pad 12, 13 has a contact plate 21 as a rebound member that contacts the ball B, and a ball detection sensor that is attached to the contact plate 21 and serves as an intermediate point detection means for detecting that the ball B has contacted. 22 are provided.
  • the ball detection sensor 22 is not shown in FIG.
  • the contact plate 21 is a flat plate-like member formed of a resin such as plastic, and is configured such that the ball B hitting the contact plate 21 rebounds in combination with the material of the ball B.
  • a light emitting member 23 such as an LED is disposed on the contact plate 21 and produces an effect when the ball B comes into contact with the light by emitting light.
  • a contact sensor such as a piezoelectric sensor or a switch that detects an impact of the ball B rebounding on the contact plate 21, or a photoelectric sensor such as an infrared sensor that detects entry into a predetermined area of the contact plate 21.
  • a sensor is used.
  • the start pad 12 is a pad to which the player should first contact the ball B, and has a different shape from the other intermediate pads 13.
  • the start pad 12 is formed in a semicircular shape so that the contact area with the ball B is larger than that of the intermediate pad 13.
  • the intermediate pad 13 is formed in a circular shape as an example, and a plurality of intermediate pads 13 are arranged around the goal portion 14. At this time, it is preferable that the intermediate pad 13 is arranged so that the ball B bounced off at the start pad 12 can come into contact.
  • the position and number of the intermediate pads 13 to be arranged, the height from the floor surface in the game field GF, and the direction of the surface to be brought into contact with the ball B may be changeable.
  • the shapes of the start pad 12 and the intermediate pad 13 may be configured as appropriate.
  • the goal part 14 is provided with a cup 31 into which the ball B enters, a ball detection sensor 32 as a reaching point detection sensor for detecting the ball B that has entered the cup 31, and an effect member 33 positioned below the cup 31. It has been.
  • the ball detection sensor 32 is not shown in FIG.
  • the cup 31 has a funnel shape, and the ball B falls into the central opening 31a.
  • the opening 31a is provided with a ball guide 34 for connecting to a ball collection mechanism (not shown) provided in the game machine 1.
  • the ball guide 34 is provided with a ball detection sensor 32 that detects the guided ball B.
  • a photoelectric sensor such as an infrared sensor and various sensors such as a contact sensor are used.
  • the effect member 33 is provided around the ball guide 34 protruding from the floor surface in the game field GF.
  • the effect member 33 is provided with a light emitting member 33a such as an LED, and provides an effect of notifying that the ball B has entered the cup 31.
  • region where the light emission members 23 and 33a are provided in each pad 12, 13 and the goal part 14 is shaded in FIG.
  • the light emitting members 23 and 33 a may be provided at appropriate positions of the pads 12 and 13 and the goal part 14.
  • the ball discharge port 15 discharges the ball B stored in the ball collection mechanism and supplies it to the player.
  • the ball discharge port 15 is provided below the start pad 12.
  • the ball B guided by the ball guide 34 may be returned to the game field GF without being collected by the ball collection mechanism.
  • the path of the ball guide 34 may be branched and the path may be switched.
  • the monitor 16, the speaker unit 17, and the camera 18 are installed on the back side of the game field GF.
  • the monitor 16 displays information related to the game progress, effects when various events occur, and the like. For example, a known technique such as a liquid crystal display device may be used as the monitor 16. Alternatively, various images may be displayed on the rear screen by the projector device.
  • the projector device is installed at an arbitrary position where the image can be projected on the rear screen.
  • the speaker unit 17 outputs sound effects and sounds for effects during game play.
  • the camera 18 is installed toward the front side of the game machine 1 and images the game field GF and the player who plays the game. The captured image is displayed on the monitor 16.
  • a side cover 19 is provided on the side of the game field GF to prevent the ball B from jumping out during play. In addition to the side cover 19, a top cover may be provided (not shown).
  • the control panel 2 is provided with a plurality of operation buttons 41, a numeric keypad 42, and a card reader 43.
  • the operation buttons 41 and the numeric keypad 42 are used for operation when setting a game mode, a game environment, and the like.
  • the card reader 43 is a device for reading a unique card ID for each card recorded on the card 5 possessed by the player as a kind of identification information to be used for user authentication.
  • FIGS. 3A to 3C are diagrams for explaining an example of the movement of the ball B in the game field GF.
  • the player inserts a play fee into the coin insertion slot 3 and operates the control panel 2 to set a game mode or the like, the ball B is discharged from the ball discharge opening 15 and the game is started.
  • the movement direction of the ball B is determined by the player throwing, and moves on the game field GF.
  • the game mode can be set as appropriate.
  • a level-up game that is placed in the cup 31 while being applied to the designated intermediate pad 13 a count-up game that competes for the score of the game, A time attack game or the like for competing for whether or not the ball B can be inserted is prepared.
  • the game mode can be set appropriately.
  • a level up game will be described.
  • the player makes a task to enter the goal part 14 via the designated intermediate pad 13, and when the task is achieved, the next task is instructed.
  • the assignment is instructed by causing the light emitting member 23 and the effect member 33 to emit light or notifying the monitor 16 or the speaker unit 17.
  • the greater the number of intermediate pads 13 to be routed the higher the difficulty level.
  • the simplest problem is to place the ball on the start pad 12 and then place it in the goal part 14 as shown in FIG. 3A.
  • the broken line shown in FIG. 3A shows an example of a locus drawn by the ball B.
  • FIGS. 3B and 3C The same applies to FIGS. 3B and 3C.
  • Players are given 3 balls per turn and can complete new tasks by completing the tasks while throwing 3 balls. You can play 5 turns in one play. If the task is not achieved while throwing three balls, proceed to the next turn and challenge the same task.
  • a ball B for practicing before the game is started may be supplied, and a practice turn not related to task achievement may be provided. Such rules may be changed as appropriate. It is detected by the ball detection sensor 22 provided on each pad 12, 13 that the ball B has hit the pad 12, 13, and the ball B enters the cup 31 by the ball detection sensor 32 provided on the goal part 14. Is detected.
  • next task is directed.
  • an intermediate pad 13a located between the start pad 12 and the goal portion 14 (reference numeral 13a is attached to distinguish it from other intermediate pads 13) is designated as the next task (FIG. 3B).
  • the player throws the ball B so that the ball B hitting the start pad 12 rebounds at the intermediate pad 13a, that is, enters the goal part 14 via the intermediate pad 13a.
  • the next task is indicated.
  • a plurality of intermediate pads 13b and 13c as shown in FIG. 3C may be used.
  • the player may be instructed in the order of the intermediate pads 13b and 13c to be routed, or the order may be arbitrary as long as the intermediate pads 13b and 13c are instructed. Alternatively, the number passing through the intermediate pad 13 may be indicated. Appropriate settings are possible. Since the difficulty level can be adjusted by specifying the intermediate pad 13, a game that can be enjoyed by beginners to advanced players is provided.
  • the game field GF and the player are imaged by the camera 18, and the recording information is temporarily stored in the storage unit 52.
  • the recording of a predetermined time range is performed based on the timing at which the ball detection sensor 32 of the goal part 14 detects the ball B.
  • Information is extracted and recorded as video data 54 in the storage unit 52.
  • the video data 54 is reproduced on the monitor 16 or the like during or after play. Thereby, it is possible to make the player confirm the action being played. Further, the video data 54 may be shared with other players via a network. Note that when reproducing the video data 54, it is possible to synthesize and reproduce a sound such as a specific cheer. This sound is output from the speaker unit 17.
  • FIG. 4 is a functional block diagram illustrating the configuration of the main part of the control system of the game machine 1.
  • the game machine 1 is provided with a game control unit 51 and a storage unit 52.
  • the game control unit 51 is a logical device realized by a combination of computer hardware (including a CPU and a memory as an internal storage device necessary for its operation) and software of the game machine 1.
  • the game control unit 51 executes various arithmetic controls necessary for the progress of the game.
  • the storage unit 52 is an external storage device realized by a storage unit such as a hard disk or a semiconductor storage device.
  • Various types of data are recorded in the storage unit 52, and player play data 53, video data 54, and a game program 55 are shown.
  • In the play data 53 data relating to game contents such as game results and environment settings played by the player are recorded. Recording information captured by the camera 18 is recorded in the video data 54.
  • a situation determination unit 56 and a video generation unit 57 as logical devices are provided inside the game control unit 51.
  • the situation determination unit 56 determines the achievement status of the predetermined task based on the detection results of the ball detection sensors 22 and 32.
  • the video generation unit 57 generates video data 54.
  • the game control unit 51 is connected to the ball detection sensors 22 and 32, the light emitting members 23 and 33a, the control panel 2, the monitor 16, the speaker unit 17, and the camera 18, and transmits or receives signals and data necessary for the progress of the game.
  • the card reader 43 of the control panel 2 reads the card 5 possessed by the player.
  • the game control unit 51 acquires play data 53 associated with the read card ID, and provides a game to the player based on the play data 53.
  • the play data 53 may be stored in a center server (not shown). In this case, the game machine 1 and the center server are connected so as to be communicable with each other via a network, and the game machine 1 may transmit the card ID to the center server and acquire the corresponding play data 53.
  • FIG. 5 is a flowchart showing a situation determination processing routine executed by the situation determination unit 56 of the game machine 1.
  • the situation determination process determines the achievement status of a predetermined task in the game to be played. As predetermined tasks, a task in a level-up game, acquisition of a score in a count-up game, insertion of a ball B into the goal part 14 in a time attack game, and the like are set. Such an issue is presented to the player as a goal in the game. The task may be changed as appropriate according to the game settings.
  • the situation determination unit 56 determines whether or not the ball B is detected by the start pad 12 (step S1).
  • the ball detection sensor 22 detects the contact of the ball B.
  • the situation determination unit 56 temporarily records the timing detected by the ball detection sensor 22 in the recording unit 52 as a reference time (step S2).
  • the situation determination unit 56 determines whether or not the ball B is detected by any of the intermediate pads 13 (step S3).
  • the situation determination unit 56 updates the reference time to the time detected by the ball detection sensor 32 (step S4), and the intermediate pad 13 from which the ball B is detected is updated. Specify (step S5).
  • the situation determination unit 56 compares the reference time with the current time, and determines whether or not a timeout has occurred (step S6). A predetermined time from the reference time is set as the play duration, and when the play duration has passed, it is determined as a timeout. If time-out has occurred, the situation determination unit 56 ends the current process.
  • the play duration time may be set in consideration of the distance between the pads 12 and 13 and the movement time due to the rebound of the ball B.
  • step S7 determines whether or not the ball B is detected in the goal unit 14 (step S7).
  • the ball B enters the cup 31, the ball B is detected by the ball detection sensor 32.
  • the situation determination unit 56 compares the reference time with the current time, and determines whether or not a timeout has occurred (step S8). What is necessary is just to perform the process similar to step S6. If the time-out has occurred in step S8, the status control unit 56 ends the current process. On the other hand, if the timeout has not occurred, the process returns to step S3 to continue the processing. When the player passes through a plurality of intermediate pads 13, the ball B is detected on the intermediate pads 13.
  • the situation determination unit 56 determines the passing situation of the intermediate pad 13 (step S9). As the determination of the route status, the intermediate pad 13 in which the ball B is detected is specified, and the path is further specified based on the detection timing of the intermediate pad 13. And the situation determination part 56 determines whether the subject was achieved (step S10). The situation determination unit 56 determines whether or not the player's play result has achieved the task with respect to the task set in the current game. For example, in the case of a level-up game, the ball B enters the goal part 14 via the start pad 12 and the intermediate pad 13 set in the task based on the detection results of the ball detection sensors 22 and 32. It is determined whether or not.
  • the task is not considered to be achieved if it passes through different intermediate pads 13. Further, in the case of a count-up game, if at least the start pad 12 and the goal part 14 are detected, it is considered that the task has been achieved, and a score set according to the intermediate pad 13 with which the ball B has contacted is given to the player. In the case of a time attack game, if at least the start pad 12 and the goal part 14 are detected, it is considered that the task has been achieved, and the balls B that have achieved the task are counted. You may determine the achievement status of a subject according to the order and number of the intermediate pads 13 which passed.
  • the situation determination unit 56 updates the play data 53 according to the task that has been achieved (step S11), executes an effect process according to the task (step S12), and this process Exit.
  • the achievement of the problem is produced by sound, light, video, etc. of the light emitting members 23, 33a of the pads 12, 13 and the goal part 14, the monitor 16, the speaker unit 17, and the like.
  • the contents of the production may be set as appropriate.
  • step S9 the achievement status of the task is determined. If the task is achieved, the play data 53 of the player is updated (step S11), and an effect corresponding to the achieved task is performed (step S12). Also, a reference time is set according to the detection of the ball B on each of the pads 12 and 13 (steps S2 and S4), and a time-out occurs when the time elapsed from the reference time exceeds the play duration (steps S6 and S8). The play with the ball B becomes invalid.
  • the path of the ball B can be evaluated based on the detection results from the plurality of intermediate pads 13. Therefore, the difficulty level can be easily adjusted according to the path of the ball B by selecting the intermediate pad 13 to be routed from the plurality of intermediate pads 13 and setting various tasks. Further, since the player can participate in the game with a simple operation of throwing the ball B, the game can be appealed to a wide range of customers. Therefore, a novel play feeling can be given to the player, and the operating rate of the game machine 1 can be improved. Note that the processing of steps S1 to S10 executed by the situation determination unit 56 functions as determination means, and in particular, the processing of step S10 functions as achievement status determination means.
  • FIG. 6 is a flowchart showing a video generation processing routine executed by the video generation unit 57 of the game machine 1.
  • the game field GF and the player are imaged by the camera 18, and video data 54 obtained by cutting out a predetermined section is generated.
  • the video generation unit 57 determines whether or not a game is started on the game machine 1 (step S21). When the player pays a play fee, the game is started after a predetermined setting such as selecting a game mode is made. When the game is started, the video generation unit 57 causes the camera 18 to start imaging (step S22). If the game is not started, the current process is not executed.
  • the video generation unit 57 determines whether or not the ball B is detected by the goal unit 14 (step S23). The determination is made based on the detection result of the ball detection sensor 32 of the goal unit 14. When the ball B is detected by the goal unit 14, the video generation unit 57 determines whether or not the path of the ball B has achieved the task (step S24). The task at the time when the ball B is thrown is specified, and it is determined whether or not the task has been achieved based on the detection results of the pads 12 and 13. When the task is achieved, the recording information from the predetermined time before the timing when the ball B is detected by the start pad 12 to the predetermined time after the timing when the ball B is detected by the goal unit 14 is extracted and recorded. (Step S25).
  • Recording information in a predetermined time range is extracted with reference to the timing at which the ball detection sensor 32 of the goal unit 14 detects the ball B, and recorded as video data 54 in the storage unit 52.
  • recording information from 0.5 seconds before the timing detected by the ball detection sensor 22 to 2 seconds after the timing detected by the ball detection sensor 32 based on the detection results of the ball detection sensors 22 and 32 is recorded. cut.
  • the video generation unit 57 determines whether or not the currently played game has ended (step S26). Also, in the case of a negative determination in steps S23 and S24, the video generation unit 57 proceeds to step S26. If the game has not ended, the video generation unit 57 returns to step S23 and repeats the process. In this way, while the game continues, the player's play is imaged and recorded each time the task is achieved.
  • the video generation unit 57 ends the imaging with the camera 18 (step S27). And the video production
  • the video data 54 may be an image as it is captured, or a special effect on the video, such as a frame, character, sound effect, or the path of the ball B (for example, a path display or a display that makes the intermediate pad 13 via the display stand out) ) Etc. may be added. Such effects may be editable by the player, or may be automatically added. Alternatively, the video may be edited and cut to a predetermined length.
  • the position of the ball B in the image may be detected by image processing and added based on the detection result.
  • all of the recording information extracted in step S25 may be the video data 54, or a thumbnail of the recording information may be displayed on the monitor 16 to allow the player to select information to be the video data 54. Or you may link the achievement status of a subject, and a video. Specifically, a video when the most advanced task among the achieved tasks is achieved may be automatically determined and displayed as video data.
  • the video generation unit 57 displays the generated video data 54 on the monitor 16 (step S29), and ends the current process.
  • step S21 when the game is started (step S21), the game field GF and the player are imaged by the camera 18 (step S22).
  • step S23 When the ball B enters the goal part 14 (step S23) and the task is achieved (step S24), the recording information in a predetermined time range is cut out based on the detection result of the ball B (step S25).
  • step S26 the processing from step S23 to step S25 is repeated until the game ends (step S26), and when the game ends, the imaging of the camera 18 is ended (step S27).
  • Video data 54 is generated based on the obtained recording information (step S28), and the video is reproduced (step S29).
  • a play animation of the player is automatically generated, and the player can check an operation during play.
  • the video data 54 is made known by making a play video public to an unspecified number of users, and the operating rate of the game machine 1 can be improved.
  • the present invention can be implemented in various forms without being limited to the above-described forms.
  • the game machine 1 has been described.
  • a game system that can communicate with each other via a center server (not shown) and a network may be used.
  • Play data 53 and video data 54 are stored in the center server, and the play data 53 of all players can be managed by the center server, or the video data 54 can be uploaded to the center server and connected to a network such as a personal computer or a mobile terminal device. It may be possible to browse from a simple terminal device.
  • a known technique may be used for the configuration of such a system.
  • the reproduction of the video data 54 is not limited to the timing after play.
  • the video data 54 may be generated during play based on the extracted recording information, and the player's play video may be played back in real time.
  • the processes of steps S28 and S29 in FIG. 6 are executed between steps S25 and S26.
  • the video data 54 may be reproduced as a demo video during standby.
  • FIG. 7 is a diagram showing a modification of the game field GF.
  • the goal cup 14 may be provided with a sub cup 14a. In this case, when entering the sub-cup 14a, the obtained score may be set low.
  • a plurality of goal parts 14 may be installed. This diversifies game characteristics.
  • the description has been given in the form in which a plurality of intermediate pads 13 are provided on the game field GF, one intermediate pad 13 may be provided. The number of intermediate pads 13 and the positions where they are installed can be changed as appropriate.
  • the table tennis ball B is described as a game medium, but the present invention is not limited to this.
  • it may be a ball for various sports such as a tennis ball or a golf ball, or may be a rubber ball of various sizes.
  • the ball may be formed so that the coefficient of restitution differs depending on the area occupied by the ball surface.
  • the rebound of the ball B cannot be predicted and the game characteristics are diversified.
  • the ball B used as the game medium is not limited to a spherical one, and may be a non-spherical ball such as a rugby ball. In the case of using a non-spherical ball, it is difficult to predict the rebound, and the difficulty of putting the ball into the goal part 14 is increased, and the game characteristics are diversified.
  • the ball B may be thrown directly by the player to the game field GF, or the ball B may be thrown indirectly using a throwing device.
  • the throwing device may be capable of adjusting the direction in which the player throws the ball B and the initial speed, or may automatically fire the ball B thus adjusted.
  • the throwing device only needs to have a mechanism for sequentially throwing the balls stored in accordance with the operation of the player into the game field GF, and is configured using a known technique. Alternatively, the ball B thrown by the player may be accelerated.
  • a liquid crystal display device or a projector may be used instead of the light emitting members 23 and 33a of the pads 12 and 13 and the goal part 14, a liquid crystal display device or a projector may be used. Various productions are possible.
  • the ball B is detected using the ball detection sensors 22 and 32.
  • the present invention is not limited to this.
  • the position of the ball B may be specified by analyzing an image of the game field GF captured by the camera 18 provided in the game machine 1. Thereby, the presence or absence of entry to the intermediate pad 13 or the goal part 14 through which the ball B has passed is determined.
  • the game machine 1 has been described as an apparatus for causing a player to play a game, but the present invention is not limited thereto.
  • a game may be played, and a prize may be awarded to a player when a predetermined task is achieved, and the prize may be given.
  • a prize may automatically come out from the game machine 1 when the task is achieved.
  • a prize granting mechanism for holding prizes in the game machine 1 and granting prizes to the player according to the achievement status of the task may be provided.
  • Such a configuration may use a known technique.
  • it is not necessary to provide such a prize granting mechanism and an employee such as a store where the game machine 1 is installed may judge the achievement status of the task and grant a prize to the player. Ranks may be provided for prizes to be awarded according to the achievement status of the task.
  • the game machine has a game field (for example, the game field GF of the game machine 1) to which the game medium (for example, the ball B) whose movement direction is determined by the player can move.
  • a first intermediate point for example, the start pad 12
  • a destination point for example, the goal unit 14
  • the game medium should reach, and the first game field
  • a game machine for example, game machine 1
  • the game medium Intermediate point detecting means for example, a ball detection sensor 22 for detecting whether or not the first intermediate point and the second intermediate point are routed, and detecting whether or not the game medium has reached the arrival point.
  • the passing point detection means for example, the ball detection sensor 32
  • the intermediate point detection means detect the passage of the first intermediate point
  • the arrival point detection means detects the arrival of the arrival point.
  • it can be grasped as having a determination means for determining the route status of the second intermediate point (for example, the status determination unit 56).
  • a game control method is provided with a game field in which a game medium whose movement direction is determined by a player is movable, and a first intermediate point through which the game medium passes through the game field.
  • a reaching point to be reached by the game medium, and one or more second intermediate points that can be passed between the first intermediate point and the reach point, and the first intermediate point of the game medium is provided.
  • a game control method for a game machine comprising: intermediate point detection means for detecting presence / absence of passage at the second intermediate point; and arrival point detection means for detecting presence / absence of arrival at the arrival point of the game medium
  • the computer of the game machine detects that the intermediate point detection unit detects that the first intermediate point has been routed and that the arrival point detection unit has reached the arrival point.
  • the second intermediate point via situation a determination procedure (e.g., steps S1 ⁇ S10 described in FIG. 5) can be grasped as to execute.
  • a computer program is provided with a game field in which a game medium whose movement direction is determined by a player is movable, and a first intermediate point through which the game medium passes, on the game field, A reaching point to be reached by the game medium, and one or more second intermediate points that can be routed between the first intermediate point and the arrival point, the first intermediate point of the game medium, and
  • a game machine computer comprising: intermediate point detecting means for detecting presence / absence of a route at the second intermediate point; and arrival point detecting means for detecting presence / absence of arrival of the game medium at the arrival point; Determines whether or not the second intermediate point is routed on the condition that the passage of the first intermediate point is detected and the arrival point detecting means detects the arrival of the second intermediate point. It can be grasped as being configured so as to function as that judging means.
  • the route of the game medium to the reaching point is determined by the player's action, for example, by throwing the game medium or by determining the moving direction using the input device, so that the game can be played with simple actions, Can appeal the game to customers. Therefore, a novel play feeling can be given to the player and the operating rate of the game machine can be improved.
  • the computer program according to one embodiment of the present invention may be provided in a state stored in a storage medium.
  • a storage medium for example, by installing and executing the computer program according to the present invention in a computer, the game system of the present invention can be realized using the computer.
  • the storage medium storing the computer program may be a non-transitory storage medium such as a CD-ROM.
  • the determination means may be provided with achievement status determination means for determining an achievement status of a predetermined task according to a second intermediate point through which the game medium passes. According to this, since the achievement status of the predetermined task is determined according to the second intermediate point through which the game medium passes, the path of the game medium to the reaching point can be evaluated.
  • a plurality of second intermediate points are included on the game field, and the achievement status determining means determines the predetermined intermediate point according to the order of the second intermediate points through which the game medium passes. You may determine the achievement status of a subject. According to this, the difficulty can be easily adjusted according to the route of the game medium by selecting the second intermediate point to be routed from the plurality of second intermediate points to the game medium and setting various tasks.
  • the game field includes a plurality of second intermediate points, and the achievement status determination means determines the achievement state according to the number of second intermediate points through which the game medium passes. You may determine the achievement status of a predetermined subject.
  • the achievement status determination means records the detected timing based on the detection result of the intermediate point detection means, and the intermediate inspection within a predetermined time with the timing as a reference If there is no detection by the exit means or the arrival point detection means, it may be determined that the predetermined task has not been achieved. If the moving time between the intermediate points of the game media moving in the game field is too long, there is a possibility of game fraud.
  • the achievement status of the task based on whether or not the game medium is detected within a predetermined time with reference to the detection timing, it is possible to prevent an illegal act of the game. In addition, it is possible to process a game medium that has deviated from the route to the reaching point as a problem that has not been achieved.
  • a rebound member for example, a contact plate 21 for rebounding the game medium is provided at the first intermediate point and the second intermediate point, and the intermediate point detecting means
  • the contact sensor which detects that the said game medium contacted the said rebound member may be sufficient.
  • the reaching point is provided with a collecting means (for example, the goal unit 14) for collecting the gaming medium, and the reaching point detecting means includes a gaming medium to be collected. The photoelectric sensor to detect may be sufficient.
  • an imaging means for example, camera 18 for imaging the game field
  • the state of the game developed on the game field can be imaged by the imaging means.
  • the captured image can be used for various services provided to the player, for example, reproduction after game play or distribution to a video site.
  • the imaging means may be installed so that a player who plays a game is imaged in addition to the game field.

Abstract

A game machine (1) provided with a game field (GF) in which a ball (B), the movement direction of which is determined by a player, can move, and in which a starting pad (12) through which the ball (B) must pass, a goal (14) where the ball (B) must arrive, and at least one intermediate pad (13) through which the ball can pass between the starting pad (12) and the goal (14) are provided on the game field (GF). The game machine is equipped with a ball detection sensor (22) for detecting whether or not the ball (B) has passed through various pads (12, 13) and a ball detection sensor (32) for detecting whether or not the ball (B) has arrived at the goal (14). When passage through the starting pad (12) is detected by the ball detection sensor (22) and arrival at the goal (14) is detected by the ball detection sensor (32), the manner in which the ball (B) passed through intermediate pads (13) is determined.

Description

ゲーム機、ゲーム制御方法及びコンピュータプログラムGame machine, game control method, and computer program
 本発明は、所定領域に遊技媒体を移動させることを目的とするゲームを提供するゲーム機等に関する。 The present invention relates to a game machine or the like that provides a game for the purpose of moving a game medium to a predetermined area.
 所定位置へ遊技媒体を移動させて得点を競うゲームが周知である。例えば、バスケットボールやアメリカンフットボール等のスポーツを主題にしたゲーム機が知られている(例えば特許文献1参照)。このようなゲーム機では、遊技媒体の一例であるボールをゴールに入れることを目的としている。 A game in which a game medium is moved to a predetermined position to compete for a score is well known. For example, a game machine with a theme of sports such as basketball or American football is known (see, for example, Patent Document 1). In such a game machine, an object is to put a ball, which is an example of a game medium, into a goal.
特開平7-222863号公報JP-A-7-222863
 上述したゲーム機では、所定領域に遊技媒体を移動させると得点を付与し、プレイヤはその得点を競う。しかしながら、このようなゲーム機では、所定領域に遊技媒体を移動させることのみが評価され、ゲームが単調となるおそれがある。 In the game machine described above, a score is awarded when the game medium is moved to a predetermined area, and the player competes for the score. However, in such a game machine, only the movement of the game medium to a predetermined area is evaluated, and the game may become monotonous.
 そこで、本発明は所定領域に遊技媒体を移動させるまでの経路を評価可能なゲーム機等を提供することを目的とする。 Therefore, an object of the present invention is to provide a game machine or the like that can evaluate a route until a game medium is moved to a predetermined area.
 本発明のゲーム機は、プレイヤによって移動方向が決定された遊技媒体が移動可能なゲームフィールドが設けられ、前記ゲームフィールド上には、前記遊技媒体が経由すべき第1中間点と、前記遊技媒体が到達すべき到達点と、前記第1中間点と前記到達点との間で経由可能な1以上の第2中間点と、が設けられたゲーム機であって、前記遊技媒体の前記第1中間点及び前記第2中間点における経由の有無を検出する中間点検出手段と、前記遊技媒体の前記到達点における到達の有無を検出する到達点検出手段と、前記中間点検出手段により前記第1中間点の経由が検出されたこと及び前記到達点検出手段により前記到達点への到達が検出されたことを条件として、前記第2中間点の経由状況を判定する判定手段と、を備えたものである。 The game machine of the present invention is provided with a game field in which a game medium whose movement direction is determined by a player can be moved, and on the game field, a first intermediate point through which the game medium should pass, and the game medium Is a game machine provided with an attainment point to be reached and one or more second intermediate points that can be passed between the first intermediate point and the attainment point. An intermediate point detecting means for detecting presence / absence of a route at the intermediate point and the second intermediate point, an arrival point detecting means for detecting presence / absence of arrival of the game medium at the arrival point, and the intermediate point detecting means A determination means for determining a route status of the second intermediate point on condition that the waypoint is detected and that the arrival point is detected by the arrival point detection means; It is.
 本発明のゲーム制御方法は、プレイヤによって移動方向が決定された遊技媒体が移動可能なゲームフィールドが設けられ、前記ゲームフィールド上には、前記遊技媒体が経由すべき第1中間点と、前記遊技媒体が到達すべき到達点と、前記第1中間点と前記到達点との間で経由可能な1以上の第2中間点と、が設けられ、前記遊技媒体の前記第1中間点及び前記第2中間点における経由の有無を検出する中間点検出手段、及び前記遊技媒体の前記到達点における到達の有無を検出する到達点検出手段を備えたゲーム機のゲーム制御方法であって、前記ゲーム機のコンピュータに、前記中間点検出手段により前記第1中間点の経由が検出されたこと及び前記到達点検出手段により前記到達点への到達が検出されたことを条件として、前記第2中間点の経由状況を判定する判定手順を実行させるものである。 In the game control method of the present invention, a game field in which a game medium whose movement direction is determined by a player is movable is provided, and on the game field, a first intermediate point through which the game medium should pass, and the game A reaching point that the medium should reach and one or more second intermediate points that can be passed between the first intermediate point and the reaching point are provided, and the first intermediate point and the first intermediate point of the game medium 2. A game control method for a game machine comprising: intermediate point detection means for detecting presence / absence of passage at an intermediate point; and arrival point detection means for detecting presence / absence of arrival of the game medium at the arrival point; On the condition that the intermediate point detection means detects that the first intermediate point has been routed and the arrival point detection means detects that the arrival point has been reached. It is intended to execute a determining procedure via status between points.
 本発明のコンピュータプログラムは、プレイヤによって移動方向が決定された遊技媒体が移動可能なゲームフィールドが設けられ、前記ゲームフィールド上には、前記遊技媒体が経由すべき第1中間点と、前記遊技媒体が到達すべき到達点と、前記第1中間点と前記到達点との間で経由可能な1以上の第2中間点と、が設けられ、前記遊技媒体の前記第1中間点及び前記第2中間点における経由の有無を検出する中間点検出手段、及び前記遊技媒体の前記到達点における到達の有無を検出する到達点検出手段を備えたゲーム機のコンピュータを、前記中間点検出手段により前記第1中間点の経由が検出されたこと及び前記到達点検出手段により前記到達点への到達が検出されたことを条件として、前記第2中間点の経由状況を判定する判定手段として機能させるように構成されたものである。 The computer program of the present invention is provided with a game field in which a game medium whose movement direction is determined by a player can be moved, and on the game field, a first intermediate point through which the game medium should pass, and the game medium And an at least one second intermediate point that can be passed between the first intermediate point and the arrival point, and the first intermediate point and the second intermediate point of the game medium. A game machine computer comprising intermediate point detection means for detecting presence / absence of a route at an intermediate point and arrival point detection means for detecting presence / absence of arrival of the game medium at the arrival point is obtained by the intermediate point detection means. Judgment for determining the route status of the second intermediate point on condition that the passage of one intermediate point has been detected and that the arrival point has been detected by the arrival point detecting means Those that are configured to function as a step.
本発明の一形態に係るゲーム機の斜視図。The perspective view of the game machine concerning one form of the present invention. ゲーム機を正面側からみた斜視図。The perspective view which looked at the game machine from the front side. ゲーム機でプレイされる投球ゲームについて説明する図。The figure explaining the pitching game played with a game machine. ゲーム機でプレイされる投球ゲームについて説明する図。The figure explaining the pitching game played with a game machine. ゲーム機でプレイされる投球ゲームについて説明する図。The figure explaining the pitching game played with a game machine. ゲーム機の制御系の主要部の構成を説明する機能ブロック図。The functional block diagram explaining the structure of the principal part of the control system of a game machine. ゲーム機の状況判定部が実行する状況判定処理ルーチンを示すフローチャート。The flowchart which shows the condition determination processing routine which the condition determination part of a game machine performs. ゲーム機の映像生成部が実行する映像生成処理ルーチンを示すフローチャート。The flowchart which shows the video generation process routine which the video generation part of a game machine performs. ゲームフィールドの変形例を示す図。The figure which shows the modification of a game field.
 図1は、本発明の一形態に係るゲーム機の斜視図である。ゲーム機1は、所定のプレイ料金の支払いと引換えに、そのプレイ料金に対応した範囲でユーザにゲームをプレイさせる商業用(業務用)のゲーム機として構成されている。この種のゲーム機1は、アーケードゲーム機と呼ばれることがある。ゲーム機1は、多数のユーザにゲームを繰り返しプレイさせて収益を上げることを主たる目的として店舗等の所定の施設に設置される。ゲーム機1は、プレイヤによって投げられた遊技媒体としてのボールBを複数のパッド12、13を経由させながらゴール部14に入れ、経由した中間パッド13に応じて付与される得点を競う投球ゲームである。 FIG. 1 is a perspective view of a game machine according to one embodiment of the present invention. The game machine 1 is configured as a commercial (business) game machine that allows a user to play a game within a range corresponding to the play fee in exchange for payment of a predetermined play fee. This type of game machine 1 may be called an arcade game machine. The game machine 1 is installed in a predetermined facility such as a store mainly for the purpose of making a large number of users play a game repeatedly to increase profits. The game machine 1 is a pitching game in which a ball B as a game medium thrown by a player is inserted into the goal unit 14 via a plurality of pads 12 and 13 and a score given according to the intermediate pad 13 is competed. is there.
 ゲーム機1は、プレイヤがゲームをプレイするためのゲームフィールドGFと、ゲーム設定等を操作するためのコントロールパネル2と、プレイ料金を受け付けるコイン投入口3と、投入したコインを返却するコイン返却口4とを備えている。ゲーム機1の内部には、コイン投入口3に投入される硬貨を回収する回収機構(不図示)が設けられている。また、プレイヤが、投入した硬貨の返却を要求するとコイン返却口4を介してプレイヤに硬貨が返却される。コイン投入口3及びコイン返却口4は周知技術を利用して構成してよい。 The game machine 1 includes a game field GF for a player to play a game, a control panel 2 for operating game settings and the like, a coin slot 3 for receiving a play fee, and a coin return slot for returning inserted coins. 4 is provided. Inside the game machine 1, a collecting mechanism (not shown) for collecting coins inserted into the coin insertion slot 3 is provided. Further, when the player requests to return the inserted coin, the coin is returned to the player via the coin return port 4. You may comprise the coin insertion slot 3 and the coin return slot 4 using a well-known technique.
 図2は、ゲーム機1を正面側からみた斜視図である。ゲームフィールドGFには、盤面11上に設けられた第1中間点としてのスタートパッド12及び第2中間点としての複数の中間パッド13と、到達点及び回収手段としてのゴール部14と、ボール排出口15と、モニタ16と、スピーカーユニット17と、撮像手段としてのカメラ18とが設けられている。プレイヤは、ゲーム機1の正面に立ってボールBをスタートパッド12に向けて投げる。ボールBは、一例として、樹脂で成形された卓球のボールが使用される。各パッド12、13には、ボールBと接触する跳返り部材としての接触板21と、接触板21に取り付けられ、ボールBが接触したことを検出するための中間点検出手段としてのボール検出センサ22とがそれぞれ設けられている。なお、ボール検出センサ22は、図2においては図示を省略している。接触板21は、プラスチック等の樹脂で形成された平坦な板状の部材で、ボールBの素材との組合せにより接触板21に当たったボールBが跳ね返るように構成される。接触板21には、LED等の発光部材23が配置され、発光することによりボールBが接触した際の演出をする。また、ボール検出センサ22として、例えば、接触板21でボールBが跳ね返る衝撃を検出する圧電センサやスイッチ等の接触センサや、接触板21の所定領域に進入したことを検出する赤外線センサ等の光電センサが使用される。 FIG. 2 is a perspective view of the game machine 1 as seen from the front side. The game field GF includes a start pad 12 as a first intermediate point and a plurality of intermediate pads 13 as a second intermediate point, a goal part 14 as a destination and recovery means, An outlet 15, a monitor 16, a speaker unit 17, and a camera 18 as an imaging means are provided. The player stands in front of the game machine 1 and throws the ball B toward the start pad 12. As an example of the ball B, a table tennis ball formed of resin is used. Each pad 12, 13 has a contact plate 21 as a rebound member that contacts the ball B, and a ball detection sensor that is attached to the contact plate 21 and serves as an intermediate point detection means for detecting that the ball B has contacted. 22 are provided. The ball detection sensor 22 is not shown in FIG. The contact plate 21 is a flat plate-like member formed of a resin such as plastic, and is configured such that the ball B hitting the contact plate 21 rebounds in combination with the material of the ball B. A light emitting member 23 such as an LED is disposed on the contact plate 21 and produces an effect when the ball B comes into contact with the light by emitting light. As the ball detection sensor 22, for example, a contact sensor such as a piezoelectric sensor or a switch that detects an impact of the ball B rebounding on the contact plate 21, or a photoelectric sensor such as an infrared sensor that detects entry into a predetermined area of the contact plate 21. A sensor is used.
 スタートパッド12は、プレイヤがボールBを最初に接触させるべきパッドで他の中間パッド13とは形状を異ならせている。一例として、スタートパッド12は半円形状に形成され、中間パッド13よりもボールBとの接触面積が広くなるようにしている。また、中間パッド13は一例として円形状に形成され、ゴール部14の周囲に複数配置される。このとき、中間パッド13は、スタートパッド12で跳ね返ったボールBが接触できるように配置されることが好ましい。なお、各中間パッド13は、配置する位置及び数、ゲームフィールドGFにおける床面からの高さ並びにボールBと接触させるべき面の向きを変更可能としてもよい。また、スタートパッド12及び中間パッド13の形状は適宜の形状に構成してもよい。 The start pad 12 is a pad to which the player should first contact the ball B, and has a different shape from the other intermediate pads 13. As an example, the start pad 12 is formed in a semicircular shape so that the contact area with the ball B is larger than that of the intermediate pad 13. The intermediate pad 13 is formed in a circular shape as an example, and a plurality of intermediate pads 13 are arranged around the goal portion 14. At this time, it is preferable that the intermediate pad 13 is arranged so that the ball B bounced off at the start pad 12 can come into contact. Note that the position and number of the intermediate pads 13 to be arranged, the height from the floor surface in the game field GF, and the direction of the surface to be brought into contact with the ball B may be changeable. The shapes of the start pad 12 and the intermediate pad 13 may be configured as appropriate.
 ゴール部14には、ボールBが進入するカップ31と、カップ31に進入したボールBを検出する到達点検出センサとしてのボール検出センサ32と、カップ31の下方に位置する演出部材33とが設けられている。なお、ボール検出センサ32は図2においては図示を省略している。カップ31は、じょうご型の形状で中央の開口部31aにボールBが落下する。開口部31aには、ゲーム機1内部に設けられた図示しないボール回収機構との間を接続するボールガイド34が設けられている。ボールガイド34には、案内されるボールBを検出するボール検出センサ32が設置される。ボール検出センサ32の一例として、赤外線センサ等の光電センサや、接触センサ等の各種センサが使用される。演出部材33は、ゲームフィールドGFにおける床面から突出したボールガイド34の周囲に設けられている。演出部材33には、LED等の発光部材33aが配置され、ボールBがカップ31に入ったことを知らせる演出をする。なお、発光部材23、33aが各パッド12、13、及びゴール部14に設けられている領域は、図2において網掛け表示されている。発光部材23、33aは、各パッド12、13、及びゴール部14の適宜の位置に設けてよい。 The goal part 14 is provided with a cup 31 into which the ball B enters, a ball detection sensor 32 as a reaching point detection sensor for detecting the ball B that has entered the cup 31, and an effect member 33 positioned below the cup 31. It has been. The ball detection sensor 32 is not shown in FIG. The cup 31 has a funnel shape, and the ball B falls into the central opening 31a. The opening 31a is provided with a ball guide 34 for connecting to a ball collection mechanism (not shown) provided in the game machine 1. The ball guide 34 is provided with a ball detection sensor 32 that detects the guided ball B. As an example of the ball detection sensor 32, a photoelectric sensor such as an infrared sensor and various sensors such as a contact sensor are used. The effect member 33 is provided around the ball guide 34 protruding from the floor surface in the game field GF. The effect member 33 is provided with a light emitting member 33a such as an LED, and provides an effect of notifying that the ball B has entered the cup 31. In addition, the area | region where the light emission members 23 and 33a are provided in each pad 12, 13 and the goal part 14 is shaded in FIG. The light emitting members 23 and 33 a may be provided at appropriate positions of the pads 12 and 13 and the goal part 14.
 ボール排出口15は、ボール回収機構に貯留されたボールBを排出し、プレイヤに供給する。ボール排出口15は、スタートパッド12の下方に設けられる。なお、プレイ中はボールガイド34にて案内されるボールBをボール回収機構に回収させずに、ゲームフィールドGFに戻るように構成してもよい。この場合、ボールガイド34の経路を分岐させ、経路を切替制御するように構成すればよい。モニタ16、スピーカーユニット17及びカメラ18は、ゲームフィールドGFの背面側に設置される。モニタ16は、ゲーム進行に関する情報や各種イベント発生時の演出等を表示する。モニタ16として例えば、液晶ディスプレイ装置等の周知技術を利用してよい。あるいは、プロジェクタ装置により背面側スクリーンに各種映像を表示させてもよく、その場合、プロジェクタ装置は、背面側スクリーンに映像を投影可能な任意の位置に設置する。スピーカーユニット17は、ゲームプレイ時の演出のための効果音や音声を出力する。カメラ18は、ゲーム機1の正面側に向けて設置され、ゲームフィールドGF及びゲームをプレイするプレイヤを撮像する。撮像した映像は、モニタ16にて表示される。また、ゲームフィールドGFの側面には、プレイ中にボールBの飛び出しを防止する側面カバー19が設けられている。なお、側面カバー19のほか、図示しないが天面カバーを設けることとしてもよい。 The ball discharge port 15 discharges the ball B stored in the ball collection mechanism and supplies it to the player. The ball discharge port 15 is provided below the start pad 12. During the play, the ball B guided by the ball guide 34 may be returned to the game field GF without being collected by the ball collection mechanism. In this case, the path of the ball guide 34 may be branched and the path may be switched. The monitor 16, the speaker unit 17, and the camera 18 are installed on the back side of the game field GF. The monitor 16 displays information related to the game progress, effects when various events occur, and the like. For example, a known technique such as a liquid crystal display device may be used as the monitor 16. Alternatively, various images may be displayed on the rear screen by the projector device. In this case, the projector device is installed at an arbitrary position where the image can be projected on the rear screen. The speaker unit 17 outputs sound effects and sounds for effects during game play. The camera 18 is installed toward the front side of the game machine 1 and images the game field GF and the player who plays the game. The captured image is displayed on the monitor 16. A side cover 19 is provided on the side of the game field GF to prevent the ball B from jumping out during play. In addition to the side cover 19, a top cover may be provided (not shown).
 コントロールパネル2には、複数の操作ボタン41と、テンキーパッド42と、カードリーダ43とが設けられている。操作ボタン41及びテンキーパッド42は、ゲームモードやゲーム環境等を設定する際に操作するためのものである。カードリーダ43は、ユーザの認証に利用されるべき識別情報の一種として、プレイヤが所持するカード5に記録されたカード毎にユニークなカードIDを読み取るための装置である。 The control panel 2 is provided with a plurality of operation buttons 41, a numeric keypad 42, and a card reader 43. The operation buttons 41 and the numeric keypad 42 are used for operation when setting a game mode, a game environment, and the like. The card reader 43 is a device for reading a unique card ID for each card recorded on the card 5 possessed by the player as a kind of identification information to be used for user authentication.
 図3A~図3Cを参照して、ゲーム機1でプレイされる投球ゲームについて説明する。図3A~図3Cは、ゲームフィールドGFでのボールBの移動例を説明する図である。プレイヤがプレイ料金をコイン投入口3に投入し、コントロールパネル2を操作してゲームモード等を設定すると、ボール排出口15からボールBが排出されてゲームが開始される。ボールBは、プレイヤが投げることにより移動方向が決定され、ゲームフィールドGF上を移動する。ゲームモードは適宜の設定が可能であるが、一例として、指定された中間パッド13に当てつつカップ31に入れるレベルアップゲームや、ゲームの得点を競うカウントアップゲーム、所定時間内にカップ31にどれだけボールBを入れられるかを競うタイムアタックゲーム等が用意される。ゲームモードについては、適宜の設定が可能である。 A throwing game played on the game machine 1 will be described with reference to FIGS. 3A to 3C. 3A to 3C are diagrams for explaining an example of the movement of the ball B in the game field GF. When the player inserts a play fee into the coin insertion slot 3 and operates the control panel 2 to set a game mode or the like, the ball B is discharged from the ball discharge opening 15 and the game is started. The movement direction of the ball B is determined by the player throwing, and moves on the game field GF. The game mode can be set as appropriate. For example, a level-up game that is placed in the cup 31 while being applied to the designated intermediate pad 13, a count-up game that competes for the score of the game, A time attack game or the like for competing for whether or not the ball B can be inserted is prepared. The game mode can be set appropriately.
 一例として、レベルアップゲームで説明する。このゲームでは、プレイヤは指定された中間パッド13を経由させつつゴール部14に入れることを課題とし、その課題が達成されると次の課題が指示される。課題の指示は、発光部材23及び演出部材33を発光させたり、モニタ16やスピーカーユニット17で知らせたりすることにより行われる。投球ゲームにおいては、原則として経由させる中間パッド13の数が多い程、難易度が高くなる。最も簡単な課題としては、図3Aに示すように、スタートパッド12にボールを当てた後、ゴール部14に入れることである。ここで、図3Aに示す破線はボールBが描く軌跡の一例を示したものである。図3B及び図3Cにおいても同様である。 As an example, a level up game will be described. In this game, the player makes a task to enter the goal part 14 via the designated intermediate pad 13, and when the task is achieved, the next task is instructed. The assignment is instructed by causing the light emitting member 23 and the effect member 33 to emit light or notifying the monitor 16 or the speaker unit 17. In a throwing game, in principle, the greater the number of intermediate pads 13 to be routed, the higher the difficulty level. The simplest problem is to place the ball on the start pad 12 and then place it in the goal part 14 as shown in FIG. 3A. Here, the broken line shown in FIG. 3A shows an example of a locus drawn by the ball B. The same applies to FIGS. 3B and 3C.
 プレイヤは、1ターンに3球与えられ、3球投げる間に課題を達成すると、新たな課題に挑戦できる。1回のプレイで5ターンのプレイが可能である。なお、3球投げる間に課題が達成されなかった場合は、次のターンに進み、同じ課題に挑戦する。ゲームが開始される前に練習するためのボールBを供給し、課題達成に関連しない練習ターンを設けてもよい。このようなルールは適宜変更してよい。各パッド12、13に設けられたボール検出センサ22により、各パッド12、13にボールBが当たったことが検出され、ゴール部14に設けられたボール検出センサ32によりボールBがカップ31に入ったことが検出される。 Players are given 3 balls per turn and can complete new tasks by completing the tasks while throwing 3 balls. You can play 5 turns in one play. If the task is not achieved while throwing three balls, proceed to the next turn and challenge the same task. A ball B for practicing before the game is started may be supplied, and a practice turn not related to task achievement may be provided. Such rules may be changed as appropriate. It is detected by the ball detection sensor 22 provided on each pad 12, 13 that the ball B has hit the pad 12, 13, and the ball B enters the cup 31 by the ball detection sensor 32 provided on the goal part 14. Is detected.
 最初の課題を達成すると、次の課題が指示される。例えば、スタートパッド12とゴール部14との間に位置する中間パッド13a(他の中間パッド13と区別するために参照符号13aを付す。)が次の課題として指示される(図3B)。プレイヤは、スタートパッド12に当てたボールBが中間パッド13aで跳ね返って、つまり、中間パッド13aを経由してゴール部14に入るようにボールBを投げる。この課題を達成すると次の課題が指示される。 達成 Once the first task is achieved, the next task is directed. For example, an intermediate pad 13a located between the start pad 12 and the goal portion 14 (reference numeral 13a is attached to distinguish it from other intermediate pads 13) is designated as the next task (FIG. 3B). The player throws the ball B so that the ball B hitting the start pad 12 rebounds at the intermediate pad 13a, that is, enters the goal part 14 via the intermediate pad 13a. When this task is achieved, the next task is indicated.
 レベルアップゲームが進行するにつれ、指示される課題の難易度は高くなる。図3Cに示すような複数の中間パッド13b、13c(他の中間パッド13と区別するために参照符号13b、13cを付す。)を経由させるようにしてもよい。この場合、経由する中間パッド13b、13cの順番を併せてプレイヤに指示してもよいし、指示された中間パッド13b、13cを経由すれば順番は問わないようにしてもよい。あるいは、中間パッド13を経由させる個数を指示してもよい。適宜の設定が可能である。中間パッド13の指定により難易度を調整できるため初心者から上級者まで楽しめるゲームが提供される。 As the level-up game progresses, the difficulty of the instructed task will increase. A plurality of intermediate pads 13b and 13c as shown in FIG. 3C ( reference numerals 13b and 13c are attached to distinguish them from other intermediate pads 13) may be used. In this case, the player may be instructed in the order of the intermediate pads 13b and 13c to be routed, or the order may be arbitrary as long as the intermediate pads 13b and 13c are instructed. Alternatively, the number passing through the intermediate pad 13 may be indicated. Appropriate settings are possible. Since the difficulty level can be adjusted by specifying the intermediate pad 13, a game that can be enjoyed by beginners to advanced players is provided.
 プレイヤがプレイしている間は、カメラ18によりゲームフィールドGF及びプレイヤが撮像され、録画情報が一時的に記憶部52に記憶される。課題が達成されると、つまり、スタートパッド12を経由してゴール部14にボールBが入ると、ゴール部14のボール検出センサ32がボールBを検出したタイミングを基準として所定の時間範囲の録画情報を抽出し、記憶部52に映像データ54として記録する。映像データ54は、プレイ中、あるいはプレイ後に、モニタ16等で再生される。これにより、プレイヤにプレイ中の動作を確認させることができる。また、ネットワークを介して他のプレイヤと映像データ54を共有させるようにしてもよい。なお、映像データ54の再生時には特定の歓声等の音声を合成して再生することとしてもよい。この音声はスピーカーユニット17から出力される。 While the player is playing, the game field GF and the player are imaged by the camera 18, and the recording information is temporarily stored in the storage unit 52. When the task is achieved, that is, when the ball B enters the goal part 14 via the start pad 12, the recording of a predetermined time range is performed based on the timing at which the ball detection sensor 32 of the goal part 14 detects the ball B. Information is extracted and recorded as video data 54 in the storage unit 52. The video data 54 is reproduced on the monitor 16 or the like during or after play. Thereby, it is possible to make the player confirm the action being played. Further, the video data 54 may be shared with other players via a network. Note that when reproducing the video data 54, it is possible to synthesize and reproduce a sound such as a specific cheer. This sound is output from the speaker unit 17.
 図4は、ゲーム機1の制御系の主要部の構成を説明する機能ブロック図である。ゲーム機1には、ゲーム制御部51及び記憶部52が設けられる。ゲーム制御部51は、ゲーム機1のコンピュータハードウエア(CPU及びその動作に必要な内部記憶装置としてのメモリを含む。)とソフトウエアとの組合せによって実現される論理的装置である。ゲーム制御部51は、ゲームの進行に必要な各種の演算制御を実行する。記憶部52は、ハードディスク、半導体記憶装置といった記憶ユニットによって実現される外部記憶装置である。記憶部52には、各種のデータが記録されるが、プレイヤのプレイデータ53、映像データ54及びゲームプログラム55が示されている。プレイデータ53には、プレイヤがプレイしたゲーム結果や環境設定等のゲーム内容に関するデータが記録されている。映像データ54には、カメラ18により撮像された録画情報が記録される。 FIG. 4 is a functional block diagram illustrating the configuration of the main part of the control system of the game machine 1. The game machine 1 is provided with a game control unit 51 and a storage unit 52. The game control unit 51 is a logical device realized by a combination of computer hardware (including a CPU and a memory as an internal storage device necessary for its operation) and software of the game machine 1. The game control unit 51 executes various arithmetic controls necessary for the progress of the game. The storage unit 52 is an external storage device realized by a storage unit such as a hard disk or a semiconductor storage device. Various types of data are recorded in the storage unit 52, and player play data 53, video data 54, and a game program 55 are shown. In the play data 53, data relating to game contents such as game results and environment settings played by the player are recorded. Recording information captured by the camera 18 is recorded in the video data 54.
 ゲーム制御部51が記憶部52に記憶されたゲームプログラム55を読み取って実行することにより、ゲーム制御部51の内部には論理的装置としての状況判定部56及び映像生成部57が設けられる。状況判定部56は、ボール検出センサ22、32の検出結果に基づいて、所定の課題の達成状況を判定する。映像生成部57は、映像データ54を生成する。 When the game control unit 51 reads and executes the game program 55 stored in the storage unit 52, a situation determination unit 56 and a video generation unit 57 as logical devices are provided inside the game control unit 51. The situation determination unit 56 determines the achievement status of the predetermined task based on the detection results of the ball detection sensors 22 and 32. The video generation unit 57 generates video data 54.
 ゲーム制御部51は、ボール検出センサ22、32、発光部材23、33a、コントロールパネル2、モニタ16、スピーカーユニット17及びカメラ18と接続され、ゲーム進行に必要な信号やデータを送信あるいは受信する。コントロールパネル2のカードリーダ43はプレイヤが所持するカード5を読み取る。ゲーム制御部51は、読み取ったカードIDに紐付けられたプレイデータ53を取得し、そのプレイデータ53に基づいてプレイヤにゲームを提供する。プレイデータ53は、図示しないセンターサーバに記憶されていてもよい。この場合、ゲーム機1とセンターサーバとがネットワークを介して互いに通信可能に接続されるようにし、ゲーム機1はセンターサーバにカードIDを送信し、対応するプレイデータ53を取得すればよい。 The game control unit 51 is connected to the ball detection sensors 22 and 32, the light emitting members 23 and 33a, the control panel 2, the monitor 16, the speaker unit 17, and the camera 18, and transmits or receives signals and data necessary for the progress of the game. The card reader 43 of the control panel 2 reads the card 5 possessed by the player. The game control unit 51 acquires play data 53 associated with the read card ID, and provides a game to the player based on the play data 53. The play data 53 may be stored in a center server (not shown). In this case, the game machine 1 and the center server are connected so as to be communicable with each other via a network, and the game machine 1 may transmit the card ID to the center server and acquire the corresponding play data 53.
 図5は、ゲーム機1の状況判定部56が実行する状況判定処理ルーチンを示すフローチャートである。状況判定処理は、プレイされるゲームにおける所定の課題の達成状況を判定する。所定の課題として、レベルアップゲームにおける課題や、カウントアップゲームにおける得点の獲得、タイムアタックゲームにおけるゴール部14へのボールBの投入等が設定される。このような課題は、プレイヤに対してゲームにおける目標として提示される。ゲーム設定に応じて課題は適宜変更してよい。ゲームが開始されると、状況判定部56は、スタートパッド12でボールBの検出がされたか否かを判別する(ステップS1)。ボール検出センサ22でボールBの接触が検出される。スタートパッド12でボールBの検出がされると、状況判定部56は、ボール検出センサ22で検出されたタイミングを基準時間として記録部52に一時的に記録する(ステップS2)。 FIG. 5 is a flowchart showing a situation determination processing routine executed by the situation determination unit 56 of the game machine 1. The situation determination process determines the achievement status of a predetermined task in the game to be played. As predetermined tasks, a task in a level-up game, acquisition of a score in a count-up game, insertion of a ball B into the goal part 14 in a time attack game, and the like are set. Such an issue is presented to the player as a goal in the game. The task may be changed as appropriate according to the game settings. When the game is started, the situation determination unit 56 determines whether or not the ball B is detected by the start pad 12 (step S1). The ball detection sensor 22 detects the contact of the ball B. When the ball B is detected by the start pad 12, the situation determination unit 56 temporarily records the timing detected by the ball detection sensor 22 in the recording unit 52 as a reference time (step S2).
 続いて、状況判定部56は、いずれかの中間パッド13でボールBの検出がされたか否かを判別する(ステップS3)。中間パッド13でボールBの検出がされると、状況判定部56は、基準時間をボール検出センサ32で検出された時間に更新するとともに(ステップS4)、ボールBが検出された中間パッド13を特定する(ステップS5)。一方、中間パッド13でボールBの検出がされない場合、状況判定部56は、基準時間と現在の時間とを比較し、タイムアウトしたか否かを判別する(ステップS6)。基準時間から所定の時間がプレイ継続時間として設定され、プレイ継続時間を過ぎている場合はタイムアウトとして判別される。タイムアウトしている場合は、状況判定部56は、今回の処理を終了する。これは、ボールB以外のもので各パッド12、13をたたく等の不正行為による課題達成を防止するためである。また、ゴール部14への経路を外れたボールBに対しても、課題が達成されなかったものとして処理することができる。プレイ継続時間は、各パッド12、13の距離とボールBの跳ね返りによる移動時間等を考慮して設定すればよい。 Subsequently, the situation determination unit 56 determines whether or not the ball B is detected by any of the intermediate pads 13 (step S3). When the ball B is detected by the intermediate pad 13, the situation determination unit 56 updates the reference time to the time detected by the ball detection sensor 32 (step S4), and the intermediate pad 13 from which the ball B is detected is updated. Specify (step S5). On the other hand, when the ball B is not detected by the intermediate pad 13, the situation determination unit 56 compares the reference time with the current time, and determines whether or not a timeout has occurred (step S6). A predetermined time from the reference time is set as the play duration, and when the play duration has passed, it is determined as a timeout. If time-out has occurred, the situation determination unit 56 ends the current process. This is to prevent the achievement of a problem due to an illegal act such as hitting the pads 12 and 13 with something other than the ball B. Further, it is possible to process the ball B that has deviated from the path to the goal unit 14 as a problem that has not been achieved. The play duration time may be set in consideration of the distance between the pads 12 and 13 and the movement time due to the rebound of the ball B.
 ステップS6でタイムアウトしていない場合、又はステップS5の処理の後、状況判定部56は、ゴール部14でボールBの検出がされたか否かを判別する(ステップS7)。カップ31にボールBが入ると、ボール検出センサ32によりボールBが検出される。ゴール部14でのボールBの検出がない場合、状況判定部56は、基準時間と現在の時間とを比較し、タイムアウトしたか否かを判別する(ステップS8)。ステップS6と同様の処理をすればよい。ステップS8でタイムアウトしている場合は、状況制御部56は今回の処理を終了する。一方、タイムアウトしていない場合は、ステップS3に戻って処理を続行する。プレイヤが複数の中間パッド13を経由させた場合は、中間パッド13でのボールBの検出がされる。 If the time-out has not occurred in step S6 or after the process in step S5, the situation determination unit 56 determines whether or not the ball B is detected in the goal unit 14 (step S7). When the ball B enters the cup 31, the ball B is detected by the ball detection sensor 32. When there is no detection of the ball B at the goal unit 14, the situation determination unit 56 compares the reference time with the current time, and determines whether or not a timeout has occurred (step S8). What is necessary is just to perform the process similar to step S6. If the time-out has occurred in step S8, the status control unit 56 ends the current process. On the other hand, if the timeout has not occurred, the process returns to step S3 to continue the processing. When the player passes through a plurality of intermediate pads 13, the ball B is detected on the intermediate pads 13.
 ゴール部14でボールBの検出がされた場合、状況判定部56は、中間パッド13の経由状況を判定する(ステップS9)。経由状況の判定として、ボールBが検出された中間パッド13を特定し、その中間パッド13の検出タイミングに基づいてさらに経路を特定する。そして、状況判定部56は、課題が達成されたか否かを判定する(ステップS10)。状況判定部56は、現在のゲームにおいて設定されている課題に対し、プレイヤのプレイ結果が課題を達成しているか否かを判定する。例えば、レベルアップゲームであれば、ボール検出センサ22、32の検出結果に基づいて、ボールBが、スタートパッド12と、課題で設定された中間パッド13とを経由してゴール部14に入っているか否かを判別する。レベルアップゲームにおいてはスタートパッド12及びゴール部14での検出があっても、異なる中間パッド13を経由している場合は課題達成とはみなさない。また、カウントアップゲームであれば、少なくともスタートパッド12及びゴール部14での検出があれば、課題達成とみなし、ボールBが接触した中間パッド13に応じて設定される得点をプレイヤに付与する。また、タイムアタックゲームであれば、少なくともスタートパッド12及びゴール部14での検出があれば、課題達成とみなし、課題達成したボールBを計数する。経由した中間パッド13の順番や個数に応じて課題の達成状況を判定してもよい。 When the ball B is detected by the goal unit 14, the situation determination unit 56 determines the passing situation of the intermediate pad 13 (step S9). As the determination of the route status, the intermediate pad 13 in which the ball B is detected is specified, and the path is further specified based on the detection timing of the intermediate pad 13. And the situation determination part 56 determines whether the subject was achieved (step S10). The situation determination unit 56 determines whether or not the player's play result has achieved the task with respect to the task set in the current game. For example, in the case of a level-up game, the ball B enters the goal part 14 via the start pad 12 and the intermediate pad 13 set in the task based on the detection results of the ball detection sensors 22 and 32. It is determined whether or not. In the level-up game, even if there is a detection at the start pad 12 and the goal part 14, the task is not considered to be achieved if it passes through different intermediate pads 13. Further, in the case of a count-up game, if at least the start pad 12 and the goal part 14 are detected, it is considered that the task has been achieved, and a score set according to the intermediate pad 13 with which the ball B has contacted is given to the player. In the case of a time attack game, if at least the start pad 12 and the goal part 14 are detected, it is considered that the task has been achieved, and the balls B that have achieved the task are counted. You may determine the achievement status of a subject according to the order and number of the intermediate pads 13 which passed.
 課題が達成されている場合、状況判定部56は、達成された課題に応じてプレイデータ53を更新し(ステップS11)、その課題に応じた演出処理を実行し(ステップS12)、今回の処理を終了する。課題が達成されたことを各パッド12、13及びゴール部14の発光部材23、33aや、モニタ16、スピーカーユニット17等の音や光、映像等による演出をする。演出内容は、適宜設定してよい。 When the task has been achieved, the situation determination unit 56 updates the play data 53 according to the task that has been achieved (step S11), executes an effect process according to the task (step S12), and this process Exit. The achievement of the problem is produced by sound, light, video, etc. of the light emitting members 23, 33a of the pads 12, 13 and the goal part 14, the monitor 16, the speaker unit 17, and the like. The contents of the production may be set as appropriate.
 上述の処理によれば、ゲームが開始されると、スタートパッド12、各中間パッド13及びゴール部14でボールBが検出され(ステップS1、S3、S7)、検出結果に基づいて中間パッド13の経由状況が判定され(ステップS9)、課題の達成状況が判定される(ステップS10)。課題が達成されていれば、プレイヤのプレイデータ53が更新され(ステップS11)、達成した課題に応じた演出がされる(ステップS12)。また、各パッド12、13でのボールBの検出に応じて基準時間が設定され(ステップS2、S4)、基準時間から経過する時間がプレイ継続時間を超えるとタイムアウトし(ステップS6、S8)、そのボールBによるプレイは無効になる。複数の中間パッド13からの検出結果に基づいてボールBの経路を評価できる。したがって、複数の中間パッド13から経由させる中間パッド13を選択して様々な課題を設定することにより、ボールBの経路に応じて難易度を容易に調整できる。また、ボールBを投げるという簡単な動作でゲームに参加できるので幅広い客層にゲームを訴求できる。したがって、プレイヤに新規なプレイ感覚を付与し、ゲーム機1の稼動率を向上させることができる。なお、状況判定部56が実行するステップS1~S10の処理が判定手段として機能し、特にステップS10の処理が達成状況判定手段として機能する。 According to the above process, when the game is started, the ball B is detected by the start pad 12, each intermediate pad 13 and the goal part 14 (steps S1, S3, S7), and the intermediate pad 13 is detected based on the detection result. The via status is determined (step S9), and the achievement status of the task is determined (step S10). If the task is achieved, the play data 53 of the player is updated (step S11), and an effect corresponding to the achieved task is performed (step S12). Also, a reference time is set according to the detection of the ball B on each of the pads 12 and 13 (steps S2 and S4), and a time-out occurs when the time elapsed from the reference time exceeds the play duration (steps S6 and S8). The play with the ball B becomes invalid. The path of the ball B can be evaluated based on the detection results from the plurality of intermediate pads 13. Therefore, the difficulty level can be easily adjusted according to the path of the ball B by selecting the intermediate pad 13 to be routed from the plurality of intermediate pads 13 and setting various tasks. Further, since the player can participate in the game with a simple operation of throwing the ball B, the game can be appealed to a wide range of customers. Therefore, a novel play feeling can be given to the player, and the operating rate of the game machine 1 can be improved. Note that the processing of steps S1 to S10 executed by the situation determination unit 56 functions as determination means, and in particular, the processing of step S10 functions as achievement status determination means.
 図6は、ゲーム機1の映像生成部57が実行する映像生成処理ルーチンを示すフローチャートである。映像生成処理は、カメラ18でゲームフィールドGF及びプレイヤを撮像し、所定の区間を切り出した映像データ54を生成する。映像生成部57は、まず、ゲーム機1でゲームが開始されたか否かを判別する(ステップS21)。プレイヤがプレイ料金を支払うと、ゲームモードを選択させる等の所定の設定がされた後、ゲームが開始される。ゲームが開始されると、映像生成部57は、カメラ18に撮像を開始させる(ステップS22)。なお、ゲームが開始されていない場合は、今回の処理は実行されない。 FIG. 6 is a flowchart showing a video generation processing routine executed by the video generation unit 57 of the game machine 1. In the video generation processing, the game field GF and the player are imaged by the camera 18, and video data 54 obtained by cutting out a predetermined section is generated. First, the video generation unit 57 determines whether or not a game is started on the game machine 1 (step S21). When the player pays a play fee, the game is started after a predetermined setting such as selecting a game mode is made. When the game is started, the video generation unit 57 causes the camera 18 to start imaging (step S22). If the game is not started, the current process is not executed.
 映像生成部57は、ゴール部14でボールBが検出されたか否かを判別する(ステップS23)。ゴール部14のボール検出センサ32の検出結果に基づいて判別する。ゴール部14でボールBが検出された場合、映像生成部57は、そのボールBの経路が課題を達成したか否かを判別する(ステップS24)。ボールBが投げられた時点の課題を特定し、各パッド12、13の検出結果に基づいて課題が達成されているか否かを判別する。課題が達成されている場合、スタートパッド12でボールBが検出されたタイミングの所定時間前からそのボールBがゴール部14で検出されたタイミングの所定時間後までの録画情報を抽出し、記録する(ステップS25)。ゴール部14のボール検出センサ32がボールBを検出されたタイミングを基準として所定の時間範囲の録画情報を抽出し、記憶部52に映像データ54として記録する。一例として、ボール検出センサ22、32の検出結果に基づいて、ボール検出センサ22で検出されたタイミングの0.5秒前からボール検出センサ32で検出されたタイミングの2秒後までの録画情報を切り出す。そして、映像生成部57は、現在プレイしているゲームが終了したか否かを判別する(ステップS26)。また、ステップS23、S24で否定判断の場合も、映像生成部57はステップS26へ進む。ゲームが終了していない場合は、映像生成部57は、ステップS23に戻って処理を繰り返す。このようにして、ゲームが継続している間は、課題が達成される毎にプレイヤのプレイが撮像され、記録される。 The video generation unit 57 determines whether or not the ball B is detected by the goal unit 14 (step S23). The determination is made based on the detection result of the ball detection sensor 32 of the goal unit 14. When the ball B is detected by the goal unit 14, the video generation unit 57 determines whether or not the path of the ball B has achieved the task (step S24). The task at the time when the ball B is thrown is specified, and it is determined whether or not the task has been achieved based on the detection results of the pads 12 and 13. When the task is achieved, the recording information from the predetermined time before the timing when the ball B is detected by the start pad 12 to the predetermined time after the timing when the ball B is detected by the goal unit 14 is extracted and recorded. (Step S25). Recording information in a predetermined time range is extracted with reference to the timing at which the ball detection sensor 32 of the goal unit 14 detects the ball B, and recorded as video data 54 in the storage unit 52. As an example, recording information from 0.5 seconds before the timing detected by the ball detection sensor 22 to 2 seconds after the timing detected by the ball detection sensor 32 based on the detection results of the ball detection sensors 22 and 32 is recorded. cut. Then, the video generation unit 57 determines whether or not the currently played game has ended (step S26). Also, in the case of a negative determination in steps S23 and S24, the video generation unit 57 proceeds to step S26. If the game has not ended, the video generation unit 57 returns to step S23 and repeats the process. In this way, while the game continues, the player's play is imaged and recorded each time the task is achieved.
 プレイしているゲームが終了すると、映像生成部57は、カメラ18での撮像を終了する(ステップS27)。そして、映像生成部57は、ステップS25で抽出した録画情報に基づいて映像データ54を生成する(ステップS28)。映像データ54は、撮像されたままの映像でもよいし、映像にフレームやキャラクタ、効果音、ボールBの経路に対する特殊な演出効果(例えば、経路表示や、経由した中間パッド13を目立たせる表示等)等の様々な演出を追加してもよい。そのような演出をプレイヤが編集できるようにしてもよいし、自動的に追加してもよい。また、映像を編集し所定の長さにカットしてもよい。自動的に追加する場合、ボール検出センサ22、32の検出結果に基づいて追加すればよい。また、画像処理にて画像中のボールBの位置を検出し、その検出結果に基づいて追加してもよい。映像データ54は、ステップS25で抽出された録画情報全てを映像データ54としてもよいし、録画情報のサムネイルをモニタ16に表示させ、プレイヤに映像データ54とする情報を選択させてもよい。あるいは、課題の達成状況と映像とを関連付けてもよい。具体的には、達成された課題のうち最も高度な課題を達成したときの映像を自動的に判断し、それを映像データとして表示させてもよい。映像生成部57は、生成した映像データ54をモニタ16で表示させ(ステップS29)、今回の処理を終了する。 When the game being played ends, the video generation unit 57 ends the imaging with the camera 18 (step S27). And the video production | generation part 57 produces | generates the video data 54 based on the video recording information extracted by step S25 (step S28). The video data 54 may be an image as it is captured, or a special effect on the video, such as a frame, character, sound effect, or the path of the ball B (for example, a path display or a display that makes the intermediate pad 13 via the display stand out) ) Etc. may be added. Such effects may be editable by the player, or may be automatically added. Alternatively, the video may be edited and cut to a predetermined length. When adding automatically, what is necessary is just to add based on the detection result of the ball | bowl detection sensors 22 and 32. FIG. Further, the position of the ball B in the image may be detected by image processing and added based on the detection result. For the video data 54, all of the recording information extracted in step S25 may be the video data 54, or a thumbnail of the recording information may be displayed on the monitor 16 to allow the player to select information to be the video data 54. Or you may link the achievement status of a subject, and a video. Specifically, a video when the most advanced task among the achieved tasks is achieved may be automatically determined and displayed as video data. The video generation unit 57 displays the generated video data 54 on the monitor 16 (step S29), and ends the current process.
 上述の処理によれば、ゲームが開始されると(ステップS21)、カメラ18でゲームフィールドGF及びプレイヤが撮像される(ステップS22)。ゴール部14にボールBが入り(ステップS23)、課題が達成されると(ステップS24)、ボールBの検出結果に基づいて所定の時間範囲の録画情報を切り出す(ステップS25)。ステップS23からステップS25までの処理をゲーム終了まで繰り返し(ステップS26)、ゲームが終了するとカメラ18の撮像を終了する(ステップS27)。得られた録画情報に基づいて映像データ54を生成し(ステップS28)、映像を再生する(ステップS29)。これによれば、プレイヤがゲームをプレイすると、プレイヤのプレイ動画が自動的に生成され、プレイヤはプレイ中の動作を確認することができる。また、ネットワークを介して映像データ54を配信して他のプレイヤと映像データ54を共有させることで、ゲーム機1のゲーム情報を得たり、プレイヤ間のコミュニケーションを促進させたりすることができる。さらに、ネットワークを介して映像データ54を配信することで、不特定多数のユーザにプレイ動画を公開させることでゲーム機1が周知され、ゲーム機1の稼動率を向上させることができる。 According to the above-described processing, when the game is started (step S21), the game field GF and the player are imaged by the camera 18 (step S22). When the ball B enters the goal part 14 (step S23) and the task is achieved (step S24), the recording information in a predetermined time range is cut out based on the detection result of the ball B (step S25). The processing from step S23 to step S25 is repeated until the game ends (step S26), and when the game ends, the imaging of the camera 18 is ended (step S27). Video data 54 is generated based on the obtained recording information (step S28), and the video is reproduced (step S29). According to this, when a player plays a game, a play animation of the player is automatically generated, and the player can check an operation during play. Further, by distributing the video data 54 via the network and sharing the video data 54 with other players, it is possible to obtain game information of the game machine 1 or promote communication between the players. Further, by distributing the video data 54 via the network, the game machine 1 is made known by making a play video public to an unspecified number of users, and the operating rate of the game machine 1 can be improved.
 本発明は、上述した形態に限定されることなく、種々の形態にて実施することができる。例えば、本形態では、ゲーム機1として説明したが、不図示のセンターサーバとネットワークを介して互いに通信可能なゲームシステムであってもよい。センターサーバにプレイデータ53や映像データ54を記憶させ、全プレイヤのプレイデータ53をセンターサーバで管理したり、映像データ54をセンターサーバにアップロードして、パーソナルコンピュータやモバイル端末装置等のネットワーク接続可能な端末装置から閲覧可能としたりしてもよい。このようなシステムの構成は、周知技術を利用してよい。映像データ54の再生は、プレイ後のタイミングに限られない。例えば、抽出された録画情報に基づいてプレイ中に映像データ54を生成し、リアルタイムでプレイヤのプレイ動画を再生してもよい。この場合、図6のステップS28、S29の処理が、ステップS25とステップS26との間で実行される。あるいは、映像データ54をデモ動画として待機時に再生するようにしてもよい。 The present invention can be implemented in various forms without being limited to the above-described forms. For example, in the present embodiment, the game machine 1 has been described. However, a game system that can communicate with each other via a center server (not shown) and a network may be used. Play data 53 and video data 54 are stored in the center server, and the play data 53 of all players can be managed by the center server, or the video data 54 can be uploaded to the center server and connected to a network such as a personal computer or a mobile terminal device. It may be possible to browse from a simple terminal device. A known technique may be used for the configuration of such a system. The reproduction of the video data 54 is not limited to the timing after play. For example, the video data 54 may be generated during play based on the extracted recording information, and the player's play video may be played back in real time. In this case, the processes of steps S28 and S29 in FIG. 6 are executed between steps S25 and S26. Alternatively, the video data 54 may be reproduced as a demo video during standby.
 上述した形態で説明したゲームフィールドGFの構成は一例であって、適宜の変更が可能である。例えば、ゴール部14でボールBが入るカップ31が1つ設けられた形態で説明したが、これに限られず、ゴール部14で進入可能なカップを2つ以上設けてもよい。図7は、ゲームフィールドGFの変形例を示す図である。図7に示すようにゴール部14にサブカップ14aを設けてもよい。この場合、サブカップ14aに進入した場合は、得られる点数を低く設定してもよい。あるいは、ゴール部14を複数設置してもよい。これにより、ゲーム性が多様化する。また、ゲームフィールドGF上に複数の中間パッド13が設けられた形態で説明したが、1つの中間パッド13が設けられていてもよい。中間パッド13の個数や設置する位置は適宜の変更が可能である。 The configuration of the game field GF described in the above-described form is an example, and appropriate changes can be made. For example, although the embodiment has been described in which one cup 31 into which the ball B enters in the goal part 14 is provided, the present invention is not limited to this, and two or more cups that can enter the goal part 14 may be provided. FIG. 7 is a diagram showing a modification of the game field GF. As shown in FIG. 7, the goal cup 14 may be provided with a sub cup 14a. In this case, when entering the sub-cup 14a, the obtained score may be set low. Alternatively, a plurality of goal parts 14 may be installed. This diversifies game characteristics. Moreover, although the description has been given in the form in which a plurality of intermediate pads 13 are provided on the game field GF, one intermediate pad 13 may be provided. The number of intermediate pads 13 and the positions where they are installed can be changed as appropriate.
 また、上述した形態では、遊技媒体として卓球のボールBで説明したが、これに限られない。例えば、テニスボールやゴルフボール等の各種スポーツ用のボールであってもよいし、あるいは、様々な大きさのゴムボールであってもよい。ゴムボールの場合、ボール表面の占める領域によって反発係数が異なるように形成されたボールであってもよい。ボールBの跳ね返りが予測できずゲーム性が多様化する。また、ゴムボールに限らず革製のボールなどであっても良いことは勿論である。さらに、遊技媒体として用いるボールBは球形のものに限られるものではなく、例えばラグビーボールのような、非球形のボールであってもよい。非球形のボールを用いる場合は、跳ね返りが予測しづらく、ボールをゴール部14に入れるための難易度が高くなるなど、ゲーム性が多様化する。 In the above-described embodiment, the table tennis ball B is described as a game medium, but the present invention is not limited to this. For example, it may be a ball for various sports such as a tennis ball or a golf ball, or may be a rubber ball of various sizes. In the case of a rubber ball, the ball may be formed so that the coefficient of restitution differs depending on the area occupied by the ball surface. The rebound of the ball B cannot be predicted and the game characteristics are diversified. Of course, not only rubber balls but also leather balls may be used. Furthermore, the ball B used as the game medium is not limited to a spherical one, and may be a non-spherical ball such as a rugby ball. In the case of using a non-spherical ball, it is difficult to predict the rebound, and the difficulty of putting the ball into the goal part 14 is increased, and the game characteristics are diversified.
 ボールBは、プレイヤが直接ゲームフィールドGFへ投げるようにしてもよいし、投入装置を利用してボールBを間接的に投入するようにしてもよい。投入装置は、プレイヤがボールBを投入させる方向と初速を調整可能としてもよく、このように調整したボールBを自動的に連射できるようにしてもよい。投入装置は、プレイヤの操作に応じて貯留されたボールを順次ゲームフィールドGFに投入させる機構を有するものであればよく、周知技術を利用して構成される。あるいは、プレイヤが投入したボールBを加速させるものであってもよい。また、各パッド12、13やゴール部14の発光部材23、33aの代わりに、液晶ディスプレイ装置やプロジェクタを利用してもよい。多様な演出が可能になる。 The ball B may be thrown directly by the player to the game field GF, or the ball B may be thrown indirectly using a throwing device. The throwing device may be capable of adjusting the direction in which the player throws the ball B and the initial speed, or may automatically fire the ball B thus adjusted. The throwing device only needs to have a mechanism for sequentially throwing the balls stored in accordance with the operation of the player into the game field GF, and is configured using a known technique. Alternatively, the ball B thrown by the player may be accelerated. Further, instead of the light emitting members 23 and 33a of the pads 12 and 13 and the goal part 14, a liquid crystal display device or a projector may be used. Various productions are possible.
 上述した形態では、ボール検出センサ22、32を利用してボールBを検出したがこれに限られない。例えば、ゲーム機1に設けられたカメラ18で撮像されたゲームフィールドGFの画像を解析し、ボールBの位置を特定してもよい。これにより、ボールBが経由した中間パッド13や、ゴール部14への進入の有無が判別される。 In the above-described embodiment, the ball B is detected using the ball detection sensors 22 and 32. However, the present invention is not limited to this. For example, the position of the ball B may be specified by analyzing an image of the game field GF captured by the camera 18 provided in the game machine 1. Thereby, the presence or absence of entry to the intermediate pad 13 or the goal part 14 through which the ball B has passed is determined.
 上述した形態は、ゲーム機1をプレイヤにゲームをプレイさせることを目的とした装置として説明したが、これに限られない。例えば、ゲームをプレイさせ、所定の課題が達成されるとプレイヤに賞品が付与されるように構成し、賞品を付与することを目的としてもよい。課題が達成されるとゲーム機1から自動的に賞品が出てくるようにしてもよい。この場合、ゲーム機1内に賞品を保持させ、課題の達成状況に応じて賞品をプレイヤに付与する賞品付与機構を設けるようにすればよい。このような構成は周知技術を利用してよい。また、このような賞品付与機構を設けなくともよく、ゲーム機1が設置される店舗等の従業員が課題の達成状況を判断してプレイヤに賞品を付与するようにしてもよい。課題の達成状況に応じて付与する賞品にランクが設けられていてもよい。 In the above-described embodiment, the game machine 1 has been described as an apparatus for causing a player to play a game, but the present invention is not limited thereto. For example, a game may be played, and a prize may be awarded to a player when a predetermined task is achieved, and the prize may be given. A prize may automatically come out from the game machine 1 when the task is achieved. In this case, a prize granting mechanism for holding prizes in the game machine 1 and granting prizes to the player according to the achievement status of the task may be provided. Such a configuration may use a known technique. Further, it is not necessary to provide such a prize granting mechanism, and an employee such as a store where the game machine 1 is installed may judge the achievement status of the task and grant a prize to the player. Ranks may be provided for prizes to be awarded according to the achievement status of the task.
 以上説明したように、本発明の一形態のゲーム機は、プレイヤによって移動方向が決定された遊技媒体(例えば、ボールB)が移動可能なゲームフィールド(例えば、ゲーム機1のゲームフィールドGF)が設けられ、前記ゲームフィールド上には、前記遊技媒体が経由すべき第1中間点(例えば、スタートパッド12)と、前記遊技媒体が到達すべき到達点(例えば、ゴール部14)と、前記第1中間点と前記到達点との間で経由可能な1以上の第2中間点(例えば、中間パッド13)と、が設けられたゲーム機(例えば、ゲーム機1)であって、前記遊技媒体の前記第1中間点及び前記第2中間点における経由の有無を検出する中間点検出手段(例えば、ボール検出センサ22)と、前記遊技媒体の前記到達点における到達の有無を検出する到達点検出手段(例えば、ボール検出センサ32)と、前記中間点検出手段により前記第1中間点の経由が検出されたこと及び前記到達点検出手段により前記到達点への到達が検出されたことを条件として、前記第2中間点の経由状況を判定する判定手段と、(例えば、状況判定部56)と、を備えたものとして把握することができる。 As described above, the game machine according to one embodiment of the present invention has a game field (for example, the game field GF of the game machine 1) to which the game medium (for example, the ball B) whose movement direction is determined by the player can move. A first intermediate point (for example, the start pad 12) through which the game medium should pass, a destination point (for example, the goal unit 14) that the game medium should reach, and the first game field; A game machine (for example, game machine 1) provided with one or more second intermediate points (for example, intermediate pad 13) that can be routed between one intermediate point and the reaching point, wherein the game medium Intermediate point detecting means (for example, a ball detection sensor 22) for detecting whether or not the first intermediate point and the second intermediate point are routed, and detecting whether or not the game medium has reached the arrival point. The passing point detection means (for example, the ball detection sensor 32) and the intermediate point detection means detect the passage of the first intermediate point, and the arrival point detection means detects the arrival of the arrival point. As a condition, it can be grasped as having a determination means for determining the route status of the second intermediate point (for example, the status determination unit 56).
 本発明の一形態のゲーム制御方法は、プレイヤによって移動方向が決定された遊技媒体が移動可能なゲームフィールドが設けられ、前記ゲームフィールド上には、前記遊技媒体が経由すべき第1中間点と、前記遊技媒体が到達すべき到達点と、前記第1中間点と前記到達点との間で経由可能な1以上の第2中間点と、が設けられ、前記遊技媒体の前記第1中間点及び前記第2中間点における経由の有無を検出する中間点検出手段、及び前記遊技媒体の前記到達点における到達の有無を検出する到達点検出手段を備えたゲーム機のゲーム制御方法であって、前記ゲーム機のコンピュータ(例えば、ゲーム制御部51)に、前記中間点検出手段により前記第1中間点の経由が検出されたこと及び前記到達点検出手段により前記到達点への到達が検出されたことを条件として、前記第2中間点の経由状況を判定する判定手順(例えば、図5に記載のステップS1~S10)を実行させるものとして把握することができる。 A game control method according to an aspect of the present invention is provided with a game field in which a game medium whose movement direction is determined by a player is movable, and a first intermediate point through which the game medium passes through the game field. A reaching point to be reached by the game medium, and one or more second intermediate points that can be passed between the first intermediate point and the reach point, and the first intermediate point of the game medium is provided. And a game control method for a game machine, comprising: intermediate point detection means for detecting presence / absence of passage at the second intermediate point; and arrival point detection means for detecting presence / absence of arrival at the arrival point of the game medium, The computer of the game machine (for example, the game control unit 51) detects that the intermediate point detection unit detects that the first intermediate point has been routed and that the arrival point detection unit has reached the arrival point. On condition that the issued, the second intermediate point via situation a determination procedure (e.g., steps S1 ~ S10 described in FIG. 5) can be grasped as to execute.
 本発明の一形態のコンピュータプログラムは、プレイヤによって移動方向が決定された遊技媒体が移動可能なゲームフィールドが設けられ、前記ゲームフィールド上には、前記遊技媒体が経由すべき第1中間点と、前記遊技媒体が到達すべき到達点と、前記第1中間点と前記到達点との間で経由可能な1以上の第2中間点と、が設けられ、前記遊技媒体の前記第1中間点及び前記第2中間点における経由の有無を検出する中間点検出手段、及び前記遊技媒体の前記到達点における到達の有無を検出する到達点検出手段を備えたゲーム機のコンピュータを、前記中間点検出手段により前記第1中間点の経由が検出されたこと及び前記到達点検出手段により前記到達点への到達が検出されたことを条件として、前記第2中間点の経由状況を判定する判定手段として機能させるように構成されたものとして把握することができる。 A computer program according to an aspect of the present invention is provided with a game field in which a game medium whose movement direction is determined by a player is movable, and a first intermediate point through which the game medium passes, on the game field, A reaching point to be reached by the game medium, and one or more second intermediate points that can be routed between the first intermediate point and the arrival point, the first intermediate point of the game medium, and A game machine computer comprising: intermediate point detecting means for detecting presence / absence of a route at the second intermediate point; and arrival point detecting means for detecting presence / absence of arrival of the game medium at the arrival point; Determines whether or not the second intermediate point is routed on the condition that the passage of the first intermediate point is detected and the arrival point detecting means detects the arrival of the second intermediate point. It can be grasped as being configured so as to function as that judging means.
 本発明の一形態によれば、到達点までの遊技媒体の経路を評価できる。遊技媒体が移動する経路はプレイヤの動作、例えば、遊技媒体を投げたり、投入装置を利用して移動方向等を決定したりすることにより決定されるので、簡単な動作でゲームをプレイでき、幅広い客層にゲームを訴求できる。よって、プレイヤに新規なプレイ感覚を付与し、ゲーム機の稼動率を向上させることができる。 According to one aspect of the present invention, it is possible to evaluate the route of the game medium to the reaching point. The path along which the game medium moves is determined by the player's action, for example, by throwing the game medium or by determining the moving direction using the input device, so that the game can be played with simple actions, Can appeal the game to customers. Therefore, a novel play feeling can be given to the player and the operating rate of the game machine can be improved.
 なお、本発明の一形態に係るコンピュータプログラムは、記憶媒体に記憶された状態で提供されてもよい。この記憶媒体を用いれば、例えばコンピュータに本発明に係るコンピュータプログラムをインストールして実行することにより、そのコンピュータを利用して本発明のゲームシステムを実現することができる。コンピュータプログラムを記憶した記憶媒体は、CD‐ROM等の非一時的な記憶媒体であってもよい。 Note that the computer program according to one embodiment of the present invention may be provided in a state stored in a storage medium. By using this storage medium, for example, by installing and executing the computer program according to the present invention in a computer, the game system of the present invention can be realized using the computer. The storage medium storing the computer program may be a non-transitory storage medium such as a CD-ROM.
 本発明のゲーム機の一形態において、前記判定手段には、前記遊技媒体が経由した第2中間点に応じて所定の課題の達成状況を判定する達成状況判定手段が設けられていてもよい。これによれば、遊技媒体が経由した第2中間点に応じて所定の課題の達成状況が判定されるので、到達点までの遊技媒体の経路を評価できる。 In one form of the game machine of the present invention, the determination means may be provided with achievement status determination means for determining an achievement status of a predetermined task according to a second intermediate point through which the game medium passes. According to this, since the achievement status of the predetermined task is determined according to the second intermediate point through which the game medium passes, the path of the game medium to the reaching point can be evaluated.
 本発明のゲーム機の一形態において、前記ゲームフィールド上に複数の第2中間点が含まれ、前記達成状況判定手段は、前記遊技媒体が経由した第2中間点の順番に応じて前記所定の課題の達成状況を判定してもよい。これによれば、複数の第2中間点から遊技媒体に経由させる第2中間点を選択して様々な課題を設定することにより、遊技媒体の経路に応じて難易度を容易に調整できる。また、本発明のゲーム機の一形態において、前記ゲームフィールド上に複数の第2中間点が含まれ、前記達成状況判定手段は、前記遊技媒体が経由した第2中間点の個数に応じて前記所定の課題の達成状況を判定してもよい。 In one form of the game machine of the present invention, a plurality of second intermediate points are included on the game field, and the achievement status determining means determines the predetermined intermediate point according to the order of the second intermediate points through which the game medium passes. You may determine the achievement status of a subject. According to this, the difficulty can be easily adjusted according to the route of the game medium by selecting the second intermediate point to be routed from the plurality of second intermediate points to the game medium and setting various tasks. Further, in one aspect of the game machine of the present invention, the game field includes a plurality of second intermediate points, and the achievement status determination means determines the achievement state according to the number of second intermediate points through which the game medium passes. You may determine the achievement status of a predetermined subject.
 本発明のゲーム機の一形態において、前記達成状況判定手段は、前記中間点検出手段の検出結果に基づいて、検出されたタイミングを記録し、前記タイミングを基準として所定の時間内に前記中間点検出手段又は前記到達点検出手段による検出がない場合は、前記所定の課題が達成されなかったものとして判定してもよい。ゲームフィールド内を移動する遊技媒体の中間点間の移動時間が長すぎる場合、ゲーム不正行為の可能性もある。検出タイミングを基準とした所定時間内の遊技媒体の検出の有無で課題の達成状況を判別することで、ゲームの不正行為を防止できる。また、到達点への経路を外れた遊技媒体に対しても課題が達成されなかったものとして処理することができる。 In one form of the game machine of the present invention, the achievement status determination means records the detected timing based on the detection result of the intermediate point detection means, and the intermediate inspection within a predetermined time with the timing as a reference If there is no detection by the exit means or the arrival point detection means, it may be determined that the predetermined task has not been achieved. If the moving time between the intermediate points of the game media moving in the game field is too long, there is a possibility of game fraud. By determining the achievement status of the task based on whether or not the game medium is detected within a predetermined time with reference to the detection timing, it is possible to prevent an illegal act of the game. In addition, it is possible to process a game medium that has deviated from the route to the reaching point as a problem that has not been achieved.
 本発明のゲーム機の一形態において、前記第1中間点及び前記第2中間点には、前記遊技媒体を跳ね返らせる跳返り部材(例えば、接触板21)が設けられ、前記中間点検出手段が、前記遊技媒体が前記跳返り部材に接触したことを検出する接触センサであってもよい。また、本発明のゲーム機の一形態において、前記到達点には、前記遊技媒体を回収する回収手段(例えば、ゴール部14)が設けられ、前記到達点検出手段が、回収される遊技媒体を検出する光電センサであってもよい。 In one form of the game machine of the present invention, a rebound member (for example, a contact plate 21) for rebounding the game medium is provided at the first intermediate point and the second intermediate point, and the intermediate point detecting means However, the contact sensor which detects that the said game medium contacted the said rebound member may be sufficient. In one form of the game machine of the present invention, the reaching point is provided with a collecting means (for example, the goal unit 14) for collecting the gaming medium, and the reaching point detecting means includes a gaming medium to be collected. The photoelectric sensor to detect may be sufficient.
 本発明のゲーム機の一形態において、前記ゲームフィールドを撮像する撮像手段(例えば、カメラ18)が設けられていてもよい。これによれば、撮像手段により、ゲームフィールド上で展開されるゲームの様子が撮像できる。撮像された画像は、プレイヤに提供する各種サービス、例えば、ゲームプレイ後の再生や動画サイトへの配信等に利用できる。また、この形態において、前記撮像手段は、前記ゲームフィールドに加えて、ゲームをプレイするプレイヤが撮像されるように設置されていてもよい。 In one embodiment of the game machine of the present invention, an imaging means (for example, camera 18) for imaging the game field may be provided. According to this, the state of the game developed on the game field can be imaged by the imaging means. The captured image can be used for various services provided to the player, for example, reproduction after game play or distribution to a video site. In this embodiment, the imaging means may be installed so that a player who plays a game is imaged in addition to the game field.
 なお、以上の説明では本発明の理解を容易にするために各構成の一例を括弧書きにて付記したが、それにより本発明が図示の形態に限定されるものではない。 In the above description, in order to facilitate understanding of the present invention, an example of each configuration is added in parentheses. However, the present invention is not limited to the illustrated form.
 1 ゲーム機
 12 スタートパッド(第1中間点)
 13 中間パッド(第2中間点)
 14 ゴール部(到達点)
 22 ボール検出センサ(中間点検出手段)
 32 ボール検出センサ(到達点検出手段)
 56 状況判定部(判定手段、達成状況判定手段)
 B ボール(遊技媒体)
 GF ゲームフィールド
1 game machine 12 start pad (first intermediate point)
13 Intermediate pad (2nd intermediate point)
14 Goal part (reaching point)
22 Ball detection sensor (intermediate point detection means)
32 ball detection sensor (reaching point detection means)
56 Situation determination unit (determination means, achievement state determination means)
B ball (game media)
GF Game Field

Claims (11)

  1.  プレイヤによって移動方向が決定された遊技媒体が移動可能なゲームフィールドが設けられ、前記ゲームフィールド上には、前記遊技媒体が経由すべき第1中間点と、前記遊技媒体が到達すべき到達点と、前記第1中間点と前記到達点との間で経由可能な1以上の第2中間点と、が設けられたゲーム機であって、
     前記遊技媒体の前記第1中間点及び前記第2中間点における経由の有無を検出する中間点検出手段と、
     前記遊技媒体の前記到達点における到達の有無を検出する到達点検出手段と、
     前記中間点検出手段により前記第1中間点の経由が検出されたこと及び前記到達点検出手段により前記到達点への到達が検出されたことを条件として、前記第2中間点の経由状況を判定する判定手段と、
    を備えたゲーム機。
    A game field is provided in which a game medium whose movement direction is determined by a player is movable, and a first intermediate point through which the game medium should pass and an arrival point to which the game medium should reach are provided on the game field. A game machine provided with one or more second intermediate points that can be routed between the first intermediate point and the reaching point,
    Intermediate point detecting means for detecting whether or not the first intermediate point and the second intermediate point of the game medium are routed;
    Arrival point detection means for detecting whether or not the game medium reaches the arrival point;
    Determining the route status of the second intermediate point on the condition that the intermediate point detecting means detects that the first intermediate point has been detected and that the arrival point detecting means has detected that the intermediate point has been reached. Determination means to perform,
    A game machine equipped with.
  2.  前記判定手段には、前記遊技媒体が経由した第2中間点に応じて所定の課題の達成状況を判定する達成状況判定手段が設けられている請求項1のゲーム機。 The game machine according to claim 1, wherein the determination means is provided with achievement status determination means for determining an achievement status of a predetermined task according to a second intermediate point through which the game medium passes.
  3.  前記ゲームフィールド上に複数の第2中間点が含まれ、
     前記達成状況判定手段は、前記遊技媒体が経由した第2中間点の順番に応じて前記所定の課題の達成状況を判定する請求項2のゲーム機。
    A plurality of second intermediate points are included on the game field;
    The game machine according to claim 2, wherein the achievement status determination means determines the achievement status of the predetermined task according to the order of the second intermediate points through which the game medium passes.
  4.  前記ゲームフィールド上に複数の第2中間点が含まれ、
     前記達成状況判定手段は、前記遊技媒体が経由した第2中間点の個数に応じて前記所定の課題の達成状況を判定する請求項2のゲーム機。
    A plurality of second intermediate points are included on the game field;
    The game machine according to claim 2, wherein the achievement status determination means determines the achievement status of the predetermined task according to the number of second intermediate points through which the game medium passes.
  5.  前記達成状況判定手段は、前記中間点検出手段の検出結果に基づいて、検出されたタイミングを記録し、前記タイミングを基準として所定の時間内に前記中間点検出手段又は前記到達点検出手段による検出がない場合は、前記所定の課題が達成されなかったものとして判定する請求項2~4のいずれか一項のゲーム機。 The achievement status determination means records the detected timing based on the detection result of the intermediate point detection means, and detects by the intermediate point detection means or the arrival point detection means within a predetermined time with reference to the timing. The game machine according to any one of claims 2 to 4, wherein if there is no, it is determined that the predetermined task has not been achieved.
  6.  前記第1中間点及び前記第2中間点には、前記遊技媒体を跳ね返らせる跳返り部材が設けられ、
     前記中間点検出手段が、前記遊技媒体が前記跳返り部材に接触したことを検出する接触センサである請求項1~5のいずれか一項のゲーム機。
    The first intermediate point and the second intermediate point are provided with a rebound member that rebounds the game medium,
    The game machine according to any one of claims 1 to 5, wherein the intermediate point detection means is a contact sensor that detects that the game medium has come into contact with the rebound member.
  7.  前記到達点には、前記遊技媒体を回収する回収手段が設けられ、
     前記到達点検出手段が、回収される遊技媒体を検出する光電センサである請求項1~6のいずれか一項のゲーム機。
    The reaching point is provided with a collecting means for collecting the game medium,
    The game machine according to any one of claims 1 to 6, wherein the arrival point detection means is a photoelectric sensor that detects a game medium to be collected.
  8.  前記ゲームフィールドを撮像する撮像手段が設けられている請求項1~7のいずれか一項のゲーム機。 The game machine according to any one of claims 1 to 7, further comprising an imaging means for imaging the game field.
  9.  前記撮像手段は、前記ゲームフィールドに加えて、ゲームをプレイするプレイヤが撮像されるように設置されている請求項8のゲーム機。 The game machine according to claim 8, wherein the imaging means is installed so that a player who plays a game is imaged in addition to the game field.
  10.  プレイヤによって移動方向が決定された遊技媒体が移動可能なゲームフィールドが設けられ、前記ゲームフィールド上には、前記遊技媒体が経由すべき第1中間点と、前記遊技媒体が到達すべき到達点と、前記第1中間点と前記到達点との間で経由可能な1以上の第2中間点と、が設けられ、前記遊技媒体の前記第1中間点及び前記第2中間点における経由の有無を検出する中間点検出手段、及び前記遊技媒体の前記到達点における到達の有無を検出する到達点検出手段を備えたゲーム機のゲーム制御方法であって、
     前記ゲーム機のコンピュータに、
     前記中間点検出手段により前記第1中間点の経由が検出されたこと及び前記到達点検出手段により前記到達点への到達が検出されたことを条件として、前記第2中間点の経由状況を判定する判定手順を実行させるゲーム制御方法。
    A game field is provided in which a game medium whose movement direction is determined by a player is movable, and a first intermediate point through which the game medium should pass and an arrival point to which the game medium should reach are provided on the game field. One or more second intermediate points that can be routed between the first intermediate point and the reaching point, and whether or not the game medium passes through the first intermediate point and the second intermediate point. A game control method for a game machine comprising intermediate point detection means for detecting, and arrival point detection means for detecting presence or absence of arrival at the arrival point of the game medium,
    In the game machine computer,
    Determining the route status of the second intermediate point on the condition that the intermediate point detecting means detects that the first intermediate point has been detected and that the arrival point detecting means has detected that the intermediate point has been reached. A game control method for executing a determination procedure.
  11.  プレイヤによって移動方向が決定された遊技媒体が移動可能なゲームフィールドが設けられ、前記ゲームフィールド上には、前記遊技媒体が経由すべき第1中間点と、前記遊技媒体が到達すべき到達点と、前記第1中間点と前記到達点との間で経由可能な1以上の第2中間点と、が設けられ、前記遊技媒体の前記第1中間点及び前記第2中間点における経由の有無を検出する中間点検出手段、及び前記遊技媒体の前記到達点における到達の有無を検出する到達点検出手段を備えたゲーム機のコンピュータを、
     前記中間点検出手段により前記第1中間点の経由が検出されたこと及び前記到達点検出手段により前記到達点への到達が検出されたことを条件として、前記第2中間点の経由状況を判定する判定手段として機能させるように構成されたコンピュータプログラム。
    A game field is provided in which a game medium whose movement direction is determined by a player is movable, and a first intermediate point through which the game medium should pass and an arrival point to which the game medium should reach are provided on the game field. One or more second intermediate points that can be routed between the first intermediate point and the reaching point, and whether or not the game medium passes through the first intermediate point and the second intermediate point. A game machine computer comprising: intermediate point detection means for detecting; and arrival point detection means for detecting whether or not the game medium has reached the arrival point;
    Determining the route status of the second intermediate point on the condition that the intermediate point detecting means detects that the first intermediate point has been detected and that the arrival point detecting means has detected that the intermediate point has been reached. A computer program configured to function as a determination unit.
PCT/JP2014/073309 2013-09-06 2014-09-04 Game machine, game control method, and computer program WO2015033994A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN201480048730.7A CN105517640A (en) 2013-09-06 2014-09-04 Game machine, game control method, and computer program

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2013-185568 2013-09-06
JP2013185568A JP6206657B2 (en) 2013-09-06 2013-09-06 game machine

Publications (1)

Publication Number Publication Date
WO2015033994A1 true WO2015033994A1 (en) 2015-03-12

Family

ID=52628460

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP2014/073309 WO2015033994A1 (en) 2013-09-06 2014-09-04 Game machine, game control method, and computer program

Country Status (3)

Country Link
JP (1) JP6206657B2 (en)
CN (1) CN105517640A (en)
WO (1) WO2015033994A1 (en)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2015073578A (en) * 2013-10-04 2015-04-20 株式会社コナミデジタルエンタテインメント Game machine
JP2016007511A (en) * 2014-06-26 2016-01-18 株式会社コナミデジタルエンタテインメント game machine

Families Citing this family (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP6742629B2 (en) * 2016-11-24 2020-08-19 株式会社スポトレンド Ball in target
KR102584072B1 (en) * 2020-06-23 2023-10-05 주식회사 피닉스다트 Game apparatus
KR102536329B1 (en) * 2020-06-23 2023-05-24 주식회사 피닉스다트 Game apparatus
KR102522427B1 (en) * 2020-06-23 2023-04-17 주식회사 피닉스다트 Game apparatus
KR102554343B1 (en) * 2020-08-10 2023-07-11 주식회사 피닉스다트 Game apparatus

Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US719456A (en) * 1902-08-23 1903-02-03 Daniel Gailey Game apparatus.
US3368814A (en) * 1964-09-25 1968-02-13 Stanley J. Kolwicz Target game with secondary propulsion element inclined toward target
JPH09276544A (en) * 1996-04-17 1997-10-28 Namco Ltd Game device
US7111846B1 (en) * 2003-11-25 2006-09-26 Big Monster Toys Target game
US8002282B1 (en) * 2010-12-03 2011-08-23 Koski Philip A Ball game with skipping implement and targets
US20110237362A1 (en) * 2010-03-25 2011-09-29 Larry Yach Game system

Family Cites Families (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US802282A (en) * 1904-06-07 1905-10-17 Fred August Gerling Speed-controlling and reversing mechanism.
JPH0722794U (en) * 1993-08-19 1995-04-25 株式会社トーゴ Pitching entertainment equipment
JP5428007B2 (en) * 2008-08-25 2014-02-26 株式会社セガ Game device having imaging means

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US719456A (en) * 1902-08-23 1903-02-03 Daniel Gailey Game apparatus.
US3368814A (en) * 1964-09-25 1968-02-13 Stanley J. Kolwicz Target game with secondary propulsion element inclined toward target
JPH09276544A (en) * 1996-04-17 1997-10-28 Namco Ltd Game device
US7111846B1 (en) * 2003-11-25 2006-09-26 Big Monster Toys Target game
US20110237362A1 (en) * 2010-03-25 2011-09-29 Larry Yach Game system
US8002282B1 (en) * 2010-12-03 2011-08-23 Koski Philip A Ball game with skipping implement and targets

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2015073578A (en) * 2013-10-04 2015-04-20 株式会社コナミデジタルエンタテインメント Game machine
JP2016007511A (en) * 2014-06-26 2016-01-18 株式会社コナミデジタルエンタテインメント game machine

Also Published As

Publication number Publication date
JP2015051147A (en) 2015-03-19
JP6206657B2 (en) 2017-10-04
CN105517640A (en) 2016-04-20

Similar Documents

Publication Publication Date Title
JP6206657B2 (en) game machine
JP5721041B2 (en) Game system
WO2010095500A1 (en) Game device, game system, and program
JP2011518591A (en) Golf game machine
WO2005056140A1 (en) Game progress management device, game progress management method, and computer-readable recording medium containing the game progress management program
US6641136B2 (en) Sports pinball amusement device
WO2005120659A1 (en) Game device
US20070149287A1 (en) Game progress administering system, game progress administering method, and computer-readable recording medium storing game progress administering program
TWI389730B (en) Game system and game machine
JP2004180951A (en) Game system
JP2021049275A (en) Game system
CN107617212A (en) Utilize picture pick-up device and the entertainment auxiliary system and method for projector
JP4300755B2 (en) Game machine and game system
JP3546047B2 (en) GAME IMAGE DISPLAY CONTROL DEVICE, GAME IMAGE DISPLAY CONTROL METHOD, AND GAME IMAGE DISPLAY CONTROL PROGRAM
RU2747893C1 (en) Device for playing air hockey
JP6010515B2 (en) game machine
JP2006068169A (en) Game system
JP3121564U (en) Bowling game machine
KR102025397B1 (en) A screen baseball system in which operations are controlled according to the items used
JP3659592B2 (en) GAME IMAGE DISPLAY CONTROL DEVICE, GAME IMAGE DISPLAY CONTROL METHOD, AND GAME IMAGE DISPLAY CONTROL PROGRAM
WO2007105761A1 (en) Board game device and board game system
JP2699062B2 (en) Game prediction notification device for gaming machines
JP3051647U (en) Virtual pitching device
JP2008237679A (en) Game machine
JP2003334386A (en) Method for controlling game, program, recording medium and video game apparatus

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 14843107

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 14843107

Country of ref document: EP

Kind code of ref document: A1