TW200932313A - Game apparatus and game control method - Google Patents
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- TW200932313A TW200932313A TW097131968A TW97131968A TW200932313A TW 200932313 A TW200932313 A TW 200932313A TW 097131968 A TW097131968 A TW 097131968A TW 97131968 A TW97131968 A TW 97131968A TW 200932313 A TW200932313 A TW 200932313A
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Abstract
Description
200932313 九、發明說明: 【發明所屬之技術領域】 本發明係關於一種遊戲裝置,特別係關於一種使用代帶 作為用於實施遊戲之遊戲媒體代幣之遊戲裝置及其遊戲控 制方法。 【先前技術】 先前’遊戲者自遊戲裝置上設置之代幣投入口投入成為 遊戲媒體之代幣’若該投入之代幣擊中(命中)於遊戲盤面 〇 上移動或者出沒之目標,則遊戲者能獲得特定之獎勵,此 種代幣遊戲裝置已經實用化。再者,具備如下裝置之代幣 遊戲裝置亦已實用化,該裝置係以在顯示晝面内自由移動 之方式顯示成為目標之圖像代幣作為上述目標。 於上述先前之代幣遊戲裝置中,作為於判定為遊戲者投 入之代幣已擊中目標時遊戲者能獲得之獎勵,例如可為按 預先設定之概率來獲得中獎之抽籤權,此已經實用化。並 ❿且,若遊戲者獲得該抽籤權,則代幣遊戲裝置之遊戲控制 程式基於預先設定之中獎(大中獎、中中獎、中獎)之概 率,利用隨機數產生裝置進行抽籤,並且於顯示農置中顯 不抽籤之演出圖像。遊戲控制程式進行控制,使得若遊戲 者,得中獎,則例如付出特定枚數之代帶,而且若獲得特 數之大中獎,則能獲得實施「巨獎(jack pot)」遊戲之 權利。 於上述使用有代帶等之遊戲媒體之遊戲裝置中,會設定 用以使遊戲媒體擊中目標之難易度。設定該難易度之理由 133836.doc 200932313 在於:若不將該遊戲之控制規範設為考慮到遊戲者之熟習 度等之規範,則例如初學者會喪失打算實施遊戲之心情。 作為具備解決此種問題之裝置之遊戲裝置,例如,已提出 有下述之專利文獻。 [專利文獻1]日本專利特開2002-858 13號公報 [專利文獻2]曰本專利第33 13 105號公報 專利文獻1中提出之方案係具備··代幣檢測機構(裝BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a game device, and more particularly to a game device using a substitute tape as a game media token for implementing a game and a game control method thereof. [Prior Art] Previously, the player entered the token of the game media from the token input on the game device. If the token is hit (hit) on the game surface, the game is moved or infested. Those who can get a specific reward, this token game device has been put into practical use. Further, a token game device having the following means has been put into practical use, and the device displays the target image token as the target in such a manner as to be freely movable in the display screen. In the above-described prior art token game device, as a reward that the player can obtain when it is determined that the token entered by the player has hit the target, for example, the lottery right for winning the prize according to a preset probability may be used. Chemical. In addition, if the player obtains the lottery right, the game control program of the token game device uses the random number generating device to perform lottery based on the probability of pre-setting the winning (big win, middle win, and winning), and displays the farmer. The show image of the lottery is not displayed. The game control program controls so that if the player wins the prize, for example, a specific number of bands is paid, and if a special jackpot is awarded, the right to implement the "jack pot" game can be obtained. In the above-described game device using a game medium such as a substitute tape, the difficulty of hitting the target by the game medium is set. Reason for setting the difficulty 133836.doc 200932313 is that if the control specification of the game is not set to the specifications of the player's familiarity, for example, the beginner will lose the mood to implement the game. As a game device having a device for solving such a problem, for example, the following patent documents have been proposed. [Patent Document 1] Japanese Patent Laid-Open Publication No. JP-A-2002-85813 [Patent Document 2] Japanese Patent Laid-Open Publication No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No.
置),其檢測沿著盤面移動之代幣代幣;以及遊戲開始機 構(裝置),其能夠將於限制時間内使特定之該代幣檢測機 構(裝置)檢測代幣這一事件,作為達成條件而使機會遊戲 等開始,且具備難易度調整機構(裝置)其用於基於滿足上 述達成條件之次數而變更上述限制時間。又,專利文獻i t揭不有如下内容:於顯示機構(裝置)中顯示成為代幣之 ‘靶之圖像’基於滿足達成條件之次數而變更成為標靶之 圖像之移動速度。 %叩 ; lj文獻1中,作馮具備難易度調整機構(裝 置)之效果,椹千 '、 下内容:越熟習之遊戲者越能於短 :間m達成條件’而滿足該達成條件 之次數越多,則 定得越短’藉此提高遊戲之難度,從而可進 於專!;習度相對應之恰當之難易度調整。 於專利文獻2中楹 ㈣之任意-個彈Λ 容:自由選擇地描準多個 戲者付給相當於兮 等之遊戲媒體,中靶時朝遊 射擊遊戲裝署所對應之得分(價值)的價值物,於該 具備顯示與該靶相對應之價值之顯示部, 133836.doc 200932313 並且具備巨獎設定機構d 隨時褥(裝置),該巨獎設定機構(裝置)在 隨時間而選擇性地變更 苴㈣μ〜 顯不”設定巨獎償值。作為 其效果揭不有如下内玄. , .對於複數個靶,使與巨獎相對 應之乾在時間方向上變動,益 藉此犯減小遊戲者對遊戲之興 趣之差,並穩定地提供僥倖心理。 、 【發明内容】 [發明所欲解決之問題] 專利文獻1揭示之代帶遊戲裝置,具備基於滿足達成條 件之人數來變更下一遊戲之代幣投入之限制時間的機構 (裝置)’並以滿足該達成條件之次數越多,則越縮短限制 時1之方式而進行控制。然而,於專利文獻i揭示之代幣 遊戲裝置巾’僅具備著眼於滿足達成條件之次數而變更代 幣投入之限制時間的機構(裝置),並未揭示如下内容, 即,考慮包含遊戲者所投入之代幣之投入時間間隔等之代 带投入枚數或者命中料,變更該限制0夺間。#考慮遊戲 者所投入之代幣之投入時間間隔或者命中率等而變更該限 制時間或標靶之移動速度,可根據遊戲者之熟習度而由遊 戲者進行恰當之遊戲進程的控制。 專利文獻2揭示之射擊遊戲裝置,具備隨時間而變更靶 之價值的機構(裝置)’但並未揭示如下内容,即,具備求 知命中率專之遊戲者之熟習度,並基於該熟習度而變更乾 之價值的機構(裝置),即,具備考慮遊戲者之熟習度來控 制遊戲之進程之機構(裝置 又,於在畫面中移動地顯示目標之方式之遊戲裝置中, B3836.doc 200932313 當未設置變更目標之移動迷 (裝幻時,對於熟練之遊戲者而;^之出現頻率的機構 下-目標出現為止之期間會耗 I中所有目標之後至 熟練之遊戲者而言μ到以㈣•於㈣形時,對於 者而言,由於朝遊戲裝置藝場等之營運 .^ ^ ^ ^ 之代幣之數受到限制,故 而遊戲之進程變慢,遊戲裝置 轉變慢,因此不佳。 因此’本發明之目之在於提供如下之遊戲裝置,該遊戲And detecting a token starting machine (device) capable of causing a specific token detecting mechanism (device) to detect the token in a limited time as an achievement The condition starts the game of chance, etc., and the difficulty adjustment mechanism (apparatus) is used to change the time limit based on the number of times the above-mentioned achievement condition is satisfied. Further, the patent document does not disclose that the display means (device) displays the moving speed of the image of the target which is the token, based on the number of times the condition is satisfied. %叩; lj Document 1, the effect of Feng's difficulty adjustment mechanism (device), 椹千', the following content: the more familiar the game, the more likely it is to be short: the condition is met, and the number of times the condition is met is met. The more you set the shorter, the more you can improve the difficulty of the game, so you can enter the game! The appropriateness of the appropriateness of the adjustment is adjusted. In Patent Document 2, any one of the magazines (4): freely selects the number of players who pay the game media equivalent to 兮, etc., and the score (value) corresponding to the shooting game in the middle target. The value of the display unit having the value corresponding to the target, 133836.doc 200932313 and having a jumbo setting mechanism d, which is optional (device), which is selective over time The change of land (4) μ~ is not set to set the grand prize compensation. As the effect is not revealed as follows: . For a plurality of targets, the corresponding to the big prize changes in the time direction, benefiting from the reduction The game player's interest in the game is steadily provided, and the problem is solved steadily. [Problem to be solved by the invention] The device for the generation of the game disclosed in Patent Document 1 is changed based on the number of people who satisfy the fulfillment condition. When the number of times the number of times the condition is reached is satisfied by the mechanism (device) in which the time limit for the game is input, the control is performed as soon as the time limit 1 is shortened. However, Patent Document i discloses The token game device towel only has a mechanism (device) that changes the time limit for changing the token input by satisfying the number of times the condition is fulfilled, and does not disclose the following, that is, the time interval for including the token input by the player is considered. In the case of the generation, the number of inputs or the hits is changed, and the limit is changed. ## Considering the time interval or hit rate of the token invested by the player, the limit time or the moving speed of the target can be changed according to the game. The player's familiarity is controlled by the player in an appropriate game process. The shooting game device disclosed in Patent Document 2 includes a mechanism (device) that changes the value of the target over time, but does not disclose the following. A mechanism (device) that changes the value of the player based on the familiarity of the game rate, that is, a mechanism that controls the progress of the game in consideration of the familiarity of the player (the device is also in the screen) In a game device that moves the target display mode, B3836.doc 200932313 When the mobile fan of the change target is not set (when the magic is installed, The player who is practicing the game; the mechanism of the appearance frequency of the ^-the period during which the target appears will consume all the targets in I, and then to the skilled player, μ to (4)•(4), for the The operation of the game installation art field, etc.. ^ ^ ^ ^ The number of tokens is limited, so the progress of the game is slow, and the game device is slow to change, so it is not good. Therefore, the object of the present invention is to provide the following game device. The game
裝置係基於遊戲者在特定時間 X遊戲 ]之期間内實施遊戲所獲得之 各種遊戲資料,變更遊戲進程 心!制資枓,於下一特定時 間之期間’基於該已變更之控制資料來進行遊戲進程之控 制,藉此更準確地反映遊戲者之遊戲熟習度。 [解決問題之技術手段] 為了達成上述目的,本發明係一種遊戲裝置,其具備: 控制遊戲之控制裝置;顯示遊戲圖像之顯示裝置;供遊戲 者朝上述顯示裝置投入遊戲媒體之遊戲媒體投入裝置·槽 構件,其設置於上述顯示裝置之邊之附近,且具有可供自曰 上述遊戲媒體投入裝置投入之遊戲媒體通過的多個槽;檢 測裝置,其檢測上述遊戲媒體通過了上述槽構件;以及目 標命中判定裝置,其將於上述顯示裝置之晝面中出現、移 動、顯示並且與上述槽構件之槽相關聯的目標作為靶,藉 由上述檢測裝置檢測自上述遊戲媒體投入裝置投入之上述 遊戲媒體,判定是否已命中上述目標,若判定為所投入之 上述遊戲媒體已命中上述目標,則能夠獲得特定之獎勵, 上述遊戲裝置中具備:遊戲媒體投入時間間隔算出裝 133836.doc 200932313 置,其算出投入至上述遊戲媒體投入裝置之上述遊 =時間間隔;命中率算出裝置,其基於由上述目標命 中判定裝置判定出之上述遊戲媒體命中上述目標的資訊, 异出所投人之上述遊戲媒體命中上述目標之命中率;以及 基於上述投入時間間隔與上述命中率,變更顯示於上述顯 示裳置之畫面中之上述目標之移動速度或出現頻率中的任 一個以上之裝置。The device is based on the game information obtained by the player during the specific time of the game, and the game progress is changed! After the production, the game process is controlled based on the changed control data during the next specific time period, thereby more accurately reflecting the game familiarity of the player. [Means for Solving the Problems] In order to achieve the above object, the present invention provides a game device including: a control device for controlling a game; a display device for displaying a game image; and a game media input for the player to input the game media to the display device. a device/groove member provided in the vicinity of the side of the display device and having a plurality of slots through which the game medium input by the game medium input device is inserted; and a detecting device detecting that the game medium passes through the slot member And a target hit determination device that targets, moves, displays, and targets the slot associated with the slot member of the slot device as a target, and detects, by the detecting device, the input from the game media input device The game medium determines whether or not the target has been hit, and if it is determined that the input game medium has hit the target, a specific reward can be obtained, and the game device includes: a game medium input time interval calculation device 133836.doc 200932313 , which calculates the input to the above game media The above-mentioned game-time interval of the device; the hit rate calculation device is based on the information of the game media determined by the target hit determination device hitting the target, and the game media of the voted target hits the hit rate of the target; The device that displays one or more of the moving speed or the frequency of occurrence of the target displayed on the screen on which the display is displayed is changed based on the input time interval and the hit rate.
G 進而’本發明係-種遊戲裝置’其具備:控制遊戲之控 制裝置;顯示遊戲圖像之顯示裝置;供遊戲者朝上述顯: 裝置投入遊戲媒體之遊戲媒體投入裝置;槽構件,其設置 於上述顯示裝置之邊之附近,且具有可供自上述遊戲媒體 投入裝置投人之遊戲媒體通過的多個槽;檢測裝置,立檢 測上述遊戲媒體通過了上述槽構件;以及目標命中判定裝 置,其將於上述顯示裝置之晝面中出現、移動、顯示並且 與上述槽構件之槽相關聯的目標作絲,藉由上述檢測裝 置檢測自上述遊戲媒體投人裝置投人之上述遊戲媒體,判 定是否已命中上述目標1判定為所投人之上述遊戲媒體 已命中上述目標,則,能夠獲得特定之獎勵, 、 上述,戲褒置中具備:遊戲媒體投入時間間隔算出裝 置’其算出投入至上述遊戲媒體投入裝置,之上述遊戲媒 體之投入時間間隔;命中率算出裝置,其基於由上述目標 命中狀裝置判定出之上述遊戲媒體命中上述目標的資 訊’算出所投入之上述遊戲媒體命中上述目標之命中率; 以及基於上述投入時間間隔與上述命中率,變更上述目標 133836.doc 200932313 命中判定裝置之判定精度之裝置。 進而,於本發明之遊戲裝置中,上述特定之獎勵係由上 述控制裝置基於預先設定之概率值來執行能獲得中獎之抽 藏順序的權利,上述抽籤順序具備基於上述投入時間間隔 與上述命中率,於特定時間内變更能獲得上述中獎之概率 • 值之順序。 、 進而’於本發明之遊戲裝置中,變更上述目標之移動速 纟或出現頻率中之任—個以上之裝置,具備於特定時間内 變更上述目標之移動速度或出現頻率令之任-個以上的裝 置。 、 進而,於本發明之遊戲裝置中,變更上述目標命中判定 裝置之判定精度之裝f,具備於特定時間内變更上述目標 命中判定裝置之判定精度的裝置。 又’本發明係-種遊戲裝置之遊戲控制方法,其中該遊 戲裝置具備:控制遊戲之控制裝置;顯示遊戲圖像之顯示 〇 1置;供遊戲者朝上述顯示裝置投人遊戲媒體之遊戲媒體 投入裝置;槽構件,其設置於上述顯示裝置之邊之附近, 且,有可供自上述遊戲媒體投入裝置投入之遊戲媒體通過 、夕個槽’檢測裝置,其檢測上述遊戲媒體通過了上述槽 構件之各槽;以及目標命中判定裝置,其將於上述顯示裝 f之畫面上出現、移動、顯示並且與上述槽構件之槽相關 聯的目標作杨,藉由上述檢職置檢測自上述遊戲媒體 _ 4裝置技入之上述遊戲媒體,判定是否已命中上述目 標’右匈定為所投入之上述遊戲媒體已命中上述目標,則 133836.doc 200932313 能夠獲得特定之獎勵, 於上述遊戲裝置之遊戲控制方法中:上述控制裝置算出 投入至上述遊戲媒體投入裝置之上述遊戲媒體之投入時間 間隔、及自上述遊戲媒體投入裝置投入之遊戲媒體命中上 述目標之命中率,基於上述投入時間間隔與上述命中率, 變更顯示於上述顯示裝置之畫面中之目標之移動速度或出 現頻率中的任一個以上。 進而’本發明係一種遊戲裝置之遊戲控制方法,其中該 遊戲裝置具備:控制遊戲之控制裝置;顯示遊戲圖像之顯 不裝置;供遊戲者朝上述顯示裝置投入遊戲媒體之遊戲媒 體投入裝置;槽構件’其設置於上述顯示裝置之邊之附 近’且具有可供自上述遊戲媒體投入裝置投入之遊戲媒體 通過的多個槽;檢測裝置,其檢測上述遊戲媒體通過了上 述槽構件之各槽;以及目標命中判定裝置,其將於上述顯 示裝置之畫面中出現、移動、顯示並且與上述槽構件之槽 相關聯的目標作為靶,藉由上述檢測裝置檢測自上述遊戲 媒體投入裝置投入之上述遊戲媒體,判定是否已命中上述 目標,若判定為所投入之上述遊戲媒體已命中上述目標, 則能夠獲得特定之獎勵, 於上述遊戲裝置之遊戲控制方法中:上述控制裝置算出 投入至上述遊戲媒體投入裝置之上述遊戲媒體之投入時間 間隔、及自上述遊戲媒體投入裝置投入之遊戲媒體命中上 述目標的命中率,基於上述投入時間間隔與上述命中率, 變更上述目標命中判定裝置之判定精度。 133836.doc -11- 200932313 進而,於本發明之遊戲控制方法中,上述特定獎勵係嗖 為執行能按預先設定之概率來獲得中獎之抽籤順序之= 勵,上述抽籤順序係基於上述投入時間間隔與上述命中 率,於特定之時間内變更能夠獲得上述中獎之概率。 [發明之效果]Further, the game device of the present invention includes: a control device for controlling a game; a display device for displaying a game image; a game media input device for the game player to display the game device; and a slot member; In the vicinity of the side of the display device, a plurality of slots through which the game medium from which the game media input device is voted are passed; the detecting device detects that the game medium passes through the slot member; and the target hit determination device a target wire that appears, moves, displays, and is associated with the groove of the groove member in the face of the display device, and the detection device detects the game media voted from the game media investment device, and determines Whether or not the above-mentioned target 1 has been determined to have determined that the game media of the person who has voted has hit the target, the specific reward can be obtained, and the above-mentioned game device includes: the game media input time interval calculation means' Game media input device, the input time interval of the above game media; hit rate The device calculates a hit ratio of the input of the game medium hitting the target based on the information of the game medium hitting the target determined by the target hit device, and changes the target based on the input time interval and the hit rate. 133836.doc 200932313 A device that hits the determination accuracy of a determination device. Further, in the game device of the present invention, the specific reward is performed by the control device based on a preset probability value, and the right to acquire a winning order is obtained, wherein the lottery order is based on the input time interval and the hit rate. The order in which the probability of winning the above prizes can be obtained within a specified time. Further, in the game device of the present invention, any one or more of the moving speed or the frequency of occurrence of the target is changed, and the moving speed or the frequency of the target is changed within a specific time period. s installation. Further, in the game device of the present invention, the device f for changing the determination accuracy of the target hit determination device includes means for changing the determination accuracy of the target hit determination device within a specific time. Further, the present invention relates to a game control method for a game device, wherein the game device includes: a control device for controlling a game; a display display for displaying a game image; and a game media for the player to vote for the game media toward the display device. a slotting member disposed in the vicinity of the side of the display device, and having a game medium that can be input from the game media input device, and a slot detecting device that detects that the game media has passed through the slot a slot of the component; and a target hit determining device that displays, moves, displays, and targets the slot associated with the slot of the slot member on the screen of the display device f, and detects the game from the game by the job detection Media _ 4 device technology to determine whether the target has been hit. In the control method, the control device calculates the game input to the game media input device The input time interval of the body and the hit rate of the game medium input from the game media input device hit the target, and the moving speed or the appearance of the target displayed on the screen of the display device is changed based on the input time interval and the hit rate. Any one of the frequencies. Further, the present invention is a game control method for a game device, wherein the game device includes: a control device for controlling a game; a display device for displaying a game image; and a game media input device for the player to input the game media to the display device; a groove member 'which is disposed in the vicinity of the side of the display device' and has a plurality of grooves through which the game medium input from the game medium input device is inserted; and a detecting device that detects that the game medium passes through the grooves of the groove member And a target hit determination device that targets, moves, displays, and targets a slot associated with the slot of the slot member on a screen of the display device, and detects, by the detecting device, the input from the game media input device The game medium determines whether the target has been hit, and if it is determined that the input game medium has hit the target, a specific reward can be obtained. In the game control method of the game device, the control device calculates the input to the game medium. Putting into the above game media of the device The input time interval and the hit rate of the game medium input from the game media input device hit the target, and the determination accuracy of the target hit determination device is changed based on the input time interval and the hit rate. 133836.doc -11- 200932313 Further, in the game control method of the present invention, the specific reward system is configured to perform a lottery order in which a winning lottery can be obtained according to a preset probability, and the lottery order is based on the input time interval. With the above-mentioned hit rate, the probability of winning the above prize can be obtained by changing within a specific time. [Effects of the Invention]
本發明係基於遊戲者朝遊戲媒體投入裝置中投入遊戲媒 體之時間間隔、及所投人之遊戲媒體命中目標之命中率,、 於特定時間内變更成為目標之圖像之移動速度、目標之出 現頻率、判定遊戲媒體是否已命t目標之精度、以:能獲 得由於命中了目標而可獲得之抽籤順序的中獎之概率:中 之任-個以上。藉此,本發明能提供以下之遊戲裝置,該 遊戲裝置更加反映賴者對該㈣之熟習度,對於熟練者 而言減少目標出沒之前之待機時間,從而減少緊張感;對 於遊藝場等之營運者而言’產生遊戲裝置之周轉變快之效 果。進而,初學者亦能夠放心地實施遊戲。 【實施方式】 以下說明本發明之實施形態。首先,說明用於實施本發 明之遊戲裝置之構成。圖1係針對用於實施本發明之作為 遊戲裝置之—例的代幣遊戲裝置,表示框體之外觀例之立 體圖,圖2係圖1之分解立體圖。 [遊戲裝置之構成] 、 裒置1之刖面部,即,於供遊戲者操作代幣 遊戲裝置1之前面部側之框體上,設有成為遊戲媒體投入 裝置之兩個代帶投入裳置2、3。代幣投入裝置2、3分別具 133836.doc •12- 200932313The present invention is based on the time interval at which the player inputs the game medium into the game media input device and the hit rate of the game media hit target, and changes the moving speed of the target image and the appearance of the target within a specific time. The frequency, the determination of whether the game medium has the accuracy of the target of t, and the probability of winning the lottery order that can be obtained by hitting the target: any one or more. Accordingly, the present invention can provide a game device which further reflects the familiarity of the (4), and reduces the standby time before the target is infested for the skilled person, thereby reducing the tension; for the operation of the amusement park, etc. For the sake of the fact that the generation of the game device is changed quickly. Furthermore, beginners can implement the game with confidence. [Embodiment] Hereinafter, embodiments of the present invention will be described. First, the configuration of a game device for carrying out the present invention will be described. Fig. 1 is a perspective view showing an appearance example of a casing for a token game device as an example of a game device for carrying out the present invention, and Fig. 2 is an exploded perspective view of Fig. 1. [Configuration of the game device], the face of the device 1 is placed on the face of the face side before the player operates the token game device 1, and two sets of the game media input device are provided. , 3. The token input devices 2 and 3 respectively have 133836.doc •12- 200932313
備:手柄2a、3a ’其能夠供遊戲者用手進行操作而調整兑 方向;代幣投入口 2b、3b’其用於朝上述手柄2咖之上 部投入成為遊戲媒體之代幣(以下稱為代帶)代幣’以及代 幣引導部2e、3e,錢手柄2认33之前方朝下傾斜,並朝 代幣遊戲裝置!之内部方向延伸而設置代帶。進而,於各 個代幣投入口 2b、3b之附近,圖!、圖2中雖未圖示,Μ 有用於檢測遊戲者所投人之代幣之投入代幣檢測感應器 4、5(參照圖4)β若投入代带檢測感應器4、地測㈣戲者 所投入之代幣,則會將該檢測信號輸人至用於控制代幣遊 戲裝置1之動作的控制裝置2〇(參照圖4)。 投入代幣檢測感應器4、5構成遊戲媒體投入時間間隔算 出裝置之- ’該遊戲媒體投入時間間隔算出裝置算出遊戲 者朝左右之代幣投入裝置2、3中投入之代繁的投入時間間 ,tl。關於該代瞥之投人㈣間隔,例如係算出於預先設 定之時間間隔内遊戲者投入代幣之平均時間間隔。再者, 作為投入代幣檢測感應器4、5,彳使用光電方式之接近感 應器或者磁感應器等。 於代幣遊戲裝置1之前面部設有桌6,於桌6上設有用以 供遊戲者進行各種輸入操作之各種按鍵開關7、作為 該按鍵開關7 ’係包括於進行小型遊戲等時,用以供遊戲 者輸入其操作信號之按鍵開關等。 進而,於代幣遊戲裝置丨之前面部設有透明之窗框8,遊 戲者可透過該窗框8看到代幣遊戲裝置丨之内部(遊戲區 域)於框體之上部設有發出紅色等之彩色之大中獎發光 133836.doc •13- 200932313 裝置9。大中獎發光裝置9係由LED(Light-Emitting Diode, 發光二極體)等所構成,設置該大中獎發光裝置9之目的在 於’當遊戲者獲得大中獎等時向遊戲者報告該獲得β又, 圖1、圖2中雖未表示’但於代幣遊戲裝置1之前面部設有 用以輸出聲音或效果音之揚聲器31(參照圖4)。再者,於桌 6上’用於使代幣之投入變得容易之槽設在按鍵開關7旁 邊’且設有自透明之窗框8之内部之遊戲區域付出代幣的 付出口、及接收自該付出口出來之代幣之代幣接收口。 於代幣遊戲裝置1之内部,如圖2所示,主要配置有:顯 示裝置10,其係由液晶顯示裝置所構成;槽構件(夾 頭)11 ’其設置於與顯示裝置10之呈四邊形之顯示畫面之 下側(下邊)部相距特定距離的近前下方位置,且具有多個 槽;以及平面狀之代幣引導部12,其設置於夾頭η之近前 代幣。 如圖3所示,夾頭U具備多個代幣引導板na、llb、 11c、lid、…、Uj ’該等代幣引導板lu、m、、Ready: handles 2a, 3a 'which can be used by the player to adjust the direction of the hand; the token input port 2b, 3b' is used to put the token into the game media to the top of the handle 2 (hereinafter referred to as In the case of the tokens and the token guides 2e and 3e, the money handles 2 are tilted downwards in the front direction, and are extended toward the inner direction of the token game device! Furthermore, in the vicinity of each coin input port 2b, 3b, figure! Although not shown in FIG. 2, there are input token detecting sensors 4 and 5 for detecting tokens cast by the player (refer to FIG. 4), if the input detecting sensor 4 is used, and the ground detecting (four) is being played. The token input by the person inputs the detection signal to the control device 2 (see FIG. 4) for controlling the operation of the token game device 1. The input token detecting sensors 4 and 5 constitute a game medium input time interval calculating means - 'The game media input time interval calculating means calculates the input time of the generation of the players who input the tokens into the left and right token loading devices 2, 3 , tl. Regarding the investment (4) interval of the generation, for example, the average time interval at which the player inputs the token during the predetermined time interval is calculated. Further, as the input token detecting sensors 4 and 5, a photoelectric proximity sensor or a magnetic sensor is used. Before the token game device 1 is provided with a table 6 on the face, and the table 6 is provided with various button switches 7 for the player to perform various input operations, and the button switch 7' is included in the small game, etc. A button switch or the like for the player to input his operation signal. Further, a transparent window frame 8 is provided on the front surface of the token game device, and the player can see through the window frame 8 that the inside of the token game device (game area) is provided with red on the upper portion of the frame. The color of the big prize shines 133836.doc •13- 200932313 device 9. The grand prize light-emitting device 9 is constituted by an LED (Light-Emitting Diode) or the like, and the purpose of providing the large-scale winning light-emitting device 9 is to report to the player that the obtained β is obtained when the player wins a grand prize or the like. Although not shown in Fig. 1 and Fig. 2, the speaker 31 for outputting sound or effect sound is provided on the face of the token game device 1 (see Fig. 4). Furthermore, on the table 6, the slot for making the insertion of the token is provided next to the push button switch 7 and the payout area for receiving the token from the game area inside the transparent window frame 8 is received and received. The token receiving port of the token from the export. As shown in FIG. 2, the display device 10 is mainly composed of a liquid crystal display device, and a groove member (clamp) 11' is disposed in a quadrangular shape with the display device 10. The lower side (lower side) of the display screen is located at a position immediately below the specific distance and has a plurality of grooves; and a planar token guiding portion 12 is provided in the vicinity of the chuck n. As shown in FIG. 3, the cartridge U is provided with a plurality of token guide sheets na, 11b, 11c, lid, ..., Uj' such token guide plates lu, m,
Hd、…、iij係配置為與連接顯示裝置1〇之顯示晝面之下 邊兩端部的邊相對向,並且於水平(橫)方向上隔開特定之 間隔而立設於垂直方向代幣。又,於鄰接之代幣引導板 11a與lib、lib與Uc、…、Uj之間,形成有可供代幣經過 之複數個槽(代幣經過路徑)13a、m、13c、…、⑶。因 此,複數個槽(代幣經過路徑)13a等係相對於顯示裝置1〇之 顯不晝面而設置於縱方向(垂直方向)上,槽構件丨丨係配置 為使經過複數個槽13a等之代幣μ不與顯示裝置之顯示 133836.doc 200932313 晝面衝突。再者,代幣經過路徑13a、13b、13c、…、I3i 成為供遊戲者自代幣投入機構2、3投入之代幣Μ落經代帶 引導部2c、3c後,一面滾動一面經過的槽。 在代幣引導板11a、lib、lie、lid、…、llj上設有夾頭 感應器14,該夾頭感應器14成為檢測經過代幣經過路徑 13a、13b、13c、…、13i之代幣μ之裝置。若夾頭感應器 14檢測出經過代幣經過路徑i3a、13b、13c、…、13i中之 任一個之代幣Μ,則會將該檢測信號輸入至控制裝置2〇。 繼而,藉由對該檢測信號進行分析,便能夠判定代幣經過 路徑13a、13b、13c、…、I3i中之有代幣Μ經過之代幣經 過路徑。再者,作為夾頭感應器14,可使用光電方式之接 近感應器或者磁感應器等。 配置於夾頭11後方之顯示裝置丨〇係由液晶顯示裝置等所 構成,且成為隨著遊戲之進程而顯示用於進行各種演出之 圖像或消息之裝置。顯示裝置1〇例如圖3所示,於顯示裝 置10之顯示畫面上設有顯示區域A、Β、〇及〇,於該等顯 不區域A、Β、C、D中分別根據遊戲控制程式之控制而顯 示與遊戲之進程相對應之各種遊戲圖像(遊戲畫面)或消 息。 圖1、圖2中雖未表示,但於代幣遊戲裝置丨中進而具備 用於對遊戲者所持有之卡(IC(Integrated Circuit,積體電 路)卡等)進行資訊讀寫之卡R/w裝置29(參照圖4)、及付給 遊戲者代幣之代幣付出裝置3〇(參照圖4)等。再者,上述卡 係用以供遊戲者於遊戲裝置中實施遊戲之卡,遊戲者例如 133836.doc -15· 200932313 於遊藝場靖:冒号 研貝该卡。該卡中預先儲存有因古+ (卡號碼)、可實施之遊戲名稱之編碼、能夠實^識別號碼 數等。又1遊戲者結束遊戲,則藉由 施遊戲之結果資訊寫人至該卡中。進而,該卡== 戲者實施該遊戲時之遊戲控制資訊,例如下述之代幣:: 時間間隔或代幣之命中率所涉及之資訊。 又Hd, ..., iij are arranged to face opposite sides of the display lower side of the display panel 1 ,, and are erected in the vertical direction at a predetermined interval in the horizontal (horizontal) direction. Further, between the adjacent token guide sheets 11a and lib, lib and Uc, ..., Uj, a plurality of slots (token passage paths) 13a, m, 13c, ..., (3) through which tokens can pass are formed. Therefore, a plurality of grooves (token passage paths) 13a and the like are provided in the longitudinal direction (vertical direction) with respect to the display surface of the display device 1〇, and the groove member is configured such that the plurality of grooves 13a and the like are passed. The token μ does not conflict with the display of the display device 133836.doc 200932313. Further, the token passage paths 13a, 13b, 13c, ..., I3i become slots for the player to pass through the token guides 2c, 3c after the tokens 2, 3 are put into the tokens. . A chuck sensor 14 is provided on the token guide sheets 11a, lib, lie, lid, ..., llj, and the chuck sensor 14 serves to detect tokens passing through the tokens 13a, 13b, 13c, ..., 13i. μ device. If the chuck sensor 14 detects that the token has passed through the token i3a, 13b, 13c, ..., 13i, the detection signal is input to the control device 2A. Then, by analyzing the detection signal, it is possible to determine that the token passes through the path through which the tokens of the paths 13a, 13b, 13c, ..., I3i pass. Further, as the chuck sensor 14, an optical proximity sensor or a magnetic sensor or the like can be used. The display device disposed behind the chuck 11 is composed of a liquid crystal display device or the like, and is a device for displaying images or messages for performing various performances as the game progresses. The display device 1 is provided with display areas A, Β, 〇, and 于 on the display screen of the display device 10, for example, as shown in FIG. 3, and the game control programs are respectively used in the display areas A, Β, C, and D. Controls and displays various game images (game screens) or messages corresponding to the progress of the game. Although not shown in FIG. 1 and FIG. 2, the token game device 进而 further includes a card R for reading and writing information to a card (IC (Integrated Circuit) card, etc.) held by the player. The /w device 29 (see Fig. 4) and the token payout device 3 (see Fig. 4) and the like which are paid to the player's token. Furthermore, the card is used for the player to implement the game card in the game device, for example, 133836.doc -15· 200932313 in the amusement park Jing: Colon. The card is pre-stored with the Inco + (card number), the code of the game name that can be implemented, and the number of the number that can be recognized. When the player finishes the game, the game is written to the card by the result of the game. Further, the card == game control information when the player implements the game, such as the following token:: information related to the time interval or the hit rate of the token. also
二下根據圖3來說明於各顯示區域a、b、c、d中顯示之 肩出圖像等之顯不内容例。於顯示區域A之下方部之橫方 向上,顯示有圖像15a、15b、15e、..·、⑸,該等圖買像 15a、15b、15c、...、15i與上述設置於夾頭u中之代幣經 過路徑13a、13b、13c、…、13i之形狀相關聯。進而,於 顯示區域A之上方部,根據遊戲控制程式之控制,朝箭頭 Η方向以特定之速度移動地顯示複數個目標,即表示目標 之圖像(目標圖像)16a、16b、16c、16d等。 該目標16a、16b、16c、16d等成為供由遊戲者自代幣投 入裝置2、3投入之代幣擊中之靶,即,成為朝箭頭H方向 松穿畫面而移動之目標圖像。圖3所示之成為目標i6a等之 圖像之形狀,係表示了顯示為卡等之長方形狀之例,但該 目標圖像之形狀可適當地設定。又,若將目標16a、16b、 16c、16d等之顯示控制為一面左右或上下擺動一面朝箭頭 Η方向移動,則可使遊戲者提高擊中之期待而調整投入代 幣之時序。 又,如圖3所示,亦可根據遊戲控制程式之控制而以如 下方式進行顯示,即,於與代幣經過路徑1 3a、13b、 133836.doc -16 - 200932313 13c、..,、i3i相關聯之圖像 15a、15b、15c、...、l5i 之顯 示區域中之任一處或複數處’以特定之時間間隔出現障礙 物(塊)1 7a、17b。繼而,遊戲控制程式以如下方式進行控 制,即,使代幣Μ即便於障礙物17a、17b出現之時序經過 經過路徑l3a、13b、…、13i中之任一個,亦不會擊中目標 1以等。 再者,關於自代幣投入裝置2、3投入之代幣是否擊中了 目標l6a、Mb、16c、16d等中之任一個之判定,遊戲者可 ❹ 藉由遊戲控制程式所具備之目標擊中判定程式,並基於下 述之擊中判定順序(1)、擊中判定順序(2)等來進行。再 者’擊中判定方法並不限於下述之判定順序(1 )、(2),判 定為擊中之方法及判定為擊中之衝突區域等可適當地設 定。 (擊中判定順序(1)) 若遊戲者所投入之代幣經過夾頭丨丨之代幣經過路徑 φ 13& 13b、13c、…、131中之任一個,則夾頭感應器14檢 測出該代幣,並朝控制裝置2〇輸出代幣檢測信號。目標擊 中判定程式於自夾頭感應器14輸入了代幣檢測信號之時 序,將該代幣檢測信號作為中斷信號而執行下一處理。 *亦即,對於輸入有該代幣檢測信號之代幣經過路徑13a 等,判疋於與代幣經過路徑13a等相關聯之圖像等之顯 不區域内是否存在目標16a等之一部分。該判定例如可藉 、下處理來進行’即,判定在顯示圖像15a等之顯示裝 置10之X-Y座標區域内,是否包含作為顯示目標…等之x_ 133836.doc -17- 200932313 1座標之連接下端部之兩個角部的直線之座標。藉由該判 —處 月匕將代帶經過路徑(槽構件11之槽)13a等與目標 等丄由圖像1 5a等而加以關聯,從而可判定於代幣μ經 過代擎經過路徑I3a等之時序,該代幣Μ是否命中了目標 16a 等。 (擊中判定順序(2)) 根據上述擊中判定m序⑴之敎處理,若判定為於圖 :等之顯示區域内,存在與目標⑹等相關之X-Y座標 ^部分,則進一步判定連接目標—等之下端部之兩個 二之直線的中點之座標值是否包含於顯示圖像⑸等之 ==繼而’若判定為包含中點之座標值,則判定 ==(命中)目標16a等,另,.若判定為未 匕3干點之座標值,刖主 為已擊中之情二,二 擊中)。又’於判定 — 、-在顯不區域八中顯示「HIT」,於判 疋,中之情形時顯示「MISS」。 Ο 帶μ m φ關於藉由該目標命中判定裝置來判定為代 有複數種判;精i目標上Μ之方法,其特徵之-在於設置 述之⑴〜⑺中所記載;^數種判定精度例如係指設置下 °栽之判定精度之水準。 直IT的如中上所述’若連接目標^等之下端部之兩個角部之 直線的中點等之特定座標值,包 ^之 判定精度載之判定方法成為 ⑺相對於上述⑴之目標—等之特定座標值,例如若於 133836.doc -18 200932313 = 之Χ·Υ座標之x軸方向(目標之移動方㈣上預 之特定範圍内的—個座標,包含於顯示圖像…等 例如^ ^ ^内’則判定為6擊中。再者,該特定之範圍内 /指設定為(特定座標值之Χ座標值±100像素)等。該 ()中4之判定方法與上述⑴中記載之判定水準相比 =降低了—其判定水準精度之水準。又,作為上述目標 a之特疋之座標值,可適當地採用連接上述下端部之Next, an example of the display contents such as the shoulder image displayed in each of the display areas a, b, c, and d will be described with reference to Fig. 3 . Images 15a, 15b, 15e, . . . , (5) are displayed in the lateral direction of the lower portion of the display area A, and the images 15a, 15b, 15c, ..., 15i are arranged in the chuck. The tokens in u are associated by the shape of the paths 13a, 13b, 13c, ..., 13i. Further, in the upper portion of the display area A, a plurality of objects, that is, images (target images) 16a, 16b, 16c, and 16d indicating the target are displayed at a specific speed in the direction of the arrow 根据 according to the control of the game control program. Wait. The targets 16a, 16b, 16c, 16d, and the like are targets to be hit by the tokens input by the player's self-contribution devices 2, 3, that is, target images that are moved by the screen in the direction of the arrow H. The shape of the image of the target i6a or the like shown in Fig. 3 is an example of a rectangular shape displayed as a card or the like, but the shape of the target image can be appropriately set. Further, when the display of the objects 16a, 16b, 16c, 16d, etc. is controlled to be moved to the left and right or up and down, and in the direction of the arrow ,, the player can increase the expectation of hitting and adjust the timing of inputting the token. Moreover, as shown in FIG. 3, it can also be displayed in the following manner according to the control of the game control program, that is, in the path of the tokens 1 3a, 13b, 133836.doc -16 - 200932313 13c, .., i3i At any or multiple of the display areas of the associated images 15a, 15b, 15c, ..., l5i, obstacles (blocks) 17a, 17b appear at specific time intervals. Then, the game control program is controlled in such a manner that the token does not hit the target 1 even if the timing at which the obstacles 17a, 17b appear passes through any one of the paths l3a, 13b, ..., 13i. Wait. Further, as to whether or not the token into which the sub-converter input devices 2, 3 are hit hits any of the targets l6a, Mb, 16c, 16d, etc., the player can use the target of the game control program The middle determination program is performed based on the following hit determination order (1), hit determination order (2), and the like. Further, the hit determination method is not limited to the following determination sequences (1) and (2), and the method of determining the hit and the collision area determined to be hit may be appropriately set. (Hit determination order (1)) If the token input by the player passes through any of the paths φ 13 & 13b, 13c, ..., 131 through the token of the chuck, the chuck sensor 14 detects The token is outputted to the control device 2〇. The target hit determination program executes the next processing by inputting the token detection signal from the chuck sensor 14 as the interrupt signal. * In other words, it is judged whether or not a part such as the target 16a exists in the display area of the image or the like associated with the token passing path 13a or the like with respect to the token passing through the path 13a or the like to which the token detecting signal is input. This determination can be performed, for example, by the following process, that is, whether or not the connection of x_133836.doc -17- 200932313 1 coordinates, such as a display target, is included in the XY coordinate area of the display device 10 such as the display image 15a. The coordinates of the straight line at the two corners of the lower end. By the judgment, the month after the passage, the path (the groove of the groove member 11) 13a, and the like are associated with the target, etc., by the image 15a or the like, so that it can be determined that the token is passed through the path I3a, etc. The timing, whether the token hits the target 16a, etc. (Hit determination order (2)) According to the above-described hit determination m sequence (1), if it is determined that there is an XY coordinate part associated with the target (6) or the like in the display area of the map or the like, the connection target is further determined. - Whether the coordinate value of the midpoint of the two straight lines of the lower end is included in the display image (5), etc. == then 'If it is determined to include the coordinate value of the midpoint, then judge == (hit) target 16a, etc. , in addition, if it is judged that the coordinate value of the 3 dry points is not found, the main character is the second hit, and the second hit). In addition, "HIT" is displayed in the judgment area, and "MISS" is displayed in the case of judgment. Ο The band μ m φ is determined by the target hit determination device to determine that there is a plurality of types of judgments; the method of the target of the fine i target is characterized by the descriptions described in (1) to (7); For example, it refers to setting the level of determination accuracy of the lower planting. As described in the above, if the specific coordinate value such as the midpoint of the straight line connecting the two corners of the lower end portion of the target object is the same, the determination method of the determination accuracy of the package is (7) relative to the target of (1) above. - a specific coordinate value, for example, if the coordinates in the x-axis direction of the coordinates of 133836.doc -18 200932313 = (the moving side of the target (4) are included in the display image, etc. For example, ^ ^ ^ is judged to be 6 hits. Further, the specific range/finger is set to (the coordinate value of the specific coordinate value is ±100 pixels), etc. The determination method of 4 in the () and the above (1) The judgment level described in the comparison is lower than - the level of the level accuracy is determined. Further, as the coordinate value of the characteristic of the above object a, the lower end portion may be appropriately connected.
兩個角部之直線的中點、或者成為目標16a等之中心之座 標等。 本發明之另一特徵在於具備如下裝置(命中判定精度變 更裝置)1¾裝置係基於根據遊戲者在特定時間自代幣投 入裝置2、3投入代帶而實施遊戲之結果所獲得之成為遊戲 資訊的代幣投入時間間隔tl與所投入之代幣之命中率,針 對下-特定遊戲時間之期間(特定之時間間隔τ),將與上 述擊中判疋之精度相關之水準之一作為目標命中判定裝置 來進行變更。再者,上述擊中判定之處理順序(邏輯)為一 例,可根據目標圖像之形狀等而適當地採用其他決定判定 邏輯及其判定精度之水準的方法。 根據上述擊中判定順序⑴〜⑺,若判定為遊戲者自代幣 投入裝置2、3投入之代幣已擊中了目標H 、…、 16d等中之任-個’則藉由遊戲控制程式所具備之保留數 計數程式⑽留數計數裝置),將該已擊中之數作為實保留 數而按照時間先後地依序進行計數,藉此進行處理,將該 計數所得之值儲存於代幣遊戲裝置丨所具備之儲存裝置 133836.doc 200932313 ^例如儲存於RAM(Rand〇m Access Memory,隨機存取 記憶體)甲所設;t之儲存區域中,藉此進行處理。 又’若將已擊中之數作為實保留數而進行計數處理,則 相對於與該計數數㈣叙值,絲_遊戲者獲得獎勵 =抽籤程式(抽籤順序)作動。遊戲者藉由該抽籤順序之執 订便此基於特定之概率值而獲得「中獎」。伴隨該抽藏 貝序之執行之抽籤結果係藉由遊戲控制程式,與實保留數 之數值相關聯地儲存於RAM之抽籤結果儲存區域(圖5所示 之抽籤結果儲存表DTl)t。本發明具備基於上述代幣投入 =間間隔tl與所投入之a帶之命中率來變更能獲得上述 「中獎」的概率值之順序。 進而,於本發明中,對於計數該實保留數之值所得之數 值叹定上限值,例如「10」。並且,設置若實保留數之計 數值超過上限值,則新作為升格保留數而進行計數之順 序,亦可設置進行如下處理等之順序,該處理係指若特定 條件成立,則作為升格保留數而將與計數所得之值相對應 之抽籤結果所涉及的資訊,更換為與實保留數中之任一個 相對應之抽籤結果。若設置此種順序,則能避免儘管擊中 了目標卻不作為實保留數進行計數之現象,因此遊戲者能 有機會回收無效地使用了的代幣。 顯示區域B係使現在之實保留數所涉及之資訊與該實保 留數之值相對應而顯示為圖像18&、18b、18c、18d、、 18j的區域。於顯示區域b中顯示圖像18a、18fc>、i8c、 I8d、…、i8j之處理係基於上述抽籤結果儲存表DT1中所 133836.doc • 20- 200932313 儲存之資訊而執行。The midpoint of the straight line of the two corners or the coordinates of the center of the target 16a or the like. Another feature of the present invention is that the device (hit determination accuracy changing device) is provided based on the game information obtained based on the result of the player performing the game on the token insertion device 2, 3 at a specific time. The token input time interval tl and the hit rate of the inserted token, for one of the lower-specific game time periods (specific time interval τ), one of the levels related to the accuracy of the above-mentioned hit judgment is used as the target hit determination. The device is changed. Further, the processing sequence (logic) of the above-described hit determination is an example, and other methods of determining the determination logic and the level of the determination accuracy can be appropriately employed depending on the shape of the target image or the like. According to the above-described hit determination order (1) to (7), if it is determined that the tokens input by the player from the token input devices 2, 3 have hit any of the targets H, ..., 16d, etc., the game control program is used. The retained number counting program (10) retention counting device), the number of hits is counted as a real reserved number in chronological order, and processed, and the value obtained by the counting is stored in the token The storage device 133836.doc 200932313 of the game device is stored in a storage area of a RAM (Rand〇m Access Memory), for example, and is processed by this. Further, if the number of hits is counted as the real number of reservations, the player is awarded a bonus = lottery program (lottery order) with respect to the number of counts (four). The player obtains the "winning" based on the specific probability value by the order of the lottery order. The lottery result accompanying the execution of the pop-up order is stored in the lottery result storage area of the RAM (the lottery result storage table DT1 shown in Fig. 5) t in association with the value of the real reserved number by the game control program. According to the present invention, the order in which the probability value of the above-mentioned "winning" can be obtained is changed based on the above-described token input = interval t1 and the hit rate of the input a band. Further, in the present invention, the numerical value obtained by counting the value of the real retention number is sighed by an upper limit value, for example, "10". Further, if the count value of the real retention number exceeds the upper limit value, the order of counting as the number of the upgrade retention number may be set in the order of processing, etc., which means that if the specific condition is satisfied, it is retained as the upgrade. The information related to the lottery result corresponding to the counted value is replaced with the lottery result corresponding to any one of the real reserved numbers. If this order is set, it is possible to avoid the fact that the target is not counted as a real retention number even if the target is hit, so that the player has the opportunity to recycle the token that is ineffectively used. The display area B is displayed as an area of the images 18 & 18b, 18c, 18d, and 18j so that the information relating to the current real number of reservations corresponds to the value of the real retention number. The processing of displaying the images 18a, 18fc >, i8c, I8d, ..., i8j in the display area b is performed based on the information stored in the above-mentioned lottery result storage table DT1 by 133836.doc • 20-200932313.
❹ 圖3之顯示區域B之顯示例係按照上述代幣擊中之判定順 序(時間上之先後順序),顯示上述抽籤結果儲存表 儲存之現在之實保留數所對應之數值各自所對應的圖像 18a、18b、l8c、18d、…、18j。於圖3所示之例中,在顯 示區域B之最上段顯示之圖像18a係判定為時間上最早(最 先)擊中之實保留數之數值所對應的圖像,在圖像心内顯 示該實保留數之數值所對應之識別號碼「丨」。再者,實 保留數所對應之圖像18a、18b、…、I8j之形狀及其大小可 適當地設定為四邊形、圓形等。 顯示區域C係用以基於預先實施上述抽籤程式所得之抽 籤結果而進行其演出顯示的區域。 於圖3之顯示區域C中表示有藉由輪盤執行抽籤順序之執 行畫面例。以下,說明藉由該輪盤執行抽籤順序之執行畫 面之動作。 於顯示區域C之下部設有圓弧狀之顯示區域^,於該顯 示區域C1中,在箭頭R方向以特定之速度旋轉顯示有預先 按特定順序排列的複數種圖案(圖3所示之例中為撲 又,顯示有記號 克)19a、19b、19c、19d、19e、…、I9f 〇 Τ’ s亥記號T當在箭頭R方向上旋轉顯示之圖案19&、 19b、…、19f等基於遊戲控制程式之控制而停止時,用以 明示停止於該顯示區域C1之中央部之圖案。 於顯示區域C之上部,設有顯示相當於場牌之圖案36等 之顯示區域C2。該相當於場牌之圖案36係用於以下目的之 133836.doc •21 - 200932313 圖案:基於遊戲控制程式之控制,當在顯示區域^中顯示 之圖案19a、m、…、19f在箭頭尺方向上按特定時間旋轉 後停止時,停止於記號丁之位置之圖案與場牌之圖㈣若 滿足預先設定之特定關係(以下稱為中獎之圖案),則向遊 戲者顯示「中獎」作為抽籤結果,當特定關係不 , 向遊戲者顯示「未中」。 顯示區域D係顯示遊戲者至目前為止實施遊戲所獲得之 ❹ ❹ '、進獎金之點數、為了獲得實施小型遊戲之權利 點積累數或者其表計等的區域。 段于之 再者,作為可執行上述抽籤裝置而獲得之「中獎例 ^可設置下述之⑴〜⑷等,將該等中之任—為 獎」、「中由將 「 八τ 中獎。 、」、*中獎」等,並以特定之概率產生 ⑴賺取用於挑戰巨獎遊戲之點數之中獎 中以獎係將停止於記號τ之卡依序顯示在卡存積區域㈡ 止於輪=中獎中係以如下方式進行控制:使場牌卡36與停 個成為i之&己號Τ之位置處的卡…、.··、所等中之任一 :成為相同之卡(圖案、顏色、號碼等相同)'繼而,進行 而ί於記號了之卡顯示於卡存積區域C3中之處理。進 所獲獲得7次該中獎’且於卡存積區域C3中顯示 利。 卡之圖案,則能夠獲得可實施巨獎遊戲之權 ::取可實施小型遊戲之點數之中獎 ;Λ獎中係以如下方式進行控制:使場牌卡%與停止 133836.doc •22· 200932313 於輪盤之記號τ之位置處的卡19a等中之任一個成為相同之 顏色。若獲得該中肖,則能夠賺取實施小型遊戲之特定點 數。繼而’若該積累·點數達到特定值,則遊戲者能夠獲得 實施小型遊戲之權利。再者,若實施小型遊戲並獲得勝 利,則例如能夠獲得在巨獎遊戲中處於優勢之全能卡】 枚,並可將該卡追加至卡存積區域Ο中。 (3)能夠獲得特定枚數之代幣之中獎 :使場牌卡3 6與停止 、l9f等中之任一個显示 The display example of the display area B of FIG. 3 is displayed according to the determination order of the above-mentioned token hits (in the order of time), and the corresponding values corresponding to the current real number of reservations stored in the lottery result storage table are displayed. Like 18a, 18b, l8c, 18d, ..., 18j. In the example shown in FIG. 3, the image 18a displayed in the uppermost portion of the display area B is determined as the image corresponding to the value of the earliest (first) hit real retention number in the image heart. The identification number "丨" corresponding to the value of the real retention number is displayed. Further, the shapes and sizes of the images 18a, 18b, ..., I8j corresponding to the real number of reservations can be appropriately set to a quadrangle, a circle or the like. The display area C is an area for displaying the performance based on the result of the lottery obtained by the above-described lottery program. An example of an execution screen in which the lottery order is executed by the roulette is shown in the display area C of Fig. 3. Hereinafter, the operation of executing the drawing screen in the lottery order by the roulette will be described. An arc-shaped display area ^ is provided below the display area C, and in the display area C1, a plurality of patterns arranged in a predetermined order in advance are displayed at a specific speed in the direction of the arrow R (example shown in FIG. 3) In the middle, there is a mark gram) 19a, 19b, 19c, 19d, 19e, ..., I9f 〇Τ' s hai mark T when rotated in the direction of the arrow R, the patterns 19 & 19b, ..., 19f, etc. are based on When the control of the game control program is stopped, the pattern for stopping at the center of the display area C1 is clearly indicated. A display area C2 for displaying a pattern 36 equivalent to the field card is provided on the upper portion of the display area C. The pattern corresponding to the field card 36 is used for the following purposes: 133836.doc • 21 - 200932313 Pattern: Based on the control of the game control program, the patterns 19a, m, ..., 19f displayed in the display area ^ are in the direction of the arrow ruler When the image is rotated and stopped at a specific time, the pattern of the position and the card that stops at the position of the mark (4) is displayed as a result of the lottery if the predetermined relationship (hereinafter referred to as the winning pattern) is satisfied. When the specific relationship is not, the player is shown "Nothing". The display area D is an area in which the player has obtained the game so far, the number of points for the bonus, the number of points accumulated to implement the small game, or the meter. In addition, as a result of the above-mentioned lottery device, "the winning example can be set as follows (1) to (4), etc., and the other is the prize", and the middle prize is "eight τ winning." ", *winning", etc., and generated with a certain probability (1) earning points for the challenge of the grand prize game, the prize will be displayed in the card storage area (2) in the round. = The winning is controlled in such a way that the card card 36 and the stop card become the card of the position of i & the number of cards, etc., etc.: become the same card (pattern The color, the number, and the like are the same). Then, the card which is performed and the symbol is displayed is displayed in the card storage area C3. The prize is obtained 7 times and is displayed in the card storage area C3. The card pattern can be used to obtain the right to implement the grand prize game: take the prize that can be implemented in the small game; the prize is controlled in the following way: make the card card % and stop 133836.doc •22· 200932313 Any one of the cards 19a and the like at the position of the symbol τ of the roulette becomes the same color. If you get the middle, you can earn a specific number of points for implementing a small game. Then, if the accumulated number of points reaches a certain value, the player can obtain the right to implement a small game. Furthermore, if a small game is implemented and a win is obtained, for example, an all-round card that is superior in the grand prize game can be obtained, and the card can be added to the card storage area. (3) It is possible to obtain a token of a specific number of tokens: to make the card of the card 3 6 and stop, l9f, etc.
於該中獎中係以如下方式進行控制 於輪盤之記號T之位置處的卡19a、. 成為相同之號碼。 (4)能夠挑戰累進巨獎遊戲之中獎 於該中獎中係以如下方式進行控制:場牌卡36為全能 卡,且停止與輪盤之記號τ之位置處的卡19a、…、i9f等 中之任一個亦成為全能卡。 繼而’針對用於控制上述代幣遊戲裝置〗之動作之控制 裝置(控制基板)20,基於圖4來說明其硬體之構成例。 控制裝置20係由控制基板構成,該控制基板具備 CPU(Central Processing Unit,中央處理單元)2i、r〇m (Read Only Memory,唯讀記憶體)22、RAM 23、通信用介 面(I/F)電路24、輸入輸出用I/F電路25、顯示用對象生成電 路26、顯示用I/F電路26a、聲音生成電路”、以及聲音用 I/F電路27a等之。 ROM 22中儲存有用於控制代幣遊戲裝置丨之動作之遊戲 控制程式。K,遊戲控制程式係由利用主控制程式而作 I33836.doc •23- 200932313 動之各種子程式構成。RAM 23係主要用以供遊戲控制程 式及其子程式作為工作區而使用之儲存裝置。通信用I/F電 路24係由用於與外部之電腦進行通信之通信用Ic構成之ι/ρ 電路。例如,於代幣遊戲裝置1設置在遊藝場之情形時, 代帶遊戲裝置1可經由該通信用I/F電路24而與店舖伺服器 28進行資料通信。 輸入輸出用I/F電路25係由1C等構成之I/F電路,該1(:用 以藉由遊戲控制程式來對代幣遊戲裝置1所具備之各種輸 入輸出設備或感應器進行輸入輸出控制。如圖4所示,於 輸入輸出用I/F電路25中,連接有卡11/臀裝置29、投入代幣 檢測感應器4(5)、夾頭感應器14、代幣付出裝置3〇、各種 操作按鈕7、及LED等之各種發光裝置9等作為各種機器或 感應器。 顯示用對象生成電路26係用於朝顯示裝置10,以上述方 式經由顯示用UF電路26a而輸出各種演出用圖像或消息之 電路。聲音生成電路27係用於自揚聲器31經由聲音用i/f電 路273而輸出遊戲之演出用聲音或效果音之I/F電路。再 者’用於輸出至顯示裝置1〇之圖像圖形所涉及的圖像資 料、以及演出用聲音或效果音所涉及之資料,係預先儲存 於ROM 22或者各自之電路所連接之RAM或未圖示的圖像 吞己憶體或快閃記憶體中。又,上述CPU 21、ROM 22、 RAM 23、輸入輸出用ι/ρ電路25、顯示用對象生成電路% 及聲音生成電路27係經由匯流排線32而連接。 如圖4所示,店鋪伺服器28亦可與遊藝場内設置之其他 133836.doc •24- 200932313 代幣遊戲裝置i之控制裝置20a、20b、…、或者能夠實施 其他遊戲種類之遊戲裝置可通信地連接。如此,若利用通 信網路來連接遊藝場内所設置之複數個遊戲裝置,則店鋪 伺服器28可每天收集於各遊戲裝置中已實施之遊戲結果之 Ά 〇fl進而,店鋪伺服器28亦可設為經由網際網路通信網 33而連接至Web伺服器34之系統構成。若設為此種系統構 成,則當於特定之條件下進行特殊遊戲時,可與使用其他In the winning, the cards 19a and . which are controlled at the position of the symbol T of the wheel are as follows. (4) The challenge can be challenged in the progressive jackpot game. The prize is controlled in the following manner: the card card 36 is an all-purpose card, and the card 19a, ..., i9f, etc. at the position of the stop and the mark τ are stopped. Any one of them has also become a universal card. Next, a configuration example of the hardware of the control device (control substrate) 20 for controlling the operation of the above-described token game device will be described based on Fig. 4 . The control device 20 is composed of a control board including a CPU (Central Processing Unit) 2i, r〇m (Read Only Memory) 22, a RAM 23, and a communication interface (I/F). The circuit 24, the input/output I/F circuit 25, the display object generation circuit 26, the display I/F circuit 26a, the sound generation circuit", and the sound I/F circuit 27a are stored in the ROM 22 for storage. The game control program that controls the action of the token game device. K, the game control program is composed of various subprograms of I33836.doc • 23- 200932313 by using the main control program. The RAM 23 system is mainly used for the game control program. And a storage device used as a work area, and the communication I/F circuit 24 is an i/p circuit composed of communication Ic for communicating with an external computer. For example, the token game device 1 is provided. In the case of a casino, the substitute game device 1 can perform data communication with the store server 28 via the communication I/F circuit 24. The I/F circuit 25 for input/output is an I/F circuit composed of 1C or the like. , the 1 (: used to The game control program performs input/output control on various input/output devices or sensors provided in the token game device 1. As shown in Fig. 4, a card 11/hip device 29 is connected to the input/output I/F circuit 25. The token detecting sensor 4 (5), the chuck sensor 14, the token dispensing device 3, various operation buttons 7, and various light-emitting devices 9 such as LEDs are incorporated as various devices or sensors. The circuit 26 is a circuit for outputting various performance images or messages to the display device 10 via the display UF circuit 26a in the above-described manner. The sound generation circuit 27 is used for the self-speaking device 31 via the sound i/f circuit 273. An I/F circuit for outputting sound or effect sounds for the performance of the game. The image data related to the image pattern output to the display device 1 and the information related to the sound or effect sound of the performance are Pre-stored in the RAM connected to the ROM 22 or the respective circuit or an image or a flash memory (not shown). Further, the CPU 21, the ROM 22, the RAM 23, and the input/output ι/ρ circuit 25, display objects The circuit generation % and the sound generation circuit 27 are connected via the bus bar 32. As shown in Fig. 4, the store server 28 can also be connected to other control devices of the gamma game device i installed in the game field. 20a, 20b, ..., or game devices capable of implementing other game types are communicably connected. Thus, if a communication network is used to connect a plurality of game devices provided in the casino, the store server 28 can collect the games on a daily basis. The game result that has been implemented in the device 进而fl Further, the store server 28 may be configured as a system that is connected to the web server 34 via the Internet communication network 33. If it is set to such a system, it can be used with other games when special games are performed under specific conditions.
控制裝置20a、20b、…之遊戲者合作或競爭該特殊遊戲, 以過關為目的而進行遊戲。又,控制裝置2〇中設有用於對 經過時間進行計數之計時器35。再者,亦可使用軟體計時 器來代替該計時器35而對經過時間進行計數。 繼而,說明RAM 23之抽籤結果儲存區域中所儲存之抽 藏結果儲存表DT1之構成。圖5係針對抽籤結果儲存表DT1 表示其資料構成之一例。 如圖5所示’抽籤結果儲存表DT1係對抽籤結果之資訊 進行編碼並储存之表,該抽籤結果係對應於預先設定之實 保留數之限度數(「10」)内之各數值,於圖5所示之例中為 與實保留數之識別號碼「1」、「2」、…「10」,藉由控 制裝置執行抽籤順序而獲得的結果。 圖5所示之例係表示在抽籤結果之資訊中,以編碼「1」 儲存「大中獎」,以編碼「2」儲存「中獎」,以編碼 「9」儲存「未中」。又,若儲存抽籤結果之欄k2中儲存 有「0」’則表示與儲存該「〇」之識別號碼相對應之實保 留數中尚未獲得上述擊中之判定資訊。於圖5所示之例 133836.doc -25- 200932313 :’實保留數中…〜「7」之7個為有效,基於最 」之抽鐵結果,每隔特定時間執行圖3所示之輪盤 及之抽籤之演出顯示。繼而,之輪盤所涉 顯示钍炭,目^ a 右輪盤所涉及之抽籤之演出 ^丁、,。束料於會餐與抽籤結果料表如中 最上位之實保留數Γι」相 關之貝訊,故而以將實保留數 2」〜】〇」所涉及之資訊依序儲存為上—位實保留數之 方式進行提昇(移動)處理。The players of the control devices 20a, 20b, ... cooperate or compete for the special game, and play the game for the purpose of clearance. Further, the control device 2 is provided with a timer 35 for counting the elapsed time. Alternatively, the elapsed time may be counted by using a software timer instead of the timer 35. Next, the configuration of the sequestration result storage table DT1 stored in the lottery result storage area of the RAM 23 will be described. Fig. 5 is an example of the data composition of the lottery result storage table DT1. As shown in FIG. 5, the 'draw result storage table DT1 is a table for encoding and storing the information of the lottery result, and the lottery result corresponds to each value within the limit number ("10") of the preset real retention number. In the example shown in Fig. 5, the identification numbers "1", "2", ... "10" of the real retention number are obtained by the control device executing the lottery order. The example shown in Figure 5 shows that in the information of the lottery results, the "big win" is stored with the code "1", the "winning" is stored with the code "2", and the "not" is stored with the code "9". Further, if "0" is stored in the column k2 in which the lottery result is stored, it means that the above-mentioned hit determination information has not been obtained from the actual number of reservations corresponding to the identification number storing the "〇". In the example shown in Fig. 5, 133836.doc -25- 200932313: 7 of the 'real retention number...~"7" is valid, based on the most "drilling result", the wheel shown in Fig. 3 is executed at regular time. Shows of the show and the lottery. Then, the roulette involved in the display of the charcoal, the goal of a lottery involving the right roulette ^ Ding,,. The bundles are stored in the order of the highest number of reservations in the table, and the information related to the actual number of reservations 2"~"〇" is stored in the order of The method of lifting (moving) is performed in a number way.
虽於顯示區域C中旋轉地顯示輪盤時,若新獲得擊 中之心資訊,則進行以下處理··藉由中斷處理來執行實 保留數之計數處理,並針對於計數處理中計數所得之實保 留數之數值執行抽籤,將該抽籤結果與該實保留數之數值 相關聯,並儲存於抽籤結果儲存表dti中。 圖5所示’將升格保留數所涉及之資訊與該升格 保留數之識別號碼相對應地儲存於抽籤結果儲存表Dh 中。所謂升格保留數,係、表示當實保留數之計數數達到限 度時’將計數數作料格㈣數進行戟。並且,作為該 升格保留數之資訊,係將藉由執行上述抽籤順序而獲得之 抽藏結果之資訊與升格保留數相關聯地加以儲存。再者, 圖5表示未儲存有升格保留數之資訊之例,但當實保留數 之计數值超過上限時,若新獲得擊中之判定資訊,則將與 升格保留數計數程式計數所得之升格保留數相對應之抽籤 結果的資訊儲存在抽籤結果儲存表DT1中。圖6係表示於 抽籤結果儲存表DT1中儲存Γι」與「2」該2個抽籤結果 之資訊作為升格保留數的例。 133836.doc -26 - 200932313 若如上所述將升格保留數之資訊儲存於抽籤結果儲存表 DT1中,則可進行如下所述之遊戲控制◊例如,若於抽籤 結果儲存表DT1中儲存有「中獎」作為升格保留數之抽藏 結果之資訊,於儲存了實保留數之抽籤結果之資訊中儲存 有未中」,則遊戲控制程式會進行將升格保留數之「中 獎」之抽籤結果之資訊改寫為實保留數之「未中」的抽籤 . 結果之資訊,從而能夠以具有如下好處之方式進行演出, 該好處係指遊戲者可向代幣遊戲裝置1中投入大量代幣。 其次’基於圖7來說明儲存於R0M 22中之遊戲控制資料 表DT2之資料構成。 遊戲控制資料表DT2係針對顯示裝置1〇中顯示之目標圖 像之移動速度(GS1)、相同目標圖像之出現頻率(gs2)、上 述命中判定之精度(GS3)、執行抽籤順序而能獲得「中 獎」之概率值(GS4)等之每個遊戲控制的名稱,預先*置 控制(設定)水準「0」〜「4」,並相對於該等設定水準而 ⑩ I定有控制資料者。再者,圖7所示之設定水準「〇」係自 遊戲者開始遊戲之時點起於特定之時間間隔τ之期間内, 例如於3分鐘内,由遊戲控制程式採用之遊戲控制資料的 並且,遊戲控制程式係基於在該時間間隔 ^戲之結果,算出遊戲者自代幣投人裝置如投入之= 幣_投人時間間隔tl、及在該經過時間間隔 代幣個數所對應之命中率等 '繼而進行如下處理:基= 已算出之投人時㈣隔叫命中_,變更遊戲者繼續進^ 133836.doc -27- 200932313 遊戲之下-時間間隔丁之期間的遊戲控制資料,即變更目 :圖像之移動速度(GS1)、目標圖像之出現頻率(gs2)、命 判定之精度(GS3)、概率值_)中之任一個以上之遊戲 控制資料。該變更處理係藉由遊戲控制資料變更程式,參 ’’、、R〇M 22中預先儲存之控制資料變更表dt3(參照圖 * 進行。 -圖8所示之控制資料變更表〇Τ3係將上述遊戲者所投入 之代幣之投入時間間隔U與代幣之命中率加以關聯,並預 先規定作為遊戲控制資料之目標圖像之移動速度(gsi)、 目心圖像之出現頻率(GS2)、命中判定之精度⑽、概率 值(GS4)之圖7所示的設定水準者。 若遊戲者按特定時間T實施遊戲,並根據該遊戲之實施 結果而求得與代幣之投入時間間隔tl與代幣之命中率相關 之資料,則可根據該等資料來推測該遊戲者是初學者還是 熟練者。因此,使圖8所示之控制資料變更表〇丁3更加反 參映遊戲者對該遊戲之熟習度,再考慮到遊戲裝置之旋轉 率按如下所述之考慮來規定各遊戲控制資料之設定水 準。 ⑴若代帶投入間隔U短且命中率高,則可推測為熟練 者,因此規定為如下之設定水準,即,目標之移動速度 快’目標之出現頻率亦高’命中率之判定精度高(嚴格), 中獎之概率值低。 (2)若代带投入間隔tl長且命中率低,則可推測為初學 者,因此規定為如下之設定水準’即,目標之移動速度此 133836.doc -28 - 200932313 較慢,目標之出現頻率低,命中之判定精度低(寬鬆),中 獎之概率值高。 [遊戲控制程式之構成] 接著,基於圖9來說明控制代幣遊戲裝置丨之動作之遊戲 控制程式的構成例。如圖9所示,遊戲控制程式主要係由 主控制程式P1與各種中斷處理程式、以及該主控制程式ρι 及中斷處理程式所使用的各種子程式構成。 主控制程式P1係用於統一地控制代幣遊戲裝置丄之動作 之程式,且於代幣遊戲裝置丨之電源接通時作動。中斷處 理程式係用於在已自各種輸入機器輸入了輸入信號時,將 該等輸入信號作為中斷信號,並針對每個信號執行預先設 定之特定處理者。 作為中斷處理程式,如圖9所示,具備卡插入信號處理 程式P21、操作按鈕輸入信號處理程式p22、代幣投入信號 處理程式P23、夾頭感應器輸入處理程式p24、...。 作為子程式,如圖9所示,具備於顯示裝置10中顯示各 種圖像等之畫面顯示程式P31、卡R/w程式P32、用於判定 目標命中之目標擊中判定程式P33、實保留數計數程式 P34、升格保留數計數程式P35、抽籤程式P36、用於算出 遊戲媒體投入時間間隔之遊戲媒體投入時間間隔算出程式 P3 7、用於算出命中率之命中率算出程式Mg、遊戲控制資 料變更程式P39、代幣付出程式P40、聲音輸出程式P41、 通信處理程式P42等。 [遊戲之控制方法] 133S36.doc -29- 200932313 繼而,關於上述代幣遊戲裝置丨,對遊戲之控制方法加 以說明。首先’按照圖〗0所示之流程圖之步驟順序來說明 上述主控制程式P1所執行的處理之概要。再者,代幣遊戲 裝置1於左右兩處設置有代幣投入裝置2、3,如圖13所 不,可由單人遊戲者使用兩手來實施遊戲。又,如圖14所 不,亦可由雙人遊戲者各自分擔代幣投入裝置2、3之一方 來實施遊戲。 (步驟S1) ❹When the roulette is displayed in the display area C, if the heart information of the hit is newly obtained, the following processing is performed. • The count processing of the real retention number is executed by the interrupt processing, and the count is performed for the counting process. The value of the real retention number is executed, and the lottery result is associated with the value of the real retention number and stored in the lottery result storage table dti. The information relating to the number of upgraded reservations shown in Fig. 5 is stored in the lottery result storage table Dh in correspondence with the identification number of the number of upgraded reservations. The so-called upgrade retention number is expressed as the number of counts (four) when the number of counts of the real retention number reaches the limit. Further, as the information on the number of the upgrade reservations, the information of the collection result obtained by executing the above-described lottery order is stored in association with the number of the upgrade reservations. Furthermore, FIG. 5 shows an example in which the information of the number of upgraded reservations is not stored. However, when the count value of the real retention number exceeds the upper limit, if the determination information of the hit is newly obtained, the upgrade is performed by counting the number of increments and the number of counts. The information of the lottery result corresponding to the number of reservations is stored in the lottery result storage table DT1. Fig. 6 is a diagram showing an example of storing the results of the two lottery results of Γι" and "2" in the lottery result storage table DT1 as an example of the number of renewed reservations. 133836.doc -26 - 200932313 If the information of the number of upgraded reservations is stored in the lottery result storage table DT1 as described above, the game control as described below can be performed. For example, if the lottery result storage table DT1 stores "winning" As a result of the result of the collection of the number of the number of the reservations, the game control program will rewrite the information of the lottery result of the "winning" of the number of the upgrades. The fact that the number of "missing" lottery notes is retained, the result of the lottery can be performed in such a manner that the player can invest a large amount of tokens into the token game device 1. Next, the data structure of the game control data table DT2 stored in the ROM 22 will be described based on Fig. 7 . The game control data table DT2 is obtained for the moving speed (GS1) of the target image displayed in the display device 1A, the appearance frequency (gs2) of the same target image, the accuracy of the hit determination (GS3), and the execution of the lottery order. The name of each game control such as the probability value (GS4) of the "winning prize" is set to the control level (0) to "4" in advance, and the control information is set with respect to the setting level. Furthermore, the setting level "〇" shown in FIG. 7 is within a period of a specific time interval τ from the time when the player starts the game, for example, within 3 minutes, the game control data used by the game control program is The game control program calculates the hit rate of the player's self-substance investment device, such as input coin = investment time interval tl, and the number of tokens in the elapsed time interval based on the result of the time interval Wait 'and then proceed as follows: base = calculated voter (four) interval hit _, change the player to continue to ^ 133836.doc -27- 200932313 under the game - time interval Ding period of the game control data, that is, change The game control data of any one or more of the moving speed of the image (GS1), the frequency of occurrence of the target image (gs2), the accuracy of the life judgment (GS3), and the probability value _). The change processing is performed by the game control data change program, and the control data change table dt3 stored in advance in the '', R〇M 22 (refer to FIG. *) - the control data change table shown in Fig. 8 is The input time interval U of the token invested by the above-mentioned player is associated with the hit rate of the token, and the moving speed (gsi) of the target image as the game control data and the appearance frequency of the centroid image (GS2) are predetermined. The accuracy level of the hit determination (10) and the probability value (GS4) are shown in the setting level shown in Fig. 7. If the player performs the game at a specific time T, and based on the implementation result of the game, the input time interval with the token is obtained. According to the information on the hit rate of the token, it can be inferred that the player is a beginner or a skilled person. Therefore, the control data change table shown in FIG. 8 is more adversely affected by the player. The familiarity of the game, taking into account the rotation rate of the game device, the setting level of each game control data is determined as follows. (1) If the generation interval U is short and the hit rate is high, it can be presumed to be skilled. Therefore, the setting is as follows: that is, the moving speed of the target is fast, and the frequency of occurrence of the target is also high. The accuracy of the hit rate is high (strict), and the probability of winning is low. (2) If the interval is tl Long and low hit rate, it can be presumed to be a beginner, so it is set to the following level] that is, the moving speed of the target is 133836.doc -28 - 200932313 is slow, the frequency of occurrence of the target is low, and the accuracy of the hit is low ( Loosely, the probability of winning the prize is high. [Configuration of Game Control Program] Next, a configuration example of the game control program for controlling the operation of the token game device will be described based on Fig. 9. As shown in Fig. 9, the game control program is mainly The main control program P1 is composed of various interrupt processing programs, and various subprograms used by the main control program ρι and the interrupt processing program. The main control program P1 is a program for uniformly controlling the actions of the token game device, and Actuated when the power of the token game device is turned on. The interrupt processing program is used to input the input signals when input has been input from various input devices. As the interrupt signal, the specific processor is preset for each signal. As the interrupt processing program, as shown in Fig. 9, the card insertion signal processing program P21, the operation button input signal processing program p22, and the token input signal processing are provided. The program P23 and the chuck sensor input processing program p24, ... as a subroutine, as shown in Fig. 9, a screen display program P31 and a card R/w program P32 for displaying various images and the like on the display device 10 are provided. a target hit determination program P33 for determining a target hit, a real retention count program P34, an upgrade retention count program P35, a lottery program P36, a game media input time interval calculation program P3 for calculating a game media input time interval, The hit rate calculation program Mg for calculating the hit rate, the game control data change program P39, the token payout program P40, the sound output program P41, the communication processing program P42, and the like. [Control Method of Game] 133S36.doc -29- 200932313 Then, regarding the above-mentioned token game device, the control method of the game will be described. First, the outline of the processing executed by the main control program P1 will be described in the order of the steps of the flowchart shown in Fig. 0. Further, the token game device 1 is provided with the token input devices 2, 3 at the left and right places, as shown in Fig. 13, and the game can be implemented by the single player using both hands. Further, as shown in Fig. 14, the game may be implemented by the two players sharing one of the token input devices 2, 3. (Step S1) ❹
當代幣遊戲裝置1之電源接通時,或者當遊戲者按下遊 戲開始之操作按鈕7時,藉由畫面顯示程式P21於顯示裝置 10中顯7F接下來將要實施之遊戲的初始畫面。於該初始晝 面中顯示用以實施遊戲之操作順序、或者圖3所示之畫面 之初始晝面(靜止晝面)等。又’主控制程式進行如下處 理(例如儲存「°」)’即,對設定於RAM 23中之各種工作 區,例如各種旗標等進行初始化。 (步驟S2) 右將遊戲者所持有之卡插入至卡R/W裝置29中,則卡 W程式P32讀取記錄於該卡中之資訊。再者,即便於遊 ^者未持有卡之情形時,亦可進人下-步驟。繼而,若遊 將代瞥技入至代幣投入口 21?或3b中代帶則遊戲開始。 (步驟S3) 啟動什時器35並開始對經過時間進行計數之處理。 (步驟S4) ' 處理,判疋藉由實保留數計數程式P34對設定 133836.doc 200932313 於RAM 23之實保留數進 (以下稱為實保留數計數抑後/储存其值之儲存區域 值。藉由該邦定處理一 疋否館存有「】」以上之 資訊,即執行代幣擊中 」則實保留數之 麄壯果㈣… 標所涉及之抽籤順序而獲得之抽 =:=於:—一心 定為已储存有實保:數:::有:…資訊, (步驟S5) 資訊,因此進入至步驟S5e φ ❹ 進:如下處理··對顯示褒置1〇之顯示區域c之區域 :的輪盤之圖像進行特定時間旋轉之顯示之後使其停 止。該輪盤之旋轉與停止 、 DT1中?i奏# + 顯不係基於與抽籤結果儲存表 :子之實保留數之識別號「 籤結果來進行其演出顧_ + 巧」相對應的抽 mS5m .不^在以如上所述之方式進行該步 =涉及之輪盤之旋轉與停止之顯示之前,藉由成為上 =籤順序之抽籤程式P36來執行内部抽藏,該抽藏結果 資㈣存於抽籤結果儲存表DT1之抽藏結果爛㈣。因 ☆主控制程式P1係參照抽籤結果儲存表〇τι之抽藏結果 购中所儲存之抽籤結果的資訊,以成為中獎(大十獎、 、-】中獎)或者未中之方式進行與輪盤之旋轉與停 止之顯示相關之控制。 再者’於步驟S5中,若輪盤之旋轉與停止之顯示結束, 則進行如下處理··將儲存實保留數之計數值之實保留數計 數旗標之儲存内容減去「1」。進行該處理之原因在於, 實保留數之識別號碼M」所對應之抽籤結果之演出顯示 133836.doc 31 200932313 已結束而必需將實保留數之計數值減去 (步驟S6) 义根據於步驟S5中執行之輪盤而演出之 與抽籤έ士要#太主ητΐ + 取、、'口果,即 織、、”果錯存表DT1中儲存之實保留數 Ρ 1」相對應的抽籤結果是否為巾 5 '號竭 定為「”,則…: 據該判定,若匈 中獎」,則進入至步驟87,若判定為「未 入至步驟S8,藉此進行控制。i 土 J則進 ㈣遲灯徑制。再者,於該步驟S6中,自後When the power of the contemporary game device 1 is turned on, or when the player presses the operation button 7 started by the downstream game, the initial display of the game to be executed next is displayed on the display device 10 by the screen display program P21. In this initial plane, the operation sequence for implementing the game, or the initial face of the screen shown in Fig. 3 (still face) is displayed. Further, the main control program performs the following processing (e.g., storing "°"), i.e., initializes various work areas set in the RAM 23, such as various flags. (Step S2) Right to insert the card held by the player into the card R/W device 29, the card program P32 reads the information recorded in the card. Furthermore, even if the swimmer does not hold the card, he can enter the next step. Then, if the tour enters the token into the token 21 or 3b, the game begins. (Step S3) The timer 35 is started and the processing of counting the elapsed time is started. (Step S4) 'Processing, by the real retention number counting program P34, the setting 133836.doc 200932313 is retained in the RAM 23 (hereinafter referred to as the real retention number count/stored value of the storage area value. By using the bond to deal with the information of "】" or more, that is, executing the token hitting", the actual number of the retaining number is strong (4)... The lottery order obtained by the label is obtained: == at: - One heart is determined to have stored actual protection: number::: there is: ... information, (step S5) information, so proceed to step S5e φ ❹ advance: the following processing · · display the area of the display area c : The image of the roulette is stopped after the display of the specific time rotation. The rotation and stop of the roulette, DT1 in the middle of the game, and the display of the result of the lottery: No. "Ship the result to perform its performance _ + 巧" corresponding to the pumping mS5m. Do not perform the step as described above = the rotation and stop of the wheel involved, by becoming the upper = sign The sequence lottery program P36 is used to perform internal pumping, and the result of the pumping is (4) The result of the collection of the lottery result storage table DT1 is bad (4). Because the ☆ main control program P1 refers to the information of the lottery result stored in the purchase result of the lottery result storage table 〇τι, to become the winning prize (big ten prize, -] winning) or the control in relation to the display of the rotation and stop of the roulette. In addition, in step S5, if the display of the rotation and the stop of the roulette is completed, the following processing is performed. The actual retention number of the count value of the count value of the real retention number is subtracted from "1". The reason for this processing is that the result of the lottery result corresponding to the identification number M" of the real retention number is 133836.doc 31 200932313 It is necessary to subtract the count value of the real retention number (step S6). According to the roulette executed in step S5, the performance and the lottery are required to be #太主ητΐ + take, 'mouth, woven, If the result of the lottery corresponding to the number of real retentions stored in the DT1 is DT1, it is determined as "", then... According to the judgment, if the Hungarian Prize is awarded, then proceed to step 87. If the judgment is "not entered" Step S8, whereby the control proceeds J .i soil iv lamp diameter made later. Further, in the step S6, the since
戲者開始軸至經料Μ Μ為止,如遊 序之中獎概率值等之控制 厂’由籤順 F㈣㈣賴㈣資料表DT2 中儲存的初始值,即採用設定水準「〇」。 (步驟S7) 主控制程^Plit行執行遊戲者賴得之「巾獎」所對應 之程式的控制’例如進行小型遊戲之執行、巨獎遊戲之執 行二付出特定枚數之代瞥之控制等。該代幣之付出係付出 至囪杷8内之遊戲區域。又,於步驟以之處理中,將計時 器35對經過時間進行計數之處理加以中斷。再者,圖10中 雖未表不,但在遊戲者執行小型遊戲或巨獎遊戲等之後, 繼續實施遊戲之情形時,進行返回至步驟S2之控制,若遊 戲者輸入停止遊戲之資訊’則進行返回至步驟81或§2之控 制。 (步驟S8) 進4亍如下處理:對抽籤結果儲存表DT1中儲存之實保留 數之資訊進行更新。該更新處理之目的在進行如下處理: 由於輪盤所涉及之演出顯示已結束,故而將抽籤結果儲存 133836.doc 32- 200932313 表DT〗中儲存之實保留數 抵心貝汛中,與實保留數之識別號 碼/」之抽籤結果相關之資訊刪除,將實保留數之識別 U 2」至上限數之「1G」所涉及之抽籤結果欄k2中儲 存的資訊,分別以儲存於上一位之實保留數之識別號碼Η 攔令的方式進行改寫(移動)β並且,若抽鐵結果儲存表 DT1之更新處理結束,則對顯示裝㈣之顯示區域Β中顯 不之圖像18a〜l8j之顯示數進行更新處理。 (步驟S9) ❹ 讀取料器35之經料間,敎該經㈣間是否已經過 了預先3又疋之特定之時間值τ,例如3〇〇秒。該判定之結 果,若判定為經過時間已經過了特定之時間值,則進入至 步驟S10。另一方面,於尚未經過特定之時間值之情形 時,返回至步驟S4。再者,圖1〇中雖未表示,但於返回至 '驟4之前遊戲者可藉由將代幣投入至代幣投入口 2b或 3b代幣而繼續進行遊戲。 @ (步驟S10) 將计時器3 5之經過時間重置為「〇」,並進行準備處 理該準備處理係用以針對下一新遊戲之經過時間τ,對 遊戲者朝代幣投入裝置2、3投入之代幣M之數、及該投入 之代幣Μ命中了目標圖像之數進行計數。 (步驟S11) 藉由遊戲媒體投入時間間隔算出程式Ρ37 ,根據遊戲者 在计時器35經過之時間值(經過時間間隔之期間,自代 幣投入裝置2與3所投入之代幣Μ的總個數厘尺丨,算出代幣 133836.doc •33· 200932313 之投入時間間隔tl作為T/MK1。而且進行如下處理:藉由 命中率算出程式Ρ38,根據在該經過時間間隔τ所投入之總 代帶個數ΜΚ1中之命中了目標圖像的個數ΜΚ2,算出命中 率(ΜΚ2/ΜΚ1)。再者,上述代幣之投入時間間隔ti係表示 於經過時間Τ中,遊戲者自代幣投入裝置投入之每個代幣 Μ之平均時間間隔。The player starts the axis until the time of the Μ , , , , , , , , , , , , , , 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 控制 ( ( ( ( ( (Step S7) The main control program ^Plit line executes the control of the program corresponding to the "Women Award" that the player relies on, for example, execution of a small game, execution of a grand prize game, control of a specific number of copies, and the like. . The payment of the token is paid to the game area within the 杷8. Further, in the processing of the step, the timer 35 counts the processing of the elapsed time. In addition, although it is not shown in FIG. 10, when the player continues to implement the game after executing the mini-game or the grand prize game or the like, the process returns to the control of step S2, and if the player inputs the information for stopping the game, then Return to the control of step 81 or § 2. (Step S8) The following processing is performed: the information of the real retention number stored in the lottery result storage table DT1 is updated. The purpose of the update processing is as follows: Since the show display related to the roulette has ended, the lottery result is stored in the 133836.doc 32-200932313 table DT. The information stored in the lottery result of the number of identification numbers/" is deleted, and the information stored in the lottery result column k2 related to the "1G" of the upper limit number is stored in the previous position. The identification number of the real retention number 改 the mode of the interception is rewritten (moved) β and, if the update processing of the extraction result storage table DT1 is completed, the images 18a to l8j displayed in the display area 显示 of the display device (4) are displayed. The number of displays is updated. (Step S9) 读取 Between the passes of the hopper 35, whether or not the predetermined time value τ of the previous 3 已经 has elapsed, for example, 3 sec. If the result of this determination is that the elapsed time has elapsed for a specific time value, the process proceeds to step S10. On the other hand, when the specific time value has not elapsed, the process returns to step S4. Further, although not shown in Fig. 1, the player can continue the game by returning the token to the token input port 2b or 3b token before returning to '4'. @ (Step S10) The elapsed time of the timer 35 is reset to "〇", and preparation processing is performed for the player's dynasty money input device 2 for the elapsed time τ of the next new game. 3 The number of tokens M invested, and the tokens of the inputs, are counted in the number of target images. (Step S11) The game medium input time interval calculation program 37 is based on the time value elapsed by the player at the timer 35 (the total amount of the tokens inserted into the tokens 2 and 3 during the time interval) After a few minutes, calculate the input time interval t1 of the token 133836.doc •33· 200932313 as T/MK1. And proceed as follows: calculate the program 命38 by the hit rate, based on the total amount invested in the elapsed time interval τ The number of hits in the number ΜΚ1 hits the number of target images ΜΚ2, and the hit rate (ΜΚ2/ΜΚ1) is calculated. Furthermore, the time interval ti of the above-mentioned tokens is expressed in the elapsed time, the player's self-substitute The average time interval between each token invested in the device.
求得於該經過時間間隔丁之期間中所投入之代幣總個數 ΜΚ1的方法,係若輸入與由代幣投入信號處理程式pa自 投入代幣檢出感應器4及5檢出了代幣Μ這一事件伴隨的中 斷ϋ,則藉由圖11所示之步驟S21,可對代幣Μ之投入 數進行計數,依此進行處理。 又,求得於經過時間間隔τ之期間中所投入之代幣Μ中 之命中了目標圖像的代幣個數ΜΚ2之方法,可藉由進行如 下處理而實現,該處理係指由夾頭感應器輸入處理程式 Ρ24㈣定為代幣Μ命中了目標圖像之數進行計數。 (步驟S12) 執行如下處理·基於上述步驟s"之處理中算出之代幣 Μ之技入時間間隔u、所投人之代幣μ之命中率,參照圖8 所示之控制資料變更表DT3與遊戲控制資料表〇τ2,變更 作為遊戲控制資料之目標圖像之移動速度(㈣)、目標圖 像之出現頻率(GS2)、命中判定精度(GS3)、中獎之概率值 (GS4)中之任一個或者—個以上。 於該步_2之處理中,當基於遊戲者在時間間隔T之期 間内執行遊戲之結果而算出之代幣投入的時間間隔U為3 133836.doc 34· 200932313 私以下且命中率小於5%時,遊戲控制資料變更程式PM 參照控制資料變更表DT3而進行如下處理:使得目標圖像 之移動速度選擇水準i’目標圖像之出現頻率選擇水準卜 命中判定精度選擇水準2,抽藏順序之中獎之概率值選擇 水準3。繼而,軸控师㈣更程式p39㈣遊戲控制資 MDT2 ’進行求得與上述處理巾求得之水準相對應之控 制資料的處理。例如,將目標圖像之移動速度變更為水準 1即「80像素/100毫秒」作為控制資料,並將其儲存於 RAM 23中,藉此進行處理。如此,遊戲控制程式於實施 下一遊戲之時間間隔T之期間,進行如下處理:基於該已 變更之各控制資料來控制遊戲之進程。 基於在步驟SH之處理中算出之代幣Μ之投入時間間隔 U、所投入之代㈣之命中率,變更執行下—遊戲之時間丁 之期間的遊戲控制資料,即目標圖像之移動速度(g川、 目標圖像之出現頻率(GS2)、命中判定精度(GS3)、中獎之 〇 概率值(GS4),該處理如上所述可適當地設定為變更遊戲 控制資料之全部或者至少一個以上等。 繼而’按照圖12所示之流程圖之步驟順序,對如下處理 順序之-例加以說明’該處理順序係當夾頭感應器14檢測 遊戲者所投入之代幣Μ ’並將該代幣檢測信號作為中斷信 號而輸入至控制裝置20時,由夾頭感應器輸入處理程^ Ρ24執行之處理順序。 (步驟31) 進行如下處理:藉由目標擊中判定程式ρ33,列定遊戲 133836.doc •35· 200932313 者所投入之代幣Μ是否已擊中(命中)目標16a、16b、 16c、…等中之任一個。該判定處理係基於上述擊中判定 順序(1)與(2)來執行。再者,該判定是否已命中之處理如 上所述’係基於針對該遊戲之實施時間間隔T而設定之命 中判定之精度(GS3)的水準來進行判定。再者,在遊戲者 開始遊戲之後,特定時間T之期間如上所述,係基於初始 值之「設定水準0」來進行是否已擊中之判定處理。 (步驟S32) 於藉由目標擊中判定程式p33判定為已「擊中」之情形 時’進入至步驟S33。另一方面’於判定為「未中」 (MISS)之情形時進入至步驟S38。 (步驟S33) 由於代幣Μ已命中目標圖像,故而進行如下處理:將對 設定於RAM 23之擊中數(Μκ2)進行計數之區域(擊中數計 數旗標)「+1」。 (步驟S34) 進行如下處理:藉由實保留數計數程式ρ34,將對設定 於RAM 23之實保留數進行計數之區域,即實保留數計數 旗標「+1」。繼而進行如下處理:於圖3所示之遊戲演出 畫面中,以特定時間來顯示表示已擊中之「HIT」。 (步驟S35) 進行如下處理:針對步驟S34之處理中計數所得之實保 留數,執行成為抽籤順序之抽籤程式p36,取得該抽藏結 果之資訊。該抽籤順序之執行如上所述’係基於由遊戲控 133836.doc -36- 200932313 制資料變更程式P39進行變更處理後之「中獎」的概率值 來實施。然而’於遊戲者開始遊戲之後,特定時間T之期 間如上所述,係基於初始值之「設定水準〇」之概率值來 執行抽籤,依此進行處理。 (步驟S36) 進行如下處理:將在步驟S35之處理中獲得之抽籤結果 之資訊’儲存至設定於RAM 23之抽籤結果儲存表DT1中。 再者’將抽籤結果之資訊儲存至抽籤結果儲存表DT1中的 處理’係指進行將抽籤結果之資訊儲存至抽籤結果欄k2中 的處理,該抽籤結果欄k2係與現在之實保留數計數旗標中 儲存之計數值所對應的抽籤結果儲存表D T丨之實保留數之 識別號碼kl攔相對應。 再者,於步驟S36之處理中進行如下處理:判定實保留 數之6十數值疋否已超過限度數,例如是否已超過限度數 「10」。當於該判定處理中未超過限度數時,進行如下處 理:如上所述,將抽籤結果之資訊儲存至抽籤結果儲存表 DT1之實保留數之識別號碼kl攔十。 另一方面,當實保留數之計數值已超過限度數時,藉由 升格保留數計數程式P35,對設定kRam 23之升格保留數 進行計數之儲存區域,即升格保留數計數旗標加「丨」, 進行該處理之後,進行如下處理:將在步驟S35之處理中 獲得之抽籤結果之資訊,與抽籤結果儲存表DTi之升格保 留數之識別號碼相關聯地儲存至抽籤結果襴匕中。 (步驟S37) 133836.doc -37- 200932313 進行如下處理.對與演出畫面之顯示區域B中顯示之實 保留數之現在值相對應而顯示的圖像18a、18b等之顯示進 行更新顯示》若進行該步驟S37之處理,則來自夾頭感應 器14之檢測信號所對應之中斷處理結束。 (步驟S38) 於圖3所示之遊戲演出晝面中,以特定之時間顯示表示 遊戲者所投入之代幣未擊中目標l6a等之「MISS」,進行The method of obtaining the total number of tokens ΜΚ1 in the period of the elapsed time interval is detected by the input and the token input signal processing program pa from the token detecting sensors 4 and 5 The interruption accompanying the event of the currency is counted by the step S21 shown in Fig. 11, and the number of inputs of the token can be counted and processed accordingly. Further, the method of obtaining the token number ΜΚ2 of the target image in the token inserted in the period of the lapse of the time interval τ can be realized by performing the following processing, which is performed by the chuck The sensor input processing program Ρ 24 (4) is set to count the number of target images that the token has hit. (Step S12) The following processing is performed. The hit time interval u of the token calculated in the processing of the above-described step s" and the hit rate of the token of the person to be voted are referred to the control data change table DT3 shown in FIG. And the game control data table 〇τ2, changing the moving speed of the target image as the game control data ((4)), the appearance frequency of the target image (GS2), the hit determination accuracy (GS3), and the winning probability value (GS4) Any one or more. In the processing of step _2, the time interval U of the token input calculated based on the result of executing the game during the time interval T of the player is 3 133836.doc 34· 200932313 and the hit rate is less than 5%. When the game control data change program PM refers to the control data change table DT3, the following processing is performed: the moving speed selection target level of the target image is selected, the appearance frequency of the target image is selected, the level of the hit determination accuracy selection level 2, and the order of the extraction is The probability value of the winning prize is selected to level 3. Then, the axis controller (4) further programs p39 (4) game control capital MDT2' to process the control data corresponding to the level obtained by the above-mentioned processing towel. For example, the moving speed of the target image is changed to the level 1, that is, "80 pixels/100 milliseconds" as the control data, and stored in the RAM 23, thereby being processed. Thus, during the time interval T during which the next game is executed, the game control program performs a process of controlling the progress of the game based on the changed control data. Based on the input time interval U of the tokens calculated in the process of step SH and the hit rate of the input (4), the game control data during the execution of the game-time period, that is, the moving speed of the target image ( Gchuan, the appearance frequency (GS2) of the target image, the hit determination accuracy (GS3), and the winning probability value (GS4), and the processing can be appropriately set to change all or at least one of the game control materials as described above. Then, in accordance with the sequence of steps of the flowchart shown in FIG. 12, an example of the following processing sequence will be described. 'The processing sequence is when the chuck sensor 14 detects the tokens invested by the player' and the token is When the detection signal is input to the control device 20 as an interrupt signal, the processing sequence executed by the processing unit is input by the chuck sensor. (Step 31) The following processing is performed: the game 133836 is set by the target hit determination program ρ33. Doc •35· 200932313 Whether the tokens invested by the person have hit (hit) any of the targets 16a, 16b, 16c, ..., etc. The decision processing is based on the above-mentioned hit determination order (1) and (2) are executed. Further, the determination as to whether or not the hit has been hit is determined based on the level of the accuracy (GS3) of the hit determination set for the execution time interval T of the game. Further, after the player starts the game, the period of the specific time T is determined based on the "setting level 0" of the initial value as described above (step S32). If the program p33 determines that it has "hit", it proceeds to step S33. On the other hand, if it is determined to be "missing" (MISS), the process proceeds to step S38. (Step S33) Since the token has hit The target image is processed such that the area (hit count flag) that counts the hit number (Μκ2) set in the RAM 23 is "+1". (Step S34) The following processing is performed: The number-of-counter program ρ34 is reserved, and the area in which the real-reserved number set in the RAM 23 is counted, that is, the real-reserved number-counting flag "+1" is performed. Then, the following processing is performed: in the game show screen shown in FIG. Display the representation at a specific time "HIT" is hit. (Step S35) The process proceeds to the lottery count counted in the process of step S34, and the lottery program p36 which is the lottery order is executed to acquire the information of the lottery result. As described above, it is implemented based on the probability value of the "winning" after the change processing by the game control 133836.doc -36-200932313 data change program P39. However, after the player starts the game, the period of the specific time T is as above. The lottery is executed based on the probability value of the "set level 〇" of the initial value, and the process is performed accordingly. (Step S36) The following processing is performed: the information of the lottery result obtained in the process of step S35 is stored to the setting. The lottery result in the RAM 23 is stored in the table DT1. Further, the 'storage of the information of the lottery result to the lottery result storage table DT1' refers to the process of storing the information of the lottery result in the lottery result column k2, and the lottery result column k2 is counted with the current real number of reservations. The identification value stored in the flag is corresponding to the identification number k1 of the actual number of reservations stored in the lottery result storage table DT. Further, in the processing of the step S36, the processing is performed as follows: it is determined whether or not the value of the six-digit value of the real reservation has exceeded the limit number, for example, whether or not the limit number "10" has been exceeded. When the limit number is not exceeded in the determination processing, the following processing is performed: as described above, the information of the lottery result is stored in the identification number k1 of the real retention number of the lottery result storage table DT1. On the other hand, when the count value of the real retention number has exceeded the limit number, the storage area for counting the number of upgrade reservations of kRam 23 is counted by the upgrade retention number counting program P35, that is, the number of increments of the retention number is plus "丨" After the processing is performed, the following processing is performed: the information of the lottery result obtained in the process of step S35 is stored in the lottery result 相关 in association with the identification number of the number of the number of the list of the lottery retention of the lottery result storage table DTi. (Step S37) 133836.doc -37- 200932313 The following processing is performed: the display of the images 18a, 18b and the like displayed corresponding to the current value of the real retention number displayed in the display area B of the show screen is updated and displayed. When the process of step S37 is performed, the interrupt processing corresponding to the detection signal from the chuck sensor 14 is completed. (Step S38) In the game show face shown in FIG. 3, the "MISS" indicating that the token input by the player does not hit the target l6a or the like is displayed at a specific time.
處理之後’來自夾頭感應器14之檢測信號所對應之中斷處 理結束。 以上’對如下之例進行了說明:針對特定時間間隔T, 算出遊戲者實施遊戲所得之遊戲資訊,即代幣投入時間間 隔u與命中率,基於該等算出之代幣投入時間間隔tl與命 2率來求得遊戲控制資料,基於該求得之遊戲控制資料, 备该遊戲者於下—時間間隔T之期間繼續實施遊戲時,變 δ遊戲控制·貝料並控制遊戲。於本發明中,該時間間隔 Τ本身亦可基於已算出之代幣投入時間間隔u與命中率而 加以變更。亦即,時間間隔T亦可用作遊戲控制資料。 =於本發明巾’亦可採用以下之順序來算出 =:、及對應於該時間間隔k代幣投入時間間隔U與 獎若判並定1藉下由上Γ·7之處理,遊戲者已獲得、 !且於下一步驟88之處理中 得能夠實施巨獎遊戲或者 權=獎」而獲 式P1進行如下㈣.㈣^ ^權利,社控制程 制.將顯不農置10之晝面顯示切換為用於 I33836.doc -38- 200932313 主控制程 不執行圖 實施該巨獎遊戲或者小型遊戲等之畫面。亦即 式pi在巨獎遊戲或者小型遊戲等遊戲結束之前 10〜圖12所示之通常遊戲所對應之遊戲的控制。 因此,上述特定之時間間隔丁亦可為利用上述步驟Μ之 f理來啟動計時器35,至判定為根據步驟S37之處理而獲 得「中獎」之時點為止的經過時間。並且,若判定為根據 步驟S37之處理而獲得「中獎」’則於使遊戲之控制模式 ❹ θ 轉移至巨獎遊戲或者小型遊戲等之遊戲之前,進行下一處 理。 (1)進行上述步驟S11之處理,即藉由遊戲媒體投入時間 間隔算出程式P37與命中率算出程式P38,算出代幣之投入 時間間隔tl與代幣之命中率。 (2)接著,執行上述步驟S12之處理,求得遊戲控制資料即 目標圖像之移動速度(GS1)、目標圖像之出現頻率(gs2)、 命中判定精度(GS3)、中獎之概率值(GS4)中之任一個或者 一個以上,進行該處理,將該求得之遊戲控制資料儲存至 RAM 23中。儲存於該RAM 23中之遊戲控制資料成為在巨 獎遊戲或者小型遊戲等遊戲結束之後,該遊戲者繼續實施 通常遊戲時之遊戲控制資料,且作為在獲得實施下一巨獎 遊戲或者小型遊戲等之權利之前所採用的資料。藉由進行 此種處理’採用對於遊戲者而言無不協調感之遊戲控制資 料。 以上’以代幣遊戲裝置為例,說明了本發明之實施形 態’但本發明可適用於如下之遊戲裝置,該遊戲裝置具備 133836.doc •39- 200932313 由遊戲者來促成用於執行第1抽籤順序之抽籤開始條件之 成立的順序。又,作為用於實施遊戲之遊戲媒體,除了可 以使用代幣以外’亦可以適當地使用其他遊戲媒體。 又,已說明了將控制本發明之遊戲裝置之動作之遊戲控 制程式儲存於ROM 22中的例,但亦可採用如下裝置,該 裝置係與光碟等之記錄媒體中預先儲存該等遊戲控制程 式’並由設置於遊戲裝置中之光碟等之R/w裝置,將該等 遊戲控制程式載入至RAM 23中。After the processing, the interrupt processing corresponding to the detection signal from the chuck sensor 14 ends. The above example describes the following example: For a specific time interval T, the game information obtained by the player to implement the game is calculated, that is, the token input time interval u and the hit rate, based on the calculated token input time interval tl and life The game control data is obtained at a rate of 2, and based on the obtained game control data, when the player continues to execute the game during the next-time interval T, the game is controlled and the game is controlled. In the present invention, the time interval itself may be changed based on the calculated token input time interval u and the hit rate. That is, the time interval T can also be used as game control data. = In the present invention, the following order can be used to calculate =:, and corresponding to the time interval k token input time interval U and the prize is judged to be 1 and borrowed by the top Γ7, the player has In the process of the next step 88, it is possible to implement the grand prize game or the right = prize" and the formula P1 is as follows (4). (4) ^ ^ Rights, social control system. The display is switched to use for I33836.doc -38- 200932313 The main control program does not execute the picture of the grand prize game or small game. That is, the type pi is controlled by the game corresponding to the normal game shown in Fig. 12 before the end of the game such as the grand prize game or the mini game. Therefore, the specific time interval may be an elapsed time from the start of the timer 35 by the above-described steps to the point at which it is determined that the "winning" is obtained in accordance with the processing of the step S37. When it is determined that "winning" is obtained in accordance with the processing of step S37, the next processing is performed before the game control mode ❹ θ is transferred to a game such as a grand prize game or a small game. (1) The processing of the above-described step S11 is performed, that is, the game medium input time interval calculation program P37 and the hit rate calculation program P38 are used to calculate the token insertion time interval t1 and the token hit rate. (2) Next, the processing of the above step S12 is executed, and the game control data, that is, the moving speed of the target image (GS1), the frequency of occurrence of the target image (gs2), the accuracy of the hit determination (GS3), and the probability of winning the prize ( This processing is performed by any one or more of GS4), and the obtained game control data is stored in the RAM 23. The game control data stored in the RAM 23 becomes the game control data when the player continues to perform the normal game after the game such as the grand prize game or the mini game is finished, and is used as the next grand prize game or small game. The information used before the rights. By performing such a process, a game control material that is inconsistent to the player is employed. The above embodiment of the present invention has been described by taking a token game device as an example. However, the present invention is applicable to a game device having 133836.doc • 39- 200932313 which is facilitated by the player for executing the first The order in which the lottery start conditions of the lottery order are established. Further, as the game medium for implementing the game, other game media may be used as appropriate in addition to the use of tokens. Further, an example in which the game control program for controlling the operation of the game device of the present invention is stored in the ROM 22 has been described. However, it is also possible to employ a device which stores the game control programs in advance in a recording medium such as a compact disc or the like. 'The game control program is loaded into the RAM 23 by the R/w device such as a disc set in the game device.
【圖式簡單說明】 圖1係針對用於實施本發明之作為遊戲裝置之一例的代 幣遊戲裝置,表示框體之外觀例之立體圖。 圖2係圖1之分解立體圖。 圖3係說明圖1所示之代幣遊戲裝置所具備之顯示裝置之 畫面顯示例與夾頭之構成的圖。 圖4係說明圖1所示之代幣遊戲裝置所具備之控制裝置之 硬體構成的圖。 圖5係針對圖4所示之控制裝置所具備之抽籤結果儲存 表’說明其資料構成例之圖。 圖6係針對圖4所示之控制裝置所具備之抽籤結果 表’說明其資料構成之另一例之圖。 置所具備之遊戲控制資料 置所具備之控制資料變更 圖7係針對圖4所示之控制裝 表’說明其資料構成例之圖。 圖8係針對圖4所示之控制裳 表’說明其資料構成例之圖。 133836.doc •40· 200932313 囷9係說明圖4所示之控制裝置所具備之遊戲控制程式之 構成例的圖。 圖10係針對圖9所示之主控制程式,說明其處理順序之 流程圖。 圖11係針對圖9所示之代幣投人信號處理程式,說明其 處理順序之流程圖。 圖12係針對圖9所示之夹頭感應器輸入處理程式,說明 其處理順序之流程圖。 圖13係表示單人遊戲者於圖丨所示之代幣遊戲裝置中實 施遊戲時之狀態的平面圖。 圖14係表示雙人遊戲者於圖丨所示之代幣遊戲裝置中實 施遊戲時之狀態的平面圖。BRIEF DESCRIPTION OF THE DRAWINGS Fig. 1 is a perspective view showing an example of the appearance of a casing for a token game device as an example of a game device for carrying out the present invention. Figure 2 is an exploded perspective view of Figure 1. Fig. 3 is a view showing a screen display example and a configuration of a chuck of a display device provided in the token game device shown in Fig. 1. Fig. 4 is a view showing a hardware configuration of a control device provided in the token game device shown in Fig. 1. Fig. 5 is a view showing an example of the data configuration of the lottery result storage table ??? provided in the control device shown in Fig. 4; Fig. 6 is a view showing another example of the data structure of the lottery result table ??? provided in the control device shown in Fig. 4; Control data change provided in the game control data provided in Fig. 7 is a diagram showing an example of the data configuration of the control device shown in Fig. 4. Fig. 8 is a view showing an example of the configuration of the data for the control panel shown in Fig. 4. 133836.doc • 40· 200932313 囷9 is a diagram for explaining a configuration example of a game control program included in the control device shown in Fig. 4 . Fig. 10 is a flow chart showing the processing sequence of the main control program shown in Fig. 9. Fig. 11 is a flow chart showing the processing sequence of the token investment signal processing program shown in Fig. 9. Fig. 12 is a flow chart showing the processing sequence of the chuck sensor input processing program shown in Fig. 9. Fig. 13 is a plan view showing a state in which a single player performs a game in the token game device shown in Fig. Fig. 14 is a plan view showing a state in which a two-player performs a game in the token game device shown in Fig.
【主要元件符號說明】 1 代幣遊戲裝置 2、3 遊戲媒體投入裝置(代幣投 4、5 置) 投入代幣檢測感應器 10 顯示裝置 11 槽構件(夾頭) 13a、13b、…、13i 槽(代幣經過路徑) 14 夾頭感應器 16a、16b、16c 目標(目標圖像) 20 ' 20a > 20b 控制裝置 21 CPU 133836.doc •41 - 200932313 22[Description of main component symbols] 1 Token game device 2, 3 Game media input device (tokens 4, 5) Input token detection sensor 10 Display device 11 slot member (clamp) 13a, 13b, ..., 13i Slot (Token Passing Path) 14 Chuck Sensor 16a, 16b, 16c Target (Target Image) 20 ' 20a > 20b Control Unit 21 CPU 133836.doc •41 - 200932313 22
ROM 23 35 DTI DT2 DT3 RAM 計時Is 抽籤結果儲存表 遊戲控制資料表 控制資料變換表ROM 23 35 DTI DT2 DT3 RAM Timing Is Lottery Results Storage Table Game Control Data Sheet Control Data Conversion Table
Μ Ρ1 Ρ23 Ρ24 Ρ31 Ρ33 Ρ34 Ρ36 Ρ37 Ρ38 Ρ39 遊戲媒體(代幣) 主控制程式 代幣投入信號處理程式 夾頭感應器輸入處理程式 圖像顯不程式 目標擊中判定程式 實保留數計數程式 抽籤程式 遊戲媒體投入時間間隔算出程式 命中率算出程式 遊戲控制資料變更程式 133836.doc -42-Μ Ρ1 Ρ23 Ρ24 Ρ31 Ρ33 Ρ34 Ρ36 Ρ37 Ρ38 Ρ39 game media (token) main control program token input signal processing program chuck sensor input processing program image display program target hit determination program real retention number counting program lottery program Game media input time interval calculation program hit rate calculation program game control data change program 133836.doc -42-
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| JP2007242400A JP2009072281A (en) | 2007-09-19 | 2007-09-19 | GAME DEVICE AND GAME CONTROL METHOD |
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| TWI376254B TWI376254B (en) | 2012-11-11 |
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| CN107308641A (en) * | 2017-06-07 | 2017-11-03 | 北京凯罗天下科技有限公司 | A kind of game object management method, device and mobile terminal |
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| CN109766040B (en) * | 2018-12-29 | 2022-03-25 | 联想(北京)有限公司 | Control method and control device |
| CN110228075B (en) * | 2019-06-28 | 2022-06-07 | 全童科教(东莞)有限公司 | An intelligent entertainment target robot interactive system and method |
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2007
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| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| CN107308641A (en) * | 2017-06-07 | 2017-11-03 | 北京凯罗天下科技有限公司 | A kind of game object management method, device and mobile terminal |
| CN107308641B (en) * | 2017-06-07 | 2020-07-07 | 北京凯罗天下科技有限公司 | Game object management method and device and mobile terminal |
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| JP2009072281A (en) | 2009-04-09 |
| TWI376254B (en) | 2012-11-11 |
| CN101391144A (en) | 2009-03-25 |
| CN101391144B (en) | 2011-06-08 |
| HK1127309A1 (en) | 2009-09-25 |
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