Game apparatus, program, game system, and recording medium
By using the supply and control units of the game device, and adopting a selection priority mode and a supply priority mode, the problem of uneven supply ratio of items is solved, the fairness of item supply and the rationality of inventory management are achieved, and the stability of store revenue is ensured.
Patent Information
- Application Number
- CN202211295151.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2021-11-05
- Filing Date
- 2022-10-21
- Publication Date
- 2026-01-23
- Estimated Expiration
- 2042-10-21
AI Technical Summary
Given the uneven supply of various categories of items, existing gaming devices may result in a low supply of highly rare items, leading to improper circulation and loss of store revenue. Furthermore, improper inventory management may result in inventory residue of low-rarity items.
The game device has a supply unit, a detection unit, a setting unit, and a control unit. By setting different action modes, it ensures the fairness of the item supply ratio and inventory management, including a selection priority mode and a supply priority mode, to ensure fair supply and reasonable inventory management.
It achieves fair supply of goods and reasonable inventory management, avoids improper circulation of rare items and inventory waste, and ensures the stability of store revenue.
Smart Images

Figure CN115719535B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to a gaming device, program, and gaming system, and more particularly to an electronic game provided with accompanying items. Background Technology
[0002] There is a game device with a prize distribution function, which manages the inventory status of prizes and controls the distribution of prizes in a way that reduces the deviation of inventory quantity (Patent Document 1).
[0003] Existing technical documents
[0004] Patent documents
[0005] Patent Document 1: Japanese Patent Application Publication No. 2005-152040 Summary of the Invention
[0006] The problem the invention aims to solve
[0007] In a game device designed to control the supply of multiple categories of items for a single content, the staff of the shop that sets up the device need to order and replenish the items appropriately. On the other hand, if the multiple categories of items have varying degrees of rarity, allowing only a subset of categories to be ordered could lead to the game device being used at a supply ratio (probability of each category being supplied) that the publisher doesn't desire, or to the unfair circulation of highly rare items (those with low supply ratios). Therefore, it is necessary to allow orders to be placed in sets containing multiple categories of items according to the supply ratios set by the publisher.
[0008] Furthermore, generally speaking, when the inventory of any category of items is depleted, the function of supplying the corresponding items ceases to function. Therefore, it is preferable to set the game device to an unusable state as described above. However, when different supply ratios are set for each category, for example, staff may sometimes misjudge the timing of orders. In cases where some rare items can be supplied, but the game device is set to unusable before the ordered item set arrives, the store may lose revenue opportunities. In addition, especially in applications where orders can be placed in sets as described above, if the game device is set to unusable when high-rarity items are depleted, the store may end up with inventory of low-rarity items.
[0009] The purpose of this invention is to provide a game device, program, and game system that achieves better item supply.
[0010] Solution for solving the problem
[0011] The game device of the present invention comprises: a providing unit for providing a game experience; a plurality of supply units capable of supplying items of different categories; a detection unit for detecting whether each supply unit of the plurality of supply units is in a state capable of supplying items; a setting unit for accepting the setting of the operation mode of the game device; and a control unit for controlling the operation of the providing unit and the plurality of supply units according to the operation mode set by the setting unit, wherein the operation mode includes a first mode, which is a mode in which the game experience cannot be provided if a specified supply unit of the plurality of supply units becomes unable to supply items.
[0012] The effects of the invention
[0013] According to the present invention, a better supply of goods can be achieved. Attached Figure Description
[0014] Figure 1 This is a diagram illustrating the external structure of a game device 100 according to embodiments and variations of the present invention.
[0015] Figure 2 This is a block diagram illustrating the functional structure of a game device 100 according to embodiments and variations of the present invention.
[0016] Figure 3 This is a diagram illustrating the operation modes of the game device 100 according to embodiments and variations of the present invention.
[0017] Figure 4 This is a flowchart illustrating the provisioning process performed in the game device 100 according to Embodiment 1 of the present invention.
[0018] Figure 5 This is a flowchart illustrating the provisioning process performed in the game device 100 according to Embodiment 2 of the present invention.
[0019] Figure 6 This is a diagram illustrating a notification presented in a game device 100 according to Embodiment 3 of the present invention. Detailed Implementation
[0020] [Implementation Method 1]
[0021] The embodiments will now be described in detail with reference to the accompanying drawings. Furthermore, the embodiments described below are not intended to limit the invention as defined in the claims. Additionally, the combinations of features described in the embodiments are not necessarily essential to the invention. Any combination of two or more features described in the embodiments may also be used. Furthermore, identical or identical structures are designated with the same reference numerals, and redundant descriptions are omitted.
[0022] The following description illustrates an embodiment of the invention applied to a gaming device configured to supply multiple categories of items. However, the invention can be applied to any device capable of providing services including a gaming experience and supplying players with multiple categories of items.
[0023] The Structure of the Game System
[0024] The game device 100 involved in this embodiment has, for example... Figure 1 That kind of appearance. The game device 100 is configured to detect cost payment when it is in an usable state, and upon detection of cost payment, to provide the user (player) with a game experience including the supply of at least one item. For example, cost payment is detected when a predetermined amount of coins is inserted into the input slot 141.
[0025] Furthermore, the game device 100 has an access port 142 on its exterior, through which the player can access the internal holding section 143. The game device 100 of this embodiment is configured to supply any of several types of items when in use. The holding section 143 holds the item supplied from any of the supply sections (described later) in a manner that allows the player to safely retrieve it.
[0026] Furthermore, the front panel 144 is a door that can be opened and closed, configured to allow access to the interior of the game device 100 housing when it is in the open state. The insertion port 141, the extraction port 142, and the holding part 143 are integrated with the front panel 144, allowing operation of the game device 100's control devices, circuit boards, etc., without interfering with them when the front panel 144 is in the open state. The front panel 144 is normally used in a locked state and can be opened and closed using a special key provided to the staff of the game device 100 installation shop.
[0027] <Functional Structure of a Game Device>
[0028] Figure 2 This is a block diagram illustrating the functional structure of the game device 100 according to this embodiment.
[0029] The control unit 101, for example, is a CPU, used to control the operation of each functional block of the game device 100. Specifically, the control unit 101, for example, reads the operation program related to each functional block recorded in the storage device 102, expands the operation program in the memory 103 and executes it, thereby realizing the operation of each functional block.
[0030] Storage device 102 is, for example, a non-volatile memory, HDD, or other storage device capable of permanently storing data. In addition to storing the action programs related to each functional block of the game device 100, storage device 102 also stores information about parameters required for the operation of each functional block, various graphics data used in the game executed by the game device 100, etc. Memory 103 is, for example, a volatile memory or other storage device used for temporary data storage. Memory 103 is used not only as an expansion area for the action programs of each block, but also as a storage area for temporarily storing data output during the operation of each block.
[0031] The payment detection unit 104 detects when a payment has been made in the game device 100. This can be determined by detecting that a predetermined amount of coins or equivalent game currency has been inserted into the input slot 141 of the game device 100, or by detecting the completion of a settlement process based on communication with a chip related to the predetermined electronic currency. Regarding the game device 100 of this embodiment, it will be described as providing services, including a game experience, based on a payment related to the commencement of service provision.
[0032] The supply control unit 105 controls the supply of items to the player when the game device is used. In this embodiment, the game device 100 is equipped with two supply units (a first supply unit 110 and a second supply unit 120) capable of accommodating and supplying items of different categories in order to dynamically control the types of items supplied to the player. The supply control unit 105 controls which supply unit to supply items according to the progress of the game, thereby providing enjoyment related to item supply. As described above, the supply control unit 105 controls the supply unit to deliver the corresponding item. The delivered item is held in the holding unit 143 in a manner that allows the player to retrieve it.
[0033] The items supplied by these supply units can be arbitrary. One example is items configured to be usable in a game where the game device 100 provides a gaming experience (e.g., able to appear in the game through information acquisition). For ease of understanding, the invention will now be described as follows: both the first supply unit 110 and the second supply unit 120 are configured to supply cards as physical objects. More specifically, the first supply unit 110 is configured to supply ordinary cards representing the first category of items covered by this invention, and the second supply unit 120 is configured to supply rare cards representing the second category of items covered by this invention. That is, the game device 100 receives bundles of cards that can be bundled and separated by category from shops, and performs operations such as replenishing the first supply unit 110 with bundles of ordinary cards and replenishing the second supply unit 120 with bundles of rare cards.
[0034] Here, the cards that the first supply unit 110 and the second supply unit 120 can supply are categorized according to their rarity. Rarity can be determined, for example, simply based on the supply ratio (the probability of each type of card being supplied) when the game device 100 is used. In this case, common cards are classified as low-rarity items due to their high supply ratio, and rare cards are classified as high-rarity items due to their low supply ratio. However, rarity is not limited to being determined solely by the supply ratio. For example, it can also be determined based on how beneficial the item is to the progress of the game (the more beneficial, the higher the rarity), the item's manufacturing cost (the higher the manufacturing cost, the higher the rarity), etc. Alternatively, it can be determined based on two or more factors.
[0035] In addition, the first supply unit 110 and the second supply unit 120 are each provided with a sensor (hereinafter, referred to as a card-containing sensor) to detect whether the supply unit is in a state of containing a card, that is, whether the supply unit is in a state of being able to supply a card. This sensor can be any sensor that can detect the state of containing at least one supplyable card, and for example, it also includes a sensor that can count the number of cards contained.
[0036] Furthermore, in this embodiment, the game device 100 is described as being able to supply two items, but the implementation of the present invention is not limited to this, and it should be understood that it can also be applied to a mode that can supply three or more items.
[0037] The presentation control unit 106 is responsible for controlling the presentation of various information to the player via the presentation unit 130 in the game device 100. In this embodiment, the presentation unit 130 that performs the information presentation is described as a display device capable of presenting visual information, such as a liquid crystal display, which displays images (game screen, menu screen, etc.). However, the method of information presentation is not limited to this, and it is self-evident that alternatives or additions can be made. The presentation unit 130 may also include, for example, a speaker that presents auditory information.
[0038] In a scenario where the presentation unit 130 is a display device, the presentation control unit 106 includes, for example, a graphics processing unit such as a GPU, and performs prescribed drawing processes to generate the image displayed by the presentation unit 130. Specifically, during the startup period of the game device 100 (service provision period, standby period), the presentation control unit 106 performs necessary calculations on the necessary drawing objects (graphics data) based on the processing or commands performed by the control unit 101, thereby drawing the image. The generated image is output to the presentation unit 130 and displayed in a designated display area for presentation to the player.
[0039] The information presentation performed by the presentation control unit 106 in the presentation unit 130 includes the performance presentation when cards are supplied. Details of the performance when cards are supplied will be described later, but the performance is not limited to the screen / image display on the display device, and may also include at least one of the performance actions performed by other performance presentation devices (not shown) provided by the game device 100, such as sound output, lighting device, haptic presentation device, etc.
[0040] The operation input unit 107 is, for example, a user interface provided by the game device 100, such as an operation component for determining input, and various sensors. When the operation input unit 107 detects an operation input to the operation component, it outputs a control signal corresponding to the operation input to the control unit 101. In addition, the operation input unit 107 may also include, for example, a touch input detection sensor that detects touch input made on the display screen of the presentation unit 130.
[0041] Furthermore, the game device 100 in this embodiment is... Figure 1 The casing (not shown) contains special switches, such as DIP switches, which can be operated by service providers such as staff at the game device store. The operation input unit 107 is configured to output a corresponding control signal to the control unit 101 when an operation input to a special switch is detected, or based on the input state of the special switch. That is, the operation input unit 107 is configured to detect not only operation inputs to control components that the player can operate during service provision, but also operation inputs to control components (special switches) that the player cannot operate during service provision.
[0042] Action Mode of the Game Device
[0043] The following is an overview of the action modes related to card supply in the game device 100 of this embodiment.
[0044] In the game device 100 of this embodiment, when the game device 100 is capable of providing services, a card is supplied to the player upon receipt of payment. This card is either a common card stored in the first supply unit 110 or a rare card stored in the second supply unit 120, and the supply control unit 105 determines which card to supply. Specifically, when payment is detected by the payment detection unit 104, the control unit 101 performs a selection process, and the supply control unit 105 determines which of the first supply unit 110 and the second supply unit 120 should supply the card based on the selection result and performs supply control. This selection process is based on the probability of drawing a card according to the supply ratio of common cards to rare cards as described above, that is, the probability of drawing a card based on the distribution ratio of common cards to rare cards in a card set purchased by a store, etc. For example, if the selection result is a draw, the supply control unit 105 decides to supply a rare card to the second supply unit 120. More specifically, the selection process is controlled such that the probability of the first supply unit 110 supplying ordinary cards is higher than the probability of the second supply unit 120 supplying rare cards.
[0045] Furthermore, this card supply using the draw process is ensured by ensuring that both the first supply unit 110 and the second supply unit 120 are in a state where cards can be supplied. That is, the state where cards corresponding to the draw result can be supplied regardless of the draw result is achieved by ensuring that both the first supply unit 110 and the second supply unit 120 are in a state where cards are contained. In other words, for a player's one card supply opportunity, in order to ensure fair card supply with a predetermined supply probability (e.g., a 10% probability of supplying rare cards), it is necessary to be in a state where cards of any type can be supplied.
[0046] On the other hand, in card sets supplied by shops, etc., as described above, the number of common cards and rare cards is fixed. Once one type of card is completely supplied, only the other type can be supplied. However, after further selection, it's sometimes impossible to supply cards corresponding to the selection results. In particular, rare cards, which are supplied in smaller quantities than common cards, are more likely to be completely supplied before common cards, and even if a selection result related to the supply of rare cards is obtained afterward, they cannot be supplied. To avoid this situation, staff at shops, etc., typically order card sets based on supply conditions and replenish them before the card inventory in both supply departments reaches zero.
[0047] However, depending on the timing of card set orders and deliveries, either the first supply unit 110 or the second supply unit 120 may reach a state where the number of cards held is zero, making it difficult to ensure fair card supply with a predetermined supply probability. In this case, it is also considered to control the game device 100 to a state where it cannot provide service, assuming that either supply unit is in a state where card supply is impossible. However, this would result in shops missing out on revenue opportunities. In other viewpoints, if the device is controlled to a state where service is impossible, cards held in the other supply unit will remain unsupplied, potentially leading to shops having unsupplied card inventory.
[0048] In other words, the shop-setting side can provide a card supply service that ensures a predetermined supply ratio by storing bundles of common cards and rare cards included in a card set in the first supply section 110 and the second supply section 120 of the game device 100, respectively, for a payment corresponding to the number of cards included in the card set. For example, by storing a card set consisting of 90 common cards + 10 rare cards = a total of 100 cards, a card supply of "10% probability of supplying rare cards" can be achieved for 100 uses of the game device 100 (10 out of 100 uses of rare cards). In contrast, setting the inability to provide service on the condition that no card is stored in either supply section in the event that card replenishment is not possible would deprive the shop-setting side of the opportunity to supply cards for a card set, which is too harsh.
[0049] In order to cope with the card supply situation on both the player side and the store side, the game device 100 of this embodiment is configured to have two action modes for card supply, and can switch between these two action modes.
[0050] One of the operating modes is the "selection priority mode," which is the second mode involved in this invention. This selection priority mode prioritizes fair card supply, ensuring a fixed supply probability, and disables service if any one of the supply units becomes unable to supply cards. Specifically, the selection priority mode is an operating mode where the game device 100 is set to a state where the game experience cannot be provided if either the first supply unit 110 or the second supply unit 120 becomes unable to supply cards.
[0051] Another mode of operation is the "supply priority mode," which is the first mode involved in this invention. This supply priority mode prioritizes supplying cards based on a predetermined probability within a predetermined number of supply opportunities corresponding to the quantity in the card set, and sets the game device 100 to a state where it cannot provide a gaming experience if a predetermined supply unit becomes unable to supply cards. In this embodiment, the supply priority mode is an operation mode where the game device 100 is set to a state where it cannot provide a gaming experience if the first supply unit 110, which supplies a large quantity (i.e., an absolute large quantity) of common cards replenished by a card set, becomes unable to supply cards. In other words, in the supply priority mode, even if the second supply unit 120 (other than the first supply unit 110) is unable to supply rare cards, the game device 100 is controlled to provide a gaming experience as long as the first supply unit 110 is able to supply common cards.
[0052] Regarding the switching of these action modes, for example, it is configured to be set only in the test mode, which is the third mode involved in this invention, and not in the business mode where the use of the game device 100 is permitted. The switch to the test mode is triggered by an operation input to a special switch upon restarting. In other words, such action modes need to be set according to the setup of the store, etc. For example, granting players switching permissions or having staff switch settings in front of players is not preferable; therefore, it is set to be set so that switching is only possible in the test mode where players are not permitted to use the game device 100.
[0053] Therefore, the action modes of the game device 100 in this embodiment are as follows: Figure 3 There are three types as shown. As shown in the figure, the operation modes of the game device 100 are roughly divided into a business mode 301 that allows players to use the game device 100 and a test mode 302 that does not allow players to use the game device 100. Based on the settings made in the test mode 302, the business mode 301 is further subdivided into a selection priority mode 311 and a supply priority mode 312.
[0054] Furthermore, switching to test mode does not require input to a special switch; for example, it can be forcibly switched to test mode when the game device 100 is started. In this case, control can be applied to switch the game device 100's operating mode to operating mode, for example, based on an input related to a confirmation instruction received in the test mode.
[0055] Provide processing
[0056] Regarding the provisioning process performed in the game device 100 of this embodiment having this structure, in relation to service provision, i.e., the player's use of the game device 100, the following is used: Figure 4 The specific processing is illustrated using a flowchart. The processing corresponding to this flowchart can be implemented by the control unit 101, for example, reading the corresponding processing program stored in the storage device 102, expanding the processing program in the memory 103, and executing it. Furthermore, the processing provided here is described, for example, starting when the payment detection unit 104 detects payment.
[0057] In S401, the control unit 101 performs a selection process related to card supply for the detected cost payment. When the control unit 101 obtains the selection result, it transmits the selection result to the supply control unit 105.
[0058] In S402, the control unit 101 determines whether the operation mode of the game device 100 is a supply priority mode. If the control unit 101 determines that the operation mode is a supply priority mode, the process is transferred to S403; if the control unit 101 determines that the operation mode is not a supply priority mode, that is, a selection priority mode, the process is transferred to S410.
[0059] In S403, the supply control unit 105, under the control of the control unit 101, determines whether the second supply unit 120 is in a state where it cannot supply rare cards. That is, the supply control unit 105 determines whether the second supply unit 120 is in a state where it does not hold any rare cards. If the supply control unit 105 determines that the second supply unit 120 is in a state where it cannot supply rare cards, that is, if it determines that only the first supply unit 110 is in a state where it can supply cards, the process is transferred to S404. On the other hand, if the supply control unit 105 determines that the second supply unit 120 is in a state where it can supply rare cards, that is, if it determines that both the first supply unit 110 and the second supply unit 120 are in a state where they can supply cards, the process is transferred to S405.
[0060] In S404, the supply control unit 105, under the control of the control unit 101, controls the first supply unit 110 to supply ordinary cards. That is, when this step is reached, ordinary cards are supplied to the player regardless of the draw result.
[0061] On the other hand, if it is determined in S403 that the second supply unit 120 is in a state where it can supply rare cards, the supply control unit 105, under the control of the control unit 101, controls in S405 to supply cards to the supply unit corresponding to the selection result. For example, the supply control unit 105 performs the following operation control: if the selection result is a winning card, the second supply unit 120 supplies rare cards; if the selection result is a losing card, the first supply unit 110 supplies ordinary cards.
[0062] In S406, the control unit 101 begins to provide a gaming experience in relation to the service provision of the gaming device 100.
[0063] In S407, the control unit 101 determines whether the game's end conditions are met. If the control unit 101 determines that the game's end conditions are met, it terminates the provision of the game experience and transfers the processing to S408. If the control unit determines that the game's end conditions are not met, it repeats this step.
[0064] In S408, the supply control unit 105, under the control of the control unit 101, determines whether the first supply unit 110 has become unable to supply ordinary cards. That is, the supply control unit 105 determines whether the first supply unit 110 is in a state of not holding any ordinary cards based on the card supply during this service provision period, that is, while the player is using the game device 100. If the supply control unit 105 determines that the first supply unit 110 has become unable to supply ordinary cards, the process is transferred to S409; if it determines that it has not become unable to supply ordinary cards, the supply process is completed.
[0065] In S409, after the current supply process is completed, the control unit 101 controls the game device 100 to be set to an unusable state, thus completing the supply process. Here, the unusable state of the game device 100 is achieved by controlling the payment detection unit 104 to a state where it cannot accept payment (for example, controlling the payment detection unit 104 to a state where it cannot make payment, or even if payment is made, the payment detection unit 104 does not detect the payment and returns the payment to a return port not shown). This state is released by replenishing cards to the first supply unit 110 (and the second supply unit 120). Furthermore, in the unusable state, to notify the player of the unusability, the presentation control unit 106 can be controlled to further display a message indicating that the device is unusable due to the inability to supply cards, which is then displayed on the normal standby display of the presentation unit 130 after the supply process is completed. Regarding this notification, it is not limited to being presented in the presentation unit 130. It may include a notification to the staff of the store who set up the store, indicating that the game device 100 is at least unable to provide ordinary cards, or a notification requesting the replenishment of ordinary cards (such as sending a notification to the communication terminal used by the staff).
[0066] On the other hand, if it is determined in S402 that it is a priority selection mode, the supply control unit 105, under the control of the control unit 101, controls the supply unit to supply cards corresponding to the selection results in S410.
[0067] In S411, the control unit 101 begins to provide a gaming experience in relation to the service provision of the gaming device 100.
[0068] In S412, the control unit 101 determines whether the game's end conditions are met. If the control unit 101 determines that the game's end conditions are met, it terminates the provision of the game experience and transfers the processing to S413. If the control unit determines that the game's end conditions are not met, it repeats this step.
[0069] In S413, the supply control unit 105, under the control of the control unit 101, determines whether any supply unit has become unable to supply cards. That is, the supply control unit 105 determines whether either the first supply unit 110 or the second supply unit 120 is in a state of not holding cards based on the card supply during this service provision period, that is, while the player is using the game device 100. If the supply control unit 105 determines that any supply unit has become unable to supply cards, the process is transferred to S414; if it determines that no supply unit has become unable to supply cards, the supply process is completed.
[0070] In S414, after the current provisioning process is completed, the control unit 101 controls the game device 100 to be set to an unusable state, thus completing the provisioning process. In this unusable state, to notify the player of this unusability, the display control unit 106 can be controlled to further display a message indicating that the device is unusable due to the inability to supply cards, which is then displayed on the normal standby display of the display unit 130 after the provisioning process is completed. This notification is not limited to being displayed on the display unit 130; it may include notifications to staff at the store indicating that unavailable cards cannot be supplied, or notifications requesting the replenishment of cards (such as sending a notification to a communication terminal used by staff).
[0071] In this way, the game device according to this embodiment can achieve better utilization of item supply by switching action modes.
[0072] Furthermore, the provision process in this embodiment describes a method in which, in the supply priority mode, the determination of whether the second supply unit 120 can supply rare cards is performed only before card supply (S403), and after providing the game experience, the determination of whether the first supply unit 110 can supply ordinary cards is performed only (S408), thereby not notifying that rare cards cannot be supplied. However, the implementation of the present invention is not limited to this. For example, it may also be controlled such that, after the game experience is provided in the supply priority mode, the determination of whether cards can be supplied is performed for both the first supply unit 110 and the second supply unit 120, similar to the draw priority mode, and no notification is made if the second supply unit 120 is the supply unit that cannot supply cards.
[0073] Here, in the method of determining whether cards can be supplied to both the first supply unit 110 and the second supply unit 120 after the game experience in the supply-priority mode has been provided, even if the second supply unit 120 is unable to supply rare cards, if the first supply unit 110 is able to supply common cards, the control unit 101 will not set the game device 100 to an unusable state after the supply process is completed. Furthermore, even if the second supply unit 120 is able to supply rare cards, if the first supply unit 110 is unable to supply common cards, the control unit 101 will set the game device 100 to an unusable state after the supply process is completed. Additionally, if both the first supply unit 110 and the second supply unit 120 are unable to supply cards, the control unit 101 will set the game device 100 to an unusable state after the supply process is completed. As a result, the decision regarding whether to set the game device 100 to an unusable state is made regardless of whether the second supply unit 120 contains rare cards, similar to the aforementioned supply process.
[0074] Furthermore, while this embodiment describes a method in which, in a supply-priority mode, the first supply unit 110 supplies ordinary cards without relying on the draw results when the second supply unit 120 is unable to supply rare cards, the implementation of the present invention is not limited to this. For example, it is also possible to detect the state of the second supply unit 120 before performing the draw process, and control the draw process itself based on that state; that is, if the second supply unit 120 is unable to supply cards, the process is controlled to only receive draw results from the first supply unit 110.
[0075] Furthermore, while this embodiment describes a method for determining which card to supply for the detected cost payment through a selection process, the implementation of the present invention is not limited to this. For example, information on which card to supply may be specified in a table stored in memory 103 or the like, and the method for determining which card to supply may be obtained by retrieving information about a reference position determined based on specified rules from that table.
[0076] [Variation Example 1]
[0077] In the above-described embodiment 1, a method was described in which a card supply opportunity is set up once before providing a game experience for a single use of the game device 100. However, the implementation of the present invention is not limited to this. That is, continuous purchase of cards may also be set up, and multiple card supply opportunities may be set up during the use of the game device 100 (each time a card is supplied on the condition that payment is received).
[0078] In this case, since any supply unit may become unable to supply cards during multiple card supply opportunities, the supply control unit 105 determines the card holding status of the supply unit that just supplied the card after supplying a card (after S404, S405, or S410). Furthermore, the control unit 101 controls the supply of cards such that, in the supply priority mode, subsequent card supply opportunities during the current usage period are not generated if the first supply unit 110 becomes unable to supply ordinary cards; and in the selection priority mode, subsequent card supply opportunities during the current usage period are not generated if either the first supply unit 110 or the second supply unit 120 becomes unable to supply cards. At this time, the control unit 101 may also control the payment detection unit 104 to a state where it cannot accept payment.
[0079] [Implementation Method 2]
[0080] In the above-described implementation 1, a method was described in which a card supply and a game experience are provided once during the service provision period that begins based on the payment of a cost. However, the implementation of the present invention is not limited to this. For example, the present invention can be applied even if a so-called continuation function is provided, which extends the service provision period based on the detection of further cost payments after the game experience is completed and returns to S401 to provide additional card supply and game experience. In other words, the game device 100 is configured to provide multiple game experiences during a single use of the game device 100 by the player, provided that further cost payments are received at a specific stage.
[0081] Provide processing
[0082] Regarding the service provisioning process performed in the game device 100 of this embodiment having this structure, using Figure 5 The specific processing is illustrated using a flowchart. The processing corresponding to this flowchart can be implemented by the control unit 101, for example, reading the corresponding processing program stored in the storage device 102, expanding the processing program in the memory 103, and executing it. Furthermore, the processing provided in this embodiment will be described, for example, when the payment detection unit 104 detects payment. In addition, in the processing provided in this embodiment, steps that perform the same processing as those in Embodiment 1 described above are labeled with the same reference numerals and their descriptions are omitted; only the steps that perform the processing unique to this embodiment will be described below.
[0083] If the game's termination conditions are met in S407, the control unit 101 terminates the provision of the game experience and transfers the processing to S501.
[0084] In S501, the supply control unit 105, under the control of the control unit 101, determines whether the first supply unit 110 has become unable to supply ordinary cards. If the supply control unit 105 determines that the first supply unit 110 has become unable to supply ordinary cards, the process is transferred to S502; if it determines that the first supply unit 110 has not become unable to supply ordinary cards, the process is transferred to S503.
[0085] In S502, after the current provisioning process is completed, the control unit 101 controls the game device 100 to be set to an unusable state, thus completing the provisioning process. That is, the control unit 101 does not provide any further cost-paying opportunity related to the current use setting of the game device 100 and the use continuation function, and completes the provisioning process.
[0086] On the other hand, if in S501 it is determined that the first supply unit 110 has not changed to a state where it cannot supply ordinary cards, the presentation control unit 106, under the control of the control unit 101, causes the presentation unit 130 to present a notification in S503 indicating that the continued function can be used to provide an additional gaming experience. Then, the control unit 101 determines whether further cost payment related to providing the additional gaming experience has been made within the prescribed time limit. If the control unit 101 determines that further cost payment has been made within the prescribed time limit, it returns the process to S401; if it determines that no further cost payment has been made, it completes the provision process.
[0087] Similarly, if the control unit 101 determines in S412 that the game termination conditions have been met, it terminates the provision of the game experience and transfers the processing to S504.
[0088] In S504, the supply control unit 105, under the control of the control unit 101, determines whether any supply unit has become unable to supply cards. If the supply control unit 105 determines that any supply unit has become unable to supply cards, the process is transferred to S505; if the supply control unit determines that no supply unit has become unable to supply cards, the process is transferred to S506.
[0089] In S505, after the current provisioning process is completed, the control unit 101 controls the game device 100 to be set to an unusable state, thus completing the provisioning process. That is, the control unit 101 does not provide any further cost-paying opportunities related to the current use setting of the game device 100 and the continued use function, thus completing the provisioning process.
[0090] On the other hand, if in S504 it is determined that no supply unit has become unable to supply cards, the presentation control unit 106, under the control of the control unit 101, causes the presentation unit 130 to present a notification in S506 indicating that the continued function can be used to provide an additional gaming experience. Then, the control unit 101 determines whether further cost payment related to providing the additional gaming experience has been made within the prescribed time limit. If the control unit 101 determines that further cost payment has been made within the prescribed time limit, the process returns to S401; if it determines that no further cost payment has been made, the provision process is completed.
[0091] In this way, the game device 100 can be used flexibly and in a way that provides better supplies of items.
[0092] [Implementation Method 3]
[0093] In the above-described embodiments and variations, the method of providing supply opportunities for ordinary or rare cards before providing the game experience was explained. However, to increase the fun of the game, it is also possible that supply opportunities for other cards may arise during the provision of the game experience. That is, these other cards are not cards supplied in response to the detected cost payment, but rather cards supplied, for example, based on the fulfillment of specific conditions during the game experience. Here, these other cards are assumed to be cards different from ordinary and rare cards, and will be described below as special cards. Special cards are configured to be housed in a third supply unit (not shown) separate from the first supply unit 110 and the second supply unit 120 and are configured to be supplied. Furthermore, special cards are configured to be ordered and procured separately from the card set consisting of ordinary and rare cards.
[0094] The action control in the supply-priority mode described above ensures that the cards contained in each supply section of the game device 100 are supplied with a predetermined supply probability. Therefore, whether the second supply section 120 is unable to supply rare cards does not affect the fun of supplying cards corresponding to the cost payment. On the other hand, whether the third supply section is unable to supply special cards will result in differences in rewards between players who have met specific conditions during the game, thus affecting the fun of playing the game.
[0095] In other words, although special cards are only supplied under specific conditions during the provision of the game experience, it would be undesirable to allow players to use the game device 100 without first informing them that it is in a state where special cards cannot be supplied. On the other hand, setting the game device 100 to an unusable state based on the condition that the third supply department does not contain special cards that are not normally supplied and can only be supplied under specific conditions is inappropriate from the perspective of the profitability of the shops that set up the game device 100.
[0096] Therefore, in the game device 100 of this embodiment, when the third supply unit is unable to supply special cards while the device is in an available state, a notification indicating that special cards cannot be supplied is displayed in the standby display. When such a standby display is displayed on the presentation unit 130, and an operation input related to starting use, such as touch input to the presentation unit 130, is detected, a further notification is displayed... Figure 6The notification 600 shown is for confirmation purposes. As shown, notification 600 includes a statement 601 confirming that special cards cannot be supplied during the game experience, whether to use the game device 100, and options (items 602 and 603) for confirming whether this situation is known. Then, the control unit 101, based on the condition that an operation to acknowledge the notification 600 has been performed (a touch operation on item 602), controls the payment detection unit 104 to be in a state where it can detect payment, and accepts payment.
[0097] In this way, it is possible to balance the increased enjoyment of playing games with the profitability of the gaming device 100.
[0098] [Variation Example 2]
[0099] In the above-described embodiments and variations, the supply priority mode was described as an operation mode in which the game device 100 is unable to provide a gaming experience due to the condition that the first supply unit 110 becomes unable to supply ordinary cards. However, the implementation of the present invention is not limited to this. That is, the supply unit used in determining whether a gaming experience cannot be provided in the supply priority mode can be changed. This change can be achieved by specifying a supply unit as an option when setting the operation mode in the test mode.
[0100] Furthermore, in the above-described embodiments and variations, the supply units that supply cards based on acceptance of payment have been described as either a first supply unit 110 or a second supply unit 120. However, the implementation of the present invention is not limited to this, and there may be three or more types of supply units. In this case, the supply unit used in determining whether a gaming experience cannot be provided in the supply priority mode is set to any one of these.
[0101] [Other Implementation Methods]
[0102] The invention is not limited to the above-described embodiments, and various modifications and alterations can be made within the scope of the invention's intent.
[0103] Explanation of reference numerals in the attached figures
[0104] 100: Game device; 101: Control unit; 102: Storage device; 103: Memory; 104: Payment detection unit; 105: Supply control unit; 106: Presentation control unit; 107: Operation input unit; 110: First supply unit; 120: Second supply unit; 130: Presentation unit; 141: Input port; 142: Output port; 143: Holding unit; 144: Front panel.
Claims
1. A gaming device, comprising: Provides units that offer a gaming experience; Multiple supply units, which are capable of supplying items of different categories; The detection unit detects whether each of the plurality of supply units is in a state capable of supplying items; The setting unit accepts the setting of the action mode of the game device; as well as The control unit controls the operation of the supply unit and the plurality of supply units according to the operation mode set by the setting unit. The action mode includes a first mode, which is a mode in which the game experience cannot be provided when one of the plurality of supply units becomes unable to supply items.
2. The gaming device according to claim 1, wherein, In the first mode, if a supply unit other than the designated supply unit is unable to supply items, and the designated supply unit is able to supply items, then the game experience can be provided.
3. The gaming device according to claim 1 or 2, wherein, The action mode also includes a second mode, which is a mode in which the game experience cannot be provided if any one of the plurality of supply units becomes unable to supply items.
4. The gaming device according to claim 1 or 2, wherein, The action mode also includes a third mode, which is a mode that does not allow the player to use the game device. The setting unit only accepts the setting of the first mode during the period when the third mode is being operated.
5. The gaming device according to claim 1 or 2, wherein, The gaming device also includes a processing unit that processes payments related to the provision of the gaming experience. During operation in the first mode, the control unit controls the acceptance unit to a state where it cannot accept the payment of the consideration, provided that one of the specified supply units becomes unable to supply items.
6. The gaming device according to claim 5, wherein, In a single use of the gaming device, the providing unit can provide multiple gaming experiences on the condition that the receiving unit accepts further payment. During operation in the first mode, if one of the designated supply units becomes unable to supply items, the control unit controls the supply unit to prevent it from providing the subsequent gaming experience during the use of the gaming device.
7. The gaming device according to claim 5, wherein, During operation in the first mode, if a designated supply unit becomes unable to supply items while the supply unit is providing the gaming experience, the control unit controls the supply unit to a state where it is unable to provide the gaming experience after the gaming experience has ended.
8. The gaming device according to claim 5, wherein, The plurality of supply units includes a first supply unit capable of supplying items of a first category and a second supply unit capable of supplying items of a second category that are rarer than items of the first category. The specified supply unit is the first supply unit.
9. The gaming device according to claim 8, wherein, The control unit determines which of the first and second supply units to supply items based on the receipt of the payment, in a manner that the probability of deciding to supply the first type of items to the first supply unit is higher than the probability of deciding to supply the second type of items to the second supply unit.
10. The gaming device according to claim 8 or 9, wherein, The gaming device also includes a notification unit for informing the multiple supply units that they are unable to supply items. During operation in the first mode, the control unit controls the notification unit in a manner that does not notify the second supply unit that it is unable to supply items of the second category.
11. The gaming device according to claim 10, wherein, The first supply unit and the second supply unit supply items after the gaming device is started but before the gaming experience is provided. The plurality of supply units also includes a third supply unit, which, after the game experience is initiated, is determined whether to supply items and is capable of supplying a third category of items different from the first and second categories of items. The control unit performs the following control functions: If the third supply unit is unable to supply the third category of items, the notification unit shall notify that the third category of items is unavailable. The providing unit provides the gaming experience on the condition that the user has become aware of the notification.
12. The gaming device according to claim 10, wherein, A notification indicating that the item cannot be supplied includes a notification requesting the replenishment of the corresponding item.
13. The gaming device according to claim 10, wherein, If any one of the plurality of supply units becomes unable to supply items while the game device is being used, the control unit causes the notification unit to notify that the items cannot be supplied after the use ends.
14. The gaming device according to claim 1 or 2, wherein, The gaming device also includes a modification unit, which modifies a supply unit among the plurality of supply units that is designated as a specific supply unit.
15. A computer program product comprising a program that causes a computer equipped with a plurality of supply units capable of supplying articles of different categories to perform the following processes: Provides processing and enhances the gaming experience; Multiple supply processes are available to supply different categories of goods; The detection process checks whether each of the multiple supply units is in a state where it can supply items. Configure and process the settings for the computer's operating mode; as well as The control process controls the execution of the supply process and the actions of the multiple supply units according to the action mode set in the setting process. The action mode includes a first mode, which is a mode in which the game experience cannot be provided when one of the plurality of supply units becomes unable to supply items.
16. A game system comprising multiple categories of items and a game device capable of supplying said multiple categories of items, wherein, The gaming device includes: Provides units that offer a gaming experience; Multiple supply units, each capable of supplying different categories of items from the multiple categories of items; The detection unit detects whether each of the plurality of supply units is in a state capable of supplying items; The setting unit accepts the setting of the action mode of the game device; as well as The control unit controls the operation of the supply unit and the plurality of supply units according to the operation mode set by the setting unit. The action mode includes a first mode, which is a mode in which the game experience cannot be provided if one of the plurality of supply units becomes unable to supply items.
17. A computer-readable recording medium having recorded the program according to claim 15.
Citation Information
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