Computer system and program

The computer system addresses user distrust in virtual prize-winning games by performing physics calculations and visibly adjusting difficulty levels based on user interactions, enhancing transparency and reducing suspicion.

JP2025144200APending Publication Date: 2025-10-02BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2024043867
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-19
Publication Date
2025-10-02

AI Technical Summary

Technical Problem

In virtual prize-winning devices, difficulty adjustments can lead to user distrust if not transparently implemented, as users may suspect unfair processing when gameplay becomes difficult to understand.

Method used

A computer system that controls a virtual prize acquisition device by performing physics calculations in a simulated space, adjusting difficulty levels based on user interactions, and visibly changing play settings to maintain transparency and reduce distrust.

Benefits of technology

The system effectively reduces user distrust by visibly adjusting difficulty levels in virtual prize-winning games, ensuring transparent gameplay adjustments.

✦ Generated by Eureka AI based on patent content.

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Abstract

To realize a setup capable of reducing a possibility that a user is distrustful because of adjustment of difficulty when realizing game play of a virtual prize acquisition device.SOLUTION: A server system 1100 performs operation control of a virtual operation mechanism on the basis of a user's instruction operation, and realizes a virtual prize acquisition device for performing prize acquisition play aiming to acquire a prize by moving a virtual prize disposed in a virtual space and allowing it to arrive at a given target place. The server system 1100 comprises: a physical arithmetic control section 235 for moving a virtual prize by performing a physical computation including contact and gravity pertaining to the virtual prize by assuming a virtual space to be a real space; a determination section 237 for determining whether a difficulty change condition based on a play situation is satisfied; and a change control section 239 for executing change control for changing a play setting that a user can visually recognize in the case of affirmative determination by the determination section.SELECTED DRAWING: Figure 22
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Description

[Technical Field]

[0001] The present invention relates to a computer system and a program for realizing a virtual prize acquisition device. [Background technology]

[0002] Conventionally, gaming devices known as prize acquisition devices, such as crane games, have been known. Also, a technology for virtually realizing the gameplay of such prize acquisition devices using 3D simulation (physics calculation) is known (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-198390 Summary of the Invention [Problem to be solved by the invention]

[0004] In realistic prize-winning devices operated by users on-site, difficulty adjustments, such as adjusting the grip strength of the crane, may be implemented to maintain an expected payout rate. Because these realistic prize-winning devices are visible to users on-site, it is likely that these difficulty adjustments are acceptable to users who fail to win a prize. On the other hand, if difficulty adjustments are implemented for gameplay on a virtual prize-winning device that does not actually exist, users who fail to win a prize may suspect that some kind of unfair processing has occurred behind the scenes. In other words, if difficulty adjustments for gameplay on a virtual prize-winning device are implemented in a way that is difficult for users to understand, they may develop distrust and avoid the game.

[0005] The problem that the present invention aims to solve is to realize a mechanism that can reduce the possibility of users feeling distrustful by adjusting the difficulty level when realizing game play with a virtual prize-winning device. [Means for solving the problem]

[0006] The first invention for solving the above problem is a computer system that realizes a virtual prize acquisition device that controls the operation of a virtual operating mechanism based on user instructions and performs a prize acquisition play in which a virtual prize placed in a virtual space is moved to arrive at a given destination in order to acquire a prize.The computer system is equipped with a physics calculation control unit that assumes the virtual space is a real space and performs physics calculations including contact and gravity related to the virtual prize to move the virtual prize, a judgment unit that judges whether a difficulty change condition based on the play situation is met, and a change control unit that executes change control to change the play settings visible to the user when a positive judgment is made by the judgment unit.

[0007] According to the first aspect of the present invention, the virtual space is assumed to be a real space, and the prize winning play is controlled by physical calculations to move the virtual prize. When the play situation satisfies a difficulty level change condition, the play settings visible to the user can be changed. This reduces the possibility that the difficulty level adjustment will cause distrust among users when realizing game play with a virtual prize winning device.

[0008] A second invention is a computer system in which, in the above invention, the virtual prize is a virtual object having a solid outer surface, and the physics calculation control unit performs contact calculations related to the virtual prize based on the outer surface.

[0009] According to the second aspect of the present invention, contact calculations can be performed on a virtual prize as a virtual object having a solid outer surface. For example, if a stuffed animal with a fur fabric surface or a highly flexible accessory such as a ribbon is used as the virtual object, it is extremely difficult to realistically reproduce the deformation of the fur or ribbon at each position in the fur fabric according to the position, posture, and movement of the virtual object. This is because physical calculations in virtual space typically involve setting a bounding box to perform contact calculations. If a bounding box were set to cover the entire stuffed animal with a fur fabric surface, the fur at each position in the fur fabric would not deform at all, resulting in an incomprehensible play screen, which could cause the user to feel uncomfortable and distrustful. According to the second aspect of the present invention, the virtual prize can be used as a virtual object having a solid outer surface, eliminating the risk of such distrust.

[0010] A third invention is a computer system in the above invention, further comprising an acceptance control unit that accepts users who perform the prize-winning play on the prize-winning device and accepts consecutive plays by the same user, and the judgment unit determines whether the difficulty level change condition is met based on the relationship between the number of consecutive plays by the same user and the number of prizes won during the consecutive plays as the play situation.

[0011] According to the third invention, the play settings can be changed depending on the number of consecutive plays by the same user and the number of prizes won during consecutive plays.

[0012] A fourth invention is the computer system in the above invention, wherein the determination unit determines whether the difficulty level change condition is satisfied, using a payout rate as the playing situation.

[0013] According to the fourth invention, the play settings can be changed according to the payout rate.

[0014] A fifth invention is a computer system in which, in the above invention, the difficulty level change conditions have multiple levels of conditions defined, the judgment unit judges which level of the difficulty level change conditions is met, and the change control unit variably controls the degree of change to the play settings depending on the level of the difficulty level change conditions judged positively by the judgment unit.

[0015] According to the fifth aspect of the present invention, the difficulty level change condition can be set to a graded condition, and the degree of change in the play settings can be varied depending on which grade of the condition is met.

[0016] The sixth invention is a computer system in which, in the above invention, the change control unit performs control to return to the play settings before the change control was performed when a predetermined number of prize-winning plays have been completed after the change control has been performed.

[0017] According to the sixth aspect of the present invention, when the play settings are changed, the play settings can be left as they are for a predetermined number of prize winning plays, and then can be returned to the original play settings.

[0018] A seventh invention is a computer system in which, in the above invention, the difficulty change conditions have multiple levels of conditions defined, the judgment unit judges which level of the difficulty change conditions is met, and the change control unit variably controls the specified number of times depending on the level of the difficulty change conditions judged positive by the judgment unit.

[0019] According to the seventh aspect of the present invention, a stepwise condition is set for the difficulty level change condition, and the number of prize play attempts performed under the changed play settings can be changed depending on which step of the condition is met.

[0020] An eighth invention is a computer system in which, in the above invention, the change control unit changes the play settings regarding at least one of the shape, size, position, orientation, and additional placement of objects that may come into contact with the virtual prize in the virtual space.

[0021] According to the eighth aspect of the present invention, the user can change play settings that are visible to the user, such as the shape, size, position, orientation, and additional placement of an object that may come into contact with the virtual prize.

[0022] A ninth invention is a computer system in which, in the above invention, the change control unit changes the play setting relating to the shape and / or size of the contact portion of the virtual operation mechanism with the virtual prize.

[0023] According to the ninth aspect of the present invention, the user can change the play settings, which are visible to the user, regarding the shape and size of the contact portion of the virtual operation mechanism with the virtual prize.

[0024] A tenth aspect of the present invention is the computer system according to the above aspect, wherein the change control unit changes the play setting relating to a position where the virtual operating mechanism operates.

[0025] According to the tenth aspect, the user can change the play setting relating to the position where the virtual operating mechanism operates as a play setting that can be seen by the user.

[0026] An eleventh invention is a computer system in which, in the above invention, the change control unit changes the play settings relating to at least one of the shape, size, position, and orientation of the placement section on which the virtual prize is placed.

[0027] According to the eleventh aspect of the present invention, the user can change play settings relating to the shape, size, position and orientation of the placement section on which the virtual prize is placed, as play settings that are visible to the user.

[0028] A twelfth invention is the computer system in the above invention, wherein the change control unit changes the play setting relating to the number of virtual prizes to be arranged.

[0029] According to the twelfth aspect, the user can change the play setting regarding the number of virtual prizes to be arranged as a play setting that is visible to the user.

[0030] A thirteenth aspect of the present invention is the computer system in the above-mentioned aspect, wherein the change control unit changes the play settings relating to the size and / or position of the target location.

[0031] According to the thirteenth aspect, the user can change play settings relating to the size and position of the target location as play settings that are visible to the user.

[0032] The fourteenth invention is a program for causing a computer system to execute calculation control to realize a virtual prize acquisition device that controls the operation of a virtual operating mechanism based on user instructions and performs prize acquisition play in which a virtual prize placed in a virtual space is moved to arrive at a given destination in order to acquire the prize, the program causing the computer system to function as a physics calculation control unit that assumes the virtual space to be real space and performs physics calculations including contact and gravity related to the virtual prize to move the virtual prize, a judgment unit that judges whether a difficulty level change condition based on the play situation is met, and a change control unit that executes change control to change play settings visible to the user when a positive judgment is made by the judgment unit.

[0033] According to the fourteenth aspect of the present invention, it is possible to realize a program that provides the same effects as the first aspect of the present invention. [Brief explanation of the drawings]

[0034] [Figure 1] FIG. 1 is a diagram showing an example of the overall configuration of a game system. [Figure 2] FIG. 2 is a diagram showing an example of the device configuration of a user terminal. [Figure 3] FIG. 10 is a diagram showing an example of a play device selection screen. [Figure 4] FIG. 10 is a diagram showing an example of a game screen. [Figure 5] FIG. 10 is a diagram showing another example of a game screen. [Figure 6] FIG. 10 is a diagram showing another example of a game screen. [Figure 7]FIG. 10 is a diagram showing another example of a game screen. [Figure 8] FIG. 10 is a diagram for explaining an overview of change control relating to adjustment to increase difficulty level. [Figure 9] FIG. 10 is a diagram for explaining an overview of change control relating to adjustment to lower the difficulty level. [Figure 10] FIG. 10 is a diagram showing an example of the data configuration of a play setting change table. [Figure 11] FIG. 10 is a diagram illustrating control of changing play settings. [Figure 12] FIG. 10 is another diagram illustrating the control of changing play settings. [Figure 13] FIG. 10 is another diagram illustrating the control of changing play settings. [Figure 14] FIG. 10 is another diagram illustrating the control of changing play settings. [Figure 15] FIG. 10 is another diagram illustrating the control of changing play settings. [Figure 16] FIG. 10 is another diagram illustrating the control of changing play settings. [Figure 17] FIG. 10 is another diagram illustrating the control of changing play settings. [Figure 18] FIG. 10 is another diagram illustrating the control of changing play settings. [Figure 19] FIG. 10 is another diagram illustrating the control of changing play settings. [Figure 20] FIG. 10 is another diagram illustrating the control of changing play settings. [Figure 21] FIG. 10 is another diagram illustrating the control of changing play settings. [Figure 22] FIG. 2 is a block diagram showing an example of the functional configuration of a server system. [Figure 23] FIG. 3 is a diagram showing an example of the data configuration of virtual space setting data. [Figure 24] FIG. 2 is a block diagram showing an example of the functional configuration of a user terminal. [Figure 25] 10 is a flowchart showing the flow of processing performed by the server system. [Figure 26] 26 is a flowchart showing the flow of processing following FIG. 25. [Figure 27] FIG. 10 is a diagram showing a game screen in a modified example. [Figure 28] FIG. 10 is a diagram showing a game screen in a modified example. [Figure 29] FIG. 10 is a block diagram showing an example of the functional configuration of a user terminal according to a modified example. DETAILED DESCRIPTION OF THE INVENTION

[0035] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. Note that the present invention is not limited to the embodiments described below, and the forms to which the present invention can be applied are not limited to the following embodiments. In addition, in the description of the drawings, the same parts are given the same reference numerals.

[0036] [Overall configuration] Fig. 1 is a diagram showing an example of the overall configuration of a game system 1000 according to this embodiment. As shown in Fig. 1, the game system 1000 is a computer system including a server system 1100 and a user terminal 1500 owned by a player (user) 2 of the game according to this embodiment, which are connected via a network N so as to be able to communicate data with each other.

[0037] The network N refers to a communication path that allows data communication. That is, the network N includes a dedicated line (dedicated cable) for direct connection, a LAN (Local Area Network) using Ethernet (registered trademark), etc., as well as a communication network such as a telephone communication network, a cable network, or the Internet, and the communication method can be either wired or wireless.

[0038] The server system 1100 is a computer system including a main device 1101, a keyboard 1106, a touch panel 1108, and storage 1140. The main device 1101 incorporates a control board 1150 on which electronic components such as a CPU (Central Processing Unit) 1151, various microprocessors such as a GPU (Graphics Processing Unit) and a DSP (Digital Signal Processor), various IC memories 1152 such as a VRAM, RAM and ROM, and a communication device 1153 are mounted. Note that part or all of the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or an SoC (System on a Chip).

[0039] This server system 1100 realizes a user management function related to the user registration of user 2 and a game management function that provides data necessary for playing the game on user terminal 1500 and manages execution control of the game on user terminal 1500, by having CPU 1151 and the like perform calculations based on predetermined programs and data. In other words, the game in this embodiment is realized as a kind of client-server online game. User 2 accesses server system 1100 with his / her own user terminal 1500, logs in using an issued account (user ID), and enjoys the game of this embodiment.

[0040] The server system 1100 also cooperates with an external electronic settlement server operated by an electronic settlement service provider or the like to carry out the purchase procedure (billing process) of game coins, which are in-game currency. During the billing process, the electronic settlement server responds to an inquiry from the server system 1100 and settles the purchase amount of the game coins with User 2's credit card, prepaid card, or the like. Then, the server system 1100 grants User 2 game coins equivalent to the purchase amount settled by the electronic settlement server.

[0041] 1, the server system 1100 may be configured to include multiple blade servers each assigned to one function, connected to each other via an internal bus for data communication. Alternatively, the server system 1100 may be configured to function as a whole as a server system 1100 by having multiple independent servers installed in remote locations communicate with each other via a network N.

[0042] The user terminal 1500 is a computer system that functions as a man-machine interface, and is connected to the network N via a mobile phone base station, a wireless communication base station, or the like, and can perform data communication with the server system 1100. This user terminal 1500 can take the form of, for example, a smartphone, a mobile phone, a portable game device, a stationary home game device, a controller for a stationary home game device, a personal computer, a tablet computer, a wearable computer, or the like.

[0043] Fig. 2 is a diagram showing an example of the device configuration of a smartphone, which is an example of a user terminal 1500. As shown in Fig. 2, the user terminal 1500 includes a directional input key 1502, a home key 1504, a touch panel 1506 that functions as an image display device and a contact position input device, an internal battery 1509, a speaker 1510, a microphone 1512, a camera 1520, a control board 1550, and a memory card reader 1542 that can read and write data from and to a memory card 1540 that is a computer-readable storage medium. In addition, the user terminal 1500 is provided with a power button, a volume control button, etc. (not shown).

[0044] The control board 1550 is equipped with various microprocessors such as a CPU 1551, a GPU, and a DSP; various IC memories 1552 such as a VRAM, a RAM, and a ROM; a wireless communication module 1553 for wireless communication with a mobile phone base station or a wireless communication base station connected to the network N; and an interface circuit 1557. The interface circuit 1557 includes a circuit for receiving signals from the direction input keys 1502 and the home key 1504, a driver circuit for the touch panel 1506, an output amplifier circuit for outputting audio signals to the speaker 1510, an audio signal generation circuit for generating an audio signal collected by the microphone 1512, a circuit for inputting image data of an image captured by the camera 1520, and a signal input / output circuit for the memory card reader 1542. These elements equipped on the control board 1550 are electrically connected to each other via a bus circuit or the like, and are connected to enable reading and writing of data and sending and receiving of signals. Note that part or all of the control board 1550 may be configured using an ASIC, an FPGA, or an SoC.

[0045] In this control board 1550, an IC memory 1552 stores a game client program and various setting data required to execute this game client program. The game client program and the like are downloaded from the server system 1100 at appropriate times. Alternatively, the game client program and the like may be read from a separately obtained storage medium such as a memory card 1540. The CPU 1551 and the like execute the game client program to perform calculations, and controls each part of the user terminal 1500 in response to operational inputs made to the touch panel 1506, directional input keys 1502, and home key 1504, thereby enabling user 2 to play the game (in this embodiment, a crane game to win prizes).

[0046] [Game Overview] In the game system 1000 of this embodiment, a crane game is played. The server system 1100 virtually reproduces a prize acquisition device (crane game device) installed in an arcade or the like, and allows a user to play to acquire a prize in the crane game. A plurality of virtual prize acquisition devices (hereinafter referred to as "virtual prize acquisition devices") are provided, as in an actual arcade or the like, and are shared by users who log in to the server system 1100. That is, a user selects an unused virtual prize acquisition device from the provided virtual prize acquisition devices and plays to acquire a prize. Alternatively, if a user wants to play on a virtual prize acquisition device that is being played by another user, the user waits for their turn and plays to acquire a prize.

[0047] FIG. 3 is a diagram illustrating an example of a play device selection screen displayed on the user terminal 1500 upon logging in to the server system 1100. As shown in FIG. 3, the play device selection screen displays a list of multiple available virtual prize winning devices. The display area 3 of each virtual prize winning device includes a view menu M1 for viewing the game status of that virtual prize winning device (the state of the virtual space, which is the play space of that virtual prize winning device). The view menu M1 also displays the type of virtual prize winning device, whether or not there are users playing, the number of users waiting in line, the number of users viewing the view menu M1, and the prizes that can be won. In this embodiment, the types of virtual prize winning devices include, for example, three types: "Mae Otoshi," "Takoyaki," and "Bridge." Of course, other types may also be included. The user searches for the virtual prize winning device they want to play, selects the view menu M1, checks the state of the virtual space, and then selects a play menu (not shown) to begin playing to win a prize on that virtual prize winning device.

[0048] 1. Maeotoshi FIG. 4 is a diagram illustrating an example of a game screen displayed on the user terminal 1500 during a prize-winning play. As shown in FIG. 4, the game screen displays the state of the virtual space in the virtual prize-winning device during play. FIG. 4 illustrates an example of a game screen for "Mae Otoshi," in which the virtual prize-winning device is configured to replicate a crane game device known as "Mae Otoshi." Specifically, as shown in FIG. 4, the field 4 in the virtual space is composed of a horizontal prize placement section 41 and an inclined section 43 in front of it. A prize drop opening 45, which serves as the destination, is formed in front of the inclined section 43. The virtual prize O1 is, for example, a solid object with a rectangular solid outer surface. If the virtual prize O1 placed on the prize placement section 41 can be dropped into the prize drop opening 45, the prize is won.

[0049] At the top of the virtual space, a crane device 5 is provided as a virtual operating mechanism for grabbing the virtual prize O1. The crane device 5 has a main body 51 supported so as to be movable forward and backward, left and right, and up and down, and is configured by a pair of arms 53 attached to the bottom of the main body 51 that operate to pinch from the left and right.

[0050] The crane apparatus 5 operates based on instructions from the user, with the position where the arm 53 is above the prize drop opening 45 as a reference position (home position). That is, an operation icon 6 for operating the crane apparatus 5 is displayed at the bottom of the game screen, and the user operates the operation icon 6 to give instructions and operate the crane apparatus 5.

[0051] For example, left-right operation positions the main body 51 in the left-right direction, and rearward operation positions the main body 51 in the front-rear direction. When the user issues a positioning instruction, a series of operations of the crane apparatus 5 are automatically executed. That is, the main body 51 descends to a predetermined height, and the left and right arms 53 open once and then close. Then, with the left and right arms 53 remaining closed, the main body 51 rises, moves forward, and returns to the reference position. Thereafter, the arms 53 open and close, completing the series of operations.

[0052] 5 is a diagram showing an example of a game screen that is displayed when the series of operations of the crane device 5 described above is completed and the user has completed one round of prize acquisition play. As shown in FIG. 5, when the prize acquisition play ends, a continuous play menu M3 that instructs the user to continue the prize acquisition play (continuous play) is displayed at the bottom of the game screen. When this menu M3 is selected, the next prize acquisition play begins with the game status at the end of the previous prize acquisition play remaining unchanged. The user selects whether or not to continue the continuous play, taking into consideration the game status at the end of the previous prize acquisition play, the number of users currently viewing the game, the number of users waiting in line, etc.

[0053] 2. Takoyaki FIG. 6 shows an example of a game screen displayed on the user terminal 1500 when a virtual prize acquisition device with the "Takoyaki" type is selected on the play device selection screen. The virtual prize acquisition device is configured to replicate a crane game device known as a "takoyaki" machine. Specifically, as shown in FIG. 6, a field 7 in a virtual space is provided with a prize container 73 for accommodating a virtual prize O2 and a plate 75 shaped like a takoyaki maker and having multiple holes 77 on its top surface. The plate 75 is mounted on a movable base 71 forming the field 7. Depending on the orientation (inclination) of the movable base 71, the plate 75 can be horizontal with its top surface horizontal or tilted toward the player (see FIGS. 14 and 15). The virtual prize O2 is a solid object with a spherical outer surface sized to fit into the hole 77 in the plate 75. One of the multiple holes 77 in the plate 75 is the target hole 77a. The winning hole 77a is marked by a colored edge, etc. If the virtual prize O2 can be placed in the winning hole 77a, the prize will be won.

[0054] A crane device 5 is provided at the top of the virtual space, similar to the "front drop" virtual prize acquisition device. Specifically, the crane device 5 is composed of a main body 51 and a pair of arms 53. The crane device 5 operates based on user instructions, with the position of the arms 53 above the plate 75 as the reference position. The user operates the operation icons 6 displayed at the bottom of the game screen to give instructions and operate the crane device 5. For example, left-right operation positions the main body 51 in the left-right direction, and rearward operation moves the main body 51 above the prize storage section 73. After that, a series of operations similar to those of the crane device 5 in FIGS. 4 and 5 are automatically executed. Each time a prize acquisition play is completed, the user selects whether to continue playing.

[0055] 3. Bridging the gap FIG. 7 is a diagram showing an example of a game screen displayed on the user terminal 1500 when a "bridge" type virtual prize acquisition device is selected on the play device selection screen. The virtual prize acquisition device is configured to replicate a crane game device known as a "bridge" or similar device. Specifically, as shown in FIG. 7, a prize drop opening 81 is formed in the field 8 in the virtual space. Above the prize drop opening 81, multiple (two in FIG. 7) rods 83 are installed to resemble bridges spanning the prize drop opening 81, and a virtual prize O3 is placed on the rods 83. The virtual prize O3 is, for example, a solid object with a solid outer surface in the shape of a rectangular parallelepiped. The distance between the two rods 83 is set according to the length of each side of the virtual prize O3. If the virtual prize O3 can be dropped between the rods 83 into the prize drop opening 81, the prize is acquired.

[0056] A crane device 5 is provided at the top of the virtual space, similar to the "front drop" virtual prize acquisition device. Specifically, the crane device 5 is composed of a main body 51 and a pair of arms 53. The crane device 5 operates based on user instructions, with the position of the arms 53 above the prize drop opening 81 as its reference position. The user operates the operation icons 6 displayed at the bottom of the game screen to give instructions and operate the crane device 5. For example, left-right operations position the main body 51 in the left-right direction, and rearward operations position the main body 51 in the front-rear direction. After that, a series of operations similar to those of the crane device 5 in FIGS. 4 and 5 are automatically executed. Each time a prize acquisition play is completed, the user selects whether to continue playing.

[0057] [detail] The server system 1100 controls the operation of each virtual prize acquisition device provided, if a user is playing, and controls the prize acquisition play. Specifically, the server system 1100 assumes the virtual space is real space and executes a physics simulation that uses physics calculations to calculate the above-mentioned series of operations of the crane apparatus 5, the movement and fall of the virtual prizes, and interference between virtual prizes. To achieve this, a virtual weight is assigned to each virtual prize, and the arm force of the arm 53 of the crane apparatus 5 is also virtually assigned. Then, physics calculations, including contact and gravity, related to the virtual prize are performed to move the virtual prize. The virtual prize is a virtual object with a solid outer surface. In this embodiment, physics calculations related to the virtual prize are realized by calculating contact between the virtual prize and other objects using the outer shape of the virtual prize itself as a bounding box. The reason for using the virtual prize as a virtual object with a solid outer surface is as follows. For example, if a virtual object is a stuffed animal with a fur fabric surface, or a virtual object with a flexible accessory such as a ribbon, it is necessary to realistically reproduce the deformation of the fur or ribbon at each position of the fur fabric according to the position, posture, and movement of the virtual object, but this requires a huge amount of calculation and is extremely difficult to achieve. If a bounding box were set to cover the entire stuffed animal with a fur fabric surface, an incomprehensible image would be displayed in which the fur at each position does not deform at all, which could cause the user to feel uncomfortable and distrustful. Therefore, in this embodiment, the virtual prize is a virtual object with a solid outer surface.

[0058] The server system 1100 adjusts the difficulty level according to the user's play status on the virtual prize winning device, such as increasing the difficulty level if the prize winning frequency is high and decreasing the difficulty level if the prize winning frequency is low. The difficulty level adjustment is performed by changing play settings that are visible to the user. This is to make it clear visually that a difficulty level adjustment has been made. Settings that cannot be discerned visually are not changed. Therefore, it is possible to visually confirm whether a difficulty level adjustment has been made, what kind of difficulty adjustment has been made, etc., thereby reducing the possibility of the user becoming distrustful.

[0059] To this end, the server system 1100 determines whether or not the difficulty level change condition is met, and if a positive determination is made (determined that the difficulty level change condition is met), changes the play settings visible to the user.

[0060] The difficulty level change condition is a condition based on the play situation. For example, the server system 1100 determines the difficulty level change condition based on the play situation, which is the relationship between the number of consecutive plays by the same user and the number of prizes won during the consecutive plays.

[0061] Further, examples of visible play settings include (1) play settings related to the shape, size, position, orientation, and additional placement of objects that may come into contact with a virtual prize in the virtual space, (2) play settings related to the position where the virtual operation mechanism (in this embodiment, the crane device 5 of each virtual prize acquisition device) operates, (3) play settings related to the shape, size, position, and orientation of the placement section on which the virtual prize is placed, (4) play settings related to the number of virtual prizes to be placed, and (5) play settings related to the size and position of the destination point. The play setting (1) includes play settings related to the shape and size of the contact section of the virtual operation mechanism with the virtual prize (in this embodiment, the arm 53 of the crane device 5). Furthermore, the placement section (3) corresponds to the prize placement section 41 and inclined section 43 of the virtual prize acquisition device of the "front drop" type, the movable placement stand 71 of the "takoyaki" (octopus ball) and the two rods 83 of the "bridge," etc.

[0062] In this embodiment, the server system 1100 adjusts the difficulty level up to two levels and controls the change of play settings according to the level of difficulty. This change control can be achieved, for example, by determining in advance which of the above-mentioned visible play settings to change for each level of difficulty to be adjusted. Furthermore, multiple difficulty change conditions (here, four levels) corresponding to each level of difficulty to be adjusted are set in advance. Specifically, a condition corresponding to increasing the difficulty level by "+1" (one-level increase condition), a condition corresponding to increasing the difficulty level by "+2" (two-level increase condition), a condition corresponding to decreasing the difficulty level by "-1" (one-level decrease condition), and a condition corresponding to decreasing the difficulty level by "-2" (two-level decrease condition) are set as conditions based on the playing situation. Note that the number of levels of difficulty to be adjusted is not limited to two levels each, and may be set as appropriate.

[0063] 1. Overview of Change Control 8 is a diagram for explaining an outline of change control relating to adjustment to increase the difficulty level. During the user's prize winning play, the server system 1100 monitors whether the condition for increasing by one level is met (step S11). The condition for increasing by one level can be set, for example, as "the number of prizes won in the most recent 10 consecutive prize winning plays is four."

[0064] If the server system 1100 determines that the one-level increase condition is met, it adjusts the difficulty level to be one level higher than normal. That is, first, the predetermined play settings are changed according to the changes determined for increasing the difficulty level by one level (step S12). The number of prize-winning plays to which this difficulty level (the level in which the difficulty level is increased by "+1") is applied is set as a first number of times (step S13). Thereafter, the prize-winning plays are repeated the first number of times with the play settings changed in step S12 unchanged (step S14). The first number of times is set appropriately, for example, to "three times."

[0065] Next, the server system 1100 determines whether a two-stage increase condition is met (step S15). The two-stage increase condition can be set, for example, as "the user has won a prize in a first number of prize-winning plays."

[0066] If the two-stage increase condition is met, that is, if the user wins a prize despite having adjusted the difficulty level to be increased by one stage, the server system 1100 adjusts the difficulty level to be increased by another stage (two stages compared to normal). That is, first, the predetermined play settings are changed according to the changes defined for increasing the difficulty level by two stages (step S16). The number of prize-winning plays to which this difficulty level (the level in which the difficulty level is increased by "+2") is applied is set as the second number of times (step S17). Thereafter, the prize-winning plays are repeated the second number of times with the play settings changed in step S16 unchanged (step S18). The second number of times is appropriately set to a number different from the first number of times, such as "five times." It may also be set to a number less than the first number of times.

[0067] 9 is a diagram for explaining an outline of change control relating to adjustment to lower the difficulty level. During the user's prize winning play, the server system 1100 monitors whether the condition for lowering the difficulty level by one level is met (step S21). The condition for lowering the difficulty level by one level can be set, for example, as "the number of prizes won in the most recent 10 consecutive prize winning plays is zero."

[0068] If the server system 1100 determines that the one-level reduction condition is met, it adjusts the difficulty level to be one level lower than normal. That is, first, it changes the predetermined play settings according to the changes defined for reducing the difficulty level by one level (step S22). It also sets the number of prize play attempts to apply this difficulty level (the level where the difficulty level is reduced by "-1") as a third number of attempts (step S23). Thereafter, it repeats the prize play a third number of attempts with the play settings changed in step S22 unchanged (step S24). The third number of attempts is set appropriately, for example, to "three attempts."

[0069] Next, the server system 1100 determines whether a two-stage reduction condition exists (step S25). The two-stage reduction condition can be set, for example, as "the user has not won a prize in the third number of prize-winning plays."

[0070] If the two-level reduction condition is met, that is, if the user cannot win a prize even after adjusting the difficulty level to be lowered by one level, the server system 1100 adjusts the difficulty level to be lowered by another level (two levels compared to normal). That is, first, the predetermined play settings are changed according to the changes defined for lowering the difficulty level by two levels (step S26). The number of prize-winning plays to which this level of difficulty (the level where the difficulty level is reduced by "-2") is applied is set as a fourth number of times (step S27). Thereafter, the prize-winning plays are repeated a fourth number of times with the play settings changed in step S26 unchanged (step S28). The fourth number of times is appropriately set to a number different from the third number of times, such as "five times." It may also be set to a number less than the third number of times.

[0071] 2. Changes to play settings In this embodiment, the changes to the play settings are defined for each type of virtual prize acquisition device (see the play setting change table 540 in FIG. 22). FIG. 10 is a diagram showing an example of the data configuration of the play setting change table 540. As shown in FIG. 10, the play setting change table 540 is a data table that, in association with the type of virtual prize acquisition device, sets one or more patterns of combinations of changes for increasing the difficulty level by one level and changes for increasing the difficulty level by two levels, and sets one or more patterns of combinations of changes for decreasing the difficulty level by one level and changes for decreasing the difficulty level by two levels.

[0072] The combinations of change contents for one step up and two steps up, and the combinations of change contents for one step down and two steps down include settings that change the play settings to different degrees (e.g., record D11). For example, record D11 defines a change in the inclination angle of the "front drop" inclined portion 43, and the change in the inclination angle for one step up and two steps up is different (θ 11 >θ 12 ) This allows the inclination angle of the inclined portion 43 to be gradually reduced.

[0073] Furthermore, changes to the play settings to lower the difficulty level include changes to the size and shape of the arm 53 of the crane apparatus 5, as shown in records D21, D23, and D24. Fig. 11 is a diagram for explaining the control of changes to the play settings based on the changes in record D21, etc.

[0074] As shown in Fig. 11, in the change control of the play settings based on record D21 etc. in Fig. 10, when the one-stage reduction condition is satisfied, the size of the arm 53 (main body 51) is changed to be larger than the normal size shown in Fig. 11(a) (Fig. 11(b)). When the two-stage reduction condition is satisfied, the shape of the claw portion 55 at the tip of the arm 53 is further changed to be wider (Fig. 11(c)). This change in the play settings makes it easier to grab the virtual prize than normal, and the difficulty level is lowered.

[0075] Furthermore, the changes to the play settings related to "forward drop" include changes to the orientation (slope) of the sloped portion 43 (see FIG. 4, etc.) that constitutes the field 4, as shown in records D11 and D22 in FIG. 10. FIGS. 12 and 13 are diagrams for explaining the control of changes to the play settings based on these changes. The changes in records D11 and D22 in FIG. 10 define changes to make the slope angle θ of the sloped portion 43 smaller than normal, as shown in FIG. 12, or to make the slope angle θ of the sloped portion 43 larger than normal, as shown in FIG. 13.

[0076] Specifically, record D11 in FIG. 10 is a change content when increasing the difficulty level, and therefore stores change content for increasing the inclination angle θ by one level and for increasing the difficulty by two levels, in which the inclination angle θ is made smaller in stages than the normal inclination angle θs (θs>θ 11 >θ 12 According to the change in play setting here, the inclination of the inclined portion 43 becomes smaller, making it more difficult for the virtual prize O1 (see FIG. 4, etc.) to fall into the prize drop hole 45, and the difficulty level increases.

[0077] On the other hand, record D22 in FIG. 10 is a change content for lowering the difficulty level, so it stores a change content for lowering the inclination angle θ by one level and for lowering by two levels, in which the inclination angle θ is increased stepwise from the normal inclination angle θs (θs<θ 21 <θ 22 According to the change in play setting here, the inclination of the inclined portion 43 becomes larger, making it easier for the virtual prize O1 to fall into the prize drop hole 45, and the difficulty level decreases.

[0078] In addition to the changes shown in Figure 10, the changes to the play settings related to "Mae Otoshi" can also include, for example, adding a protrusion 47 to the inclined portion 43, as shown by the dotted line in Figure 13.

[0079] Furthermore, the changes to the play settings for "Takoyaki" include a change to change the orientation (tilt) of the movable installation platform 71 (see FIG. 6) that constitutes the field 7, as shown in record D12 in FIG. 10. FIGS. 14 and 15 are diagrams for explaining the control of changes to the play settings based on the changes. The changes in record D12 in FIG. 10 define a change to tilt the movable installation platform 71, which normally supports the plate 75 horizontally, by a predetermined tilt angle θ as shown in FIG. 15, so that the plate 75 is tilted.

[0080] Specifically, record D12 in FIG. 10 is a change content for increasing the difficulty level, so it stores change content for increasing the inclination angle θ in stages for one stage increase and two stages increase (0<θ 31 <θ 32According to the change in the play setting here, the plate 75 is tilted, making it more difficult for the virtual prize O2 to enter the winning hole 77a, and therefore the difficulty level increases.

[0081] In addition to the changes illustrated in FIG. 10 , changes to the play settings for “takoyaki” can also include adding an object that can come into contact with the virtual prize O2. FIGS. 16 and 17 are diagrams for explaining the control of changes to the play settings based on these changes. For example, changes to lower the difficulty level can include adding a shield 79 that surrounds the virtual prize O2 inserted onto the plate 75 to prevent it from falling off the plate 75, as shown in FIG. 16 and other figures. More specifically, as shown in FIG. 16 , a change to install the shield 79 is defined as a change to lower the difficulty by one level. Furthermore, as shown in FIG. 17 , a change to make the height of the shield 79 higher than that of FIG. 16 is defined as a change to lower the difficulty by two levels. This change to the play settings makes it even more difficult for the virtual prize O2 inserted onto the plate 75 to fall off the plate 75, making it easier for the virtual prize O2 to enter the winning hole 77a, thereby lowering the difficulty level.

[0082] Furthermore, the changes to the play settings for "takoyaki" can include changes to the number of virtual prizes O2 placed. Specifically, for example, a change to lower the difficulty level can include a change to additionally place virtual prizes O2 in the holes 77 other than the winning hole 77a on the plate 75. A change for increasing the difficulty by one level can be a change to additionally place a virtual prize O2 in one randomly selected hole 77 other than the winning hole 77a, and a change for increasing the difficulty by two levels can be a change to additionally place virtual prizes O2 in two randomly selected holes 77. This change to the play settings makes it easier for the virtual prize O2 dropped into the plate 75 to land in the winning hole 77a in a subsequent prize-winning play, thereby lowering the difficulty level.

[0083] Furthermore, changes to the play settings for "takoyaki" can include changes to the position at which the crane apparatus 5 operates. Figures 18 and 19 are diagrams for explaining the control of changes to the play settings based on these changes. For example, changes to increase the difficulty level can include changing the position (height) at which the arm 53 opens and closes above the plate 75 to a higher position than usual, as shown in Figure 18, while changes to decrease the difficulty level can include changing the position at which the arm 53 opens and closes above the plate 75 to a lower position than usual, as shown in Figure 19.

[0084] Furthermore, changes to the play settings for "Takoyaki" may include changes to increase or decrease the number of holes 77 that make up the plate 75. Changes may also include changes to increase the number of virtual prizes O2 by adding some virtual prizes O2 to the prize container 73, or to decrease the number of virtual prizes O2 by removing some virtual prizes O2 from the prize container 73.

[0085] Furthermore, the changes to the play settings related to "bridging" include changes to the position (width) and orientation (slope) of the two rods 83 on which the virtual prize O3 (see FIG. 7) is placed. FIGS. 20 and 21 are diagrams for explaining the change control of the play settings based on the changes. For example, record D25 in FIG. 10, as shown in FIG. 20, specifies a change to widen the interval W between the two rods 83 from the normal interval Ws. Specifically, record D25 in FIG. 10 specifies a change to lower the difficulty level by one level and by two levels, and stores changes to widen the interval W from the normal interval Ws in stages (Ws <W 21 <W 22 ) According to the change in play setting here, the interval between the rods 83 becomes wider, so that the virtual prize O3 becomes easier to drop.

[0086] Conversely, record D13 in FIG. 10 defines a change to narrow the interval W between the two rods 83 from the normal interval Ws. Specifically, record D13 in FIG. 10 defines a change to narrow the interval W from the normal interval Ws for increasing the difficulty level by one level and for increasing the difficulty level by two levels, and stores the change to narrow the interval W from the normal interval Ws in stages (Ws>W 11 >W 12 According to the change in play setting here, the interval between the rods 83 becomes narrower, so that it becomes more difficult to drop the virtual prize O3.

[0087] In addition, modifications can be made to widen the gap by making the shift distance of one end of one rod body 83, shown surrounded by a dotted line in Figure 21, different from the shift distance of the other end of the other rod body 83, shown surrounded by a two-dotted line.

[0088] In addition, changes to the size or position of the target location may be included. For example, changes to the play settings for "Front Drop" and "Bridge" may include making the opening size of the prize drop opening 45 or the prize drop opening 81 smaller or larger than normal. Also, changes to the play settings for "Takoyaki" may include changing the position of the hit hole 77a on the plate 75.

[0089] In addition, the change may include changing the shape of the placement section on which the virtual prize is placed. For example, the change in the play setting related to "bridging" may include changing the shape of the rod 83 from the prismatic rod exemplified in FIG. 7 to a cylindrical rod.

[0090] [Function Configuration] 1. Server system Fig. 22 is a block diagram showing an example of the functional configuration of the server system 1100. As shown in Fig. 22, the server system 1100 of this embodiment includes an operation input unit 100s, a server processing unit 200s, an image display unit 390s, a sound output unit 392s, a communication unit 394s, and a server storage unit 500s.

[0091] The operation input unit 100s is used to input various operations for system management, maintenance, etc., and can be realized by, for example, a keyboard, a mouse, a touch panel, etc. In FIG. 1, this corresponds to the keyboard 1106 and the touch panel 1108.

[0092] The server processing unit 200s can be realized by electronic components such as a processor, which is an arithmetic circuit such as a CPU, GPU, ASIC, or FPGA, or an IC memory, and controls the input and output of data between the operation input unit 100s and each unit of the device, including the server storage unit 500s. The server processing unit 200s performs various arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 100s, data received from the user terminal 1500, etc., and controls the overall operation of the server system 1100. In FIG. 1, this corresponds to the control board 1150 and its CPU 1151.

[0093] The server processing unit 200s includes a user management unit 210, a billing management unit 220, a game management unit 230, a timing unit 280s, an image generation unit 290s, a sound generation unit 292s, and a communication control unit 294s.

[0094] The user management unit 210 performs processes related to user registration and manages the data of each registered user linked to a user ID (account). For example, it can perform processes such as assigning a unique account to a registered user, registering and managing personal information for each account, and managing usage history such as login and logout history. Of course, it can also appropriately include management processes for other data linked to accounts.

[0095] The billing management unit 220 performs billing processing in response to a user's purchase of game coins, and grants the user game coins equivalent to the purchase amount. The purchased game coins are used to pay for playing, etc.

[0096] The game management unit 230 performs various processes related to the management of game execution. Since the game of this embodiment is a client-server online game, the game management unit 230 controls the provision of data necessary for prize play while communicating with the user terminal 1500.

[0097] For example, the game management unit 230 includes a virtual prize acquisition device management unit 231 , a reception control unit 233 , a physics calculation control unit 235 , a determination unit 237 , and a change control unit 239 .

[0098] The virtual prize winning device management unit 231 manages the prepared virtual prize winning devices. Information about the virtual prize winning devices is managed as virtual prize winning device management data 520.

[0099] The acceptance control unit 233 accepts users who will play for a prize and accepts consecutive plays by the same user for each virtual prize winning device (acceptance control process). In this embodiment, the acceptance control unit 233 accepts users who will play for a prize in response to the selection of the view menu M1 on the play device selection screen in Fig. 3 and the selection of a play menu (not shown). The acceptance control unit 233 also accepts consecutive plays by the same user in response to the selection of the consecutive play menu M3 on the game screen in Fig. 5.

[0100] The physics calculation control unit 235 controls the prize acquisition play by performing a physics-based simulation for each virtual prize acquisition device, and sets and updates the game status of that virtual prize acquisition device. That is, the physics calculation control unit 235 sets each component of the virtual prize acquisition device, including the crane apparatus 5, in accordance with the virtual space setting data 530, and arranges the virtual prize to form a virtual space. When the virtual space setting data 530 is updated as a result of the change control unit 239 executing a change control of the play settings, the virtual space is reconfigured in accordance with the updated virtual space setting data 530. Furthermore, when a user instructs the crane apparatus 5 to perform a series of operations to move the virtual prize. Then, when one prize acquisition play is completed, the virtual space setting data 530 is updated according to the game status at the time of completion. If the virtual prize reaches a destination as a result of the prize acquisition play, the user can acquire the prize.

[0101] The determination unit 237 determines whether or not a difficulty level change condition based on the play situation is satisfied for each virtual prize acquisition device.

[0102] The change control unit 239 executes change control to change the play settings visible to the user for each virtual prize winning device. In this embodiment, when the determination unit 237 determines that the difficulty level change condition is met, the change control unit 239 changes the play settings of the corresponding virtual prize winning device in accordance with the change contents in the play setting change table 540, and updates the virtual space setting data 530.

[0103] The timekeeping unit 280s uses a system clock to keep track of the current date and time, the time limit, and the like.

[0104] The image generating unit 290s generates images relating to system management of the server system 1100 and outputs them to the image display unit 390s.

[0105] The sound generation unit 292s is realized by executing an IC or software that generates or decodes audio data, and generates or decodes audio data such as operation sounds and background music related to system management and video distribution of the server system 1100. Audio signals related to system management are output to the sound output unit 392s.

[0106] The communication control unit 294s performs communication connection and data processing for data communication with an external device (for example, the user terminal 1500) via the communication unit 394s, thereby realizing data exchange with the external device.

[0107] The image display unit 390s displays various screens for system management and the like based on the image signals input from the image generation unit 290s. For example, this can be realized by an image display device such as a flat panel display, a projector, or a head-mounted display. In FIG. 1, this corresponds to the touch panel 1108.

[0108] The sound output unit 392s outputs the audio signal input from the sound generation unit 292s. In Fig. 1, this corresponds to a speaker (not shown) provided in the main device 1101 or the touch panel 1108.

[0109] The communication unit 394s establishes communication by connecting to the network N. For example, it can be realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In FIG. 1, this corresponds to the communication device 1153.

[0110] The server storage unit 500s stores in advance or temporarily stores each time processing is performed programs for operating the server system 1100 and implementing various functions of the server system 1100, as well as data used during execution of these programs. For example, this can be implemented by an IC memory such as RAM or ROM, a magnetic disk such as a hard disk, or an optical disk such as a CD-ROM or DVD. In FIG. 1, this corresponds to the IC memory 1152 and storage 1140.

[0111] The server storage unit 500s also stores a server program 501, a distribution game client program 503, user management data 510, virtual prize acquisition device management data 520, and the play setting change table 540 described with reference to Fig. 10. In addition, other necessary data such as timers, counters, various tables, thresholds, flags, etc. are also stored as appropriate.

[0112] The server program 501 is a program that causes the server processing unit 200s to function as the user management unit 210, the billing management unit 220, and the game management unit 230. Note that the server program 501 may also include programs that cause the server processing unit 200s to function as the image generation unit 290s, the sound generation unit 292s, and the communication control unit 294s, as appropriate.

[0113] The distribution game client program 503 is the original of the game client program 502 (see FIG. 24) downloaded to the user terminal 1500.

[0114] User management data 510 is prepared for each user who has completed user registration and stores various data for managing the user's prize-winning play. For example, one piece of user management data 510 stores, in association with the user ID of the user, the user's username, personal information such as the user's age and gender, and information on the balance of electronic payment media (e.g., game coins) linked to the user. The user management data 510 also stores play history data 511 of the user.

[0115] Play history data 511 is prepared for each prize acquisition play that has been performed up to now, and stores the device ID of the virtual prize acquisition device that performed the prize acquisition play, the play date and time of the prize acquisition play, information on the prize that the user acquired in the prize acquisition play, etc.

[0116] The virtual prize winning device management data 520 is prepared for each virtual prize winning device and stores various data describing the game status of the virtual prize winning device. For example, one virtual prize winning device management data 520 stores, in association with the device ID of the virtual prize winning device, the content of the won prize, the ID of the user currently playing, a list of users viewing the virtual space of the virtual prize winning device, a list of users waiting in line to play to win a prize on the virtual prize winning device, etc.

[0117] The virtual prize acquisition device management data 520 also stores virtual space initial setting data 521 that defines the initial state of the virtual space, and virtual space setting data 530 that is information on the current virtual space.

[0118] The virtual space setting data 530 is set based on the virtual space initial setting data 521 and includes play settings visible to the user, as illustrated with reference to FIGS. 10 to 21. For example, as shown in FIG. 23, the virtual space setting data 530 stores device setting data 531 of the virtual prize acquisition device, including the settings of the crane device 5, virtual prize definition data 533 that defines the virtual prize, and placement position data 535 of the virtual prize placed in the virtual space of the virtual prize acquisition device. The virtual space setting data 530 also includes data related to settings invisible to the user. However, the change control unit 239 does not subject the latter settings to change control (leaving the settings in the virtual space initial setting data 521 unchanged), but instead executes change control on only the visible play settings, thereby updating the virtual space setting data 530 as needed.

[0119] 2. User Device 24 is a block diagram showing an example of the functional configuration of the user terminal 1500. As shown in FIG. 24, the user terminal 1500 includes an operation input unit 100, a device processing unit 200, an image display unit 390, a sound output unit 392, a communication unit 394, and a device storage unit 500.

[0120] The operation input unit 100 is used by the user to input various operations, and can be realized by, for example, a button switch, a joystick, a touchpad, a trackball, an acceleration sensor, an angular velocity sensor, a CCD module, etc. In Fig. 2, this corresponds to the direction input keys 1502, the home key 1504, and the touch panel 1506.

[0121] The device processing unit 200 can be realized by a processor, which is an arithmetic circuit such as a CPU, GPU, ASIC, or FPGA, or by electronic components such as an IC memory, and controls the input and output of data between the device and each unit including the operation input unit 100 and the device storage unit 500. The device processing unit 200 performs various arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 100, data received from the server system 1100, etc., and controls the operation of the user terminal 1500. In FIG. 2, this corresponds to the control board 1550 and its CPU 1551. The device processing unit 200 in this embodiment includes a user terminal arithmetic unit 270, a timer unit 280, an image generation unit 290, a sound generation unit 292, and a communication control unit 294.

[0122] The user terminal calculation unit 270 executes various calculation processes to cause the user terminal 1500 to function as a terminal for the user's prize winning play. For example, the user terminal calculation unit 270 includes an operation signal transmission control unit 271 and a screen display control unit 273.

[0123] The operation signal transmission control unit 271 performs processing for transmitting various data and request information to the server system 1100 in response to an operation input to the operation input unit 100 .

[0124] The screen display control unit 273 controls the display of various screens, such as game screens, based on various data received from the server system 1100. For example, if the online game of this embodiment is realized as a web game, it can be realized using web technology that actively controls screen display using a web browser-based HTML together with Java (registered trademark) and CSS (Cascading Style Sheets), or a plug-in such as Adobe (registered trademark) Flash. Of course, other methods are also acceptable. In addition, in the configuration of this embodiment, the game space image (e.g., 3DCG, etc.) that forms the basis of the game screen is generated by the server system 1100, but it is also possible to configure the game space image to be generated by the user terminal 1500. In this case, the screen display control unit 273 controls objects arranged in a virtual three-dimensional space for generating the 3DCG.

[0125] The image generation unit 290, in cooperation with the screen display control unit 273, generates an image signal for displaying one game screen per frame time (for example, 1 / 60 seconds) based on various data received from the server system 1100, and outputs the generated image signal to the image display unit 390. For example, this can be realized by a processor such as a GPU or a digital signal processor (DSP), a video signal IC, a program such as a video codec, an IC memory for drawing frames such as a frame buffer, etc.

[0126] The sound generation unit 292 is realized, for example, by a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio codec for playing audio files, etc., and generates audio signals for game sound effects, background music, and various operation sounds, and outputs them to the sound output unit 392.

[0127] The communication control unit 294 performs communication connection and data processing for data communication with an external device (for example, the server system 1100) via the communication unit 394, thereby realizing data exchange with the external device.

[0128] The image display unit 390 displays various screens, such as a game screen, based on the image signal input from the image generation unit 290. For example, this can be realized by an image display device such as a flat panel display or a head-mounted display. In FIG. 2, this corresponds to the touch panel 1506.

[0129] The sound output unit 392 emits sound effects, background music, etc. related to the game based on the audio signal input from the sound generation unit 292. In FIG.

[0130] The communication unit 394 connects to the network N to realize communication. For example, it can be realized by a wireless communication device, a modem, a TA, a jack for a wired communication cable, a control circuit, etc. In FIG. 2, the wireless communication module 1553 corresponds to this.

[0131] The terminal storage unit 500 stores in advance or temporarily stores each time processing is performed programs for operating the user terminal 1500 and realizing the functions of the user terminal 1500, as well as data used during the execution of these programs. For example, this can be realized by IC memory such as RAM or ROM, a magnetic disk such as a hard disk, or an optical disk such as a CD-ROM or DVD. In FIG. 2, this corresponds to the IC memory 1552 and the memory card 1540.

[0132] The terminal storage unit 500 also stores a game client program 502. The game client program 502 is a program for causing the terminal processing unit 200 to function as the user terminal computing unit 270. This game client program 502 may be a dedicated client program in accordance with the technical method for realizing the online game, or may be configured by a web browser program and a plug-in for realizing interactive image display, etc. In this embodiment, the game client program 502 is a copy of the distribution game client program 503 (see FIG. 22) provided by the server system 1100.

[0133] [Processing flow] 25 and 26 are flowcharts showing the flow of processing performed by the server system 1100. Note that Figure 25 and other figures show the flow of processing focusing on one of the virtual prize acquisition devices provided, but in reality, the server system 1100 performs the processing of Figure 25 in parallel for all of the virtual prize acquisition devices. The processing described here is realized by the server processing unit 200s reading and executing the server program 501.

[0134] As shown in Figure 25, in this process, first, the acceptance control unit 233 starts the acceptance control process, and accepts users who play to win prizes on the virtual prize winning device at any time, and when the prize winning play ends, accepts consecutive plays by that user (the same user) (step S101).

[0135] Thereafter, the physics calculation control unit 235 starts a simulation using physics calculations, controls the prize winning play, and sets and updates the game status in the virtual prize winning device (step S103).

[0136] Once the control in step S103 has begun, the determination unit 237 monitors whether the one-level increase condition and the one-level decrease condition are satisfied while the same user continues to play. If the determination unit 237 determines that the one-level increase condition is satisfied (step S105: YES), the change control unit 239 references the play setting change table 540 and selects one combination of changes for increasing the difficulty level by one level and changes for increasing the difficulty level by two levels (step S107). The change control unit 239 then executes change control to change the corresponding play setting in accordance with the changes for increasing the difficulty level by one level selected in step S107 (step S109).

[0137] Thereafter, the process waits until the first number of prize acquisition plays has been completed. Then, when the first number of prize acquisition plays has been executed (step S111: YES), the determination unit 237 determines whether the two-stage increase condition exists. Then, when the user has not acquired a prize in the first number of prize acquisition plays and the two-stage increase condition is not met (step S113: NO), the change control unit 239 performs control to return the play settings changed in step S109 to the normal settings (step S115: YES), and the process proceeds to step S141.

[0138] On the other hand, if the user has won a prize in the first number of prize-winning plays and the two-stage increase condition is met (step S113: YES), the change control unit 239 executes change control to change the corresponding play settings in accordance with the change content for two-stage increase of the combination selected in step S107 (step S117). Thereafter, the system waits until the second number of prize-winning plays is completed. Then, once the second number of prize-winning plays has been executed (step S119: YES), the change control unit 239 executes control to return the play settings changed in steps S109 and S117 to the normal settings (step S121: YES), and the system proceeds to step S141.

[0139] 26, if the determination unit 237 determines that the one-level reduction condition is met (step S123: YES), the change control unit 239 references the play setting change table 540 and selects one combination of changes for one level reduction and two levels reduction that are set for lowering the difficulty level (step S125).Then, the change control unit 239 executes change control to change the corresponding play setting in accordance with the changes for one level reduction of the combination selected in step S125 (step S127).

[0140] Thereafter, the process waits until the third number of prize acquisition plays is completed. Then, when the third number of prize acquisition plays has been executed (step S129: YES), the determination unit 237 determines whether the two-stage reduction condition exists. Then, if the user has acquired prizes in the third number of prize acquisition plays and the two-stage reduction condition is not satisfied (step S131: NO), the change control unit 239 performs control to return the play settings changed in step S127 to the normal settings (step S133: YES), and the process proceeds to step S141 in FIG. 25.

[0141] On the other hand, if the user has not won a prize in the third number of prize-winning plays and the two-stage reduction condition is met (step S131: YES), the change control unit 239 executes change control to change the corresponding play settings according to the change content for two-stage reduction of the combination selected in step S125 (step S135). Thereafter, the system waits until the fourth number of prize-winning plays is completed. Then, once the fourth number of prize-winning plays has been executed (step S137: YES), the change control unit 239 executes control to return the play settings changed in step S127 and step S135 to the normal settings (step S139: YES), and the system proceeds to step S141 of FIG. 25.

[0142] Then, in step S141, an end determination is made, and until it is determined that the process has ended (step S141: YES), the process returns to step S105 and repeats the above-described processing.

[0143] As described above, according to this embodiment, the virtual space, which is the play space of the virtual prize acquisition device, is assumed to be real space, and the prize acquisition play is controlled by physical calculations, thereby controlling the series of operations of the crane device 5, the movement of the virtual prize, etc. Then, a difficulty level change condition is determined based on the user's playing status, and if the difficulty level change condition is met, visible play setting change control is executed to adjust the difficulty level. This reduces the possibility that the user will become distrustful due to difficulty level adjustment when realizing game play with a virtual prize acquisition device.

[0144] The forms to which the present invention can be applied are not limited to the above-described embodiments, and constituent elements can be added, omitted, or modified as appropriate.

[0145] [Variation 1] For example, in the above embodiment, a crane game machine was used as an example of the virtual prize acquisition device, but the present invention can also be applied to a pusher-type prize acquisition device. Figures 27 and 28 are diagrams showing examples of game screens in that case. The virtual prize acquisition device of this modification has a configuration that reproduces a pusher-type prize acquisition device, and as shown in Figure 27, it includes a rotating turntable 91, a shovel 92 as a virtual operating mechanism, a fixed table 93, and a slide table 94 that moves back and forth on the fixed table 93.

[0146] The user operates the shovel 92 by operating the operation icon 9 displayed at the bottom of the game screen to give instructions. For example, when the user inputs a start command, the shovel 92 is driven to scoop up the virtual prize O4, and when the user inputs a drop command, the shovel 92 drops the scooped up virtual prize O4 onto the fixed table 93. The virtual prize O4 that drops onto the fixed table 93 is pushed by the slide table 94. When the virtual prize O4 is pushed by the slide table 94 and drops from the fixed table 93 into the prize drop hole 95, the prize is won. There are multiple types of virtual prize O4 with different shapes, colors, etc., and the user can win a prize according to the type of virtual prize that drops. This can be achieved by defining the contents of the prize for each type of virtual prize.

[0147] In this modified example, similar to the above embodiment, changes to the play settings visible to the user are determined in advance, separately for increasing the difficulty level and decreasing the difficulty level, and when the difficulty level change conditions are met, change control is executed in accordance with the changes.

[0148] Changes to the play settings in the virtual prize acquisition device of this modified example can include, for example, making the shovel 92 larger than the normal size shown in Fig. 27 or changing it to a wider shape, as shown in Fig. 28, when lowering the difficulty level. Changes to increase the difficulty level can include making the shovel 92 smaller than the normal size or changing it to a narrower shape. Changes to decrease the difficulty level can include adding side fences 96 to both sides of the slide table or adding a virtual prize O4.

[0149] In addition, the changes to increase the difficulty level may include making the fixed table 93 and the slide table 94 smaller (narrower) than usual as shown in Fig. 27, and the changes to decrease the difficulty level may include making the fixed table 93 and the slide table 94 larger (wider) than usual. Also, the changes may include increasing or decreasing the size of the virtual prize O4 that is placed.

[0150] [Variation 2] In the above embodiment, the relationship between the number of consecutive plays by the same user and the number of prizes won during those consecutive plays is used as the play status, and a difficulty level change condition is determined based on the play status. Alternatively, the payout rate may be used as the play status, and a condition based on the payout rate may be used as the difficulty level change condition. In this case, the difficulty level change condition may be set, for example, as "the payout rate increases by 5% from a base payout rate (e.g., 30%)" or "the payout rate decreases by 5% from the base payout rate." In this modified example, the difficulty level may be increased or decreased in stages by determining a multi-stage condition for increasing the payout rate or a multi-stage condition for decreasing the payout rate.

[0151] Alternatively, the amount of the play fee paid by the user may be used as the play status, and a condition based on the amount of the play fee may be determined as the difficulty level change condition.

[0152] [Variation 3] Furthermore, in the above embodiment, a virtual prize acquisition device is shared by multiple users. However, a configuration in which a dedicated virtual prize acquisition device is provided for each user may also be adopted. In this case, the state of the virtual space at the time the game ends can be stored, so that the next time the user logs in, the game can be resumed from the state of the virtual prize acquisition device at the time of the previous end. The payout rate fluctuates solely based on the user's prize acquisition play on the virtual prize acquisition device. According to this modification, users can enjoy the game at their own convenience without being affected by the prize acquisition play of other users.

[0153] [Variation 4] Furthermore, in the above embodiment and modified examples, the server system 1100 is described as the entity that processes game management, but the user terminal 1500 may be the entity that processes game management, or the processing related to the game management may be distributed and executed between the server system 1100 and the user terminal 1500. For example, in the configuration of the above embodiment, if the user terminal is the entity that processes game management, an example of the functional configuration of the user terminal 1500A is as shown in Fig. 29. Note that in Fig. 29, the same components as those in the above embodiment are denoted by the same reference numerals.

[0154] As shown in FIG. 29 , in the user terminal 1500A of this modification, the device processing unit 200 includes a game management unit 230, and the screen display control unit 273 is omitted. In other words, the user terminal 1500A of this modification does not acquire data for displaying images such as game screens from the server system 1100, but serves as a computer system in which its own game management unit 230 performs game management processing, controls game execution, and generates images such as game screens. A game program 504 is stored in the device storage unit 500 of the user terminal 1500A. The game program 504, when executed by the user terminal 1500A, causes the device processing unit 200 to function as the user terminal calculation unit 270 and the game management unit 230. User management data 510 related to the user of the user terminal 1500A, virtual prize acquisition device management data 520, and a play setting change table 540 are also stored in the device storage unit 500.

[0155] The processing flow of the user terminal 1500A of this modified example is basically the same as the flowcharts shown in Figures 25 and 26, and each step can be interpreted as being executed by the game management unit 230 of the user terminal 1500A.

[0156] According to this modification, the same effects as those of the above embodiment can be obtained. Note that the user terminal 1500 may be configured to perform only some of the functions of the game management unit 230, rather than all of them. [Explanation of symbols]

[0157] 1000...Game System 1100...Server system 100s...Operation input section 200s...Server processing section 210...User Management Department 220...Billing Management Department 230...Game Management Department 231...Virtual prize acquisition device management unit 233...Reception control unit 235...Physics calculation control unit 237…Judgment section 239...Change control section 290s...Image generation section 292s…sound generation section 294s…Communication control unit 390s...Image display section 392s...Sound output section 394s…Communication Department 500s...Server storage section 501...Server program 503...Streaming game client program 510...User management data 511...Play history data 520... Virtual prize acquisition device management data 521...Virtual space initial setting data 530...Virtual space setting data 531...Device setting data 533...Virtual prize definition data 535...Location data 540...Play setting change table 1500, 1500A...User terminal 100...Operation input section 200...Terminal processing section 270...User terminal calculation unit 271...Operation signal transmission control unit 273...Screen display control unit 290...Image generation unit 292...Sound generation section 294...Communication control unit 390...Image display unit 392...Sound output unit 394…Communications Department 500...Device memory section 502...Game client program N...Network 2...User

Claims

1. A computer system for realizing a virtual prize acquisition device that controls the operation of a virtual operation mechanism based on a user's instruction operation, and performs a prize acquisition play in which a virtual prize placed in a virtual space is moved to arrive at a given destination, with the aim of acquiring the prize, a physical calculation control unit that assumes the virtual space to be a real space and performs physical calculations including contact and gravity related to the virtual prize to move the virtual prize; a determination unit that determines whether a difficulty level change condition based on a play situation is satisfied; a change control unit that executes change control to change play settings visible to the user when the determination unit makes a positive determination; A computer system comprising:

2. the virtual prize is a virtual object having a solid outer surface; the physical calculation control unit performs a contact calculation for the virtual prize based on the outer surface.

10. The computer system of claim 1.

3. an acceptance control unit that accepts a user who will play the prize acquisition play on the prize acquisition device and accepts consecutive plays by the same user; Further provided with the determination unit determines whether the difficulty level change condition is satisfied based on the relationship between the number of consecutive plays by the same user and the number of prizes won during the consecutive plays as the play status; 10. The computer system of claim 1.

4. the determination unit determines whether the difficulty level change condition is satisfied based on the payout rate as the play status.

10. The computer system of claim 1.

5. The difficulty level change conditions include a plurality of stages of conditions, the determination unit determines which level of the difficulty level change condition is satisfied; the change control unit variably controls the degree of change of the play setting in accordance with the stage of the difficulty level change condition determined to be affirmative by the determination unit; 5. A computer system according to claim 3 or 4.

6. the change control unit, when performing the change control and a predetermined number of prize acquisition plays are completed, performs control to return to the play setting before performing the change control; 5. A computer system according to claim 3 or 4.

7. The difficulty level change conditions include a plurality of stages of conditions, the determination unit determines which level of the difficulty level change condition is satisfied; the change control unit variably controls the predetermined number of times depending on the stage of the difficulty level change condition determined to be affirmative by the determination unit; 7. The computer system of claim 6.

8. the change control unit changes the play setting regarding at least one of a shape, a size, a position, an orientation, and an additional arrangement of an object that may come into contact with the virtual prize in the virtual space; The computer system according to any one of claims 1 to 4.

9. the change control unit changes the play setting related to the shape and / or size of a contact portion of the virtual operation mechanism with the virtual prize; 9. The computer system of claim 8.

10. the change control unit changes the play setting related to the position where the virtual operating mechanism operates; 9. The computer system of claim 8.

11. the change control unit changes the play setting relating to at least one of the shape, size, position, and orientation of a placement unit on which the virtual prize is placed.

9. The computer system of claim 8.

12. the change control unit changes the play setting related to the number of virtual prizes to be arranged; The computer system according to any one of claims 1 to 4.

13. the change control unit changes the play settings related to the size and / or position of the target location; The computer system according to any one of claims 1 to 4.

14. A program for causing a computer system to execute arithmetic control for realizing a virtual prize acquisition device that controls the operation of a virtual operation mechanism based on a user's instruction operation, and performs a prize acquisition play in which a user aims to acquire a prize by moving a virtual prize placed in a virtual space and making the prize arrive at a given destination, a physical calculation control unit that performs physical calculations including contact and gravity related to the virtual prize, assuming that the virtual space is a real space, and moves the virtual prize; a determination unit that determines whether a difficulty level change condition based on a play situation is satisfied; a change control unit that executes change control to change a play setting visible to the user when the determination unit makes a positive determination; A program for causing the computer system to function as a

Citation Information

Patent Citations

  • Business-oriented game device and program

    JP2019198390A