Arcade game device and game program

JP7638589B2Active Publication Date: 2025-03-04SEGA CORP
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Patent Information

Application Number
JP2019118309
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2019-06-26
Publication Date
2025-03-04
Estimated Expiration
2039-06-26

AI Technical Summary

Benefits of technology

【0011】 本発明によれば、種々の遊技媒体を取得する機会を、プレイヤが利用しやすくなる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To allow a player to easily utilize an opportunity of acquiring various game media.SOLUTION: An arcade game device 110 is the game device for providing a game corresponding to payment of value and a game medium, and includes a game control part for controlling progress of a game according to a game medium set by a player, a first providing part for providing a new game medium before start or after completion of progress of a game, a second providing part for providing an additional game medium according to an additional purchase instruction by a player, and an impartation part for imparting a privilege of advantageously changing setting of a next game to a player when a game medium is purchased additionally.SELECTED DRAWING: Figure 13
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Description

[Technical field]

[0001] The present invention relates to providing a recording medium for use in a game device. [Background technology]

[0002] Arcade game machines (commercial game machines) that charge a fee for each play have a history of over 40 years. One type of arcade game is the "collectible card game" (also called "trading card game"), in which players use game cards to battle against each other.

[0003] A character is associated with each game card, and an illustration of the character is often drawn on the front of the game card. The arcade game device dispenses the game card after playing a game. A player uses the character associated with the game card by having the arcade game device read the game card he or she owns. Therefore, until a player has accumulated a certain number of game cards, the player must pay a game fee and have the arcade game device provide game cards. Methods for providing game cards include a method of dispensing printed game cards and a method of dispensing game cards stored internally.

[0004] As a method for quickly providing an opportunity to pay out game cards, for example, an arcade game device may have an additional payout function. By using the additional payout function, a player can obtain game cards without having to play the game. The additional payout function is a useful function for players who want to prioritize collecting game cards over playing the game. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Patent No. 6331892 Summary of the Invention [Problem to be solved by the invention]

[0006] Players who want to enjoy playing rather than collect game cards feel more satisfied if they use the game fee to play. Therefore, they may continue to play the game repeatedly without increasing the number of types of game cards they own.

[0007] However, collectible card games have the aspect that the worldview of the game expands due to the diversity of game cards. Therefore, encouraging players to increase the variety of game cards allows them to enjoy collectible card games more deeply. In other words, even if a player is not interested in a type of game card, he or she may be surprised by the fun that comes from using it. Note that game cards are an example of game media, and similar issues may arise with game media other than game cards.

[0008] Patent Document 1 discloses a technique for encouraging a player to perform a character provision request operation by using the addition of parameters used in a game as a motivating factor. However, Patent Document 1 is structured so that the player selects the character to be provided, so it does not encourage the acquisition of a variety of characters.

[0009] The present invention was completed based on the recognition of the above problems, and its main object is to make it easier for players to take advantage of opportunities to obtain various game media. [Means for solving the problem]

[0010] A gaming device in one aspect of the present invention is a gaming device that provides a game and gaming media in response to payment of a fee, and is equipped with a game control unit that controls the progress of the game in accordance with the gaming media set by the player, a first providing unit that provides new gaming media before the progress of the game begins or after it ends, a second providing unit that provides additional gaming media in accordance with an instruction for additional purchase by the player, and a granting unit that grants the player a benefit that changes the settings of the next game to the player's advantage when additional gaming media is purchased. Effect of the Invention

[0011] According to the present invention, players can more easily take advantage of opportunities to acquire various game media. [Brief description of the drawings]

[0012] [Figure 1] FIG. 2 is a diagram illustrating a hardware configuration of the game system. [Diagram 2] FIG. 2 is a functional block diagram of an arcade game machine. [Diagram 3] FIG. 2 is a functional block diagram of a data processing unit and a data storage unit. [Figure 4] 11 is a flowchart showing a first processing step in the arcade game machine. [Diagram 5] 13 is a flowchart showing a second processing step in the arcade game machine. [Figure 6] FIG. 13 is a diagram showing an example of a start screen for battle play. [Figure 7] 13 is a flowchart showing a third processing step in the arcade game machine. [Figure 8] FIG. 13 is a diagram showing an example of a screen displaying an image and attributes of a character to be made into a card. [Figure 9] FIG. 13 is a diagram showing an example of a screen for receiving instructions regarding additional printing. [Figure 10] FIG. 13 is a diagram showing an example of a screen that prompts the user to insert coins for additional printing. [Figure 11]FIG. 13 is a diagram showing an example of a screen that prompts a user to insert a coin to continue the game. [Figure 12] 13 is a flowchart showing a fourth processing step in the arcade game machine. [Figure 13] FIG. 13 is a diagram showing an example of a screen notifying a user that a ticket has been issued. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0013] FIG. 1 is a diagram showing the hardware configuration of a game system 100. As shown in FIG. In game system 100, multiple arcade game devices 110a, 110b,..., 110m (hereinafter, when referring to them collectively or when no distinction is made between them, they will be referred to as "arcade game devices 110") are connected to a game server 102 via Internet 106.

[0014] The arcade game device 110 is installed in an amusement park, a game center, etc. The arcade game device 110 is connected to the Internet 106 via a wire. The arcade game device 110 may be connected to the game server 102 via a dedicated line.

[0015] The arcade game device 110 according to this embodiment provides a collectible card game. Since a collectible card game is based on the premise that the player has game cards, a mode is provided to make it easier for the player to acquire game cards at an early stage. The collectible card game in this embodiment has a "card purchase mode" and a "play mode." The card purchase mode is a mode for the sole purpose of purchasing game cards, and the play mode is a mode for playing a competitive game, described below, using game cards.

[0016] If a player selects the card purchase mode, they can repeatedly obtain game cards by inserting a coin. Specifically, when the player pays the purchase fee, one game card is randomly selected from multiple game cards, and the player is provided with the game card they have won. Players with few game cards can efficiently collect game cards by using the card purchase mode.

[0017] Naturally, a player who has a certain number of game cards will want to play. In the play mode, not only can the game be played, but for example, a new game card is provided after the game ends. Therefore, by repeatedly playing, the types of game cards held by the player will increase little by little. There are two methods for providing game cards: one is to dispense a printed game card each time a card is dispensed, and the other is to dispense a card selected from multiple types of game cards stored internally. In this example, the game card is dispensed by printing. The method of dispensing a card selected from the game cards stored internally will be explained in Modification 2.

[0018] In the play mode, an opportunity for additional printing is provided. Additional printing is a function that prints and provides additional game cards if the player desires after normal game card printing. Hereinafter, printing and providing game cards accompanying game play is called "normal printing" and is distinguished from additional printing. No additional fee is charged for normal printing. In the play mode, after normal printing is performed, additional printing is performed if the player desires. Additional printing is charged. In this embodiment, the use of additional printing is promoted. If a player uses additional printing to have a variety of game cards, the player can use the game cards in various combinations and experience a variety of game developments. In this example, the game cards are dispensed after the game ends, but the game cards may be dispensed before the game starts. An example of dispensing game cards before the game starts will be described in Modification 1.

[0019] Therefore, a player who uses additional printing is given a bonus that changes the game settings to the player's advantage. If such a bonus is given, the player can advance the next play at an advantage, which tends to motivate the player to use additional printing. In this example, the bonus is given as the right to increase the reward obtained by playing. The reward in this embodiment is the score obtained by playing. Furthermore, the content of the game play in this example is a battle between the player's character, determined by the game card that the player has set in the arcade game machine, and the opponent's character (hereinafter sometimes referred to as the enemy character) that is automatically brought into play by the arcade game machine.

[0020] In addition, we aim to provide a card game with a variety of characters by making it easier for a player to obtain the defeated opponent's character as a game card when the player defeats the opponent's character in a battle, and by increasing the probability that a specific character (for example, a so-called rare character) will appear in the game even when the player instructs the game to continue (so-called continue).

[0021] In summary, in the card purchase mode, a player can collect game cards for a fee. In the play mode, a player plays a competitive game using game cards in hand, and as a result of the competitive game, a new game card is obtained by normal printing. As a result of the competitive game, a score (reward) is provided to the player, and the player's accumulated score (hereinafter referred to as "total score") is added. After normal printing, if a player requests additional printing, an additional game card is provided. By using additional printing, a "benefit" is obtained that makes it easier to obtain a high score in the next competitive game. In the collectible card game of this embodiment, multiple players compete against each other for total scores. By using additional printing, a player can easily increase his / her total score.

[0022] FIG. 2 is a functional block diagram of the arcade game machine 110. Each component of the arcade game machine 110 is realized by hardware including computing units such as a CPU (Central Processing Unit) and various coprocessors, storage devices such as memory and storage, and wired or wireless communication lines connecting them, and software stored in the storage devices and supplying processing instructions to the computing units. The computer program may be composed of device drivers, an operating system, various application programs located at higher layers than these, and libraries that provide common functions to these programs. Each block described below represents a functional block, not a hardware-based configuration.

[0023] The arcade game machine 110 includes a user interface unit 200 , a data processing unit 300 , a data storage unit 400 , and a communication unit 500 . The user interface unit 200 is responsible for processing related to the user interface, such as input operations from the player and image display on the monitor 115. The data processing unit 300 executes various processes based on data acquired by the user interface unit 200 and data stored in the data storage unit 400. The data storage unit 400 stores various information. The data storage unit 400 may be included in the arcade game machine 110, or may be provided in the game server 102 via a communication network. The communication unit 500 is responsible for communication processing with the game server 102 via the Internet 106.

[0024] The user interface unit 200 includes an input unit 210 that accepts input from a player, and an output unit 230 that outputs various information such as images to the player. The user interface unit 200 is connected to a monitor 115, a card dispenser 120, an input device 130, a card creation device 140, and a near-field wireless communication device 150. The monitor 115 is a known display means for displaying various images. A game card is set in the card dispenser 120. The card dispenser 120 has a card reading scanner 122 for reading a figure drawn on a predetermined surface of the game card. A figure that can identify a game card's unique ID (hereinafter referred to as a "card ID") is printed on the back or front of the game card. The predetermined surface on which this figure is printed is called the figure surface. The game card is uniquely identified by the card ID. The input device 130 accepts various input operations by the player. The card creation device 140 is a known printing means such as a printer. The near field communication device 150 reads the player ID from the player card using a known near field communication technology such as the NFC (Near Field Communication) standard.

[0025] The input unit 210 includes a coin detection unit 212 , a player ID detection unit 214 , a selection reception unit 216 , a card ID detection unit 218 , a first instruction reception unit 220 , and a second instruction reception unit 222 . The coin detection unit 212 detects the insertion of a coin. The player ID detection unit 214 detects the player ID from the player card held over the short-range wireless communication device 150. The player is identified by the player ID. The player purchases a player card in advance. The player is specified by the player ID registered in advance on the player card. The player card is an identification card for identifying the player. On the other hand, the game card identifies the character owned by the player. The selection reception unit 216 accepts the mode selection by the player. The card ID detection unit 218 determines the card ID based on the figure included in the image of the figure side of the game card read by the card reading scanner 122. The first instruction reception unit 220 accepts an instruction regarding additional printing. The second instruction reception unit 222 accepts an instruction regarding continuation of the game.

[0026] The output unit 230 includes a screen output unit 232. The screen output unit 232 causes the monitor 115 to display various screens.

[0027] FIG. 3 is a functional block diagram of the data processing unit 300 and the data storage unit 400. The data processing unit 300 includes a game control unit 302 , a reward providing unit 304 , a probability setting unit 306 , a first card providing unit 308 , a second card providing unit 310 , a first benefit providing unit 312 and a second benefit providing unit 314 .

[0028] The game control unit 302 specifies the character ID corresponding to the card ID and controls the progress of the game. In this embodiment, the characters that appear are identified by the character ID. The game cards and the characters are associated in advance. For example, when the game card with the card ID=A02 and the character ID=B05 are associated with each other, the game server 102 registers A02 and B05 in association with each other. The card creation device 140 prints an image of the character B05 on the game card with the A02 and sends out the game card. By associating the player ID with the card ID, the game server 102 manages which player has what game card (character). Note that this information may be provided from the game server 102 to the arcade game machine 110 at any time. The game control unit 302 develops a battle between the character corresponding to the game card set by the player and the character that the data processing unit 300 makes appear, based on the user's operation, the character's attributes, and the like. The reward providing unit 304 gives the player a reward (score) according to the result of the battle play. The reward data is managed as a total score for each player in the game server 102. The game server 102 may calculate a cumulative reward value for each player and publish it on the web in a ranking format.

[0029] The probability setting unit 306 sets the probability that each character will be provided as a game card during normal printing or additional printing. Hereinafter, printing a character as an image on a game card will be referred to as "character cardization." Also, the probability that a character will be printed as an image on the front side of a game card will be referred to as "cardization probability." The first card providing unit 308 performs a lottery (hereinafter referred to as "normal lottery") at the end of the match play to determine the character to be made into a card, and causes the card creation device 140 to generate a game card on which the character is printed. That is, the first card providing unit 308 performs normal card provision included in the play mode. More specifically, a plurality of characters, for example, 50 characters, are set as selection candidates, and the first card providing unit 308 selects one character from the selection candidates by performing a normal lottery based on the cardization probability of each character, and instructs the card creation device 140 to make the selected character into a card (normal printing).

[0030] The second card providing unit 310 performs a lottery (hereinafter referred to as "additional lottery") in response to an instruction for additional printing to determine a character to be made into a card, and causes the card creating device 140 to generate a game card on which the character is printed. In other words, the second card providing unit 310 performs card provision in the additional printing function. Note that, for example, a group of characters excluding characters already selected by normal printing, for example 49 characters, may be set as selection candidates, and the second card providing unit 310 may select one character from the selection candidates by performing an additional lottery based on the probability of each character being made into a card, and instruct the card creating device 140 to make a card out of the selected character (additional printing).

[0031] When the first benefit provision unit 312 receives an instruction for additional printing, it provides a benefit (hereinafter referred to as an "additional printing benefit") that changes the game settings to the player's advantage. Specifically, the first benefit provision unit 312 provides a ticket that increases the reward to the player as the additional printing benefit. Details of the ticket will be described later. When the second benefit provision unit 314 receives an instruction to continue the game (instruction to continue), it provides a benefit (hereinafter referred to as a "continuation benefit") that changes the game settings to the player's advantage. Specifically, the second benefit provision unit 314 increases the probability that a predetermined character (for example, a so-called rare character) appears in the battle game as the continuation benefit. The second benefit provision unit 314 may reduce the probability that a predetermined character appears in the battle game as the continuation benefit. For example, if the probability that a so-called common character appears in the battle game is reduced, the player will be more likely to have an opportunity to battle against a character that is unknown to the player or that he or she rarely encounters.

[0032] The data storage section 400 includes a card information storage section 402 , an appearance probability storage section 404 , and a card probability storage section 406 . The card information storage unit 402 stores character information including a character ID, a character attribute, and a character image in association with a card ID. The character attribute is information that defines the character's temperament (e.g., courage), physical strength, attack power, growth level (level), defense power, attack points, and other parameters, the character's skills, occupation, type (animal, etc.), and strength. The appearance probability storage unit 404 stores the probability that the character will appear in a battle play (hereinafter referred to as "appearance probability") in association with each character ID. The cardization probability storage unit 406 stores the cardization probability of the character in association with each character ID. In a battle play, the game control unit 302 selects a character to appear as an enemy from a plurality of types of characters. An appearance probability is set for each character, and a character with a low appearance probability is a so-called rare character. The number of enemy characters that appear may be one, or may be two or more.

[0033] The player selects a character that will be his ally in the battle game. The number of ally characters may be one or more than one. The game control unit 302 selects an enemy character from among a plurality of types of characters. When the battle game is over, the first card providing unit 308 executes a normal lottery that includes some or all of the enemy characters as selection candidates (for example, 50 characters). Note that the probability of an enemy character defeated in the battle game being turned into a card increases, making it easier to make it into a character (game card) in one's possession. When a rare character becomes an opponent, the player hopes to defeat this character and obtain it through normal printing (normal lottery). Even if the player is unable to obtain the desired character through the normal lottery, an opportunity to try again is provided through additional printing (additional lottery).

[0034] FIG. 4 is a flowchart showing a first processing step in the arcade game machine. First, a player starts a collectible card game by holding a player card over the card and inserting a coin. When the coin detection unit 212 detects the insertion of a coin (S10), the player ID detection unit 214 detects a player ID from the player card held over the short-range wireless communication device 150 (S12). If the player ID cannot be detected, the player is treated as a guest. The selection reception unit 216 receives a mode selection by the player (S14). When the player selects the card purchase mode (Y in S14), the game control unit 302 executes a card purchase mode process (S16). In the card purchase mode process, the provision of game cards is repeated up to a predetermined number (for example, 9 cards) in response to a player's request. When the card purchase mode process is completed, the screen output unit 232 displays a screen indicating that printing has been completed on the monitor 115 (S18), and the entire process is completed.

[0035] When the player selects the play mode (N in S14), the process proceeds to S20 shown in Fig. 5. The process from S20 onwards corresponds to the play mode process.

[0036] FIG. 5 is a flowchart showing a second processing step in the arcade game machine. In the play mode, the player sets two game cards in the card dispenser 120 of the arcade game machine 110. The card ID detection unit 218 detects the card ID from the game cards set in the card dispenser 120 (S20).

[0037] Before starting a battle play, the game control unit 302 determines by lottery which characters will appear in the battle play. For this purpose, the game control unit 302 initializes the appearance probability of each character (S22). The initial value of the appearance probability may be a fixed value or may be a value that varies to some extent. The appearance probability may differ for each character. The appearance probability of so-called rare characters is set to be smaller than the appearance probabilities of other characters. The appearance probability of each character is stored in the appearance probability storage unit 404. When narrowing down the characters to be appeared, the appearance probability of characters that have been determined not to appear from the beginning may be set to 0.

[0038] The game control unit 302 performs a lottery for characters to appear in the match play according to the appearance probability of each character (S24). The game control unit 302 develops the match play with the selected characters as the enemy team (S26). The team members of the player's side are determined by the character ID corresponding to the card ID detected from the game card. Therefore, the game control unit 302 identifies the character ID of the player's side by referring to the card information. FIG. 6 is a diagram showing an example of a start screen of the match play. In this example screen, two characters that are the team members of the player's side are displayed on the lower side, and two characters that the data processing unit 300 causes to appear are displayed on the upper side. After this, the game control unit 302 develops the match play in response to the input operation of the player and further by referring to the attributes of the player's characters.

[0039] Returning to the explanation of FIG. 5, when the match play in S26 ends, the reward provision unit 304 determines a reward (score) according to the contents of the match play and provides the reward (score) to the player (S28). For example, if the opponent's character is defeated, the reward becomes higher, and if the player's character is defeated, the reward becomes lower. The screen output unit 232 displays the value of the reward obtained by the player on the monitor 115 (S28). Note that the reward is not limited to an index value such as a score that indicates the player's level of proficiency or achievement in the game, but may be content that is useful for the player to advance the game advantageously, such as the character's experience value or items that the character can use.

[0040] After the reward is provided, the game card is printed normally. The probability setting unit 306 initializes the probability of each character being made into a card for the normal lottery to select the character to be made into a card (S30). The initial value of the probability of being made into a card may be a fixed value or may be a value that varies to some extent. The probability of being made into a card may differ for each character. The probability of a so-called rare character being made into a card is set to be smaller than the probability of other characters being made into a card. The probability of each character being made into a card is stored in the card probability storage unit 406. When narrowing down the characters to be made into cards, the probability of a character not decided from the beginning not to be made into a card may be set to 0.

[0041] If an enemy character that appeared in the game is defeated (Y in S32), the probability setting unit 306 increases the probability of the defeated enemy character being made into a card (S34). The probability setting unit 306 may add a predetermined value to the original probability of being made into a card, or may multiply the original probability of being made into a card by a predetermined value greater than 1. In this way, the possibility that a character defeated in a battle play will be provided as a card increases, raising the player's expectations. If an enemy character that appeared in the game is not defeated, the probability of being made into a card is not changed.

[0042] FIG. 7 is a flowchart showing a second processing step in the arcade game machine. After initializing and adjusting the probability of making a card, the first card providing unit 308 executes a normal lottery according to the probability of making a card (S36). The first card providing unit 308 acquires the card ID and the image of the character corresponding to the winning character ID from the card information storage unit 402, and sends an instruction to make a game card including the card ID and the image of the character to the card making device 140. The card making device 140 prints the image of the character included in the card making instruction on the surface of the mount of the game card, and prints the figure converted from the card ID on the figure surface of the mount of the game card (S38). Then, the card making device 140 sends out the printed game card to the outside of the card receiving opening provided in the housing of the arcade game machine 110. At this time, the screen output unit 232 displays a screen showing the image and attributes of the character to be made into a card on the monitor 115. Also, the first card providing unit 308 registers the card ID and the character ID in association with each other in the game server 102. FIG. 8 is a diagram showing an example of a screen showing the image and attributes of the character to be made into a card.

[0043] Returning to the explanation of FIG. 7, after normal printing, additional printing of game cards may be instructed (S40). The screen output unit 232 displays a screen for accepting additional printing instructions on the monitor 115. FIG. 9 is a diagram showing an example of a screen for accepting instructions regarding additional printing. The "BUY" button 600 is a button for instructing additional printing. The "DO NOT BUY" button 602 is a button for instructing not to additional printing. In this example, a message is also displayed indicating that the probability of turning an opponent's character that the player defeated in a battle game into a card has increased. Furthermore, a message is also displayed informing the player that a ticket will be given as a bonus if additional printing is instructed.

[0044] Returning to the explanation of FIG. 7, when the first instruction receiving unit 220 receives an instruction to perform additional printing by selecting the button 600 (Y in S40), the coin detection unit 212 detects the insertion of a coin (S42), and the process proceeds to S44 in FIG. 12. The process from S44 onwards corresponds to the process of additional printing. The process of additional printing will be described later with reference to FIG. 12. FIG. 10 is a diagram showing an example of a screen that prompts the user to insert a coin for additional printing in S42. This screen also displays a message regarding the upper limit of the number of additional printings. Note that if no coin is inserted and the "Cancel" button 604 is selected, the process proceeds to S54, as in the NO route of S40.

[0045] Returning to the explanation of FIG. 7, if the first instruction receiving unit 220 receives an instruction not to perform additional printing, the process proceeds to processing related to continuing the game. It is assumed that an upper limit (for example, two times) is set for the number of times the game can be continued. If the number of times the game can be continued has already reached the upper limit (Y in S54), the screen output unit 232 displays a game over screen on the monitor 115 (S62), and the entire process ends.

[0046] If the number of times the game can be continued has not reached the upper limit, the player can give an instruction to continue the game. Therefore, the screen output unit 232 displays a screen (not shown) on the monitor 115 for receiving an instruction to continue the game or an instruction not to continue the game. This screen is provided with a button for an instruction to continue the game and a button for an instruction not to continue the game. If the second instruction receiving unit 222 receives an instruction not to continue the game (N of S56), the screen output unit 232 displays a game over screen on the monitor 115 (S62), and the entire process ends. On the other hand, if the second instruction receiving unit 222 receives an instruction to continue the game (Y of S56), the coin detection unit 212 detects the insertion of a coin (S58), and the process proceeds to S60.

[0047] In the process of S56, the screen output unit 232 may display a screen prompting the player to insert a coin instead of a screen for accepting an instruction to continue the game. In this case, if the insertion of a coin is detected within a predetermined time, it is deemed that an instruction to continue the game has been given. If the insertion of a coin is not detected within the predetermined time, it is deemed that an instruction not to continue the game has been given. FIG. 11 is a diagram showing an example of a screen prompting the player to insert a coin to continue the game. This screen also displays a message informing the player that the probability of a so-called rare character appearing will increase if the player instructs to continue the game.

[0048] Returning to the description of FIG. 7, in S60, the second benefit providing unit 314 increases the appearance probability of a predetermined character (for example, a so-called rare character). In this case, the second benefit providing unit 314 may add a predetermined value to the original appearance probability, or may multiply the original appearance probability by a predetermined value greater than 1. As described above, the second benefit providing unit 314 may decrease the probability that a predetermined character (for example, a so-called common character) appears in the battle game. In this case, the second benefit providing unit 314 may subtract a predetermined value from the original appearance probability, or may multiply the original appearance probability by a predetermined value less than 1. Then, the process returns to S24 shown in FIG. 5, and the above-mentioned process is repeated. By increasing the appearance probability of a rare character, the player expects the rare character to appear and be captured in the next battle game. In other words, the continuation benefit in this embodiment is to increase the appearance probability of a rare character by a continuation instruction.

[0049] FIG. 12 is a flowchart showing the third processing step in the arcade game machine. 12 shows the process related to additional printing. When additional printing is instructed (Y of S40, S42), the first benefit granting unit 312 counts the number of additional printings (S44). Depending on the number of additional printings, the type of ticket to be granted in S53 is determined.

[0050] The second card providing unit 310 executes an additional drawing according to the card probability in the same manner as in S36 (S46). If an opponent's character is defeated in a match-up play and the card probability of the defeated enemy character increases in the process of S34 shown in FIG. 5, an additional drawing is performed while maintaining that state. Therefore, another additional drawing is performed while the probability of obtaining the enemy character defeated in a match-up play as a card is high. For example, if a character that the player wants as a card is defeated in a match-up play, even if it was not printed the first time, it becomes easier to obtain a game card for that character by additional printing.

[0051] 7, second card providing unit 310 acquires a card ID and a character image corresponding to the selected character ID from card information storage unit 402, and sends a card creation instruction including the card ID and the character image to card creating device 140. Card creating device 140 prints the character image included in the card creation instruction on the front side of the game card mount, and prints a figure converted from the card ID on the figure side of the game card mount (S48).

[0052] An upper limit (for example, 2 times) is set for the number of times additional printing can be performed. If the number of additional printings has already reached the upper limit (Y in S50), the first benefit granting unit 312 grants tickets to the player according to the number of additional printings (S53), and returns to the process of S54 shown in FIG. 7. The tickets granted to the player are parameters and not goods. If the additional printing is performed once, a type of ticket corresponding to the right to double the reward for the next battle game is granted. If the additional printing is performed twice, a type of ticket corresponding to the right to triple the reward is also granted. If the upper limit of additional printing is 3 or more, a type of ticket corresponding to the right to increase the reward by N+1 times may be granted in the same way when the additional printing is performed N times. Ticket information is transmitted to the game server 102 together with the player ID, and the ticket information is stored in the game server 102 in association with the player ID. In S28 of FIG. 5, the reward providing unit 304 inquires of the game server 102 whether the ticket information corresponding to the player ID is stored, and when the answer that the ticket information is stored is received, the reward is increased according to the type of ticket. When the ticket is used, the ticket information stored in the game server 102 is erased. Note that a consumption period is set for the ticket, and the ticket is automatically erased when a predetermined period (for example, 10 days) has passed since the ticket information was stored in the game server 102. In the process of S44, the screen output unit 232 displays a screen notifying the user that the ticket has been granted on the monitor 115. FIG. 13 is a diagram showing an example of a screen notifying the user that a ticket equivalent to a right to double the reward in the next competitive game has been granted. This screen also displays a message notifying the user of the ticket's consumption period.

[0053] Returning to the explanation of Fig. 12, if the number of additional prints has not reached the upper limit (N in S50), the first instruction receiving unit 220 receives an instruction to additionally print game cards (S52), similar to the case of S40 shown in Fig. 7. If the first instruction receiving unit 220 receives an instruction to perform additional prints (Y in S52), the process proceeds to S42 shown in Fig. 7, and the above-mentioned process is repeated. If the first instruction receiving unit 220 receives an instruction not to perform additional prints (N in S52), as described above, the first benefit granting unit 312 grants tickets to the player according to the number of additional prints (S53), and the process proceeds to S54 shown in Fig. 7.

[0054] [Variation 1] A game card may be provided before starting to play the game. However, in the first modification, the probability of a character being turned into a card is not changed by defeating an enemy character in the game. In other words, a character being turned into a card is selected by lottery according to the probability of a character being turned into a card set as an initial value in the process of S30 shown in FIG.

[0055] Specifically, after the card ID is detected in S20 in Fig. 5, the process moves to S30 to perform normal printing and additional printing of the card. After the probability of turning the character into a card is initialized in S30, the processes of S32 and S34 related to changing the probability of turning the character into a card are not performed. The processes of S36 to S53 shown in Fig. 7 are executed as is. Then, when the normal printing process of the card is completed in the NO route of S40 or the additional printing process of the card is completed in S53, the process moves to S22. After executing the processes of S22 to S28 related to playing the game, the process moves to S54. Then, the processes of S54 to S62 related to continuing the game and ending the game are executed.

[0056] [Variation 2] As a method of paying out game cards, the game cards may be selected and sent out from among the cards stored inside, without printing the game cards. The game cards stored inside have a character image printed on the front side in advance, and a figure indicating the card ID printed on the figure side. The arcade game machine 110 is provided with a game card storage section (not shown) for each type of game card, that is, each type of character. Each game card storage section corresponds to a character ID. A game card of a character specified by the character ID is set in the game card storage section. The arcade game machine 110 is also provided with a game card transport mechanism (not shown) that sends out the game cards set in each game card storage section to the outside of a card receiving opening provided in the housing of the arcade game machine 110. Selecting and sending out a game card according to the type of game card is called selective sending.

[0057] In the process of S38 shown in Fig. 7, the first card supply unit 308 controls the game card transport mechanism to send out the game card set in the game card storage unit corresponding to the character ID won in the normal lottery from the card receiving opening. This selective sending performed in response to the normal lottery is called normal selective sending. In the process of S48 shown in Fig. 12, the second card supply unit 310 controls the game card transport mechanism to send out the game card set in the game card storage unit corresponding to the character ID won in the additional lottery from the card receiving opening. This selective sending performed in response to the additional lottery is called additional selective sending.

[0058] Regular printing and regular selection sending are examples of payouts made in response to a regular lottery (hereinafter referred to as regular payouts). Additional printing and additional selection sending are examples of payouts made in response to an additional lottery (hereinafter referred to as additional payouts).

[0059] It is also possible to provide a common game card storage section instead of providing a game card storage section for each type of character. In this case, the game cards of each type of character are set in a stacked manner in a predetermined order, or in a random order. No lottery is performed for carded characters, and the game cards are dispensed in the order in which they are set. That is, in the process of S38 shown in FIG. 7, the first card providing section 308 controls the game card transport mechanism to sequentially send out the game cards set in the common game card storage section out of the card receiving opening. Similarly, in the process of S48 shown in FIG. 12, the second card providing section 310 controls the game card transport mechanism to sequentially send out the game cards set in the common game card storage section out of the card receiving opening.

[0060] [Other variations] When the result of the battle game (e.g., reward) meets a predetermined standard or when an opponent's character is defeated, the probability setting unit 306 may increase the probability of a predetermined character (e.g., a so-called rare character) being turned into a card. In this case, in the normal lottery or additional lottery, it is possible to increase the player's expectations for obtaining not only the enemy character defeated in the battle game, but also other rare characters. The probability setting unit 306 may also decrease the probability of a predetermined character (e.g., a so-called common character) being turned into a card. In this way, it becomes easier to avoid obtaining common characters twice. A rare character may be a character that is rare to all players and has a low appearance probability, or may be a character that is valuable to a specific player. For example, assume that player P1 has collected nine types of characters C1 to C9 out of ten types of warrior-type characters C1 to C10. If player P1 can obtain character C10, he or she can "complete" the warrior type, so character C10 becomes a rare character (a character of rarity) for player P1. In this way, a rare character may be a character that has a relative value based on the player's possession of game cards (characters).

[0061] In the process of S56 shown in FIG. 7, if the second instruction receiving unit 222 receives an instruction to continue the game, and further, in the process of S58, the coin detection unit 212 detects the insertion of a coin, the probability setting unit 306 may increase the probability of a predetermined character (for example, a so-called rare character) being turned into a card. Alternatively, the probability setting unit 306 may decrease the probability of a predetermined character (for example, a so-called common character) being turned into a card. In this way, it becomes easier to avoid acquiring common characters twice. In these cases, the process (S30) of initializing the probability of a character being turned into a card after the next battle play is not performed.

[0062] 7, if the second instruction receiving unit 222 receives an instruction to continue the game in the process of S56, and further if the coin detection unit 212 detects the insertion of a coin in the process of S58, the second benefit granting unit 314 may grant, as a benefit, the right to increase the probability of the defeated enemy character being turned into a card if the enemy character is defeated in the next battle play. Then, at the time when the next battle play ends, the probability setting unit 306 may increase the probability of the enemy character being turned into a card more than usual in the process of S34.

[0063] In the above example, the number of additional prints is counted in the process of S44 shown in FIG. 12, and the type of ticket is determined according to the number of additional prints in the process of S53. However, the type of ticket may be determined according to the amount paid for the additional prints. In that case, the amount paid for the additional prints is stored in the process of S44, and the type of ticket is determined according to the total amount paid for the additional prints in the process of S53. The game center may set its own play fee, card purchase fee, additional payout fee, etc. For example, in the case of a game center that provides a service in which two credits can be obtained for 100 yen, the payment amount is 100 yen even if two additional prints are performed. Therefore, in this case, the same benefit as that for one additional print in normal operation in which one credit is obtained for 100 yen may be given. In this way, the benefit may be set according to the price of the additional prints, not the number of additional prints.

[0064] When requesting additional printing, a player may be able to insert any amount equal to or greater than 100 yen (basic fee). In this case, a player who pays 500 yen to request additional printing may be given a more generous bonus than a player who pays 100 yen to request additional printing. Note that the number of additional printings is an example of the number of additional payouts, and the payment amount for additional printing is an example of the payment amount for additional payouts.

[0065] When granting the ticket (S44 in FIG. 12), the first benefit granting unit 312 may grant the player the right to change the game settings to his / her advantage as a benefit. For example, the player may increase the physical strength, attack power, or growth level of the character corresponding to the card held by the player.

[0066] The present invention is not limited to the above-mentioned embodiment and modified examples, and the components can be modified without departing from the gist of the present invention. Various inventions can be formed by appropriately combining multiple components disclosed in the above-mentioned embodiment and modified examples. In addition, some components can be deleted from all the components shown in the above-mentioned embodiment and modified examples.

[0067] In this embodiment, when an additional payout is instructed, a bonus is given to the player to change the settings of the battle game to the player's advantage, so that the player is motivated to make an additional payout. If the player makes an additional payout and increases the types of game cards he holds, he will be able to enjoy the worldview of, for example, a collectible card game.

[0068] A player can collect many game cards by normal payouts just by playing the game repeatedly. Generally, a player who has many game cards (hereinafter referred to as an "expert player") is less motivated to obtain new game cards by additional payouts. On the other hand, an experienced player is more likely to be interested in competing with other players for total score (proficiency). In this embodiment, an additional payout privilege is provided as a "right to easily obtain a large score (reward) in the next battle game", thereby stimulating the experienced player's motivation to make additional payouts. For example, suppose that a score of 300 points is obtained when defeating an enemy character in a battle game. However, if the player has a ticket (additional payout privilege) that doubles the score, the player can obtain a score of 600 points when defeating an enemy character in the next battle game, making it easier to increase the total score efficiently. In addition, by providing various game cards by additional payouts, an opportunity can be provided to an experienced player to discover the appeal of game cards that he or she did not have. For example, in a collectible card game that provides 1000 types of game cards, an experienced player who has acquired 300 types of game cards may not be motivated to collect more game cards. In this case, the experienced player is less likely to notice the appeal of the remaining 700 types of game cards. According to this embodiment, by encouraging the experienced player to use additional payouts, more game cards are provided to the experienced player, which makes it easier for the experienced player to enjoy the inherent appeal of the game.

[0069] A player expects to obtain a rare character when making a normal payout and an additional payout. In order to obtain a rare character, the player must defeat the rare character that appears as an enemy in the battle game and win the rare character through a normal lottery that includes the rare character as a selection candidate. According to this embodiment, the appearance probability of the rare character can be increased by issuing an instruction to continue the game, so that the player's motivation to continue the game can be increased. As described above, in addition to the appearance probability, the probability of the rare character being turned into a card may be increased as a continuation benefit.

[0070] Furthermore, since the contents of the benefit are determined according to the number of times the additional payout is made, the player is motivated to repeatedly request an additional payout.

[0071] In addition, if the content of the benefits is determined according to the amount of the additional payment, it is easier to maintain a balance between costs and benefits.

[0072] In addition, as a special privilege, the player is granted the right to increase the reward for the next game play, so that the player can compensate for the expected reward for the play that was not possible due to the additional payout. Therefore, the player is less resistant to reducing the number of plays in order to receive the additional payout.

[0073] In addition, as a special privilege, the player is given the right to change the game settings to his / her advantage the next time he / she plays the game, which makes the game play after the additional payout more enjoyable. This also promotes the player to make additional payouts.

[0074] The ticket provided by the additional payout benefit may be usable only in the match game after the continuation instruction is issued. Alternatively, the ticket may be usable when the player executes a new match game. The additional payout benefit allows the player to play the next match game with an advantage.

[0075] In addition, depending on the results of the battle game, the probability of at least one type of character being turned into a card is increased, and this probability can be applied to additional payouts in addition to the normal payouts. This allows players to repeatedly pay out cards under favorable conditions, further increasing the motivation to make additional payouts.

[0076] Furthermore, when an instruction to continue the game is given, if the probability of a specific character being turned into a card is increased, the expectation of obtaining a card of that character in a normal payout or additional payout after the end of the next game increases, and the opportunities for card payouts increase.If the probability of a specific character being turned into a card is decreased, the expectation of obtaining a card other than that character in a normal payout or additional payout after the end of the next game increases, and the opportunities for card payouts increase.

[0077] In this embodiment, the main focus of the explanation is on encouraging the player to collect game cards and continue playing the competitive game by using the additional payout bonus and the continuation bonus. In addition, the above-mentioned bonuses may be provided to the player when the card purchase mode is used. [Explanation of symbols]

[0078] 102 game server, 106 internet, 110 arcade game machine, 115 monitor, 120 card dispenser, 122 card reader scanner, 130 input device, 140 card creation device, 150 short-range wireless communication device, 200 user interface unit, 210 input unit, 212 coin detection unit, 214 player ID detection unit, 216 selection reception unit, 218 card ID detection unit, 220 first instruction reception unit, 222 second instruction reception unit, 230 output unit, 232 screen output unit, 300 data processing unit, 302 game control unit, 304 reward provision unit, 306 probability setting unit, 308 first card provision unit, 310 second card provision unit, 312 first benefit provision unit, 314 second benefit provision unit, 400 data storage unit, 402 card information storage unit, 404 appearance probability storage unit, 406 Card probability storage unit, 500 communication control unit

Claims

1. An arcade game device that is connected to a game server and provides games and gaming media in response to payment of a fee, comprising: a game control unit that controls the progress of the game in accordance with a game medium set by a player; a first providing unit that provides new game media before or after the start or end of the progress of the game; a second providing unit that provides additional game media in accordance with an additional purchase instruction from the player; An arcade game device comprising: an awarding unit that, when additional game media is purchased, transmits information for changing the settings of the next game to be advantageous to the player and identification information of the player to the game server.

2. 2. The arcade game device according to claim 1, wherein the providing unit determines the content of the information depending on the number of additional purchases.

3. 2. The arcade game device according to claim 1, wherein the providing unit determines the content of the information depending on the amount of payment for the additional purchase.

4. A determination unit for determining an execution result of the game; a reward providing unit that provides a reward to a player according to a result of the game execution, 4. The arcade game device according to claim 1, wherein the granting unit transmits the information to the game server as a right to increase a reward for a next game play.

5. A probability setting unit that initializes the winning probability of each of the multiple types of gaming media and changes the winning probability of at least one of the multiple types of gaming media according to the execution result of the game, the first providing unit selects a gaming medium to be provided to a player from the plurality of types of gaming media by a lottery that reflects the change in the winning probability; The arcade game device according to claim 4, characterized in that, when an instruction to purchase additional game media is given, the second providing unit selects the additional game media to be provided by a lottery that reflects a change in the winning probability.

6. 6. The arcade game device according to claim 5, wherein the probability setting unit changes the probability of winning a specific type of game medium when an instruction to continue the game is given after the game ends.

7. An arcade game device that is connected to a game server and provides games and game media in response to payment of a fee, A function of controlling the progress of the game in accordance with the game medium set by the player; A function of providing new game media before or after the start or end of the progress of the game; a function of providing additional game media in accordance with an additional purchase instruction from the player; A game program characterized by performing a function of transmitting information for changing the settings of the next game to be advantageous to the player and the player's identification information to the game server when additional game media is purchased.

Citation Information

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