U.S. Pat. No. 10,493,362
GAME DEVICE THAT CONTROLS INCENTIVE TO RESTORE EXECUTION PERMISSION VALUE, METHOD OF GAME PROCESSING THAT CONTROLS INCENTIVE TO RESTORE EXECUTION PERMISSION VALUE, AND ARCADE GAME DEVICE THAT CONTROLS INCENTIVE TO RESTORE EXECUTION PERMISSION VALUE
AssigneeSega Corp
Issue DateAugust 4, 2017
Illustrative Figure
Abstract
A game device includes a memory that stores a predetermined value and a processor that subtracts a value corresponding to a game action in a game from the predetermined value while the game action is executed and outputs the subtracted predetermined value to the memory. The processor also increases, as time passes, the predetermined value of which an upper limit is an upper limit value and outputs the increased predetermined value to the memory. When the processor detects payment of a fee or use of a game item obtained by the payment, the processor adds a first value to the predetermined value that exceeds the restoration upper limit value and outputs, to the memory, the predetermined value to which the first value is added. The first value is greater than a second value that is added to the predetermined value being under the upper limit value.
Description
DETAILED DESCRIPTION Embodiments of the present invention will be described below through reference to the drawings. However, embodiments of the present invention described below are nothing but examples, and are not intended to exclude the application of various modifications or techniques not specifically expressed below. That is, embodiments of the present invention can be modified in various ways without departing from the gist thereof. Also, in the discussion of the drawings below, portions that are the same or similar will be assigned the same or similar reference signs. The drawings are simplified, and do not necessarily match the actual dimensions, proportions, and so forth. From one drawing to the next, there may be portions in which the dimensional relations and proportions are not the same. A game device and program in one or more embodiments of the present invention will be described through reference to the drawings.FIG. 1is an oblique view of the front exterior of a game device according to one or more embodiments of the present invention. A game device100shown as an example inFIG. 1is a type of so-called arcade game device, which are installed in video arcades in locations all over Japan, for example. The game device100is used, for instance, to play new puzzle role-playing games in which players accomplish quests and which incorporate a falling blocks-type puzzle game (in one or more embodiments of the present invention, a game called “Puyo Puyo” (registered trademark)) into a battle between the player of the game device100and his opponent. The game device100differs from an arcade game device that is installed in an ordinary video arcade in that players do not need to deposit coins, and can play the game for free as long as there is some stamina (discussed below) left. This is an arcade game device that employs ...
DETAILED DESCRIPTION
Embodiments of the present invention will be described below through reference to the drawings. However, embodiments of the present invention described below are nothing but examples, and are not intended to exclude the application of various modifications or techniques not specifically expressed below. That is, embodiments of the present invention can be modified in various ways without departing from the gist thereof. Also, in the discussion of the drawings below, portions that are the same or similar will be assigned the same or similar reference signs. The drawings are simplified, and do not necessarily match the actual dimensions, proportions, and so forth. From one drawing to the next, there may be portions in which the dimensional relations and proportions are not the same.
A game device and program in one or more embodiments of the present invention will be described through reference to the drawings.FIG. 1is an oblique view of the front exterior of a game device according to one or more embodiments of the present invention.
A game device100shown as an example inFIG. 1is a type of so-called arcade game device, which are installed in video arcades in locations all over Japan, for example. The game device100is used, for instance, to play new puzzle role-playing games in which players accomplish quests and which incorporate a falling blocks-type puzzle game (in one or more embodiments of the present invention, a game called “Puyo Puyo” (registered trademark)) into a battle between the player of the game device100and his opponent.
The game device100differs from an arcade game device that is installed in an ordinary video arcade in that players do not need to deposit coins, and can play the game for free as long as there is some stamina (discussed below) left. This is an arcade game device that employs the basic free play (called free to play, or F2P) business model. Also, by depositing coins, players can obtain credit according to the coins that were deposited, and can spend this credit to purchase game items and so forth (discussed below).
Example of Configuration of Game Device
First, an example of the configuration of this game device100will be described.
The game device100comprises a speaker101, two displays102, two control buttons (hereinafter referred to as an “operation input device”)103, a card reader104, a coin deposit apparatus105, and a card dispenser106. The speaker101outputs voice instructions for the game, sound effects, and the like. The displays102are comprised by an upper and a lower display, and display images for expressing or performing the game (still pictures, moving pictures, video, etc.). The operation input device103is comprised by left and right buttons, which are used to input commands from the player to the game device. The card reader104reads information from a card owned by the player. The coin deposit apparatus105accepts coins, tokens, and so forth deposited by the player as the price of game play. The card dispenser106dispenses cards to the player.
A card holds an ID that can be identified by the game device100. In one or more embodiments of the present invention, paper cards are printed with a barcode indicating a unique ID, and these cards are stored in the card dispenser106of the game device100. This allows the unit price for each card to be kept low, and makes it possible for a card to be dispensed for each game. Also, in one or more embodiments of the present invention, the ID corresponding to the barcode printed on the card is used as player identification information.
The hardware configuration of the game device100will be described through reference toFIG. 2. As shown inFIG. 2, the game device100comprises, for example, a computing device200, an audio output device101, a display device102, the operation input device103, the card reader104, the coin deposit apparatus105, and the card dispenser106.
The computing device200performs overall control of the game device100. The computing device200is a computer circuit element including a chip set, for example, that is composed of various processors, memory, and so forth. The computing device200in one or more embodiments of the present invention includes, for example, a CPU (or processor)201, a main memory202, a BIOS-ROM203, a storage device204, an audio processor205, an image processor206, a communication interface207, a peripheral interface208, and a system bus210that connects these.
The CPU201executes a game program that is deployed on the main memory202, and causes the computing device200to realize its various functions. In other words, the computing device200executes a game program under control by the CPU201, and thereby works together with other hardware to realize the game.
The storage device204stores programs and various kinds of data. The audio processor205performs various kinds of sound processing under control by the CPU201. The image processor206performs various kinds of graphics processing under control by the CPU201. The communication interface207makes it possible to communicate with a server or other game devices. The peripheral interface208makes it possible to communicate with the operation input device103, the card reader104, the coin deposit apparatus105, the card dispenser106, and other such peripheral devices.
Example of Game Contents
An example of the contents of a game provided to the user by the game device100in one or more embodiments of the present invention will now be described. This game is realized by having the game device100execute a game program under control by the CPU201.
First, to begin the game, the player puts his card into the card reader104of the game device100, and puts a coin or coins into the coin deposit apparatus105. Once the coins have been put in, the player owns credit in the game equivalent to the value of the coins.
The game device100causes the display device102to display a story selection screen corresponding to the ID on the card that was read.
FIG. 3Ashows a simplified illustration of the story selection screen220displayed on the display device102.FIG. 3Bshows keys corresponding to the simplified illustration ofFIG. 3A.
A player information display box222is provided at the upper edge in the middle of the story selection screen220, and displays, for example, the player's name, level, the player's funds in the game, and so on, based on the ID on the card that was read. A stamina display box224, for example, is provided to the right of the player information display box222on the story selection screen220.
A bar graph226that indicates the stamina (the execution permission value according to one or more embodiments of the present invention) is provided, for example, to this stamina display box224. A bar228that indicates the current stamina value and a frame230that goes around this bar228are provided to the bar graph226.
The “stamina” here will be described in detail below, but stamina (execution permission value) is consumed whenever a story quest (game action) is executed, and can be restored either by using credit or by waiting for time to pass. When the stamina is consumed down to “0,” the game is over. In one or more embodiments of the present invention, the maximum stamina value is set to “200,” for example. A stamina restoration button232is provided, for example, to the right of the bar graph226in the stamina display box224. This stamina restoration button232will be described in detail below, but credit owned by the player is used in response to pressing of the stamina restoration button232, and stamina is restored.
A credit balance display box234that shows the credit balance the player has acquired by payment with coins is provided, for example, to the upper right of the stamina display box224on the story selection screen220.
A time display box236that shows a decreasing game running time, for example, is provided to the right of the stamina display box224on the story selection screen220.
A map area240that extends from the middle to the left end is provided to the story selection screen220. In this map area240, the player can select the place where he wants to play in the game by input with the operation input device103.
A place details display area242, in which are displayed details about the place selected by the player, is provided to the right of the map area240on the story selection screen220. This place details display area242is provided, for example, with a story selection box244, a story details display box246, an enter button248, and so forth.
A plurality of story selection buttons250for choosing one of a plurality of stories in the selected place are provided to the story selection box244. When the player uses the operation input device103to select (press) one of the story selection buttons250from among the plurality of story selection buttons250, the selected story selection button250is activated (becomes brighter, for example). Details about the story corresponding to the selected story selection button250are shown in the story details display box246.
The story name, the difficulty of the story, the amount of stamina consumed by executing that story (hereinafter referred to as “consumed stamina”), monsters and the like that appear in the story, and so forth are displayed in the story details display box246. This “consumed stamina” varies depending on the type of quest, and, for example, is set to a higher value the higher is the difficulty (e.g., if the difficulty is 3, the consumed stamina is 30, if the difficulty is 4, the consumed stamina 40, etc.).
The enter button248is used to begin the story corresponding to the selected story selection button250when the player uses the operation input device103to press a button. When the enter button248is pressed and the story begun, the consumed stamina is deducted from the current stamina, and the quest in the story is executed. The quest will not be discussed in detail, but as mentioned above, it incorporates a falling blocks-type puzzle game (Puyo Puyo) into a battle between the player and his enemy (a monster).
Example of Functional Components of Game Device100
The functional components of the game device100in one or more embodiments of the present invention will now be described.FIG. 4is a functional block diagram showing, in blocks, the functional components of the game device100in one or more embodiments of the present invention.
The game device100has, for example, a storage means300, a credit means302, a reading means304, a game starting means305, a game execution means306, a permitting means308, a measuring means310, a game ending means312, and a dispensing means314. In one or more embodiments of the present invention, the game device100has a display means316, a time-based restoration means318, and a credit restoration means320as functional components. These functional components are realized by, for example, having the CPU201execute the game program stored in the storage device204by deploying the main memory202.
The storage means300stores player identification information, credit balance, current stamina, maximum stamina value, and game progress status information, with these associated with each other. The player identification information is ID information that uniquely identifies a player. In one or more embodiments of the present invention, an ID corresponding to the barcode printed on a card is used as player identification information. The credit balance is the remaining number of credits at the end of the previous game. The game progress status information is information related to the status of game progress, such as the point reached in the game at the end of the previous game, such as which quests have been accomplished. The storage means300also updates the game progress status information and the credit balance recorded to the storage device204in association with an ID on the card when a card has been inserted into the card reader104at the end of a game.
The credit means302detects coins deposited into the coin deposit apparatus105, converts those coins into credits corresponding to the value of the coins, and adds those credits to the credits stored in the storage means300.
The reading means304reads player identification information from the card inserted into the card reader104.
The game starting means305starts a game by switching the display on the display device102from a standby screen (an advertising screen) to the game screen, in response to the acquisition of information about operation of the operation input device103by the player and in response to the acquisition of player identification information by the reading means304.
The game execution means306executes a quest as a game action in one or more embodiments of the present invention, in exchange for deducting a value corresponding to the quest from the stamina (execution permission value) in the game, in response to the acquisition of a permission notification from the permitting means308, for example. That is, the game execution means306deducts a value corresponding to the quest from the stamina in executing a game action. With a conventional arcade game device, a specific coin or coins had to be deposited to start the game or to execute a game action. With the game device100in one or more embodiments of the present invention, however, the player can start the game without depositing any coins and, as long as the current stamina is at or over the stamina to be consumed corresponding to the quest, that quest can be executed as a game action without depositing any coins.
The permitting means308is comprised by, for example, the CPU201, the main memory202, a game program GP, etc. At the start of execution by the game execution means306, this permitting means308deducts the stamina to be consumed corresponding to a quest from the current stamina stored in the storage means300, for example, immediately before the enter button248shown inFIG. 3Ais pressed and the quest of a given story is executed, and sends the game execution means306a permission notification, thereby permitting the execution of the quest.
More specifically, the permitting means308performs the processing shown inFIG. 5.FIG. 5is a flowchart showing the flow of processing of the permitting means308. The processing in this flowchart is repeated once every second, for example, on the story selection screen220shown inFIG. 3A. The identification reference signs in parentheses below correspond to the step identification reference signs in the drawing.
(SP10) The permitting means308determines whether or not the enter button248shown inFIG. 3Ahas been pressed. The permitting means308moves to the processing in step SP12if the determination is positive, and ends all processing if the determination is negative.
(SP12) The permitting means308acquires the current stamina S0from the storage means300. The permitting means308then moves to the processing of step SP14.
(SP14) The permitting means308acquires the consumed stamina S1corresponding to the type of story selected by the player. The permitting means308then moves to the processing of step SP16.
(SP16) The permitting means308determines whether or not the current stamina S0is at or over the consumed stamina S1(S0≥S1). If the determination is positive, the flow moves to the processing of step SP18, and if the determination is negative, the flow moves to the processing of step SP22.
(SP18) The permitting means308performs stamina consumption. More specifically, the consumed stamina S1is deducted from the current stamina S0(S0=S0−S1). The stamina S0after this deduction is stored as the current stamina S0in the storage means300. Consequently, the display means316reflects the deduction result in the bar228for current stamina shown inFIG. 3A. The permitting means308then moves to the processing of step SP20.
(SP20) The permitting means308sends the game execution means306a permission notification without any coins being deposited by the player. This makes it possible for the game execution means306to execute the quest. The permitting means308then ends all processing.
(SP22) The permitting means308causes the display means316to display a message on the story selection screen220to the effect that the quest cannot be executed. Also displayed are messages prompting the player for payment, such as “deposit coins” or “use credit,” etc. The permitting means308then ends all processing.
Returning toFIG. 4, the measuring means310will be described. The measuring means310measures how long the game is in progress. The measured value is shown as the occasion demands in the time display box236shown inFIG. 3A.
The game ending means312ends the game when the player decides that he wants to end the game at a specific point and has selected the game end button, etc. The “specific point” here is the point when the player selects the game end button on the map screen, selects “Do not continue” on the continue screen displayed when the player has failed in a conquest in the story, or selects “Do not continue game” on the result screen after a conquest in the story.
The dispensing means314dispenses a card when the game is over, if no card was inserted into the card reader104before the start of the game.
The display means316is comprised by, for example, the display device102, the CPU201, the main memory202, a game program, etc. This display means316performs display control over the stamina bar228and the story selection screen220shown inFIG. 3A. In addition to giving a display that prompts for payment, the display means316also makes the background of the bar graph226the same color as the bar228when, for example, the current stamina S0exceeds a restoration upper limit value predetermined by the time-based restoration means318(discussed below) (a value that is lower than the maximum stamina value), and makes the background of the bar graph226a different color from that of the bar228when the current stamina S0is at or below the restoration upper limit value (such as “100”). As a specific example, the display means316makes the color of the frame230or the color inside the frame230the same blue as the bar228when the stamina exceeds the restoration upper limit value, and makes the color of the frame230or the color inside the frame230red, which is different from the color (blue) of the bar228.
As time passes, the time-based restoration means318restores the current stamina S0that has been deducted by the permitting means308over time, using the restoration upper limit value as the upper limit. There are no particular restrictions on the time interval between restorations or the extent to which stamina is restored over time, but for example, the stamina S0can be set to be restored by “1” every three minutes. Once the current stamina S0reaches the restoration upper limit value, no further time-based restoration is performed.
More specifically, the time-based restoration means318performs the processing shown inFIG. 6.FIG. 6is a flowchart showing the flow of processing by the time-based restoration means318when the current stamina S0is restored by “X” every five minutes. The processing in this flowchart is repeated every second on the story selection screen220shown inFIG. 3A. The identification reference signs in parentheses below correspond to the step identification reference signs in the drawing.
(SP30) The time-based restoration means318determines whether or not five seconds, for example, have elapsed since the previous time-based restoration. The time-based restoration means318moves to the processing in step SP32if the determination is positive, and ends all processing if the determination is negative.
(SP32) The time-based restoration means318acquires the current stamina S0from the storage means300. The time-based restoration means318then moves to the processing of step SP34.
(SP34) The time-based restoration means318determines whether or not the current stamina S0is at or over a restoration upper limit value Smax1(such as “100”) (S0≥Smax1). The time-based restoration means318ends all processing if the determination is positive, and moves to the processing of step SP36if the determination is negative.
(SP36) The time-based restoration means318restores the current stamina S0over time. More specifically, the time-based restoration means318adds a numerical value X (such as “2”) to the current stamina S0(S0=S0+X). The stamina S0after this addition is then stored as the current stamina S0in the storage means300. Consequently, the display means316reflects the addition result in the current stamina bar228shown inFIG. 3A. If, for example, “2” or more is added to the current stamina S0here, the current stamina S0shall not exceed the restoration upper limit value Smax1. If, for example, the current stamina S0is “99,” the extent of time-based restoration is 2, and the restoration upper limit value Smax1is “100,” then the time-based restoration means318restores the current stamina S0to 100, and the remaining “1” of time-based restoration is rounded off. The time-based restoration means318then ends all processing.
Returning toFIG. 4, the credit restoration means320will be described. The credit restoration means320makes use of credits (that is, items obtained by the payment of a fee), and adds a value using a value that is higher than the restoration upper limit value Smax1as the upper limit value (hereinafter referred to as the “maximum value” or “maximum increase value”), rather than using the restoration upper limit value Smax1as the upper limit for the current stamina S0(that is, the value of the current stamina S0can be increased beyond the restoration upper limit value Smax1). Specifically, the credit restoration means320allows the current stamina S0to be restored to the restoration upper limit value Smax1, and further allows the current stamina S0to be increased beyond the restoration upper limit value Smax1, using the maximum increase value as the upper limit. The credit restoration means320can also increase the value of the current stamina S0by using the maximum increase value as the upper limit, according to the payment of a fee, rather than according to the use of credits.
Also, if the player attempts to increase the current stamina S0by the use of credits when the current stamina S0exceeds the restoration upper limit value Smax1(or when the value of the current stamina S0is equal to the restoration upper limit value Smax1), the credit restoration means320can add to the current stamina S0a value that is higher than when the current stamina S0is lower than the restoration upper limit value Smax1(for example, adding a value that is 10% higher).
The value of the stamina (execution permission value) added by the credit restoration means320restores by a value that is no more than the difference between the restoration upper limit value Smax1and the maximum stamina value when the current stamina S0is lower than the restoration upper limit value Smax1.
A specific example of the flow of processing by the credit restoration means320will now be described through reference toFIG. 7. The identification reference signs in parentheses below correspond to the step identification reference signs in the drawing.
(SP701) The credit restoration means320determines whether or not the stamina restoration button232has been pressed. If it is determined that the stamina restoration button232has been pressed, the processing proceeds to step SP702.
(SP702) The credit restoration means320refers to the storage means300to determine whether or not the current credit balance is at or over a specific value (for example, “1,” which is the lowest number of credits required to restore stamina). If the determination is positive, the processing moves to the processing in step SP705, but if the determination is negative, the processing moves to step SP703.
(SP703) The credit restoration means320causes the display means316to display the dialog box420shown inFIG. 8, for instance, on the story selection screen220. In this dialog box420is displayed, for example, text reading “You can restore stamina to 100 with 1 credit! Add credits,” and a “Yes” button422, a “Cancel” button424, etc. The processing then proceeds to step SP704.
(SP704) The credit restoration means320determines whether the “Yes” button422or the “Cancel” button424was pressed in the dialog box420. If the “Yes” button422was pressed, the credit restoration means320performs processing for adding credits, and the processing moves to step SP705. If the “Cancel” button424was pressed, the processing inFIG. 7is ended.
(SP705) The credit restoration means320causes the display means316to display the dialog box410shown inFIG. 9, for example, on the story selection screen220. In this dialog box410is displayed, for example, text reading “You can restore stamina to 100 with 1 credit! OK to spend 1 credit?” and a “Yes” button412, a “Cancel” button414, etc. The processing then moves to step SP706.
(SP706) The credit restoration means320determines whether the “Yes” button412or the “Cancel” button414was pressed in the dialog box410. If the “Yes” button412was pressed, the processing moves to step SP707, but if the “Cancel” button414was pressed, the processing inFIG. 7is ended.
(SP707) The credit restoration means320determines whether or not the current stamina S0is at or over the restoration upper limit value Smax1(S0≥Smax1). If the determination is positive, the processing moves to step SP709, but if the determination is negative, the processing moves to step SP708.
In step SP707, the credit restoration means320determines whether or not the current stamina S0is at or over the restoration upper limit value Smax1, but this is not the only option. For instance, the credit restoration means320may determine whether or not the current stamina S0has exceeded the restoration upper limit value Smax1, or may determine whether or not the current stamina S0is less than the restoration upper limit value Smax1, but is a value that was preset as a value that is close to the restoration upper limit value Smax1(for example, “98” when the restoration upper limit value Smax1is “100”). With a determination such as this, the processing also moves to step SP709if the determination is positive, and the processing moves to step SP708if the determination is negative.
(SP708) The credit restoration means320uses 1 credit, for example, from the credit balance to add a predetermined value (the usual value) to the current stamina S0that was deducted by the permitting means308. For instance, the credit restoration means320adds a numerical value Y (such as “100”) to the current stamina S0(S0=S0+Y). The credit restoration means320can set this numerical value Y so as to be no more than the difference SS1between a maximum stamina value Smax2(maximum value) and the restoration upper limit value Smax1(Y≤SS1). For instance, when the maximum value Smax2is “300” and the restoration upper limit value Smax1is “100,” the difference SS1is “200” (=300−100). After this, the processing inFIG. 7is ended.
The result of the restoration (addition) of stamina by the credit restoration means320may cause the current stamina S0to exceed the restoration upper limit value Smax1, and the credit restoration means320can use the maximum stamina value Smax2as the upper limit for the addition. The credit restoration means320then stores the stamina S0after addition as the current stamina S0in the storage means300. Consequently, the display means316reflects the result of the addition in the bar228for the current stamina shown inFIG. 3A.
(SP709) The credit restoration means320uses 1 credit, for example, from the credit balance to add a predetermined value (a value boosted over the normal value in step SP708) to the current stamina S0that was deducted by the permitting means308. For instance, the credit restoration means320adds a numerical value Z (such as “110”) to the current stamina S0(S0=S0+Z). The credit restoration means320can set this numerical value Z so as to be no more than the difference SS1between the maximum stamina value Smax2(maximum value) and the restoration upper limit value Smax1(Z≤SS1). After this, the processing inFIG. 7is ended.
When the current stamina S0is at or over the restoration upper limit value Smax1, in step SP709, stamina is added by a value that is boosted over the normal value (such as Z=Y×1.1), but the amount by which it is boosted can be set as needed. For instance, the boosted amount may be increased according to the amount of difference between the current stamina S0and the restoration upper limit value Smax1(for example, if the difference is “10,” the boosted amount may be “10,” and if the difference is “20,” the boosted amount may be “20”).
Also, in step SP705, if the current stamina S0is at or over the restoration upper limit value Smax1, the credit restoration means320causes the display means316to display the dialog box shown inFIG. 10, for example, on the story selection screen220. In this dialog box is displayed, for example, text reading “You can restore stamina to 110 with 1 credit! A 10% savings!” Specifically, when the current stamina S0is at or over the restoration upper limit value Smax1, the display means316displays information related to adding stamina by a value that is boosted over the normal value.
Effect of Game Device100
The effect of the game device100will now be described.
First, according to one or more embodiments of the present invention, stamina can be increased beyond the restoration upper limit value Smax1for stamina by means of credits, which is a purchased item, or the payment of a fee. Furthermore, when the current stamina exceeds the restoration upper limit value Smax1, a value that is boosted over the normal value can be added to the current stamina by means of credits, which is a purchased item, or the payment of a fee.
By contrast, in an ordinary game, when the current stamina is at the restoration upper limit value Smax1(or when it exceeds the restoration upper limit value Smax1), the stamina is not restored over time. Accordingly, the player may feel that being under the restoration upper limit value, in which there is restoration of stamina over time, is better than being at or over the restoration upper limit value, in which there is no restoration of stamina over time. However, in one or more embodiments of the present invention, as discussed above, when the current stamina exceeds the restoration upper limit value Smax1, a value that has been boosted over the normal value, by means of credits, which is a purchased item, or the payment of a fee, can be added to the current stamina. As a result, the player will not feel that it is disadvantageous to add stamina by means of items, etc., when the current stamina is at or over the restoration upper limit value. This also avoids a situation in which a player who wants to play a game a set number of times breaks up the fee payment into smaller payments after waiting for the stamina to drop below the restoration upper limit value, rather than paying the fee in a lump sum, which ends up slowing down the tempo of game play.
According to one or more embodiments of the present invention, when the current stamina S0is at or over the restoration upper limit value Smax1, the credit restoration means320can increase the amount to be boosted according to the amount of difference between the current stamina S0and the restoration upper limit value Smax1.
Normally, the more the current stamina S0exceeds the restoration upper limit value Smax1, the longer it will be before stamina starts to be restored over time again. Therefore, as discussed above, the greater is the value by which the current stamina S0exceeds the restoration upper limit value Smax1, the more the amount by which stamina is boosted by the credit restoration means320is increased, which means that even when the current stamina S0greatly exceeds the restoration upper limit value Smax1, the player will still not feel that it is disadvantageous to add stamina by means of items or the like.
According to one or more embodiments of the present invention, when the current stamina S0is at or over the restoration upper limit value Smax1, the credit restoration means320causes the display means316to provide a display related to the addition of stamina by a value that is boosted over the normal value by the use of items, etc. As a result, when the current stamina S0is at or over the restoration upper limit value Smax1, the player can find out that there is no disadvantage to adding stamina by the use of items, etc.
MODIFICATION EXAMPLES
Although the disclosure has been described with respect to only a limited number of embodiments, those skilled in the art, having benefit of this disclosure, will appreciate that various other embodiments may be devised without departing from the scope of the present invention. Accordingly, the scope of the invention should be limited only by the attached claims.
For example, the credit restoration means320restores the current stamina S0by the use of credits obtained by payment in coins, but the current stamina S0may also be restored simultaneously with payment in coins. Specifically, the credit restoration means320may restore stamina directly by the payment of a fee, without the use of indirect game items (credits).
Also, the credit restoration means320was described as using credits, but game items other than credits may also be used, such as medicinal herbs, potions, restoration magic, etc.
Also, the content of the game program GP is not limited to the above-mentioned new puzzle role playing games, and may instead be, for example, a simple role playing game, a simple puzzle game, an action game, a fighting game, a shooting game, a gun game, a driving game, a quiz game, a mahjong game, a medal game, a music game, or the like.
Also, the game action in the game is not limited to the above-mentioned execution of a quest, and may instead be the execution of a fighting game, the execution of a shooting game, etc. Furthermore, there may be a plurality of types of game action in the game, or just one type, and there may also be a plurality of types of consumed stamina, or just one type.
Also, what the permitting means308deducts is not limited to the term “stamina,” and may instead be an execution permission value that is expressed by some other term, such as physical strength, magical spells, power, vitality, credits, hit points (HP), etc. Also, the game action that consumes stamina may not be instigated by the player himself, and can include when stamina is consumed by the game action of another player.
Also, the restoration upper limit value Smax1and the maximum stamina value Smax2are not limited to being fixed values of “100” or “200,” and may be variables corresponding to the game situation or the player's skill level. For instance, if restoration by the use of credits is constant at “100,” the restoration upper limit value Smax1for stamina at level 1 is “20” and the stamina maximum value Smax2is “120,” while the restoration upper limit value Smax1for stamina at level 99 is “100” and the maximum stamina value Smax2is “200.” Also, the restoration upper limit value Smax1for stamina may be added for a fixed period of time (such as one day from the use of an item) by use of a game item obtained by a payment. For example, the maximum stamina value Smax2may be added by the same amount as the added value for the restoration upper limit value Smax1.
Furthermore, the extent Y of restoration by the use of credits is not limited to a fixed value of “100,” and may be a variable corresponding to the player's skill level. For example, the restoration upper limit value Smax1for stamina at level 1 is “20,” the maximum stamina value Smax2is “40,” and the restoration extent Y is “20,” and at level 99 the restoration upper limit value Smax1for stamina is “100,” the maximum stamina value Smax2is “200,” and the restoration extent Y is “100.”
Also, a case was described in which the stamina had a maximum value Smax2, but the stamina need not have a maximum value Smax2, and may be infinite.
When the difference between the execution permission value and the maximum value of the execution permission value is less than the extent of restoration, the payment restoration means restores the execution permission value by the extent of restoration, and leaves the differential obtained by subtracting the difference between the execution permission value and the maximum value from the extent of restoration, as the game item that restores by an amount equal to this differential.GP Game Program10Network Game System (System)100Game Device103Operation Input Device (Operation Means)105Coin Deposit Apparatus (Acceptance Means)226Bar Graph (Bar Display)228Bar230Frame (Background)300Storage Means305Game Action Starting Means306Game Execution Means (Execution Means)308Permitting Means316Display Means318Time-Based Restoration Means320Credit Restoration Means (Payment Restoration Means)S0Current Stamina (Execution Permission Value)S1Consumed Stamina (Consumption Value)Smax1Restoration Upper Limit ValueSmax2Maximum Stamina Value
Claims
- A game device, comprising: a display;a memory that stores an execution permission value;and a processor connected to the memory and the display and that: subtracts a value corresponding to a game action in a game from the execution permission value while the game action is executed;outputs the subtracted execution permission value to the memory;increases, as time passes, the execution permission value of which an upper limit is a restoration upper limit value;and outputs the increased execution permission value to the memory, wherein when the processor detects payment of a fee or use of a game item obtained by the payment, the processor adds a first value to the execution permission value that exceeds the restoration upper limit value, the first value is greater than a second value that is added to the execution permission value when the execution permission value is under the restoration upper limit value, and the processor outputs, to the memory, the execution permission value to which the first value is added.
- The game device according to claim 1 , wherein a maximum value of the execution permission value to which the first value is added is greater than the restoration upper limit value.
- The game device according to claim 2 , wherein when the execution permission value has exceeded the restoration upper limit value, the processor determines the first value based on a difference between the execution permission value and the restoration upper limit value.
- The game device according to claim 2 , further comprising: a display that displays information related to the first value when the execution permission value has exceeded the restoration upper limit value.
- The game device according to claim 1 , wherein when the execution permission value has exceeded the restoration upper limit value, the processor determines the first value based on a difference between the execution permission value and the restoration upper limit value.
- The game device according to claim 5 , wherein the processor determines the first value in proportion to an amount of the difference.
- The game device according to claim 6 , further comprising: a display that displays information related to the first value when the execution permission value has exceeded the restoration upper limit value.
- The game device according to claim 5 , further comprising: a display that displays information related to the first value when the execution permission value has exceeded the restoration upper limit value.
- The game device according to claim 1 , wherein the display displays information related to the first value when the execution permission value has exceeded the restoration upper limit value.
- A method of game processing that causes a computer to execute a program, the method comprising: storing, with a memory of the computer, an execution permission value;outputting, from a processor of the computer to the memory, the execution permission value from which a value corresponding to a game action in a game is subtracted while the game action is executed;outputting, from the processor to the memory, the execution permission value increased as time passes, wherein an upper limit of the increased permission value is a restoration upper limit value;and outputting, from the processor to the memory, the execution permission value to which a first value is added based on detection of payment of a fee or the use of a game item obtained by the payment when the execution permission value has exceeded the restoration upper limit value, wherein the first value is greater than a second value that is added to the execution permission value when the execution permission value is under the restoration upper limit value.
- The method according to claim 10 , wherein a maximum value of the execution permission value to which the first value is added is greater than the restoration upper limit value.
- The method according to claim 10 , further comprising: determining, with the processor, the first value based on a difference between the execution permission value and the restoration upper limit value when the execution permission value has exceeded the restoration upper limit value.
- The method according to claim 12 , wherein the determining determines the first value in proportion to an amount of the difference.
- The method according to claim 10 , further comprising: displaying, with a display of the computer, displays information related to the first value when the execution permission value has exceeded the restoration upper limit value.
- An arcade game device that is installed at a game center, the arcade game device comprising: a memory that stores an execution permission value;and a processor that: subtracts a value corresponding to a game action in a game from the execution permission value while the game action is executed and outputs the subtracted execution permission value to the memory;and increases, as time passes, the execution permission value of which an upper limit is a restoration upper limit value and outputs the increased execution permission value to the memory, wherein when the processor detects payment of a fee or use of a game item obtained by the payment, the processor adds a first value to the execution permission value that exceeds the restoration upper limit value and outputs, to the memory, the execution permission value to which the first value is added, and the first value is greater than a second value that is added to the execution permission value when the execution permission value is under the restoration upper limit value.
- The arcade game device according to claim 15 , wherein a maximum value of the execution permission value to which the first value is added is greater than the restoration upper limit value.
- The arcade game device according to claim 15 , wherein when the execution permission value has exceeded the restoration upper limit value, the processor determines the first value based on a difference between the execution permission value and the restoration upper limit value.
- The arcade game device according to claim 17 , wherein the processor determines the first value in proportion to an amount of the difference.
- The arcade game device according to claim 15 , further comprising: a display that displays information related to the first value when the execution permission value has exceeded the restoration upper limit value.
Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.