TWI409093B - So that flying objects to fly the game program - Google Patents

So that flying objects to fly the game program Download PDF

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TWI409093B
TWI409093B TW099111585A TW99111585A TWI409093B TW I409093 B TWI409093 B TW I409093B TW 099111585 A TW099111585 A TW 099111585A TW 99111585 A TW99111585 A TW 99111585A TW I409093 B TWI409093 B TW I409093B
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flying
flying object
game
state
display
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TW099111585A
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TW201039896A (en
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Yuta Tanzawa
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Taito Corp
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Abstract

The invention relates to a game program capable of making a flying object fly, namely a game program capable of performing the game corresponding with the input action of a new type using the input action of the new type. A game system exerts the functions of the flowing components: a display for displaying a sheet-shaped component surface image and the flying object in the sheet-shaped component surface image; a game control part for displaying that a desk rotates from the horizontal position to the turnover position on a display based on the input of an input device; a rotation state determination part for determining the rotation state from the horizontal position to the turnover position; a flying state calculation part for calculating the flying state of the flying object based on the physics principle according to the arrangement of the flying object of the sheet-shaped component surface image and the output of the rotation state determination part; furthermore the game control part exerts the function for displaying the flying object on the display to perform the game.

Description

使飛翔物件飛翔之遊戲程式a game program that makes flying objects fly

本發明係關於使顯示於顯示手段之飛翔物件飛翔之遊戲程式。The present invention relates to a game program for flying a flying object displayed on a display means.

以往,已有進行敲打輸入裝置等之動作,並根據該敲打動作進行遊戲之遊戲機。Conventionally, there has been a game machine that performs an operation of tapping an input device or the like and plays a game based on the tapping operation.

然而,習知遊戲機中已充斥了敲打等之輸入動作,其遊戲之內容亦非新穎。However, the conventional game machine has been filled with input actions such as tapping, and the content of the game is not novel.

[專利文獻1]日本特開2002-85804號公報[Patent Document 1] Japanese Patent Laid-Open Publication No. 2002-85804

本發明之課題,在於提供利用新態樣之輸入動作且能進行與該新態樣之輸入動作對應之內容之遊戲之遊戲程式。An object of the present invention is to provide a game program for a game that uses a new aspect of an input operation and that can perform content corresponding to the input operation of the new aspect.

本發明係藉由如下所示之解決手段解決課題。此外,為了容易理解,雖賦予與本發明之實施形態對應之符號來進行說明,但並不限定於此。又,賦予符號所說明之構成亦可適當地改良或將至少一部分以其他構成物代替。The present invention solves the problem by the means of solving as shown below. In addition, in order to make it easy to understand, although the code|symbol corresponding to embodiment of this invention is given, it is not limited to this. Further, the configuration described in the reference numerals may be appropriately modified or at least partially replaced with other components.

第1發明,係一種使飛翔物件飛翔之遊戲程式,其特徵在於,係使電腦(1,201,301)發揮下述手段之功能:顯示手段(30,330),係顯示板狀構件(12,212,332)表面(12a)之影像即板狀構件表面影像(32a,332a)與配置於前述板狀構件表面影像之飛翔物件(33);輸入手段(10,310),係接收輸入;板狀構件旋轉顯示控制手段(364),係根據前述輸入手段之輸入,將前述板狀構件表面影像於前述顯示手段顯示成前述板狀構件表面影像自其表面為水平狀態之水平位置(H,2H,3H),從前方側(Y1)往後方側(Y2)舉起而旋轉移動至前述表面為傾斜或垂直之狀態之翻倒位置(V,2V,3V);旋轉狀態判定控制手段(61,361),係判斷已旋轉之前述板狀構件表面影像自前述水平位置至前述翻倒位置之旋轉狀態;飛翔狀態運算手段(62,362),根據前述板狀構件表面影像之前述飛翔物件之配置與前述旋轉狀態判定控制手段之輸出,依據物理法則運算前述飛翔物件之飛翔狀態;以及遊戲進行控制手段(63,363),根據前述飛翔狀態運算手段之運算結果,將飛翔之前述飛翔物件顯示於前述顯示手段以進行遊戲。According to a first aspect of the invention, a game program for flying a flying object is characterized in that the computer (1, 201, 301) functions as a display means (30, 330) for displaying a surface (12a) of the plate member (12, 212, 332). The image is the surface image of the plate member (32a, 332a) and the flying object (33) disposed on the surface image of the plate member; the input means (10, 310) receives the input; the plate member rotates the display control means (364), According to the input of the input means, the surface of the plate-shaped member is displayed on the display means such that the surface image of the plate-shaped member is horizontal (H, 2H, 3H) from the surface thereof, and is from the front side (Y1) The rear side (Y2) is lifted and rotated to a tilting position (V, 2V, 3V) in which the surface is inclined or perpendicular; the rotation state determining control means (61, 361) judges that the surface of the above-mentioned plate member has been rotated a rotation state of the image from the horizontal position to the tipping position; the flying state calculation means (62, 362), the arrangement of the flying object according to the surface image of the plate member and the rotation state determination control means The flying state of the flying object is calculated according to the physical rule; and the game control means (63, 363) displays the flying object in the flying display on the display means to play the game based on the calculation result of the flying state computing means.

第2發明,係在第1發明之使飛翔物件飛翔之遊戲程式中,使前述飛翔狀態運算手段(62,362)發揮如下功能:依據物理法則運算前述飛翔物件(33)衝撞於前述顯示手段(30,330)所顯示之既定對象或落下後之前述飛翔物件之移動狀態。According to a second aspect of the invention, in the game program for flying a flying object, the flying state computing means (62, 362) functions to calculate that the flying object (33) collides with the display means (30, 330) according to a physical rule. The displayed object or the moving state of the aforementioned flying object after the drop.

第3發明,係在第1或第2發明之使飛翔物件飛翔之遊戲程式中,使前述顯示手段(30,330)發揮顯示標的(34)之功能;使前述遊戲進行控制手段(63,363)發揮如下功能:依據前述飛翔狀態運算手段(63,362)之運算結果,判定飛翔之前述飛翔物件(33)是否已命中前述標的。According to a third aspect of the invention, in the game program for flying a flying object, the display means (30, 330) functions as a display target (34); and the game progress control means (63, 363) performs the following functions. : Based on the calculation result of the flying state calculation means (63, 362), it is determined whether the flying object (33) of the flying has hit the target.

第4發明,係在第3發明之使飛翔物件飛翔之遊戲程式中,使前述遊戲進行控制手段(63,363)發揮如下功能:依據前述飛翔物件(33)是否已命中前述標的(34)之判定結果,對玩家(P)賦予分數。According to a fourth aspect of the invention, in the game program for flying a flying object, the game control means (63, 363) functions to determine whether or not the flying object (33) has hit the determination result of the target (34). , assign a score to the player (P).

第5發明,係在第1至第4發明中任一項發明之使飛翔物件飛翔之遊戲程式中,使前述遊戲進行控制手段(63,363)發揮依據前述飛翔物件(33)之飛翔態樣對玩家(P)賦予分數之功能。According to a fifth aspect of the invention, in the game program for flying a flying object, the game control means (63, 363) is caused to play against the player in accordance with the flying state of the flying object (33). (P) The function of assigning scores.

第6發明,係在第1至第5發明中任一項發明之使飛翔物件飛翔之遊戲程式中,使前述遊戲進行控制手段(63,363)發揮依據前述飛翔物件(33)之飛翔距離對玩家(P)賦予分數之功能。According to a sixth aspect of the invention, in the game program for flying a flying object according to any one of the first to fifth aspects of the invention, the game control means (63, 363) is caused to play against the player according to the flying distance of the flying object (33) ( P) The function of assigning scores.

第7發明,係在第3或第4發明之使飛翔物件飛翔之遊戲程式中,使前述顯示手段(30,330)發揮使前述標的(34)移動並顯示之功能;使前述輸入手段(10,310)發揮根據玩家(P)之操作使前述標的之動作變化或停止之功能。According to a seventh aspect of the invention, in the game program for flying a flying object, the display means (30, 330) is configured to move and display the target (34); and the input means (10, 310) is used. The function of changing or stopping the aforementioned action according to the operation of the player (P).

第8發明,係在第1至第7發明中任一項發明之使飛翔物件飛翔之遊戲程式中,使前述輸入手段(10,310)發揮根據玩家(P)之操作使前述板狀構件表面影像(32a,332a)之前述飛翔物件(33)之配置變化之功能。According to a seventh aspect of the invention, in the game program for flying a flying object, the input means (10, 310) causes the surface of the plate member to be imaged according to an operation of the player (P) ( 32a, 332a) The function of the configuration change of the aforementioned flying object (33).

根據本發明,可發揮以下效果。According to the present invention, the following effects can be exhibited.

(1)本發明,由於係依據輸入手段之輸入,於顯示手段顯示板狀構件自水平位置旋轉移動至翻倒位置,運算配置於板狀構件表面影像之飛翔物件之飛翔狀態,並將飛翔之飛翔物件顯示於顯示手段,因此能於顯示手段顯示配置於板狀構件之飛翔物件實際飛翔之狀態。又,由於該飛翔物件之飛翔狀態係依據物理法則運算,因此能演出飛翔物件如同真實飛翔一般。進而,能提供利用翻倒板狀構件之新態樣之輸入動作使飛翔物件飛翔之新態樣之遊戲。(1) According to the present invention, since the display means displays the plate-like member from the horizontal position to the falling position according to the input means of the input means, the flying state of the flying object arranged on the surface of the plate-shaped member is calculated, and the flying state is The flying object is displayed on the display means, so that the display means can display the state in which the flying object disposed on the plate member actually flies. Moreover, since the flying state of the flying object is calculated according to physical laws, it is possible to perform a flying object as if it were a real flying. Further, it is possible to provide a game in which the flying object is flying by the input action of the new aspect of the falling plate member.

(2)本發明,由於係依據物理法則運算飛翔物件衝撞於既定對象或落下後之移動狀態,因此能詳細顯示飛翔物件衝撞於既定對象或落下至地面後之移動狀態。(2) According to the present invention, since the movement state of the flying object colliding with the predetermined object or falling is calculated according to the physical law, the moving state of the flying object colliding with the predetermined object or falling to the ground can be displayed in detail.

(3)本發明由於係根據飛翔狀態運算手段之運算結果,判定飛翔之飛翔物件是否已命中標的,因此能提供可操作板狀構件使飛翔物件飛翔並使之命中標的之新態樣之遊戲。(3) According to the calculation result of the flying state calculation means, the present invention determines whether or not the flying flying object has been hit, so that it is possible to provide a game in which the movable plate-shaped member can fly the flying object and hit the target.

(4)本發明,由於係依據飛翔物件是否已命中標的而對玩家賦予分數,因此能提供使之命中標的以比賽得分之遊戲。(4) According to the present invention, since the player is given a score based on whether or not the flying object has been hit, it is possible to provide a game in which the game score is made to hit the target.

(5)本發明,由於係依據飛翔物件之飛翔態樣而賦予分數,因此能提供依據板狀構件之操作使飛翔物件之飛翔態樣變化以比賽得分之遊戲。(5) According to the present invention, since the score is given in accordance with the flying state of the flying object, it is possible to provide a game in which the flying state of the flying object is changed in accordance with the operation of the plate member to score the game.

(6)本發明,由於係依據飛翔物件之飛翔距離而賦予分數,因此能提供依據板狀構件之操作使飛翔物件之飛翔距離變化以比賽得分之遊戲。(6) According to the present invention, since the score is given in accordance with the flying distance of the flying object, it is possible to provide a game in which the flying distance of the flying object is changed in accordance with the operation of the plate member to score the game.

(7)本發明,由於係根據玩家之操作使標的之動作變化或停止,因此玩家能使標的移動至飛翔物件將命中之位置。(7) According to the present invention, since the action of the target is changed or stopped according to the operation of the player, the player can move the target to the position where the flying object will hit.

(8)本發明,係根據玩家之操作使板狀構件表面影像之飛翔物件之配置變化。飛翔物件之飛翔態樣,由於係藉由物理運算來運算,因此會依板狀構件表面影像之飛翔物件之配置變化。是以,本發明可依據玩家之敲打動作,使飛翔物件之飛翔態樣變化。(8) According to the present invention, the arrangement of the flying objects on the surface of the plate member is changed in accordance with the operation of the player. The flying state of the flying object is calculated by physical calculations, and therefore changes depending on the configuration of the flying object on the surface of the plate member. Therefore, the present invention can change the flying state of the flying object according to the player's tapping action.

(第1實施形態)(First embodiment)

以下參照圖式等說明本發明之第1實施形態。Hereinafter, a first embodiment of the present invention will be described with reference to the drawings and the like.

圖1係第1實施形態之遊戲系統1之立體圖。Fig. 1 is a perspective view of the game system 1 of the first embodiment.

圖2係顯示第1實施形態之遊戲系統1之構成之側視圖(從右側X1觀看之圖)。Fig. 2 is a side view showing the configuration of the game system 1 of the first embodiment (viewed from the right side X1).

如圖1所示,遊戲系統1係左右方向X之寬度1.5m程度,深度方向Y之長度2m程度,垂直方向Z之高度1.5m程度之大型裝置,主要係設置於遊戲中心等之店舖等。As shown in Fig. 1, the game system 1 is a large-sized device having a width of about 1.5 m in the left-right direction X, a length of 2 m in the depth direction Y, and a height of 1.5 m in the vertical direction Z, and is mainly installed in a store such as a game center.

遊戲系統1係一能遊玩翻桌子遊戲之裝置,當玩家P實際地翻倒操作仿傲桌子之桌台12(板狀構件)時,即可使飛翔物件33在假想空間內飛翔。藉此,玩家P可模擬體驗翻桌。又,遊戲系統1藉由依據飛翔物件33之飛翔結果對玩家P賦予分數,而能使玩家P比賽翻桌遊戲之技巧。The game system 1 is a device capable of playing a table-turning game. When the player P actually flips over the table 12 (plate-like member) of the table, the flying object 33 can fly in the imaginary space. In this way, player P can simulate the experience of turning the table. Further, the game system 1 can give the player P a skill to turn the table game by giving the player P a score based on the flying result of the flying object 33.

遊戲系統1具備輸入裝置10與遊戲機本體20。The game system 1 includes an input device 10 and a game machine body 20.

如圖2所示,輸入裝置10具備按鈕11、桌台12、阻尼器13(旋轉速度減速手段)、編碼器14(旋轉檢測手段)、壓力感測器15(敲打檢測手段)。As shown in FIG. 2, the input device 10 is provided with a button 11, a table 12, a damper 13 (rotation speed deceleration means), an encoder 14 (rotation detecting means), and a pressure sensor 15 (knock detecting means).

按鈕11,係在遊戲開始時或遊戲進行時等,由玩家P視必要所操作之按鈕。按鈕11在***作時,即將訊號輸出至控制部60(參照圖3)。The button 11 is a button operated by the player P as necessary at the start of the game or during the progress of the game. When the button 11 is operated, the signal is output to the control unit 60 (see Fig. 3).

桌台12係仿傲桌子之構件,具備直徑1m程度之圓盤與支撐此之桌腳12c。桌台12,被支撐成可在表面12a為水平狀態之水平位置H與垂直狀態之翻倒位置V之間旋轉,其旋轉軸12d於左右方向為水平,設定成較後方側Y2之桌腳12c之根部更靠下側Z1。藉由玩家P舉起前方側Y1之緣部12b亦即進行如翻桌般之操作,而能使桌台12從水平位置H之狀態旋轉移動至翻倒位置V。The table 12 is a member of the table which is proud of the table, and has a disc having a diameter of 1 m and a table leg 12c supporting the table. The table 12 is supported to be rotatable between a horizontal position H in which the surface 12a is horizontal and a falling position V in a vertical state, and the rotating shaft 12d is horizontal in the left-right direction, and is set to the table leg 12c of the rear side Y2. The root is closer to the lower side Z1. When the player P raises the edge portion 12b of the front side Y1, that is, the table-like operation is performed, the table 12 can be rotationally moved from the state of the horizontal position H to the falling position V.

桌台12當被使勁地從水平位置H朝向翻倒位置V旋轉操作後,即抵接於設在遊戲機本體20之阻尼器21並配置於翻倒位置V。其後,桌台12即被支撐成自翻倒位置V往水平位置H自然地旋轉移動返回。為了如上述般支撐桌台12,只要在桌台12處於翻倒位置V之狀態下使桌台12本身之重心較支點更靠前方側Y1之位置即可。或者,亦可設置驅動裝置,以將桌台12自翻倒位置V往水平位置H旋轉驅動至桌台12能以其自重返回至水平位置H之程度為止。When the table 12 is rotationally rotated from the horizontal position H toward the falling position V, the table 12 abuts against the damper 21 provided in the game machine body 20 and is disposed at the falling position V. Thereafter, the table 12 is supported to naturally rotate back from the collapsed position V to the horizontal position H. In order to support the table 12 as described above, the center of gravity of the table 12 itself may be positioned closer to the front side Y1 than the fulcrum in a state where the table 12 is in the collapsed position V. Alternatively, a drive means may be provided to rotationally drive the table 12 from the collapsed position V to the horizontal position H to the extent that the table 12 can return to the horizontal position H by its own weight.

阻尼器13,係一在桌台12自翻倒位置V往水平位置H依其自重旋轉移動之過程中,對桌台12在旋轉方向施加負載,以使桌台12之旋轉速度減速之減弱裝置。阻尼器13在桌台12自水平位置H往翻倒位置V旋轉移動之過程中,不會對桌台12施加負載。亦即,阻尼器13係單方向性之旋轉阻尼器。阻尼器13亦可利用組合了自水平位置H往翻倒位置V為空轉且無法自翻倒位置V往水平位置H旋轉之單向離合器與使兩旋轉方向產生力矩之阻尼器者。The damper 13 is a weakening device that applies a load to the table 12 in the rotation direction during the rotation of the table 12 from the tilting position V to the horizontal position H according to its own weight to decelerate the rotation speed of the table 12 . The damper 13 does not apply a load to the table 12 during the rotational movement of the table 12 from the horizontal position H to the collapsed position V. That is, the damper 13 is a unidirectional rotary damper. The damper 13 can also utilize a one-way clutch that combines the rotation from the horizontal position H to the collapsed position V and cannot rotate from the collapsed position V to the horizontal position H, and a damper that generates torque in both directions of rotation.

藉此,輸入裝置10在桌台12自翻倒位置V往水平位置H旋轉移動之過程中,可防止桌台12急速地返回至水平位置H。Thereby, the input device 10 can prevent the table 12 from returning to the horizontal position H rapidly during the rotation of the table 12 from the tilting position V to the horizontal position H.

編碼器14係檢測桌台12之旋轉狀態之光學式旋轉編碼器。編碼器14,設於桌台12之旋轉軸12d,以檢測桌台12之旋轉位置與旋轉速度(角速度)。編碼器14係將檢測訊號輸出至遊戲機本體20。The encoder 14 is an optical rotary encoder that detects the rotational state of the table 12. The encoder 14 is provided on the rotating shaft 12d of the table 12 to detect the rotational position and the rotational speed (angular velocity) of the table 12. The encoder 14 outputs a detection signal to the game machine body 20.

壓力感測器15,係設於在桌台12為水平狀態之狀態下其桌腳12c所接觸之地面之測力器。壓力感測器15係檢測桌腳12c所施加之載重,並轉換成電氣訊號,將檢測訊號輸出至遊戲機本體20。壓力感測器15能藉由檢測載重之變化檢測出桌台12之表面12a被玩家P敲打。The pressure sensor 15 is a load cell that is placed on the ground where the table legs 12c are in contact with the table 12 in a horizontal state. The pressure sensor 15 detects the load applied by the table foot 12c and converts it into an electrical signal, and outputs the detection signal to the game machine body 20. The pressure sensor 15 can detect that the surface 12a of the table 12 is beaten by the player P by detecting the change in the load.

此外,亦可將編碼器14兼用為壓力感測器15。此時,只要根據編碼器14之輸出,由控制部60(參照圖3)判定配置於水平位置H之桌台12之往圖中右旋轉θ1之輸出即可。In addition, the encoder 14 can also be used as the pressure sensor 15. At this time, the control unit 60 (see FIG. 3) may determine the output of the right rotation θ1 in the drawing of the table 12 disposed at the horizontal position H based on the output of the encoder 14.

輸入裝置10可藉由上述構成,自水平位置H往翻倒位置V旋轉移動,並輸出旋轉移動過程之桌台12之旋轉狀態。藉此,輸入裝置10即能對應如翻桌遊戲之使桌台12翻倒之玩家P的操作。The input device 10 can be rotationally moved from the horizontal position H to the falling position V by the above configuration, and outputs the rotation state of the table 12 in the rotational movement process. Thereby, the input device 10 can correspond to the operation of the player P that causes the table 12 to fall over, such as a table-turning game.

如圖2所示,遊戲機本體20具備顯示器30(顯示手段)與振動減弱部40。As shown in FIG. 2, the game machine main body 20 is provided with the display 30 (display means) and the vibration weakening part 40.

顯示器30係液晶顯示裝置等之顯示裝置。顯示器30係利用一定程度之大型裝置(例如左右方向X為0.8m以上,垂直方向Z為0.4m以上),能以如後述之方式顯示載置於桌台12之飛翔物件33在假想空間內飛翔之狀態。The display 30 is a display device such as a liquid crystal display device. The display 30 is a large-scale device (for example, a horizontal direction X of 0.8 m or more and a vertical direction Z of 0.4 m or more), and the flying object 33 placed on the table 12 can be displayed to fly in an imaginary space as will be described later. State.

如圖1所示,顯示器30係顯示室內影像31、配置於其室內之桌台影像32、飛翔物件33、角色34(標的)。As shown in FIG. 1, the display 30 displays an indoor image 31, a table image 32 disposed in the room, a flying object 33, and a character 34 (target).

室內影像31,係一房屋之室內影像(圖1中為日本房屋之室內影像),由牆壁31a、榻榻米31b等之物件之影像構成。The indoor image 31 is an indoor image of a house (the indoor image of a Japanese house in Fig. 1), and is composed of images of objects such as the wall 31a and the tatami 31b.

桌台影像32,係與桌台12對應之影像,又,其表面影像之桌台表面影像32a(板狀構件表面影像)係與桌台12之表面12a對應之影像,顯示為與桌台12之表面12a大致相同尺寸。The table image 32 is an image corresponding to the table 12, and the surface image 32a of the surface image (the surface image of the plate member) is an image corresponding to the surface 12a of the table 12, and is displayed as the table 12 The surface 12a is approximately the same size.

飛翔物件33配置於桌台表面影像32a內,顯示為如同飛翔物件33載置於桌台12。在此場面下,飛翔物件33係顯示有茶杯33a之影像與配置於盤子33c之魚33b之影像。The flying object 33 is disposed in the table surface image 32a and is displayed as if the flying object 33 is placed on the table 12. In this scene, the flying object 33 displays the image of the teacup 33a and the image of the fish 33b disposed on the tray 33c.

角色34,通常係顯示為在室內影像31內移動。在此場面下,角色34係顯示有往右側X2步行中之孩童34a之影像與往左側X1步行中之貓34b之影像。The character 34 is typically displayed to move within the indoor image 31. In this scene, the character 34 shows an image of the child 34a walking to the right X2 and the cat 34b walking to the left X1.

振動減弱部40,係減弱藉由桌台12***作而產生之顯示器30之振動之裝置。振動減弱部40係由阻尼器與線圈彈簧構成之振動減弱器,分別設於左右方向X、後方方向Y、垂直方向Z(左右方向X之振動減弱器未圖示),以減弱各方向之振動。The vibration reducing portion 40 is a device that attenuates the vibration of the display 30 generated by the operation of the table 12. The vibration reducing portion 40 is a vibration attenuator including a damper and a coil spring, and is provided in the left-right direction X, the rear direction Y, and the vertical direction Z (the vibration attenuator in the left-right direction X is not shown) to weaken the vibration in each direction. .

圖3係第1實施形態之遊戲系統1之方塊圖。Fig. 3 is a block diagram of the game system 1 of the first embodiment.

圖4係顯示第1實施形態之各表之圖。Fig. 4 is a view showing each table of the first embodiment.

如圖3所示,遊戲系統1除了上述硬體以外,尚具備儲存部50與控制部60。As shown in FIG. 3, the game system 1 includes a storage unit 50 and a control unit 60 in addition to the above hardware.

此外,本發明所述之電腦,係指具備儲存裝置、控制部等之資訊處理裝置,遊戲系統1係具備儲存部50、控制部60等之資訊處理裝置,包含於本發明之電腦之概念。Further, the computer according to the present invention is an information processing device including a storage device, a control unit, and the like, and the game system 1 includes an information processing device such as the storage unit 50 and the control unit 60, and is included in the concept of the computer of the present invention.

儲存部50係用以儲存遊戲系統1之動作所需之程式、資訊等之硬體、半導體記憶體元件等之儲存裝置。儲存部50,具備遊戲程式儲存部51與表儲存部52。The storage unit 50 is a storage device for storing hardware such as a program or information required for the operation of the game system 1 and a semiconductor memory element. The storage unit 50 includes a game program storage unit 51 and a table storage unit 52.

遊戲程式儲存部51,係儲存此翻桌遊戲之遊戲程式之儲存區域。於遊戲程式包含用以運算例如飛翔物件33之飛翔態樣、飛翔距離等之運算式等。The game program storage unit 51 is a storage area for storing the game program of the table game. The game program includes an arithmetic expression for calculating, for example, a flying state of the flying object 33, a flying distance, and the like.

如圖4所示,表儲存部52,係儲存飛翔物件表521、物件表522、飛翔距離523、角色表524、以及飛翔態樣表525之儲存區域。As shown in FIG. 4, the table storage unit 52 stores a storage area of the flying object table 521, the object table 522, the flying distance 523, the character table 524, and the flying state table 525.

飛翔物件表521係將各飛翔物件33與其質量521a及滾動係數521b建立對應關係後儲存。滾動係數521b係如後所述,在飛翔物件33落下至地面時用於運算其後之動作之係數。The flying object table 521 stores the flying objects 33 in association with the mass 521a and the rolling coefficient 521b. The rolling coefficient 521b is used to calculate the coefficient of the subsequent action when the flying object 33 falls to the ground as will be described later.

物件表522,係將飛翔物件33所衝撞之假想空間內之各物件31a~31d與其反彈係數522a建立對應關係後儲存。反彈係數522a係表示飛翔物件33衝撞於各物件31a~31d或落下時會反彈至何種程度之係數。The object table 522 stores the objects 31a to 31d in the virtual space in which the flying object 33 collides with the rebound coefficient 522a. The rebound coefficient 522a is a coefficient indicating how much the flying object 33 collides with each of the objects 31a to 31d or when it falls.

又,物件表522係將各物件31a~31d與其金額522b及分數522c建立對應關係後儲存。Further, the object table 522 stores the objects 31a to 31d in association with the amount 522b and the score 522c.

飛翔距離表523係將飛翔物件33之飛翔距離523a與分數523c建立對應關係後儲存。The flying distance table 523 stores the flying distance 523a of the flying object 33 in association with the score 523c.

角色表524係將各角色34與分數524c建立對應關係後儲存。The role table 524 stores the roles 34 in association with the score 524c.

飛翔態樣表525係將飛翔物件33之飛翔態樣525a與分數525c建立對應關係後儲存。The flying state table 525 stores the flying state 525a of the flying object 33 and the score 525c.

此外,各表之利用態樣留待後述。In addition, the utilization of each table is left to be described later.

如圖3所示,控制部60係用以統籌控制遊戲系統1之控制部,例如由CPU(中央處理裝置)等構成。控制部60藉由適當地讀出儲存於儲存部50之各種程式並執行,而與前述硬體連動,實現本發明之各種機能。控制部60,具備旋轉狀態判定部61、飛翔狀態運算部62、遊戲進行控制部63、以及視必要在此等各控制部間傳遞資訊之匯流排線。As shown in FIG. 3, the control unit 60 is configured to integrally control the control unit of the game system 1, and is configured by, for example, a CPU (Central Processing Unit). The control unit 60 realizes various functions of the present invention by interlocking with the hardware by appropriately reading and executing various programs stored in the storage unit 50. The control unit 60 includes a rotation state determination unit 61, a flight state calculation unit 62, a game progress control unit 63, and a bus line for transmitting information between the control units as necessary.

旋轉狀態判定部61,係根據輸入裝置10之編碼器14之輸出判定桌台12之旋轉狀態之控制部。旋轉狀態判定部61,係以桌台12之表面12a位於水平位置H之狀態為基準判定桌台12之旋轉角度、旋轉速度、角速度。The rotation state determination unit 61 is a control unit that determines the rotation state of the table 12 based on the output of the encoder 14 of the input device 10. The rotation state determination unit 61 determines the rotation angle, the rotation speed, and the angular velocity of the table 12 based on the state in which the surface 12a of the table 12 is at the horizontal position H.

飛翔狀態運算部62係依據旋轉狀態判定部61之輸出,根據遊戲程式之運算式並依照物理法則運算飛翔物件33之飛翔狀態之控制部。又,飛翔狀態運算部62,當飛翔物件33飛翔後之結果判定為衝撞於顯示器30內之牆壁31a等時,係根據遊戲程式之運算式並依照物理法則運算衝撞後之飛翔物件33之移動狀態。The flying state calculation unit 62 is a control unit that calculates the flying state of the flying object 33 in accordance with the calculation formula of the game program and in accordance with the physical law according to the output of the rotation state determining unit 61. Further, when the flying object 33 is determined to have collided with the wall 31a or the like in the display 30, the flying state computing unit 62 calculates the moving state of the flying object 33 after the collision according to the calculation formula of the game program and according to the physical law. .

遊戲進行控制部63,係統籌控制遊戲之進行之控制部。遊戲進行控制部63,係依據遊戲程式儲存部51之遊戲程式,進行例如將遊戲畫面影像輸出至顯示器30之控制、將音效聲音輸出至揚聲器(未圖示)之控制等。The game progress control unit 63 systematically controls a control unit that controls the progress of the game. The game progress control unit 63 performs, for example, control of outputting the game screen image to the display 30, control of outputting the sound effect sound to a speaker (not shown), and the like according to the game program of the game program storage unit 51.

圖5係顯示第1實施形態之遊戲系統1之動作之流程圖。Fig. 5 is a flow chart showing the operation of the game system 1 of the first embodiment.

圖6、圖7、圖8係顯示第1實施形態之顯示器30之顯示畫面之圖。6, 7, and 8 are views showing a display screen of the display 30 of the first embodiment.

如圖5所示,最初在步驟S(以下單稱為「S」)10中,玩家P係將硬幣投入硬幣投入口(未圖示),藉此控制部60即開始處理。As shown in FIG. 5, initially, in step S (hereinafter simply referred to as "S") 10, the player P puts a coin into a coin insertion port (not shown), whereby the control unit 60 starts the process.

S20中,遊戲進行控制部63,係將關卡選擇畫面35(參照圖6)顯示於顯示器30。此遊戲中,共準備了日本、中國、美國等各國不同之態樣之房間35a~35f之六個關卡,又,各關卡中配置於桌台表面影像32a之飛翔物件33及其組合均不同。當玩家P操作按鈕11並決定關卡後,遊戲進行控制部63,即開始該關卡之遊戲。以下,說明選擇了日本房屋之房間亦即和室35a之情形。In S20, the game progress control unit 63 displays the level selection screen 35 (see FIG. 6) on the display 30. In this game, six levels of rooms 35a to 35f of different appearances in Japan, China, and the United States are prepared, and the flying objects 33 and combinations thereof arranged in the surface image 32a of the table are different in each level. When the player P operates the button 11 and decides the level, the game proceeds to the control unit 63, that is, starts the game of the level. Hereinafter, the case where the room of the Japanese house is selected, that is, the room 35a will be described.

S30中,遊戲進行控制部63,係將和室之室內影像31與孩童34a、貓34b之角色34在該室內步行移動之狀態顯示於顯示器30(參照圖1)。In S30, the game progress control unit 63 displays the indoor image 31 of the room and the room 34a of the child 34a and the character 34 of the cat 34b on the display 30 in a state of walking in the room (see Fig. 1).

S40中,遊戲進行控制部63,係根據壓力感測器15之輸出,判定玩家P是否已敲打桌台12。遊戲進行控制部63,當判定玩家P已敲打桌台12時(S40:YES),即進至S50,另一方面,當判定玩家P未敲打桌台12時(S40:NO),即進至S60。In S40, the game progress control unit 63 determines whether or not the player P has hit the table 12 based on the output of the pressure sensor 15. The game progress control unit 63 determines that the player P has hit the table 12 (S40: YES), that is, proceeds to S50, and on the other hand, when it is determined that the player P has not hit the table 12 (S40: NO), the game proceeds to S60.

S50中,遊戲進行控制部63,係使角色34之動作停止。In S50, the game progress control unit 63 stops the operation of the character 34.

圖7(a),係藉由玩家P敲打桌台12,而演出如孩童34a、貓34b凝視前方側Y1而注目於玩家P之情形,並使孩童34a、貓34b之動作停止之場面。Fig. 7(a) shows a scene in which the player P beats the table 12 and the child 34a and the cat 34b stare at the front side Y1 and pay attention to the player P, and stops the action of the child 34a and the cat 34b.

藉此,當玩家P使飛翔物件33飛翔之情形,即能使角色34停止於飛翔物件33將命中之位置。Thereby, when the player P causes the flying object 33 to fly, the character 34 can be stopped at the position where the flying object 33 will hit.

返回圖5,S60中,旋轉狀態判定部61,係藉由遊戲進行控制部63將桌台12舉起操作,而判定是否有編碼器14之輸出。旋轉狀態判定部61,當判定為有編碼器14之輸出時(S60:YES),即進至S70,另一方面,當判定為無編碼器14之輸出時(S60:NO),即反覆自S30開始之處理。Referring back to FIG. 5, in S60, the rotation state determination unit 61 determines whether or not the output of the encoder 14 is present by the game progress control unit 63 lifting the table 12 to operate. When it is determined that the output of the encoder 14 is present (S60: YES), the rotation state determination unit 61 proceeds to S70, and when it is determined that there is no output of the encoder 14 (S60: NO), it is repeated. The processing started at S30.

S70中,旋轉狀態判定部61,係根據編碼器14之輸出,判定桌台12之旋轉角度、旋轉速度、角速度。接著,飛翔狀態運算部62,當在桌台12之表面12a中與桌台表面影像32a之飛翔物件33之配置對應之位置實際載置有該飛翔物件時,即依據旋轉狀態判定部61之輸出運算實際載置時之飛翔物件之飛翔狀態。In S70, the rotation state determination unit 61 determines the rotation angle, the rotation speed, and the angular velocity of the table 12 based on the output of the encoder 14. Next, the flying state computing unit 62 actually mounts the flying object at the position corresponding to the arrangement of the flying object 33 of the table surface image 32a on the surface 12a of the table 12, that is, according to the output of the rotation state determining unit 61. Calculate the flying state of the flying object when it is actually placed.

例如,圖7(a)中,桌台12係在操作前之狀態,於桌台表面影像32a之前方側配置有魚33b,於桌台表面影像32a之後方側配置有茶杯33a。飛翔狀態運算部62,即假定桌台12之表面12a中、桌台12之表面12a之前方側Y1載置有魚,於後方側Y2載置有茶杯。For example, in Fig. 7(a), the table 12 is placed in a state before the operation, and the fish 33b is disposed on the side of the table surface image 32a, and the tea cup 33a is disposed on the side of the table surface image 32a. The flying state computing unit 62 assumes that the fish is placed on the front side Y1 of the front surface 12a of the table 12 in the surface 12a of the table 12, and the tea cup is placed on the rear side Y2.

接著,飛翔狀態運算部62,當魚、茶杯實際載置於桌 台12時,即依據玩家P對桌台12之操作,根據桌台12之旋轉角度、旋轉速度、角速度,依據運算式運算魚、茶杯如何飛翔之飛翔狀態、亦即在假想空間內之飛翔距離、飛翔態樣(在空中之旋轉態樣)等。Next, the flying state computing unit 62, when the fish and the teacup are actually placed on the table At the time of the table 12, according to the operation of the table 12 by the player P, according to the rotation angle, the rotation speed and the angular velocity of the table 12, the flying state of the fish and the tea cup, that is, the flying distance in the imaginary space, is calculated according to the arithmetic formula. , flying state (rotation in the air) and so on.

飛翔狀態運算部62,係精密地運算飛翔物件33自桌台12之表面12a離開之角度、自該表面離開時之速度。因此,在桌台12之旋轉速度自緩慢而徐徐加速之情形、與和其相反地最初較快速而徐徐地緩慢之情形,其藉由運算所求出之飛翔狀態不同。The flying state computing unit 62 precisely calculates the speed at which the flying object 33 is separated from the surface 12a of the table 12 and is separated from the surface. Therefore, in the case where the rotation speed of the table 12 is slow and slowly accelerated, and the case where it is initially slower and slower in the opposite direction, the flying state obtained by the calculation is different.

又,飛翔狀態運算部62,當判定飛翔物件33飛翔後之結果係衝撞於牆壁31a等時,係根據遊戲程式之運算式、飛翔物件表521之滾動係數521b及物件表522之反彈係數522a運算衝撞後之飛翔物件33之移動狀態。Further, when the flying state calculation unit 62 determines that the flying object 33 is flying and colliding with the wall 31a or the like, the flying state calculation unit 62 calculates the rebound coefficient 522b of the flying object table 521 and the rebound coefficient 522a of the object table 522 according to the calculation formula of the game program. The moving state of the flying object 33 after the collision.

例如,當魚33b落下(衝撞)於榻榻米31b時,飛翔狀態運算部62,係自圖4所示物件表522抽出榻榻米31b之反彈係數522a之「0.2」。接著,飛翔狀態運算部62,係於落下前一刻之飛翔速度加上0.2而算出魚33b自榻榻米31b彈起(反彈)時之速度。For example, when the fish 33b is dropped (impacted) on the tatami 31b, the flying state computing unit 62 extracts "0.2" of the rebound coefficient 522a of the tatami 31b from the object table 522 shown in FIG. Next, the flying state computing unit 62 calculates the speed at which the fish 33b bounces (bounces) from the tatami 31b by adding 0.2 to the flying speed immediately before the drop.

又,當魚33b於榻榻米31b滾動時,飛翔狀態運算部62,係自圖4所示飛翔物件表521抽出魚33b之滾動係數521b之「0.1」。飛翔狀態運算部62,係於魚33b之滾動速度以每秒累積0.1之方式算出使其徐徐地變慢。When the fish 33b rolls on the tatami 31b, the flying state calculation unit 62 extracts "0.1" of the rolling coefficient 521b of the fish 33b from the flying object table 521 shown in FIG. The flying state calculation unit 62 calculates that the rolling speed of the fish 33b is gradually decreased by 0.1 per second.

返回圖5,S80中,遊戲進行控制部63,係根據旋轉狀態判定部61,於顯示器30顯示桌台影像32之旋轉,又, 根據飛翔狀態運算部62之運算結果,將飛翔之飛翔物件33顯示於顯示器30。Referring back to FIG. 5, in S80, the game progress control unit 63 displays the rotation of the table image 32 on the display 30 based on the rotation state determination unit 61. The flying flying object 33 is displayed on the display 30 based on the calculation result of the flying state computing unit 62.

圖7(b)所示之場面下,魚33b與擺放有魚33b之盤子33c,係被顯示為分別飛翔。飛翔狀態運算部62,係如上述依據運算式精密地運算成原本彙整為一個之魚33b及盤子33c之飛翔狀態亦分別飛翔。如上述之精密運算,針對茶杯33a與注入於茶杯33a之茶33d等液體亦同樣地進行。In the scene shown in Fig. 7(b), the fish 33b and the dish 33c on which the fish 33b are placed are displayed as flying separately. The flying state computing unit 62 flies separately in accordance with the above-described calculation formula, and the flying state of the fish 33b and the plate 33c which are originally integrated into one is also flying. The above-described precision calculation is performed in the same manner as the liquid such as the tea cup 33a and the tea 33d injected into the tea cup 33a.

如此,遊戲系統1即能演出如同飛翔物件33於現實中飛翔之情形。In this way, the game system 1 can perform as if the flying object 33 is flying in reality.

又,遊戲進行控制部63由於係依據物理法則運算飛翔物件33衝撞於既定物件後之移動狀態,因此能詳細地顯示例如當飛翔物件33衝撞於影像之既定物件31a~31d時(例如落下至榻榻米31b或衝撞於牆壁31a之情形等)之後之移動。Further, since the game progress control unit 63 calculates the movement state in which the flying object 33 collides with the predetermined object in accordance with the physical law, it is possible to display in detail, for example, when the flying object 33 collides with the predetermined object 31a to 31d of the image (for example, falling to the tatami) The movement after 31b or the case of colliding with the wall 31a, etc.).

藉此,玩家P能模擬體驗翻桌,獲得爽快感。In this way, the player P can simulate the experience to turn the table and get a sense of refreshment.

此外,遊戲進行控制部63亦可依據飛翔物件33之質量大小,變更該飛翔物件33所衝撞之物件31a~31d被破壞之程度。Further, the game progress control unit 63 may change the degree to which the objects 31a to 31d collided by the flying object 33 are broken depending on the mass of the flying object 33.

例如,魚33b由於質量小因此運動量小且彈力大,是以即使衝撞於電視31d亦不會破壞電視31d,另一方面,茶杯33a由於質量大因此運動量大且為硬質,是以衝撞於電視31d即能破壞電視31d。上述情況,只要將各飛翔物件33與該飛翔物件33可破壞之物件31a~31d建立對應關係而以表之形態預先儲存,當各飛翔物件33衝撞於物件31a~31d 時,遊戲進行控制部63即可參照此表來確認是否可破壞。For example, the fish 33b has a small amount of movement and a large elasticity because the mass is small, so that the television 31d does not be damaged even if it collides with the television 31d. On the other hand, the cup 33a has a large amount of movement and is hard because of the large mass, so that it collides with the television 31d. That is, the TV 31d can be destroyed. In the above case, each flying object 33 is associated with the objects 31a to 31d which can be destroyed by the flying object 33, and is stored in advance in the form of a table, when the flying objects 33 collide with the objects 31a to 31d. At this time, the game progress control unit 63 can refer to the table to check whether it is breakable.

又,遊戲進行控制部63亦可為了反應飛翔物件33之運動量,而不僅飛翔物件33之質量,亦可對應飛翔速度變更物件31a~31d被破壞之程度。Further, the game progress control unit 63 may change not only the mass of the flying object 33 but also the degree of destruction of the flying speed changing objects 31a to 31d in order to reflect the amount of movement of the flying object 33.

藉此,遊戲系統1不僅可演出飛翔物件33之飛翔態樣,連飛翔物件33之飛翔結果亦可詳細地演出。Thereby, the game system 1 can not only perform the flying phenomenon of the flying object 33, but also the flying result of the flying object 33 can be performed in detail.

返回圖5,S90中,遊戲進行控制部63係根據飛翔狀態運算部62之運算結果,判定飛翔之飛翔物件33是否已命中於畫面之角色34。遊戲進行控制部63,當判定已命中角色34時(S90:YES),即進至S100,另一方面,當判定未命中角色34時(S90:NO),即進至S110。Referring back to FIG. 5, in S90, the game progress control unit 63 determines whether or not the flying flying object 33 has hit the character 34 of the screen based on the calculation result of the flying state computing unit 62. The game progress control unit 63 determines that the character 34 has been hit (S90: YES), that is, proceeds to S100, and on the other hand, when it is determined that the character 34 has been missed (S90: NO), the process proceeds to S110.

S100中,遊戲進行控制部63,會依據飛翔物件33所命中之角色34之種類判定賦予玩家P之分數。例如,當命中貓34b時,遊戲進行控制部63,係會從圖4所示之角色表524抽出與貓34b對應之分數「4」。In S100, the game progress control unit 63 determines the score assigned to the player P based on the type of the character 34 hit by the flying object 33. For example, when the cat 34b is hit, the game progress control unit 63 extracts the score "4" corresponding to the cat 34b from the character table 524 shown in FIG.

S110中,遊戲進行控制部63,會依據飛翔物件33所衝撞之物件31a~31d判定賦予玩家P之分數。例如,當茶杯33a衝撞於拉門31c時,遊戲進行控制部63,係從圖4所示之物件表522抽出與拉門31c對應之分數「2」。In S110, the game progress control unit 63 determines the score assigned to the player P based on the objects 31a to 31d that the flying object 33 collides with. For example, when the teacup 33a collides with the sliding door 31c, the game progress control unit 63 extracts the score "2" corresponding to the sliding door 31c from the object table 522 shown in FIG.

S120中,遊戲進行控制部63,依據飛翔物件33之飛翔態樣判定賦予玩家P之分數。例如,當飛翔狀態運算部62判定所運算之結果係茶杯33a在假想空間內飛翔時旋轉了三次時,遊戲進行控制部63,即從圖4所示之飛翔態樣表525抽出與三次旋轉對應之分數「3」。In S120, the game progress control unit 63 determines the score assigned to the player P based on the flying state of the flying object 33. For example, when the flying state computing unit 62 determines that the result of the calculation is that the teacup 33a has rotated three times in the virtual space, the game progress control unit 63 extracts the three-dimensional rotation from the flying state table 525 shown in FIG. The score is "3".

S130中,遊戲進行控制部63,依據飛翔物件33之飛翔距離判定賦予玩家P之分數。例如,當飛翔狀態運算部62判定茶杯33a在假想空間內飛翔了12m時,遊戲進行控制部63,即從圖4所示之飛翔距離表523抽出與飛翔距離10~15m對應之分數「3」。In S130, the game progress control unit 63 determines the score assigned to the player P based on the flying distance of the flying object 33. For example, when the flying state computing unit 62 determines that the teacup 33a is flying 12 m in the virtual space, the game progress control unit 63 extracts the score "3" corresponding to the flying distance of 10 to 15 m from the flying distance table 523 shown in FIG. .

S140,遊戲進行控制部63,將所判定之得分等之遊戲結果顯示於顯示器30。In S140, the game progress control unit 63 displays the game result of the determined score or the like on the display 30.

圖8係結果顯示畫面36,係一覽顯示與受害總額對應之分數36a、與飛翔距離對應之分數36b、與對角色34之命中對應及飛翔態樣對應之分數36d之各詳細與合計分數36e之場面。8 is a result display screen 36 which displays a list 36a corresponding to the total amount of damage, a score 36b corresponding to the flying distance, and a detailed and total score 36e of the score 36d corresponding to the hit of the character 34 and the flying pattern. scene.

如上所述,遊戲系統1依據一次之遊玩,藉由複數種項目賦予分數。藉此,玩家P能以自己喜好之項目為目標取得分數來進行遊戲,使遊戲不單調,且能清楚地顯示出此點。藉此,玩家P可根據受害總額、飛翔距離、角色之命中、飛翔態樣之各得分或合計得分,來與其他玩家比賽翻桌之技巧。As described above, the game system 1 assigns a score by a plurality of items in accordance with one play. In this way, the player P can score the game with his or her favorite item to make the game, so that the game is not monotonous and can clearly show this point. In this way, the player P can compete with other players for the skill of turning the table according to the total damage, the flying distance, the character's hit, the flying score, or the total score.

返回圖5,遊戲進行控制部63,係進至S150而結束一連串處理。其後,遊戲進行控制部63,亦可開始不同關卡之遊戲,或亦可顯示用以開始繼續遊戲之硬幣投入畫面。Returning to Fig. 5, the game progress control unit 63 proceeds to S150 and ends the series of processes. Thereafter, the game progress control unit 63 may start a game of a different level or may display a coin input screen for starting the game.

如以上所說明,本實施形態之遊戲系統1,能提供利用翻倒桌台12之新態樣之輸入動作使飛翔物件33飛翔之新態樣之遊戲。As described above, the game system 1 of the present embodiment can provide a game in which the flying object 33 is flying in a new state by the input action of the flipping table 12.

(第2實施形態)(Second embodiment)

其次,說明適用了本發明之遊戲系統之第2實施形態。Next, a second embodiment of the game system to which the present invention is applied will be described.

此外,以下說明及圖式中,對發揮與前述第1實施形態相同之功能之部分賦予同一符號或於其末端賦予同一符號,適當省略重複之說明。In the following description and the drawings, the same reference numerals will be given to the same parts as those in the first embodiment, and the same reference numerals will be given to the ends, and the description will be omitted as appropriate.

圖9係顯示第2實施形態之遊戲系統201之構成之側視圖。Fig. 9 is a side view showing the configuration of the game system 201 of the second embodiment.

遊戲系統201之桌台212,其旋轉軸212d設於較圖2所示之第1實施形態更靠前方側Y1且更靠下側Z1。因此,由於桌台212在翻倒位置2V中係配置於較第1實施形態更靠下側Z1,因此能使隱藏顯示器30之範圍較第1實施形態更為縮小。The table 212 of the game system 201 has a rotation axis 212d provided on the front side Y1 and on the lower side Z1 as compared with the first embodiment shown in FIG. Therefore, since the table 212 is disposed on the lower side Z1 of the first embodiment in the tilting position 2V, the range of the hidden display 30 can be made smaller than that of the first embodiment.

藉此,遊戲系統201即使在桌台212配置於翻倒位置2V之狀態下,亦能清楚觀看顯示區域51。Thereby, the game system 201 can clearly view the display area 51 even when the table 212 is placed in the collapsed position 2V.

(第3實施形態)(Third embodiment)

其次,說明適用了本發明之遊戲系統之第3實施形態。Next, a third embodiment of the game system to which the present invention is applied will be described.

圖10係第3實施形態之遊戲系統301之方塊圖。Fig. 10 is a block diagram showing a game system 301 according to the third embodiment.

圖11係顯示第3實施形態之顯示器330之顯示畫面之圖。Fig. 11 is a view showing a display screen of the display 330 of the third embodiment.

如圖10所示,遊戲系統301例如係個人電腦(以下稱為「電腦」),其具備作為輸入裝置之滑鼠310與電腦用顯示器330與作為遊戲機本體之電腦本體320。As shown in FIG. 10, the game system 301 is, for example, a personal computer (hereinafter referred to as "computer"), and includes a mouse 310 as an input device, a computer display 330, and a computer main body 320 as a game machine main body.

滑鼠310係接收玩家之輸入、用以在顯示器330所顯示之室內影像331(參照圖11(a))中由玩家P指出所欲位置之指向元件。滑鼠310係操作顯示於顯示器330之桌台表面影像332a。The mouse 310 receives the input from the player and indicates the pointing element of the desired position by the player P in the indoor image 331 (see FIG. 11(a)) displayed on the display 330. The mouse 310 operates to display the table surface image 332a of the display 330.

顯示器330中,除了顯示第1實施形態之室內影像31,亦顯示滑鼠310所指示之位置之箭頭335之影像。In the display 330, in addition to the indoor image 31 of the first embodiment, the image of the arrow 335 at the position indicated by the mouse 310 is displayed.

電腦本體320具備由CPU等構成之控制部360與由硬碟等構成之儲存部350。The computer main body 320 includes a control unit 360 including a CPU and the like, and a storage unit 350 including a hard disk or the like.

控制部360,具備旋轉狀態判定部361、板狀構件旋轉顯示控制部364。The control unit 360 includes a rotation state determination unit 361 and a plate-shaped member rotation display control unit 364.

旋轉狀態判定部361,係根據滑鼠310之輸出判定桌台影像332之旋轉狀態之控制部。The rotation state determination unit 361 is a control unit that determines the rotation state of the table image 332 based on the output of the mouse 310.

板狀構件旋轉顯示控制部364,係依據旋轉狀態判定部361之判定結果,於顯示器330顯示桌台影像332之桌台表面影像332a從水平狀態之水平位置3H(圖11(a)之狀態),從前方側往後方側舉起而旋轉移動至桌台表面影像332a為垂直之狀態之翻倒位置V(圖11(b)之狀態)。The plate-shaped member rotation display control unit 364 displays the table surface image 332a of the table image 332 from the horizontal position 3H in the horizontal state in accordance with the determination result of the rotation state determination unit 361 (the state of FIG. 11(a)). Lifting from the front side to the rear side and rotating to the tilting position V in the state where the table top image 332a is vertical (the state of FIG. 11(b)).

於儲存部350之遊戲程式儲存部351儲存有遊戲程式,又,於表儲存部352儲存有各表(參照圖4)。此等遊戲程式及各表,可從伺服器(未圖示)利用網路等之通訊網(未圖示)下載,或從CD-ROM利用CD-ROM驅動器(未圖示)安裝。The game program storage unit 351 of the storage unit 350 stores the game program, and the table storage unit 352 stores the tables (see FIG. 4). These game programs and tables can be downloaded from a server (not shown) using a communication network (not shown) such as a network, or from a CD-ROM using a CD-ROM drive (not shown).

其次,說明遊戲系統301之動作。Next, the action of the game system 301 will be described.

如圖11(a)所示,在桌台影像332位於水平位置3H之狀態下,箭頭335接觸於桌台影像332之緣部時,旋轉狀態判定部361係判定已抓住桌台影像332。As shown in FIG. 11(a), when the table 332 is in the horizontal position 3H and the arrow 335 is in contact with the edge of the table image 332, the rotation state determining unit 361 determines that the table image 332 has been grasped.

如圖11(b)所示,接著,當藉由玩家之滑鼠310之操作使箭頭335移動至上側Z2後,旋轉狀態判定部361係判定與箭頭335之移動速度對應之桌台影像332之旋轉角度、旋轉速度、角速度。As shown in FIG. 11(b), when the arrow 335 is moved to the upper side Z2 by the operation of the mouse 310 of the player, the rotation state determining unit 361 determines the table image 332 corresponding to the moving speed of the arrow 335. Rotation angle, rotation speed, angular velocity.

板狀構件旋轉顯示控制部364,係於顯示器330顯示桌台表面影像332a從水平位置3H旋轉移動至翻倒位置3V。The plate-shaped member rotation display control unit 364 is configured to display on the display 330 that the table surface image 332a is rotationally moved from the horizontal position 3H to the falling position 3V.

又,當滑鼠310之按鈕315***作時,遊戲進行控制部363係進行與第1實施形態中玩家P敲打桌台32時相同之處理。When the button 315 of the mouse 310 is operated, the game progress control unit 363 performs the same processing as when the player P hits the table 32 in the first embodiment.

與旋轉狀態判定部361之判定結果及桌台表面影像332a之敲打動作對應之遊戲進行處理係與第1實施形態相同。The game processing corresponding to the determination result of the rotation state determination unit 361 and the tapping operation of the table surface image 332a is the same as that of the first embodiment.

如上述,遊戲系統301即使不利用仿傲桌台之裝置,亦可藉由利用電腦來遊玩翻桌遊戲。此外,遊戲系統301不限定於電腦,亦可利用例如家庭用遊戲機。As described above, the game system 301 can play the table-turning game by using a computer without using the device of the table. Further, the game system 301 is not limited to a computer, and may be, for example, a home game machine.

以上,雖說明了本發明之實施形態,但本發明並不限定於前述之實施形態,亦可如後述變形形態般進行各種變形或變更,該等變更亦為本發明之技術範圍內。又,實施形態所記載之效果,不過係列舉從本發明產生之最佳效果,本發明之效果並不限定於實施形態所記載之效果。此外,前述實施形態及後述變形形態,雖亦可適當組合使用,但詳細之說明係予省略。The embodiments of the present invention have been described above, but the present invention is not limited to the embodiments described above, and various modifications and changes may be made without departing from the scope of the invention. Further, although the effects described in the embodiments are the best effects of the present invention, the effects of the present invention are not limited to the effects described in the embodiments. Further, the above-described embodiments and the modifications described later may be used in combination as appropriate, but detailed descriptions thereof will be omitted.

(變形形態)(deformation form)

(1)實施形態中,雖例示桌台在翻倒位置中其表面成為垂直方向之例,但並不限定於此。例如,亦可係桌台在翻倒位置中其表面傾斜至飛翔物件能飛翔之程度為止的狀態。(1) In the embodiment, the table has an example in which the surface of the table is in the vertical direction in the falling position, but the invention is not limited thereto. For example, the table may be in a state where the surface of the table is tilted to the extent that the flying object can fly in the overturned position.

(2)實施形態中,雖例示了遊戲系統係依據玩家之敲打動作,根據壓力感測器之輸出使角色停止之例,但並不限定於此。例如,亦可係藉由玩家敲打桌台而使角色之動作加速或變慢。此時玩家亦可使角色移動來使飛翔物件命中。(2) In the embodiment, the game system is exemplified by the player's tapping operation, and the character is stopped according to the output of the pressure sensor, but the invention is not limited thereto. For example, the action of the character may be accelerated or slowed down by the player hitting the table. At this point the player can also move the character to make the flying object hit.

(3)實施形態中,雖例示了遊戲系統係根據壓力感測器之輸出使角色停止之例,但並不限定於此。遊戲系統亦可根據壓力感測器之輸出使桌台表面影像之飛翔物件之配置變化。藉此,由於遊戲系統係藉由物理運算運算與飛翔物件之配置對應之飛翔態樣,因此玩家可藉由敲打動作使飛翔物件之飛翔態樣變化。(3) In the embodiment, the example in which the game system stops the character based on the output of the pressure sensor is exemplified, but the invention is not limited thereto. The game system can also change the configuration of the flying objects on the surface of the table according to the output of the pressure sensor. Thereby, since the game system is a flying phenomenon corresponding to the configuration of the flying object by the physical operation operation, the player can change the flying state of the flying object by the tapping action.

(4)實施形態中,雖例示了桌台在從水平位置旋轉移動至翻倒位置時不會被施加負載之例,但並不限定於此。例如,亦可根據配置於桌台表面影像之飛翔物件之組合對桌台施加不同之負載。藉此,載置於桌台之飛翔物件之重量(質量)可反應於操作。(4) In the embodiment, the example in which the table is not applied when the table is rotated from the horizontal position to the falling position is exemplified, but the invention is not limited thereto. For example, different loads may be applied to the table according to a combination of flying objects arranged on the surface of the table. Thereby, the weight (mass) of the flying object placed on the table can be reflected in the operation.

1,201,301...遊戲系統1,201,301. . . Game system

10...輸入裝置10. . . Input device

11...按鈕11. . . Button

12...桌台12. . . Table

12a...表面12a. . . surface

12b...緣部12b. . . Edge

12c...桌腳12c. . . Table legs

12d,212d...旋轉軸12d, 212d. . . Rotary axis

13...阻尼器13. . . Damper

14...編碼器14. . . Encoder

15...壓力感測器15. . . Pressure sensor

20...遊戲機本體20. . . Game console

21...阻尼器twenty one. . . Damper

30,330...顯示器30,330. . . monitor

31...室內影像31. . . Indoor image

31a...牆壁31a. . . wall

31b...榻榻米31b. . . Tatami

31c...拉門31c. . . Sliding door

31d...電視31d. . . TV

32,332...桌台影像32,332. . . Table image

32a,332a...桌台表面影像32a, 332a. . . Table surface image

33...飛翔物件33. . . Flying object

33a...茶杯33a. . . cup

33b...魚33b. . . fish

33c...盤子33c. . . plate

34...角色34. . . Character

34a...孩童34a. . . Child

34b...貓34b. . . Cat

35a~35f...房間35a~35f. . . room

35...關卡選擇畫面35. . . Level selection screen

36...結果顯示畫面36. . . Result display

36a~36d...分數36a~36d. . . fraction

36e...合計分數36e. . . Total score

40...振動減弱部40. . . Vibration reduction

50,350...儲存部50,350. . . Storage department

51,351...遊戲程式儲存部51,351. . . Game program storage

52,352...表儲存部52,352. . . Table storage

60,360...控制部60,360. . . Control department

61,361...旋轉狀態判定部61,361. . . Rotation state determination unit

62,362...飛翔狀態運算部62,362. . . Flying state computing department

63,363...遊戲進行控制部63,363. . . Game control department

310...滑鼠310. . . mouse

315...按鈕315. . . Button

320...電腦本體320. . . Computer body

335...箭頭335. . . arrow

364...板狀構件旋轉顯示控制部364. . . Plate member rotation display control unit

521...儲存飛翔物件表521. . . Store flying object table

521a...質量521a. . . quality

521b...滾動係數521b. . . Rolling factor

522...物件表522. . . Object table

522a...反彈係數522a. . . Rebound coefficient

522b...金額522b. . . Amount

522c...分數522c. . . fraction

523...飛翔距離表523. . . Flying distance table

523a...飛翔距離523a. . . Flying distance

523c...分數523c. . . fraction

524...角色表524. . . Role table

524c...分數524c. . . fraction

525...飛翔態樣表525. . . Flying state table

525a...飛翔態樣525a. . . Flying aspect

525c...分數525c. . . fraction

H,2H,3H...水平位置H, 2H, 3H. . . horizontal position

P...玩家P. . . Player

V,2V,3V...翻倒位置V, 2V, 3V. . . Overturned position

圖1係第1實施形態之遊戲系統1之立體圖。Fig. 1 is a perspective view of the game system 1 of the first embodiment.

圖2係顯示第1實施形態之遊戲系統1之構成之側視圖(從右側X1觀看之圖)。Fig. 2 is a side view showing the configuration of the game system 1 of the first embodiment (viewed from the right side X1).

圖3係第1實施形態之遊戲系統1之方塊圖。Fig. 3 is a block diagram of the game system 1 of the first embodiment.

圖4係顯示第1實施形態之各表之圖。Fig. 4 is a view showing each table of the first embodiment.

圖5係顯示第1實施形態之遊戲系統1之動作之流程圖。Fig. 5 is a flow chart showing the operation of the game system 1 of the first embodiment.

圖6係顯示第1實施形態之顯示器30之顯示畫面之圖。Fig. 6 is a view showing a display screen of the display 30 of the first embodiment.

圖7係顯示第1實施形態之顯示器30之顯示畫面之圖。Fig. 7 is a view showing a display screen of the display 30 of the first embodiment.

圖8係顯示第1實施形態之顯示器30之顯示畫面之圖。Fig. 8 is a view showing a display screen of the display 30 of the first embodiment.

圖9係顯示第2實施形態之遊戲系統201之構成之側視圖。Fig. 9 is a side view showing the configuration of the game system 201 of the second embodiment.

圖10係第3實施形態之遊戲系統301之方塊圖。Fig. 10 is a block diagram showing a game system 301 according to the third embodiment.

圖11係顯示第3實施形態之顯示器330之顯示畫面之圖。Fig. 11 is a view showing a display screen of the display 330 of the third embodiment.

1...遊戲系統1. . . Game system

10...輸入裝置10. . . Input device

11...按鈕11. . . Button

12...桌台12. . . Table

12a...表面12a. . . surface

20...遊戲機本體20. . . Game console

30...顯示器30. . . monitor

31...室內影像31. . . Indoor image

31a...牆壁31a. . . wall

31b...榻榻米31b. . . Tatami

31c...拉門31c. . . Sliding door

31d...電視31d. . . TV

32...桌台影像32. . . Table image

32a...桌台表面影像32a. . . Table surface image

33...飛翔物件33. . . Flying object

33a...茶杯33a. . . cup

33b...魚33b. . . fish

33c...盤子33c. . . plate

34...角色34. . . Character

34a...孩童34a. . . Child

34b...貓34b. . . Cat

H...水平位置H. . . horizontal position

V...翻倒位置V. . . Overturned position

Claims (8)

一種使飛翔物件飛翔之遊戲程式,其特徵在於,係使電腦發揮下述手段之功能:顯示手段,係顯示板狀構件表面之影像即板狀構件表面影像與配置於前述板狀構件表面影像之飛翔物件;輸入手段,係接收輸入;板狀構件旋轉顯示控制手段,係根據前述輸入手段之輸入,將前述板狀構件表面影像於前述顯示手段顯示成前述板狀構件表面影像自其表面為水平狀態之水平位置,從前方側往後方側舉起而旋轉移動至前述表面為傾斜或垂直之狀態之翻倒位置;旋轉狀態判定控制手段,係判斷已旋轉之前述板狀構件表面影像自前述水平位置至前述翻倒位置之旋轉狀態;飛翔狀態運算手段,根據前述板狀構件表面影像之前述飛翔物件之配置與前述旋轉狀態判定控制手段之輸出,依據物理法則運算前述飛翔物件之飛翔狀態;以及遊戲進行控制手段,根據前述飛翔狀態運算手段之運算結果,將飛翔之前述飛翔物件顯示於前述顯示手段以進行遊戲。A game program for flying a flying object, characterized in that the computer is configured to perform a function of displaying a surface of the plate-like member, that is, an image of the surface of the plate-like member and an image disposed on the surface of the plate-like member. a flying object; an input means for receiving input; a plate-shaped member rotating display control means for displaying the surface of the plate-like member on the display means according to the input of the input means, wherein the surface image of the plate-shaped member is horizontal from the surface thereof The horizontal position of the state is lifted from the front side to the rear side and is rotationally moved to a tilting position in which the surface is inclined or perpendicular; the rotation state determining control means determines that the surface image of the plate member that has been rotated is from the aforementioned level a state of rotation to the tilting position; the flying state computing means calculates the flying state of the flying object according to a physical rule according to the arrangement of the flying object of the surface image of the plate member and the output of the rotation state determining control means; Game control means, according to the aforementioned flying The result of the operation means, the aforementioned flying object flying in the display of the display means to the game. 如申請專利範圍第1項之使飛翔物件飛翔之遊戲程式,其係使前述飛翔狀態運算手段發揮如下功能:依據物理法則運算前述飛翔物件衝撞於前述顯示手段所顯示之既定對象或落下後之前述飛翔物件之移動狀態。The game program for flying a flying object in the first application of the patent scope, wherein the flying state computing means performs the function of: calculating, according to a physical rule, the flying object colliding with a predetermined object displayed by the display means or falling after the falling The moving state of the flying object. 如申請專利範圍第1或2項之使飛翔物件飛翔之遊戲程式,其係使前述顯示手段發揮顯示標的之功能;使前述遊戲進行控制手段發揮如下功能:依據前述飛翔狀態運算手段之運算結果,判定飛翔之前述飛翔物件是否已命中前述標的。For example, in the game program of claim 1 or 2, the game program for flying the flying object causes the display means to function as a display target; and the game control means performs the following functions: according to the calculation result of the flying state computing means, It is determined whether the aforementioned flying object of the flying has hit the aforementioned target. 如申請專利範圍第3項之使飛翔物件飛翔之遊戲程式,其係使前述遊戲進行控制手段發揮如下功能:依據前述飛翔物件是否已命中前述標的之判定結果,對玩家賦予分數。For example, in the third aspect of the patent application, a game program for flying a flying object is used to cause the game control means to perform a function of assigning a score to the player based on whether the flying object has hit the determination result of the target. 如申請專利範圍第1或2項之使飛翔物件飛翔之遊戲程式,其係使前述遊戲進行控制手段發揮依據前述飛翔物件之飛翔態樣對玩家賦予分數之功能。For example, the game program for flying a flying object is applied in the first or second patent range, and the game control means is used to give a score to the player according to the flying state of the flying object. 如申請專利範圍第1或2項之使飛翔物件飛翔之遊戲程式,其係使前述遊戲進行控制手段發揮依據前述飛翔物件之飛翔距離對玩家賦予分數之功能。For example, in the game program of claim 1 or 2, the game program for flying a flying object moves the game to perform a function of giving a score to the player based on the flying distance of the flying object. 如申請專利範圍第3項之使飛翔物件飛翔之遊戲程式,其係使前述顯示手段發揮使前述標的移動並顯示之功能;使前述輸入手段發揮根據玩家之操作使前述標的之動作變化或停止之功能。A game program for flying a flying object in the third aspect of the patent application, wherein the display means performs a function of moving and displaying the target; and the input means causes the action of the target to change or stop according to an operation of the player. Features. 如申請專利範圍第1或2項之使飛翔物件飛翔之遊戲程式,其係使前述輸入手段發揮根據玩家之操作使前述板狀構件表面影像之前述飛翔物件之配置變化之功能。A game program for flying a flying object in the first or second aspect of the patent application, wherein the input means functions to change the arrangement of the flying object of the surface image of the plate member according to an operation of the player.
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