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TWI387474B - Interactive runner game control method, computer program product and runner game device - Google Patents

Interactive runner game control method, computer program product and runner game device Download PDF

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Publication number
TWI387474B
TWI387474B TW098123391A TW98123391A TWI387474B TW I387474 B TWI387474 B TW I387474B TW 098123391 A TW098123391 A TW 098123391A TW 98123391 A TW98123391 A TW 98123391A TW I387474 B TWI387474 B TW I387474B
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Taiwan
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totem
interactive
card
processor
reply signal
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TW098123391A
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Chinese (zh)
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TW201102136A (en
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Astro Corp
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Priority to TW098123391A priority Critical patent/TWI387474B/en
Priority to US12/686,257 priority patent/US20110009183A1/en
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Publication of TWI387474B publication Critical patent/TWI387474B/en

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3262Player actions which determine the course of the game, e.g. selecting a prize to be won, outcome to be achieved, game to be played

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • User Interface Of Digital Computer (AREA)
  • Slot Machines And Peripheral Devices (AREA)

Description

互動式轉輪遊戲控制方法、電腦程式產品及轉輪遊戲裝置Interactive runner game control method, computer program product and runner game device

本發明是有關於一種轉輪遊戲控制方法,特別是指一種增加玩家與遊戲之間互動關係的互動式轉輪遊戲控制方法。The invention relates to a control method of a rotary game, in particular to an interactive rotary game control method for increasing the interaction between a player and a game.

目前世界各國的遊樂場(Casino)中,擺設較大眾化的遊戲機包括吃角子老虎機(Slots,下稱轉輪遊戲機,又稱拉霸遊戲機)、百家樂(Baccarat)、21點(Blackjack)等。其中,由於轉輪遊戲的進行對玩家而言十分簡單,玩家只要將遊戲幣或銅板投入、扳下拉桿,接著碰運氣就好了;因此,無論以遊戲局數或總賭金來看,轉輪遊戲在遊樂場一向佔有一席之地。At present, among the casinos in the world, the more popular game consoles include slot machines (Slots, hereinafter referred to as the game console), Baccarat, Blackjack. )Wait. Among them, since the progress of the revolving game is very simple for the player, the player only needs to put the coin or the copper plate into the lever, and then the luck is good; therefore, regardless of the number of games or the total bet, The round game has always had a place in the playground.

傳統的轉輪遊戲機內部設有三個串在一起的轉輪,每一個轉輪上附有圖案與數字。當拉桿被拉下,該等轉輪會旋轉,然後慢慢停止,最後出現由該等圖案與數字排列組成的畫面。該等圖案與數字的排列結果若出現贏組合(winning combinations),則可贏得賭金(win score),贏得的賭金通常會由機器自動掉下遊戲幣或銅板支付。所謂的贏組合不外乎特定圖案或數字的連線,例如連成對角線(diagonal lines)、上方線(top line)、中間線(center line)及下方線(bottom line)。The traditional wheel game machine has three revolving wheels inside, each with a pattern and a number. When the drawbar is pulled down, the runners will rotate and then slowly stop, and finally a picture consisting of the patterns and the numerical arrangement will appear. If there is a winning combination in the arrangement of the patterns and numbers, the win score can be won, and the winning bet is usually paid by the machine to automatically drop the game currency or the copper plate. The so-called winning combination is nothing more than a connection of specific patterns or numbers, such as diagonal lines, top lines, center lines, and bottom lines.

隨著數位電子的興起,拉霸遊戲機已從傳統的實際轉輪設計發展成現今電腦控圖遊戲。但不論傳統或電腦控圖的拉霸遊戲機,遊戲進行中,玩家只需進行投幣以及扳下啟動按鈕啟動遊戲的動作,接著就等著開獎,遊戲過程中完全由遊戲機本身執行,缺乏與玩家之間的互動,因此大部分的玩家在進行幾次遊戲後就會失去興致。With the rise of digital electronics, the slot machine has evolved from the traditional actual wheel design to the current computer graphics game. However, regardless of the traditional or computer-controlled game console, the game is in progress, the player only needs to carry out the coin and pull the start button to start the game, and then wait for the draw, the game is completely executed by the game machine itself, lacking Interaction with the player, so most players lose interest after playing a few games.

由此可知,有關轉輪遊戲機的改良設計,應能增加玩家與遊戲之間的互動,使玩家在遊戲過程中能參與操作,甚至能訓練反應速度,以提高玩家對遊戲的興趣。It can be seen that the improved design of the reel game machine should increase the interaction between the player and the game, enable the player to participate in the operation during the game, and even train the reaction speed to enhance the player's interest in the game.

因此,本發明之目的,即在提供一種增加玩家與遊戲之間互動關係的互動式轉輪遊戲控制方法。Accordingly, it is an object of the present invention to provide an interactive wheel game control method that increases the interaction between a player and a game.

本發明之再一目的,在於提供一種電腦程式產品,包含一載有電腦可讀取之多數個程式指令的電腦可讀取紀錄媒體,該等程式指令由電腦的一處理器執行而進行增加玩家與遊戲之間互動關係的互動式轉輪遊戲控制方法。A further object of the present invention is to provide a computer program product comprising a computer readable recording medium carrying a plurality of program instructions readable by a computer, the program instructions being executed by a processor of the computer to increase the player An interactive runner game control method that interacts with the game.

前述互動式轉輪遊戲控制方法由一遊戲裝置執行,並包含以下步驟:The aforementioned interactive wheel game control method is executed by a game device and includes the following steps:

(a)依據一轉輪轉動之指令隨機產生一矩陣圖騰組合,該圖騰組合中包含一可換牌之圖騰位置,並紀錄之。該可換牌之圖騰可以是位於一符合換牌條件之圖騰串中。(a) randomly generating a matrix totem combination according to a rotation of the wheel, the totem combination including a totem position of the exchangeable card, and recording. The convertible totem can be located in a totem string that meets the card changing conditions.

(b)接收一由玩家控制而產生的回覆信號,該回覆信號被讀取後被解讀為對應到該矩陣中某一位置。(b) receiving a reply signal generated by the player, the read signal being read and interpreted as corresponding to a position in the matrix.

(c)依據該可換牌之圖騰位置以及該回覆信號所對應之位置判斷該回覆信號是否正確,若正確則進行步驟(d)。(c) determining whether the reply signal is correct according to the totem position of the convertible card and the position corresponding to the reply signal, and if yes, proceeding to step (d).

(d)針對該可換牌之圖騰位置進行換牌。(d) A card is placed for the totem position of the convertible card.

(e)判斷換牌後的圖騰串是否完成連線,並進行相關輸出。(e) Determine whether the totem string after the card is completed is connected and perform related output.

本發明之另一目的,在於提供一種增加玩家與遊戲之間互動關係的互動式轉輪遊戲裝置。Another object of the present invention is to provide an interactive revolving game device that increases the interaction between a player and a game.

爲達到上述目的,本發明互動式轉輪遊戲裝置,包含一供輸入一回覆信號的輸入單元、一控制系統,及一輸出單元。To achieve the above object, the interactive revolving game device of the present invention comprises an input unit for inputting a reply signal, a control system, and an output unit.

該控制系統包括一與該輸入單元連接的處理器、一與該處理器連接並載有多數個控制遊戲進行之程式指令的第一記憶體,及一與該處理器連接第二記憶體,輸出單元包括一與該處理器連接的顯示幕。The control system includes a processor coupled to the input unit, a first memory coupled to the processor and carrying a plurality of program instructions for controlling the game, and a second memory coupled to the processor, the output The unit includes a display screen coupled to the processor.

當該處理器讀取並執行該第一記憶體中的一互動遊戲程式指令集,會依據來自該輸入單元之一轉輪轉動之指令隨機產生一矩陣圖騰組合並透過該顯示系統輸出,該圖騰組合中包含一符合換牌條件之圖騰串,該處理器並將該圖騰串中的一可換牌之圖騰位置紀錄於該第二記憶體;該處理器還接收一從該輸入單元傳送來之回覆信號,該回覆信號被該處理器讀取並解讀為對應到該矩陣中某一位置;該處理器還依據該可換牌之圖騰位置以及該回覆信號所對應之位置判斷該回覆信號是否正確,若正確則針對該可換牌之圖騰位置進行換牌,並判斷換牌後的圖騰串是否完成連線且進行相關輸出。When the processor reads and executes an interactive game program instruction set in the first memory, a matrix totem combination is randomly generated according to an instruction from one of the input units to rotate and output through the display system, the totem The combination includes a totem string that meets the card changing condition, and the processor records a totem position of a convertible card in the totem string in the second memory; the processor further receives a transfer from the input unit. Replying to the signal, the reply signal is read by the processor and interpreted as corresponding to a position in the matrix; the processor further determines whether the reply signal is correct according to the totem position of the convertible card and the position corresponding to the reply signal If it is correct, the card is replaced for the totem position of the convertible card, and it is judged whether the totem string after the card is completed is connected and the relevant output is performed.

本發明之功效在於針對轉輪遊戲加入可讓玩家進行互動操作的機制,因此玩家在轉輪遊戲過程中不會只抱著碰運氣心態等待遊戲裝置開獎,還要隨時準備對遊戲進度作出反應。如此一來,不但保留傳統轉輪遊戲連線對獎的樂趣,且掃除機械式操作所帶來的枯燥感,提高遊戲的刺激感以及豐富感。The function of the present invention is to add a mechanism for the player to perform interactive operations for the runner game, so the player does not only wait for the luck of the game device to draw the prize during the reel game, but also is ready to react to the progress of the game. In this way, not only the fun of the traditional runner game connection award, but also the boring feeling brought by the mechanical operation, and the stimulation and richness of the game are improved.

有關本發明之前述及其他技術內容、特點與功效,在以下配合參考圖式之二個較佳實施例的詳細說明中,將可清楚的呈現。The above and other technical contents, features and advantages of the present invention will be apparent from the following detailed description of the preferred embodiments of the invention.

在本發明被詳細描述之前,要注意的是,在以下的說明內容中,類似的元件是以相同的編號來表示。Before the present invention is described in detail, it is noted that in the following description, similar elements are denoted by the same reference numerals.

參閱圖1與圖2,本發明互動式轉輪遊戲裝置1之第一較佳實施例包含是以圖1所示的遊戲裝置1舉例說明。該遊戲裝置1主要包括一機台本體10、一安裝於機台本體10內部的控制系統2、一輸入單元3,及一輸出單元4。控制系統2包括一處理器21,及與該處理器21連接的第一記憶體及第二記憶體。輸入單元3包括一裝設於機台本體10表面之啟動按鈕31,及一左一右地配設於該機台本體10正面一操作檯面上的左按鍵32及右按鍵33,前述啟動按鈕31連接一與處理器21連接的啟動開關310,左按鍵32及右按鍵33分別連接一左選擇開關320及右選擇開關330,該左、右選擇開關320、330被分別連接到處理器21。輸出單元4包括一安裝於該機台本體10正面最上方之顯示幕40,及一連接於該顯示幕40與控制系統2之間的顯示控制器41。Referring to Figures 1 and 2, a first preferred embodiment of the interactive wheel game apparatus 1 of the present invention is illustrated by the game apparatus 1 shown in Figure 1. The game device 1 mainly includes a machine body 10, a control system 2 installed inside the machine body 10, an input unit 3, and an output unit 4. The control system 2 includes a processor 21 and a first memory and a second memory connected to the processor 21. The input unit 3 includes a start button 31 mounted on the surface of the machine body 10, and a left button 32 and a right button 33 disposed on the front surface of the machine body 10 on the front surface of the machine body 10. The start button 31 is provided. A start switch 310 connected to the processor 21 is connected. The left button 32 and the right button 33 are respectively connected to a left selection switch 320 and a right selection switch 330. The left and right selection switches 320, 330 are respectively connected to the processor 21. The output unit 4 includes a display screen 40 mounted on the uppermost side of the front surface of the machine body 10, and a display controller 41 connected between the display screen 40 and the control system 2.

機台本體10的操作檯面上可視不同機台的設計或需求而配置例如投幣口、其他功能按鍵、出幣口及承盤等,在此不予贅述。The operation table surface of the machine main body 10 may be configured with, for example, a coin slot, other function buttons, a coin outlet, and a retainer, depending on the design or requirements of different machines, and details are not described herein.

在本實施例,控制系統2的第一記憶體是一載有多數個控制遊戲進行之程式指令的唯讀記憶體(ROM)22,而第二記憶體是一供暫存遊戲進行中產生之資料的隨機存取記憶體(RAM)23。該等程式指令詳細來說,可區分為一主遊戲程式指令集,及一互動遊戲程式指令集。處理器21依序讀取主遊戲程式指令集中的程式指令而執行遊戲控制方法,當讀取到呼叫該互動遊戲程式指令集的指令,則執行該互動遊戲程式指令集,詳細流程將說明於下文。然而,本發明並不以此實施方式為限,也可以是在單一的程式集中規劃所有指令供處理器21讀取且執行。In this embodiment, the first memory of the control system 2 is a read-only memory (ROM) 22 carrying a plurality of program instructions for controlling the game, and the second memory is generated for the temporary game. Data random access memory (RAM) 23. In detail, the program instructions can be divided into a main game program instruction set and an interactive game program instruction set. The processor 21 sequentially reads the program instructions in the main game program instruction set to execute the game control method. When the instruction to call the interactive game program instruction set is read, the interactive game program instruction set is executed, and the detailed process will be described below. . However, the present invention is not limited to this embodiment, and all instructions may be planned for reading and execution by the processor 21 in a single program.

請同時參閱圖2及圖3,以下將說明本較佳實施例之遊戲裝置1執行之轉輪遊戲控制方法。當玩家執行適當的啟動步驟,例如投入足額的遊戲幣即啟動遊戲,該處理器21開始讀取並執行主遊戲程式指令集,遊戲開始。在本實施例,程式設計在遊戲一開始提供玩家p次的轉動轉輪的機會(即i=p),將機會數量紀錄於RAM 23中,當玩家在該p次機會中獲獎,則提前結束遊戲,否則執行完p次的轉動轉輪及後續流程後結束遊戲。Please refer to FIG. 2 and FIG. 3 at the same time. The following will describe the control method of the rotary game executed by the game device 1 of the preferred embodiment. When the player performs an appropriate startup step, such as launching a game with a full amount of game currency, the processor 21 begins reading and executing the main game program instruction set, and the game begins. In this embodiment, the program provides the opportunity for the player to turn the wheel at the beginning of the game (i.e., i=p), and records the number of opportunities in the RAM 23. When the player wins the prize in the p opportunity, the game ends early. The game, otherwise the p-rotating wheel and subsequent processes are executed to end the game.

當遊戲開始,在步驟S11 中,處理器21接受一轉輪轉動之指令,該指令是玩家扳動啟動按鈕31、該啟動按鈕31觸發啟動開關310而產生。此時處理器21令轉輪轉動(本實施例是對顯示控制器41下達輸出轉輪轉動畫面的指令,使顯示幕40顯示轉輪轉動畫面),並且令轉動轉輪的機會減一(即i=i-1)。When the game starts, in step S 11, the processor 21 receives a command of rotation of the wheel, the player is pulling start instruction button 31, the start button 31 to trigger the start switch 310 is generated. At this time, the processor 21 rotates the revolver (this embodiment is an instruction to the display controller 41 to output the rotation of the output revolving screen, so that the display screen 40 displays the revolving screen), and the chance of turning the revolving wheel is reduced by one (ie, i=i-1).

當顯示幕40仍顯示轉輪轉動畫面,處理器21同時執行步驟S12 ,隨機產生一m×n的矩陣圖騰組合,接著將該圖騰組合畫面透過顯示控制器41由顯示幕40輸出。本實施例是以m=3、n=5舉例說明。When the display screen 40 is rotated still picture display wheels, while the processor 21 performs step S 12, a random combination of m × n matrix totem, followed by a combination of the totem screen display controller 41 through the screen 40 by the display output. This embodiment is exemplified by m=3 and n=5.

在步驟S13 中,處理器21依據該圖騰組合判斷是否完成連線。本實施例採用的判斷原則,是判斷位於同一行的所有圖騰是否相同而連成上方線、中間線,或下方線。若出現連線,則進行步驟S14 ,若未出現連線,則進入步驟S15 決定是否可進入互動遊戲機制。本實施例採用之決定是否可進入互動遊戲機制的方式,是判斷該m×n圖騰組合中是否符合特定條件,該特定條件例如出現足夠量的☆圖騰,或例如第1列及第n列都完成連線等。若可進入互動遊戲機制,則主遊戲程式指令集中的程式指令呼叫該互動遊戲程式指令集,處理器21接著執行該互動遊戲程式指令集的指令,此部分請配合圖4及下文說明。若未能進入互動遊戲機制,則判斷轉動轉輪的機會i是否為零,若是則表示p次機會已用罄,進行「結束遊戲」相關的輸出;若否,則進行例如「請轉動轉輪」相關的輸出,提示玩家可再次轉動轉輪,接著重複執行步驟S11 ~S16In step S 13, the processor 21 determines whether the combination according to the totem complete the connection. The judging principle adopted in this embodiment is to determine whether all the totems located in the same row are the same and are connected to the upper line, the middle line, or the lower line. If the wiring is present, the step S 14, if no connection occurs, the process proceeds to step S 15 to decide whether to enter the interactive game mechanics. The manner in which the embodiment determines whether the interactive game mechanism can be entered is to determine whether the m×n totem combination meets a specific condition, such as a sufficient amount of ☆ totem, or for example, the first column and the nth column. Complete the connection, etc. If the interactive game mechanism is accessible, the program instruction in the main game program instruction set calls the interactive game program instruction set, and the processor 21 then executes the instruction of the interactive game program instruction set. Please refer to FIG. 4 and the following description. If the interactive game mechanism is not entered, it is judged whether the chance i of turning the wheel is zero. If it is, it indicates that the p-time opportunity has been used, and the output related to the "end game" is performed; if not, then, for example, "turn the wheel" The associated output prompts the player to turn the wheel again, and then repeats steps S 11 ~ S 16 .

請同時參閱圖2及圖4,該處理器21開始讀取並執行互動遊戲程式指令集,在本實施例,程式設計互動遊戲一開始提供玩家q次的轉動轉輪的機會(即j=q),將機會數量紀錄於RAM 23中,當玩家在該q次機會中獲獎,則提前結束遊戲,否則執行完q次的轉動轉輪及後續流程後結束遊戲。Referring to FIG. 2 and FIG. 4 simultaneously, the processor 21 starts to read and execute an interactive game program instruction set. In this embodiment, the programming interactive game initially provides the player with a chance to rotate the wheel q times (ie, j=q ), the number of opportunities is recorded in the RAM 23, and when the player wins the prize in the q chances, the game is terminated early, otherwise the game is finished after executing the q-turning wheel and the subsequent process.

在步驟S21 中,處理器21令原本的m×n矩陣中的第1及第n列(也就是最左及最右列)被視為萬用牌而在後續判斷連線時無需被檢視,同時,令顯示幕40輸出互動遊戲畫面;該畫面例如圖5所示,原矩陣最左及最右列位置各出現一隻舉著石頭的猴子。In step S 21, the processor 21 so that the first and second n-th column (i.e. the leftmost and rightmost columns) had the m × n matrix is considered to be universal card without viewing the subsequent connection is determined At the same time, the display screen 40 outputs an interactive game screen; for example, as shown in FIG. 5, a monkey holding a stone appears in the leftmost and rightmost column positions of the original matrix.

在步驟S22 中,判斷互動遊戲之轉動轉輪的機會j是否為零,若是則表示q次機會已用罄,進行「結束遊戲」相關的輸出;若否,則進行例如「請轉動轉輪」相關的輸出,提示玩家可再次轉動轉輪,接著可在步驟S23 中接收一轉輪轉動的指令。由於最左與最右的轉輪已不列入考慮,此時處理器21令中間幾個轉輪轉動(本實施例是對顯示控制器41下達輸出中間三個轉輪轉動畫面的指令,使顯示幕40顯示轉輪轉動畫面),並且令轉動轉輪的機會減一(即j=j-1)。In step S 22, the judge turn the wheel of interactive games of chance j is zero, it means that if q chances have been exhausted, a "game over" related to the output; if not, then be like "please turn the wheel "relevant output, the rotatable wheel prompt the player again, then receive instructions in a rotating wheel in step S 23. Since the leftmost and rightmost runners have not been considered, the processor 21 rotates the middle plurality of wheels at this time (this embodiment is an instruction to the display controller 41 to output the middle three wheels to rotate the screen, so that The display 40 displays the wheel rotation screen) and reduces the chance of turning the wheel by one (i.e., j = j - 1).

在步驟S24 中,處理器21隨機產生m×(n-2),也就是3×3之矩陣圖騰組合,接著將該圖騰組合畫面透過顯示控制器41由顯示幕40輸出。由於此遊戲的重點在於出現互動機會,因此不討論在此步驟中出現連線的狀況。In step S 24, the processor 21 randomly generates m × (n-2), i.e. the 3 × 3 matrix totem composition, then the composition totem controller 41 through the display screen of the display screen 40 output. Since the focus of this game is on the opportunities for interaction, the situation of connections in this step is not discussed.

在步驟S25 中,本實施例是處理器21逐行地判斷是否符合換牌條件,若有一或二或三行符合換牌條件,都是進入步驟S26 及S27 ,若無任一行符合換牌條件,則回到步驟S22 。本實施例所述符合換牌條件,是指一行中有兩個圖騰相同,另一圖騰不同,該與其他圖騰不同的圖騰即為可換牌的圖騰,處理器21將該可換牌圖騰以及該圖騰的矩陣位置紀錄於RAM 23中(步驟S26 )。值得一提的是,本發明判斷是否符合換牌條件的方式不以本實施例為限,例如也可以檢視是否有縱向列或對角線符合「兩個圖騰相同另一圖騰不同」的條件,甚至是由整個圖騰組合判斷是否當中少數幾個與其他不同的狀況,只要事前訂定好可換牌之條件且將可換牌之圖騰位置予以紀錄即可。In step S 25, the present embodiment is a line by line processor 21 determines whether the conditions for a license, or if a two or three rows meet the conditions for a license, all proceeds to step S 26 and S 27, the absence of any row of compliance In other licensing conditions, go back to step S 22. The condition of changing the card in this embodiment means that two totems are the same in one line, and the other totem is different. The totem different from the other totems is a totem of the convertible card, and the processor 21 replaces the totem with the card. The matrix position of the totem is recorded in the RAM 23 (step S26 ). It is worth mentioning that the method for determining whether the card changing condition is met is not limited to the embodiment. For example, it is also possible to check whether a vertical column or a diagonal line meets the condition that "two totems are different from another totem". It is even judged by the entire totem combination whether a few of them are different from others, as long as the conditions for the card change can be set in advance and the totem position of the changeable card can be recorded.

當步驟S25 判斷得知該圖騰組合符合換牌條件,處理器21即開始計時。在步驟S27 中,該處理器21判斷是否在一限定時間(例如3秒鐘)內接獲一回覆信號,該回覆信號是該輸入單元3的左按鍵32或右按鍵33被按壓而觸動左選擇開關320或右選擇開關330所產生。若處理器21在限定時間內接獲回覆信號,則進入步驟S29 作進一步判斷;若未能在限定時間內接獲回覆信號,則進行例如「超出時間,請重新轉動轉輪」的相關輸出(步驟S28 )。When the determination in step S 25 that the totem compositions meet the conditions for a license, the processor 21 starts timing. In step S 27, the processor 21 determines whether a reply to a received signal defining the time (e.g., 3 seconds), the reply signal is the input unit 32 of the left button or right button 3 is pressed touched left 33 The selection switch 320 or the right selection switch 330 is generated. If the processor 21 receives the reply signal within the limited time, the process proceeds to step S29 for further determination; if the reply signal is not received within the limited time, the related output of "exceeding the time, please re-rotate the wheel" is performed. (Step S28 ).

以圖6所示圖騰組合來說,由於第二行只有最左邊圖騰與其他不同,在步驟S25 中會被判斷為符合換牌條件,因此其位置被紀錄,紀錄格式例如為(2,1),代表位於第二行的左邊第一個。當玩家看見此圖騰組合出現,必須在限定的3秒內內看出該第二行的左邊圖騰可換牌,且立即按下左按鍵32,以讓處理器21可及時接獲來自左按鍵32的回覆信號;若玩家認為是右邊圖騰可換牌,則應按下右按鍵33,若認為是中間圖騰可換牌,則應同時按下左按鍵32與右按鍵33。Totem combination shown in Figure 6, since only the second row and the leftmost totem other hand, in step S 25 will be determined to comply with the conditions for a license, therefore its position is a record, for example, the record format (2,1 ), representing the first one on the left side of the second line. When the player sees this totem combination appear, the left totem of the second line must be seen within a limited 3 seconds to change cards, and the left button 32 is immediately pressed to allow the processor 21 to receive the left button 32 in time. The reply signal; if the player thinks that the right totem can be changed, the right button 33 should be pressed. If it is considered that the middle totem can be changed, the left button 32 and the right button 33 should be pressed simultaneously.

值得一提的是,本實施例是以左按鍵32與右按鍵33做為產生回覆信號的來源,但本發明不以此為限,也可以增設中間按鍵,或者該等按鍵以一搖桿取代,或者是提供一觸控螢幕,讓玩家直接在觸控螢幕上點選可換牌的圖騰。It is worth mentioning that, in this embodiment, the left button 32 and the right button 33 are used as sources for generating a reply signal, but the present invention is not limited thereto, and an intermediate button may be added, or the buttons may be replaced by a rocker. Or provide a touch screen that allows the player to directly select the totem that can be changed on the touch screen.

在步驟S29 中,處理器21解讀該回覆信號;以玩家按下左按鍵來說,處理器21接獲帶有「左」意思的信號,因此解讀該信號為指向該矩陣中可換牌之列的左邊圖騰的意思。處理器21據此與步驟S26 所紀錄之可換牌圖騰位置進行比對,若相同則代表回覆信號正確,進入步驟S30 及S31 ;若不相同則代表回覆信號錯誤,則進行「判斷錯誤,請重新轉動轉輪」之相關輸出(步驟S28 )。In step S 29, the processor 21 interpret the reply signal; to the player presses the left button, the processor 21 having received the signal "left" mean, therefore interpret the signal is directed to the matrix of the interchangeable cards The meaning of the totem on the left side of the column. Thus the processor 21 in step S 26 that records the position of the interchangeable cards totem for comparison, if the same is representative of reply signal correctly, proceeds to step S 30 and S 31 is; if the same reply signal represents an error, is performed "Analyzing Incorrect, please turn the relevant output of the wheel again (step S28 ).

在步驟S30 中,處理器30對顯示控制器41下達輸出換牌畫面的指令,使顯示幕40顯示如圖7之畫面,同時該處理器31還執行步驟S31 ,以較高機率隨機換牌。以圖6例子來說,由於可換牌的圖騰為「B」,且換牌的目標為換得圖騰「A」以完成連線;假設原本遊戲中設計出現圖騰「A」的機率為1/3,在此步驟,處理器21會將圖騰「A」出現的機率調高為例如2/3,然後以此機率隨機選出一圖騰進行換牌,因此,換牌而完成連線的機率大為提升。In step 30, S, 30 to the display controller processor 41 outputs switching command issued license screen, the display screen 40 of the display screen as 7, while the processor 31 further performs the step S 31, a higher probability to a random change brand. In the example of Figure 6, since the convertible totem is "B" and the target of the change is to change to the totem "A" to complete the connection; it is assumed that the probability of designing the totem "A" in the original game is 1/ 3. At this step, the processor 21 will increase the probability of the appearance of the totem "A" to, for example, 2/3, and then randomly select a totem for the card to change the card. Therefore, the probability of completing the connection by changing the card is greatly Upgrade.

在步驟S32 中,處理器30判斷該完成換牌的行是否完成連線,若完成連線,則如圖8及圖9所示,進行「完成連線」的相關顯示並給獎而結束遊戲;若仍無法完成連線,則回到步驟S22In step S32 , the processor 30 determines whether the line of completion of the card replacement is completed. If the connection is completed, as shown in FIG. 8 and FIG. 9, the related display of "complete connection" is performed and the prize is ended. game; if still unable to complete the connection, then back to step S 22.

需說明的是,若步驟S25 中,處理器21判斷有多行符合換牌條件,則玩家可任選一行進行回覆,處理器21將接獲的回覆信號與紀錄的多個可換牌位置進行比對,只要其中任一比對成功就進入步驟S30 及S31It should be noted that, if the step S 25, the processor 21 determines a plurality of rows meet the conditions for a license, the player may optionally reply with a line, a plurality of the received reply signal 21 with a record processor card position can be changed for comparison, as long as any one of the success ratio proceeds to step S 30 and S 31.

請參閱圖2及圖10,本發明第二較佳實施例與第一較佳實施例所採用的遊戲裝置1相同,兩者差異在於遊戲控制流程。需說明的是,在此雖分成二種實施例分別說明遊戲控制流程,但其實當中的遊戲機制是可選擇相互替換或整併的。Referring to FIG. 2 and FIG. 10, the second preferred embodiment of the present invention is the same as the game device 1 employed in the first preferred embodiment, and the difference between the two is in the game control flow. It should be noted that although the game control flow is separately described in two embodiments, the game mechanism in the middle is optional replacement or integration.

本實施例僅提供一次換牌機會,且步驟S41 及S42 與第一較佳實施例的步驟S21 及S23 類似,以下不予贅述。This embodiment provides only one opportunity for a license, and step S 41 and step S 42 of the first preferred embodiment of the S 21 and S 23 Similarly, the following are not repeated.

在步驟S43 中,處理器21產生一m×(n-2)的矩陣圖騰組合,且可分為兩種狀況,這兩種狀況是由程式隨機決定採用,第一種狀況是控制使該圖騰組合中包含一行圖騰為符合換牌條件,後續進行步驟S44 ~S50 ;第二種狀況是控制使該圖騰組合中包含一行圖騰類似符合換牌條件,但該唯一不同的圖騰是一陷阱牌,如圖11所示。若玩家反應不及而按下按鍵,將導致遊戲結束,詳細執行步驟如S51 ~S53In step S43 , the processor 21 generates an m×(n-2) matrix totem combination, and can be divided into two conditions, which are randomly determined by the program, and the first condition is that the control makes the The totem combination includes a row of totems in accordance with the card changing conditions, and subsequent steps S 44 to S 50 ; the second condition is that the totem combination includes a row of totems similar to the card changing conditions, but the only different totem is a trap The card is shown in Figure 11. If the player does not respond and presses the button, the game will end. The detailed execution steps are S 51 ~ S 53 .

以下說明步驟S44 ~S50 。在步驟S44 中,處理器21將該可換牌圖騰以及該圖騰的矩陣位置紀錄於RAM 23中。在步驟S45 中,處理器21判斷是否在限定時間內接獲回覆信號,若是,則接著在步驟S46 解讀該回覆信號並比對該回覆信號所代表的位置與紀錄的可換牌圖騰位置是否相同。若未能在限定時間內接獲回覆信號,則進行例如「超出時間,結束遊戲」的相關輸出。Steps S 44 to S 50 will be described below. In step S44 , the processor 21 records the convertible totem and the matrix position of the totem in the RAM 23. In step S45 , the processor 21 determines whether the reply signal is received within the limited time, and if so, then interprets the reply signal in step S46 and compares the position represented by the reply signal with the recordable totem position of the record. Is it the same? If the reply signal is not received within the limited time, the relevant output such as "Exceeded time, end game" is performed.

當步驟S46 比對得知玩家輸入的回覆信號正確,則令顯示幕40顯示換牌畫面(步驟S47 ),並以較高機率隨機換牌(步驟S48 );相反地,當步驟S46 比對得知玩家輸入的回覆信號錯誤,則進行「換錯牌」的相關輸出,接著結束遊戲。When it is known in step S46 that the response signal input by the player is correct, the display screen 40 displays the card changing screen (step S47 ), and randomly exchanges cards with a higher probability (step S48 ); conversely, when step S When 46 matches to know that the response signal input by the player is wrong, the relevant output of "wrong card" is performed, and then the game is ended.

前述步驟S48 換牌之後,處理器21判斷是否完成連線(步驟S50 ),若完成連線則給獎並結束遊戲,若未能完成連線則進行「太可惜了!」的相關輸出並結束遊戲。After the aforementioned steps S 48 for a license, the processor 21 determines whether the connection is completed (step S 50), if the connection is complete and to award the end of the game, if you were unable to complete the connection, "too bad!" Correlation output And end the game.

以下說明步驟S51 ~S53 。在步驟S51 中,處理器21使該陷阱牌的位置紀錄於RAM 23中。在步驟S52 ,處理器21判斷是否在一預定時間內接獲回覆信號,若接獲回覆信號,代表玩家反應不及而按下按鍵,處理器21對顯示控制器41下達輸出誤觸陷阱畫面的指令,使顯示幕40顯示如圖12及圖13之畫面,接著結束遊戲。相反地,若在步驟S52 中,處理器21未在預定時間內接獲回覆信號,代表玩家看出此為陷阱牌,處理器21進行獎勵之相關輸出,並結束遊戲。Steps S 51 to S 53 will be described below. In step S51 , the processor 21 records the position of the trap card in the RAM 23. In step S52 , the processor 21 determines whether the reply signal is received within a predetermined time. If the reply signal is received, the player 21 does not respond and presses the button, and the processor 21 issues an output error trap screen to the display controller 41. The command causes the display screen 40 to display the screens of FIGS. 12 and 13, and then ends the game. Conversely, if in step S 52, the processor 21 is not received within a predetermined time reply signal representation of the player to see this trap card, the processor 21 performs a correlation output of the reward, and the game ends.

本實施例是以玩家未作出正確回應(例如未在限定時間內作出互動回應或作出錯誤的互動回應)時提前結束遊戲舉例說明;當然,遊戲也可以設計為請玩家重新轉動轉輪直到機會用罄。This embodiment is an example of ending the game early when the player does not respond correctly (for example, does not make an interactive response or make a wrong interactive response within a limited time); of course, the game can also be designed to ask the player to re-rotate the wheel until the opportunity is used. exhausted.

綜上所述,本發明在遊戲控制流程中加入測驗玩家反應能力的互動機制,讓玩家在享受既有轉輪遊戲的樂趣之虞,更增加遊戲的刺激感及豐富感,故確實能達成本發明之目的。In summary, the present invention adds an interactive mechanism for testing the player's reaction ability in the game control process, so that the player can enjoy the fun of the existing revolving game, and further increase the excitement and richness of the game, so it is possible to achieve this. The purpose of the invention.

惟以上所述者,僅為本發明之較佳實施例而已,當不能以此限定本發明實施之範圍,即大凡依本發明申請專利範圍及發明說明內容所作之簡單的等效變化與修飾,皆仍屬本發明專利涵蓋之範圍內。The above is only the preferred embodiment of the present invention, and the scope of the invention is not limited thereto, that is, the simple equivalent changes and modifications made by the scope of the invention and the description of the invention are All remain within the scope of the invention patent.

1‧‧‧遊戲裝置1‧‧‧game device

10‧‧‧機台本體10‧‧‧ machine body

2‧‧‧控制系統2‧‧‧Control system

21‧‧‧處理器21‧‧‧ Processor

22‧‧‧唯讀記憶體(ROM)22‧‧‧Read-only memory (ROM)

23‧‧‧隨機存取記憶體(RAM)23‧‧‧ Random Access Memory (RAM)

3‧‧‧輸入單元3‧‧‧Input unit

31‧‧‧啟動按鈕31‧‧‧Start button

310‧‧‧啟動開關310‧‧‧Start switch

32‧‧‧左按鍵32‧‧‧Left button

320‧‧‧左選擇開關320‧‧‧Left selector switch

33‧‧‧右按鍵33‧‧‧right button

330‧‧‧右選擇開關330‧‧‧right selection switch

4‧‧‧輸出單元4‧‧‧Output unit

40‧‧‧顯示幕40‧‧‧ display screen

41‧‧‧顯示控制器41‧‧‧ display controller

S11 ~S16 ‧‧‧步驟S 11 ~S 16 ‧‧‧Steps

S21 ~S32 ‧‧‧步驟S 21 ~S 32 ‧‧‧Steps

S41 ~S53 ‧‧‧步驟S 41 ~S 53 ‧‧‧Steps

圖1是一正視圖,說明本發明互動式轉輪遊戲裝置之第一較佳實施例;Figure 1 is a front elevational view showing a first preferred embodiment of the interactive rotary game device of the present invention;

圖2是一系統方塊圖,說明該較佳實施例的系統配置;Figure 2 is a system block diagram showing the system configuration of the preferred embodiment;

圖3是一流程圖,說明該較佳實施例的主遊戲控制流程;Figure 3 is a flow chart illustrating the main game control flow of the preferred embodiment;

圖4是一流程圖,說明該較佳實施例的互動遊戲控制流程;Figure 4 is a flow chart illustrating the interactive game control flow of the preferred embodiment;

圖5至9是該較佳實施例的遊戲畫面示意圖;5 to 9 are schematic views of a game screen of the preferred embodiment;

圖10是一流程圖,說明本發明第二較佳實施例的互動遊戲控制流程;FIG. 10 is a flowchart illustrating an interactive game control flow according to a second preferred embodiment of the present invention; FIG.

圖11至13是該較佳實施例的遊戲畫面示意圖。11 to 13 are schematic views of a game screen of the preferred embodiment.

S41 ~S53 ...步驟S 41 ~ S 53 . . . step

Claims (29)

一種互動式轉輪遊戲控制方法,在一遊戲裝置中執行,包含:(a)依據一轉輪轉動之指令隨機產生一矩陣圖騰組合,該圖騰組合中包含一可換牌之圖騰,並紀錄該可換牌圖騰的位置;(b)接收一由玩家控制而產生的回覆信號,該回覆信號被讀取後被解讀為對應到該矩陣中某一位置;(c)依據該可換牌之圖騰位置以及該回覆信號所對應之位置判斷該回覆信號是否正確,若正確則進行步驟(d);(d)針對該可換牌之圖騰位置進行換牌;及(e)判斷換牌後的圖騰組合是否中獎,並進行相關輸出;該互動式轉輪遊戲控制方法更包含一隨機地有時候取代該步驟(a)的步驟(a’),隨機產生一矩陣圖騰組合,該圖騰組合中包含一藏有一陷阱牌的類似符合換牌條件之圖騰串,並紀錄該圖騰串中的陷阱牌位置;若接著在步驟(b)接收的回覆信號對應的矩陣中位置,在步驟(c)判斷與該陷阱牌位置一致,則判斷該回覆信號屬誤觸陷阱而為錯誤。 An interactive wheel game control method is implemented in a game device, comprising: (a) randomly generating a matrix totem combination according to a rotation of a wheel, the totem combination includes a totem of a changeable card, and recording the The position of the convertible totem; (b) receiving a reply signal generated by the player, the read signal being read and interpreted as corresponding to a position in the matrix; (c) according to the totem of the convertible card Determining whether the reply signal is correct according to the position and the position corresponding to the reply signal, if yes, performing step (d); (d) performing a card change on the totem position of the convertible card; and (e) determining the totem after the card change Whether the combination wins and performs related output; the interactive runner game control method further comprises a step (a') which randomly replaces the step (a), and randomly generates a matrix totem combination, the totem combination includes one A trap string similar to the card changing condition is stored, and the trap card position in the totem string is recorded; if the position in the matrix corresponding to the reply signal received in the step (b) is followed, the step (c) determines trap Consistent brand position, it is determined that the signal is a reply to inadvertently trap and error. 依據申請專利範圍第1項所述之互動式轉輪遊戲控制方法,其中,該步驟(a)所產生之圖騰組合中包括一符合換牌條件的圖騰串,該圖騰串中僅有一個圖騰與其他圖騰不同,該與其他圖騰不同的圖騰即為可換牌的圖騰。 According to the interactive wheel game control method of claim 1, wherein the totem combination generated in the step (a) includes a totem string that meets the card-changing condition, and the totem string has only one totem and Unlike other totems, the totem that is different from other totems is a totem that can be exchanged. 依據申請專利範圍第2項所述之互動式轉輪遊戲控制方 法,其中,該圖騰串是包括位於同一行或列或對角線的所有圖騰,該所有圖騰的總數量大於等於3。 The interactive runner game controller according to item 2 of the patent application scope The method, wherein the totem string is all totems including the same row or column or diagonal, the total number of all totems being greater than or equal to 3. 依據申請專利範圍第1或2或3項所述之互動式轉輪遊戲控制方法,其中,該步驟(b)所述回覆信號是由該遊戲裝置的按鍵或搖桿被操作而產生,且代表其中一方向。 The interactive wheel game control method according to claim 1 or 2 or 3, wherein the reply signal of the step (b) is generated by a button or a joystick of the game device, and represents One of the directions. 依據申請專利範圍第1或2或3項所述之互動式轉輪遊戲控制方法,其中,該步驟(b)所述回覆信號是由該遊戲裝置的觸控螢幕被按壓而產生,且代表該矩陣的其中一格。 The interactive wheel game control method according to claim 1 or 2 or 3, wherein the reply signal of the step (b) is generated by the touch screen of the game device being pressed, and represents the One of the matrices of the matrix. 依據申請專利範圍第2項所述之互動式轉輪遊戲控制方法,其中,該步驟(d)是以隨機方式進行換牌,且換得與該圖騰串中其他圖騰相同之圖騰的機率是相對於原本出現該圖騰之機率而調高。 According to the interactive wheel game control method described in claim 2, wherein the step (d) is to change the card in a random manner, and the probability of switching to the same totem as the other totems in the totem string is relative. Increased by the chance of the totem. 依據申請專利範圍第1項所述之互動式轉輪遊戲控制方法,其中,該步驟(a)詳細包括以下步驟:隨機產生一矩陣圖騰組合;判斷是否出現任何一符合換牌條件之圖騰串,若是,才紀錄可換牌之圖騰位置且接著進入步驟(b)。 According to the interactive wheel game control method of claim 1, wherein the step (a) includes the following steps: randomly generating a matrix totem combination; determining whether any totem string that meets the card changing condition is present, If so, the totem position of the convertible card is recorded and then proceeds to step (b). 依據申請專利範圍第7項所述之互動式轉輪遊戲控制方法,其中,在以下任一條件符合時,可重新回到步驟(a),直到執行該步驟(a)的預定次數被用完:該步驟(a)若判斷未有任何一符合換牌條件之圖騰串;該步驟(b)若未在一限定時間內接收到回覆信號;以及該步驟(c)判斷該回覆信號若為錯誤。 According to the interactive wheel game control method described in claim 7, wherein any of the following conditions may be met, and the step (a) may be returned until the predetermined number of times of performing the step (a) is exhausted. : (a) if it is determined that there is no totem string that meets the card changing condition; if the step (b) does not receive the reply signal within a limited time; and the step (c) determines that the reply signal is an error . 依據申請專利範圍第1項所述之互動式轉輪遊戲控制方法,其中,該步驟(b)是在一限定時間內接收該回覆信號。 The interactive wheel game control method according to claim 1, wherein the step (b) is to receive the reply signal within a limited time. 依據申請專利範圍第1項所述之互動式轉輪遊戲控制方法,其中,該步驟(a’)之後若逾限定時間未獲回覆信號,則進行獎勵之相關輸出。 According to the interactive wheel game control method of claim 1, wherein, after the step (a'), if the reply signal is not received after the limited time, the relevant output of the reward is performed. 依據申請專利範圍第1項所述之互動式轉輪遊戲控制方法,其中,該步驟(a)之前更包含以下步驟:(i)接收一轉輪轉動之指令;(ii)隨機產生一矩陣圖騰組合;及(iii)依據該圖騰組合判斷是否進入互動遊戲機制,若是,才接著執行步驟(a)及其後流程。 The interactive wheel game control method according to claim 1, wherein the step (a) further comprises the following steps: (i) receiving an instruction of a rotation of the wheel; (ii) randomly generating a matrix totem. And (iii) determining whether to enter the interactive game mechanism according to the totem combination, and if so, proceeding to step (a) and subsequent processes. 依據申請專利範圍第11項所述之互動式轉輪遊戲控制方法,其中,該步驟(ii)是產生一m×n的矩陣圖騰組合,且當進入互動遊戲機制,該m×n矩陣之第1及第n列被視為萬用牌而在後續判斷連線時無需被檢視,且該步驟(a)及其後步驟所述之矩陣圖騰組合為一m×(n-2)之圖騰組合。 According to the interactive wheel game control method described in claim 11, wherein the step (ii) is to generate an m×n matrix totem combination, and when entering an interactive game mechanism, the m×n matrix 1 and the nth column are regarded as universal cards and need not be viewed when judging the connection, and the matrix totem combination described in the step (a) and subsequent steps is a m×(n-2) totem combination. . 依據申請專利範圍第12項所述之互動式轉輪遊戲控制方法,其中,該步驟(a)是依據另一轉輪轉動之指令而產生該m×(n-2)圖騰組合。 The interactive wheel game control method according to claim 12, wherein the step (a) is to generate the m×(n-2) totem combination according to an instruction of another wheel rotation. 一種電腦程式產品,包含一載有電腦可讀取之多數個程式指令的電腦可讀取紀錄媒體,該等電腦可讀取之程式指令由電腦的一處理器執行而進行如申請專利範圍第1~13項所述之方法步驟。 A computer program product comprising a computer readable recording medium carrying a plurality of program instructions readable by a computer, wherein the computer readable program instructions are executed by a processor of the computer as claimed in claim 1 The method steps described in item ~13. 一種互動式轉輪遊戲裝置,包含:一輸入單元,供輸入一回覆信號; 一控制系統,包括一處理器,與該輸入單元連接;及一輸出單元,包括一與該處理器連接的顯示幕;該處理器依據來自該輸入單元之一轉輪轉動之指令隨機產生一矩陣圖騰組合並透過該輸出單元輸出,該圖騰組合中包含一可換牌之圖騰;該處理器還接收一從該輸入單元傳送來之回覆信號,該回覆信號被該處理器讀取並解讀為對應到該矩陣中某一位置;該處理器依據該可換牌之圖騰位置以及該回覆信號所對應之位置判斷該回覆信號是否正確,若正確則針對該可換牌之圖騰位置進行換牌,並判斷換牌後的圖騰組合是否中獎且進行相關輸出;該處理器還隨機產生的矩陣圖騰組合中包含一藏有一陷阱牌的類似符合換牌條件之圖騰串,並紀錄該圖騰串中的陷阱牌位置;若接著接收的回覆信號對應的矩陣中位置被判斷與該陷阱牌位置一致,則判斷該回覆信號屬誤觸陷阱而為錯誤。 An interactive revolving game device comprising: an input unit for inputting a reply signal; a control system comprising: a processor coupled to the input unit; and an output unit including a display screen coupled to the processor; the processor randomly generating a matrix in response to an instruction from one of the input units of the wheel rotation The totem is combined and outputted through the output unit, the totem combination includes a convertible totem; the processor further receives a reply signal transmitted from the input unit, the reply signal is read by the processor and interpreted as a corresponding Go to a position in the matrix; the processor determines whether the reply signal is correct according to the totem position of the convertible card and the position corresponding to the reply signal, and if it is correct, the card is replaced for the totem position of the convertible card, and Determining whether the totem combination after the card change is won and performing related output; the processor also randomly generates a matrix totem combination containing a totem string similar to the card changing condition, and recording the trap card in the totem string. Position; if the position in the matrix corresponding to the received reply signal is determined to be consistent with the position of the trap card, it is determined that the reply signal belongs to Touch trap and error. 依據申請專利範圍第15項所述之互動式轉輪遊戲裝置,其中,該控制系統還包括一與該處理器連接的第一記憶體,載有一互動遊戲程式指令集,該處理器讀取並執行該第一記憶體中的互動遊戲程式指令集而進行遊戲。 The interactive reel game device of claim 15, wherein the control system further comprises a first memory connected to the processor, and an interactive game program instruction set is loaded, the processor reads and The game is executed by executing an interactive game program instruction set in the first memory. 依據申請專利範圍第16項所述之互動式轉輪遊戲裝置,其中,該控制系統還包括一與該處理器連接的第二記憶體,該第二記憶體供該處理器將可換牌之圖騰的位置紀錄其中。 The interactive reel game device of claim 16, wherein the control system further comprises a second memory coupled to the processor, the second memory for the processor to be convertible The position of the totem is recorded in it. 依據申請專利範圍第16項所述之互動式轉輪遊戲裝置,其 中,該處理器讀取並執行該第一記憶體中的一主遊戲程式指令集後,會接收一轉輪轉動之指令;接著隨機產生一矩陣圖騰組合,並依據該圖騰組合判斷是否進入互動遊戲機制,若是,才讀取並執行該互動遊戲程式指令集。 An interactive reel game device according to claim 16 of the patent application scope, After the processor reads and executes a main game program instruction set in the first memory, it receives a command of a rotation of the wheel; then randomly generates a matrix totem combination, and determines whether to enter the interaction according to the totem combination. The game mechanic, if so, reads and executes the interactive game program instruction set. 依據申請專利範圍第18項所述之互動式轉輪遊戲裝置,其中,該處理器讀取並執行該主遊戲程式指令集,是產生一m×n的矩陣圖騰組合,且當進入互動遊戲機制,該m×n矩陣之第1及第n列被視為萬用牌而在後續判斷連線時無需被檢視,且該處理器讀取並執行該互動遊戲程式指令集所產生的矩陣圖騰組合為一m×(n-2)之圖騰組合。 The interactive reel game device according to claim 18, wherein the processor reads and executes the main game program instruction set, and generates an m×n matrix totem combination, and enters an interactive game mechanism. The first and nth columns of the m×n matrix are regarded as a universal card and need not be viewed when judging the connection, and the processor reads and executes the matrix totem combination generated by the interactive game program instruction set. It is a tom combination of m×(n-2). 依據申請專利範圍第15項所述之互動式轉輪遊戲裝置,其中,該輸入單元包括一用以產生轉輪轉動之指令的啟動按鈕。 The interactive rotary game device of claim 15, wherein the input unit comprises a start button for generating an instruction to rotate the wheel. 依據申請專利範圍第15項所述之互動式轉輪遊戲裝置,其中,該輸入單元包括用以產生回覆信號的按鍵或搖桿,且該回覆信號代表其中一方向。 The interactive reel game device of claim 15, wherein the input unit comprises a button or a rocker for generating a reply signal, and the reply signal represents one of the directions. 依據申請專利範圍第15項所述之互動式轉輪遊戲裝置,其中,該輸入單元包括用以產生回覆信號的觸控螢幕,且該回覆信號代表該矩陣的其中一格。 The interactive reel game device of claim 15, wherein the input unit comprises a touch screen for generating a reply signal, and the reply signal represents one of the cells of the matrix. 依據申請專利範圍第15項所述之互動式轉輪遊戲裝置,其中,該處理器是在產生之圖騰組合中包括一符合換牌條件的圖騰串,且該圖騰串中僅有一個圖騰與其他圖騰不同的情況下判斷為符合換牌條件,且令該與其他圖騰不同的圖騰為可換牌的圖騰。 The interactive reel game device of claim 15, wherein the processor includes a totem string that matches the card changing condition in the generated totem combination, and the totem string has only one totem and the other. The totem is judged to be in accordance with the card changing conditions in different cases, and the totem different from the other totems is a totem of the convertible card. 依據申請專利範圍第23項所述之互動式轉輪遊戲裝置,其中,該圖騰串是包括位於同一行或列或對角線的所有圖騰,該所有圖騰的總數量大於等於3。 The interactive reel game device according to claim 23, wherein the totem string comprises all totems located in the same row or column or diagonal, and the total number of all totems is greater than or equal to 3. 依據申請專利範圍第23項所述之互動式轉輪遊戲裝置,其中,該處理器是以隨機方式進行換牌,且換得與該圖騰串中其他圖騰相同之圖騰的機率是相對於原本出現該圖騰之機率而調高。 According to the interactive wheel game device of claim 23, wherein the processor performs a card change in a random manner, and the probability of replacing the same totem as the other totems in the totem string is relative to the original The totem is more likely to increase. 依據申請專利範圍第15項所述之互動式轉輪遊戲裝置,其中,該處理器是先隨機產生一矩陣圖騰組合,然後判斷該圖騰組合中是否出現任何一符合換牌條件之圖騰串,若是,才紀錄可換牌之圖騰位置並接收該回覆信號。 According to the interactive revolving game device of claim 15, wherein the processor randomly generates a matrix totem combination, and then determines whether any totem string that meets the card changing condition appears in the totem combination, and if Only record the totem position of the exchangeable card and receive the reply signal. 依據申請專利範圍第26項所述之互動式轉輪遊戲裝置,其中,在以下任一條件符合時,該處理器可重新隨機產生一矩陣圖騰組合,直到預定之產生圖騰組合的次數被用完:若判斷未有任何一符合換牌條件之圖騰串;若未在一限定時間內接收到回覆信號;以及若判斷該回覆信號為錯誤。 The interactive reel game device of claim 26, wherein the processor re-randomly generates a matrix totem combination until any of the following conditions are met, until the predetermined number of totem combinations is exhausted : If it is judged that there is no totem string that meets the card changing condition; if the reply signal is not received within a limited time; and if the reply signal is judged to be an error. 依據申請專利範圍第15項所述之互動式轉輪遊戲裝置,其中,該處理器是在一限定時間內接收該回覆信號。 The interactive reel game device of claim 15, wherein the processor receives the reply signal within a limited time. 依據申請專利範圍第28項所述之互動式轉輪遊戲裝置,其中,該處理器若逾限定時間未獲回覆信號,則進行獎勵之相關輸出。The interactive reel game device of claim 28, wherein if the processor does not receive a reply signal for a limited time, the relevant output of the reward is performed.
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