WO2018166389A1 - Game machine and control method therefor - Google Patents
Game machine and control method therefor Download PDFInfo
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- WO2018166389A1 WO2018166389A1 PCT/CN2018/078364 CN2018078364W WO2018166389A1 WO 2018166389 A1 WO2018166389 A1 WO 2018166389A1 CN 2018078364 W CN2018078364 W CN 2018078364W WO 2018166389 A1 WO2018166389 A1 WO 2018166389A1
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- WIPO (PCT)
- Prior art keywords
- player
- game
- virtual
- inputs
- data
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- 238000004891 communication Methods 0.000 claims description 24
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Images
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F7/00—Indoor games using small moving playing bodies, e.g. balls, discs or blocks
- A63F7/22—Accessories; Details
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/02—Shooting or hurling games
Definitions
- the present invention relates to a gaming machine capable of enhancing a sense of entertainment for a user and a control method of the gaming machine.
- game machines using coins and game coins are widely known.
- the player starts the game by inputting only a predetermined number of coins.
- the reel including a reel that is displayed by an image in a video game machine or the like
- the coin may be paid depending on a specific display state (for example, a specific pattern, etc.).
- the game method of the game machine is monotonous, so that the user has no freshness after a period of time, and the fun and entertainment sense is also greatly reduced, and the structure of the game machine is single, the body is usually large in size, and the movement is difficult. Not easy to carry.
- the problem to be solved by the present invention is to provide a game machine capable of enhancing the user's entertainment feeling and a control method thereof.
- the present invention provides a gaming machine, including:
- a casing having a chamber and a throwing port in communication with the chamber;
- a control system for counting the number of inputs of the contents in the chamber, obtaining a guess value regarding the number of inputs, and comparing the number of inputs with a guess value, and outputting a comparison result.
- said control system comprises:
- a counting unit for counting the contents input into the chamber and generating first data according to the counting result
- An input component configured to acquire the guess value, and form second data according to the guess value
- a determining component electrically connected to the counting component and the input component, configured to determine whether a difference between the first data and the second data exists within a preset threshold range;
- an output unit electrically connected to the determination unit for outputting corresponding information according to the difference in the determination result.
- the input component has a wireless communication interface, the input component configured to acquire a wireless command issued by the wireless communication device with respect to the guess value via the wireless communication interface, and generate the second command according to the wireless command data.
- said counting means has a second wireless communication interface, said counting means being configured to obtain, via said second wireless communication interface, a wireless command issued by said wireless communication device regarding the number of items placed in said chamber, and Generating the first data based on the wireless command and/or the counting result.
- said output component is configured to output first information when said determining component determines that said difference is within said threshold range
- the output member is an acousto-optic generator or a display screen.
- the input component is a digital input keyboard or a touch screen
- control system When the input component is a digital input keyboard, the control system further includes a display screen for displaying the entered information.
- the casing has a vacuum interlayer, and a muffler is further disposed in the casing.
- the gaming machine further includes a dispensing tool for loading the contents into the chamber.
- the invention also provides a control method comprising:
- the first data is generated according to the number of inputs
- the corresponding information is output according to different judgment results.
- generating the second data according to the guess value specifically includes:
- the guess value is obtained by a wireless command and the second data is generated according to the guess value.
- generating the first data according to the number of inputs specifically includes:
- the number of virtual inputs is obtained by wireless instructions
- the actual number of inputs is obtained by the counting unit
- the second data is generated according to the number of virtual inputs and/or the actual number of inputs.
- the game machine of the present invention has the beneficial effects that the game machine itself is simple in structure, convenient to use, and can ensure the fairness of the game process.
- the game's guessing link can not only significantly enhance the user's interest and entertainment, but also play a certain puzzle effect.
- FIG. 1 is a schematic structural view of a gaming machine of the present invention.
- Figure 2 is a cross-sectional view showing the structure of the gaming machine of the present invention.
- FIG. 3 is a block diagram showing the structure of a control system in the gaming machine of the present invention.
- FIG. 4 is a flow chart showing the steps of the control method of the gaming machine of the present invention.
- 1-blocking member 2-box; 3-feeding; 4-input part; 5-output part; 6-display; 7-pad.
- the present invention provides a gaming machine, including:
- a casing 2 having a chamber and a throwing opening in communication with the chamber;
- a sputum 3 which is a plurality, for being introduced into the chamber through the above-mentioned throwing opening;
- a control system for counting the number of inputs of the wares in the chamber, obtaining a guess value regarding the number of inputs, and comparing the number of inputs with the guessed value, and outputting the comparison result can be simplified without setting up a control system to form a simple version of the game machine.
- the game machine can be set to a fixed form, that is, a type fixed on a base station or the like; or can be set to a movable form, that is, a type that can be carried by a user.
- control system specifically includes:
- a counting unit for counting the contents 3 put into the chamber and generating first data according to the counting result, that is, counting the number of the contents 3 in the chamber;
- the guess value of the number of the wares 3 is input into the system
- the determining component is electrically connected to the counting component and the input component 4, and is configured to determine whether the difference between the first data and the second data is within a preset threshold range, so that a memory is installed in the casing 2 for storing the pre- a threshold range, the threshold range is not unique, such as 0-5, or 0-(-5), etc., the determining component subtracts the two data after receiving the first data and the second data to obtain a difference between the two. The value is then compared with a preset threshold range to obtain a determination result. For example, when the judging part judges that the difference is within the threshold range, the first signal is sent to the output unit 5; when the judging part judges that the difference is not within the threshold range, the second signal is sent to the output unit 5;
- the output unit 5 is electrically connected to the determination unit for outputting corresponding information according to different determination results. For example, the output unit 5 sends first information to the player regarding its guess victory in response to the first signal described above; or the output unit 5 sends a second message to the player regarding its guess failure in response to the second signal described above.
- the structure, material and shape of the product 3 are not unique, for example, a sphere, a rectangular block, etc., and different colors or patterns may be provided on the sphere, for example, seven colors of the rainbow are provided in seven colors.
- the game of 3 games can be set to one level according to the rules of the game.
- One game can have a multi-level game board, and the color of the item 3 of the same level game board is the same, and the game boards of different levels use the color of the item 3 differently. In order to distinguish between different levels of game boards and the like.
- the shape and structure of the casing 2 are not unique.
- the casing 2 can be arranged in a cylindrical shape, a cup shape or a cabinet shape, and the throwing mouth can be formed by a cup mouth or a mouth, or on the side of the casing 2
- the opening is formed on the wall, and a sealing member 1 for covering the throwing opening may be additionally provided.
- the blocking member 1 may be provided in a cover shape, and the cover is blocked.
- the piece can be directly fastened to the casing 2, or can be rotatably connected with the casing 2 to form a flip cover.
- the blocking member 1 When the throwing opening is located on the side of the casing 2, the blocking member 1 may be a swinging door or an electronic door provided on the dispensing opening.
- a dispensing tool may be provided, which specifically needs to match the structure of the product 3.
- the dispensing tool can be set as a long tube or a long rod having a long groove or the like.
- the casing 2 in this embodiment is provided with a vacuum interlayer so that the impact sound of the product 3 and the bottom of the chamber cannot propagate to the outside of the casing 2. That is, when the ejector 3 is introduced into the chamber, since the sputum 3 comes into contact with the bottom of the chamber, an impact sound is emitted, so that the player can recognize the number of the sputum 3 by voice, in order to avoid unfairness,
- the casing 2 is provided with a vacuum interlayer to reduce or avoid the propagation of the above-mentioned impact sound.
- a method of silencing for example, laying a soft and elastic elastic pad 7 at the bottom of the chamber (see Fig. 2), or directly providing a muffler or the like in the casing 2.
- the input component 4 of the present invention further has a first wireless communication interface, so that the input component 4 can acquire the wireless command about the guess value sent by the wireless communication device through the first wireless communication interface. And generating second data according to the wireless command. That is, the user can send a guess value to the input unit 4 via the wireless communication device.
- the counting component has a second wireless communication interface, so that the counting component can acquire a wireless command issued by the wireless communication device about the number of the entrants 3 put into the chamber through the second wireless communication interface, and generate the first data according to the wireless command, or The first data is collectively generated based on the wireless command and the count result of counting the actual product 3 in the chamber.
- the "virtual input” can be performed by issuing a wireless command, and therefore, the counting member is placed in the statistical chamber 3 In the case of the number, it is necessary to count the number of virtual inputs and the actual number of inputs 3 to be able to generate accurate first data.
- the selection of the wireless communication device is not unique, and a remote controller can be separately set, or wirelessly transmitted by downloading the corresponding APP on the mobile phone.
- the method can make the player participate in the game even if it is not present in the face, and when a plurality of people participate in the game, each player does not need to personally input the product 3 or perform the personal operation on the input component 4 to complete the participation of the game. It's simpler and more convenient, and the user experience has been improved.
- the output member 5 in the gaming machine of the present invention is preferably formed using an acousto-optic generator.
- the sound and light generator can emit a flashing warm light, and at the same time emit a sound like "You are the winner", increasing the player's excitement.
- the sound and light generator can emit dim and cool light, and at the same time emit a sound like "You have lost you lost", to stimulate the player's ambition, so that the player can make persistent efforts to win the game.
- the display screen 6 can also be used as the output component 5; in order to increase entertainment, a color LED lamp or the like can also be disposed around the display screen 6, so that different lights can be emitted when the player is shown to win or lose.
- the type of setting of the input unit 4 is also not unique, such as a digital input keyboard or a touch screen.
- the input unit 4 is a numeric input keyboard, in order to be able to display the information input by the player, to prevent the player from operating the error and input the wrong number, the display screen 6 for displaying the information input by the user may be provided at the top of the digital input keyboard or the like.
- control method of the gaming machine of the present invention includes:
- the corresponding information is output according to different judgment results.
- the generating the second data according to the guess value specifically includes:
- the guess value is obtained by a wireless command and the second data is generated based on the guess value. That is, the player can indirectly input a guess value to the input unit 4 through the wireless communication device to form the second data.
- Generating the first data according to the number of inputs specifically includes:
- the number of virtual inputs is obtained by wireless instructions
- the actual number of inputs is obtained by the counting unit
- the second data is generated according to the number of virtual inputs and/or the actual number of inputs.
- the second-ranked player guesses wrong, you need to continue to put the Orb into the Aquarius, then pass the Aquarius to the third-ranked player, the third-ranked player will guess, if the guess is correct, win and get All the treasures in the Aquarius. At this point, the third-ranked player becomes the first-ranked player and restarts the game. If the third-ranked player guesses wrong, he or she will need to continue to put the orbs in the bottle, and then pass the bottle to the next player. If all players do not guess correctly in the first round, start the second round. The bottle is passed to the first-ranked player, and the first-ranked player makes a guess. If the guess is correct, the first-ranked player wins, gets all the beads in the bottle, and then the first player again.
- the first player start a new game. If the first-ranked player guesses wrong, then the treasure is again placed in the Aquarius, and then the bottle is passed to the second-ranked player, repeating the above game process, and so on, until each player decides to end the game. If, during the game, a player has consumed the orb in his hand, the player is eliminated, and when the player guesses the value, he skips, so that the next player can guess. Among them, the above process of placing the orbs must be carried out in full confidentiality.
- the game ends. If the second-ranked player guesses wrong, you need to continue to put the Orb into the Aquarius, then pass the Aquarius to the third-ranked player. The third-ranked player will guess the value. If the player guesses correctly, he will win. And get all the treasures in the Aquarius and all the treasures that are not put on the player's hands, the game is over. If the third-ranked player guesses wrong, you will need to continue to put the beads into the bottle, and so on.
- the player makes a guess, that is, the first player participates in the guessing session from the second round of the game, and if the first player guesses correctly, the player wins. If the guess is wrong, the Orb is also placed in the Aquarius, and then the bottle is passed to the second player, repeating the above process. If the number of orbs in a player's hand is zero during the game, the player must declare and then exit the game. When the player is in turn, skip the player and let the next player continue. When there is only one player left, the player is the winner and gets all the beads in the bottle, and the game is over.
- the game machine in the present invention is also not limited to a physical game, and the game machine can be virtualized to make the guess game evolve into an electric game or an online game.
- the gaming machine is set as an electronic terminal, and the user can perform a guessing game through the electronic terminal. Or play the game by downloading the corresponding app on your phone.
- the casing 2 and the ware 3 are both virtualized, and the game method does not change much, and is similar to the gameplay of the above-mentioned physical game machine.
- the advantage of this form of gaming machine is that human-computer interaction is possible, that is, the player can perform a guessing game with the virtual player in the gaming machine. This way, even if only one player can play the game.
- multiplayer networking can also be used to play games, so that even if multiple players do not get together, they can participate in the game, which increases convenience.
- the above-described virtualized game method will be described below by means of a specific embodiment: (The item 3 in the following embodiment is also proposed as a bead, and the case 2 is also proposed as a bottle)
- the game is divided into multiple difficulty levels according to the number of treasures placed each time.
- the number of virtual beades placed by the virtual game machine is 1-3, 1-5, 1-9, etc.
- the degree of ease is easy, medium, and difficult.
- the player pre-selects the difficulty level of the game according to the regulations, and then the virtual game opportunity appears a virtual player, the virtual player and the physical player are all assigned the same number of virtual orbs. After the assignment is completed, the game starts, and the virtual player will follow the selected difficulty level. It is stipulated that the number of treasures will be randomly distributed to the virtual game bottle. After the completion of the delivery, the physical player will guess the value.
- the virtual game opportunity automatically determines whether the guess value is correct and outputs the judgment result, the entity player wins and obtains the virtual bottle. All virtual orbs, the game ends. If the guess value is wrong, the physical player needs to put the virtual orb into the virtual bottle. The virtual player will also randomly put the virtual orb into the virtual bottle, so that the entity player guesses the value again. If the value is correct, the entity The player wins and gets all the virtual orbs in the virtual bottle, and the game ends; if the guess is wrong, the physical player needs to put the virtual orb into the virtual bottle again, and the virtual player will randomly put the virtual bottle into the virtual bottle.
- Orbs let the player guess again, and so on, until the number of virtual orbs in the hands of the physical player or virtual player is zero, the game ends. If the physical player first runs out of the virtual orb, the physical player fails and the game ends. If the virtual player first runs out of the virtual orb, the virtual player fails and the game ends. If the physical player wants to quit the game midway, it is stipulated that the physical player voluntarily loses the game, the game fails and the virtual jewel that has been delivered is lost. After the game is over, the physical player can choose whether to save the game record, and the virtual game machine can evaluate the physical player according to the time taken by the game player to win and the number of guesses.
- Multiplayer games no virtual players participate in the game, multiple physical players play on the same terminal
- the physical player (hereinafter referred to as the player) first selects the difficulty level of the game, and the level setting mode is the same as above.
- the initial virtual orb number of each player and the game starts when the setting is completed.
- Determine the order of each player generally determine the order when selecting the player, for example, the A player is the first pick, the B player is the second pick, the C player is the third pick, and the D player is the fourth pick. , and so on).
- the first round of game A player does not participate in the guessing link, only used to put virtual beads into the virtual bottle, and then transfer the operation right to the B player and let the B player guess the value, if the guess is correct (virtual game)
- the opportunity automatically judges whether it is correct and outputs the judgment result), then the B player wins and gets all the virtual orbs in the virtual bottle, and the game ends.
- the game is over; at this time, you can choose to leave or continue the game. If you choose to continue the game, the C player becomes the first player, starts a new round of games and puts a virtual orb into the virtual bottle; if the C player guesses If the value is wrong, you will need to continue to deliver the virtual orb to the virtual bottle, and then transfer the operation right to the next player, so that all players have already played the guess game. If all players do not guess correctly in the first round, the operation weight is returned to the A player. The A player guesses the value. If the guess is correct, the A player wins and gets all the virtual orbs in the virtual bottle. The game ends. .
- a plurality of virtual game rooms each having at least one virtual bottle are set, and each virtual room represents a game play.
- Multiple players can connect to the game server via the Internet, enabling selection to enter a virtual game room.
- Multiple players in the same virtual game room can choose to sit around a virtual bottle to form a game board.
- the first player who is seated in the same game board has the right to set the game difficulty of the game board and the game parameters such as the virtual orb category.
- Other players who follow the seat can choose to agree or disagree (if they do not agree, they will automatically exit the game).
- the game board includes at least two players in each game.
- the number of players in each virtual game room is not unique. The number of players can be customized.
- the system can also limit the number of players allowed to enter at the same time in each room.
- the time each player enters the guess value varies from room to room (for example, 10 seconds, 15 seconds, and 30 seconds, etc.).
- the system defaults to the minimum value in the play value range of the game. (For example, the game's game set value range is 1-9. Regardless of whether the timeout player is participating in the first round of games, 1 will be entered as the guess value), and then the game operation right is automatically transferred to the next player.
- the system can also choose to charge a certain number of virtual treasures in the virtual bottle to increase the difficulty of the game.
- the system automatically determines that the player exits the game. When only one player remaining in a game is not eliminated, the player continues to guess. If the player is also sentenced out before the end of the game (whether the guess is failed or actively or passively exits), the game ends, there is no winner in this game, and all the virtual beads that the player has placed in the virtual bottle are not returned. If the player guesses correctly, the player wins and gets all the virtual orbs in the virtual bottle, and the game ends.
- Multiple virtual seats can be placed around the virtual bottle for the player to sit down.
- the icon representing his seat is illuminated and the number "1" is displayed on the seat.
- the icon representing his seat is illuminated and the number is displayed on the seat. "2", and so on, the Nth player will display the number "N" on his seat when he is seated.
- the order of the N seats may be set in the normal order or randomly, depending on the order of the players who are seated.
- the difficulty level of the game can be set. The selected player can place the virtual orbs each time (the setting is the same as above), and has the right to click to open the game at any time.
- the first player can start playing after more than two players are seated, and there is no need to wait until all 8 players are seated before starting the game. That is, after the first player is seated, the game can be started after the two players including it are seated. Of course, the third or eighth player can be seated before starting the game.
- the virtual pointer When the game starts, the virtual pointer rotates. When the pointer stops, the player pointed to is the first player. At this time, the player's seat can have sound and light prompts. At the same time, the virtual pearl can be set. And the digital clock used to count down the delivery time to display the countdown of the delivery time after the first position player is designated, and urge the first-order player to complete the virtual orb delivery as soon as possible. If there is no player at the position pointed by the virtual pointer, the virtual pointer will automatically jump to the right position (clockwise direction) of the empty position. If the adjacent position is also empty, continue to jump clockwise to the right until The position is the player, and the player is the first player.
- the player After determining the first player, the player must place a virtual orb in the virtual bottle within the time limit (the first question player does not participate in the guess of the game), then turn clockwise to the next one.
- the player makes a guess. You can set the sound and light prompts on the player's seat that needs to be guessed to remind you and inform everyone that you need to guess the value. You can also set a digital clock at the seat to count down the guess time. If the player guesses the value correctly (the virtual bottle will automatically determine whether the guess is correct and informs the judgment result), the player wins and gets all the virtual orbs in the virtual bottle, and the game ends.
- the player guesses wrong you need to continue to put the virtual orb into the virtual bottle, then turn to the third player to guess, repeat the above process until all players complete the first round of guessing, if the first In the round of the game, all the players have not guessed correctly.
- the first-ranked player's seat has a sound and light prompt to prompt the first-ranked player to continue to guess, that is, to perform the second round of the game, repeat the above game process until This game is over.
- the virtual orb should be added when the number of virtual orbs in the player's hand is less than the minimum value set by the authorities. If the player does not replenish the virtual orb in time within the specified guess time, the system will determine that the player is eliminated and the other players continue to play.
- the system gives the player a certain buffer time, for example, 60 seconds, that is, the player can return to the game within 60 seconds; if the offline time exceeds 60 seconds, the player is determined. After being eliminated, the player will no longer be able to return to the game. When the player guesses the value, the system automatically jumps to the next player.
- the virtual digital clock shows the countdown to the virtual bead time, and the two players secretly place 1-9 virtual beads into the virtual bottle. If the countdown is over, there are still players who have not placed the virtual orb into the virtual bottle, and the system defaults to determine that the player has failed to guess. When the countdown of the waiting time is over, the virtual digital clock automatically displays the countdown of the guess time.
- the guessing party guesses the parity of the number of virtual beads in the virtual bottle, and then the system displays the number of virtual orbs in the virtual bottle. And the parity, and flashing lights and congratulations to the player to win the game, the player can win the loser's chips for the game and the virtual orb in the virtual bottle, the game is over. If the guessing party does not make a guess within the countdown, the system defaults to the player's loss.
- the number of players participating in each game is at least two. After the first player is seated, set the number of virtual chips each player participates in this game (or no chips), and set the number of virtual beads per player in this game. Interval (for example: 1-10, 1-100, 1-1000, etc.). When all participating players are seated, the first player who sits down clicks to start the game.
- the rules of the game are similar to those of the above-mentioned guessing parity, and will not be described again. The difference between this game and the guessing parity game is that the winning and losing rules are different.
- the rule of the game is that the player whose guess value is closest to the actual value is the winner, and the guess value of each player is required to be different.
- the guess value entered first is the principle of the guess value entered after the exclusion. When there is a case where the absolute value of the difference between the guess value and the actual value is the same, the player whose guess value is smaller than the actual value wins.
- the game method of this kind of game board is basically the same as the game method of the above-mentioned "guess winner".
- the only difference is that no new players are allowed to join after the start of each game, and players who have already entered can withdraw or temporarily exit at any time (ie Offline), before the end of the game, the exiting player can return to continue to participate in this game at any time.
- the system automatically jumps to the next player when it is the player's guess. That is, the exiting player does not participate in the quiz and does not serve the virtual orb.
- the condition for judging the end of the game is that the player guesses correctly, that is, the game will end when there is a player win, so the winner of the game must appear once the game is started.
- the game method of this kind of game bureau is basically the same as the game method of the above-mentioned "guess winner", the difference is that only one player can start the game, and the player can join at any time after the game is started and before the end of the game. You can quit at any time, the game data status will not change, the same player can join multiple times or multiple times.
- the Open Game Bureau only ends when a player wins the game, so the open game may last a long time.
- the player who initiated the game can select the difficulty level of the game or the range of virtual beads per player (for example, 1-9, 1-99, 1-999, 1-9999, etc.), and also select this game. Each player presses the virtual chip and other parameters each time. In addition, you only need one player to start the game.
- the player who initiated the game can always be online, or can exit offline, or return at any time, but will be treated as a new player when returning.
- other game players access the game, they can check the launch time of the game, the difficulty level of the game, the number of virtual beads that the player needs to serve each time, the chips of each game per player, how many players are currently participating, and Current accumulated chip count and other information.
- the order of guessing of the players participating in the game is sorted by first clicking on the player-first game in which the game is played.
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- Slot Machines And Peripheral Devices (AREA)
Abstract
A game machine and a control method therefor. The game machine comprises: a housing (2) having a cavity and a throw-in opening communicated with the cavity; a plurality of inputs (3) used to be thrown into the cavity through the thrown-in opening; a control system, configured to count the number of the inputs (3) thrown into the cavity, acquire a guessed value about the number of the inputs thrown into the cavity, and further compare the number of the inputs thrown into the cavity with the guessed value and output the compared result.
Description
本发明涉及一种能够使用户增强娱乐感的游戏机以及该种游戏机的控制方法。The present invention relates to a gaming machine capable of enhancing a sense of entertainment for a user and a control method of the gaming machine.
在电子游乐场等游戏场,使用硬币及游戏币的游戏机广为人知。在此类游戏机中,游戏者通过仅投入规定个数的硬币来启动游戏开始。以此为契机,卷轴(包括在视频游戏机等中,利用图像显示的卷轴)开始旋转,在该卷轴停止旋转时,根据特定的显示状态(例如,聚齐特定图案等)有时会赔付硬币。但是,该种游戏机的游戏方法单调,使得用户进行一段时间后便无新鲜感,趣味性及娱乐感也大幅降低,而且该种游戏机结构设置单一,机身通常体型较大,移动困难,不易携带。In games such as electronic playgrounds, game machines using coins and game coins are widely known. In such a gaming machine, the player starts the game by inputting only a predetermined number of coins. Taking this as a trigger, the reel (including a reel that is displayed by an image in a video game machine or the like) starts to rotate, and when the reel stops rotating, the coin may be paid depending on a specific display state (for example, a specific pattern, etc.). However, the game method of the game machine is monotonous, so that the user has no freshness after a period of time, and the fun and entertainment sense is also greatly reduced, and the structure of the game machine is single, the body is usually large in size, and the movement is difficult. Not easy to carry.
发明内容Summary of the invention
本发明所要解决的问题是,提供一种能够增强用户娱乐感的游戏机及其控制方法。The problem to be solved by the present invention is to provide a game machine capable of enhancing the user's entertainment feeling and a control method thereof.
为了解决上述问题,本发明提供一种游戏机,包括:In order to solve the above problems, the present invention provides a gaming machine, including:
机壳,其具有腔室和与所述腔室相连通的投掷口;a casing having a chamber and a throwing port in communication with the chamber;
投放物,其为多个,用于通过所述投掷口投入所述腔室中;以及a plurality of wares for being introduced into the chamber through the throwing opening;
控制系统,其用于统计所述腔室中的投放物的投入数目、获取关于所述投入数目的猜测值以及将所述投入数目与猜测值进行比较,并输出比较结果。A control system for counting the number of inputs of the contents in the chamber, obtaining a guess value regarding the number of inputs, and comparing the number of inputs with a guess value, and outputting a comparison result.
作为优选,所述控制系统包括:Advantageously, said control system comprises:
计数部件,其用于对投入至所述腔室中的所述投放物进行计数并根据计数结果生成第一数据;a counting unit for counting the contents input into the chamber and generating first data according to the counting result;
输入部件,其用于获取所述猜测值,并根据所述猜测值形成第二数据;An input component, configured to acquire the guess value, and form second data according to the guess value;
判断部件,其与所述计数部件及输入部件电连接,用于判断所述第一数据与第二数据的差值是否存在于预设阈值范围内;以及a determining component electrically connected to the counting component and the input component, configured to determine whether a difference between the first data and the second data exists within a preset threshold range;
输出部件,其与所述判断部件电连接,用于根据所述判断结果的不同而输出相应信息。And an output unit electrically connected to the determination unit for outputting corresponding information according to the difference in the determination result.
作为优选,所述输入部件具有无线通讯接口,所述输入部件配置为通过所述无线通讯接口获取无线通讯设备发出的关于所述猜测值的无线指令,并根据所述无线指令生成所述第二数据。Advantageously, the input component has a wireless communication interface, the input component configured to acquire a wireless command issued by the wireless communication device with respect to the guess value via the wireless communication interface, and generate the second command according to the wireless command data.
作为优选,所述计数部件具有第二无线通讯接口,所述计数部件配置为通过所述第二无线通讯接口获取无线通讯设备发出的关于投入所述腔室内的投放物的数目的无线指令,并根据所述无线指令和/或所述计数结果生成所述第一数据。Advantageously, said counting means has a second wireless communication interface, said counting means being configured to obtain, via said second wireless communication interface, a wireless command issued by said wireless communication device regarding the number of items placed in said chamber, and Generating the first data based on the wireless command and/or the counting result.
作为优选,所述输出部件配置为当所述判断部件判断所述差值在所述阈值范围内时输出第一信息;Advantageously, said output component is configured to output first information when said determining component determines that said difference is within said threshold range;
当所述判断部件判断所述差值不在所述阈值范围内时输出第二信息。And outputting the second information when the determining unit determines that the difference is not within the threshold range.
作为优选,所述输出部件为声光发生器或显示屏。Preferably, the output member is an acousto-optic generator or a display screen.
作为优选,所述输入部件为数字输入键盘或触控屏幕;Preferably, the input component is a digital input keyboard or a touch screen;
当所述输入部件为数字输入键盘时,所述控制系统还包括用于显示输入的信息的显示屏。When the input component is a digital input keyboard, the control system further includes a display screen for displaying the entered information.
作为优选,所述机壳具有真空夹层,所述机壳内还设有消声器。Preferably, the casing has a vacuum interlayer, and a muffler is further disposed in the casing.
作为优选,所述游戏机还包括用于向所述腔室内投入所述投放物的投放工具。Preferably, the gaming machine further includes a dispensing tool for loading the contents into the chamber.
本发明同时提供一种控制方法,包括:The invention also provides a control method comprising:
获取机壳内的投放物的投入数目;Obtaining the number of inputs of the contents in the casing;
获取关于投放物的投入数目的猜测值;Get guessed values about the number of inputs to the item;
对所述投入数目与猜测值进行比较;Comparing the number of inputs with the guessed value;
输出比较结果。Output the comparison result.
作为优选,根据所述投入数目生成第一数据;Preferably, the first data is generated according to the number of inputs;
根据所述猜测值生成第二数据;Generating second data according to the guess value;
判断所述第一数据与第二数据的差值是否在预设阈值范围内;Determining whether the difference between the first data and the second data is within a preset threshold;
根据不同的判断结果输出相应信息。The corresponding information is output according to different judgment results.
作为优选,根据所述猜测值生成第二数据具体包括:Preferably, generating the second data according to the guess value specifically includes:
通过无线指令获取所述猜测值并根据所述猜测值生成所述第二数据。The guess value is obtained by a wireless command and the second data is generated according to the guess value.
作为优选,根据所述投入数目生成第一数据具体包括:Preferably, generating the first data according to the number of inputs specifically includes:
通过无线指令获取虚拟投入数目,通过计数单元获取实际投入数目,根据所述虚拟投入数目和/或实际投入数目生成所述第二数据。The number of virtual inputs is obtained by wireless instructions, the actual number of inputs is obtained by the counting unit, and the second data is generated according to the number of virtual inputs and/or the actual number of inputs.
本发明的游戏机的有益效果在于,游戏机本身结构简单,使用方便,且能够保证游戏过程的公平性。另外,游戏的猜值环节不仅能够显著增强用户的趣味性和娱乐感,还能够起到一定益智的效果。The game machine of the present invention has the beneficial effects that the game machine itself is simple in structure, convenient to use, and can ensure the fairness of the game process. In addition, the game's guessing link can not only significantly enhance the user's interest and entertainment, but also play a certain puzzle effect.
图1为本发明的游戏机的结构示意图。1 is a schematic structural view of a gaming machine of the present invention.
图2为本发明的游戏机的结构剖视图。Figure 2 is a cross-sectional view showing the structure of the gaming machine of the present invention.
图3为本发明的游戏机中的控制系统的结构框图。3 is a block diagram showing the structure of a control system in the gaming machine of the present invention.
图4为本发明的游戏机的控制方法的步骤流程图。4 is a flow chart showing the steps of the control method of the gaming machine of the present invention.
附图标记:Reference mark:
1-封堵件;2-机壳;3-投放物;4-输入部件;5-输出部件;6-显示屏;7-胶垫。1-blocking member; 2-box; 3-feeding; 4-input part; 5-output part; 6-display; 7-pad.
以下结合附图对本发明进行详细描述。The invention is described in detail below with reference to the accompanying drawings.
如图1和图2所示,本发明提供一种游戏机,包括:As shown in FIG. 1 and FIG. 2, the present invention provides a gaming machine, including:
机壳2,其具有一腔室和与该腔室连通的投掷口;a casing 2 having a chamber and a throwing opening in communication with the chamber;
投放物3,其为多个,用于通过上述投掷口投入腔室中;以及a sputum 3, which is a plurality, for being introduced into the chamber through the above-mentioned throwing opening;
控制系统,其用于统计腔室中的投放物的投入数目、获取关于投入数目的猜测值以及将投入数目与猜测值进行比较,并输出比较结果。当然,也可简化该种游戏机,不设置控制系统,形成简易版的游戏机。另外,该种游戏机可设置成为固定形式的,即固定在基台上等的类型;也可设置为可移动形式的,即可随用户携带的类型。A control system for counting the number of inputs of the wares in the chamber, obtaining a guess value regarding the number of inputs, and comparing the number of inputs with the guessed value, and outputting the comparison result. Of course, it is also possible to simplify the game machine without setting up a control system to form a simple version of the game machine. In addition, the game machine can be set to a fixed form, that is, a type fixed on a base station or the like; or can be set to a movable form, that is, a type that can be carried by a user.
进一步地,如图3所示,该控制系统具体包括:Further, as shown in FIG. 3, the control system specifically includes:
计数部件,其用于对投入至腔室中的投放物3进行计数并根据计数结果生成第一数据,即,统计腔室内的投放物3的个数;a counting unit for counting the contents 3 put into the chamber and generating first data according to the counting result, that is, counting the number of the contents 3 in the chamber;
输入部件4,其用于获取玩家输入其对腔室内存有的投放物3的个数的猜测值,并根据该猜测值生成第二数据,即,玩家通过输入部件4将其对腔室内的投放物3的个数的猜测值输入至系统中;An input unit 4 for obtaining a guess value of the number of the wares 3 that the player inputs into the chamber, and generating second data according to the guess value, that is, the player passes the pair of chambers through the input unit 4 The guess value of the number of the wares 3 is input into the system;
判断部件,其与计数部件及输入部件4电连接,用于判断第一数据与第二数据的差值是否在预设阈值范围内,即可在机壳2内装设一存储器,用于存储预设的阈值范围,该阈值范围不唯一,例如0-5,或0-(-5)等,判断部件在接收第一数据和第二数据后便对两个数据进行减法运算得到二者的差值,接着将该差值与预设的阈值范围进行比较,进而得到判断结果。例如当判断部件判断上述差值在阈值范围内时,向输出部件5发送第一信号;当判断部件判断该差值不在阈值范围内时,向输出部件5发送第二信号;以及The determining component is electrically connected to the counting component and the input component 4, and is configured to determine whether the difference between the first data and the second data is within a preset threshold range, so that a memory is installed in the casing 2 for storing the pre- a threshold range, the threshold range is not unique, such as 0-5, or 0-(-5), etc., the determining component subtracts the two data after receiving the first data and the second data to obtain a difference between the two. The value is then compared with a preset threshold range to obtain a determination result. For example, when the judging part judges that the difference is within the threshold range, the first signal is sent to the output unit 5; when the judging part judges that the difference is not within the threshold range, the second signal is sent to the output unit 5;
输出部件5,其与判断部件电连接,用于根据不同的判断结果而输出相应信息。例如,输出部件5响应上述的第一信号,向玩家发出关于其猜测胜利的第一信息;或输出部件5响应上述的第二信号,向玩家发出关于其猜测失败的第二信息。The output unit 5 is electrically connected to the determination unit for outputting corresponding information according to different determination results. For example, the output unit 5 sends first information to the player regarding its guess victory in response to the first signal described above; or the output unit 5 sends a second message to the player regarding its guess failure in response to the second signal described above.
进一步地,投放物3的结构、材质及形状不唯一,例如为球体、矩形块等,还可在球体上设置不同的颜色或图案,例如按彩虹的七种颜色分别设置七种颜色的投放物3,再如按照金、银、铜、铁、塑料、玉石或宝石等材质制备投放物3。而且还可按游戏规则将3局游戏定为一级,一个游戏可具有多级游戏局,同一级游戏局的投放物3的颜色相同,而不同级的游戏局使用投放物3的颜色不同,以此来区分不同级别的游戏局等。Further, the structure, material and shape of the product 3 are not unique, for example, a sphere, a rectangular block, etc., and different colors or patterns may be provided on the sphere, for example, seven colors of the rainbow are provided in seven colors. 3. Prepare the product 3 according to materials such as gold, silver, copper, iron, plastic, jade or gemstone. Moreover, the game of 3 games can be set to one level according to the rules of the game. One game can have a multi-level game board, and the color of the item 3 of the same level game board is the same, and the game boards of different levels use the color of the item 3 differently. In order to distinguish between different levels of game boards and the like.
同样地,机壳2的形状及结构亦不唯一,例如可将机壳2设置为筒状、杯状或柜体状等,投掷口可由杯口或筒口形成,也可在机壳2的侧壁上开设形成,且还可增设用于封盖在投掷口上的封堵件1,当投掷口位于机壳2的顶端时,该封堵件1可设置为盖状,该盖状的封堵件可以直接扣合在机壳2上,也可与机壳2转动连接形成翻转盖。当投掷口位于机壳2一侧时,封堵件1可为在该投放口上设置的转动门或电子门。另外,为了方便向腔室内投入投放物3,还可专设一投放工具,该投放工具具体需和投放物3的结构相匹配。例如当投放物3为球体时,可将投放工具设置为长管或具有长条形凹槽的长杆状等。Similarly, the shape and structure of the casing 2 are not unique. For example, the casing 2 can be arranged in a cylindrical shape, a cup shape or a cabinet shape, and the throwing mouth can be formed by a cup mouth or a mouth, or on the side of the casing 2 The opening is formed on the wall, and a sealing member 1 for covering the throwing opening may be additionally provided. When the throwing opening is located at the top end of the casing 2, the blocking member 1 may be provided in a cover shape, and the cover is blocked. The piece can be directly fastened to the casing 2, or can be rotatably connected with the casing 2 to form a flip cover. When the throwing opening is located on the side of the casing 2, the blocking member 1 may be a swinging door or an electronic door provided on the dispensing opening. In addition, in order to facilitate the introduction of the product 3 into the chamber, a dispensing tool may be provided, which specifically needs to match the structure of the product 3. For example, when the product 3 is a sphere, the dispensing tool can be set as a long tube or a long rod having a long groove or the like.
本实施例中的机壳2设有真空夹层,以使投放物3与腔室底部的撞击声无法传播到机壳2外部。即,在向腔室内投入投放物3时,由于投放物3与腔室的底部接触会发出撞击声,因而使得玩家可通过声音识别出投放物3的数目,为避免不公平的现象,特将机壳2设置真空夹层,以减少或避免上述撞击声的传播。当然,还可采用消声的方法,例如在腔室的底部铺设柔软的 且具有弹性的弹性胶垫7(参见图2),或直接在机壳2内设置消声器等,均可。The casing 2 in this embodiment is provided with a vacuum interlayer so that the impact sound of the product 3 and the bottom of the chamber cannot propagate to the outside of the casing 2. That is, when the ejector 3 is introduced into the chamber, since the sputum 3 comes into contact with the bottom of the chamber, an impact sound is emitted, so that the player can recognize the number of the sputum 3 by voice, in order to avoid unfairness, The casing 2 is provided with a vacuum interlayer to reduce or avoid the propagation of the above-mentioned impact sound. Of course, it is also possible to use a method of silencing, for example, laying a soft and elastic elastic pad 7 at the bottom of the chamber (see Fig. 2), or directly providing a muffler or the like in the casing 2.
进一步地,为了增加趣味性以及便捷性,本发明中的输入部件4还具有第一无线通讯接口,使输入部件4能够通过第一无线通讯接口获取无线通讯设备发出的关于猜测值的无线指令,并根据无线指令生成第二数据。也就是用户可通过无线通讯设备向输入部件4发送猜测值。计数部件具有第二无线通讯接口,使计数部件能够通过第二无线通讯接口获取无线通讯设备发出的关于投入腔室内的投放物3的数目的无线指令,并根据该无线指令生成第一数据,或根据该无线指令以及对腔室内的实际的投放物3进行计数的计数结果共同生成第一数据。也就是,腔室内有实际的投放物3,当此时再次向腔室内投入投放物3时可采用发出无线指令的方式进行“虚拟投入”,因此,计数部件在统计腔室内的投放物3的数目时需统计虚拟投入数目和实际投入数目两种投放物3的数目才能够生成准确的第一数据。该无线通讯设备的选择不唯一,可单独设置一遥控器,也可通过在手机上下载相应的APP而实现无线传输。该种方法可使得玩家即便未当面出席,也可参与游戏,且当多个人参与游戏时,各玩家也无需亲自投入投放物3或对输入部件4进行亲自操作便可完成游戏的参与,操作方法更简单便捷,使得用户体验得到了提高。Further, in order to increase the interest and convenience, the input component 4 of the present invention further has a first wireless communication interface, so that the input component 4 can acquire the wireless command about the guess value sent by the wireless communication device through the first wireless communication interface. And generating second data according to the wireless command. That is, the user can send a guess value to the input unit 4 via the wireless communication device. The counting component has a second wireless communication interface, so that the counting component can acquire a wireless command issued by the wireless communication device about the number of the entrants 3 put into the chamber through the second wireless communication interface, and generate the first data according to the wireless command, or The first data is collectively generated based on the wireless command and the count result of counting the actual product 3 in the chamber. That is, there is an actual product 3 in the chamber, and when the product 3 is again put into the chamber at this time, the "virtual input" can be performed by issuing a wireless command, and therefore, the counting member is placed in the statistical chamber 3 In the case of the number, it is necessary to count the number of virtual inputs and the actual number of inputs 3 to be able to generate accurate first data. The selection of the wireless communication device is not unique, and a remote controller can be separately set, or wirelessly transmitted by downloading the corresponding APP on the mobile phone. The method can make the player participate in the game even if it is not present in the face, and when a plurality of people participate in the game, each player does not need to personally input the product 3 or perform the personal operation on the input component 4 to complete the participation of the game. It's simpler and more convenient, and the user experience has been improved.
同样为了增加玩家的趣味性,本发明游戏机中的输出部件5优选采用声光发生器形成。这样,当玩家猜测胜利时,声光发生器可发出闪烁的暖色灯光,同时发出如“你是胜利者you are the winner”的声音,增加玩家的兴奋感。而当玩家猜测失败时,声光发生器可发出暗淡的冷色灯光,并同时发出如“你失败了you lost”的声音,激发玩家的好胜心,使玩家再接再厉,赢得游戏。当然,也可采用显示屏6来作为输出部件5;为增加娱乐性,也可在显示屏6四周设置彩色的LED灯等,使在显示玩家输赢时能够发出不同的灯光。输入部件4的设置种类亦不唯一,例如为数字输入键盘或触控屏幕等。当输入部件4为数字输入键盘时,为了能够显示玩家输入的信息,防止玩家操作失误而输入错误的数字,还可在数字输入键盘上方等处设置用于显示用户输入的信息的显示屏6。Also in order to increase the interest of the player, the output member 5 in the gaming machine of the present invention is preferably formed using an acousto-optic generator. In this way, when the player guesses the victory, the sound and light generator can emit a flashing warm light, and at the same time emit a sound like "You are the winner", increasing the player's excitement. When the player guesses the failure, the sound and light generator can emit dim and cool light, and at the same time emit a sound like "You have lost you lost", to stimulate the player's ambition, so that the player can make persistent efforts to win the game. Of course, the display screen 6 can also be used as the output component 5; in order to increase entertainment, a color LED lamp or the like can also be disposed around the display screen 6, so that different lights can be emitted when the player is shown to win or lose. The type of setting of the input unit 4 is also not unique, such as a digital input keyboard or a touch screen. When the input unit 4 is a numeric input keyboard, in order to be able to display the information input by the player, to prevent the player from operating the error and input the wrong number, the display screen 6 for displaying the information input by the user may be provided at the top of the digital input keyboard or the like.
如图4所示,本发明的游戏机的控制方法,包括:As shown in FIG. 4, the control method of the gaming machine of the present invention includes:
根据投入数目生成第一数据;Generating first data according to the number of inputs;
根据猜测值生成第二数据;Generating second data based on the guess value;
判断第一数据与第二数据的差值是否在预设阈值范围内;Determining whether the difference between the first data and the second data is within a preset threshold;
根据不同的判断结果输出相应信息。The corresponding information is output according to different judgment results.
其中,根据猜测值生成第二数据具体包括:The generating the second data according to the guess value specifically includes:
通过无线指令获取猜测值并根据该猜测值生成所述第二数据。也就是玩家可通过无线通讯设备间接向输入部件4输入猜测值,使形成第二数据。The guess value is obtained by a wireless command and the second data is generated based on the guess value. That is, the player can indirectly input a guess value to the input unit 4 through the wireless communication device to form the second data.
根据投入数目生成第一数据具体包括:Generating the first data according to the number of inputs specifically includes:
通过无线指令获取虚拟投入数目,通过计数单元获取实际投入数目,根据虚拟投入数目和/或实际投入数目生成第二数据。The number of virtual inputs is obtained by wireless instructions, the actual number of inputs is obtained by the counting unit, and the second data is generated according to the number of virtual inputs and/or the actual number of inputs.
为了更好的理解本发明中的游戏机,现结合以下几种具有不同游戏方法的实施例对本发明中的游戏机进行具体介绍:(以下实施例中的投放物3拟定为宝珠,机壳2拟定为宝瓶)In order to better understand the game machine of the present invention, the game machine of the present invention will be specifically described in combination with the following embodiments having different game methods: (The item 3 in the following embodiment is proposed as a bead, the case 2 Drafted as a bottle)
1)、顺序循环玩法:游戏开始后,首先要确定玩家每次投放宝珠的数量区间(比如:1-3个,1-5个,1-9个等),然后确定各玩家的顺序(可以协商确定,也可以采用投骰子比点数大小或者猜拳决定各玩家游戏顺序),确定出位于第一顺位的玩家后,本轮游戏该玩家不参与猜值,只用于向宝瓶中投放宝珠。然后将游戏机传递给第二顺位玩家,第二顺位玩家进行猜值,如果猜值正确则第二顺位玩家获胜,并获得腔室中的所有宝珠。接着第二顺位玩家变成第一顺位玩家,开始新游戏。如果第二顺位玩家猜值错误,则需要向宝瓶内继续投放宝珠,然后将宝瓶传递给第三顺位玩家,第三顺位玩家进行猜值,如果猜值正确则获胜,并获得宝瓶中的所有宝珠。此时第三顺位玩家变成第一顺位玩家,重新开始游戏。如果第三顺位玩家猜值错误,则也需要向宝瓶中继续投放宝珠,然后将宝瓶传递给下一顺位玩家,如果所有玩家第一轮都没有猜测正确,则开始第二轮游戏,将宝瓶传到第一顺位玩家手中,第一顺位玩家进行猜值,如果猜值正确,则第一顺位玩家获胜,获得宝瓶中的所有宝珠,然后第一顺位玩家再次作为第一顺位玩家,开始新游戏。如果第一顺位玩家猜值错误,则向宝瓶中再次投放宝珠,然后将宝瓶传递给第二顺位玩家,重复上述游戏过程,如此循环,直到各玩家决定结束游戏。如果游戏过程中,有某玩家消耗完手中的宝珠后,则该玩家被淘汰,当轮到该玩家猜值时跳过,令后一顺位玩家进行猜值。其中,上述投放宝珠的过程需全程保密进行。1), sequential loop gameplay: After the game starts, first determine the number of intervals each time the player puts the orbs (for example: 1-3, 1-5, 1-9, etc.), and then determine the order of each player (may Negotiation determines that it is also possible to use the size of the dice to determine the game order of each player, or to determine the game order of each player. After determining the player in the first position, the player does not participate in the guessing value of the current game, and is only used to put the orb into the bottle. . The game machine is then passed to the second player, the second player determines the value, and if the guess is correct, the second player wins and gets all the beads in the chamber. Then the second-ranked player becomes the first-ranked player and starts a new game. If the second-ranked player guesses wrong, you need to continue to put the Orb into the Aquarius, then pass the Aquarius to the third-ranked player, the third-ranked player will guess, if the guess is correct, win and get All the treasures in the Aquarius. At this point, the third-ranked player becomes the first-ranked player and restarts the game. If the third-ranked player guesses wrong, he or she will need to continue to put the orbs in the bottle, and then pass the bottle to the next player. If all players do not guess correctly in the first round, start the second round. The bottle is passed to the first-ranked player, and the first-ranked player makes a guess. If the guess is correct, the first-ranked player wins, gets all the beads in the bottle, and then the first player again. As the first player, start a new game. If the first-ranked player guesses wrong, then the treasure is again placed in the Aquarius, and then the bottle is passed to the second-ranked player, repeating the above game process, and so on, until each player decides to end the game. If, during the game, a player has consumed the orb in his hand, the player is eliminated, and when the player guesses the value, he skips, so that the next player can guess. Among them, the above process of placing the orbs must be carried out in full confidentiality.
2)、赢家通吃玩法:游戏开始后,参与游戏的玩家每人分配定值数量的 宝珠。首先要确定玩家每次猜测失败时投放宝珠的数量区间(比如:1-3个,1-5个,1-9个等),然后确定各玩家的顺序(可以协商确定,也可以采用投骰子点数大小或者猜拳等方式决定各玩家游戏顺序),确定的第一顺位玩家不参与第一轮游戏的猜值环节,仅向腔室内投放宝珠,然后将宝瓶传递给第二顺位玩家,第二顺位玩家进行猜值,如果猜值正确则第二顺位玩家获胜,并获得宝瓶中的所有宝珠和所有玩家手上没有投放的宝珠,此时游戏结束。如果第二顺位玩家猜值错误,则需要向宝瓶内继续投放宝珠,接着将宝瓶传递给第三顺位玩家,第三顺位玩家进行猜值,如果该玩家猜值正确则获胜,并获得宝瓶中的所有宝珠和所有玩家手上没有投放的宝珠,此时游戏结束。如果第三顺位玩家猜值错误,则也需要向宝瓶中继续投放宝珠,依此类推。当宝瓶传至第一顺位玩家手中时,该玩家进行猜值,即,第一顺位玩家自第二轮游戏起参与猜值环节,如果第一顺位玩家猜值正确则该玩家获胜;如果猜值错误,同样向宝瓶中投放宝珠,然后将宝瓶传递给第二顺位玩家,重复上述游戏过程。如果游戏过程中某位玩家手中的宝珠数量为零了,则该玩家必须声明,然后退出游戏,轮到该玩家时跳过该玩家,令下一顺位玩家继续。当只剩下一位玩家时,则该玩家为获胜者,并获得宝瓶中的所有宝珠,此时游戏结束。2) Winners play all the way: After the game starts, each player participating in the game assigns a fixed amount of Orb. First, we must determine the number of intervals in which the player will release the orbs each time the guess fails (for example: 1-3, 1-5, 1-9, etc.), and then determine the order of each player (can be negotiated or determined, or can use the dice The point size or guessing method determines the order of each player's game. The determined first-ranked player does not participate in the guessing session of the first round of the game. Only the treasure is placed in the chamber, and then the bottle is passed to the second-ranked player. The second-ranked player makes a guess. If the guess is correct, the second-ranked player wins and gets all the treasures in the bottle and all the balls that are not put on the player's hand. The game ends. If the second-ranked player guesses wrong, you need to continue to put the Orb into the Aquarius, then pass the Aquarius to the third-ranked player. The third-ranked player will guess the value. If the player guesses correctly, he will win. And get all the treasures in the Aquarius and all the treasures that are not put on the player's hands, the game is over. If the third-ranked player guesses wrong, you will need to continue to put the beads into the bottle, and so on. When the bottle is passed to the first player, the player makes a guess, that is, the first player participates in the guessing session from the second round of the game, and if the first player guesses correctly, the player wins. If the guess is wrong, the Orb is also placed in the Aquarius, and then the bottle is passed to the second player, repeating the above process. If the number of orbs in a player's hand is zero during the game, the player must declare and then exit the game. When the player is in turn, skip the player and let the next player continue. When there is only one player left, the player is the winner and gets all the beads in the bottle, and the game is over.
本发明中的游戏机也并不局限于实体游戏,也可将游戏机虚拟化,使该猜值游戏演变为电游或网游。The game machine in the present invention is also not limited to a physical game, and the game machine can be virtualized to make the guess game evolve into an electric game or an online game.
例如,将游戏机设置为一电子终端机,用户可通过该电子终端机进行猜值游戏。或通过在手机中下载相应的APP进行游戏。其中,机壳2以及投放物3均虚拟化,而游戏方法变化不大,与上述实体游戏机的玩法近似。该种形式的游戏机的优点是可进行人机交互,即玩家可与游戏机中的虚拟玩家进行猜值游戏。这样,即便只有一个玩家亦可进行该游戏。当然也可多人联网一同进行游戏,这样即便多个玩家不聚集在一起,亦可参与游戏,增加了便捷性。以下通过具体实施例对上述虚拟化的游戏方法进行描述:(以下实施例中的投放物3同样拟定为宝珠,机壳2同样拟定为宝瓶)For example, the gaming machine is set as an electronic terminal, and the user can perform a guessing game through the electronic terminal. Or play the game by downloading the corresponding app on your phone. Among them, the casing 2 and the ware 3 are both virtualized, and the game method does not change much, and is similar to the gameplay of the above-mentioned physical game machine. The advantage of this form of gaming machine is that human-computer interaction is possible, that is, the player can perform a guessing game with the virtual player in the gaming machine. This way, even if only one player can play the game. Of course, multiplayer networking can also be used to play games, so that even if multiple players do not get together, they can participate in the game, which increases convenience. The above-described virtualized game method will be described below by means of a specific embodiment: (The item 3 in the following embodiment is also proposed as a bead, and the case 2 is also proposed as a bottle)
A、单机版游戏A, stand-alone game
a、单人游戏(仅一个玩家,虚拟玩家参与游戏)a, single player game (only one player, virtual players participate in the game)
将游戏按照每次投放宝珠的数量区间将游戏划分为多个难度等级,例如虚拟游戏机每次投放虚拟宝珠的数量区间为1-3个、1-5个、1-9个等,故难 易程度依次为易、中、难等。玩家根据规定预先选定游戏的难度等级,接着虚拟游戏机会出现一虚拟玩家,该虚拟玩家和实体玩家都会被分配相同数量的虚拟宝珠,分配完成后游戏开始,虚拟玩家会按照选中的难度等级的规定向虚拟游戏宝瓶中数量随机地投放宝珠,投放完成后实体玩家进行猜值,若正确(虚拟游戏机会自动判断猜值是否正确,并输出判断结果),实体玩家获胜并获得虚拟宝瓶中的所有虚拟宝珠,此时游戏结束。若猜值错误,则实体玩家需要向虚拟宝瓶中投放虚拟宝珠,虚拟玩家此时也会再次数量随机地向虚拟宝瓶中投放虚拟宝珠,令实体玩家再次猜值,若猜值正确,实体玩家获胜并获得虚拟宝瓶中的所有虚拟宝珠,游戏结束;若猜值错误,则实体玩家需要再次向虚拟宝瓶中投放虚拟宝珠,虚拟玩家也会再次数量随机地向虚拟宝瓶中投放虚拟宝珠,令玩家再次猜值,如此循环进行,直到实体玩家或者虚拟玩家手中的虚拟宝珠数量为零时,游戏结束。若游戏过程中,实体玩家先耗尽虚拟宝珠,则实体玩家游戏失败,此时游戏结束;若虚拟玩家先耗尽虚拟宝珠,则虚拟玩家游戏失败,此时游戏结束。如果实体玩家中途要退出游戏,则规定为实体玩家主动认输,游戏失败并损失已投放的虚拟宝珠。游戏结束后,实体玩家可以选择是否保存游戏记录,虚拟游戏机可按照游戏玩家获胜所花费的时间、猜值次数对实体玩家进行评价。The game is divided into multiple difficulty levels according to the number of treasures placed each time. For example, the number of virtual beades placed by the virtual game machine is 1-3, 1-5, 1-9, etc. The degree of ease is easy, medium, and difficult. The player pre-selects the difficulty level of the game according to the regulations, and then the virtual game opportunity appears a virtual player, the virtual player and the physical player are all assigned the same number of virtual orbs. After the assignment is completed, the game starts, and the virtual player will follow the selected difficulty level. It is stipulated that the number of treasures will be randomly distributed to the virtual game bottle. After the completion of the delivery, the physical player will guess the value. If the virtual game opportunity automatically determines whether the guess value is correct and outputs the judgment result, the entity player wins and obtains the virtual bottle. All virtual orbs, the game ends. If the guess value is wrong, the physical player needs to put the virtual orb into the virtual bottle. The virtual player will also randomly put the virtual orb into the virtual bottle, so that the entity player guesses the value again. If the value is correct, the entity The player wins and gets all the virtual orbs in the virtual bottle, and the game ends; if the guess is wrong, the physical player needs to put the virtual orb into the virtual bottle again, and the virtual player will randomly put the virtual bottle into the virtual bottle. Orbs, let the player guess again, and so on, until the number of virtual orbs in the hands of the physical player or virtual player is zero, the game ends. If the physical player first runs out of the virtual orb, the physical player fails and the game ends. If the virtual player first runs out of the virtual orb, the virtual player fails and the game ends. If the physical player wants to quit the game midway, it is stipulated that the physical player voluntarily loses the game, the game fails and the virtual jewel that has been delivered is lost. After the game is over, the physical player can choose whether to save the game record, and the virtual game machine can evaluate the physical player according to the time taken by the game player to win and the number of guesses.
b、多人游戏(无虚拟玩家参与游戏,多个实体玩家在同一台终端上游戏)b. Multiplayer games (no virtual players participate in the game, multiple physical players play on the same terminal)
实体玩家(以下简称玩家)先选定游戏难度等级,等级设置方式同上。设定每个玩家的初始虚拟宝珠数量,设定完成后游戏开始。确定各玩家的顺序(一般在选择确定玩家时就确定了顺序,例如规定A玩家为第一顺位,B玩家为第二顺位,C玩家为第三顺位,D玩家为第四顺位,以此类推)。同上,开局第一轮游戏A玩家不参与猜值环节,仅用于向虚拟宝瓶中投放虚拟宝珠,然后将操作权转给B玩家并令B玩家进行猜值,如果猜值正确(虚拟游戏机会自动判断是否正确,并输出判断结果),则B玩家获胜,并获得虚拟宝瓶中的所有虚拟宝珠,游戏结束。此时可以选择离开还是继续游戏,如果继续游戏,则B玩家变成第一顺位玩家,开始新游戏。如果B玩家猜值错误,则需要向虚拟宝瓶内继续投放宝珠,然后将操作权转交给C玩家,令C玩家进行猜值,如果其猜值正确,则获胜,并获得虚拟宝瓶中所有虚拟宝珠,游戏结束;此时可以选择离开还是继续游戏,如果选择继续游戏,则C玩家变成第一顺位玩家,开始新一轮游戏并向虚拟宝瓶内投放虚拟宝珠;如果C玩家猜 值错误,则也需要向虚拟宝瓶中继续投放虚拟宝珠,然后将操作权转交给下一顺位玩家,如此直到所有玩家已进行过猜值游戏。如果所有玩家第一轮都没有猜值正确,则操作权重回到A玩家手中,A玩家猜值,如果其猜值正确,则A玩家获胜,并获得虚拟宝瓶中的所有虚拟宝珠,游戏结束。此时可以选择离开还是继续游戏,如果继续游戏,A玩家还是第一顺位,并开始新游戏。如果A玩家猜值错误,则需再次向虚拟宝瓶中投放虚拟宝珠,然后将操作权传递给B玩家,重复上述游戏过程。如果游戏过程中有玩家的虚拟宝珠数值为零了,则该玩家将被判淘汰出局,当轮到该玩家猜值时自动跳至下一顺位玩家进行猜值。当只剩下一位玩家时(其他玩家的虚拟宝珠数量均为零时),则该玩家为最终获胜者,并可获得虚拟宝瓶中的所有虚拟宝珠,此时游戏结束。另外,每局游戏结束时,系统还可选择收取一定数量的虚拟宝瓶中的虚拟宝珠,以增加游戏难度。The physical player (hereinafter referred to as the player) first selects the difficulty level of the game, and the level setting mode is the same as above. Set the initial virtual orb number of each player, and the game starts when the setting is completed. Determine the order of each player (generally determine the order when selecting the player, for example, the A player is the first pick, the B player is the second pick, the C player is the third pick, and the D player is the fourth pick. , and so on). Same as above, the first round of game A player does not participate in the guessing link, only used to put virtual beads into the virtual bottle, and then transfer the operation right to the B player and let the B player guess the value, if the guess is correct (virtual game) The opportunity automatically judges whether it is correct and outputs the judgment result), then the B player wins and gets all the virtual orbs in the virtual bottle, and the game ends. At this point, you can choose to leave or continue the game. If you continue the game, the B player becomes the first player and starts a new game. If the B player guesses wrong, you need to continue to put the orb into the virtual bottle, then transfer the operation right to the C player, let the C player guess, if it guesses correctly, win, and get all the virtual bottles. Virtual Orb, the game is over; at this time, you can choose to leave or continue the game. If you choose to continue the game, the C player becomes the first player, starts a new round of games and puts a virtual orb into the virtual bottle; if the C player guesses If the value is wrong, you will need to continue to deliver the virtual orb to the virtual bottle, and then transfer the operation right to the next player, so that all players have already played the guess game. If all players do not guess correctly in the first round, the operation weight is returned to the A player. The A player guesses the value. If the guess is correct, the A player wins and gets all the virtual orbs in the virtual bottle. The game ends. . At this point you can choose to leave or continue the game, if you continue the game, A player is still the first pick and start a new game. If the A player guesses wrong, he or she will need to put the virtual orb into the virtual bottle again, and then pass the operation right to the B player to repeat the above game process. If there is a player's virtual orb value in the game, the player will be judged to be eliminated. When it is the player's guess, the player will automatically jump to the next player to guess. When there is only one player left (when the number of virtual beads of other players is zero), the player is the final winner and all the virtual beads in the virtual bottle are available, and the game ends. In addition, at the end of each game, the system can also choose to charge a certain number of virtual treasures in the virtual bottle to increase the difficulty of the game.
B、网络版B, online version
按照不同游戏玩法规则进行划分,并设置多个均具有至少一个虚拟宝瓶的虚拟游戏房间,每个虚拟房间代表一种游戏玩法。多个玩家可通过互联网与游戏服务器进行连接,使能够选择进入一虚拟游戏房间,位于同一虚拟游戏房间的多个玩家可选择围绕一个虚拟宝瓶就坐,从而组成一个游戏局。位于同一游戏局的首位入座的玩家具有设定该游戏局的游戏难度、投放虚拟宝珠类别等游戏参数的权利,其他后续入座的玩家可以选择同意或者不同意(如不同意即自动退出游戏)。该游戏局中每局至少包括两位玩家,每个虚拟游戏房间内的人数不唯一,可自定义玩家数量,系统也可限定每个房间允许玩家同时进入的数量为999。每位玩家输入猜测值的时间按照房间不同而不同(例如分为10秒、15秒和30秒等),当有玩家猜值超时时,系统默认输入该局游戏的投放数值区间中的最小数值(例如该局游戏设定的投放数值区间是1-9,不论超时玩家当下参与的是第几轮游戏,都会输入1作为猜测值),接着游戏操作权自动转移到下一顺位玩家手中。另外,每局游戏结束时,系统还可选择收取一定数量的虚拟宝瓶中的虚拟宝珠,以增加游戏难度。具体的游戏设定方法还有很多,具体通过以下实施例进行进一步描述:According to different gameplay rules, a plurality of virtual game rooms each having at least one virtual bottle are set, and each virtual room represents a game play. Multiple players can connect to the game server via the Internet, enabling selection to enter a virtual game room. Multiple players in the same virtual game room can choose to sit around a virtual bottle to form a game board. The first player who is seated in the same game board has the right to set the game difficulty of the game board and the game parameters such as the virtual orb category. Other players who follow the seat can choose to agree or disagree (if they do not agree, they will automatically exit the game). The game board includes at least two players in each game. The number of players in each virtual game room is not unique. The number of players can be customized. The system can also limit the number of players allowed to enter at the same time in each room. The time each player enters the guess value varies from room to room (for example, 10 seconds, 15 seconds, and 30 seconds, etc.). When a player guesses the timeout, the system defaults to the minimum value in the play value range of the game. (For example, the game's game set value range is 1-9. Regardless of whether the timeout player is participating in the first round of games, 1 will be entered as the guess value), and then the game operation right is automatically transferred to the next player. In addition, at the end of each game, the system can also choose to charge a certain number of virtual treasures in the virtual bottle to increase the difficulty of the game. There are many specific game setting methods, which are further described by the following embodiments:
a、封闭游戏局a, closed game bureau
每局游戏开始后,不允许新玩家加入,已经入局的玩家可以随时退出,但是不能再返回继续参与游戏。退出的玩家,当轮到其猜值时系统自动跳至 下一顺位玩家进行猜值。该封闭游戏局视为游戏结束的条件是有玩家猜对虚拟宝瓶中的虚拟宝珠数量或者该局玩家全部退出。玩家未退出游戏而直接离线的(离线原因可能为主动离线,也可能因为网络问题等),且离线时间超过60秒,将被自动判定为退出游戏,并不能再返回本局游戏。当玩家手中的虚拟宝珠的数量小于本局游戏设定投放数量区间的最小值,且在预设定的猜值时间内没有补充时,系统则自动判定该玩家退出游戏。当一局游戏只剩下一位玩家未被淘汰出局时,该玩家继续进行猜值。如果该玩家在本局游戏结束前也被判出局(无论猜值失败还是主动或被动退出)时,游戏结束,本局游戏没有胜利者,玩家所有已投放至虚拟宝瓶中的虚拟宝珠不返还。若该玩家猜值正确,则该玩家胜利,并获得虚拟宝瓶内的所有虚拟宝珠,此时游戏结束。After the start of each game, new players are not allowed to join. Players who have already entered can withdraw at any time, but can no longer return to continue to participate in the game. The exiting player, when it is his turn to guess, the system automatically jumps to the next player to guess. The condition that the closed game board considers the end of the game is that the player guesses the number of virtual orbs in the virtual bottle or the players of the game all exit. The player is offline directly without exiting the game (offline reason may be active offline, or may be due to network problems, etc.), and offline time exceeds 60 seconds, it will be automatically determined to exit the game, and can no longer return to this game. When the number of virtual orbs in the player's hand is less than the minimum value of the game's set-up amount range, and the system does not replenish within the preset guess time, the system automatically determines that the player exits the game. When only one player remaining in a game is not eliminated, the player continues to guess. If the player is also sentenced out before the end of the game (whether the guess is failed or actively or passively exits), the game ends, there is no winner in this game, and all the virtual beads that the player has placed in the virtual bottle are not returned. If the player guesses correctly, the player wins and gets all the virtual orbs in the virtual bottle, and the game ends.
b、猜对者胜:b, guess the winner wins:
可围绕虚拟宝瓶设置多个虚拟座位,用于供玩家落座。当第一位玩家落座,代表其座位的图标被点亮,且其座位上将显示数字“1”,第二位玩家落座后,代表其座位的图标被点亮,且其座位上将显示数字“2”,以此类推,第N位玩家落座时其座位上将显示数字“N”。该N个座位的顺序可按正常顺序设置,也可随机设置,根据入座的玩家的顺序而定。第一位玩家落座后可设定游戏难度等级,选定玩家每次投放虚拟宝珠的数量区间(设置方式同上),并具有随时点击开启游戏的权利。就是说如果一局游戏的额定人数是8人,第一位玩家落座后可以在两位以上玩家落座后就点击开始游戏,无需等到8位玩家全部落座后才开始游戏。即第一位玩家落座后可以在有包括其在内的两位玩家落座后就启动本局游戏,当然也可以等到第三位或第八位玩家落座后再启动本局游戏。Multiple virtual seats can be placed around the virtual bottle for the player to sit down. When the first player is seated, the icon representing his seat is illuminated and the number "1" is displayed on the seat. After the second player is seated, the icon representing his seat is illuminated and the number is displayed on the seat. "2", and so on, the Nth player will display the number "N" on his seat when he is seated. The order of the N seats may be set in the normal order or randomly, depending on the order of the players who are seated. After the first player is seated, the difficulty level of the game can be set. The selected player can place the virtual orbs each time (the setting is the same as above), and has the right to click to open the game at any time. That is to say, if the number of players in a game is 8 people, the first player can start playing after more than two players are seated, and there is no need to wait until all 8 players are seated before starting the game. That is, after the first player is seated, the game can be started after the two players including it are seated. Of course, the third or eighth player can be seated before starting the game.
设置虚拟指针,当游戏开始后,游虚拟指针转动,指针最后停止时指向的玩家就是第一顺位玩家,此时该玩家的座位可出现声光提示,同时,可设置投放虚拟宝珠的投放时间和用于对该投放时间进行倒计时的数字时钟,以在指定第一顺位玩家后便显示该投放时间的倒计时,督促第一顺位玩家尽快完成虚拟宝珠的投放。如果虚拟指针指向的位置没有玩家,虚拟指针则会自动跳转到此空位置的右方(顺时针方向)的相邻位置,如果相邻位置也是空位,则继续顺时针向右跳转,直到所指位置有玩家为止,并设定该玩家即为第一顺位玩家。确定第一顺位玩家后,该玩家必须在限制时间内向虚拟宝瓶 中投放虚拟宝珠(第一顺问玩家同样不参与本轮游戏的猜值环节),然后按顺时针方向轮至下一位玩家进行猜值。可在轮至需进行猜值的玩家座位上设置声光提示,以提示并告知大家当下需进行猜值的玩家,同时可在其座位处设置数字时钟,以用于对猜值时间进行倒计时。若玩家猜值正确(虚拟宝瓶会自动判断猜值是否正确,并告知判断结果),则该玩家获胜,并获得虚拟宝瓶中的所有虚拟宝珠,游戏结束。如果该玩家猜值错误,则需要继续向虚拟宝瓶内投放虚拟宝珠,然后轮至第三顺位玩家进行猜值,重复上述游戏过程,直到所有玩家均完成第一轮的猜值,如果第一轮游戏所有玩家都没有猜值正确,此时第一顺位玩家的座位出现声光提示,以提示第一顺位玩家继续猜值,即,进行第二轮游戏,重复上述游戏过程,直到本局游戏结束。Set the virtual pointer. When the game starts, the virtual pointer rotates. When the pointer stops, the player pointed to is the first player. At this time, the player's seat can have sound and light prompts. At the same time, the virtual pearl can be set. And the digital clock used to count down the delivery time to display the countdown of the delivery time after the first position player is designated, and urge the first-order player to complete the virtual orb delivery as soon as possible. If there is no player at the position pointed by the virtual pointer, the virtual pointer will automatically jump to the right position (clockwise direction) of the empty position. If the adjacent position is also empty, continue to jump clockwise to the right until The position is the player, and the player is the first player. After determining the first player, the player must place a virtual orb in the virtual bottle within the time limit (the first question player does not participate in the guess of the game), then turn clockwise to the next one. The player makes a guess. You can set the sound and light prompts on the player's seat that needs to be guessed to remind you and inform everyone that you need to guess the value. You can also set a digital clock at the seat to count down the guess time. If the player guesses the value correctly (the virtual bottle will automatically determine whether the guess is correct and informs the judgment result), the player wins and gets all the virtual orbs in the virtual bottle, and the game ends. If the player guesses wrong, you need to continue to put the virtual orb into the virtual bottle, then turn to the third player to guess, repeat the above process until all players complete the first round of guessing, if the first In the round of the game, all the players have not guessed correctly. At this time, the first-ranked player's seat has a sound and light prompt to prompt the first-ranked player to continue to guess, that is, to perform the second round of the game, repeat the above game process until This game is over.
当玩家手中的虚拟宝珠数量小于当局游戏设定的最小投放值时需补充虚拟宝珠。如果玩家在规定的猜值时间内没有及时补充虚拟宝珠,系统将会判定该玩家淘汰出局,其他玩家继续进行游戏。The virtual orb should be added when the number of virtual orbs in the player's hand is less than the minimum value set by the authorities. If the player does not replenish the virtual orb in time within the specified guess time, the system will determine that the player is eliminated and the other players continue to play.
如果游戏过程中,有玩家中途主动退出,退出的玩家不能再返回本局游戏。若玩家未主动退出而因网络等原因造成离线的,系统则给予该玩家一定的缓冲时间,例如为60秒,即在60秒内玩家可以返回本局游戏;若离线时间超过60秒则判定该玩家被淘汰出局,该玩家将不能再返回本局游戏,轮到该玩家猜值时系统自动跳至下一顺位玩家。If a player voluntarily quits during the game, the player who quits can no longer return to the game. If the player does not voluntarily quit and is offline due to reasons such as the network, the system gives the player a certain buffer time, for example, 60 seconds, that is, the player can return to the game within 60 seconds; if the offline time exceeds 60 seconds, the player is determined. After being eliminated, the player will no longer be able to return to the game. When the player guesses the value, the system automatically jumps to the next player.
如果当最后一位玩家在本局游戏结束前也被淘汰出局(无论主动退出还是被动淘汰),则本局游戏结束,且本局游戏没有胜利者,玩家所有已投放的虚拟宝珠归系统所有,不再返还。If the last player is also eliminated before the end of this game (regardless of active exit or passive elimination), then the game is over, and there is no winner in this game. All the virtual beads that the player has placed are owned by the system and will not be returned. .
c、猜奇偶玩法c, guess parity game
每局仅限两位玩家,第一位玩家落座后,设定本局游戏输赢的虚拟筹码数量(也可以没有筹码),当第二位玩家落座后,两位玩家中任意一位玩家点击开始游戏,此时游戏中的虚拟指针转动,指针最后停止时指向的玩家为猜测方。虚拟数字时钟显示投放虚拟宝珠时间的倒计时,两位玩家各自保密地向虚拟宝瓶中投放1-9个虚拟宝珠。如果倒计时结束,仍有玩家没有向虚拟宝瓶内投放虚拟宝珠,系统则默认判定该玩家猜值失败。待投放时间的倒计时结束,虚拟数字时钟自动显示猜值时间的倒计时,此时猜值开始,猜测方猜测虚拟宝瓶中的虚拟宝珠数量的奇偶,然后系统会显示虚拟宝瓶中虚拟宝珠的数量及奇偶性,并发出闪烁的灯光以及恭喜道贺的声音提示玩家获胜, 此时玩家可赢得输家对本局游戏投入的筹码以及虚拟宝瓶中的虚拟宝珠,游戏结束。如果猜测方在倒计时内没有进行猜测,系统则默认判定该玩家输。There are only two players in each game. After the first player is seated, set the number of virtual chips in this game to win or lose (or no chips). When the second player is seated, any one of the two players clicks to start the game. At this time, the virtual pointer in the game is rotated, and the player pointed to when the pointer is finally stopped is the guessing party. The virtual digital clock shows the countdown to the virtual bead time, and the two players secretly place 1-9 virtual beads into the virtual bottle. If the countdown is over, there are still players who have not placed the virtual orb into the virtual bottle, and the system defaults to determine that the player has failed to guess. When the countdown of the waiting time is over, the virtual digital clock automatically displays the countdown of the guess time. At this point, the guess starts, the guessing party guesses the parity of the number of virtual beads in the virtual bottle, and then the system displays the number of virtual orbs in the virtual bottle. And the parity, and flashing lights and congratulations to the player to win the game, the player can win the loser's chips for the game and the virtual orb in the virtual bottle, the game is over. If the guessing party does not make a guess within the countdown, the system defaults to the player's loss.
d、最接近值玩法d, the closest value game
参与每局游戏的玩家至少为两位,第一位玩家落座后,设定每位玩家参与本局游戏的虚拟筹码数量(也可以没有筹码),并设定本局游戏每位玩家投放虚拟宝珠的数量区间(比如:1-10个,1-100个,1-1000个等)。当所有参与的玩家均落座后,第一位落座的玩家点击开始游戏。游戏规则与上述猜奇偶的玩法近似,不再赘述。本玩法相较猜奇偶玩法的不同点在于胜负判定规则不同,本玩法的判定规则是:以猜测的数值最接近实际数值的玩家为获胜方,且要求每位玩家的猜测值均不同,以先输入的猜测值排斥后输入的猜测值为原则。当出现猜测值与实际值的差值的绝对值相同的情况时,以猜测值小于实际值的玩家获胜。The number of players participating in each game is at least two. After the first player is seated, set the number of virtual chips each player participates in this game (or no chips), and set the number of virtual beads per player in this game. Interval (for example: 1-10, 1-100, 1-1000, etc.). When all participating players are seated, the first player who sits down clicks to start the game. The rules of the game are similar to those of the above-mentioned guessing parity, and will not be described again. The difference between this game and the guessing parity game is that the winning and losing rules are different. The rule of the game is that the player whose guess value is closest to the actual value is the winner, and the guess value of each player is required to be different. The guess value entered first is the principle of the guess value entered after the exclusion. When there is a case where the absolute value of the difference between the guess value and the actual value is the same, the player whose guess value is smaller than the actual value wins.
e、半封闭游戏局e, semi-closed game board
该种类游戏局的游戏方法与上述“猜对者胜”的游戏方法大致相同,其区别仅在于:每局游戏开始后不允许新的玩家加入,已经入局的玩家可以随时退出或临时退出(即离线),在游戏结束前,退出的玩家可以随时返回继续参与本局游戏。当玩家退出游戏或者处于离线状态时,当轮到该玩家猜值时系统自动跳至下一位玩家,即,退出的玩家不参与竞猜,也不投放虚拟宝珠。判定该局游戏结束的条件是有玩家猜值正确,也就是本局游戏将在有玩家胜出情况下才能结束,因此本局游戏一旦开局必须出现胜利者。即使该局玩家全部离线,游戏结束前该游戏局仍然存在。当只有一位玩家在线,其余玩家全部离线时,在线的玩家可以继续进行本局游戏。游戏过程中,玩家中途可以随时选择退出游戏,退出游戏时该玩家的序位保留,以使玩家可以随时再返回本局游戏,且返回时保证其序位不变,但是玩家返回后不能补玩已经错过的轮次。The game method of this kind of game board is basically the same as the game method of the above-mentioned "guess winner". The only difference is that no new players are allowed to join after the start of each game, and players who have already entered can withdraw or temporarily exit at any time (ie Offline), before the end of the game, the exiting player can return to continue to participate in this game at any time. When the player exits the game or is offline, the system automatically jumps to the next player when it is the player's guess. That is, the exiting player does not participate in the quiz and does not serve the virtual orb. The condition for judging the end of the game is that the player guesses correctly, that is, the game will end when there is a player win, so the winner of the game must appear once the game is started. Even if the players in the game are all offline, the game will still exist before the game ends. When only one player is online and the remaining players are all offline, online players can continue to play this game. During the game, the player can choose to quit the game at any time. When the game is exited, the player's order is reserved, so that the player can return to the game at any time, and the order is unchanged when returning, but the player cannot replay after returning. Missed rounds.
f、开放游戏局f, open game bureau
该种类游戏局的游戏方法与上述“猜对者胜”的游戏方法大致相同,其区别在于:仅一位玩家就可以开局,且游戏开局后到该局游戏结束前,玩家可以随时加入,也可以随时退出,游戏数据状态不会改变,同一个玩家可以多次加入或多次退出。开放游戏局只有当某玩家获胜该局游戏才结束,因此开放游戏局可能持续很长时间。发起游戏的玩家可选定本局游戏的难度等级 或者各玩家每次投放虚拟宝珠的数量范围(比如,1-9,1-99,1-999,1-9999等),同时还可选定本局各玩家每次抵压的虚拟筹码等参数。另外,启动游戏局只需一名玩家即可。游戏开局后,发起游戏的玩家可以一直在线,也可以离线退出,也可以随时返回,但返回时将当作新玩家处理。当其他游戏玩家访问该局游戏时,可查看该局游戏的发起时间、游戏难度等级、玩家每次需投放的虚拟宝珠的数量范围、每人每轮游戏的筹码、当前已有多少玩家参与以及当前的累计筹码数量等信息。The game method of this kind of game bureau is basically the same as the game method of the above-mentioned "guess winner", the difference is that only one player can start the game, and the player can join at any time after the game is started and before the end of the game. You can quit at any time, the game data status will not change, the same player can join multiple times or multiple times. The Open Game Bureau only ends when a player wins the game, so the open game may last a long time. The player who initiated the game can select the difficulty level of the game or the range of virtual beads per player (for example, 1-9, 1-99, 1-999, 1-9999, etc.), and also select this game. Each player presses the virtual chip and other parameters each time. In addition, you only need one player to start the game. After the game starts, the player who initiated the game can always be online, or can exit offline, or return at any time, but will be treated as a new player when returning. When other game players access the game, they can check the launch time of the game, the difficulty level of the game, the number of virtual beads that the player needs to serve each time, the chips of each game per player, how many players are currently participating, and Current accumulated chip count and other information.
参与游戏的玩家的猜值顺序以先点击参与游戏的玩家优先游戏为原则进行排序。The order of guessing of the players participating in the game is sorted by first clicking on the player-first game in which the game is played.
以上实施例仅为本发明的示例性实施例,不用于限制本发明,本发明的保护范围由权利要求书限定。本领域技术人员可以在本发明的实质和保护范围内,对本发明做出各种修改或等同替换,这种修改或等同替换也应视为落在本发明的保护范围内。The above embodiments are merely exemplary embodiments of the present invention, and are not intended to limit the invention, and the scope of the invention is defined by the claims. A person skilled in the art can make various modifications or equivalents to the invention within the spirit and scope of the invention, and such modifications or equivalents are also considered to fall within the scope of the invention.
Claims (13)
- 一种游戏机,其特征在于,包括:A game machine, comprising:机壳,其具有腔室和与所述腔室相连通的投掷口;a casing having a chamber and a throwing port in communication with the chamber;投放物,其为多个,用于通过所述投掷口投入所述腔室中;以及a plurality of wares for being introduced into the chamber through the throwing opening;控制系统,其用于统计所述腔室中的投放物的投入数目、获取关于所述投入数目的猜测值以及将所述投入数目与猜测值进行比较,并输出比较结果。A control system for counting the number of inputs of the contents in the chamber, obtaining a guess value regarding the number of inputs, and comparing the number of inputs with a guess value, and outputting a comparison result.
- 根据权利要求1所述的游戏机,其特征在于,所述控制系统包括:The gaming machine according to claim 1, wherein said control system comprises:计数部件,其用于对投入至所述腔室中的所述投放物进行计数并根据计数结果生成第一数据;a counting unit for counting the contents input into the chamber and generating first data according to the counting result;输入部件,其用于获取所述猜测值,并根据所述猜测值形成第二数据;An input component, configured to acquire the guess value, and form second data according to the guess value;判断部件,其与所述计数部件及输入部件电连接,用于判断所述第一数据与第二数据的差值是否存在于预设阈值范围内;以及a determining component electrically connected to the counting component and the input component, configured to determine whether a difference between the first data and the second data exists within a preset threshold range;输出部件,其与所述判断部件电连接,用于根据所述判断结果的不同而输出相应信息。And an output unit electrically connected to the determination unit for outputting corresponding information according to the difference in the determination result.
- 根据权利要求2所述的游戏机,其特征在于,所述输入部件具有第一无线通讯接口,所述输入部件配置为通过所述第一无线通讯接口获取无线通讯设备发出的关于所述猜测值的无线指令,并根据所述无线指令生成所述第二数据。The gaming machine according to claim 2, wherein said input means has a first wireless communication interface, and said input means is configured to acquire, by said first wireless communication interface, said guess value issued by said wireless communication device Wireless instructions, and generating the second data according to the wireless command.
- 根据权利要求2或3所述的游戏机,其特征在于,所述计数部件具有第二无线通讯接口,所述计数部件配置为通过所述第二无线通讯接口获取无线通讯设备发出的关于投入所述腔室内的投放物的数目的无线指令,并根据所述无线指令和/或所述计数结果生成所述第一数据。The game machine according to claim 2 or 3, wherein the counting means has a second wireless communication interface, and the counting means is configured to acquire, by the second wireless communication interface, an information about the input from the wireless communication device Generating a wireless command for the number of items in the chamber and generating the first data based on the wireless command and/or the count result.
- 根据权利要求4所述的游戏机,其特征在于,所述输出部件配置为当所述判断部件判断所述差值在所述阈值范围内时输出第一信息;The gaming machine according to claim 4, wherein said output means is configured to output first information when said determining means determines that said difference is within said threshold range;当所述判断部件判断所述差值不在所述阈值范围内时输出第二信息。And outputting the second information when the determining unit determines that the difference is not within the threshold range.
- 根据权利要求2所述的游戏机,其特征在于,所述输出部件为声光发生器或显示屏。The gaming machine according to claim 2, wherein said output member is an acousto-optic generator or a display screen.
- 根据权利要求2所述的游戏机,其特征在于,所述输入部件为数字输入键盘或触控屏幕;The gaming machine according to claim 2, wherein the input component is a digital input keyboard or a touch screen;当所述输入部件为数字输入键盘时,所述控制系统还包括用于显示输入 的信息的显示屏。When the input component is a digital input keyboard, the control system also includes a display screen for displaying the entered information.
- 根据权利要求1所述的游戏机,其特征在于,所述机壳具有真空夹层,所述机壳内还设有消声器。The gaming machine according to claim 1, wherein said casing has a vacuum interlayer, and said casing is further provided with a muffler.
- 根据权利要求1所述的游戏机,其特征在于,所述游戏机还包括用于向所述腔室内投入所述投放物的投放工具。The gaming machine according to claim 1, wherein said gaming machine further comprises a dispensing tool for loading said contents into said chamber.
- 一种控制方法,其特征在于,包括:A control method, comprising:获取机壳内的投放物的投入数目;Obtaining the number of inputs of the contents in the casing;获取关于投放物的投入数目的猜测值;Get guessed values about the number of inputs to the item;对所述投入数目与猜测值进行比较;Comparing the number of inputs with the guessed value;输出比较结果。Output the comparison result.
- 根据权利要求10所述的控制方法,其特征在于,The control method according to claim 10, characterized in that根据所述投入数目生成第一数据;Generating first data according to the number of inputs;根据所述猜测值生成第二数据;Generating second data according to the guess value;判断所述第一数据与第二数据的差值是否在预设阈值范围内;Determining whether the difference between the first data and the second data is within a preset threshold;根据不同的判断结果输出相应信息。The corresponding information is output according to different judgment results.
- 根据权利要求11所述的控制方法,其特征在于,根据所述猜测值生成第二数据具体包括:The control method according to claim 11, wherein the generating the second data according to the guess value comprises:通过无线指令获取所述猜测值并根据所述猜测值生成所述第二数据。The guess value is obtained by a wireless command and the second data is generated according to the guess value.
- 根据权利要求11或12所述的控制方法,其特征在于,根据所述投入数目生成第一数据具体包括:The control method according to claim 11 or 12, wherein the generating the first data according to the number of inputs comprises:通过无线指令获取虚拟投入数目,通过计数单元获取实际投入数目,根据所述虚拟投入数目和/或实际投入数目生成所述第一数据。The number of virtual inputs is obtained by wireless instructions, the actual number of inputs is obtained by the counting unit, and the first data is generated according to the number of virtual inputs and/or the actual number of inputs.
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JP2001017590A (en) * | 1999-07-09 | 2001-01-23 | Saburo Shirayanagi | Article for frame throwing game |
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