CN1714900A - Game system, server and game control method - Google Patents

Game system, server and game control method Download PDF

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Publication number
CN1714900A
CN1714900A CNA2005100822257A CN200510082225A CN1714900A CN 1714900 A CN1714900 A CN 1714900A CN A2005100822257 A CNA2005100822257 A CN A2005100822257A CN 200510082225 A CN200510082225 A CN 200510082225A CN 1714900 A CN1714900 A CN 1714900A
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game
player
number
condition
players
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CNA2005100822257A
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小林贵彦
向后淳一
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阿鲁策株式会社
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Publication of CN1714900A publication Critical patent/CN1714900A/en

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Abstract

本发明公开一种游戏系统,其提供可以激励玩家的竞争精神并且对执行游戏的方法创造战略特性的游戏系统。 The present invention discloses a game system that provides gaming systems can encourage competitive spirit of the players and the creation of the strategic nature of the method of execution of the game. 特别地,本发明提供一种游戏系统,其中多个终端设备(1)经由通信线路(5)连接到服务器(2),并且其中游戏可以由操作每个终端设备(1)的多个玩家的每一个来执行,该游戏系统包括:用于存储玩家等级值的等级存储装置;等级设置装置,用于为玩家设置预先确定的等级以将它作为等级值存储在等级存储装置中;用于为玩家设置游戏中条件的条件设置装置;用于确定玩家是否清除条件的条件完成确定装置;以及游戏结果确定装置,当条件完成确定装置确定玩家清除条件时,用于基于由玩家清除的条件和存储在等级存储装置中的玩家的等级值来确定游戏结果。 In particular, the present invention provides a game system in which a plurality of terminal devices (1) connected to the server (2) via a communication line (5), and wherein the plurality of game can be (1) the operation of each player from the terminal device each performed, the game system comprising: storage means for storing a level of a player level values; level setting means for setting the player to a predetermined level as in the hierarchy level value stored in the storage means; is used to player game setting condition condition setting means; means for determining whether the player clears conditions as completion determination means; and a game result determination means, when the determination means determines that the condition is completed when the player clears the condition, based on the conditions for storage and cleared by a player level value level in the storage means determines a game outcome to the player.

Description

游戏系统、服务器以及游戏控制方法 Gaming systems, servers and game control method

技术领域 FIELD

本发明涉及一种游戏系统,其中多个终端设备经由通信线路连接到服务器,配置游戏系统的服务器,以及由服务器执行的游戏控制方法。 The present invention relates to a game system in which a plurality of terminal devices connected to the server via a communication line, a game system configured server, and a game control method performed by a server. 特别地,本发明涉及大型多人在线游戏例如MMORPG(大型多人在线角色扮演游戏)、RTS(即时战略)、FPS(第一人称射击游戏)等可执行的一种游戏系统,配置游戏系统的服务器,以及由服务器执行的游戏控制方法。 In particular, the present invention relates to massively multiplayer online games such as MMORPG (massively multiplayer online role-playing game), RTS (Real Time Strategy), FPS (first person shooter) game system such as an executable, the gaming system server configuration and a game control method performed by the server.

背景技术 Background technique

近年来,随着信息和通信技术的发展,一种游戏系统被广泛使用,其中供游戏机廊使用或家庭使用的多个终端设备经由通信线路连接到服务器,并且各种在线游戏可以在游戏系统中执行。 In recent years, with the development of information and communication technologies, a game system is widely used in which a game machine for home use or use gallery plurality of terminal devices connected via a communication line to the server, and various online game in the game system can be in execution. 最近,例如,大型多人在线游戏例如MMORPG(大型多人在线角色扮演游戏)、RTS(即时战略)、FPS(第一人称射击游戏)等作为在线游戏提供。 Recently, for example, massively multiplayer online games such as MMORPG (massively multiplayer online role-playing game), RTS (Real Time Strategy), FPS (first person shooter), etc. as an online game available.

从玩家的观点,在这种大型多人在线游戏中,玩家可以在全国范围内或国际范围内的远程位置通过网络例如因特网与未指定数目的玩家进行游戏,而甚至不知道彼此的面容。 From the player's point of view, in this massively multiplayer online game, players can or remote locations internationally for the game by a player with a network such as the Internet unspecified number across the country, and do not even know each other's face. 大型多人在线游戏的强大吸引力在于玩家可以通过这种介质例如游戏彼此沟通,因此它被世界上许多国家所大力支持。 Massively multiplayer online games a powerful attraction that the players can communicate with each other such media such as games, so it was strongly supported by many countries in the world. 从游戏生产公司的观点,在大型多人在线游戏中,与新的事件、角色、物品等相关的数据或程序顺序更新并经由网络分发到每个终端设备,因此游戏环境可以被构造,其中玩家可以半永久性地继续游戏而不会厌倦。 Production from the game's point of view, the massively multiplayer online game, updated with relevant data or program sequence of new events, characters, and other items and distributed to each terminal device via the network, so the game environment can be constructed in which the player It can be semi-permanently continue the game without boredom. 因此,它具有能够保证利润稳定性的优点。 Thus, it has the advantage of being able to ensure the stability of the profits.

在大型多人在线游戏中,通常与每个玩家相对应的角色被建立,并且玩家通过操作玩家自己的角色在游戏的虚拟空间中参与游戏(参看日本未经审查专利公开2002-224448号,例如)。 In the massively multiplayer online game, each player is usually established with the corresponding role and operation of the player by player's own game character to participate in the virtual space of the game (see Japanese Unexamined Patent Publication No. 2002-224448, for example, ). 当玩家开始知道游戏时,相应的角色清除各种条件(所谓“任务”)以获取经验。 When players start to know the game, clear the appropriate role of various conditions (the so-called "mission") to gain experience. 结果,玩家或由玩家操作的角色可以提高在游戏内建立的等级(等级值),并且能力或位置在游戏内随着等级(等级值)增加而提高,从而各种功能可以被操作。 As a result, the player or character operated by a player can improve levels (level value) established in the game, and the ability or position with the level (level value) increased with the increase in the game, so that various functions can be operated.

此外,当条件(主题)被清除时,根据条件(主题)难度的现金量作为奖金给予玩家以便在游戏期间使用,因此玩家清除的条件(主题)越多,玩家可以获得的在游戏中可以使用的现金越多,从而玩家可以购买武器,物品等,其可以在游戏中使用以便有利地进行游戏。 In addition, when the condition (theme) is cleared, as a bonus given based on the amount of cash conditions (theme) the difficulty of the player for use during the game, so the more players condition (theme) cleared, the player can obtain can be used in the game the more cash, so that players can buy weapons, items and so on, which can be used advantageously for the game in the game.

在在线游戏中,通常虚拟游戏空间中的游戏轴由所有玩家共享。 In the online game, the axes are usually virtual game space is shared by all the players. 因此,当玩家频繁地进行游戏或者长达长时间时,一些玩家有时清除可以在游戏中设置的大部分条件。 Therefore, when the player or the game up for a long time often, some players sometimes eliminate most of the conditions that can be set in the game. 当这种情况出现时,不存在其他玩家可以挑战的许多条件,并且游戏的迷人方面可能过度地减小,这是问题。 When this happens, many other players can challenge the conditions do not exist, and the fascinating aspects of the game may be excessively reduced, this is a problem. 因此,作为常规游戏系统,例如存在一种在预先确定时间内清除的条件数目对每个玩家限制的游戏系统(例如,参看日本未经审查专利2002-224448号)。 Therefore, a conventional game system, a game system, for example, the number of conditions exist in a method of removing a predetermined time limit for each player (e.g., see Japanese Unexamined Patent No. 2002-224448). 根据在该发表文献中描述的游戏系统,一些玩家不能清除可以在游戏中设置的大部分条件,因此其他玩家也可以挑战各种条件,这使得能够提供可以由大量玩家享受乐趣的游戏。 According to game the system described in the published literature, some players can not eliminate most of the conditions that can be set in the game, so other players can also challenge a variety of conditions, which makes it possible to provide a large number of players can enjoy the fun of the game.

但是,根据在上面发表文献中描述的游戏系统,对新条件的挑战对热情地进行游戏,清除许多条件,并且增加等级值的玩家限制,然而随后进行游戏的玩家可以挑战条件并增加等级值。 However, depending on the game system in the above publication described in the literature, a challenge to the new conditions of enthusiasm for the game, clearing a number of conditions, and increase the player limit level value, but the players then the game can challenge the conditions and increase the level of value. 因此,存在问题(第一问题),即热情地进行游戏的玩家难以获得优于上述其他玩家的优势,从而两个玩家的竞争精神减少。 Therefore, there is a problem (first problem), that is enthusiastically carried out the game players is difficult to obtain than other players above advantages, thereby reducing the competitive spirit of the two players.

此外,根据每个条件,当玩家清除条件时给予玩家的奖励(例如可以在游戏中使用的金钱等)预先设置,从而如果玩家挑战具有低难度等级的条件,此后根据等级值的增加顺序地挑战具有高难度等级的条件,游戏可以最平滑地进行。 Further, according to each condition, reward awarded to a player (e.g., can be used in the game money, etc.) set in advance when the player clears the condition, so that if the player challenging conditions having a low difficulty level, then the challenge level values ​​according to an increase of the order of conditions have high difficulty level, the game can be most smoothly. 因此,关于继续进行游戏,也就是挑战多个条件的顺序,战略特性低,从而游戏缺乏趣味,这是问题(第一问题)。 Therefore, on the continuation of the game, which is challenging the order of multiple conditions, low strategic nature, so the lack of interesting games, this is a problem (first problem).

另一方面,最近存在一种在线游戏,其提供有多个玩家必须处理特定主题的一些效果。 On the other hand, recently there is an online game, which is provided with multiple players have to deal with some of the effects of specific topics. 当这种效果被提供时,玩家必须寻找在游戏中变成伙伴的其他玩家,所以玩家可以自发地与该其他玩家沟通。 When this effect is provided, the player must find other players to become partners in the game, so players can spontaneously communicate with the other players. 此外,通常,在多个类型的主题顺序地为一个玩家设置,并且涉及清除多个类型主题的全部的效果的游戏的情况下,如果在多个类型的主题中存在玩家不擅长的主题,玩家不能清除主题,并且游戏不能进一步执行,因此玩家可能放弃继续游戏。 Further, in general, to a player a plurality of types of theme sequentially, and to a case where a plurality of game types relating to the removal of all the effects, if there is a plurality of types of topics relating to players not good, the player can not clear theme, and the game can not be further implemented, so players may give up to continue the game. 因此,即使玩家被给予选择主题的机会,玩家最终必须清除他不擅长的主题。 Therefore, even if the player is given the opportunity to choose the theme, the player must eventually clear he was not good at the subject. 但是,当多个玩家挑战同一主题时,即使玩家不能清除主题,如果其他玩家清除主题,游戏可以继续进行。 However, when multiple players to challenge the same subject, even if the player does not clear theme, if other players to clear theme, the game can continue.

但是,当清除主题时可以获得的并且可以在游戏中使用的金钱量已经设定。 However, the amount of money and can be used in the game when you clear theme that can be obtained has been set. 因此,在存在有主题必须由多个玩家挑战的提供效果的情况下,擅长该主题的玩家与不擅长该主题的玩家挑战同一主题令人厌烦。 Therefore, in the presence themed effect must be provided by the multi-player challenges, the good players are not good at this subject with the topic of players to challenge the same subject boring.

特别地,在在线游戏中,游戏技术在同一虚拟游戏空间中进行游戏的未指定数目的玩家之间显著不同。 In particular, in online games, the technology significantly different between unspecified number of game players in the same virtual game space. 因此,当主题必须由多个玩家一起挑战的效果被提供时,具有低游戏技术的玩家依赖于具有高技术的玩家,这是累赘的。 Therefore, when the subject must challenges together by a plurality of players effects are provided, a player with a low gaming technology relies on players with high-tech, which is cumbersome. 同时,因为具有高技术的玩家必须与其他玩家一起挑战同一主题,具有高技术的玩家与具有低技术的玩家同命运是不可避免的。 At the same time, because players must have a high-tech challenges with other players with the same theme, with high-tech player and the player with the fate of low technology is inevitable. 但是,在具有高技术的玩家和具有低技术的玩家之间的关系缠绕的这种情况下,使得沟通容易由两种玩家执行可能使两种玩家之间的关系变糟(第二问题)。 However, in this case the relationship between the player and the player has a low-tech with high-tech wound, making communication easy execution of two players may make the relationship between the two players worse (second issue).

发明内容 SUMMARY

本发明考虑到上述第一问题而设计,并且其目的在于提供一种可以激励玩家的竞争精神并且创造执行游戏的方法的战略特性的游戏系统,构成游戏系统的服务器、以及由服务器执行的游戏控制方法。 The present invention is a first view of the above problems and design, and an object thereof is to provide a competitive spirit excitation player strategic game system characteristics and create a method of executing a game server constitute a game system, and game control performed by the server method.

为了解决上述第一问题,本发明(在下文有时称作“第一发明”)提供下面的系统。 To solve the above first problem, the present invention (sometimes referred to as "first invention" hereinafter) provides the following system.

(1)一种游戏系统,其中多个终端设备经由通信线路连接到服务器,并且其中游戏可以由操作每个终端设备的多个玩家中的每一个来执行,该游戏系统包括:等级值存储装置,用于存储玩家的等级值; (1) A game system in which a plurality of terminal devices connected to the server via a communication line, and wherein each of the game can be performed more player in each terminal apparatus by the operator, the game system comprising: a rank value storage means for storing rank value of the player;

等级值设置装置,用于根据游戏结果设置预先确定的等级,并且将相对于玩家ID数据设置的等级作为等级值存储在等级值存储装置中;条件设置装置,用于设置作为游戏结果玩家应当完成的条件;条件完成确定装置,用于确定玩家是否清除在条件设置装置中设置的条件;以及游戏结果确定装置,当条件完成确定装置确定由条件设置装置设置的条件被清除时,基于由玩家清除的条件和存储在等级值存储装置中的玩家的等级值来确定游戏结果。 Level value setting means for setting the predetermined level according to a game result, and the player ID data with respect to the level set in the hierarchy level value is stored as the value storage means; condition setting means for setting a game result of the player should be completed conditions; completion condition determining means for determining whether the player clears the condition set in the condition setting means; and a game result determination means, when the determination means determines that the condition to complete the conditions set by the condition setting means is cleared, cleared by a player based on level value of the player's rank value stored in the condition storage means to determine the game result.

根据(1)中描述的发明,游戏结果基于由玩家清除的条件和玩家的等级值来确定。 According to the invention (1) described in game result based on the ranking values ​​cleared by a player and the player is determined conditions. 因此,例如,即使条件的难度低,而玩家的等级值高,玩家可以获得大量奖金作为游戏结果,与具有低等级值的玩家相比较。 Thus, for example, even if the conditions of low degree of difficulty, and the player's level is high, players can get a lot of bonus as a result of the game, with a low level compared to the value of the player. 此外,例如,在玩家的等级值高的情况下,即使他清除高难度的条件,与具有低等级值的玩家相比较,玩家仅获得少量奖金。 In addition, for example, at a high level value of the player's situation, even if he clears the difficult conditions, with the player having a low level of value compared to only a few players get a bonus. 以这种方式,上述发明可以实现允许游戏自身的迷人方面可以各种方法延伸的效果。 In this manner, the effect of the above-described invention may be implemented to allow the game itself fascinating aspects may be extended in various ways. 此外,本发明可以应用于竞赛游戏,以便用来将等级值作为彼此的障碍。 Further, the present invention may be applied to a racing game, in order for the level values ​​as another barrier. 因此,虽然日本未经审查专利公开2002-224448号中描述的游戏系统被构造使得可以由每个玩家清除的条件数目通常限制为相同,并且许多玩家可以通过挑战各种条件来享受游戏的乐趣,根据(1)中描述的发明,热情地进行游戏的玩家可以获得与他自己的等级值相对应的奖金,并且可以获得优于其他玩家的优势。 Thus, although Japanese Unexamined Patent Publication No. 2002-224448 described game system is constructed such that typically limit the number of conditions can be cleared by each player is the same, and many players can enjoy the game by challenging conditions, according to the invention (1) described enthusiastically carried out the game players can get with his own level value corresponding bonus, and can get the advantage over other players. 结果,能够防止两种玩家的竞争精神减少。 As a result, two kinds of players to prevent the competitive spirit decrease.

而且,即使在具有低难度的条件中,通过使得玩家能够获得大量奖金,与具有低等级值的玩家相比较,只要前者玩家的等级值高,能够创造证明以低难度到高难度的顺序挑战条件的、执行游戏的方法不一定是执行游戏的理想方法的环境。 Moreover, even in difficult conditions with low, in comparison by allowing players to get a lot of bonuses, and players with low-level value, as long as the former player's level is high, able to create a low degree of difficulty to prove difficult challenge conditions of the order the method of executing a game is not necessarily the ideal way to execute a game environment. 因此,变化可以在执行游戏的方法中产生,从而可以提供战略性、复杂的、且有趣的游戏。 Therefore, the change can be generated in the method of execution in the game, which can provide strategic, complex and interesting game.

此外,本发明提供下面的系统。 Further, the present invention provides the following system.

(2)根据上述(1)的游戏系统,包括根据由玩家执行的输入操作从多个类型的条件中选择任何一个条件的条件选择装置,其中条件设置装置设置由条件选择装置选择的条件。 (2) The game system (1), comprises a condition selected from any of a plurality of types according to the input conditions of operation performed by the player selection condition means the condition selected by the condition selection means is provided wherein the condition setting means.

根据(2)中描述的发明,因为玩家可以选择条件来挑战,玩家可以实现他心中的执行游戏的方法,并且战略特性可以增强且游戏的趣味可以提高。 According to the invention (2) described, because the player may choose to challenge the conditions, method of execution of the game the player can achieve his heart, and strategic characteristics can enhance the fun and the game can be improved.

本发明还提供下面的系统。 The present invention further provides the following system.

(3)根据上述(1)的游戏系统,其中游戏结果确定装置确定在游戏中可用且作为游戏结果给予玩家的金钱量。 (3) The gaming system according to (1), wherein the determining means determines the game result in the game and can be used as a game result of the player's money amount administered.

根据(3)中描述的发明,给予玩家的可用金钱量基于由玩家清除的条件和玩家的等级值来确定。 According to the invention (3) described in the available amount of money awarded to a player based on the ranking value clear condition by the player and the player is determined. 因此,例如,即使在低难度的条件中,只要玩家具有高等级值,玩家可以获得在游戏中可用的大量金钱。 Thus, for example, even in conditions of low difficulty, as long as the player has a high level of value, players can get a lot of money available in the game. 因此,在同一条件被清除的情况下,热情地进行游戏增加等级值的玩家可以获得在游戏中可用的大量金钱,多于其他玩家,可以用金钱购买武器或物品,并且可以比其他玩家更有利地执行游戏。 Therefore, in the case where the same condition is cleared, the increased level of enthusiasm for the game players can get a lot of value of money available in the game, more than other players, you can buy weapons or items with money, and can be more advantageous than the other players the execution of the game. 结果,能够防止两种玩家的竞争精神减少。 As a result, two kinds of players to prevent the competitive spirit decrease.

本发明还提供下面的系统。 The present invention further provides the following system.

(4)根据上述(1)的游戏系统,其中服务器包括经由专用线路可通信地连接到多个终端设备的游戏机廊服务器,和经由通信线路可通信地连接到游戏机廊服务器的中心服务器。 (4) The gaming system according to (1), wherein the server comprises a communication server connected to the gaming machine gallery plurality of terminal devices, and the gaming machine communicably connected to a server via a communication line gallery center server via a dedicated line.

(5)根据上述(1)的游戏系统,其中游戏结果确定装置同样基于参与清除条件的游戏的玩家数目来确定游戏结果。 (5) The gaming system according to (1), wherein the same game result determination means for determining a game result based on the number of players participating in a game clear condition.

(6)根据上述(1)的游戏系统,其中游戏结果确定装置基于为玩家设置的能力值,与玩家的等级值一起或者代替玩家的等级值,来确定游戏结果。 (6) The gaming system according to (1), wherein the gaming apparatus based on the result of the determination of the ability value for the player, with the gradation value of the player together with or instead of the level value of the player, game result is determined.

(7)根据上述(4)的游戏系统,其中终端设备和游戏机廊服务器提供有等级值存储装置,终端设备提供有等级值设置装置,并且游戏机廊服务器提供有条件设置装置,条件完成确定装置,和游戏结果确定装置。 (7) The game system (4) above, wherein the terminal device and a game machine with a gallery server level value storage means, the terminal device is provided with a level value setting means, and the gaming machine providing server conditions setting means gallery, completion determination condition means, determination means, and game result.

本发明还提供下面的服务器。 The present invention further provides the following server.

(8)一种服务器,其经由通信线路连接到多个终端设备,并且构成游戏可以由操作每个终端设备的多个玩家中的每一个来执行的游戏系统,该服务器包括:等级值存储装置,用于存储玩家的等级值;等级值设置装置,用于根据游戏结果设置预先确定的等级,并且将相对于玩家ID数据设置的等级作为等级值存储在等级值存储装置中;条件设置装置,用于设置作为游戏结果玩家应当完成的条件;条件完成确定装置,用于确定玩家是否清除在条件设置装置中设置的条件;以及游戏结果确定装置,当条件完成确定装置确定由条件设置装置设置的条件被清除时,基于由玩家清除的条件和存储在等级值存储装置中的玩家的等级值来确定游戏结果。 (8) A server connected via a communication line to a plurality of terminal devices, and the game can be configured, the server comprising a gaming system by the operator to perform each of a plurality of players in each of the terminal devices: rank value storage means for storing the player's rank value; rank value setting means for setting the predetermined level according to a game result, and the player ID data with respect to the level set as the gradation level value stored in the value storage means; condition setting means, for setting a condition as a result of the game player should have been completed; completion condition determining means for determining whether the player clears the condition set in the condition setting means; and a game result determination means, when the determination means determines that the condition is completed by the condition setting means when the condition is cleared, based on the condition and clear the stored value by a player in the grade level value storage means to determine a game result of the player.

根据(8)中描述的发明,游戏结果基于由玩家清除的条件和玩家的等级值来确定。 According to the invention in (8) described game result based on the ranking value clear condition by the player and the player is determined. 因此,例如,即使条件的难度低,而玩家的等级值高,玩家可以获得大量奖金作为游戏结果,与具有低等级值的玩家相比较。 Thus, for example, even if the conditions of low degree of difficulty, and the player's level is high, players can get a lot of bonus as a result of the game, with a low level compared to the value of the player. 因此,热情地进行游戏的玩家可以获得与他自己的等级值相对应的奖金,并且可以获得优于其他玩家的优势。 Therefore, the player's enthusiasm for the game and can get his own level value corresponding bonus, and can get the advantage over other players. 结果,能够防止两种玩家的竞争精神减少。 As a result, two kinds of players to prevent the competitive spirit decrease. 而且,即使在具有低难度的条件中,通过使得玩家能够获得大量奖金,只要玩家的等级值高,能够创造证明以低难度到高难度的顺序挑战条件的、执行游戏的方法不一定是执行游戏的理想方法的环境。 Moreover, even in conditions with a low degree of difficulty by making players to get a lot of bonuses, as long as the player's level is high, able to create a low degree of difficulty to prove difficult challenge conditions of the order, the method is not necessarily execute the game executing the game environmental ideal method. 因此,变化可以在执行游戏的方法中产生,从而可以提供战略性、复杂的、且有趣的游戏。 Therefore, the change can be generated in the method of execution in the game, which can provide strategic, complex and interesting game.

本发明还提供下面的方法。 The present invention also provides the following methods.

(9)一种游戏控制方法,其使得经由通信线路连接到多个终端设备,并且构成游戏可以由操作每个终端设备的多个玩家中每一个执行的游戏系统的服务器用作:等级值存储装置,用于存储玩家的等级值;等级值设置装置,用于根据游戏结果设置预先确定的等级,并且将相对于玩家ID数据设置的等级作为等级值存储在等级值存储装置中;条件设置装置,用于设置作为游戏结果玩家应当完成的条件; (9) A game control method, which is connected via a communication line such that the plurality of terminal devices, and constitute a plurality of game players can be used by the operator for each terminal device in a game server system that performs each of: the scale values ​​are stored means for storing the player's rank value; rank value setting means for setting the predetermined level according to a game result, and the player ID data with respect to levels provided as a level value scale values ​​are stored in the storage means; condition setting means for setting conditions for the players as a result of the game which should be completed;

条件完成确定装置,用于确定玩家是否清除在条件设置装置中设置的条件;以及游戏结果确定装置,当条件完成确定装置确定由条件设置装置设置的条件被清除时,基于由玩家清除的条件和存储在等级值存储装置中的玩家的等级值来确定游戏结果。 Completion condition determining means for determining whether the player clears the condition set in the condition setting means; and a game result determination means, when the condition determining means determines the completion means a condition set by the condition setting is cleared on clear condition by the player and grade level value stored in the value storing means to determine a game result of the player.

根据(9)中描述的发明,游戏结果基于由玩家清除的条件和玩家的等级值来确定。 The invention (9) described game result based on the ranking values ​​cleared by a player and the player is determined conditions. 因此,例如,即使条件的难度低,而玩家的等级值高,玩家可以获得大量奖金作为游戏结果,与具有低等级值的玩家相比较。 Thus, for example, even if the conditions of low degree of difficulty, and the player's level is high, players can get a lot of bonus as a result of the game, with a low level compared to the value of the player. 因此,热情地进行游戏的玩家可以获得与他自己的等级值相对应的奖金,并且可以获得优于其他玩家的优势。 Therefore, the player's enthusiasm for the game and can get his own level value corresponding bonus, and can get the advantage over other players. 结果,能够防止两种玩家的竞争精神减少。 As a result, two kinds of players to prevent the competitive spirit decrease. 而且,即使在具有低难度的条件中,通过使得玩家能够获得大量奖金,只要玩家的等级值高,能够创造证明以低难度到高难度的顺序挑战条件的、执行游戏的方法不一定是执行游戏的理想方法的环境。 Moreover, even in conditions with a low degree of difficulty by making players to get a lot of bonuses, as long as the player's level is high, able to create a low degree of difficulty to prove difficult challenge conditions of the order, the method is not necessarily execute the game executing the game environmental ideal method. 因此,变化可以在执行游戏的方法中产生,从而可以提供战略性、复杂的、且有趣的游戏。 Therefore, the change can be generated in the method of execution in the game, which can provide strategic, complex and interesting game.

特别地,本发明可以激励玩家的竞争精神并且创造执行游戏的方法的战略特性。 In particular, the present invention can encourage competitive spirit of the players and the creation of a strategic nature of the process of executing a game.

此外,本发明考虑到上述第二问题而设计,并且其目的在于提供一种可以发展在线游戏吸引力的游戏系统、构成游戏系统的服务器、以及由服务器执行的游戏控制方法,其在于防止玩家之间的关系因玩家之间游戏技术的差异而缠绕,并且良好的关系可以在玩家之间构造,其中玩家可以通过游戏彼此沟通。 Further, the present invention is a second view of the above problems and design, and an object thereof is to provide a developing attractive games online game system, the server constituting a game system and a game control method executed by a server, which is to prevent the player the relationship between technology due to the difference between the players and the game wound, and a good relationship can be constructed between the players, which players can communicate with each other through the game.

为了解决上述第二问题,本发明(在下文有时称作“第二发明”)提供下面的系统。 To solve the second problem, the present invention (sometimes referred to as "the second invention" hereinafter) provides the following system.

(10)一种游戏系统,其中多个终端设备经由通信线路连接到服务器,并且其中游戏可以由操作每个终端设备的多个玩家中的每一个来执行,该游戏系统包括:选择装置,根据由玩家执行的输入操作,为玩家选择独自或与其他玩家一起执行游戏以便完成设置在游戏中的待清除条件; (10) A game system in which a plurality of terminal devices connected to the server via a communication line, and wherein each of the game can be performed more player in each terminal apparatus by the operator, the game system comprising: selection means, in accordance with the input operation performed by the player, the player selected alone or together with other players perform the game to be provided in order to complete the game clear condition;

玩家数目设置装置,用于基于由选择装置执行的选择来设置执行游戏的玩家数目;玩家数目存储装置,用于对待清除的每个条件存储设置的玩家数目;进入数目存储装置,用于对待清除的每个条件存储玩家进入条件中的数目;进入数目更新装置,用于基于由选择装置执行的选择,更新玩家进入条件中的数目并且将进入数目存储在进入数目存储装置中;确定装置,用于确定存储在进入数目存储装置中的进入数目是否达到存储在玩家数目存储装置中的玩家数目;以及条件设置装置,当确定装置确定进入数目达到玩家数目时,用于关于执行游戏的玩家设置待清除的条件。 Number of players setting means for setting the number of players execute a game based on the selection performed by the selection means; memory means the number of players, the number of each player clears the condition storage provided for treatment; into the number of storage means, for clearing to treat each player enters the number of condition storage conditions; means to enter the number of updates, based on selection performed by the selection means updates the player enters the number of conditions and enters the number into the number stored in the storage means; determining means for determining the number stored in the number of entering into the storage means has reached the number of the player stored in the player the number storage means; and a condition setting means, when the determining means determines that the number reaches the number of players entered, for a player on the game setting to be performed Clear conditions.

根据(10)中描述的发明,玩家自身可以选择独自或与其他玩家一起执行游戏以完成设置在游戏中的待清除条件。 The invention (10) described, players can select their own or together with other players execute a game to finish setting conditions to be cleared in the game. 因此,擅长上述设置的待清除条件的玩家,或者具有高游戏技术的玩家可以选择独自执行游戏,同时不擅长上述设置的待清除条件的玩家,或者具有低游戏技术的玩家可以选择与其他玩家一起执行游戏。 Players Accordingly, good to be cleared condition for the setting of the player, or the player having high gaming technology can run the game alone, while not good to be cleared condition for the setting of the player, or having a low gaming technology may be selected along with other players execution of the game. 因此,能够防止游戏由不能清除他不擅长的条件的玩家,或者具有低游戏技术的玩家停止。 This can prevent the condition does not clear him from the game are not good players, or players with low skill game is stopped. 此外,因为挑战他擅长的条件的玩家,或者具有高游戏技术的玩家可以选择独自执行游戏,不擅长上述设置的待清除条件的玩家,或者具有低游戏技术的玩家不依赖于具有高游戏技术的玩家,因此具有高游戏技术的玩家不会不得不感到麻烦。 In addition, because the challenges the player he is good condition, or players with high gaming technology can run the game alone, players are not good to be clear conditions set out above, or players with low gaming technology does not rely on a high gaming technology the players, so players have a high gaming technology does not have to feel cumbersome. 结果,能够发展在线游戏的吸引力,其在于防止玩家之间的关系因玩家之间游戏技术的差异而缠绕,并且良好的关系可以在玩家之间构造,其中玩家可以通过游戏彼此沟通。 As a result, the development of attractive online game, which is to prevent the relationship between the players due to technical differences in the game between players and winding, and a good relationship can be constructed between the players, which players can communicate with each other through the game.

本发明还提供下面的系统。 The present invention further provides the following system.

(11)根据上述(10)的游戏系统,包括响应由确定装置做出的进入数目没有达到玩家数目的确定,显示待机图像的待机图像显示装置,该待机图像显示与玩家数目和/或进入数目相关的信息。 (11) The above game system (10), comprising a number into the response made by the determining means reaches the number of players is not determined, displaying a standby image of the standby image display apparatus, the image display of the number of standby players and / or the number of entering Related information.

根据(11)中描述的发明,当玩家与其他玩家一起执行游戏时,待机图像可以用来检查多少上述其他玩家进入或再有多少上述其他玩家应当进入游戏中。 According to the invention (11) described, when executing the game with the player and the other players, the standby image can be used to check how much above or other players to enter another number of said another player should enter the game.

本发明还提供下面的系统。 The present invention further provides the following system.

(12)根据上述(10)的游戏系统,包括:条件完成确定装置,用于确定玩家是否清除待清除的条件;以及奖金支付装置,当条件完成确定装置确定玩家清除条件时,根据清除条件的玩家数目,成比例地分配根据条件类型预先设置的、在游戏中可用的金钱量,并且将金钱给予每个玩家。 (12) The above game system (10), comprising: a completion condition determining means for determining whether the player clears the condition to be cleared; and bonus payments means, when the condition determining means is determined to complete the player clears the condition, according to the cancel conditions number of players, in accordance with proportional distribution, the amount of money available in the type of game condition is set in advance, and the money to be given to each player.

根据(12)中描述的发明,每个玩家可以选择与其他玩家一起执行游戏,虽然当清除条件时少量奖金被给予,或者独自执行游戏以获得大量奖金。 According to (12) described in the invention, each player can choose to execute a game with other players, although a small amount of the bonus is given when a clearing condition, or to obtain a large number of independently executing game prize. 因此,变化可以在游戏中产生以提高战略特性。 Therefore, the change can be generated to increase the strategic nature of the game.

本发明还提供下面的系统。 The present invention further provides the following system.

(13)根据上述(10)的游戏系统,包括:条件完成确定装置,用于确定玩家是否清除待清除的条件;以及奖金支付装置,当条件完成确定装置确定玩家清除条件时,根据清除条件的玩家数目,成比例地分配根据条件类型预先设置的、在游戏中可用的金钱量,并且将金钱给予每个玩家。 (13) The above game system (10), comprising: a completion condition determining means for determining whether the player clears the condition to be cleared; and bonus payments means, when the condition determining means is determined to complete the player clears the condition, according to the cancel conditions number of players, in accordance with proportional distribution, the amount of money available in the type of game condition is set in advance, and the money to be given to each player.

(14)根据上述(10)的游戏系统,其中服务器包括经由专用线路可通信地连接到多个终端设备的游戏机廊服务器,和经由通信线路可通信地连接到游戏机廊服务器的中心服务器。 (14) The above game system (10), wherein the server comprises a communication server connected to the gaming machine gallery plurality of terminal devices, and the gaming machine communicably connected to a server via a communication line gallery center server via a dedicated line.

(15)根据上述(11)的游戏系统,其中待机图像显示装置提供在终端设备中。 (15) The game system according to the above (11), wherein a standby image display device provided in the terminal device.

(16)根据上述(14)的游戏系统,其中选择装置提供在终端设备中,并且玩家数目存储装置,玩家数目设置装置,进入数目存储装置,进入数目更新装置,确定装置,和条件设置装置提供在游戏机廊服务器中。 (16) The game system according to the above (14), wherein the selection means provided in the terminal device, and the number of players storage means, the number of the player setting means, into the number of storage devices, enter the number updating means, determining means, and condition setting means for providing in the gaming machine Gallery server.

(17)根据上述(15)的游戏系统,其中待机图像显示装置包括使得玩家能够执行输入操作的触摸板。 (17) The above game system (15), wherein a standby image display device includes a touch panel so that the player can perform input operation.

本发明还提供下面的服务器。 The present invention further provides the following server.

(18)一种服务器,其经由通信线路连接到多个终端设备,并且构成游戏可以由操作每个终端设备的多个玩家中的每一个来执行的游戏系统,该服务器包括:选择装置,根据由玩家执行的输入操作,为玩家选择独自或与其他玩家一起执行游戏以便完成设置在游戏中的待清除条件;玩家数目设置装置,用于基于由选择装置执行的选择来设置执行游戏的玩家数目;玩家数目存储装置,用于对待清除的每个条件存储设置的玩家数目;进入数目存储装置,用于对待清除的每个条件存储玩家进入条件中的数目;进入数目更新装置,用于基于由选择装置执行的选择,更新玩家进入条件中的数目并且将进入数目存储在进入数目存储装置中;确定装置,用于确定存储在进入数目存储装置中的进入数目是否达到存储在玩家数目存储装置中的玩家数目;以及条件设置装置, (18) A server connected via a communication line to a plurality of terminal devices, and the game can be configured, the server comprising a gaming system by the operator to perform each of a plurality of players in each terminal apparatus: selecting means in accordance with the input operation performed by the player, the player selected to perform alone or together with other players to be provided in order to complete the game in the game clear condition; number of players setting means for setting the number of players execute a game based on the selection performed by the selection means ; number of players a storage means for storing setting conditions to treat each of the number of players cleared; into the number of storage means for storing each condition of the player enters the number of treated clear conditions; the number of updates into the apparatus, based on the selection means for selecting execution, updating the number of players entered conditions and enters the number into the number stored in the storage means; determining means for determining the number entered is stored in the storage means into the number reaches the number of players is stored in the storage means the number of players; and the condition setting means, 当确定装置确定进入数目达到玩家数目时,用于关于执行游戏的玩家设置待清除的条件。 When the determining means determines that the number reaches the number of players entered, execution of the game for players on the setting conditions to be cleared.

根据(18)中描述的发明,玩家自身可以选择独自或与其他玩家一起执行游戏以完成设置在游戏中的待清除条件。 The invention (18) described, players can select their own or together with other players execute a game to finish setting conditions to be cleared in the game. 因此,擅长上述设置的待清除条件的玩家,或者具有高游戏技术的玩家可以选择独自执行游戏,同时不擅长上述设置的待清除条件的玩家,或者具有低游戏技术的玩家可以选择与其他玩家一起执行游戏。 Players Accordingly, good to be cleared condition for the setting of the player, or the player having high gaming technology can run the game alone, while not good to be cleared condition for the setting of the player, or having a low gaming technology may be selected along with other players execution of the game. 因此,能够防止游戏由不能清除他不擅长的条件的玩家,或者具有低游戏技术的玩家停止。 This can prevent the condition does not clear him from the game are not good players, or players with low skill game is stopped. 此外,挑战他擅长的条件的玩家,或者具有高游戏技术的玩家可以选择独自执行游戏,因此不擅长上述设置的待清除条件的玩家,或者具有低游戏技术的玩家不依赖于具有高游戏技术的玩家,因此具有高游戏技术的玩家不会不得不感到麻烦。 In addition, challenge the conditions of his good players, or players with high gaming technology can run the game alone, so the players are not good to be clear conditions set out above, or players with low gaming technology does not rely on a high gaming technology the players, so players have a high gaming technology does not have to feel cumbersome. 结果,能够发展在线游戏的吸引力,其在于防止玩家之间的关系因玩家之间游戏技术的差异而缠绕,并且良好的关系可以在玩家之间构造,其中玩家可以通过游戏彼此沟通。 As a result, the development of attractive online game, which is to prevent the relationship between the players due to technical differences in the game between players and winding, and a good relationship can be constructed between the players, which players can communicate with each other through the game.

本发明还提供下面的方法。 The present invention also provides the following methods.

(19)一种游戏控制方法,其使得经由通信线路连接到多个终端设备,并且构成游戏可以由操作每个终端设备的多个玩家中每个执行的游戏系统的服务器用作:选择装置,根据由玩家执行的输入操作,为玩家选择独自或与其他玩家一起执行游戏以便完成设置在游戏中的待清除条件;玩家数目设置装置,用于基于由选择装置执行的选择来设置执行游戏的玩家数目;玩家数目存储装置,用于对待清除的每个条件存储设置的玩家数目;进入数目存储装置,用于对待清除的每个条件存储玩家进入条件中的数目;进入数目更新装置,用于基于由选择装置执行的选择,更新玩家进入条件中的数目并且将进入数目存储在进入数目存储装置中;确定装置,用于确定存储在进入数目存储装置中的进入数目是否达到存储在玩家数目存储装置中的玩家数目;以及条件设置装置 (19) A game control method, which is connected via a communication line such that the plurality of terminal devices, and constitute a game server may be used by the operating system of the game each player executing each of the plurality of terminal devices: selecting means the input operation performed by the player, the player selected to perform alone or together with other players to be provided in order to complete the game in the game clear condition; number of players setting means for setting execution of the game based on the selection performed by the selection means player number; number of players a storage means for storing setting conditions to treat each of the number of players cleared; into the number of storage means for storing each condition of the player enters the number of treated clear conditions; means to enter the number of updates, based on selection performed by the selection means updates the player enters the number of conditions and enters the number into the number stored in the storage means; determining means for determining the number entered is stored in the storage means into the number has reached the number of the player stored in the storage means the number of players; condition setting means, and ,当确定装置确定进入数目达到玩家数目时,用于关于执行游戏的玩家设置待清除的条件。 , When the determining means determines that the number reaches the number of players entered, execution of the game for players on the setting condition to be cleared.

根据(19)中描述的发明,玩家自身可以选择独自或与其他玩家一起执行游戏以完成设置在游戏中的待清除条件。 The invention (19) described, players can select their own or together with other players execute a game to finish setting conditions to be cleared in the game. 因此,擅长上述设置的待清除条件的玩家,或者具有高游戏技术的玩家可以选择独自执行游戏,同时不擅长上述设置的待清除条件的玩家,或者具有低游戏技术的玩家可以选择与其他玩家一起执行游戏。 Players Accordingly, good to be cleared condition for the setting of the player, or the player having high gaming technology can run the game alone, while not good to be cleared condition for the setting of the player, or having a low gaming technology may be selected along with other players execution of the game. 因此,能够防止游戏由不能清除他不擅长的条件的玩家,或者具有低游戏技术的玩家停止。 This can prevent the condition does not clear him from the game are not good players, or players with low skill game is stopped. 此外,挑战他擅长的条件的玩家,或者具有高游戏技术的玩家可以选择独自执行游戏,因此不擅长上述设置的待清除条件的玩家,或者具有低游戏技术的玩家不依赖于具有高游戏技术的玩家,因此具有高游戏技术的玩家不会不得不感到麻烦。 In addition, challenge the conditions of his good players, or players with high gaming technology can run the game alone, so the players are not good to be clear conditions set out above, or players with low gaming technology does not rely on a high gaming technology the players, so players have a high gaming technology does not have to feel cumbersome. 结果,能够发展在线游戏的吸引力,其在于防止玩家之间的关系因玩家之间游戏技术的差异而缠绕,并且良好的关系可以在玩家之间构造,其中玩家可以通过游戏彼此沟通。 As a result, the development of attractive online game, which is to prevent the relationship between the players due to technical differences in the game between players and winding, and a good relationship can be constructed between the players, which players can communicate with each other through the game.

附图说明 BRIEF DESCRIPTION

图1是根据本发明的游戏系统的配置图;图2是显示安装在一个游戏机廊中的八个终端设备1,以及卡片机6的外部的透视图;图3是显示终端设备1外部的透视图;图4是显示终端设备1的硬件配置的框图;图5是显示游戏机廊服务器2的硬件配置的框图;图6是显示中心服务器3的硬件配置的框图;图7是显示卡片机6的硬件配置的框图;图8是显示在本实施方案的游戏系统中进行的游戏流程的图;图9是显示直到ID卡发出时卡片机6,游戏机廊服务器2和中心服务器3中的处理流程的流程图;图10是显示关于玩家参与的信息的图;图11A~11C是说明由游戏机廊服务器2执行的数据传输处理细节的图;图12是显示直到游戏开始时终端设备1,游戏机廊服务器2和中心服务器3中的处理流程的流程图;图13A和13B是显示历史数据的实例的图;图14是显示玩家信息的实例的图;图15是显示 FIG 1 is a configuration diagram of a gaming system according to the present invention; FIG. 2 is a perspective view of the exterior of 1, 6 and card machine mounted in a gaming machine to display the gallery eight terminal apparatus; FIG. 3 is an external terminal device perspective view; FIG. 4 is a block diagram showing a hardware configuration of a terminal device 1; FIG. 5 is a block diagram showing a hardware configuration of the game machine gallery 2 server display; FIG. 6 is a block diagram of the center server 3, a hardware configuration of a display; FIG. 7 is a card machine 6 is a block diagram showing a hardware configuration; FIG. 8 is a game process performed in the game system of this embodiment show in FIG; FIG. 9 is a graph showing the card unit 6, the game machine 2 and the center server gallery server 3 until the ID card issued a flowchart of processing flow; FIG. 10 is a graph showing the information about the participating player; FIG. 11A ~ 11C are diagrams illustrating the details of the data transmission processing performed by the server from the game machine gallery 2; FIG. 12 is a terminal device until the game starts 1 , a flowchart of the game machine 2 and the gallery server processing flow in the center server 3; FIGS. 13A and 13B are a diagram showing an example of history data; FIG. 14 is a graph showing an example of player information; FIG. 15 is a 终端设备1执行的游戏执行处理例程的流程图;图16是显示在图15中所示流程图的步骤S120中调用并且由终端设备1执行的行会执行处理例程的流程图;图17A和17B是示意地显示当图16中所示子例程执行时在终端设备1的第一显示器11上显示的图像的图;图18是显示在图16中所示流程图的步骤S131中调用并且由终端设备1执行的任务查阅/接受处理例程的流程图;图19是显示根据图18中所示由终端设备1执行的子例程、由游戏机廊服务器2执行的处理的流程图;图20是显示任务列表数据的图;图21A~21D是示意地显示当图18中所示子例程执行时在终端设备1的第一显示器11上显示的图像的图;图22是显示在图16中所示流程图的步骤S133中调用并且由终端设备1执行的布告板使用处理,以及根据上述处理由游戏机廊服务器2执行的处理的流程图;图23是显示消息列表的实例的图;图 Game execution processing flowchart of a routine executed by a terminal apparatus; FIG. 16 is called in step S120 of the flowchart shown in FIG. 15 and the flowchart is executed by the row processing routine executed by the terminal apparatus 1; FIG. 17A and 17B are a schematic diagram of an image display when the sub-routine shown in FIG. 16 is performed on the terminal device shown in the first display 11 to 1; FIG. 18 is called in step S131 of the flowchart shown in FIG. 16 Now the task and executed by the terminal apparatus 1 / receiving a flowchart of a processing routine; FIG. 19 is a flowchart of a subroutine shown in FIG. 18 executed by the terminal device 1, the server process executed by the gaming machine 2 shows gallery ; FIG. 20 is a diagram of a task list display data; FIGS. 21A ~ 21D is a schematic view of an image displayed when executing the subroutine shown in FIG. 18 is displayed on the terminal device 1, the first display 11; FIG. 22 is a called in step S133 of the flowchart shown in FIG. 16 and using the processing by the terminal device 1 performs the billboard, and the above-described process according to the flowchart of a process executed by the game machine 2 gallery server; FIG. 23 is a display example of a message list FIG; FIG. 24A~24C是示意地显示当图22中所示处理执行时在终端设备1的第一显示器11上显示的图像的图;图25A是对应于第一发明的实施方案、显示在图16中所示流程图的步骤S135中调用并且由终端设备1执行的奖金支付处理,以及根据上述处理由游戏机廊服务器2执行的处理的流程图;图25B是对应于第二发明的实施方案、显示在图16中所示流程图的步骤S135中调用并且由终端设备1执行的奖金支付处理,以及根据上述处理由游戏机廊服务器2执行的处理的流程图;图26A(a)和26A(b)是对应于第一发明的实施方案、显示奖金确定表的实例的图;图26B是对应于第二发明的实施方案、显示奖金确定表的实例的图;图27是显示在图15中所示流程图的步骤S121中调用并且由终端设备1执行的任务游戏执行处理例程的流程图;图28是显示根据图27中所示由终端设备1执行的子例程、由游戏机廊 24A ~ 24C are views schematically showing an image processing performed on the first display 11 of the terminal 22 display device 1 shown in FIG when; FIG. 25A corresponds to the first embodiment of the invention, the display 16 in FIG. step S135 in the flowchart shown in call processing and payment terminal device 1 executed by the prize, and the above-described processing flowchart of a process according to the game machine 2 performs a gallery server; FIG. 25B is a second embodiment corresponding to the embodiment of the invention, shown in step 16 of the flowchart shown in FIG S135, and payment processing by the calling terminal device 1 performs a bonus, and the above-described process according to the flowchart of a process executed by the game machine 2 gallery server; FIG. 26A (a) and 26A (b) corresponding to the embodiment of the first invention, the display example of FIG prize money determination table; FIG. 26B corresponding to the embodiment of the second invention, the display example of FIG prize money determination table; FIG. 27 is shown in FIG. 15 step S121 of the flowchart and the flowchart of task called game execution processing routine executed by a terminal apparatus; FIG. 28 is executed according to a subroutine shown in FIG. 27 by the terminal device 1, a game machine gallery 务器2执行的处理的流程图;图29是显示聊天消息列表的实例的图;图30A~30D是显示通过执行图27和图28中所示的处理,在终端设备1的第一显示器11上显示的图像实例的图;图31是显示由中心服务器3执行的传记数据产生处理的流程图;图32是显示历史数据评估表的实例的图; 2 flowchart of a process executed by service; FIG. 29 is a diagram showing an example of a chat message list; FIG. 30A ~ 30D is displayed by executing processing shown in FIGS. 27 and 28, the first display 11 of the terminal device 1 FIG example of an image displayed on; FIG. 31 is a flowchart showing the processing by the center server 3 executes biographical data generation; FIG. 32 is a diagram illustrating an example of a display of historical data evaluation table;

图33是显示评估消息创建表的实例的图;图34A是对应于第一发明的实施方案、显示当显示传记图像时由卡片机6和中心服务器3执行的处理的流程图;图34B是对应于第二发明的实施方案、显示当显示传记图像时由卡片机6和中心服务器3执行的处理的流程图;图35A和35B是显示当图34A和34B中所示处理执行时在卡片机6的显示器61上显示的传记图像实例的图;以及图36是显示根据本发明游戏系统的另一个实例的配置图。 FIG 33 is a table showing the evaluation message created instance; FIG. 34A corresponds to the first embodiment of the invention, when a flowchart showing the processing performed by the image biography card machine 6 when the display and the center server 3; FIG. 34B is a corresponding in the embodiment of the second invention, the image display when displaying biography flowchart of a process 6 and card machine to the center server 3 executes; FIGS. 35A and 35B are displayed when the process shown in FIGS. 34A and 34B perform card machine 6 examples biography displayed map image on the display 61; and FIG. 36 is a configuration diagram of another example of the game system of the present invention.

具体实施方式 Detailed ways

关于上述第一发明和第二发明的实施方案在下文描述。 About the above-described first embodiment of the invention and the second invention is described below. 首先,提供集中在关于第一发明的实施方案的描述以便避免相同部分的冗余描述,然后第二发明的实施方案仅关于不同于第一发明的那些部分而论及。 First, a description about the focus of the first embodiment of the invention in order to avoid redundant description of the same parts, and a second embodiment of the invention, only those parts different from the first invention is concerned and on.

图1是根据本发明的游戏系统的配置图。 FIG 1 is a configuration diagram of a gaming system according to the present invention. 该游戏系统包括多个终端设备1,经由专用线路5可通信地连接到多个(这里八个设备)终端设备1的游戏机廊服务器2,经由通信线路4可通信地连接到多个游戏机廊服务器2并且管理由多个玩家使用终端设备1进行的游戏的中心服务器3,以及对于每个游戏机廊1经由专用线路5连接到游戏机廊服务器2的卡片机6。 The gaming system includes a plurality of terminal devices 1, 5 communicably connected via a dedicated line to a plurality of (here, eight devices) server terminal apparatus 1 is a game machine gallery 2, connected to a plurality of gaming machines via a communication line communicably 4 Gallery center management server 2 and the terminal device used by a plurality of players of the game server 1 3, and 1 for each of the gaming machines connected to the gaming machine gallery gallery server via a dedicated line card machine 5 2 6. 应当注意,游戏机廊服务器2可以经由通信线路4彼此通信。 It should be noted that the game machine 2 gallery server 4 can communicate with each other via a communication line.

终端设备1接受玩家使用触摸板14(没有显示)执行的预先确定的操作,并且基于从游戏机廊服务器2(或中心服务器3)发送的数据,来自另一个终端设备1的数据,或其他数据进行游戏。 Players use the terminal apparatus 1 accepts the touch panel 14 (not shown) performs a predetermined operation, and based on the data transmitted from the game machine gallery server 2 (or central server 3), data from another terminal apparatus 1, or other data game.

应当注意,唯一的机器ID与终端设备1的每个机器相关。 It should be noted that, with the machine ID unique to each terminal apparatus 1 related machine. 机器ID包括连接到终端设备1的每个游戏机廊服务器2的代码,和终端设备1位于其中的游戏机廊中每个终端设备1的代码。 Machine ID code for each gaming machine includes a gallery connected to the server 2 to the terminal device 1, and codes for each terminal device 1 is located in the terminal apparatus 1 of the gaming machine wherein the gallery. 例如,如果游戏机廊A的游戏机廊服务器A的代码是A,并且游戏机廊A中终端设备1的代码是1,终端设备1的机器ID是a1。 For example, if the code server A gaming machine gaming machine gallery gallery A is A, and the game machine code gallery A terminal apparatus 1 is a machine ID, the terminal apparatus 1 is a1.

游戏机廊服务器2可通信地分别连接到多个终端设备1(在该实例中八个设备)以及到中心服务器3,并且在终端设备1和中心服务器3之间执行数据传输。 Gallery server gaming machine 2 may be connected to a plurality of communication terminal devices 1 and the center server 3 (eight devices in this example), and performs data transfer between the terminal device 1 and the center server 3. 中心服务器3可通信地连接到多个游戏机廊服务器2并且具有与每个玩家相关的历史数据。 The center server 3 communicably connected to a plurality of servers 2 and the game machine gallery historical data associated with each player. 中心服务器3经由游戏机廊服务器2与终端设备1执行数据传输,从而执行每个玩家的身份验证等。 The center server 2 and the server 3 gallery game machine 1 performs a data transfer terminal device via, thereby performing authentication of each player and the like. 游戏机廊服务器2等价于在本发明中的服务器。 Gallery gaming machine servers in the server 2 is equivalent to the present invention.

卡片机6可以经由游戏机廊服务器2与中心服务器3通信。 6 card machine 2 can communicate with the server 3 via the center server consoles gallery. 卡片机6接受由玩家执行的个人数据输入的操作,并且发出ID卡8(没有显示)。 Card machine 6 accepts an operation input performed by the personal data of the player, and issues an ID card 8 (not shown). 玩家用此时输入的个人数据在中心服务器3中注册,并且可以标识玩家的ID数据由中心服务器3给予每个玩家。 At this time, the player registered using a personal data inputted in the center server 3, and may identify the player ID data given to each player from the center server 3. 该ID数据预先给予待发出的ID卡8。 The pretreatment with the ID card ID data to be issued 8. 此外,当ID数据被给予时由玩家输入的密码存储在RAM 303中,并且用于游戏开始时对玩家进行身份验证。 Further, when the password is stored is given by a player ID data entered in the RAM 303, and starts a game player authentication.

图2是显示安装在一个游戏机廊中的八个终端设备,以及卡片机的外部的透视图。 Eight terminal device 2 is installed in a gaming machine of the gallery, and a perspective view of the exterior of the card machine. 图3是显示终端设备的外部的透视图。 FIG 3 is a perspective view of the external terminal apparatus. 应当注意,包括两个显示器(第一显示器11和第二显示器12)的游戏机廊游戏设备在下文作为终端设备的实例说明。 It should be noted that two examples comprises a display (first display 11 and second display 12) of the gaming machine gallery game device as a terminal device in the following description. 但是,本发明并不特别局限于该实例,因此通过将家用电动游戏设备连接到家用电视机而构成的家用电动游戏设备,通过执行电动游戏程序而用作电动游戏设备的个人计算机等可以类似地适用。 However, the present invention is not particularly limited to this example, and therefore the game apparatus by household electric household electric connection to home TV game device constituted by executing the game program and the electric motor as a personal computer, a gaming device may similarly Be applicable.

此外,在本实施方案中,使用终端设备1执行的游戏是MMORPG(大型多人在线角色扮演游戏),动作游戏的单元在其中适用。 Further, in the present embodiment, a game terminal device 1 is performed by the MMORPG (massively multiplayer online role-playing game), the game operation unit applied therein. 操作每个终端设备1的玩家使用各种按钮118和操作杆119来操作与玩家相对应的角色,并且进行游戏。 The operation of each player terminal apparatus 1 using the operation lever and various buttons 118 to 119 corresponding to the operations of a player character and the game. 每个角色属于游戏中的冒险者行会(由冒险者构成的同业行会),并且从行会接受任务(为玩家而设置的游戏中的条件)。 Each character belongs to adventurers guild (guilds consisting of risk-takers) game, and accept the task (game conditions for players and set in) from the guild. 在从行会接受任务之后,任务游戏被进行,其中角色冒险虚拟游戏空间。 After accepting the mission from the guild, the game tasks are carried out, in which the role of a virtual game space adventure. 在任务游戏中,角色可以通过使得角色与妖怪战斗并且提升等级(等级值)来增强,从而物品可以被获得。 In the task the game, making the role and the role can fight monsters and level up (level value) to enhance, so that items can be obtained. 与多个玩家中每个相对应的角色在同一虚拟游戏空间中玩游戏。 With multiple players in each role corresponding to play the game in the same virtual game space. 因此,有时角色可以同与其他玩家相对应的角色一起挑战任务,或者角色可以与其他玩家的角色交换信息。 Therefore, the role can sometimes challenging tasks together with other players with corresponding roles, role or roles can exchange information with other players. 一旦在虚拟游戏空间中清除上述任务之后返回到行会,与任务类型相对应的奖金将从行会获得,并且新的任务可以被接受。 Once cleared to return these tasks in a virtual game space to the guild, with the task corresponding to the type of bonuses from the line will get, and the new tasks will be accepted.

如图3中所示,终端设备1包括外壳10,在外壳10的正面上提供的第一显示器11,第一显示器11以预先确定的角度倾斜,以及在第一显示器11上端提供的第二显示器12。 As shown in FIG. 3, the terminal device 1 comprises a housing 10, a first display provided on the front surface 10 of the housing 11, the first display 11 is inclined at a predetermined angle, and a second end of the first display of the display 11 to provide 12. 显示角色置于其中的虚拟游戏空间的游戏图像,显示行会的图像,以及其他图像显示在第一显示器11上。 A role game in which to place the image of the virtual game space, displaying an image of the guild, and other images are displayed on the first display 11. 各种图像例如指示虚拟游戏空间地图(全貌图)的图像,游戏的商业图像,以及其他图像显示在第二显示器12上。 For example, various image map indicative of the virtual game space (overall view) of the image, the image of the game business, and other images are displayed on the second display 12.

触摸板14安装在第一显示器11的前面。 14 is mounted in front of the first touch panel display 11. 触摸板14可以检测到玩家的接触,并且将指示接触检测到时的接触位置的检测信号输出到在下文描述的操作输入部分114(没有显示)。 Contacting the touch panel 14 can detect the player, and outputs a detection signal indicating the contact position when the contact is detected in the operation input section 114 described below (not shown). 玩家可以接触触摸板14以输入各种指令。 The player may contact the touch panel 14 to input various instructions. 输出声音的扬声器13提供在第二显示器12的两侧。 The speaker 13 outputs sound provided at both sides of the second display 12.

第一显示器11的下边提供有硬币插入其中的硬币插入槽15,以及ID卡插入其中的ID卡插入槽16。 The first display 11 is provided below the coin inserted into the coin insertion slot 15 therein, and an ID card into the ID card which is inserted into groove 16. 插入到硬币插入槽15中的硬币由硬币传感器115(没有显示)检测。 Inserted into the coin insertion slot 15 in the coin by the coin sensor 115 (not shown) is detected. 此外,插入到ID插入槽16中的ID卡的ID数据由ID卡读卡器116(没有显示)读出。 Further, the ID is inserted into the insertion groove 16 of the ID card ID data (not shown) by the ID card reader 116 is read out.

外壳10提供有向前伸出的操作板18。 Operating plate 10 is provided with a housing 18 projecting forwardly. 操作板18的正面提供有攻击按钮118a,防御按钮118b,和魔法按钮118c,以及操作杆119。 Front operation panel 18 is provided with an attack button 118a, defense button 118b, and magic button 118c, and the lever 119. 攻击按钮118a用来输入使角色执行攻击移动的指令。 Attack button 118a is used to input instructions to perform the role of attack moves. 防御按钮118b用来输入使角色执行防御移动的指令。 Defense button 118b for inputting the instruction that the defense character to perform the movement. 魔法按钮118c用来输入使角色执行动作以使用魔法的指令。 Magic button 118c used to enter the characters perform an action to use magic instruction. 操作杆119用来输入移动角色的指令。 The operating lever 119 for inputting an instruction to move the character.

图4是显示终端设备的硬件配置的框图。 FIG 4 is a block diagram showing a hardware configuration of a terminal device. 控制部分100控制终端设备1的全部操作,并且包括CPU 101,ROM 102,和RAM 103。 The control section 100 controls the overall operation of the terminal apparatus 1, and includes a CPU 101, ROM 102, and RAM 103.

ROM 102存储各种图像数据、程序等。 The ROM 102 stores various image data, programs and the like. 特别地,ROM 102存储指示例如在第一显示器11和/或第二显示器12上显示的图像,例如显示可以由玩家操作的角色、由其他玩家操作的角色、以及其他角色的各种角色图像,显示在虚拟游戏空间中出现的妖怪的妖怪图像,显示虚拟游戏空间的各种背景图像,显示行会的图像等的图像数据。 In particular images, ROM 102 stores information indicating, for example, displayed on the first display 11 and / or the second display 12, such as a display may be operated by the player's character, character operated by the other players, and various other roles character image, monster monster image display appears in the virtual game space, displays a variety of background images virtual game space, the display image data of the guild and the like. 同样ROM 102存储例如构成角色或妖怪的对象、结构数据、背景图像等。 The ROM 102 stores, for example, the same characters or objects constituting the monster, data structures, and other background image. 构成角色或妖怪的对象等由预先确定数目的多边形构成使得他们可以三维地再现。 Object like a monster or characters by a predetermined number of polygons three-dimensionally such that they can be reproduced. 而且,ROM 102具有存储在其中的玩家或与玩家相对应的角色的等级(等级值),和角色等级(等级值)及其能力值彼此相关的能力值设置表(没有显示)。 Further, ROM 102 or the player having the player character corresponding to the level therein (level value) is stored, and character level (gradation value), and the ability value setting table ability value related to each other (not shown).

ROM 102可以是嵌入于终端设备1中的存储介质,或者可以是可连接/可分离的存储介质。 ROM 102 can be embedded in a storage medium of the terminal apparatus 1, or may be a storage medium attachable / detachable. 此外,二者可以构成ROM 102。 Further, both may constitute ROM 102. 另外,在存储于ROM 102中的各种数据中,可以存储在可连接/可分离记录介质中的数据可以由例如硬盘驱动器、光盘驱动器、软盘驱动器、硅磁盘驱动器、驱动器例如磁带介质读取器等读出。 Further, various data stored in the ROM 102, the data may be stored in the attachable / detachable recording medium may be made, for example, a hard disk drive, optical disk drive, floppy disk drive, a silicon disk drive, a drive such as tape media reader etc. read out. 在这种情况下,记录介质是例如硬盘、光盘、软盘、CD、DVD、半导体存储器等。 In this case, the recording medium is, for example, a hard disk, an optical disk, a floppy disk, CD, DVD, semiconductor memory or the like.

RAM 103临时存储处理中的信息、变量等。 The RAM 103 temporarily stores information in process, variables. 例如,玩家参与信息(参看图10),玩家信息(参看图14)例如包含例如关于玩家等级值的数据的玩家信息等被存储。 For example, a player participation information (see FIG. 10), player information (see FIG. 14) contains, for example, for example, player information is stored on the player data gradation value. 当存储包含关于玩家等级值的数据的玩家信息(参看图14)时,RAM 103用作存储玩家等级值的等级存储装置。 When data is stored on the player comprises level values ​​of the player information (see FIG. 14), level storage device 103 stores player's level is used as the value of RAM. CPU 101根据由玩家使用触摸板14执行的输入操作,选择单个玩家在游戏中参与单个任务(条件)的单人模式,或者玩家与其他玩家一起参与任务的多人模式,并且将选择结果存储在玩家信息中。 The CPU 101 by the player using the touch panel 14 performs input operation, select a single player participate in a single task (condition) of the single-mode in the game or multiplayer participation mode tasks with the player and other players, and the selection result is stored in the player information. 应当注意,本实施方案中终端设备1的CPU 101用作本发明(第二发明)中的选择装置。 It should be noted that the present embodiment of the terminal device CPU 101 1 of the present invention is used as a selection device (second invention) is.

通信接口电路104用来执行经由专用线路5与游戏机廊服务器2的数据传输(例如玩家参与信息,玩家信息等)。 The communication interface circuit 104 via the dedicated line 5 to perform the game machine 2 gallery data transmission server (for example, player participation information, player information, etc.). 通信接口电路104将玩家通过触摸板14、各种按钮118或操作杆119输入的指令经由专用线路5传送到游戏机廊服务器2,并且游戏机廊服务器2基于指令继续进行游戏。 The communication interface circuit 104 of the player through the touch panel 14, various operation command button 118 or the dedicated line input shaft 119 is transmitted to the game machine 5 gallery server 2, server 2 and the game machine gallery based on an instruction by the game continues. 同样,通信接口电路104经由专用线路5从游戏机廊服务器2接收第一显示器11和第二显示器12的显示命令。 Similarly, communication interface circuitry 104 receives the dedicated line 5 and the second display 11 displays a first display command from the game machine 12 to the server 2 via the gallery. 各种图像基于显示命令每个显示在第一显示器11和第二显示器12上。 On the first display 11 and second display 12 displays various images based on each command.

第一表现处理部分111将角色位于虚拟游戏空间中的游戏图像,显示行会的图像等显示在第一显示器11上,并且包括VDP(视频数据处理器),视频RAM等。 A first expression of the character processing section 111 is located in the game image of the virtual game space, the display image of the other line will be displayed on the first display 11, and comprises a VDP (Video data Processor), a video RAM and the like. 第一表现处理部分111根据上面的显示命令,参考存储在RAM 103中的玩家信息(参看图14),并且从ROM 102中提取图像数据。 The first performance processing section 111 according to the above display command, the player information reference stored in the RAM 103 (see FIG. 14), and the image data 102 is extracted from the ROM. 然后,第一表现处理部分111根据在第一显示器11上显示的优先次序将图像数据存储在视频RAM中(例如,以背景图像、妖怪图像,和角色图像的顺序),产生游戏图像,并且将它输出到第一显示器11。 Then, the performance processing section 111 according to the first priority order displayed on the first display 11 the image data stored in the video RAM (e.g., in a background image, sequentially monster image, and character image), generates a game image, and outputs it to the first display 11. 结果,游戏图像显示在第一显示器11上。 As a result, a game image displayed on the first display 11. 此外,当三维地显示游戏图像时,第一表现处理部分111执行将存储在ROM 102中的对象(例如,构成角色或妖怪的对象等)从三维空间上的位置转换到伪三维空间上的位置的计算,光源计算处理等,以及基于上面计算的结果待表现的图像数据到视频RAM的写入处理(例如,用多边形指定的视频RAM区域的结构数据的映射),从而产生游戏图像,并且将它输出到第一显示器11。 Further, when the game image displayed three-dimensionally, the performance processing section 111 performs the first object is stored in the ROM 102 (e.g., an object like a monster or characters) from the position of the converted three-dimensional space to a position on a pseudo three-dimensional space writing process (e.g., mapping texture data of the video RAM designated by polygons of area), thereby generating a game image, and the calculation, light source calculation processing, and the image data to be calculated based on a result of the performance of the above video RAM outputs it to the first display 11. 结果,三维游戏图像显示在第一显示器11上。 As a result, three-dimensional game image is displayed on the first display 11.

第二表现处理部分112使得第二显示器12显示指示虚拟游戏空间地图的图像,游戏的商业图像,或其他图像,并且包括VDP(视频数据处理器),视频RAM等。 The second performance processing section 112 indicates that the second display 12 displays a map image of the virtual game space, the game image of the business, or other image, and includes a VDP (Video data Processor), a video RAM and the like. 第二表现处理部分12根据上述显示命令从ROM 102中提取预先确定的图像。 The second performance processing section 12 extracts a predetermined image from the ROM 102 in accordance with the display command. 然后,第二表现处理部分112根据在第二显示器12上显示的优先次序将图像数据存储在视频RAM中,从而产生预先确定的图像,并且将它输出到第二显示器12。 Then, a second performance processing section 112 in the video RAM, thereby generating an image according to a predetermined priority order on the second display 12 displays the image data storage, and outputs it to the second display 12. 结果,预先确定的图像显示在第二显示器12上。 As a result, a predetermined image is displayed on the second display 12.

声音再现部分113根据来自游戏机廊服务器2的指令将预先确定的声音,BGM等输出到扬声器13。 The sound reproducing portion 113 a predetermined sound, BGM and the like to the speaker 13 according to an instruction from the game machine 2 gallery server. 触摸板14是在第一显示器11前面提供的矩形薄层体,并且被构造使得以预先确定间距垂直和水平布置的行形式的透明压敏材料用透明盖层覆盖。 The touch panel 14 is a rectangular sheet body provided in front of the first display 11, and is configured such that a predetermined row to form the vertical and horizontal arrangement pitches of the transparent pressure-sensitive material covered with transparent cover layer. 常规已知的触摸板可以用作触摸板14。 Conventionally known touch panel can be used as the touch panel 14. 触摸板14将指示接触时的接触位置的检测信号输出到操作输入部分114。 The touch panel 14 outputs a detection signal indicating the contact position when the contact with the operation input section 114.

操作输入部分114是包括存储器114a和定时器114b的微型计算机,将由从触摸板14输出的检测信号指示的接触位置作为数据缓冲到存储器114a的预先确定区域,顺序地基于数据使用定时器114b等确定指令的细节,并且将确定结果作为操作命令提供到控制部分100。 The operation input portion 114 including a memory 114a and a timer 114b, a microcomputer, by a predetermined region from the contact position detection signal indicative of the touch panel 14 outputs as a data buffer memory 114a to sequentially determined based on the data using the timer 114b, etc. the details of the command, and supplies the determination result to the control section 100 as an operation command.

当插入到硬币插入槽15中的硬币被检测到时,硬币传感器115传送预先确定的信号到控制部分100。 When a coin inserted into the coin insertion slot 15 is detected, the coin sensor 115 transmits a predetermined signal to the control section 100. ID卡读卡器116从插入到ID卡插入槽16中的ID卡8中读出ID数据,并且将它提供到控制部分100。 ID card reader 116 from an ID card is inserted into the insertion groove 16 of the ID card 8 reads out ID data, and supplies it to the control section 100. 攻击按钮118a是使角色执行攻击移动的按钮,防御按钮118b用于使角色执行防御移动,而魔法按钮118c用于使角色执行动作以使用魔法。 Attack button 118a is moved to perform the role of attack button, the button 118b defense role for the implementation of mobile defense, and magic button 118c for the character perform an action to use magic. 各种按钮118(118a~118c)当检测到玩家的操作时传送检测信号到控制部分100。 Various buttons 118 (118a ~ 118c) and transmits a detection signal to the control section 100 when the player's operation is detected. 操作杆119将与玩家倾斜操作杆119的预先确定方向相对应的检测信号传送到控制部分100。 The transfer lever 119 is inclined with the operating lever 119 the player a predetermined direction corresponding to the detection signal to the control section 100.

本实施方案说明终端设备1包括触摸板14,各种按钮118,以及操作杆119作为玩家输入指令的装置(输入装置)的情况。 The present embodiment described the case of the terminal device 1 comprises a device (input device) 14 touch panel, various buttons 118, and an operation lever 119 as the instruction input by the player. 但是,与本实施方案相关的终端设备1可以仅包括触摸板14例如,或者可以仅包括各种按钮118和操作杆119。 However, the program related to the present embodiment of the terminal apparatus 1 may include only the touch panel 14, for example, or may only comprise various buttons 118 and the lever 119. 此外,与本实施方案相关的终端设备1包括的输入装置不局限于上面的实例,并且例如常规已知的输入装置例如键盘、鼠标、定点设备等可以使用。 Further, the input device comprising associated with the terminal device, the present embodiment is not limited to the above example, for example, conventionally known input devices such as a keyboard, mouse, pointing device, etc. may be used.

图5是显示游戏机廊服务器的硬件配置的框图。 FIG 5 is a block diagram showing a hardware configuration of the game machine of the gallery server. 游戏机廊服务器2包括控制游戏机廊服务器2全部操作的控制部分200。 Gallery game machine server 2 includes a control section 2 controls the game machine gallery overall operation of the server 200. 控制部分200包括CPU 201,ROM 202,和RAM 203。 The control portion 200 includes CPU 201, ROM 202, and RAM 203.

ROM 202存储游戏控制程序,游戏机廊服务器2的CPU 201执行存储在ROM 202中的游戏控制程序,并且执行继续进行游戏的各种类型的处理。 The ROM 202 stores game control programs, games consoles gallery control program stored the CPU 201 executes the server 2 in the ROM 202, and executes various types of processing to continue the game. 此外,ROM 202存储在游戏处理中使用的各种数据、表格数据等,例如显示在本实施方案的游戏系统中设置给玩家的任务列表的任务列表数据(参看图20),显示每个任务的详细内容等的任务参考数据,可以由玩家在行会布告板中输入的消息存储于其中的消息列表(参看图23),用于确定清除任务的奖金量的奖金确定表(参看图26),当在任务游戏中与其他玩家交换消息(所谓“聊天”)时使用的聊天消息列表(图29)等。 Further, various kinds of data The ROM 202 stores used in the game processing, data tables, etc., such as a display data set to the list of tasks in the task list player game system of this embodiment each task (see FIG. 20), the display and other detailed tasks reference data, the line will be stored in the bulletin board by a player in the input message in the message list therein (see FIG. 23) for determining the amount of cleanup task bonus prize determination table (see FIG. 26), when the list of chat messages to exchange messages (called "chat") with other players in the game tasks used (Figure 29) and so on.

ROM 202可以是嵌入于游戏机廊服务器2中的存储介质,或者可以是可连接/可分离的存储介质。 ROM 202 may be embedded in the game machine storage media gallery server 2, or may be a storage medium attachable / detachable. 此外,二者可以构成ROM 202。 Further, both may constitute ROM 202. 另外,在存储于ROM 202中的各种数据中,可以存储在可连接/可分离记录介质中的数据可以由例如硬盘驱动器、光盘驱动器、软盘驱动器、硅磁盘驱动器、驱动器例如磁带介质读取器等读出。 Further, various data stored in the ROM 202, the data may be stored in the attachable / detachable recording medium may be made, for example, a hard disk drive, optical disk drive, floppy disk drive, a silicon disk drive, a drive such as tape media reader etc. read out. 在这种情况下,记录介质是例如硬盘、光盘、软盘、CD、DVD、半导体存储器等。 In this case, the recording medium is, for example, a hard disk, an optical disk, a floppy disk, CD, DVD, semiconductor memory or the like.

RAM 203临时存储处理中的信息、变量等。 The RAM 203 temporarily stores information in process, variables. 例如,玩家参与信息(参看图10),玩家信息(参看图14)例如包含例如关于玩家等级值的数据的玩家信息等被存储。 For example, a player participation information (see FIG. 10), player information (see FIG. 14) contains, for example, for example, player information is stored on the player data gradation value. 此外,当玩家的历史数据(参看图13A和13B)从中心服务器3提供时,RAM 203存储该历史数据。 Further, when the history data of the player (see FIGS. 13A and 13B) when the center server 3 is supplied from, RAM 203 stores the history data. RAM 203用作存储玩家等级值的等级存储装置。 RAM 203 is used as storage means for storing player level gradation value.

而且,在关于第二发明的实施方案中,RAM 203用作对于每个任务,存储在任务中执行游戏的玩家数目的玩家数目存储装置。 Further, in regard to the second embodiment of the invention, RAM 203 used for each task, storing the number of game players perform number of players in the job storage means. 在这种情况下,RAM 203也用作对于待清除的每个条件,存储玩家进入条件中的数目的进入数目存储装置。 In such cases, RAM 203 is also used for each condition, the player stores the number to be cleared into the condition number of access to the storage device.

此外,CPU 201用作基于由用作选择装置的终端设备1的CPU 101做出的选择,设置在任务中执行游戏的玩家数目的玩家数目设置装置。 Further, CPU 201 based on the selection as made by the CPU 101 as a selection means of the terminal apparatus 1, the number of players set the number of players set in the game apparatus to perform the task. CPU 201也用作基于由用作选择装置的终端设备1的CPU 101做出的选择,更新存储在用作进入数目存储装置的RAM 203中的进入数目的进入数目更新装置。 CPU 201 is also used based on the selection made by the CPU 101 as a selection means of the terminal apparatus 1 updates the number stored in the entry into the number of storage devices is used as the RAM 203 into the number updating means.

通信接口电路204用于经由网络例如因特网等与中心服务器3和其他游戏机廊服务器2的各种数据的传输。 The communication interface circuit 204 such as the Internet for transmitting the center server 3 and other servers gallery game machine 2 via the network various data, for example. 此外,游戏机廊服务器2包括接口电路组205,并且从接口电路组205经由专用线路5连接到多个终端设备1(这里八个设备)和单个卡片机6。 Further, the gaming machine gallery server 2 includes an interface circuit group 205, and from the interface circuit group 205 is connected via a dedicated line 5 to a plurality of terminal devices 1 (eight devices herein) and a single card machine 6.

图6是显示中心服务器的硬件配置的框图。 FIG 6 is a block diagram of a hardware configuration of the center server display. 中心服务器3包括控制中心服务器3的全部操作的控制部分300。 The center server 3 includes a control section 300 controls the entire operation of the center server 3. 控制部分300包括CPU301,ROM 302和RAM 303。 The control portion 300 comprises a CPU301, ROM 302 and RAM 303.

ROM 302存储评估游戏历史的历史数据评估表(参看图32),和创建评估消息的评估消息创建表(参看图33)。 ROM 302 stores game history assessment evaluation history data table (see FIG. 32), and creating an evaluation message evaluation message creation table (see FIG. 33). ROM 302可以是嵌入于中心服务器3中的存储介质,或者可以是可连接/可分离的存储介质。 ROM 302 may be a storage medium embedded in the center server 3, or may be a storage medium attachable / detachable. 此外,二者可以构成ROM 302。 Further, both may constitute ROM 302. 另外,在存储于ROM 302中的各种数据中,可以存储在可连接/可分离记录介质中的数据可以由例如硬盘驱动器、光盘驱动器、软盘驱动器、硅磁盘驱动器、驱动器例如磁带介质读取器等读出。 Further, various data stored in the ROM 302 of the data may be stored in the attachable / detachable recording medium may be made, for example, a hard disk drive, optical disk drive, floppy disk drive, a silicon disk drive, a drive such as tape media reader etc. read out. 在这种情况下,记录介质是例如硬盘、光盘、软盘、CD、DVD、半导体存储器等。 In this case, the recording medium is, for example, a hard disk, an optical disk, a floppy disk, CD, DVD, semiconductor memory or the like.

RAM 303存储例如玩家的ID数据、历史数据(参看图13A和13B),密码等。 RAM 303 stores, for example a player ID data, historical data (see FIGS. 13A and 13B), the password and the like. RAM 303用作可以存储玩家的多个游戏历史,包括多个类型单元的游戏历史存储装置。 RAM 303 may be stored as a plurality of player game history, the game history storage means including a plurality of types of units. 通信接口电路304用于经由网络例如因特网等与多个游戏机廊服务器2的各种数据的传输。 The communication interface circuit 304 such as the Internet for transmitting the plurality of gaming machines and servers gallery various data via the network 2, for example.

图7是显示卡片机的硬件配置的框图。 FIG. 7 is a block diagram showing a hardware configuration of a card machine. 控制部分600控制卡片机6的全部操作,并且包括CPU 601,ROM 602,和RAM 603。 The control section 600 controls the entire operation of the card unit 6, and includes a CPU 601, ROM 602, and RAM 603.

ROM 602存储各种图像数据,程序等,例如形成传记图像的图像数据,形成代表购买ID卡的指令的图像的图像数据,以及其他图像数据。 ROM 602 stores various image data, programs, etc., for example, a biography of the image data of an image, the image forming data of an image representing an instruction to purchase an ID card, and other image data.

ROM 602可以是嵌入于卡片机6中的存储介质,或者可以是可连接/可分离的存储介质。 ROM 602 can be embedded in the storage medium 6 in the card machine, or may be a storage medium attachable / detachable. 此外,二者可以构成ROM 602。 Further, both may constitute ROM 602. 另外,在存储于ROM 602中的各种数据中,可以存储在可连接/可分离记录介质中的数据可以由例如硬盘驱动器、光盘驱动器、软盘驱动器、硅磁盘驱动器、驱动器例如磁带介质读取器等读出。 Further, various data stored in the ROM 602 of the data may be stored in the attachable / detachable recording medium may be made, for example, a hard disk drive, optical disk drive, floppy disk drive, a silicon disk drive, a drive such as tape media reader etc. read out. 在这种情况下,记录介质是例如硬盘、光盘、软盘、CD、DVD、半导体存储器等。 In this case, the recording medium is, for example, a hard disk, an optical disk, a floppy disk, CD, DVD, semiconductor memory or the like.

RAM 603临时地存储处理中的信息,变量等。 RAM 603 temporarily stores information in process, variables. 例如,RAM 603存储历史数据(参看图13A和13B),评估消息,传记数据等。 For example, RAM 603 stores history data (see FIGS. 13A and 13B), a message evaluation, biographical data. CPU 601使用通过操作按钮618输入的指令,或者从在下文描述的ID卡读卡器616中读出的ID数据,来将请求与ID数据相对应的传记数据的请求信号传送到中心服务器3。 CPU 601 using instruction input by operating the button 618, or data read out from the ID in the ID card reader 616 described below to transmit the ID request signal requesting biographical data corresponding to the data center server 3. 从中心服务器3接收的传记数据存储在RAM603中。 Biographical data from the storage in the center server 3 receives the RAM603. 而且,在关于第二发明的实施方案中,CPU 601通过操作按钮618输入的指令,或者从在下文描述的ID卡读卡器616中读出的ID数据,来基于存储在ROM 602中的历史数据产生多个评估消息,根据游戏中的时间轴编辑多个评估消息,并且在RAM 603中产生指示玩家游戏过程的传记数据。 Further, in regard to the second embodiment of the invention, CPU 601 by the instruction input button 618, or data read out from the ID in the ID card reader 616 hereinafter described, based on the history to be stored in the ROM 602 generating a plurality of evaluation data messages according to a plurality of game timeline editor assessment message and generates a game player biographical data indicative of the RAM 603 in the process. 通信接口电路604用于经由专用线路5与游戏机廊服务器2的数据(例如历史数据等)的传输。 The communication interface circuit 604 via a dedicated line for transmitting data (e.g., historical data) server 5 and the game machine 2 gallery. 表现处理部分611在显示器61上显示传记图像等,并且包括VDP(视频数据处理器),视频RAM等。 Performance processing section 611 displayed on the display 61 images biography like, and comprises a VDP (Video data Processor), a video RAM and the like. 表现处理部分611使用存储在RAM 603中的传记数据从ROM 602中提取成传记图像的各种图像数据,并且根据在显示器61上显示的优先次序将图像数据存储在视频RAM中,从而产生传记图像,并且将它输出到显示器61。 Biographical data performance processing section 611 stored in the RAM 603 is extracted from the ROM 602 into various biographies image data of the image, and in the video RAM, thereby generating an image according to the priorities biography displayed on the display 61 the image data storage , and outputs it to the display 61. 结果,传记图像显示在显示器61上。 As a result, biography image displayed on the display 61.

声音再现部分613将预先确定的声音,BGM等输出到扬声器63。 The sound reproducing portion 613 a predetermined sound, BGM is output to the speaker 63 and the like. 硬币传感器615当检测到硬币插入到卡片机6中时产生预先确定的信号到控制部分600。 When the coin sensor 615 detects the coin inserted into the card machine 6 generates a predetermined signal to the control section 600. 操作按钮618包括多个按钮并且用来输入各种指令到卡片机6。 618 includes a plurality of operation buttons and buttons for inputting various instructions into the card machine 6. 操作按钮618当检测到玩家的操作时传送检测信号到控制部分600。 An operation button 618 and transmits a detection signal to the control section 600 when the player's operation is detected. 当预先确定量的硬币和个人数据输入到卡片机6中时,ID卡排出设备617用来排出存储在卡片机6内预先确定位置中的多个ID卡中的一个ID卡。 When a predetermined amount of coins and the personal data input into the card machine 6, the ID card discharge apparatus for discharging a plurality of the ID card 617 stored in the card unit 6 in a predetermined position of an ID card. ID卡读卡器616用来从插入到卡片机6中的ID卡8中读出ID数据。 ID card reader 616 for reading ID data from the card inserted into the machine 8. 6 ID cards.

接下来,在上述实施方案的游戏系统中进行的游戏的流程被描述。 Next, the game process performed in the game system of the above embodiment is described. 图8是显示在本实施方案的游戏系统中进行的游戏流程的图。 FIG 8 is a game process performed in the game system of this embodiment displayed in FIG. 首先,试图进行新游戏的玩家在卡片机6上购买ID卡8(ST 1)。 First, try to buy a new game player ID card 8 (ST 1) on the card machine 6. 特别地,玩家将预先确定量的硬币插入到卡片机6中,并且使用操作按钮618输入玩家的个人数据(例如名字或名称,生日,血型,星座等),从而ID卡8从ID卡排出设备617中排出。 In particular, the player will predetermined amount of coins inserted into the card machine 6, and using the operation button 618 entering player personal data (e.g., name or name, date of birth, blood type, constellation etc.), so that the ID card 8 discharge apparatus from the ID card 617 discharge. 正在进行游戏的玩家不需要执行ST 1的过程,因为他已经具有ID卡8。 Players of the game does not require ongoing implementation process ST 1, because he already has the ID card 8.

接下来,试图进行新游戏的玩家或者正在进行游戏的玩家通过终端设备1执行游戏开始时的操作(ST 2)。 Next, try to make a player new game or during game players through the terminal device to perform operations (ST 2) when the game starts 1. 游戏开始时的操作包括,例如插入硬币到硬币插入槽15中,ID卡8到ID卡插入槽16中的插入等。 When the game start operation includes, for example, a coin inserted into the coin insertion slot 15, the ID card 8 inserted in the ID card insertion slot 16 and the like.

当在执行ST 2的过程之后进行新游戏时,角色被创建(ST 3a)。 When a new game after the execution of ST 2, the role is created (ST 3a). 特别地,玩家使用触摸板14输入指令,从而通过选择与玩家相对应的角色(由玩家操作的角色)的外貌、能力、特性等根据玩家的偏好创建角色。 In particular, the player uses the touch panel 14 to input instructions, to create the player character by selecting the corresponding character (character operated by the player) appearance, capacity, and other characteristics of the player's preference. 另一方面,当正在进行游戏时,因为指示游戏结果的历史数据(参看图13)存储在中心服务器3的RAM 303中,历史数据从中心服务器3中提出以在游戏结束时设置角色的外貌、能力、特性等(ST3b)。 On the other hand, when the game is in progress, since the history data indicative of the game result (see FIG. 13) stored in the center server 3 in the RAM 303, the historical data is proposed to set at the end of the game character looks from the central server 3, ability, characteristics, etc. (ST3b).

在完成ST 3(ST 3a或ST 3b)的过程之后,任务接受的形式接下来选择(ST 4)。 After completion of the process ST 3 (ST 3a ST or 3B), the accepted form selected next task (ST 4). 如上所述,任务从行会接受。 As noted above, the task will be accepted from the line. 单个玩家接受任务的单人模式,或者玩家与其他玩家一起接受任务的多人模式可以被选择。 Single player single player mode to accept the task, or the player and the multiplayer mode with other players to accept the task can be selected. 清除任务的玩家数目越多,任务清除时获得的奖金越少。 The greater the number of players cleanup task, the less prize money when the task is clear. 另外,在关于第二发明的实施方案中,任务清除时获得的奖金根据清除任务的玩家数目成比例地分配。 Further, in regard to the second embodiment of the invention, the prize money cleared task allocation in proportion to the number of players cleanup task. 因此,当单人模式被选择时,因为单个玩家必须清除任务,玩家可以获得许多奖金,虽然任务难度升高。 Therefore, when the single-player mode is selected, the player must be removed because a single mission, players can get a lot of bonuses, despite the difficulty of the task increases. 另一方面,当多人模式被选择时,玩家仅可以与其他玩家一起清除任务,仅少量奖金被获得,虽然任务难度降低。 On the other hand, when the multiplayer mode is selected, the player can only be cleared with other players with the task, only a small amount of the bonus was obtained, although the task difficult to reduce.

ST 4的过程完成之后,游戏开始,并且与玩家相对应的角色出现在行会中,并且可以在行会中采取各种动作(ST 5)。 ST 4 after the process is completed, the start of the game, and the line will appear in the player corresponding roles and can take various actions in the guild (ST 5). 在行会中,玩家可以执行,例如下面(i)~(v)(参看图17A和17B)。 Guild, the player may be performed, for example, the following (i) ~ (v) (with reference to FIGS. 17A and 17B).

(i)查阅或接受任务(仅在任务接受之前)在本实施方案中,例如,存在多个类型的任务例如严肃的任务和古怪的任务(参看图20,图21A)。 (I) Now, or accept the task (task prior to receiving only) In the present embodiment, for example, there are a plurality of tasks such as the type and seriousness of the eccentric tasks task (see FIG. 20, FIG. 21A). 通过从这些任务中选择玩家感兴趣的任务,任务的细节可以被查阅(参看图21B)。 By selecting the task from the player interested in these tasks, the task may be consulted detail (see FIG. 21B). 一旦玩家查阅任务,理解其细节,并且选择参与其中,玩家接受任务(参看图21C)。 Now once the player task appreciated that details thereof, and selects involved, given the task of the player (see FIG. 21C).

(ii)收集其他角色或任务的信息其他角色或任务的信息可以在行会中获得。 (Ii) information collected by other roles or tasks of other roles or tasks of the line will be obtained. 特别地,攻击任务的提示,在虚拟游戏空间中出现的妖怪的信息,以及可以获得的物品等的信息可以通过支付可以在游戏上使用的预先确定量的金钱来获得。 Pre-determined amount of money to obtain particular information suggesting an attack mission, the monster of the information appearing in the virtual game space, as well as other items that can be obtained through the payment can be used in the game. 关于其他角色的信息,能够获得关于哪种角色存在于虚拟游戏空间中以及角色涉及哪种冒险中的信息。 Information about the other roles, can obtain information about which roles which exist in the virtual game space adventure as well as the role involves. 应当注意,可以在(ii)的过程中获得的信息是在程序中预先设置的信息,而不是可以从其他玩家获得的信息。 It should be noted that the information may be in the process of (ii) is obtained in the program information set in advance, instead of the information available from other players.

(iii)获得清除任务的奖金(仅当清除任务时)。 (Iii) obtain a clear mandate bonus (only when cleanup tasks).

这里,与清除任务的玩家(与玩家相对应的角色)的等级值相对应的经验值,或者可以在游戏上使用的金钱从行会支付。 Here, with the clear task of the player (the player corresponding roles) value corresponding to the level of experience, or you can use in the game of money paid from the guild. 但是,当任务在多人模式中清除时,清除任务的玩家数目越多,奖金越少。 However, when task cleared in multiplayer mode, the greater the number of players cleanup task, the less bonus. 此外,在关于第二发明的实施方案中,当与清除任务的玩家(与玩家相对应的角色)等级相对应的经验值,或者可以在游戏上使用的金钱从行会支付时,并且当任务在多人模式中清除时,奖金除以清除任务的玩家数目。 In addition, in the implementation of programs on the second invention, when the cleanup task players (players with corresponding roles) level corresponding to the value of experience, or money that can be used in the game when the line would be paid from, and when the task when clearing in multiplayer mode, players bonus divided by the number of cleanup tasks.

(iv)使用布告板行会的布告板可以由玩家使用以写消息在上面。 (Iv) using the Guild billboard billboard can be used by the player to write the above message. 由每个玩家写的消息显示在终端设备1的第一显示器11上(参看图24A~24C)。 Message written by each player displayed on the terminal apparatus 1 of the first display 11 (see FIGS. 24A ~ 24C). 布告板可以由玩家使用来交换信息,其中消息写到其他玩家使得关于任务的信息可以被交换,并且玩家可以被邀请到任务。 Signboard may be used by a player to exchange information, wherein the message is written such that information regarding other players task may be exchanged, and the players may be invited to the task.

(v)交易财产(角色拥有的物品)角色在虚拟游戏空间中获得的物品,或者作为清除任务的奖金获得的物品可以通过行会交易。 Item (v) trading assets (the role of possessions) to get the role in the virtual game space, or bonus items as cleanup tasks can be obtained by trading line.

(vi)开始任务并移动到任务游戏(仅在任务接受之后)当任务在上面过程(i)中接受时,可以通过执行(vi)的过程转换到任务游戏。 (Vi) Start of the task to the task and move a game (after a task acceptance only) when the task acceptance in the above process (i), the conversion may be performed by a process (vi) to the task of the game.

在上述过程ST 5中,玩家可以通过借助于触摸板14触摸显示在第一显示器11上的图像来输入各种指令。 ST 5 in the above process, the player can touch the touch panel 14 of the image displayed on the first display 11 to input various instructions by means.

在ST 5中,当上述过程(vi)完成时,转换到任务游戏(ST 6)。 In ST 5, when the above process (vi) is completed, the game transitions to the task (ST 6). 任务游戏是从行会接受的任务被执行,并且形成本实施方案中游戏核心的游戏。 Game task is performed from the line will accept the task, and form the core of the present embodiment, the game game. 在ST 6的任务游戏中,玩家使用各种按钮118和操作杆119来操作与玩家相对应的角色,并且在虚拟游戏空间中进行冒险。 ST task in game 6, players use various buttons and levers 118 and 119 to operate the player corresponding roles, and adventures in the virtual game space. 如果角色的生存能力因来自妖怪的攻击等而变成零,游戏结束(ST 7)。 If the role of viability because of attacks from the monster becomes zero, the game ends (ST 7).

此外,在任务游戏中,当代表其他角色的角色图像显示在第一显示器11上时,聊天按钮也显示在第一显示器11上。 Further, in the game task, other roles when the representative character image is displayed on the first display 11, the chat button is also displayed on the first display 11. 此时,当通过触摸板14触摸聊天按钮时,聊天窗口打开,并且多个类型的聊天消息显示在聊天窗口中。 At this time, when the touch panel 14 by touching a button chat, a chat window is open, and display a plurality of types of chat messages in a chat window. 玩家使用触摸板14从多个类型的聊天消息中触摸聊天消息的任何一个,从而可以输入聊天消息。 Any player from a plurality of types of chat messages chat message touched the touch panel 14, which can enter chat messages. 而且,通过借助于触摸板14触摸代表作为聊天消息目的地的角色的角色图像,聊天消息可以经由游戏机廊服务器2发送到操作作为目的地的角色的玩家的终端设备1。 Moreover, the role of destination by means of chat messages on behalf of touching the touch panel 14 as a character image, a chat message may be a role of a destination server via gallery game machine 2 to the operation of the player terminal apparatus 1.

而且,在关于第二发明的实施方案中,通过借助于触摸板14触摸聊天消息,并且进一步通过触摸代表作为聊天消息目的地的角色的角色图像,聊天消息可以发送到操作作为目的地的角色的玩家的终端设备1。 Further, in regard to the second embodiment of the invention, the touch panel 14 by means of a touch chat messages, and further by touching the representative character chat message as the destination of the character image, a chat message may be sent to the destination of the operation character players terminal device 1.

当在ST 6中清除任务时,玩家返回到ST 5的行会,接收清除任务的奖金,接受新的任务,并再次移动到任务游戏。 When the cleanup task in ST 6, the player will return to the ST line 5, receiving a clear mandate prize, to accept the new task, and the task to move the game again. 如上所述,本实施方案中的游戏是通过交替地执行行会(ST 5)和任务游戏(ST 6)而进行的游戏。 As described above, the present embodiment, the game is a game by performing guild (ST 5) and game tasks (ST 6) are alternately carried out.

接下来,如上所述当进行游戏时在本实施方案的游戏系统中执行的处理被描述。 Subsequently, processing described above, when the game executed in the game system of the present embodiment is described. 图9是显示直到ID卡发出时卡片机6、游戏机廊服务器2和中心服务器3中的处理流程的流程图。 9 is a flowchart showing the card unit 6, the game machine 2 and the gallery server processing flow of the center server 3 is displayed until an ID card issued.

首先,卡片机6的CPU 601接受硬币插入到卡片机6中(步骤S600)。 First, the CPU 601 6 card machine to accept a coin is inserted into the card machine 6 (step S600). 当接收到当硬币检测到时从硬币传感器615输出的预先确定的信号时,CPU 601接受通过玩家操作的个人数据(例如,名字或名称,生日,血型,星座等)的输入(步骤S601)。 Upon receiving when the coin is detected when the predetermined signal of the coin sensor 615 is output from, CPU 601 accepts personal data (e.g., name or name, date of birth, blood type, constellation etc.) input (step S601) operated by the player. CPU 601还接受通过玩家操作的密码的输入(步骤S602)。 CPU 601 also receives a password input operation by the player (step S602). 该密码当玩家的身份验证通过中心服务器3执行时使用。 When the password authentication uses as a player 3 is performed by a central server. 接下来,CPU 601借助于通信接口电路604将输入的个人数据和密码通过专用线路5经由游戏机廊服务器2传送到中心服务器3(步骤S603)。 Next, CPU 601 via the communication interface circuit 604 and data input personal password transmitted through the dedicated line 5 to the game machine 2 gallery server center server 3 (step S603) by.

中心服务器3的CPU 301将从终端设备1发送的个人数据和密码存储在RAM 303中(步骤S310)。 The center server CPU 301 stores personal data and the password transmitted from the terminal apparatus 1 in the RAM 303 3 (step S310). 因此,玩家注册在中心服务器3中,然后CPU 301发送响应信号到终端设备1(步骤S311)。 Thus, the player is registered in the center server 3, then the CPU 301 sends a response signal to the terminal device 1 (step S311).

卡片机6的CPU 601从存储在卡片机6内的多个ID卡8中提取一个ID卡8(步骤S604)。 Card machine CPU 601 6 extracted from a plurality of card ID stored in card ID card machine 6 88 (step S604). 然后CPU 601将存储在所提取ID卡8中的ID数据发送到中心服务器3(步骤S605),并且排出ID卡8。 The CPU 601 then transmits to the center server 3 is stored (step S605) in the data ID in the ID card 8 is extracted, and discharges the ID card 8. 结果,玩家可以获得ID卡8。 As a result, the player can obtain an ID card 8. 另一方面,接收ID数据的中心服务器3将ID数据关联到存储在RAM 303中的个人数据和密码,此后存储它(步骤S312)。 On the other hand, the received ID data center server 3 associated with the data ID stored in the RAM 303 to the personal data and password, after which it is stored (step S312).

在本实施方案的游戏系统中,每个终端设备1和经由专用线路5连接到终端设备1的游戏机廊服务器2彼此交换数据,从而游戏继续进行。 In the game system of this embodiment, each terminal device 1 and is connected via a dedicated line 5 to the terminal device 2 of the game machine 1 gallery server exchange data with each other, whereby the game proceeds. 存储在经由专用线路5连接到每个终端设备1的游戏机廊服务器2的RAM 203中,和此时在中心服务器3的RAM 303中的玩家参与信息使用图10描述。 Stored in the connection to each terminal apparatus via a dedicated line 5 to the game machine 1 gallery server RAM 203 2, the center server, and then the player in the RAM 303 3 participation in the information 10 described using FIG.

图10是显示关于玩家参与的信息的图。 Figure 10 is a graph showing the information about the players involved. 从左边的列开始,关于中心服务器3接受参与游戏的顺序的接受顺序(RN),关于作为终端设备1标识信息的机器ID(CN),以及关于作为游戏机廊服务器2标识信息的游戏机廊服务器符号(SN)的信息项被存储。 Starting from the left column, with respect to the center server 3 receives the order acceptance participating in the game sequence (the RN), the identification information on the terminal device 1 as the machine ID (CN), and the gaming machine 2 as the identification information on a gaming machine server gallery gallery server symbol (SN) information items are stored. 在本实施方案的游戏中,预先确定数目的玩家(20,例如)可以参与同一游戏,并且玩家参与的情况由图10中所示的玩家参与信息管理。 In the game of this embodiment, the predetermined number of players (20, for example) can participate in the same game, and the players involved in the case of participation by the player 10 shown in FIG management information.

图11A~11C是说明由游戏机廊服务器A,B和C执行的数据传输处理细节的图。 FIG. 11A ~ 11C is a diagram of data transmission server from the game machine gallery A, B and C showing details of processing performed. 图11A,11B和11C是说明分别由游戏机廊服务器A,B和C执行的处理的细节的图。 11A, 11B, and 11C are diagrams illustrating details of a process executed by each game machine server gallery A, B and C. 图左边的列列出作为由游戏机廊服务器2(游戏机廊服务器A,B或C)接收的数据的源的终端设备1的机器ID(CN),以及在由游戏机廊服务器2接收之前数据经过的游戏机廊服务器2的游戏机廊服务器符号(SN)。 FIG left column lists the data received by the game machine as the server 2 gallery (gallery gaming machine servers A, B, or C) a machine ID (CN) of the source terminal device 1, and is received by the game machine before the server 2 gallery after the data server gaming machine gaming machine gallery gallery 2 server symbol (SN). 图右边的列列出作为从游戏机廊服务器2(游戏机廊服务器A,B或C)发送的数据的目的地的终端设备1的机器ID(CN),以及在由终端设备1接收之前数据经过的游戏机廊服务器2的游戏机廊服务器符号(SN)。 Column lists the gallery as the data server from the game machine (game machine gallery server A, B or C) 2 transmitted destination terminal machine ID (CN) 1 of the right side of FIG, and the data before being received by the terminal apparatus 1 after video game consoles Gallery Gallery server 2 server symbol (SN). 应当注意,当接收从参与游戏的终端设备1(例如,终端设备a1等)发送的数据时,每个游戏机廊服务器A,B和C包括的CPU 201更新存储在RAM 203预先确定区域中的各种数据。 It should be noted that, when receiving data transmitted from one (e.g., the terminal device a1 and the like) involved in the game terminal devices, each gaming machine server gallery A, B and C comprises a CPU 201 updates stored in the RAM 203 in a predetermined region various data.

游戏机廊服务器A的CPU 201接收来自终端设备a1~a8中任何一个的数据,如从图11A顶部开始第二行中所示,并且将数据发送到终端设备a1~a8的其他以及游戏机廊服务器B和C。 A CPU of the game machine gallery server 201 receives a data a1 ~ a8 from any of the terminal apparatus, as shown in the second row from the top 11A, a terminal and sends the data to the other device and the gaming machine gallery a1 ~ a8 server B and C. 游戏机廊服务器B的CPU 201然后经由游戏机廊服务器A接收来自终端设备a1~a8中任何一个的数据,如从图11B顶部开始第二行中所示,并且将数据发送到终端设备b1~b8。 Server B gallery gaming machine CPU 201 then receives the game machine via a server A gallery of any data from the terminal apparatus a1 ~ a8, as shown in the second row from the top 11B, the data and transmits to the terminal device b1 ~ b8. 游戏机廊服务器C的CPU 201经由游戏机廊服务器A接收来自终端设备a1~a8中任何一个的数据,如从图11C顶部开始第二行中所示,并且发送数据到终端设备c1~c8。 Server C gallery gaming machine CPU 201 receives any data from a terminal device a1 ~ a8 server via the gaming machine gallery A, as shown in the second row from the top 11C, a terminal apparatus and transmits the data to the c1 ~ c8.

游戏机廊服务器B的CPU 201接收来自终端设备b1~b8中任何一个的数据,如从图11b顶部开始第三行中所示,并且将数据发送到游戏机廊服务器A。 Server B gaming machine CPU 201 receives a gallery of any data from the terminal device b8 b1 ~, as shown in the third line starts from the top of FIG. 11b, and sends the data to the game machine gallery server A. 游戏机廊服务器A的CPU 201然后经由游戏机廊服务器B接收来自终端设备b1~b8中任何一个的数据,如从图11A顶部开始第三行中所示,并且将数据发送到终端设备a1~a8,终端设备b1~b8的其他,以及终端设备c1~c8。 A CPU of the game machine gallery server 201 then receives from the terminal device b1 via the server gaming machine gallery B ~ b8 to any one of the data, as shown in the third row from the top 11A, a and sends the data to the terminal device a1 ~ a8, the other terminal device, and a terminal device b1 ~ b8 of c1 ~ c8. 游戏机廊服务器C的CPU 201经由游戏机廊服务器B和A接收来自终端设备b1~b8中任何一个的数据,如从图11C顶部开始第三行中所示,并且发送数据到终端设备c1~c8。 Server C gallery gaming machine CPU 201 receives the server via the gaming machine gallery A and B from the terminal device b1 ~ b8 to any one of the data, as shown in the third row from the top 11C, a terminal apparatus and transmits the data to the c1 ~ c8.

类似地,游戏机廊服务器C的CPU 201接收来自终端设备c1~c8中任何一个的数据,如从图11C顶部开始第四行中所示,并且将数据发送到游戏机廊服务器A。 Similarly, the gaming machine gallery C to the server CPU 201 receives any data from a terminal device c1 ~ c8, as shown in the fourth row from the top 11C, a game machine and sends the data to the server gallery A. 游戏机廊服务器A的CPU 201然后经由游戏机廊服务器C接收来自终端设备c1~c8中任何一个的数据,如从图11A顶部开始第四行中所示,并且将数据发送到终端设备a1~a8,终端设备b1~b8,以及终端设备c1~c8的其他。 A CPU of the game machine gallery server 201 then receives a data from the terminal device c8 any gaming machine via the gallery server c1 ~ C, as shown in the fourth row from the top 11A, a and sends the data to the terminal device a1 ~ a8, the terminal device b1 ~ b8, c1 ~ c8 and other terminal equipment. 游戏机廊服务器B的CPU 201经由游戏机廊服务器C和A接收来自终端设备c1~c8中任何一个的数据,如从图11B顶部开始第四行中所示,并且发送数据到终端设备b1~b8。 Gallery gaming machine CPU 201 via the server B receives the game machine A and a gallery server C c8 any data from the terminal device c1 ~, as shown in the fourth row from the top 11B, the terminal apparatus and transmit data to b1 ~ b8.

以这种方式,CPU 201在游戏机廊服务器A,B和C之间传送来自每个终端设备1的数据,从而每当来自每个终端设备1的数据被接受时,存储在RAM 203中的各种数据被更新。 In this manner, CPU 201 transmits the data from each terminal device 1 of the game machine in the gallery between servers A, B and C, so that each time the data from each terminal apparatus 1 is accepted, stored in the RAM 203 various data is updated. 因此,每个终端设备1使用存储在RAM 203中的数据来继续进行游戏,从而游戏进行中的时间同步(匹配游戏的进行状态)可以容易地在终端设备1之间控制。 Thus, the data stored in each terminal apparatus 1 in the RAM 203 to continue the game, so that game time synchronization (matching the state of the game) can easily be controlled between a terminal device.

特别地,最初接受参与游戏的游戏机廊服务器2(游戏机廊服务器A这里)接收来自由专用线路5连接的终端设备1的数据,发送数据到所有其他终端设备1,同时通过上述其他游戏机廊服务器(游戏机廊服务器B或C)接收来自经由专用线路5连接到其他游戏机廊服务器2(这里游戏机廊服务器B或C)的终端设备1的数据,并且发送数据到所有其他终端设备1。 In particular, gaming machines participating in the game initially received gallery 2 server (server A game machine gallery here) the reception terminal apparatus 5 is connected to a dedicated line consisting of data 1, transmission data 1 to all the other terminal devices, while the other game machine by the above Gallery server (game machine gallery server B or C) from a receiving terminal apparatus is connected to another game machine Gallery server 2 (here, the game machine gallery server B or C) via a dedicated data line 5, and transmits the data to all other terminal devices 1. 此外,上述其他游戏机廊服务器2(游戏机廊服务器B或C)通过游戏机廊服务器2(游戏机廊服务器A)接收来自经由专用线路5连接的终端设备1的数据,并且将数据发送到经由专用线路5连接的终端设备1。 Further, the other game machine 2 Gallery server (game machine gallery server B or C) receives data from the terminal apparatus via the dedicated line 5 connected to the game machine 1 through a gallery 2 server (server A game machine gallery), and sends the data to 1 connected to the terminal apparatus 5 via a dedicated line.

图12是显示直到游戏开始时终端设备1、游戏机廊服务器2和中心服务器3中的处理流程的流程图。 FIG 12 is a 1 until the game starts, the game machine gallery server 2 and the flowchart of the processing flow in the center server 3, the display terminal device. 首先,终端设备1的CPU 101接受硬币插入到硬币插入槽15中(步骤S100)。 First, the CPU 101 1 of the terminal apparatus receiving coins inserted into the coin insertion slot 15 (step S100). 当接收到当硬币被检测到时从硬币传感器115输出的预先确定的信号时,CPU 101通过ID卡读卡器116从插入到ID卡插入槽16中的ID卡8中读取玩家的ID数据(步骤S101)。 When receiving when the coin is detected when the predetermined signal outputted from the coin sensor 115, CPU 101 reads the player ID card reader 116 by inserting the ID card insertion slot 16 in the ID card ID data 8 (step S101). 接下来,CPU 101接受通过玩家操作的密码的输入(步骤S102)。 Next, CPU 101 accepts the password input by the player's operation (step S102). CPU 101然后借助于通信接口电路104将读取的ID数据和由玩家操作输入的密码经由专用线路5通过游戏机廊服务器2发送到中心服务器3(步骤S103)。 ID data by means of the CPU 101 and the communication interface circuit 104 and the read operation of a player by the input password via the dedicated line 5 to the game machine 2 gallery server sends the center server 3 (step S103).

中心服务器3的CPU 301确定从终端设备1接收的ID数据是否存在于存储在RAM 303中的ID数据中,并且当确定ID数据存在时,通过确定与ID数据相关并且存储在RAM 303中的玩家密码是否与从终端设备1接收的密码相匹配来执行身份验证(步骤S301)。 The center server CPU 301 3 of identifying ID data of the terminal device 1 receives from the presence or absence of the ID data stored in the RAM 303 in, and when it is determined that the ID data is present, by determining a correlation with the ID data and stores player in the RAM 303 of the if the password matches the password received by the terminal device 1 performs the authentication (step S301). 应当注意,CPU 301参考存储在RAM 303中的历史数据,并且确定玩家是试图进行新游戏的玩家还是正在进行游戏的玩家。 It should be noted, with reference to historical data stored in the CPU 301 the RAM 303, and determined that the player is trying a new game players still ongoing game players.

中心服务器3的CPU 301然后更新存储在RAM 303中的玩家参与信息(参看图10)(步骤S302),并且将玩家参与信息发送到游戏机廊服务器2以更新存储在游戏机廊服务器2的RAM 203中的玩家参与信息(步骤S201)。 CPU 301 3 of the center server then updates the player stored in the RAM 303 participation information (see FIG. 10) (step S302), and the players participating in the game machine to send information to update the gallery server 2 stored in the RAM of the game machine gallery server 2 203 players involved in information (step S201). 接下来,中心服务器3的CPU 301将身份验证结果作为响应信号发送到终端设备1(步骤S303)。 Subsequently, the center server CPU 301 3 of the authentication result as a response signal to the terminal apparatus 1 (step S303).

终端设备1的CPU 101基于从中心服务器3接收的响应信号,确定开始游戏的玩家是进行新游戏的玩家还是正在进行游戏的玩家(步骤S104)。 CPU 101 1 of the terminal apparatus based on the response signal received from the central server 3, determines the start of the game player is a player or a player of a new game in progress of the game (step S104).

在步骤S104中,当确定开始游戏的玩家是试图进行新游戏的玩家时,CPU 101基于玩家的操作执行角色的创建(步骤S105)。 In step S104, when determining the start of the game the player is trying to make a player new game, CPU 101 creation performing the role of the player (step S105) based. 在该处理中,当观看到第一显示器11上的图像显示时,玩家使用触摸板14输入选择与玩家相对应的角色(由玩家操作的角色)的外貌、能力、特性等的指令,并且CPU 101创建与指令相对应的角色。 In this process, when viewing the image display on the first display 11, the player using the input selection corresponding to the player character (character operated by the player) of the touch panel 14 an instruction appearance, capabilities, features and the like, and the CPU 101 creates a command corresponding role. CPU 101也将与进行新游戏的玩家相对应的角色的等级值设置为初始值(例如,等级值1)。 Level value is set to CPU 101 will also come with a new game player corresponding roles as the initial value (for example, rank value 1). CPU 101然后基于步骤S105中处理的结果产生关于玩家的信息和玩家信息(参看图14),包括多个项例如与玩家相对应的角色的能力值,将信息存储在RAM 103中,从而执行角色设置(步骤S107)。 CPU 101 then generates information about the player and the player information (see FIG. 14), comprising a plurality of items, for example, the ability value of the character corresponding to the player based on the result of the processing in step S105, in the RAM 103 to thereby perform the role of information storage set (step S107). 存储在RAM 103中的玩家信息包含关于与进行新游戏的玩家相对应的角色的等级值的数据。 The player information stored in the RAM 103 contains data on the player level values ​​corresponding to the new game roles. RAM 103用作存储玩家等级值的等级存储装置。 Level storage device 103 stores player's level is used as the value of RAM. 应当注意,图14中所示的玩家信息指示与参与游戏的所有玩家相关的玩家信息,而在该处理中产生的玩家信息仅指示一个玩家的预先确定项。 It should be noted that, information indicating the player information of the player shown in Fig. 14 related to all the players participating in the game, and the player information generated in the process are indicative of a predetermined key player. 当执行步骤S105和S107的处理时,CPU 101用作等级设置装置,用于根据游戏结果设置预先确定的值,并且将通过关联到玩家ID数据而设置的等级作为等级值存储在RAM 103(等级存储装置)中。 When the process of step S105 and step S107, CPU 101 used as a level setting means for setting a predetermined value in accordance with a game result, and the player ID by associating data set as the gradation level value stored in the RAM 103 (Level storage device).

应当注意,在关于第二发明的实施方案中,在步骤S104中,当确定开始游戏的玩家是试图进行新游戏的玩家时,CPU 101基于玩家的操作执行角色的创建(步骤S105)。 It should be noted, in regard to the second embodiment of the invention, in step S104, when determining the start of the game the player is trying to make a player new game, CPU 101 creation performing the role of the player (step S105) based. 在该处理中,当观看到第一显示器11上的图像显示时,玩家使用触摸板14输入选择与玩家相对应的角色(由玩家操作的角色)的外貌、能力、特性等的指令,并且CPU 101创建与指令相对应的角色。 In this process, when viewing the image display on the first display 11, the player using the input selection corresponding to the player character (character operated by the player) of the touch panel 14 an instruction appearance, capabilities, features and the like, and the CPU 101 creates a command corresponding role. CPU 101然后基于步骤S105中处理的结果产生关于玩家的信息和玩家信息(参看图14),包括多个项例如与玩家相对应的角色的能力值,从而执行角色设置(步骤S107)。 CPU 101 based on the result of step S105 is then processed to generate information about the player and the player information (see FIG. 14), comprising a plurality of items, for example, the ability value of the character corresponding to the player, to perform the role of setting (step S107). 应当注意,图14中所示的玩家信息指示与参与游戏的所有玩家相关的玩家信息,而在该处理中产生的玩家信息仅指示一个玩家的预先确定项。 It should be noted that, information indicating the player information of the player shown in Fig. 14 related to all the players participating in the game, and the player information generated in the process are indicative of a predetermined key player.

在步骤S104中,另一方面,当确定开始游戏的玩家是正在进行游戏的玩家时,CPU 101借助于通信接口电路104将请求玩家历史数据的信号经由专用线路5发送到中心服务器3(步骤S106)。 Signal in a step S104, on the other hand, when it is determined that the player is going to start the game-player game, CPU 101 via the communication interface circuit 104 transmits a request to the player history data center server 3 (step S106 via the dedicated line 5 ). 一旦中心服务器3接收到来自终端设备1的信号,中心服务器3从RAM 303中读出玩家的历史数据,并且将历史数据发送到终端设备1(步骤S304)。 Once the center server 3 receives the signal from the terminal apparatus 1, the center server 3 reads out history data from the RAM 303 of the player, and sends the history data to the terminal device 1 (step S304).

图13A和13B是显示历史数据实例的图。 13A and 13B are diagrams showing an example of history data. 图13A中所示的历史数据是此刻玩家和角色的历史数据(在下文也称作“玩家历史数据”)。 Historical data is shown in FIG. 13A and at the moment the player character historical data (also referred to as "player history data" hereinafter). 图13B中所示的历史数据是指示玩家(与玩家相对应的角色)游戏过程的历史数据(在下文也称作“游戏历史数据”)。 Historical data is shown in FIG. 13B indicates the player (the player character corresponding to the) process of the game history data (hereinafter also referred to as "game history data"). 这些历史数据在预先确定的时间更新(例如,当任务被清除时,当接收到清除任务的奖金时,当妖怪被打倒时的时刻等)。 These updates historical data (e.g., when the task is cleared, when receiving the bonus cleanup tasks, when the monster is down time, etc.) in a predetermined time.

玩家历史数据包括项目例如玩家的ID数据,玩家的名字,等级(等级值),武器,防护装备,角色的财产,零用钱,技术等级等,如图13A中所示。 Player History data includes items such as the player ID data, the player's name, grade (grade values), weapons, protective equipment, property role, pocket money, skill levels, as shown in FIG. 13A. 此外,如图13B中所示,对于由玩家清除的每个任务,游戏历史数据包括多个历史数据项,包括多个类型的单元例如任务清除时的日期和时间,参与任务的玩家,任务清除时的等级(等级值),所需时间,获得奖金等。 Further, as shown in FIG. 13B, for each task cleared by the player, the game history data includes a plurality of history data items, of the type comprising a plurality of units such as the date and time when the task clean, the players involved in the task, the task clears level (level value) when the time required to obtain bonuses.

在步骤S304中,图13A和13B中所示的这种历史数据从中心服务器3发送到终端设备1。 In step S304, the historical data shown in FIGS. 13A and 13B transmitted from the center server 3 to the terminal apparatus 1. 从中心服务器3接收历史数据的终端设备1的CPU 101使用历史数据产生关于玩家的信息和玩家信息,包括多个项目例如与玩家相对应的角色的能力值(参看图14),将信息存储在RAM103中,从而执行角色设置(步骤S107)。 The center server from the terminal device 3 receives the history data of the CPU 101 1 using historical data and generates information about the player information of the player, comprising a plurality of items, for example, the ability value corresponding to the player character (see FIG. 14), the information stored in the RAM103, thereby performing the role is provided (step S107). 关于角色的能力值,CPU101基于包括在历史数据中的玩家(与玩家相对应的角色)的等级值,参考存储在ROM 102中的能力值设置值表来确定角色的能力值。 On the role of the ability value, CPU 101 includes a player based on the ranking value (corresponding to the player character) in the history data, the ability to set the value of the reference value table stored in the ROM 102 to determine the character ability value. 应当注意,图14中所示的玩家信息指示与参与游戏的所有玩家相关的玩家信息,而在该处理中产生的玩家信息仅指示一个玩家的预先确定项。 It should be noted that, information indicating the player information of the player shown in Fig. 14 related to all the players participating in the game, and the player information generated in the process are indicative of a predetermined key player. 当执行步骤S107的处理时,CPU 101用作等级设置装置,用于根据游戏结果设置预先确定的等级,并且将通过关联到玩家ID数据而设置的等级作为等级值存储在RAM 103(等级存储装置)中。 When the process of step S107, CPU 101 used as a level setting means for setting the predetermined level according to a game result, and the player ID data by associating the set level value is stored as the level in RAM 103 (level storage means )in.

应当注意,关于第二发明的实施方案中步骤S304中的处理与上面大约相同,而如下稍微不同。 It should be noted that, for the second embodiment of the invention, in step S304 the above process is about the same, but slightly different as follows. 特别地,在步骤S304中,图13A和13B中所示的这种历史数据从中心服务器3发送到终端设备1。 In particular, in step S304, this historical data shown in FIGS. 13A and 13B transmitted from the center server 3 to the terminal apparatus 1. 从中心服务器3接收历史数据的终端设备1的CPU 101使用历史数据产生关于玩家的信息和玩家信息,包括多个项目例如与玩家相对应的角色的能力值(参看图14),从而执行角色设置(步骤S107)。 Using historical data from the central server CPU 101 of the terminal device 31 receives the history data generating information about the player and the player information, comprising a plurality of items ability value (see FIG. 14) corresponding to, for example, the player character to perform the role set (step S107). 关于角色的能力值,CPU 101基于包括在历史数据中的玩家(与玩家相对应的角色)的等级,参考存储在ROM 102中的能力值设置值表来确定角色的能力值。 On the role of the ability value, CPU 101 based on a player in the history data (corresponding to the player character) level, the ability value setting table with reference values ​​stored in the ROM 102 to determine the character ability value. 应当注意,图14中所示的玩家信息指示与参与游戏的所有玩家相关的玩家信息,而在该处理中产生的玩家信息仅指示一个玩家的预先确定项。 It should be noted that, information indicating the player information of the player shown in Fig. 14 related to all the players participating in the game, and the player information generated in the process are indicative of a predetermined key player.

在步骤S107的处理完成之后,CPU 101接受任务接受的形式被选择(步骤S108)。 After the completion of the processing step S107, CPU 101 in a form acceptable to accept the task is selected (step S108). 在该处理中,当观看到第一显示器11上的图像显示时,玩家操作触摸板14来输入选择单个玩家接受任务的单人模式,或者玩家与其他玩家一起接受任务的多人模式的输入指令。 In this process, when viewing the image display on the first display 11, the player operates the touch panel 14 to select a single input single-player mode to accept the task or tasks multiplayer accept input instructions from the players with other players . CPU 101将与输入指令相对应的数据存储在存储于RAM 103中的玩家信息的任务接受形式的列中(参看图14)。 The CPU 101 and the input data corresponding to the instruction stored in the job information stored in the player receiving the RAM 103 in the form of columns (see FIG. 14). 应当注意,图14中所示的玩家信息指示与参与游戏的所有玩家相关的玩家信息,而该处理中存储在任务接受形式的列中的数据是仅单个玩家的数据。 It should be noted that, information indicating the player information of the player shown in Fig. 14 related to all the players participating in the game, and the processing data stored in a column in the task acceptance form only a single player data.

应当注意,在关于第二发明的实施方案中,CPU 101用作根据由玩家使用触摸板14执行的输入操作,选择独自或与其他玩家一起执行游戏以便完成游戏中的某个任务的选择装置。 It should be noted that, in regard to the second embodiment of the invention, CPU 101 used by a player in accordance with the input operation performed using a touch panel 14, working alone or in conjunction with other players to perform a game to complete the game selection device in a task.

接下来,CPU 101借助于通信接口电路104将存储在RAM 103中、关于一个玩家的玩家信息经由专用线路5发送到游戏机廊服务器2(步骤S109)。 Next, CPU 101 via the communication interface circuit 104 is stored in the RAM 103, information about a player is sent to the game machine player Gallery server 2 (step S109) via the dedicated line 5.

接下来,游戏机廊服务器2的CPU 201使用与单个玩家相关的玩家信息来执行允许玩家参与游戏的设置(步骤S202)。 Next, the gaming machine player information server CPU 201 Gallery 2 associated with the use of a single player to allow the player to participate in the implementation of the game set (step S202). 在该处理中,CPU 201将与单个玩家相关的玩家信息,玩家信息从终端设备1接收,增加到已经存储在RAM 203中的玩家信息。 In this process, CPU 201 of the player information associated with a single player, the player information received from the terminal device 1, increases in the player information already stored in the RAM 203. 而且,CPU 201将与新参与游戏的玩家相对应的角色的游戏区域坐标设置为初始值(与行会的位置相对应的值)(参看图14)。 Further, CPU 201 and the game area coordinate new players participating in the game character corresponding to an initial value (a position corresponding to the guild value) (see FIG. 14). 在关于第一发明的实施方案中,CPU 201执行步骤S202的处理,借此关于玩家等级值的数据存储在RAM 203中。 In regard to the first embodiment of the invention, the step of processing CPU 201 S202, whereby the data is stored on the player level values ​​in the RAM 203. RAM 203用作存储玩家等级值的等级存储装置。 RAM 203 is used as storage means for storing player level gradation value.

图14显示存储在游戏机廊服务器2的RAM 203中的玩家信息。 14 shows the gaming machine is stored in the player information server gallery in the RAM 203 2. 如图14中所示,多个玩家的玩家信息(该图中五个玩家)存储在游戏机廊服务器2的RAM 203中。 As shown, a plurality of player information 14 of the player (the drawing five players) are stored in the gaming machine gallery in the server RAM 203 2. 玩家信息包括多个项目,并且例如关于玩家的信息,角色的等级值,能力值,关于技术等级的信息,以及其他项目被存储,例如。 Player information, including a number of projects, such as grade and value, the value of information on the player's ability, character, information on the technical level, as well as other items to be stored, for example. 如图中所示,在设置期间关于任务的信息存储在任务的列中。 As shown, during the setting information about the task stored in the task column. 此外,关于单人模式被选择还是多人模式被选择的数据存储在任务接受形式的列中。 In addition, selected for the single player mode or multiplayer mode is selected data stored in the job accepted form of column. 另外,关于角色此刻存在的虚拟游戏空间中位置的数据存储在游戏区域坐标中。 In addition, the data stored on the virtual game space character exists at the moment in the position coordinates in the game area.

在步骤S202的处理完成之后,游戏在终端设备1和游戏机廊服务器2中开始(步骤S110,S203)。 After the process of step S202 is completed, the game starts in the terminal apparatus 1 and the game machine Gallery server 2 (step S110, S203). 如图12中所示,每个玩家可以参与在根据本实施方案的游戏系统中进行的游戏,只要玩家想,并且多个玩家可以在同一虚拟游戏空间中进行同一游戏。 As shown in FIG. 12, each player can participate in the game based on the game system of the present embodiment, as long as the player wants, and a plurality of players in a virtual game space may be the same in the same games. 这是MMORPG的特性之一。 This is one of MMORPG features. 此外,在游戏期间,数据在游戏机廊服务器2和参与游戏的每个终端设备1之间传送,并且时间同步使用图11如上所述来控制,从而相同的玩家信息总是存储在游戏机廊服务器2的RAM 203中和终端设备1的RAM 103中。 Further, during the game, the game machine data transfer gallery 2 server and each terminal apparatus 1 participating in the game between, and the time synchronization control as described above using FIG 11, so that the same information is always stored in the gaming machine player gallery RAM 203 2 in the server and the terminal apparatus in the RAM 103 1.

图15是显示游戏期间在终端设备1中执行的处理的概要的流程图。 FIG 15 is a flowchart of an outline of the processing performed during a game in the terminal apparatus 1 displays. 首先,终端设备1的CPU 101执行行会执行处理(步骤S120)。 First, CPU 101 performs the line terminal device 1 performs processing (step S120). 在使用图16在下文说明的行会执行处理中,任务查阅和接受,信息收集,用于清除任务的奖金的接收,行会布告板的使用或者物品的交换等可以执行,如图8的ST 5中所示。 In the processing performed in FIG. 16 will be described below in line, and the task acceptance inspection, information collection for the exchange of money received cleanup task, using line will signboard or the like items can be performed, ST 8 in FIG. 5. FIG. 而且,当角色接受任务时行会执行处理结束,此后任务开始。 Moreover, when the character to accept the task guild end processing is executed, after which the task begins.

在步骤S120的行会执行处理结束之后,CPU 101执行任务游戏执行处理(步骤S121)。 After completion of step S120 guild execution processing, CPU 101 mission game execution processing (step S121). 任务游戏执行处理使用图27和图28在下文描述。 Game execution processing task to FIGS. 27 and 28 described below. 在任务游戏执行处理中,玩家使用各种按钮118和操作杆119来操作与玩家相对应的角色,并且在虚拟游戏空间中进行冒险。 In the game execution processing task, players use a variety of buttons and levers 118 and 119 to operate the player corresponding roles, and adventures in the virtual game space. 玩家也可以与其他玩家交换聊天消息。 Players can also exchange chat messages with other players. 当任务终止的预先确定条件满足时,该任务游戏执行处理结束。 When the task is terminated predetermined condition is satisfied, the mission game execution process ends. 任务终止的条件包括例如清除任务,返回行会,以及达到零生存能力等。 Conditions in the mission termination of cleanup tasks include, for example, return to the guild, as well as to achieve zero survival ability.

在所述任务终止的条件满足,并且步骤S121的任务游戏执行处理结束的情况下,CPU 101确定角色的生存能力是否变成零(步骤S122)。 Under conditions satisfying said task termination, the end of the step S121 and performs processing tasks game situation, CPU 101 determines whether or viability character becomes zero (step S122). 当确定角色的生存能力变成零时,角色不能继续游戏,从而结束游戏的各种处理被执行(步骤S123),并且子例程结束。 When it is determined role viability becomes zero, the game character can not continue, so that various processes are performed to end the game (step S123), and the sub-routine ends. 当游戏结束时,游戏机廊服务器2的CPU 201将存储在RAM 203中的游戏历史传送到中心服务器3。 When the game ends, the server gallery gaming machine CPU 201 2 of the game history is stored in the RAM 203 is transferred to the center server 3. 中心服务器3将从游戏机廊服务器2接收的游戏历史存储在RAM 303中。 Game historic center server 3 from the storage server consoles Gallery 2 received in the RAM 303. 在关于第二发明的实施方案中,当确定角色的生存能力变为零时,结束游戏的各种处理(例如,基于玩家信息产生历史数据,发送历史数据到中心服务器3,以及其他处理)被执行(步骤S123),并且子例程结束。 In regard to the second embodiment of the invention, when it is determined viability character becomes zero, the game is over various processing (e.g., player information is generated based on historical data, it transmits the history data to the center server 3, and other processing) is performed (step S123), and the sub-routine ends.

在步骤S122中,另一方面,当确定角色的生存能力不是零时,这意味着任务终止的其他条件(例如,清除任务,返回行会等)被满足。 In step S122, on the other hand, when determining role viability is not zero, which means that the other conditions of termination of the task (for example, the cleanup task, return to the guild, etc.) are met. 因此,处理返回到步骤S120的行会执行处理。 Thus, the process returns to step S120 executes the processing line. 因此,在该游戏执行处理中,步骤S120的行会执行处理和步骤S121的任务游戏执行处理重复地执行,直到角色的生存能力变成零。 Therefore, in the game execution processing, game execution processing task step S120 guild execution processing step S121 and repeatedly executed until the role of the viability of zero. 当然,虽然没有显示,当结束游戏的指令由玩家输入时,子例程在执行用于结束游戏的步骤S123的处理之后结束,而不管角色的生存能力是否为零。 Of course, although not shown, when the instruction input by the end of the game players, the subroutine after the processing steps S123 to end the game ends, regardless of the role of viability is zero.

接下来,在图15中所示流程图的步骤S120中调用之后执行的行会执行处理被描述。 Next, the line will be executed after the call processing performed in the flowchart shown in FIG. 15 S120 step are described. 图16是显示在图15中所示流程图的步骤S120中调用并且由终端设备1执行的行会执行处理例程的流程图。 FIG 16 is invoked at step S120 of the flowchart shown in FIG. 15 and the flowchart of a process routine performed by the line terminal device 1 executes. 图17A和17B是示意地显示当图16中所示子例程执行时在终端设备1的第一显示器11上显示的图像的图。 17A and 17B are views schematically showing an image when the subroutine is executed as shown in FIG. 16 displayed on the first display 11 of the terminal apparatus 1.

当图16中所示的行会执行处理执行时,如图17A中所示的图像由第一表现处理部分111显示在第一显示器11上。 When the row shown in FIG. 16 performs the processing performed in the image shown in FIG. 17A is processed by the first performance section 111 displayed on the first display 11. 显示角色当前位置的图像例如“行会”位于屏幕的左上部,而显示玩家指令例如“请选择做什么”的图像位于屏幕的右上部。 The image display such as the role of the current position of the upper right portion "guild" is located in the upper left of the screen, and the player display instructions such as "Choose what to do," the image of the screen. 显示选项例如“任务查阅/接受”,“布告板”,“奖金”,“信息收集”,“财产的交换”的图像位于屏幕中心从顶部开始。 Display options such as image "mission review / acceptance", "bulletin board", "bonus", "information gathering", "exchange of property," the center of the screen from the top. 玩家可以通过使用触摸板14触摸显示选择的图像来输入与选项相对应的指令。 The player can input an instruction corresponding to the option of using the touch panel 14 by touching the display the selected image.

一旦图16中所示子例程执行时,CPU 101首先确定任务查阅/接受的指令是否输入(步骤S130)。 Once the sub-routine shown in FIG. 16 is performed, CPU 101 first determines Now task / received command is input (step S130). 玩家通过经由触摸板14触摸显示“任务查阅/接受”选项的图像来输入该指令。 Players to enter this command by displaying a "mission review / accept the" Image Options via the 14 touch touchpad. 当确定任务查阅/接受的指令输入时,CPU 101执行任务查阅/接受处理(步骤S131)。 Now the task when it is determined / received instruction input, CPU 101 performs tasks Buyers / receiving process (step S131). 该任务查阅/接受处理使用图18在下文详细描述。 Now the task / acceptance processing using FIG. 18 described in detail below. 如图17B中所示,显示在第一显示器11上的“任务查阅/参考”的选项变成“任务开始”的选项。 As shown in FIG. 17B, the display becomes Options "job start" in the "Task Buyers / reference" option 11 on the first display.

接下来,CPU 101确定使用布告板的指令是否输入(步骤S132)。 Subsequently, CPU 101 determines whether or not the use of the billboard instruction input (step S132). 玩家通过经由触摸板14触摸显示“布告板”选项的图像来输入该指令。 The instruction inputted by the player image "bulletin board" option via the display 14 touches the touch panel. 当确定使用布告板的指令输入时,CPU 101执行布告板使用处理(步骤S133)。 When it is determined using the instruction bulletin board input, CPU 101 performs the processing using the bulletin board (step S133). 该布告板使用处理使用图22在下文详细描述。 The signboard using the process described in detail below with reference to FIG 22.

接下来,CPU 101确定奖金支付请求的指令是否输入(步骤S134)。 Subsequently, CPU 101 determines whether the instruction input bonus payment request (step S134). 玩家通过经由触摸板14触摸显示“奖金”选项的图像来输入该指令。 Players enter this command to the image "bonus" option is displayed via the 14 touch touchpad. 当确定奖金支付请求的指令输入时,CPU 101执行奖金支付处理(步骤S135)。 When it is determined that the bonus payment request instruction input, CPU 101 performs the winnings payment process (step S135). 该奖金支付处理使用图25在下文详细描述。 The bonus payment process described in detail below with reference to FIG 25.

接下来,CPU 101确定收集信息的指令是否输入(步骤S136)。 Subsequently, CPU 101 determines whether the input instruction information collected (step S136). 玩家通过经由触摸板14触摸显示“信息收集”选项的图像来输入该指令。 The instruction inputted by the player image "information collection" option via the display 14 touches the touch panel. 当确定信息收集的指令输入时,各种信息显示处理被执行(步骤S137)。 When it is determined that the information collected by the instruction input various information display processing is performed (step S137). 在该处理中,游戏机廊服务器2的CPU 201执行存储在ROM202中的程序,由此CPU 101从游戏机廊服务器2的ROM 203中获取所选信息(例如,与其他角色或任务相关的信息),并且基于该信息,借助于第一表现处理部分111将代表该信息的图像显示在第一显示器11上。 In this process, the server programs the CPU 201 executes the gaming machine gallery 2 is stored in the ROM202, whereby the CPU 101 acquires the information selected by the server from the game machine gallery in ROM 203 2 (e.g., roles or tasks related to other information image), and based on this information, the performance processing section 111 by the first representative of the information displayed on the first display 11.

接下来,CPU 101确定交换财产的指令是否输入(步骤S138)。 Subsequently, CPU 101 determines whether the input instruction exchange property (step S138). 玩家通过经由触摸板14触摸显示“财产交换”选项的图像来输入该指令。 Players to enter the instruction by the image of "property exchange" option to display 14 via a touch touchpad. 当确定交换财产的指令输入时,财产交换处理被执行(步骤S139)。 When it is determined that an instruction input switching property, property exchange processing is performed (step S139). 在该处理中,当玩家从角色的财产中选择玩家希望卖给行会的财产时,指令发送到游戏机廊服务器2,并且游戏机廊服务器2的CPU201增加存储在RAM 203中的玩家信息的金钱,并且执行删除财产数据的处理。 In this process, when the player selects the player wishes to sell the property will be from the character row in the property, the game machine instruction to the gallery server 2, server CPU 201 and the gaming machine 2 is increased gallery player information stored in the RAM 203 of the money, property and performs a process for deleting data. 另一方面,当玩家选择由行会出售的物品时,指令发送到游戏机廊服务器2,并且游戏机廊服务器2的CPU 201减少存储在RAM203中的玩家信息的零用钱,并且执行增加物品数据的处理。 On the other hand, when the player selects the items for sale by the guild, instruction to the game machine 2 gallery server, the server and the CPU 2 of the gaming machine 201 gallery allowance reduction in the player information stored in the RAM203, and performs data items increases processing.

接下来,CPU 101确定开始任务的指令是否输入(步骤S140)。 Subsequently, CPU 101 determines whether the start instruction input task (step S140). 玩家通过经由触摸板14触摸显示“任务开始”选项的图像来输入该指令,当图17B中所示图像显示在第一显示器11上时。 By displaying the player touches the touch panel 14 via a "job start" option to input the image command, as shown in FIG. 17B when the image displayed on the first display 11. 当确定任务开始的指令输入时,子例程结束。 When an instruction to start the task of determining the input, the subroutine ends. 另一方面,当确定任务开始的指令没有输入时,处理返回到步骤S130。 On the other hand, when the start instruction is not input task is determined, the process returns to step S130.

图18是显示在图16中所示流程图的步骤S131中调用并且由终端设备1执行的任务查阅/接受处理例程的流程图。 FIG 18 is a flowchart of the call in step S131 in FIG. 16 and FIG Now by the task performed by the terminal device 1 / flow processing routine acceptance. 图19是显示根据图18中所示由终端设备1执行的子例程、由游戏机廊服务器2执行的处理的流程图。 FIG 19 is a subroutine executed by the terminal device 1 shown in FIG. 18, a flowchart of processing executed by the game machine gallery 2 server display.

首先,终端设备1的CPU 101借助于通信接口电路104将任务列表请求信号经由专用线路5发送到游戏机廊服务器2(步骤S1310)。 First, CPU 101 of the terminal apparatus 1 via the communication interface circuit 104 to the task list request signal transmitted via the dedicated line 5 to the game machine Gallery server 2 (step S1310). 该处理对应于图19的步骤S3310的处理,其中当游戏机廊服务器2的CPU 201接收到来自终端设备1的任务列表请求信号时,CPU 201从存储在ROM 202中的任务列表数据中提取与玩家此刻可以参与的任务相关的任务列表数据,并且将它发送到终端设备1。 This processing corresponds to the processing of step S3310 of FIG. 19, wherein the server when the gaming machine CPU 201 2 of the gallery into the task list received from the terminal apparatus 1 of the request signal, CPU 201 extracts data from the task list is stored in the ROM 202 in the task lists data-related tasks players can participate at the moment, and sends it to the terminal device 1.

图20是显示任务列表数据的实例的图。 FIG 20 is a diagram showing an example of the task list data. 包括两位符号的任务代码(例如“AA”,“AB”等)存储在最左列中,任务代码分别分配给任务。 Task code comprising two symbols (e.g., "AA", "AB", etc.) in the leftmost column, the task code stored respectively allocated to the task. 此外,每个任务中可参与玩家的数目存储在右列中。 In addition, the column can be involved in each task the player's number is stored in the right. “1”作为单人模式的可参与玩家数目而存储,并且“4”作为多人模式的可参与玩家数目而存储。 "1" as the single player mode can be stored and the number of participating players, and "4" as a multiplayer mode and number of players can participate storage. 应当注意,在关于第二发明的实施方案中,可参与玩家的数目相当于本发明中的玩家数目。 It should be noted that, in regard to the second embodiment of the invention, the number of players may participate corresponds to the number of players in the present invention.

在本实施方案中,提供有单人模式的可参与玩家数目是1而多人模式的可参与玩家数目是4的情况的说明。 In the present embodiment, there is provided a single mode is a number of players can participate in the multiplayer mode, number of players can participate is a diagram illustrating the case 4. 但是,本发明并不局限于该实例。 However, the present invention is not limited to this example. 例如,单人模式的可参与玩家数目是0的任务可以存在。 For example, the single player mode players can participate in a number of task 0 can exist. 在这种情况下,玩家不能以单人模式参与该任务,从而多人模式必须被选择。 In this case, the player can not participate in the tasks to the single player mode, multiplayer mode and thus must be selected. 多人模式的可参与玩家数目也不特殊限制。 Multiplayer mode players can not participate in the number of special restrictions.

任务“AA”的细节是“希望递送包裹给Mr.XX”,并且可参与等级(等级值)是1。 Mission "AA" details "the hope of delivering packages to Mr.XX", and can participate in grade (level value) is 1. 应当注意,可参与等级(等级值)是接受任务所必须的最小等级(等级值),并且如果玩家没有达到该等级(等级值),他不能接受任务。 It should be noted, can participate in grade (level value) is the minimum necessary to accept the task level (level value), and if the player does not reach that level (level value), he could not accept the task. 任务“AB”的细节是“希望保护公主●●防御妖怪△△”,并且可参与等级(等级值)是3。 Mission "AB" details "the hope of protecting the Princess ●● defense monster △△", and can participate in grade (level value) is 3. 任务“AC”的细节是“希望在洞穴○○中搜寻隐藏的宝藏”,并且可参与等级(等级值)是5。 Mission "AC" details "the hope of searching for hidden treasure in the cave ○○" and may participate in grade (level value) is 5. 任务“AD”的细节是“希望在孤岛□□上搜寻隐藏的宝藏”,并且可参与等级(等级值)是7。 Details of the task "AD" is "hope in the search for hidden treasure island □□", and can participate in grade (level value) is 7. 任务“AE”的细节是“希望搜寻古迹以解开■■迷题”,并且可参与等级(等级值)是9。 Tasks "AE" details "the hope of searching for monuments to unlock ■■ puzzle", and can participate in grade (level value) is 9. 任务“AF”的细节是“搜寻没有人曾经开采的陆地”,并且可参与等级(等级值)是11。 Tasks "AF" details the "Search no one ever mined land," and may participate in grade (level value) is 11. 任务的难度以“AA”到“AF”的顺序升高,并且可参与等级(等级值)也根据任务的难度而变高。 The difficulty of the task to "AA" elevated order to "AF", and may be involved in level (level value) The difficulty of the task becomes high. 本发明中的任务(条件)并不局限于该实例,当然,不特殊限制,只要它可以设置在游戏中。 The task of the present invention (condition) is not limited to this example, of course, is not particularly limited as long as it may be disposed in the game.

在步骤S1310的处理之后,CPU 101确定任务列表数据是否从游戏机廊服务器2接收到(步骤S1311)。 After the process of step S1310, CPU 101 determines whether the task list data received from the server 2 to the game machine gallery (step S1311). 当确定任务列表数据没有接收到时,处理返回到步骤S1310。 When it is determined that the task list data is not received, the process returns to step S1310. 另一方面,当确定任务列表数据从游戏机廊服务器2接收到时,CPU 101控制第一表现处理部分111,并且执行使得第一显示器11显示图21A中所示图像的处理(步骤S1312)。 On the other hand, when it is determined the game machine gallery task list data is received from the server 2, CPU 101 controls the performance of the first processing section 111, and performs image processing such as shown in FIG. 11 shows the first display 21A (step S1312).

图21A是显示当步骤S1312的处理执行时在第一显示器11上显示的图像实例的图。 21A is a diagram showing an example of an image processing executed in step S1312 when on the first display 11 to display. 显示角色当前位置的图像例如“行会”位于屏幕的左上部,并且显示玩家指令的图像,例如“你喜欢哪个任务?”位于屏幕的右上部。 The image displays the current location of the character such as "guild" is located in the upper left of the screen, and displays an image of the player instructions, such as "Which tasks do you like?" The upper right portion of the screen. 显示任务细节的图像顺序地显示在屏幕中间从顶部开始,例如“递送包裹给Mr.XX”,“保护公主●●防御妖怪△△”,“洞穴○○中的隐藏宝藏”,“在孤岛□□上搜寻”,以及“古迹的迷题”。 The task details display images are sequentially displayed from the top in the middle of the screen, such as "delivering packages to Mr.XX", "protect the princess ●● defense monster △△", "hidden treasure in the cave ○○", "In the island □ □ on the search, "and" monuments puzzle. " 显示“查阅”和“接受”选项的图像根据每个任务而布置。 Display "review" and "accept" image options are arranged according to each task. 玩家可以通过触摸板14触摸显示选项的图像来输入与选项相对应的指令。 Players may display an instruction to input an image option corresponding to the option by touching the touchpad 14. 例如,通过借助于触摸板14触摸显示与“洞穴○○中的隐藏宝藏”相对应的“查阅”选项的图像,关于“洞穴○○中的隐藏宝藏”的信息可以获得。 For example, by means of a touch panel display with touch 14 "hidden treasure in the cave ○○" "View" image corresponding options, information about the "hidden treasure in the cave ○○" can be obtained. 此外,通过借助于触摸板14触摸显示与“洞穴○○中的隐藏宝藏”相对应的“接受”选项的图像,任务“洞穴○○中的隐藏宝藏”可以接受。 In addition, by means of the touch panel display with touch 14 "hidden treasure in the cave ○○" corresponding to "accept" the "hidden treasure in the cave ○○" option image, the task can accept.

在步骤S1312的处理之后,CPU 101确定任务查阅的指令是否输入(步骤S1313)。 After the process of step S1312, CPU 101 determines whether the input instruction is Now the task (step S1313). 该指令可以通过借助于触摸板14触摸显示“查阅”选项的图像来输入。 The instructions can touch the touch panel 14 by means of a display image "Read" option to enter. 当确定任务查阅的指令输入时,CPU 101借助于通信接口电路104将任务查阅请求信号经由专用线路5发送到游戏机廊服务器2(步骤S1314)。 Now the task is determined when the command input, CPU 101 via the communication interface circuit 104 transmits a task request signal Now via the dedicated line 5 to the game machine Gallery server 2 (step S1314). 该处理对应于图19的步骤S3312。 This process corresponds to step 19 in S3312. 接收来自终端设备1的任务查阅请求信号的游戏机廊服务器2从存储在ROM 202中的任务参考数据中提取与所请求任务相关的任务参考数据(例如,任务的细节在其中描述的数据,显示细节的动态图像或静态图像等),并且将提取的任务参考数据发送到终端设备1。 Now the task receiving from the terminal device 1 of the game machine gallery request signal associated with the server 2 extracts the requested task from the task of the task reference data in the reference data stored in the ROM 202 (e.g., data in which details of the task description, the display details of the moving image or a still image, etc.), and the task of the extracted reference data transmitted to the terminal apparatus 1.

当在步骤S1313中确定任务查阅的指令没有输入时,或者当步骤S1314的处理完成时,CPU 101然后确定任务参考数据是否接收到(步骤S1315)。 Now the task of determining when an instruction is not input in step S1313, step S1314, or when the processing is completed, CPU 101 then determines whether to receive the task reference data (step S1315). 当确定任务参考数据接收到时,CPU 101控制第一表现处理部分111,并且执行使得第一显示器11显示图21B中所示图像的处理(步骤S1316)。 When it is determined with reference to the task data received, CPU 101 controls the performance of the first processing section 111, and performs a display so that the first display 11 as shown in FIG. 21B image processing (step S1316).

图21B是显示当步骤S1316的处理执行时在第一显示器11上显示的图像实例的图。 21B is a diagram showing an example of an image when the processing executed in step S1316 is displayed on the first display 11. 显示角色当前位置的图像例如“行会”位于屏幕的左上部,并且显示被查阅任务的名字的图像,例如“关于洞穴○○中的隐藏宝藏”位于屏幕的右上部。 The image displays the current location of the character such as "guild" is located in the upper left of the screen, and the image is displayed to view the task name, such as "○○ caves on the hidden treasures" is located in the upper right of the screen. 显示洞穴○○入口的图像位于屏幕的左侧。 ○○ cave left image display of the screen inlet. 在屏幕的右侧,显示说明任务细节的消息的图像被布置,并且同样显示“接受”和“返回”选项的图像被布置。 On the right, the image displayed message task details described are disposed, and also displays "accept" and "return" option images are arranged.

当在步骤S1315中确定任务参考数据没有从游戏机廊服务器2接收到时,或者当步骤S1316的处理完成时,CPU 101确定任务接受的指令是否输入(步骤S1317)。 When it is determined in step S1315 with reference to the task data is not received from the server 2 to the game machine Gallery, or when the processing of step S1316 is completed, CPU 101 determines whether the input task acceptance instruction (step S1317). 该指令可以通过借助于触摸板14触摸显示“接受”选项的图像来输入。 The instructions may be by means of the touch panel 14 by touching the display "Accept" option to the input image. 当确定任务接受的指令输入时,CPU 101借助于通信接口电路104将任务接受请求信号经由专用线路5发送到游戏机廊服务器2(步骤S1318)。 When it is determined that the task acceptance instruction input, CPU 101 via the communication interface circuit 104 accepts the task request signal transmitted via the dedicated line 5 to the game machine Gallery server 2 (step S1318). 该处理对应于图19的步骤S3314的处理。 This processing corresponds to the processing in step of S3314 of FIG. 19.

在步骤S1317中,当确定任务接受的指令没有输入时,或者当步骤S1318的处理完成时,CPU 101确定待机图像显示命令是否从游戏机廊服务器2接收到(步骤S1319)。 In step S1317, when it is determined to accept the task instruction is not input, or when the processing of step S1318 is completed, CPU 101 determines whether the standby image display command is received from the server 2 to the game machine gallery (step S1319). 该处理对应于图19的步骤S3322的处理,并且待机图像显示命令包括与任务可参与玩家数目以及与注册参与者数目相关的数据。 This step corresponds to the processing of S3322 of FIG. 19 is performed, and a standby image display command comprises a number of players can participate in the task and the data related to the number of registered participants. 应当注意,在关于第二发明的实施方案中,已注册参与者数目相当于本发明中的进入数目。 It should be noted that, in regard to the second embodiment of the invention, the number of participants have been registered into the number corresponding to the present invention.

在步骤S1319中,当确定待机图像显示命令接收到时,CPU 101基于待机图像显示命令控制第一表现处理部分111(步骤S1320)。 In step S1319, when it is determined that the standby image display command is received, CPU 101 based on a standby image display command processing section 111 controls the first performance (step S1320). 第一表现处理部分111使用与包含在上述待机图像显示命令中的可参与玩家数目和注册参与者数目相关的数据,来从ROM 102中提取预先确定的图像数据,并且以预先确定的优先次序将图像数据存储在视频RAM中,从而产生待机图像。 The first priorities performance processing section 111 uses the image display included in said standby command number of players may participate and register number of participant-related data, predetermined image data is extracted from the 102 ROM, and will at a predetermined the image data stored in the video RAM, thereby generating a standby image. 第一表现处理部分111然后输出待机图像到第一显示器11。 The first performance processing section 111 then outputs a standby image to the first display 11. 结果,图21C中所示的图像,例如显示在第一显示器11上。 As a result, the image shown in FIG. 21C, for example, displayed on the first display 11.

图21C是显示当步骤S1320的处理执行时在第一显示器11上显示的图像实例的图。 21C is a diagram showing an example of an image processing executed when step S1320 is displayed on the first display 11. 显示角色当前位置的图像例如“行会”位于屏幕的左上部,并且显示任务名字,例如“洞穴○○中的隐藏宝藏”的图像位于屏幕的右上部。 The image displays the current location of the character such as "guild" is located in the upper left of the screen and displays the task name, such as "hidden treasures in the cave ○○" image in the upper right of the screen. 此外,在屏幕的中间,显示可参与玩家数目为4,以及当前时刻注册参与者数目为3的图像被显示。 Further, in the middle of the screen, shows the number of players can participate is 4, and the number of the current time registered participants 3 image is displayed.

在步骤S1319中,当确定待机图像显示命令没有从游戏机廊服务器2接收到时,或者当步骤S1320的处理完成时,CPU 101然后确定通知信号是否从游戏机廊服务器2接收到(步骤S1321)。 In step S1319, when it is determined that the standby image display command is not received from the server 2 to the game machine Gallery, or when the processing of step S1320 is completed, CPU 101 then determines whether or not a notification signal is received from the server 2 to the game machine gallery (step S1321) . 该处理对应于图19的步骤S3324的处理。 This processing corresponds to the processing in step of S3324 of FIG. 19.

当在步骤S1321中确定通知信号接收到时,CPU 101控制第一表现处理部分111,并且使得第一显示器11显示表现任务被设置的图像,如图21D中所示(步骤S1322)。 When the notification signal is received is determined in step S1321, CPU 101 controls the performance of the first processing section 111, and causes the display 11 to display the image of the first performance of the task is provided, as shown in Figure 21D (step S1322).

图21D是显示当步骤S1322的处理执行时在第一显示器11上显示的图像实例的图。 FIG 21D is a diagram showing an example of an image processing executed in step S1322 as the display on the first display 11. 显示角色当前位置的图像例如“行会”位于屏幕的左上部,并且显示已接受任务的名字,例如“洞穴OO中的隐藏宝藏”的图像位于屏幕的右上部。 The image displays the current location of the character such as "guild" is located in the upper left of the screen, and displays the name assigned to a task, such as the top right of "hidden treasure in a cave OO" image of the screen. 显示洞穴○○入口的图像位于屏幕的左侧。 ○○ cave left image display of the screen inlet. 在右侧,显示任务被接受的图像被布置。 On the right side, the display image is accepted task is arranged.

当在步骤S1321中确定通知信号没有接收到时,或者当步骤S1322的处理完成时,CPU 101确定是否结束任务查阅/接受处理(步骤S1323)。 When the notification signal is not received is determined in step S1321, or when the completion of the processing in step S1322, CPU 101 determines whether to end the task Buyers / acceptance processing (step S1323). 当玩家使用触摸板14输入在结束该处理之后返回处理到图16子例程的指令时,任务查阅/接受处理结束。 When the player uses the touch panel 14 input subroutine return instruction of FIG. 16 after the end of the process to handle the task Buyers / receiving process ends. 在步骤S1323中,当确定结束任务查阅/接受处理时,子例程结束。 In step S1323, when the end of the task is determined Buyers / receiving processing, the sub-routine ends. 另一方面,当确定不结束任务查阅/接受处理时,处理移动到步骤S1313。 On the other hand, when it is determined not to end the task Buyers / acceptance processing, the process moves to step S1313.

接下来,图19中所示流程图被描述。 Next, the flowchart shown in FIG. 19 is described. 首先,游戏机廊服务器2的CPU 201确定任务列表请求信号是否从终端设备1接收到(步骤S3310)。 First, the CPU 2 of the gaming machine gallery server task 201 determines whether the list request signal is received from the terminal apparatus 1 (step S3310). 该处理对应于图18的步骤S1310的处理。 This processing corresponds to the processing in step of S1310 of FIG. 18. 当确定任务列表请求信号从终端设备1接收到时,游戏机廊服务器2的CPU 201从存储在ROM 22中的任务列表数据中,提取与玩家在当前时刻可以参与的任务相关的任务列表数据,并且将它发送到终端设备1(步骤S3311)。 When it is determined Task Task list data list request signal is received from the terminal device 1, the gaming machine CPU 201 2 gallery server task in the task list from data in the ROM 22, extracts the players can participate at the current time stored associated, and sends it to the terminal apparatus 1 (step S3311). 该处理对应于图18的步骤S1311,其中任务列表图像(参看图21A)显示在接收任务列表数据的终端设备1的第一显示器11上(图18,步骤S1312)。 This step corresponds to the processing of S1311 of FIG. 18, wherein the task list image (see FIG. 21A) on the display (FIG. 18, step S1312) of receiving task list data terminal device 111 of the first display.

在步骤S3310中,当确定任务列表请求信号没有接收到时,或者当步骤S3311的处理完成时,游戏机廊服务器2的CPU 201确定任务查阅请求信号是否从终端设备1接收到(步骤S3312)。 In step S3310, when determining the task list request signal is not received, or when the processing of step S3311 is completed, the CPU 2 of the gaming machine gallery server task 201 determines whether the inspection request signal received from the terminal apparatus 1 (step S3312). 该处理对应于图18的步骤S1314的处理。 This processing corresponds to the processing in step of S1314 of FIG. 18.

当在步骤S3312中确定任务查阅请求信号从终端设备1接收到时,CPU 201从存储在ROM 202中的任务参考数据中提取与所请求任务相关的任务参考数据,并且将提取的任务参考数据发送到终端设备1(步骤S3313)。 When it is determined in step S3312 task Now request signal, CPU 201 extracts related to the requested task task reference data from the task reference data stored in the ROM 202 in the terminal apparatus 1 is received from, and the extracted task reference data transmission to the terminal device 1 (step S3313). 该处理对应于步骤S1315,其中任务参考图像(参看图21B)显示在接收任务参考数据的终端设备1的第一显示器11上(图18,步骤S1316)。 This process corresponds to step S1315, where tasks reference image (see FIG. 21B) on the display (FIG. 18, step S1316) with reference to the task data receiving terminal apparatus 11 of the first display.

在步骤S3312中,当确定任务查阅请求信号没有接收到时,或者当步骤S3313的处理完成时,CPU 201确定包含指示由玩家选择的任务的数据的任务接受请求信号是否接收到(步骤S3314)。 In step S3312, when it is determined task Now request signal is not received, or when in step S3313 the processing is completed, CPU 201 determines contains an indication is received by the job data selected by the player task request signal is received (step S3314). 该处理对应于图18的步骤S1318。 This process corresponds to step 18 of FIG S1318. 此时,CPU 201用作根据由玩家执行的输入操作从多个类型的条件中选择任何一个条件的条件选择装置。 At this time, CPU 201 used as a selection condition from a plurality of any type of condition in accordance with the input operation performed by a player condition selection means. 此外,在关于第二发明的实施方案中,在步骤S3312中,当确定任务查阅请求信号没有接收到时,或者当步骤S3313的处理完成时,CPU 201确定任务接受请求信号是否接收到(步骤S3314)。 Further, in regard to the second embodiment of the invention, in step S3312, when it is determined Now the task request signal is not received, or when the processing of step S3313 is completed, CPU 201 determines whether the task acceptance request signal is received (step S3314 ). 该处理对应于图18的步骤S1318。 This process corresponds to step 18 of FIG S1318.

当在步骤S3314中确定任务接受请求信号接收到时,游戏机廊服务器2的CPU 201将包含于存储在RAM 203中的玩家信息(参看图14)中的玩家等级(等级值)与包含于存储在ROM 22中的任务列表数据(参看图20)中的可参与等级(等级值)相比较(步骤S3315)。 When it is determined to accept the task request signal is received in step S3314, the gaming machine CPU 201 2 gallery server is contained in the player information stored in the RAM 203 (see FIG. 14) the player's level (gradation value) is included in the storage in the ROM 22 in the task list may participate in data level (level value) (See FIG. 20) is compared (step S3315). 接下来,CPU 201基于步骤S3315中的比较结果确定玩家等级(等级值)是否在任务可参与等级(等级值)之上(步骤S3316)。 Subsequently, CPU 201 determines the player's level (level value) can participate in the task level (level value) above (step S3316) based on the comparison result in step S3315. 例如,对于图14中所示玩家信息中的玩家“d”,因为等级(等级值)是11,从而玩家可以参与可参与等级(等级值)为3的任务“AB”。 For example, the information for the player in the player shown in FIG. 14 in "d", because the level (gradation value) is 11, so that the player can participate can participate in level (gradation value) for the task 3 "AB". 另一方面,对于图14中所示玩家信息中的玩家“a”,因为等级(等级值)是1,该玩家不能参与任务“AB”。 On the other hand, the information for the player in the player shown in FIG. 14 "a", because the level (level value) is 1, the player can not participate in the task of "AB".

当在步骤S3316中确定玩家等级(等级值)不在任务可参与等级(等级值)之上时,CPU 201将处理移动到步骤S3321,而不执行玩家参与任务的注册(步骤S3317)。 When a player is determined level (gradation value) in step S3316 can not participate on the task level (gradation value), CPU 201 moves the processing to step S3321, the player involved in performing a task not registered (step S3317).

另一方面,在步骤S3316中,当确定玩家等级(等级值)在任务可参与等级(等级值)之上时,CPU 201确定其他玩家是否已经执行参与任务的注册(步骤S3318)。 On the other hand, in step S3316, when determining the player's level (level value) can participate in the task level (level value) above, CPU 201 determines whether other players have to perform registration (step S3318) involved in the task. 如果确定上述其他玩家没有执行参与任务的注册,CPU 201参考存储在ROM 202中的任务列表数据,并且将与任务可参与玩家数目相关的数据存储在RAM 203中,从而设置任务的可参与玩家数目(步骤S3319)。 If it is determined above the other players do not perform registration involved in a task, the task list data CPU 201 with reference stored in the ROM 202, and the task may be the number of participating players related data stored in the RAM 203, thereby setting the task may be the number of participating players (step S3319). 例如,如果玩家选择单人模式,RAM203被使得存储指示可参与玩家数目为“1”的数据。 For example, if the player selects the single mode, so that the RAM 203 is stored indicating the number of players can participate in the data "1". 此外,如果玩家选择多人模式,RAM 203被使得存储可参与玩家数目为“4”的数据。 Further, if the player selects multiplayer mode, RAM 203 can be stored so that the number of participating players is "4" data.

应当注意,在关于第二发明的实施方案中,游戏机廊服务器2的CPU 201用作设置执行游戏的玩家数目(可参与玩家数目)以便完成在游戏中设置的待清除条件的玩家数目设置装置。 It should be noted that, in regard to the second embodiment of the invention, the gaming machine 2 gallery server CPU 201 is provided as the number of game players perform (number of players can participate in) to be removed in order to complete condition set number of players in the game apparatus is provided .

在步骤S3318中,当确定其他玩家已经执行参与任务的注册时,或者当步骤S3319的处理完成时,CPU 201执行更新已注册参与者数目的处理(步骤S3320)。 In step S3318, when it is determined that the other players have registered to participate in the implementation of the task, or when the process is completed in step S3319, CPU 201 updates the number of participants to perform processing (step S3320) registration. 当步骤S3319的处理执行时,在该处理中,CPU201将指示任务参与者数目为“1”的数据存储在RAM 203中。 When the process of step S3319, in the process, the CPU 201 indicates the number of participants in the task is "1" data is stored in the RAM 203. 另一方面,当其他玩家已经执行参与任务的注册时,在该处理中,CPU 201更新存储在RAM 203中的参与者数目,以便对参与者数目加1,因为指示任务参与者数目的数据存储在RAM 203中。 On the other hand, when the other player has performed tasks registered participating in this process, the CPU 201 updates the number of participants is stored in the RAM 203, adds 1 to the number of participants, since the number of participant data storage tasks indicating in the RAM 203.

应当注意,在关于第二发明的实施方案中,RAM 203用作对于每个任务存储进入任务中的数目(已注册参与者数目)的进入数目存储装置。 It should be noted that, in regard to the second embodiment of the invention, RAM 203 is used as the number of access to the storage means for storing each task into the task number (registered number of participants) of. 此外,CPU 201用作进入数目更新装置,用于基于由用作选择装置的CPU 101做出的选择,更新存储在作为进入数目存储装置的RAM203中的进入数目(已注册参与者数目)。 In addition, CPU 201 serves as means to enter the number of updates, based on a selection made by the selection means as the CPU 101, the number of updates stored in the RAM203 entered as an entry in a number of storage devices (registered number of participants).

在步骤S3314中,当确定任务接受请求信号没有接收到时,或者当步骤S3320的处理完成时,CPU 201确定任务参与者数目是否与在步骤S3319中设置的任务参与者数目相同(步骤S3321),其中每当步骤S3320的处理执行时,参与者数目顺序地更新(通过加1)。 In step S3314, when it is determined to accept the task request signal is not received, or when the processing of step S3320 is completed, CPU 201 determines whether the number of participants and the number of tasks in the task participants provided the same step S3319 (step S3321), wherein each time the processing of step S3320, the number of participants is sequentially updated (by adding 1). 当单人模式被选择时,任务的可参与玩家数目在步骤S3319中设置为“1”,并且任务的已注册参与者数目在步骤S3320中在RAM 203中存储为“1”,因此步骤S3321中的确定为“是”。 When the solo mode is selected, the number of players can participate in the task is set to "1" in step S3319, and the task number of participants registered in step S3320 RAM 203 is stored as "1", in step S3321 the determination is "Yes." 此外,当多人模式被选择时,可参与玩家的数目在步骤S3319中设置为“4”,并且任务的已注册参与者的数目在步骤S3320中在RAM 203中存储为“1”,因此,步骤S3321中的确定为“否”。 Further, when the multiplayer mode is selected, the number of players can participate is set to "4" in step S3319, and the task number of participants registered in step S3320 is stored in the RAM 203 is "1", therefore, determination in step S3321 is "NO." 步骤S3320的处理此后重复,并且当任务的已注册参与者数目为“4”时,步骤S3321中的确定为“是”。 After the processing in step S3320 is repeated, and when the task is registered as the number of participants "4", it is determined in step S3321 is "yes."

应当注意,在关于第二发明的实施方案中,CPU 101用作确定存储在用作进入数目存储装置的RAM 203中的进入数目(已注册参与者数目)是否达到由用作玩家数目设置装置的CPU 201设置的玩家数目(可参与玩家数目)的确定装置。 It should be noted that, in regard to the second embodiment of the invention, CPU 101 determines as the number as stored in the memory device enters into the number of the RAM 203 (the number of registered players) reaches a set number of players as a means of the CPU 201 sets the number of players determining means (number of players may participate in) the.

当在步骤S3321中确定已注册参与者的数目不与可参与玩家的数目相同时,游戏机廊服务器2的CPU 201将包含与已注册参与者数目和可参与玩家数目相关的数据的待机图像显示命令发送到终端设备1,在参与注册的过程中(步骤S3322)。 When determining the number of participants have been registered in step S3321 is not the number of players can participate in the same gaming machine CPU 201 2 of the gallery server comprising displaying a standby image is registered and the number of participants number of players can participate in the relevant data command is sent to the terminal apparatus 1 participating in the registration process (step S3322). 该处理对应于图18的步骤S1319的处理,其中待机图像(参看图21C)显示在接收待机图像显示命令的终端设备1的第一显示器11上(图18,步骤S1320)。 This processing corresponds to the processing in step of S1319 of FIG. 18, in which the standby image (see FIG. 21C) is displayed in a reception standby image display command to the terminal apparatus 1 on the first display 11 (FIG. 18, step S1320). 此后子例程结束。 Since then the subroutine ends.

应当注意,在关于第二发明的实施方案中,终端设备1的第一显示器11用作显示待机图像的待机图像显示装置,该待机图像显示关于玩家数目和进入数目的信息。 It should be noted that, in regard to the second embodiment of the invention, the terminal apparatus 1 serves as a first display 11 to display a standby image of the standby image display apparatus, image display information about the stand and number of players enter the number.

另一方面,当在步骤S3321中确定已注册参与者的数目与可参与玩家的数目相同时,游戏机廊服务器2的CPU 201更新任务的列上玩家信息的数据(参看图14),玩家信息存储在RAM 203中,并且允许处于参与注册过程中的玩家设置任务(步骤S3323)。 On the other hand, when it is determined the number of players can participate in the number of registered players are the same, CPU 201 updates the gaming machine gallery server task data player information in the column 2 (see FIG. 14), the player information in step S3321 stored in the RAM 203, and allowed to participate in the registration procedure player task set (step S3323). 此时,CPU 201用作条件设置装置,用于为玩家设置任务(游戏中的条件)以执行设置由用作条件选择装置的CPU 201选择的条件的处理。 At this time, CPU 201 used as a condition setting means for setting a task (game condition) for the player to perform the processing means is selected by the set CPU 201 as a condition selected conditions. 接下来,CPU 201在参与注册的过程中将指示任务被设置的通知信号发送到终端设备1(步骤S3324)。 Subsequently, CPU 201 transmits a notification signal indicating the registration process will participate in the task is set to the terminal apparatus 1 (step S3324). 该处理对应于图18的步骤S1321的处理,其中显示任务被设置的图像(参看图21D)显示在接收通知信号的终端设备1的第一显示器11上(图18,步骤S1322)。 The processing of step S1321 corresponds to the processing of FIG. 18, wherein the display task is provided an image (see FIG. 21D) shown in (FIG. 18, step S1322) receives the notification signal terminal device 11 of the first display. 此后,子例程结束。 After that, the subroutine ends. 应当注意,在关于第二发明的实施方案中,CPU 201用作条件设置装置,当作为确定装置的CPU 201确定进入数目达到玩家数目时,用于为执行游戏的玩家设置任务。 It should be noted that, in regard to the second embodiment of the invention, CPU 201 is used as the condition setting means, when the determining means as the CPU 201 determines to enter the number reaches the number of players, the player is provided for the execution of the game task.

图22是显示在图16中所示流程图的步骤S133中调用并且由终端设备1执行的布告板使用处理,以及根据上述处理由游戏机廊服务器2执行的处理的流程图。 FIG 22 is invoked at step S133 of the flowchart shown in FIG. 16 and using the processing by the terminal device 1 performs the billboard, and the above-described processing flowchart according to the game machine by the processing performed by the server 2 gallery. 图23是显示当图22中所示流程图上步骤S1334的处理执行时使用的消息列表实例的图。 FIG 23 is a diagram showing an example of a message list when the processing performed in step S1334 on the flowchart shown in FIG 22 in use.

首先,终端设备1的CPU 101将请求输入消息的请求信号发送到游戏机廊服务器2(步骤S1330)。 First, the terminal device CPU 101 1 of the input request signal is sent to the message server Gallery game machine 2 (step S1330). 一旦游戏机廊服务器2接收到该请求信号,游戏机廊服务器2将已经由终端设备1输入并且存储在RAM203中的消息(输入消息)发送到作为请求消息源的终端设备1(步骤S3330)。 Once the game machine gallery server 2 receives the request signal, the game machine 2 gallery which has been input by the server apparatus 1 and the terminal messages stored in the RAM203 (input message) to the terminal device as a request source of the message (step S3330).

一旦终端设备1从游戏机廊服务器2接收到输入消息,终端设备1借助于第一表现处理部分111将图24A中所示显示输入消息的图像显示在第一显示器11上(步骤S1331)。 Once the server terminal apparatus 1 gallery game machine 2 receives an input message from the terminal device 1 by means of a first performance processing section 111 displays the input message FIG display image 24A shown on the first display 11 (step S1331).

图24A是显示当图22的步骤S1331的处理执行时在终端设备1的第一显示器11上显示的图像实例的图。 24A is a diagram showing an example of an image processing executed in step S1331 of FIG. 22 when in a first display 11 on a display terminal device. 显示角色当前位置的图像例如“行会”位于屏幕的左上部,并且图像例如“布告板”位于屏幕的右上部。 Role of the current position of the image display example, "Guild" upper left of the screen, and an image such as "bulletin board" in the upper right portion of the screen. 显示选项的图像例如“新的输入”位于右侧。 The image display options such as "new input" on the right. “新的输入”不用于对于其他玩家的消息而输入消息,而是当输入新的消息时使用的选项。 "New input" is not used for other players in the message input message, but used when entering a new message options. 玩家使用触摸板14触摸“新的输入”的图像,从而可以输入用于输入新消息的指令。 Player uses the touch panel 14 touched "new input" image, it can be used to enter a new message command input.

由每个玩家输入的输入消息显示在屏幕的中间。 Each input message input by the player in the middle of the display screen. 例如,图像“a-'我是a,很高兴见到你'”,指示由玩家“a”输入的消息“我是a,很高兴见到你”。 For example, the image of "a- 'I am a, nice to meet you'," indicating that the message of the player "a" inputs "I am a, nice to meet you." 此外,显示选项例如“评论”的图像位于右侧。 In addition, display options such as "comments" image on the right. “评论”不用于输入新的消息,而是当对其他玩家的消息而输入消息时使用的选项。 "Review" is not used to enter a new message, but when the input messages to other players using the messaging options. 玩家使用触摸板14触摸“评论”的图像,从而可以输入用于输入消息到其他玩家的指令。 Player uses the touch panel 14 touched "Review", an image can be input for inputting a command message to other players. 而且,位于右侧上述消息下面的图像,例如“d- '我是d。很高兴见到你'”,指示响应玩家“a”的消息由玩家“d”输入的消息“我是d。很高兴见到你”。 Further, the right side of the above-described image following message, e.g., "D-" I d. Nice to meet you '', a response message indicating the player "a" message by the player "d" input "I d. It nice to meet you". 图像例如“b-'愿意与我开始冒险吗?'”,和图像例如“c-'愿意与我开始冒险吗?'”位于玩家“d”消息的下边。 Images such as "b- 'I am willing to start adventure?' ', And images such as" c-' I am willing to start adventure? ' "Is located in the player" d "message below. 这些是由玩家“b”和“c”输入以寻找可以一起参与任务的玩家的消息。 These are the players "b" and "c" input to find players can participate in the task with the news.

在步骤S1331的处理之后,CPU 101确定输入消息的指令是否被输入(步骤S1332)。 After the processing in step S1331 is, CPU 101 determines whether the input message is an instruction input (step S1332). 玩家可以通过借助于触摸板14触摸“新的输入”或“评论”的图像来输入用于输入消息的指令。 The player can input an instruction for the image input message by means of the touch panel 14 by touching the "new input" or "Review".

当在步骤S1332中确定输入消息的指令被输入时,终端设备1的CPU 101将请求消息列表的请求信号发送到游戏机廊服务器2(步骤S1334)。 When it is determined in step S1332 the message input instruction is inputted, the terminal device CPU 101 1 of the message request signal is transmitted to the game machine Gallery list server 2 (step S1334). 接收到该请求信号的游戏机廊服务器2的CPU 201提取存储在ROM 202中的消息列表,并且将它发送到作为请求信号源的终端设备1(步骤S3331)。 The terminal device receives the request signal, CPU 201 extracts the game machine gallery server list stored in the ROM 202 in message 2, and sends it to the signal source 1 as a request (step S3331).

图23是显示消息列表实例的图。 FIG 23 is a diagram showing an example of a message list. 消息编号存储在左列,与各个编号相对应的消息存储在右列。 Message number is stored in the left column, with each number corresponding to the message stored in the right column. 例如,消息“我是'a(玩家名字)'。很高兴见到你”与编号“001”相关。 For example, the message "I'm 'a (player's name)'. Nice to meet you" and the number "001" relevant. 此外,消息“愿意与我开始冒险吗?”与编号“002”相关。 In addition, the message "I am willing to start adventure?" Associated with the number "002." 此外,消息“让我们一起开始冒险吧”与编号“003”相关。 In addition, the message "Let's start the adventure of it," and the number "003" relevant. 虽然图中没有显示,许多其他消息存储在该消息列表中。 Although not shown in many other message stored in the message list.

从游戏机廊服务器2接收消息列表的终端设备1的CPU 101基于消息列表控制第一表现处理部分111,并且执行将任何一个消息可以从多个消息中选出的消息选项显示在第一显示器11上的处理(步骤S1335)。 A first control message listing the performance processing section 111, and performs a message based on any gaming machine may be selected from a gallery server CPU 101 2 of the terminal device 1 receives the message list from a plurality of messages displayed in the first display message options 11 the process (step S1335).

图24B是当图24A所示图像显示在第一显示器11上时,当玩家“a”使用触摸板14输入对于玩家“b”的消息输入消息的指令时,在第一显示器11上显示的图像。 24B is displayed when the image shown in FIG. 24A the image when the first display 11, when the player "a" using the touch panel 14 to input the instruction message message player "b" input, displayed on the first display 11 . 显示角色当前位置的图像例如“行会”位于屏幕的左上部,且图像例如“布告板”位于屏幕的右上部。 Role of the current position of the image display example, "Guild" upper left of the screen, and the image such as "bulletin board" in the upper right portion of the screen. 在其下边布置有显示玩家“b”消息的图像,玩家“a”对该消息而输入消息。 Which is arranged below the image display, the player the player "b" message "a" of the input message to the message. 而且,在显示玩家“b”消息的图像下边,显示消息的多个选项垂直列出的消息列表。 Further, the display image under the player "b" of the message, displays a list of the plurality of message message options listed vertically. 当图24B中所示图像显示时,玩家使用触摸板14触摸代表玩家希望输入的消息的图像,从而可以输入将消息发送到游戏机廊服务器2的指令。 When the image display shown in 24B, the player uses the touch panel 14 of the touch image input message player wishes to represent, can be input to the game machine an instruction to send the message server 2 gallery.

在步骤S1335的处理之后,CPU 101确定选择消息的指令是否输入(步骤S1336)。 After the processing in step S1335 is, CPU 101 determines whether the instruction input selection message (step S1336). 该指令可以通过借助于触摸板14触摸显示消息的多个选项中任何一个选项来输入,当图24B中所示图像显示在第一显示器11上时。 The instructions may be an option to display any messages plurality of options by means of the touch panel 14 to a touch input, when the image shown in FIG. 24B is displayed on the first display 11.

当在步骤S1336中确定选择消息的指令输入时,CPU 101借助于通信接口电路104将消息经由专用线路5发送到游戏机廊服务器2(步骤S1337)。 When it is determined in step S1336 selected message command input, CPU 101 via the communication interface circuit 104 sends the message via the dedicated line 5 to the game machine Gallery server 2 (step S1337). 另一方面,一旦接收到来自终端设备1的消息,游戏机廊服务器2的CPU 201使得RAM 203存储该消息(步骤S3332)。 On the other hand, upon receiving a message from the terminal device 1, a game machine gallery server CPU 201 2 of the RAM 203 such that the stored message (step S3332). 这里,存储在RAM 203中的消息在上述步骤S1330,S1331,或S3330中在终端设备1与游戏机廊服务器2之间交换,并且变成在终端设备1的第一显示器11上显示的消息,换句话说,输入消息。 Here, the above-described message storing step S1330, S1331, S3330, or terminal device exchange between the server 1 and the game machine gallery 2, and becomes displayed on the display 11 of the first terminal device 1 in the message in the RAM 203, In other words, the input message.

终端设备1的CPU 101此后确定是否结束布告板使用处理(步骤S1338)。 CPU 101 of the terminal apparatus 1 determines whether to end after the processing using the bulletin board (step S1338). 当玩家使用触摸板14输入在结束该处理之后将处理返回到图16的子例程的指令时,布告板使用处理结束。 When the player uses the touch panel 14 after the end of the input processing process returns to the instruction of the subroutine of FIG. 16, the processing is terminated using billboard. 当在步骤S1338中确定结束布告板使用处理,子例程结束。 When it is determined using the processing ends bulletin boards in step S1338, the subroutine ends. 另一方面,当确定不结束布告板使用处理时,处理返回到步骤S1330。 On the other hand, when it is determined not to end the use of the billboard, the process returns to step S1330. 然后,CPU 101再次发送请求输入消息的请求信号(步骤S1330)。 Then, CPU 101 transmits a request signal input request message (step S1330) again. 接收到请求信号的游戏机廊服务器2将输入消息发送到终端设备1(步骤S3330)。 The game machine receives the request signal inputted gallery server 2 transmits a message to the terminal device 1 (step S3330). 从游戏机廊服务器2接收到输入消息的终端设备1然后将输入消息显示在第一显示器11上(步骤S1331)。 Gallery game machine 1 is then input to the terminal server apparatus 2 receives the input message from the message displayed on the first display 11 (step S1331).

图24C是当图24B中所示图像显示在第一显示器11上时,当玩家使用触摸板14触摸“让我们一起开始冒险吧”的图像时,在终端设备1的第一显示器11上显示的图像。 FIG 24C is an image as shown in FIG. 24B displayed on the first display 11, the player uses the touch panel 14 when touch "Let's start adventure", an image displayed on the terminal apparatus 11 of the first display image. 不像图24A中所示的图像,图24C中所示的图像显示有对于玩家“b”的消息由玩家“a”输入的“让我们一起开始冒险吧”的另外消息。 Unlike the image shown in FIG. 24A, the image shown in FIG. 24C show the "Let's start the adventure of it," another message for the players "b" of the message by the player "a" input.

图25A是关于第一发明的实施方案的流程图,而图25B是关于第二发明的实施方案的流程图。 FIG 25A is a flowchart related to a first embodiment of the invention, and FIG 25B is a flowchart about a second embodiment of the invention. 每个流程图显示在图16中所示流程图的步骤S135中调用并且由终端设备1执行的奖金支付处理,以及根据上述处理由游戏机廊服务器2执行的处理。 Each call flowchart shows step S135 of the flowchart shown in FIG. 16 and the bonus payment process executed by the terminal apparatus 1, and the processing performed by the game machine 2 according to the above process server gallery. 首先,在图25A中,终端设备1的CPU 101发送奖金支付请求信号到游戏机廊服务器2(步骤S1350)。 First, in FIG 25A, CPU 101 transmits the winnings payment terminal device of a request signal to the game machine Gallery server 2 (step S1350). 一旦接收到来自终端设备1的奖金支付请求信号,游戏机廊服务器2的CPU 201使用存储在RAM 203中的玩家信息(参看图14)来确定玩家是否清除任务(步骤S3350)。 Upon receiving the winnings payment terminal device 1 from the player information request signal, the gaming machine CPU 201 gallery server 2 is stored in the RAM 203 (see FIG. 14) to determine whether the player clears the task (step S3350). 此时,CPU 201用作确定玩家是否清除条件(任务)的条件完成确定装置。 At this time, CPU 201 determines conditions as whether the player clears the condition (job) completion determination means. 当在步骤S3350中确定玩家清除任务时,游戏机廊服务器2的CPU 201基于清除任务的类型,玩家的等级值,以及任务接受形式(任务中参与者的数目),参考奖金确定表来确定奖金量(步骤S3351)。 When a player is determined in step S3350 cleanup tasks, the gaming machine gallery type server CPU 2, the player's level value 201 based on the removal task, and the task acceptance form (task number of participants), the reference bonus prize determination table amount (step S3351).

在用于说明关于第二发明的实施方案的图25B中,当在步骤S3350中确定玩家清除任务时,游戏机廊服务器2的CPU 201基于清除的任务参考奖金确定表来确定奖金量(步骤S3351)。 Bonus amount (step S3351 for explaining the second embodiment of FIG. About invention 25B, when the player clears the task is determined in step S3350, CPU 2 of the gaming machine gallery server 201 determines the reference table based on the task of determining clear bonus ). 此时,根据任务类型支付的、在游戏中可用的金钱量被确定。 At this time, paid according to the type of task, the amount of money available in the game is determined.

图26A(a)是显示在关于第一发明的实施方案中任务“AA”的奖金确定表实例的图。 FIG. 26A (a) is a task of "AA" in FIG prize determination table instance in relation to the first embodiment of the invention. 该奖金确定表作为数据存储在游戏机廊服务器2的ROM 202中。 The prize determination table stored as data in the gaming machine gallery in the ROM 202 2 server. 应当注意,任务“AA”的奖金确定表在这里当作例子,而其他任务的奖金确定表也作为数据存储在ROM 202中。 It should be noted that the mission "AA" bonus determination table here as an example, and other tasks to determine the prize table is also stored as data in the ROM 202.

在图26A(a)中所示的奖金确定表中,奖金量与玩家(与玩家相对应的角色)的等级值和任务接受形式(任务的参与者数目)的组合相关。 Bonus shown in FIG 26A (a) determining the table, the amount of money the player (the player character corresponding to) the class value and the task acceptance combinations (number of participants task) associated. 例如,如果玩家的等级值是1并且任务接受形式是单人模式,奖金量是100。 For example, if the player's level value is 1 and the task is accepted in the form of single-player mode, the bonus amount is 100.

此外,在图26A(a)中所示的奖金确定表中,即使相同任务(这里任务“AA”)被清除,玩家的等级值越高,奖金量越高。 Further, as shown in FIG bonus 26A (a) determining the table, even if the same task (here, task "AA") is removed, the higher the player's level, the higher the bonus amount. 例如,如果任务接受形式是单人模式,随着玩家等级值增加例如1,2,3等,奖金量增加例如100,120,140等。 For example, if the task is accepted in the form of single-player mode, the player with the increasing level of value such as 2, 3 and so on, for example, increase the amount of 100,120,140 bonus and so on.

因此,当奖金量参考图26A(a)中所示的奖金确定表来确定时,即使在低难度的任务的情况下,如果玩家的等级值高,玩家可以获得大量奖金作为游戏结果,与具有低等级值的玩家相比较。 Thus, when the amount of the bonus prize illustrated with reference to FIG. 26A (a) in the determination table, even in the case of the task difficulty is low, if the player's level is high, the player can get a lot of money as a game result, and having players low level value is compared.

应当注意,在关于第一发明的实施方案中,奖金量可以参考图26A(b)中所示的奖金确定表,例如代替图26A(a)中所示的奖金确定表来确定。 It should be noted that, in regard to the first embodiment of the invention, the amount of the bonus prize can be illustrated with reference to (b) determination table in FIG. 26A, FIG. 26A, for example, instead of money (a), the determination table. 图26A(b)是显示在关于第一发明的实施方案中,任务“AA”的奖金确定表的另一个实例的图。 FIG 26A (b) is displayed on the first embodiment of the invention, the task "AA" bonus showing another example of determination table.

在图26A(b)中所示的奖金确定表中,与图26A(a)的情况一样,奖金量与玩家(与玩家相对应的角色)的等级值和任务接受形式(任务的参与者数目)的组合相关。 Bonus number of participants as shown in FIG 26A (b) determination table in the case of FIG 26A (a), like the amount of money the player (the player character corresponding to) the class value and the task acceptance form (task ) combination related. 但是,相关的奖金量与图26A(a)中所示奖金确定表的奖金量不同。 However, the amount of money related to the amount of the bonus prize determination table shown in (a) in FIG. 26A different. 特别地,在图26A(b)中所示的奖金确定表中,玩家的等级值越高,奖金量越低,即使相同任务(这里,任务“AA”)被清除。 In particular, as shown in FIG bonus 26A (b) determination table, the higher the player's level value, the lower the amount of money, even if the same task (here, task "AA") is cleared. 例如,如果任务接受形式是单人模式,随着玩家的等级值增加例如1,2,3等,奖金量减少例如300,280,260等。 For example, if the task is accepted in the form of single-player mode, the player with the level of value added such as 1,2,3, etc., for example, reduce the amount of 300,280,260 bonus and so on.

因此,当奖金量参考图26A(b)中所示的奖金确定表来确定时,即使同一任务被清除,如果玩家的等级值高,玩家仅获得少量奖金作为游戏结果,与具有低等级值的玩家相比较。 Thus, when the amount of the bonus prize illustrated with reference to FIG. 26A (b) the determination table, even when the same task is cleared, if the player's level is high, only a small number of players to get as a bonus game outcome, with a low level values compared players.

图26B是显示在关于第二发明的实施方案中奖金确定表实例的图。 FIG 26B is a table example of FIG prize money determination in regard to the second embodiment of the invention. 包括两位符号的任务代码存储在奖金确定表的左列中,且与任务代码相对应的奖金量存储在其右列中。 Task code comprising two symbols stored in the left column prize determination table, and the code corresponding to task bonus amount storage thereof in the right column. 例如,与任务“AA”相对应的奖金量是100,而与任务“AB”相对应的奖金量是300。 For example, with the mission "AA" corresponds to the amount of the bonus is 100, with the mission "AB" corresponding to the amount of the bonus is 300.

当执行步骤S3351的处理时,当用作条件完成确定装置的CPU 201确定玩家清除条件时,游戏机廊服务器2的CPU 201用作游戏结果确定装置,用于基于由玩家清除的条件,和基于存储在用作等级值存储装置的RAM 203中的玩家的等级值,来确定作为游戏结果给予玩家的、在游戏中可用的金钱量。 When the process of step S3351, completion determination condition used when the CPU 201 determines that the player means to clear the condition, the gaming machine gallery server CPU 2 as a game result determining means 201, based on clear condition by the player, and based on scale values ​​are stored in the RAM 203 is used as the gradation value of the storage device of the player, to determine the amount of money available in the game given to the player as the game result.

在步骤S3351的处理之后,CPU 201更新存储在RAM 203中的玩家信息(参看图14)(步骤S3354)。 After step S3351, the CPU 201 updates the player information stored in the RAM 203 (see FIG. 14) (step S3354). 特别地,任务的列中的数据被清除,并且金钱量增加奖金量。 In particular, the data in the column of the task is cleared, and the amount of prize money increased. 终端设备1的CPU 101同步在游戏机廊服务器2中更新的玩家信息,以更新玩家信息(步骤S1351)。 CPU 101 1 of the terminal device in the game machine gallery synchronization server 2 updates the player information, player information to update (step S1351).

在关于第二发明的实施方案中,在步骤S3351的处理之后,CPU201参考存储在RAM 203中的玩家信息(参看图14),并且确定玩家是否在多人模式中清除任务(步骤S3352)。 In regard to the second embodiment of the invention, after step S3351, the CPU201 player information stored in the RAM 203 reference (see FIG. 14), and determines whether the player clears the task (step S3352) in the multiplayer mode. 当确定任务在多人模式中清除时,在步骤S3351中确定的奖金量根据任务中的参与者数目成比例分配(步骤S3353)。 When it is determined in task clean multiplayer mode, the amount of money determined in step S3351 allocated (step S3353) according to the number of participants is proportional to the task. 例如,当四个玩家参与任务“AA”时,奖金量是25。 For example, when the four players involved in mission "AA", the bonus amount is 25.

在步骤S3352中,当确定玩家在单人模式而不是多人模式中清除任务时,或者当步骤S3353的处理完成时,CPU 201更新存储在RAM203中的玩家信息(参看图14)(步骤S3354)。 In step S3352, when it is determined the player clears the mission mode rather than single multiplayer mode, or when the processing of step S3353 is completed, the CPU 201 updates the player information stored in the RAM203 (see FIG. 14) (step S3354) . 特别地,任务列中的数据被清除,并且金钱量增加奖金量。 In particular, the Task column data is cleared, and the amount of prize money increased. 终端设备1的CPU 101同步在游戏机廊服务器2中更新的玩家信息,以更新玩家信息(步骤S1351)。 CPU 101 1 of the terminal device in the game machine gallery synchronization server 2 updates the player information, player information to update (step S1351). 当执行步骤S3353到S3354的处理时,CPU 201用作奖金支付装置,当用作条件完成确定装置的CPU 201确定玩家清除任务时,用于根据清除任务的玩家数目,成比例地分配根据任务类型预先设置的、在游戏中可用的金钱量,并且将金钱给予每个玩家。 When the process of step S3353 to S3354, the CPU 201 serves as a bonus payment device, when used as a means of determining the completion condition CPU 201 determines the player clears the task, according to the number of the player clears the mission, according to the proportion assigned the task type the available amount of money in the game is set in advance, and the money given to each player.

而且,关于第二发明的实施方案说明清除任务的奖金量根据游戏中参与玩家的数目成比例分配的游戏。 Further, with respect to a second embodiment of the invention will be described the bonus game to the amount of cleanup task apportioned according to the number of players participating in the game. 但是,本发明并不局限于该实例。 However, the present invention is not limited to this example. 例如,清除任务的奖金量可以根据参与任务的玩家的等级成比例地分配每个玩家。 For example, the amount of the bonus cleanup tasks can be assigned in proportion to each player based on the player's participation in the task level. 在这种情况下,如果等级1的玩家和等级2的玩家清除奖金量为300的任务,例如,等级1的玩家可以获得的奖金量是100,而等级2的玩家可以获得的奖金量是200。 In this case, if the players and level 2 level 1 player bonus amount for the task of clearing the 300, for example, the amount of bonus level 1 player can get is 100, and the amount of bonus level players can get is 2 200 .

下面描述任务游戏。 The following description of the task game. 图27是显示在图15中所示流程图的步骤S121中调用并且由终端设备1执行的任务游戏执行处理例程的流程图。 FIG 27 is a call in step S121 in the flowchart shown in FIG. 15 and the flowchart of a processing routine tasks performed by a game terminal device execute. 图28是显示根据图27中所示由终端设备1执行的子例程、由游戏机廊服务器2执行的处理的流程图。 FIG 28 is displayed according to a subroutine executed by the terminal device 1 shown in FIG. 27, a flowchart of processing executed by the game machine 2 gallery server. 图29是显示聊天消息列表的实例的图。 FIG 29 is a diagram illustrating an example of displaying a list of chat messages. 图30A~30D是显示通过执行图27和图28中所示的处理,在终端设备1的第一显示器11上显示的图像实例的图。 FIG. 30A ~ 30D is displayed by the process shown in FIGS. 27 and 28 perform, in the example of the image displayed on the first display 11 of the terminal apparatus 1 in FIG.

首先,终端设备1的CPU 101确定角色的操作指令是否输入(步骤S150)。 First, the CPU 101 1 of the terminal apparatus determines whether or not character input operation instruction (step S150). 玩家可以通过操作各种按钮118或操作杆119来输入角色的操作指令。 119 or the player can input characters by operating the operation lever operation command button 118 variety. 当角色的操作指令输入时,CPU 101将操作命令发送到游戏机廊服务器2(步骤S151)。 When the character input operation instruction, CPU 101 transmits an operation command to the game machine Gallery server 2 (step S151). 该处理对应于图28中的步骤S330。 This process corresponds to step 28 in FIG S330.

在步骤S150中,当确定角色的操作指令没有输入时,或者当步骤S151的处理完成时,CPU 101确定玩家信息是否从游戏机廊服务器2接收到(步骤S152)。 In step S150, when determining character input operation instruction is not, or when the processing of step S151 is completed, CPU 101 determines whether or not the player received from the game machine Gallery information server 2 (step S152). 该处理对应于图28的步骤S332。 This process corresponds to step 28 in S332. 当确定玩家信息接收到时,CPU 101基于上述玩家信息更新存储在RAM 103中的玩家信息(步骤S153)。 When it is determined that the received player information, CPU 101 based on the player information of the player information is updated and stored in the RAM 103 (step S153).

在步骤S152中,当确定玩家信息没有从游戏机廊服务器2接收到时,或者当步骤S153的处理完成时,CPU 101确定显示命令是否从游戏机廊服务器2接收到(步骤S154)。 In step S152, when it is determined no player information server when the gaming machine 2 is received from the gallery, or when the completion of the processing step S153, CPU 101 determines whether a display command is received from the server 2 to the game machine gallery (step S154). 该处理对应于图28中的步骤S333,S335,S338,或S341。 This process corresponds to the step of FIG. 28 S333, S335, S338, or S341.

当在步骤S154中确定显示命令接收到时,CPU 101执行第一显示器11或第二显示器12的图像显示处理(步骤S155)。 When it is determined display command received in step S154, CPU 101 performs a first image display 11 or the display of the second display 12 (step S155). 在该处理中,CPU 101提供显示命令到第一表现处理部分111或第二表现处理部分112。 In this process, CPU 101 provides a first display command to the performance processing section 111 or the second performance processing section 112. 第一表现处理部分111根据上述显示命令参考存储在RAM 103中的玩家信息(参看图14),并且从ROM 102中提取图像数据。 The first performance processing section 111 refers to the player information stored in the RAM 103 (see FIG. 14) according to the display command, and extracts image data from the ROM 102. 然后,通过根据在第一显示器11上显示的优先次序(背景图像、妖怪图像,和角色图像的次序,例如)将视频数据存储在视频RAM中,第一表现处理部分111产生游戏图像,并且将它输出到第一显示器11。 Then, according to the priority order displayed on the first display 11 (the order of the background image, the monster image, and a character image, for example) will be in the video RAM, video processing performance of the first data storage section 111 generates a game image, and outputs it to the first display 11. 结果,游戏图像显示在第一显示器11上。 As a result, a game image displayed on the first display 11.

同样,当三维地显示游戏图像时,第一表现处理部分111执行将存储在ROM 102中的对象(例如,构成角色或妖怪的对象等)从三维空间上的位置转换成伪三维空间上的位置的计算,光源计算处理等,以及基于上面计算的结果待表现的图像数据到视频RAM的写入处理(例如,用多边形指定的视频RAM区域的结构数据的映射),从而产生游戏图像,并且将它输出到第一显示器11。 Similarly, when the game image displayed three-dimensionally, the performance processing section 111 performs the first object is stored in the ROM 102 (e.g., an object like a monster or characters) is converted from a three-dimensional space into a position on a pseudo three-dimensional space position writing process (e.g., mapping texture data of the video RAM designated by polygons of area), thereby generating a game image, and the calculation, light source calculation processing, and the image data to be calculated based on a result of the performance of the above video RAM outputs it to the first display 11. 结果,三维游戏图像显示在第一显示器11上。 As a result, three-dimensional game image is displayed on the first display 11. 第二表现处理部分112根据上述显示命令从ROM 102中提取预先确定的图像。 The second performance processing section 112 extracts a predetermined image from the ROM 102 in accordance with the display command. 然后,通过根据在第二显示器12上显示的优先次序将视频数据存储在视频RAM中,第二表现处理部分112产生预先确定的图像,并且将它输出到第二显示器12。 Then, by generating an image according to a predetermined priority order on the second display 12 will be displayed in the video RAM, the performance of the second processing section 112 stores the video data, and outputs it to the second display 12. 结果,预先确定的图像显示在第二显示器12上。 As a result, a predetermined image is displayed on the second display 12.

在步骤S154中,当显示游戏图像的显示命令从游戏机廊服务器2接收到时(图28,步骤S333),步骤S155的处理执行,从而游戏图像显示在第一显示器11上(参看图30A)。 In step S154, when displaying a game image display command is received from the server 2 to the game machine gallery (FIG. 28, step S333), the process of step S155 is performed, so that a game image displayed on the first display 11 (see FIG. 30A) . 图30A中所示图像显示在由玩家“P1”操作的终端设备1的第一显示器11上,并且对应于玩家“P1”的角色图像P1'和对应于玩家“P2”的角色图像P2'被布置。 The image shown in FIG. 30A is displayed on the terminal device by the player "P1" operation of the first display 1 11, and corresponds to the player "P1" character image P1 'and P2 corresponding to the player character image "P2"' of the arrangement.

此外,在步骤S154中,当显示聊天按钮的显示命令从游戏机廊服务器2接收到时(图28,步骤S335),步骤S155的处理被执行,从而聊天按钮92显示在第一显示器11上(参看图30A)。 Further, in step S154, when the display command is received from the game machine chat button gallery to the server 2 (FIG. 28, step S335), the process of step S155 is performed, so that the chat button 92 displayed on the first display 11 ( Referring to FIG. 30A). 聊天按钮92例如“聊天”位于图30A中所示图像的右下部。 Chat button 92 such as "chat" in the lower right portion of the image shown in FIG. 30A. 玩家通过借助于触摸板14触摸聊天按钮92来输入执行聊天的指令。 By means of the touch panel 92 by the player to input an instruction execution chat chat button 14 touched.

在步骤S154中,当显示聊天窗口的显示命令从游戏机廊服务器2接收到时(图28,步骤S338),步骤S155的处理被执行,从而具有三个聊天消息90a~90c的聊天窗口90显示在第一显示器11上(参看图30B)。 In step S154, the chat window when the display command is received from the server 2 to the game machine gallery (FIG. 28, step S338), the process of step S155 is performed, so as to have three chat messages chat window 90a ~ 90c 90 displays on the first display 11 (see FIG. 30B). 具有三条聊天消息90a~90c例如分别地“你在做什么?”,“我在哪?”,和“你是谁?”的聊天窗口90显示在图30B中所示图像的右下部。 Has three chat messages 90a ~ 90c, respectively, such as, "What are you doing?", "Where am I?" And "Who are you?" In the chat window in the bottom right of the display image 90 shown in FIG. 30B. 玩家可以通过借助于触摸板14触摸聊天消息中任何一个来选择玩家希望发送的聊天消息。 Player may touch the touch pad 14 chat messages by means of any of a selected player wishes to send a chat message. 此后,玩家“P1”通过借助于触摸板14触摸与玩家“P2”相对应的角色图像P2'来发送所选聊天消息到玩家“P2”的终端设备1。 Thereafter, the player "P1" "P2" corresponding to the character image P2 'is transmitted by means of the selected chat message player touches the touch panel 14 to the player "P2" of the terminal apparatus 1.

在步骤S154中,当显示聊天消息的显示命令从游戏机廊服务器2接收到时(图28,步骤S341),步骤S155的处理被执行,从而聊天消息91显示在第一显示器11上(参看图30C和30D)。 In step S154, when the display command the display of chat messages received from the server 2 to the game machine gallery (FIG. 28, step S341), the process of step S155 is performed, so that the chat message 91 displayed on the first display 11 (see FIG. 30C and 30D). 图30C中所示图像是当图30B中所示图像显示时,当聊天消息90b通过触摸板14选择时,由玩家“P1”操作的终端设备1的第一显示器11。 As shown in FIG. 30C is an image when the image display shown in FIG. 30B, when the touch pad 14 chat message by selecting 90b, the terminal apparatus by the player "P1" of the first operation of the display 111. 聊天消息91例如“我在哪?”显示在与玩家“P1”相对应的角色图像P1'附近。 91 chat messages such as "Where am I?" Is displayed in the 'close to the player "P1" corresponding to the character image P1. 这里,图30D中所示图像显示在作为聊天消息目的地并且由玩家“P2”操作的终端设备1的第一显示器11上。 Here, the image shown in FIG. 30D is displayed on the terminal device and a destination as a chat message by the player "P2" of the first operation of the display 111. 聊天消息91例如“我在哪?”显示在与玩家“P1”相对应的角色图像P1'附近。 91 chat messages such as "Where am I?" Is displayed in the 'close to the player "P1" corresponding to the character image P1. 此外,具有三条聊天消息90d~90f例如分别地“这是标石”,“我不懂”,以及“没有响应”的聊天窗口90显示在屏幕的右下部。 Further, having a three chat message 90d ~ 90f, respectively, for example, "This is a marked stone", "I do not know", and "not responding" chat window 90 in the lower right of the display screen.

在步骤S154中,当确定显示命令没有接收到时,或者当步骤S155的处理完成时,CPU 101确定执行聊天的指令是否输入(步骤S156)。 In step S154, when it is determined that the display command is not received, or when the processing of step S155 is completed, CPU 101 determines whether the input instruction is performed chat (step S156). 玩家可以通过借助于触摸板14触摸聊天按钮92来输入该指令。 14 the player can touch the chat command button 92 by means of the input touch panel. 当确定执行聊天的指令输入时,CPU 101发送聊天执行命令到游戏机廊服务器2(步骤S157)。 When it is determined chat executed instruction input, CPU 101 transmits to the game machine Gallery Run chat server 2 (step S157). 该处理对应于图28的步骤S336。 This process corresponds to step 28 in S336.

在步骤S156中,当确定执行聊天的指令没有输入时,或者当步骤S157的处理完成时,CPU 101确定选择聊天消息的指令是否输入(步骤S158)。 In step S156, the chat is performed when it is determined an instruction is not input, or when the processing of step S157 is completed, CPU 101 determines whether the selected chat message instruction input (step S158). 玩家可以通过借助于触摸板14触摸包括在聊天窗口90中的聊天消息90a~90c中任何一个来输入该指令。 Players can touch the touch panel 14 by means 90a ~ 90c included in any of a chat message in the chat window 90 to enter the instruction.

当在步骤S158中确定选择聊天消息的指令输入时,CPU 101将所选聊天消息存储在RAM 103中(步骤S159)。 Selecting a chat message when it is determined in step S158 inputs an instruction, CPU 101 is stored in the selected chat message 103 in RAM (step S159). 在步骤S158中,当确定选择聊天消息的指令没有输入时,或者当步骤S159的处理完成时,CPU 101确定选择作为聊天消息目的地的角色的指令是否输入(步骤S160)。 In step S158, the selected chat message when it is determined an instruction is not input, or when the completion of the processing step S159, CPU 101 determines as the selected character chat message destination command is input (step S160). 玩家可以通过借助于触摸板14触摸角色图像P2'来输入该指令。 Player may touch the touch panel 14 by means of the character image P2 'to enter the instruction.

当在步骤S160中确定选择目的地角色的指令输入时,CPU 101将指示作为聊天消息目的地的终端设备1的目的地数据存储在RAM 103中(步骤S161)。 When it is determined that the destination selected in step S160 the character input instruction, CPU 101 indicating that the terminal device as a destination of a chat message destination data 1 is stored in the RAM 103 (step S161). CPU 101然后将存储在RAM 103中的聊天消息和目的地数据发送到游戏机廊服务器2(步骤S162)。 CPU 101 then sends the chat message and the destination data stored in the RAM 103 of the game machine gallery server 2 (step S162).

在步骤S160中,当确定选择目的地角色的指令没有输入时,或者当步骤S162的处理完成时,CPU 101参考存储在RAM 103中的玩家信息(参看图14),并且确定任务终止的预先确定条件是否满足(步骤S163)。 In step S160, when it is determined character selected destination instruction is not input, or when step S162 is completed, CPU 101 with reference to the player information stored in the RAM 103 (see FIG. 14), and determines whether a predetermined termination task condition is satisfied (step S163). 任务终止的条件包括,例如清除任务,返回到行会,以及达到零生存能力等。 Conditions in the mission termination include, for example, the cleanup task, return to the guild, as well as to achieve zero survival ability.

当确定任务游戏没有结束时,处理移动到步骤S150。 When it is determined that the game is not over the task, the process moves to step S150. 另一方面,当确定任务游戏结束时,子例程结束。 On the other hand, when the end of the game to determine the tasks, the subroutine ends.

游戏机廊服务器2的处理被说明。 Gallery 2 game console server process is explained. 首先,CPU 201确定操作命令是否从终端设备1接收到(步骤S330)。 First, CPU 201 determines whether the operation command received from the terminal apparatus 1 (step S330). 当确定操作命令接收到时,CPU201根据操作命令更新存储在RAM 203中的玩家信息(步骤S331),并且将玩家信息发送到终端设备1(步骤S332)。 When it is determined that the operation command is received, CPU 201 updates the player information stored in the RAM 203 (step S331) according to an operation command, and sends the information to the player terminal device 1 (step S332). 该处理对应于图27的步骤S152。 This process corresponds to step 27 in S152.

CPU 201然后基于玩家信息将在终端设备1的第一显示器11上显示游戏图像的显示命令发送到终端设备1(步骤S333)。 CPU 201 then transmits to the terminal device 1 (step S333) based on the player information displaying command in a game image a first display 11 on the terminal apparatus 1. 该处理对应于图27的步骤S154。 This process corresponds to step 27 in S154.

在该步骤S330中,当确定操作命令没有接收到时,或者当步骤S333的处理完成时,CPU 201参考玩家信息,并且确定显示在终端设备1的第一显示器11上的游戏图像是否包括其他角色(步骤S334)。 In the step S330, the determination operation when the command is not received, or when the processing of step S333 is completed, CPU 201 with reference to the player information, and determines whether the terminal apparatus is displayed in a game image on the first display 11 includes a character other (step S334). 当确定其他角色被包括时,CPU 201发送显示聊天按钮的显示命令到游戏机廊服务器2(步骤S335)。 When it is determined that another character is included, CPU 201 transmits the display command to the gaming machine gallery button chat server 2 (step S335). 该处理对应于图27的步骤S154。 This process corresponds to step 27 in S154.

在步骤S334中,当确定同一游戏图像不包括其他角色时,或者当步骤S335的处理完成时,CPU 201确定聊天执行命令是否接收到(步骤S336)。 In step S334, the same determination when the game image does not include other characters, or when the processing of step S335 is completed, CPU 201 determines whether a chat execution command (step S336). 该处理对应于图27的步骤S157。 This process corresponds to step 27 in S157. 当确定聊天执行命令接收到时,CPU 201从存储在ROM 202中的聊天消息列表中选择预先确定数目的聊天消息(三条,例如)。 When it is determined that the chat execution command is received, CPU 201 select from the list of chat messages stored in the ROM 202 in the chat message a predetermined number of (three, for example).

图29是显示聊天消息列表实例的图。 FIG 29 is a diagram showing an example of a chat message list. 标识聊天消息的四位编号,和与编号相对应的聊天消息存储在最左列中。 Four chat message identification number, and a number corresponding to a chat message is stored in the leftmost column. 这些指示第一消息。 The first indication message. 其右侧上的列具有存储在那里的相对于一条第一消息的三条第一响应消息。 Columns on the right side thereof having stored therein with respect to the first message 103, a response message. 此外,其右侧上的列具有存储在那里的相对于一条第一响应消息的三条第二响应消息。 In addition, it has a column on the right side for a second message in response to the three-phase first response message stored there. 第一消息是在执行聊天的指令通过使用触摸板14触摸聊天按钮92输入到其中的终端设备1第一显示器11上显示的消息(参看图30B)。 Message to the first chat message is displayed in the instruction execution by using the touch panel 14 touched chat button 92 is input to the terminal apparatus 1 in which the first display 11 (see FIG. 30B). 第一响应消息是接收到第一消息的终端设备1的第一显示器11上显示的消息(参看图30D)。 The first response message is a message (see FIG. 30D) on the first display 111 receives a first message to the terminal device display. 第二响应消息,虽然没有显示,是在接收到第一响应消息的终端设备1的第一显示器11上显示的图像。 Second response message, although not shown, in the first response message is received in the first image displayed on the display 11 of the terminal apparatus 1.

在执行步骤S337的处理之后,CPU 201将显示具有在步骤S337中选择的聊天消息的聊天窗口的显示命令发送到终端设备1(步骤S338)。 After the processing in step S337, CPU 201 transmits the display command to display the selected message with the chat in step S337 the chat window to the terminal device 1 (step S338). 该处理对应于图27的步骤S154。 This process corresponds to step 27 in S154.

在步骤S336中,当确定聊天执行命令没有接收到时,或者当步骤S338的处理完成时,CPU 201确定聊天消息和目的地数据是否接收到(步骤S339)。 In step S336, when it is determined chat execution command is not received, or when the processing of step S338 is completed, CPU 201 determines whether the chat message and destination of the received data (step S339). 该处理对应于图27的步骤S162。 This process corresponds to step 27 in S162. 当在步骤S339中确定聊天消息和目的地数据接收到时,CPU 201基于目的地数据指定作为聊天消息目的地的终端设备1(步骤S340),并且将显示聊天消息的显示命令发送到作为目的地的终端设备1(步骤S341)。 When it is determined that the chat message and the destination data received in step S339, CPU 201 based on the destination specified as a chat message destination data terminal device 1 (step S340), and transmits the display command to display the chat message to a destination the terminal device 1 (step S341). 该处理对应于图27的步骤S154。 This process corresponds to step 27 in S154.

接下来,CPU 201参考存储在RAM 203中的玩家信息(参看图14),并且确定任务终止的预先确定条件是否满足(步骤S342)。 Next, CPU 201 stores the reference information of the player (see FIG. 14) in the RAM 203, and determines a task termination of the predetermined condition is satisfied (step S342). 当确定任务终止的预先确定条件没有满足时,处理返回到步骤S330,并且当确定任务终止的预先确定条件满足时,子例程结束。 When it is determined that the predetermined task termination condition is not satisfied, the process returns to step S330, the task is determined, and when a predetermined termination condition is satisfied, the subroutine ends.

图31是显示由中心服务器3执行的传记数据产生处理的流程图。 FIG 31 is a flowchart showing the processing by the center server 3 executes biographical data is generated. 当与本实施方案相关的游戏开始时,该处理执行。 When related to the present embodiment of the game program starts, the process execution. 首先,CPU 301开始用于测量自从与本实施方案相关的游戏开始经过的时间的定时处理(步骤S350)。 First, CPU 301 starts a measuring process since the timing related to the present embodiment of the elapsed time of the game (step S350). 该处理可以包括在RAM 303中设置定时器,以通过以预先确定的周期执行中断处理等计数存储在RAM 303中的定时器值,或者在控制部分300中提供定时器来测量经过时间。 The process may include a timer provided in the RAM 303 to a predetermined cycle by the value of the timer interrupt processing execution count stored in the RAM 303, or to provide a timer in the control section 300 to measure the elapsed time. 游戏中的时间轴由中心服务器3测量的经过时间构成。 Game time axis is constituted by the elapsed time measured by the center server 3. 应当注意,当前时间可以预先确定的周期通过因特网获得,而不执行步骤S350的处理。 It should be noted that the current time may be predetermined period obtained via the Internet, without performing the processing of step S350.

接下来,CPU 301确定RAM 303是否具有存储在那里、包括与清除任务相关的多个类型单元的历史数据(参看图13B)(步骤S351)。 Subsequently, CPU 301 determines whether the RAM 303 has stored therein, including historical data (see FIG. 13B) (step S351) cleanup tasks associated with a plurality of types of cells. 应当注意,当终端设备1执行图15中所示子例程的步骤S123的处理时,与操作终端设备1的玩家相关的游戏历史从游戏机廊服务器2发送到中心服务器3,并且游戏历史存储在RAM 303中。 It should be noted that when the processing in step 15 the terminal apparatus 1 executes a subroutine shown in S123, the player operates the terminal device associated with a history of a game transmitted from the game machine 2 to the center server gallery server 3, and the game history storage in the RAM 303. 步骤S351被执行以确定包括与清除任务相关的多个类型单元的游戏历史是否存在于最新存储在RAM 303中的游戏历史中。 Step S351 is performed to determine cleanup tasks including those related to the multiple types of cells present in the history of the game whether the latest game history is stored in the RAM 303 in. 应当注意,在关于第二发明的实施方案中,当终端设备1执行图15中所示子例程的步骤S123的处理时,历史数据从终端设备1发送到中心服务器3,并且历史数据存储在RAM 303中。 It should be noted that, in regard to the second embodiment of the invention, when the terminal processing apparatus 15 executes a subroutine shown in step S123, the historical data from the terminal device 1 transmits to the center server 3, and the history data stored in the RAM 303. 步骤S351被执行以确定包括与清除任务相关的多个类型单元的历史数据是否存在于最新存储在RAM 303中的历史数据中。 Step S351 is performed to determine whether the history data comprising a plurality of types associated with cleanup task units present in the recent history data stored in the RAM 303.

然后,CPU 301基于存储在RAM 303中的历史数据参考存储在ROM 302中的历史数据评估表(参看图13B),并且确定评估点(步骤S352)。 Then, CPU 301 based on historical data evaluation table is stored in the history data with reference to the RAM 303 is stored in the ROM 302 (see FIG. 13B), and determines the evaluation points (step S352). 图32是显示历史数据评估表实例的图。 FIG 32 is a chart historical data evaluation instance. 在历史数据评估表中,游戏历史的单元与每个任务的评估点相关。 In the historical data evaluation table, game history unit associated with evaluation points for each task. 例如,在任务“AA”的情况下,如果在那时等级(等级值)是3或更低,评估点为1,而如果等级(等级值)大于3,评估点为0。 For example, if the task as "AA", then if the level (gradation value) is 3 or less, the evaluation point 1, and if the level (gradation value) is greater than 3, evaluation points is zero. 因此,如果任务在低等级(等级值)上清除,评估高。 Therefore, if the task is clear on the lower level (level value), to evaluate high. 此外,如果所需时间在一小时内,评估点为1,而如果所需时间超过一小时,评估点为0。 Further, if the time required in one hour, the evaluation point 1, and if the time required for more than an hour, the evaluation point 0. 因此,如果任务在短时间内清除,评估高。 Therefore, if the task is cleared in a short time, high evaluation. 同样,如果任务中的参与者数目是1,评估点为1,而如果参与者数目超过1(两个和更多),评估点为0。 Similarly, if the number of participants is a task, the evaluation point 1, and if the number of participants more than 1 (two and more), the evaluation point 0. 因此,如果选择单人任务而不是多人任务,评估高。 Therefore, if you choose single-player missions instead of multiplayer missions, high evaluation.

应当注意,当图32中所示历史数据评估表基于图13B中所示的游戏历史数据而被参考时,玩家“d”的任务“AA”的评估点是2,任务“AB”的评估点是1,并且任务“AC”的评估点是2。 It should be noted that when the historical data evaluation table shown in Fig. 32 based on the game history data shown in FIG. 13B is a reference, the player "d" task "AA" evaluation points is 2, the task "AB" evaluation points It is 1, and the task "AC" assessment point is 2.

在步骤S352的处理之后,CPU 301根据评估点参考评估消息创建表,并且通过使用存储在RAM 303中的游戏历史(历史数据)来创建评估消息(步骤S353)。 After the process of step S352, CPU 301 creates message evaluation table, and for creating an evaluation message (step S353) by using the stored game history (history data) in the RAM 303 based on the evaluation reference point. 图33是显示评估消息创建表的实例的图。 FIG 33 is a table showing evaluation example of message creation. 在评估消息创建表中,评估点为2或更多情况下的评估消息,以及评估点小于2的情况下的评估消息为每个任务而存储。 In the evaluation message creation table, the evaluation point in the 2 or more message evaluation, the evaluation and assessment of the message is less than 2 points stored for each task. 每个评估消息具有输入游戏历史单元的列,和固定短语的列,并且这些列交替地排列。 Each game history evaluation means having an input message column, and the column fixed phrase, and the columns are alternately arranged. 通过将游戏历史单元插入到每个列,评估消息可以被创建。 Can be created by the history of the game unit is inserted into each column, evaluate the message.

当通过使用图13B中所示游戏历史数据参考图33中所示评估消息创建表来创建评估消息时,下面的消息可以获得。 When creating the table game by evaluating the message history data shown in FIG. 13B 33 with reference to FIG. FIG assessed to create a message, the following message may be obtained. 特别地,因为玩家“d”的任务“AA”的评估点是2,评估消息是“'d'已经在'等级(等级值)2'时在'两小时'内'独自'优秀地递送包裹给XX”,其显示好的评估。 In particular, because the player "d" task "AA" evaluation points is 2, the evaluation message is " 'd' has' level (gradation value) 2 'in the' two hours' alone 'is excellent delivered parcel to XX ", which shows a good evaluation. 此外,因为玩家“d”的任务“AB”的评估点是1,评估消息是“'d'花费'两小时'在'等级11'时由'三个人'打倒妖怪△△以保护公主●●”,这是坏的评估。 In addition, because the player "d" mission "AB" evaluation point is 1, evaluate the message is " 'd' spend 'two hours' in the 'Level 11' from the 'three men' Down monster △△ to protect the Princess ●● "this is a bad assessment.

在步骤S353的处理之后,CPU 301根据游戏中的时间轴,编辑在步骤S353中创建的评估消息,并且产生传记数据(步骤S354)。 After the process of step S353, CPU 301 in accordance with the game axis, the evaluation message editing created step S353, and generates biographical data (step S354). 例如,在步骤S353中,当为图13B中所示的任务“AA”~“AE”创建评估消息时,这些评估消息在步骤S354中根据游戏中的时间轴来编辑,因此评估消息以任务“AA”,“AC”,“AD”,“AE”和“AB”的顺序列出。 For example, in step S353, when "AA" ~ "AE" task creating an evaluation message shown in 13B, the evaluation of these messages in step S354 according to the time axis to edit the game, the assessment message task " AA "," order AC "," AD "," AE "and" AB "are listed. 接下来,CPU 301将传记数据存储在RAM 303中(步骤S356),并且将处理返回到步骤S351。 Next, CPU 301 stores the biographical data in the RAM 303 (step S356), and the process returns to step S351.

图34A是在关于第一发明的实施方案中,显示当显示传记图像时由卡片机6和中心服务器3执行的处理的流程图。 FIG 34A is a program for the first embodiment of the invention, a flowchart of processing executed by the card unit 6 and the center server 3 when a display image is displayed biography. 图35是显示当图34A中所示处理执行时,在卡片机6的显示器61上显示的传记图像实例的图。 FIG 35 is a process when executed as shown in FIG. 34A, an example of an image displayed on a card biography of the display unit 616 of FIG. 首先,CPU 601通过ID卡读卡器616从ID卡8中读出玩家的ID数据(步骤S610)。 First, CPU 601 reads out the player's ID data (step S610) from the ID card by the ID card reader 616 8. 使用ID卡读卡器616从ID卡8中读出ID数据的CPU 601借助于通信接口电路604将请求与ID数据相对应的传记数据的请求信号经由专用线路5通过游戏机廊服务器2发送到中心服务器3(步骤S611)。 Using the ID card reader 616 reads out the ID data from the ID card 8 by means of the CPU 601 communication interface circuit 604 with the ID data request biographical data corresponding to the request signal transmitted by the game machine 5 via a dedicated line gallery server 2 the center server 3 (step S611). 一旦接收到请求信号,中心服务器3的CPU 301从存储在RAM 303中的传记数据(在图31的步骤S356中存储在RAM 303中的传记数据)中提取与ID数据相对应的传记数据,并且将该传记数据发送到作为请求信号源的卡片机6(步骤S370)。 Upon receiving the request signal, the center server CPU 301 3 extracts biographical data stored in the RAM 303 (stored biographical data in the RAM 303 in step S356 of FIG. 31) from the ID data corresponding to the biographical data, and the biographical data is transmitted to the card unit 6 as a request source (step S370). 此外,CPU 301可以与传记数据一起,从ROM 302中提取显示传记数据细节的图像数据,并且与传记数据一起发送该图像数据。 In addition, CPU 301 may be used together with biographical data, biographical data of the display image data to extract details from the ROM 302, and transmits the image data along with biographical data.

从中心服务器3接收到上述传记数据的卡片机6的CPU 601基于上述传记数据通过表现处理部分611在显示器61上显示如图35A中所示的传记图像(步骤S612)。 From the center server 3 receives the biographical data of the card machine CPU 601 6 based on the biographical data biography displayed image portion 611 (step S612) shown in FIG. 35A, on the display 61 by the processing performance.

图35A是当图34A中所示处理执行时,在卡片机6的显示器61上显示的传记图像实例的图。 35A is executed when the process shown in FIG. 34A, an example of an image displayed on a biography of the display unit 616 of the card. 图像例如“d的传记”位于屏幕的上部。 For example, upper image "d biography" of the screen. 以图画形式显示传记数据的传记图像位于屏幕的左侧。 Biographical biographical data appear to the left of the screen image in picture form. 特别地,与清除任务相关的评估消息,以及任务清除的日期彼此关联并布置。 In particular, the evaluation information associated with the cleanup task, and the task to clear the date associated with each other and disposed. 从顶部开始的两个评估消息显示好的评估,而底部评估消息显示坏的评估。 Message from the top two evaluation show good assessment, evaluation and the bottom message bad evaluation. 同样,显示传记数据细节的图像位于屏幕的右侧。 Similarly, the right biographical data detail display image of the screen.

接下来,确定删除评估消息的指令是否由玩家的操作输入(步骤S613)。 Next, it is determined whether an instruction to delete a message evaluation operation input by a player (step S613). 玩家可以通过操作卡片机6的操作按钮618来输入该指令。 The player can input an instruction by operating the operating button 618 card 6. 当确定删除评估消息的指令没有输入时,子例程结束。 When it is determined to delete a message evaluation command is not input, the sub-routine ends.

另一方面,当确定删除评估消息的指令输入时,CPU 601将请求评估消息删除的请求信号发送到中心服务器3(步骤S614)。 On the other hand, when it is determined to delete a message evaluation command input, CPU 601 will evaluate the message deletion request signal is transmitted to the center server 3 (step S614). 一旦接收到请求信号,中心服务器3的CPU 301基于请求信号执行从RAM 303中擦除评估消息的处理(步骤S371)。 Upon receiving the request signal, the CPU 301 3 of the center server based on the request message evaluation execute erase processing signal (step S371) from the RAM 303. 接下来,CPU 301基于步骤S371处理的结果来更新存储在RAM 303中的传记数据(步骤S372),并且将更新的传记数据发送到卡片机6(步骤S373)。 Next, CPU 301 based on the result of the processing in step S371 to update the biographical data stored in the RAM 303 (step S372), and transmits the updated data to the biographical card machine 6 (step S373). 从中心服务器3接收更新后传记数据的卡片机6的CPU 601基于上述传记数据,使用表现处理部分611在显示器61上显示如图35B中所示的传记图像(步骤S615)。 After receiving an update from a central server machine card biographical data of the CPU 601 3 6 based on the biographical data, the performance processing section 611 using the biography displayed image (step S615) shown in FIG. 35B on the display 61.

图35B是当在图35A的传记图像显示在卡片机6的显示器61上期间删除底部评估消息(显示坏评估的评估消息)的指令输入时,在显示器61上显示的传记图像,其中底部评估消息被删除。 35B is a biography of the image when the delete bottom evaluate message on a card machine monitor 616 during the (display Evaluation message bad evaluation) an instruction input biography image of FIG. 35A, displayed on the display 61, wherein the bottom of the evaluation message been deleted.

图34B是在关于第二发明的实施方案中,显示当显示传记图像时由卡片机6和中心服务器3执行的处理的流程图。 FIG 34B is a program for the second embodiment of the invention, a flowchart of a process executed by the card unit 6 and the center server 3 when a display image is displayed biography. 首先,CPU 601通过ID卡读卡器616从ID卡8中读出玩家的ID数据(步骤S610)。 First, CPU 601 reads out the player's ID data (step S610) from the ID card by the ID card reader 616 8. 使用ID卡读卡器616从ID卡8中读出ID数据的CPU 601借助于通信接口电路604将请求与ID数据相对应的传记数据的请求信号经由专用线路5通过游戏机廊服务器2发送到中心服务器3(步骤S611)。 Using the ID card reader 616 reads out the ID data from the ID card 8 by means of the CPU 601 communication interface circuit 604 with the ID data request biographical data corresponding to the request signal transmitted by the game machine 5 via a dedicated line gallery server 2 the center server 3 (step S611). 一旦接收到请求信号,中心服务器3的CPU 301从存储在RAM 303中的传记数据(在图31的步骤S356中存储在RAM 303中的传记数据)中提取与ID数据相对应的传记数据,并且将该传记数据发送到作为请求信号源的卡片机6(步骤S370)。 Upon receiving the request signal, the center server CPU 301 3 extracts biographical data stored in the RAM 303 (stored biographical data in the RAM 303 in step S356 of FIG. 31) from the ID data corresponding to the biographical data, and the biographical data is transmitted to the card unit 6 as a request source (step S370). 此外,CPU 301可以与传记数据一起,从ROM302中提取显示传记数据细节的图像数据,并且与传记数据一起发送该图像数据。 In addition, CPU 301 may be used together with biographical data, biographical data of the display image data to extract details from the ROM 302, and transmits the image data along with biographical data.

从中心服务器3接收到上述传记数据的卡片机6基于上述传记数据通过表现处理部分611在显示器61上显示如图35A中所示的传记图像(步骤S612),并且结束子例程。 Receiving from the center server 3 biographical data to said card unit 6 based on the biographical data performance processing section 611 on the display 61 biography image (step S612) shown in FIG. 35A is displayed, and terminates the subroutine.

图35A是当图34B中所示处理执行时,在卡片机6的显示器61上显示的传记图像实例的图。 35A is executed when the process shown in FIG. 34B, FIG example of an image displayed on a biography of the display unit 616 of the card. 图像例如“d的传记”位于屏幕的上部。 For example, upper image "d biography" of the screen. 以图画形式显示传记数据的传记图像位于屏幕的左侧。 Biographical biographical data appear to the left of the screen image in picture form. 特别地,与清除任务相关的评估消息,以及任务清除的日期彼此关联并布置。 In particular, the evaluation information associated with the cleanup task, and the task to clear the date associated with each other and disposed. 同样,显示传记数据细节的图像位于屏幕的右侧。 Similarly, the right biographical data detail display image of the screen.

如上所述,关于第一发明的游戏系统可以被设计,使得游戏结果基于由玩家清除的任务和玩家的等级值来确定。 As described above, the game system of the first invention may be designed so that a game result is determined based on rank values ​​cleared by a player and the player's task. 因此,例如,甚至在低难度的条件的情况下,如果玩家的等级值高,玩家可以获得大量奖金作为游戏结果,与具有低等级值的玩家相比较(参看图26A(a))。 Thus, for example, even when the condition of the low degree of difficulty, if the player's level is high, the player can get a lot of money as a game result, and a low level value compared to players (see FIG. 26A (a)). 而且,例如,游戏系统可以被设置,使得即使相同条件被清除,如果玩家的等级值高,玩家仅获得少量奖金作为游戏结果,与具有低等级值的玩家相比较(参看图26A(b))。 Further, for example, the game system may be provided, so that even if the same condition is cleared, if the player's level is high, the players obtain only a small amount of money as a game result, the players with a low level value compared (see FIG. 26A (b)) . 因此,本发明可以实现允许游戏自身的迷人方面可以各种方法延伸的效果。 Accordingly, the present invention may be implemented to allow the effect fascinating aspect of the game itself can be extended in various ways.

当奖金量参考图26A(a)中所示的奖金确定表来确定时,热情地进行游戏的玩家可以获得与他自己的等级值相对应的奖金,并且可以获得优于其他玩家的优势。 When the bonus prize amount shown in reference to FIG. 26A (a) the determination table, enthusiastically carried out the game players can get with his own level value corresponding bonus, and can get the advantage over other players. 结果,能够防止两种玩家的竞争精神减少。 As a result, two kinds of players to prevent the competitive spirit decrease. 此外,甚至在具有低难度的条件中,如果玩家具有高等级值,他可以获得大量奖金,与具有低等级值的玩家相比较,即使他们清除相同的条件。 In addition, even in conditions with a low degree of difficulty, if a player has a high level of value, he can get a lot of bonuses, compared with the value of a player with a low rating, the same conditions even if they are cleared. 因此,能够创造证明以低难度到高难度的顺序挑战条件的、执行游戏的方法不一定是执行游戏的理想方法的环境。 Therefore, to create a low degree of difficulty to prove difficult challenge conditions of the order, the method of executing a game is not necessarily the ideal way to execute a game environment. 因此,变化可以在执行游戏的方法中产生,从而战略性、复杂的、且有趣的游戏可以被提供。 Therefore, the change in the method of execution can produce the game, so strategic, complex and interesting game can be provided.

关于第一发明的实施方案说明游戏结果确定装置确定作为游戏结果给予玩家、在游戏中可用的金钱量的情况。 Regarding the first embodiment of the invention will be described as a game result determination device determines the game result to give the player in the game where available amount of money. 但是,本发明并不局限于该实例。 However, the present invention is not limited to this example. 例如,游戏结果确定装置可以确定给予玩家的物品,或者确定游戏过程(例如故事的细节等)。 For example, a game item determination means may determine the result awarded to a player, or determined during the game (e.g. details of the story, etc.).

而且,关于第一发明的实施方案说明游戏结果确定装置基于由玩家清除的条件,玩家的等级值,和参与条件的玩家数目确定游戏结果的情况。 Further, with respect to the first embodiment of the invention will be described based on the game result determination means conditions where cleared by the player, the player's rank value, and the number of players participating in the game result determination condition. 但是,本发明并不局限于该实例。 However, the present invention is not limited to this example. 例如,游戏结果确定装置可以基于由玩家清除的条件,和玩家的等级值来确定游戏结果。 For example, a game result based on the condition determination device may be cleared by the player, and the player's level values ​​determined game outcome. 此外,游戏结果确定装置可以基于为玩家设置的能力值(例如,游戏中玩家的名誉,玩家的熟练程度等),与玩家的等级值一起或者代替玩家的等级值,来确定游戏结果。 Further, the game-result determining means may be based on the ability value (e.g., the reputation of the game players, the player's proficiency, etc.) provided for the players, together with the gradation level value of the player in place of or value of the player, game result is determined.

关于第一发明的实施方案说明终端设备1的RAM 103和游戏机廊服务器2的RAM 203用作等级值存储装置,终端设备1的CPU 101用作等级值设置装置,游戏机廊服务器2的CPU 201用作条件设置装置,条件完成确定装置,和游戏结果确定装置的情况。 About the embodiment of the first invention described terminal apparatus and the game machine gallery RAM 103 RAM 203 is used as the server 1 Level 2 value storing means, the terminal device CPU 101 1 is used as the gradation value setting means, the CPU of the game machine gallery server 2 used as the condition setting means 201, the condition determining means is completed, and the case where the game result of the determination means. 但是,本发明并不局限于该实例。 However, the present invention is not limited to this example. 终端设备1,游戏机廊服务器2,和中心服务器3中哪个包括构成本发明的每个装置,可以因此选择。 The terminal device 1, a game machine gallery server 2, and the central server 3 which comprises each of the devices constituting the present invention, may thus choose.

例如,游戏机廊服务器2的RAM 203可以用作等级值存储装置,且游戏机廊服务器2的CPU 201可以用作等级值设置装置,条件设置装置,条件完成确定装置,和游戏结果确定装置。 For example, the gaming machine gallery server RAM 203 2 may be used as the gradation value of the memory device, the server and the gaming machine CPU 201 2 of the gallery can be used as the value level setting means, the condition setting means is completed condition determination means, and game result determination means. 当以上面的方式设计本发明时,游戏机廊服务器2的ROM 202具有存储在那里的本发明的游戏控制程序,该程序使得游戏机廊服务器2的RAM 203用作等级值存储装置,并且使得游戏机廊服务器2的CPU 201用作等级值设置装置,条件设置装置,条件完成确定装置,和游戏结果确定装置。 When designing the above manner the present invention, the gaming machine ROM 202 2 gallery server having game control program of the invention stored therein, the program causing the server RAM 203 is used as the gaming machine gallery level value storage device 2, and such that Gallery server gaming machine CPU 2 as a level value setting means 201, the condition setting means is completed condition determination means, and game result determination means. 然后,游戏机廊服务器2的CPU 201执行存储在ROM 202中的本发明的游戏控制程序,借此游戏机廊服务器2包括等级值存储装置,等级值设置装置,条件设置装置,条件完成确定装置,和游戏结果确定装置。 Then, the game control program of the present invention, the CPU 201 executes the game machine gallery server 2 stored in the ROM 202, whereby the game machine 2 comprises a server gallery level value storage means, rank value setting means, the condition setting means is completed condition determining means and a game result determination means.

此外,根据关于第二发明的实施方案,玩家自身可以选择玩家独自参与游戏中的任务的单人模式,或者玩家与其他玩家一起参与的多人模式,因此擅长该任务的玩家,或者具有高游戏技术的玩家可以选择单人模式,同时不擅长该任务的玩家,或者具有低游戏技术的玩家可以选择多人模式。 Further, according to a second embodiment of the invention on the player itself alone players can choose to participate in the game task single mode or multiplayer participation game player with other players, the player of the task so good, or a game having high players can select technology single player mode, but players are not good for the task, or with low technical game players can choose multiplayer mode. 因此,能够防止游戏由不能清除他不擅长的条件的玩家,或者具有低游戏技术的玩家停止。 This can prevent the condition does not clear him from the game are not good players, or players with low skill game is stopped. 因为试图挑战他擅长的任务的玩家,或者具有高游戏技术的玩家可以选择单人模式,不擅长上述设置的待清除条件的玩家,或者具有低游戏技术的玩家不依赖于具有高游戏技术的玩家,因此具有高游戏技术的玩家不会不得不感到麻烦。 Because trying to challenge him good at the task of the players, or players with high gaming technology can choose single player mode, not good to be clear conditions for the above set of players, or players with low gaming technology does not rely on a high gaming technology players , so players have a high gaming technology does not have to feel cumbersome. 结果,能够发展在线游戏的吸引力,其在于防止玩家之间的关系因玩家之间游戏技术的差异而缠绕,并且良好的关系可以在玩家之间构造,其中玩家可以通过游戏彼此沟通。 As a result, the development of attractive online game, which is to prevent the relationship between the players due to technical differences in the game between players and winding, and a good relationship can be constructed between the players, which players can communicate with each other through the game.

第二发明的实施方案说明终端设备1包括选择装置(CPU 101),并且游戏机廊服务器2包括玩家数目存储装置(RAM 203),玩家数目设置装置(CPU 201),进入数目存储装置(RAM 203),进入数目更新装置(CPU 201),确定装置(CPU 201),和条件设置装置(CPU201)的情况。 Embodiment of the second invention will be described terminal device 1 comprises a selecting means (CPU 101), the server and the gaming machine 2 includes a number of players gallery storage means (RAM 203), the number of the player setting means (CPU 201), into the number of storage means (RAM 203 ), enter the number updating means (CPU 201), determining means (CPU 201), and conditions means (CPU 201) is provided. 在这种情况下,使得CPU 101用作选择装置的程序存储在终端设备1的ROM 102中,并且游戏机廊服务器2的ROM 202具有存储在那里的程序,该程序使得CPU 201用作玩家数目设置装置,进入数目更新装置,确定装置,和条件设置装置,并且也使得RAM203用作玩家数目存储装置和进入数目存储装置。 In this case, so that the CPU 101 as a selection means a program stored in the ROM 102 1 of the terminal apparatus, the server and the gaming machine ROM 202 2 gallery has a program stored therein, the program causing CPU 201 as the number of players setting means, updating means entering the number, determining means, and the condition setting means, and also such as RAM203 number of players enter the number of storage devices and storage devices. 以这种方式,终端设备1的ROM 102可以存储本发明的游戏控制程序的一部分,而游戏机廊服务器2的ROM 202可以存储程序的剩余部分。 In this manner, the terminal device stored in ROM 102 1 may be part of the game control program of the present invention, the gaming machine ROM 202 2 gallery server may store the remaining portion of the program.

同样,游戏机廊服务器2的ROM 202也具有存储在那里的程序,例如本发明的游戏控制程序,其使得CPU 201用作选择装置,玩家数目设置装置,进入数目更新装置,确定装置,和条件设置装置,并且也使得RAM 203用作玩家数目存储装置和进入数目存储装置。 Similarly, the gaming machine gallery server ROM 202 2 also has a program stored therein, for example, the game control program of the present invention, so that the CPU 201 which functions as a selection means, the number of the player setting means, updating means entering the number, determining means, and conditions setting means, and also so that the RAM 203 is used as the number of players and the storage device into the number of storage devices. 在这种情况下,游戏机廊服务器2相当于本发明的服务器,其包括选择装置,玩家数目存储装置,玩家数目设置装置,进入数目存储装置,进入数目更新装置,和条件设置装置。 In this case, the game machine 2 corresponds to the server gallery server of the invention, comprising selecting means, storage means number of players, the number of the player setting means, into the number of storage means, updating means entering the number, and condition setting means.

本发明的游戏控制程序也可以存储在中心服务器3的ROM 302中。 The game control program of the present invention may be stored in a central server in the ROM 302 3. 在这种情况下,中心服务器3相当于本发明的服务器。 In this case, the center server 3 corresponds to the server of the present invention. 而且,游戏机廊服务器2的ROM 202可以存储本发明的游戏控制程序的一部分,而中心服务器3的ROM 302可以存储程序的剩余部分。 Further, the gaming machine ROM 202 2 gallery server part of the game may be stored a control program of the present invention, the ROM 302 3 center server may store the remaining portion of the program.

上述实施方案说明包括多个终端设备1,经由专用线路5可通信地连接到多个终端设备1的游戏机廊服务器2,以及经由通信线路4连接到多个游戏机廊服务器2的中心服务器3的游戏系统。 The above described embodiment a plurality of terminal devices 1, 5 communicatively connected to a plurality of terminal devices via a dedicated line including game machines 1, gallery 2 server, and a server connected to a plurality of gaming machines gallery 4 via the communication line 2 of the center server 3 the gaming system. 但是,本发明并不局限于该实例。 However, the present invention is not limited to this example. 例如,本发明可以应用于包括单个游戏设备(终端设备)的游戏系统,经由通信线路与多个游戏设备(终端设备)连接的游戏系统,多个游戏设备(终端设备)经由因特网连接到服务器的游戏系统,以及其他游戏系统。 For example, the present invention may be applied to a game system comprising a single game device (terminal device) via a communication line gaming system with a plurality of game devices (terminal) connected to a plurality of game devices (terminal devices) connected to the server via the Internet gaming system, as well as other gaming systems.

接下来,根据本发明的游戏系统的另一个实例被描述。 Next, described is another example of a game system according to the present invention. 图36是显示根据本发明的游戏系统的另一个实例的配置图。 FIG 36 is a configuration diagram of another example of the game system of the present invention. 该游戏系统包括多个终端设备1010,经由专用线路1050可通信地连接到多个终端设备1010的游戏机廊服务器1020,以及经由通信线路1040可通信地连接到多个游戏机廊服务器1020的中心服务器1030,以及同样每个游戏机廊的卡片机1060,其经由专用线路1050连接到游戏机廊服务器1020。 The gaming system includes a plurality of terminal devices 1010, 1050 may be connected to a dedicated line to a plurality of communication terminal devices to the game machine via a server 1020 gallery 1010, and a center server connected to a plurality of gaming machines via a communication line 1040 gallery communicatively 1020 server 1030, 1060 and likewise for each gaming machine gallery card machine, which is connected to the gaming machine 1020 gallery server 1050 via a dedicated line. 应当注意,游戏A的游戏机廊服务器1020,和游戏B的游戏机廊服务器1020安装在游戏机廊Q中。 It should be noted that the gaming machine of the gallery A game server 1020, a game machine and game B servers gallery 1020 in the gaming machine installed in the gallery Q.

中心服务器1030包括数据库服务器1039,以及多个游戏服务器1031,1032等。 Central server 1030 includes a database server 1039, and a plurality of game servers 1031, 1032 and so on. 数据库服务器1039执行(1-1)给予每个玩家的每个ID数据的数据管理,(1-2)游戏开始时玩家的身份验证,以及(1-3)游戏数据的传输处理。 The database server 1039 performs (1-1) given to each player ID data for each data management, (1-2) to authenticate the player starts the game, and the transmission process (1-3) game data.

特别地,关于上述(1-1),数据库服务器1039管理(存储,设置,更新等)给予每个玩家的ID数据,当对玩家进行身份验证时使用的密码,由玩家进行的游戏的类型,游戏数据等。 In particular, with respect to (1-1), the database management server 1039 (storage, setting, updating, etc.) is given to each player's ID data, when the password is used to authenticate the player, the type of the game by the player, game data. 而且,游戏数据包括例如游戏的处理状态(角色具体数据等),由玩家操作的角色,角色的等级值或能力值,能力值的增加或减小值等。 Moreover, the game data includes, for example, processing state of the game (character specific data, etc.), character operated by the player, or the level value of the character ability value, the ability to increase or decrease the value of the like.

关于上述(1-2),数据库服务器1039也使用例如ID数据和密码来对玩家进行身份验证,并且允许参与游戏。 About (1-2) above, database server 1039 and the ID data are also used, for example, player password authentication, and allowed to participate in the game. 关于上述(1-3),数据库服务器1039进一步基于例如玩家的ID数据,将角色的数据从上述游戏数据中发送到终端设备1。 1039 is further based on the player ID data, for example, the role of the data transmission of the above (1-3), the database server from the game data to the terminal apparatus 1.

游戏服务器1031,1032等根据本实施方案的游戏系统中的每个可执行游戏而安装。 The game server 1031, 1032 and the like mounted game system according to the present embodiment each of the executable game. 应当注意,多个游戏服务器中的一个对应于根据本实施方案的游戏。 It should be noted that a plurality of game servers corresponding to the game according to the present embodiment. 游戏服务器1031,1032等(在下文也称作“游戏服务器1031等”)执行(2-1)安装在不同游戏机廊中的终端设备1010之间的匹配处理,以及(2-2)匹配之后数据传输的通信量控制。 After the gaming server 1031, 1032 and the like (hereinafter also referred to as "game server 1031 and the like"), the matching processing between the terminal 1010 performs (2-1) mounted in a different gallery in the gaming machine, and (2-2) Match controlling transmission of traffic data.

特别地,关于上述(2-1),游戏服务器1031等确定,当玩家通过操作终端设备1010参与游戏时,其他玩家是否参与游戏。 In particular, with respect to (2-1) above, the game server 1031 determines the like, when a player participating in a game by operating the terminal apparatus 1010, whether the other players participating in the game. 当确定其他玩家参与游戏时,游戏服务器1031等将终端设备1010与由上述其他玩家操作的终端设备1010相匹配。 When it is determined that other players participating in the game, the game server 1031 and the like to match the terminal device 1010 by the terminal device 1010 of the above-described operations of other players. 另一方面,当确定其他玩家不参与游戏时,CPU玩家被设置。 On the other hand, when it is determined that the other players do not participate in the game, CPU player is set. 当设置CPU玩家时,游戏机廊服务器1020可以设置为CPU玩家,或者中心服务器1030(例如,游戏服务器1031等)可以设置为CPU玩家。 When setting the CPU players, game consoles Gallery Server 1020 can be set as the CPU player, or the central server 1030 (for example, the game server 1031, etc.) may be set as the CPU players.

关于上述(2-2),游戏服务器1031等也执行由(2-1)的匹配处理经受匹配的终端设备1之间数据传输的通信量控制。 On the traffic control (2-2), the game server 1031 and the like are also performed by the above-described (2-1) subjected to the matching process of matching data transfer between the terminal device 1. 例如,游戏服务器1031等将从连接到游戏机廊P的游戏机廊服务器(对于游戏A)1020的终端设备1接收的数据传送到连接到游戏机廊Q的游戏机廊服务器(对于游戏A)1020的终端设备1。 For example, the game server 1031 and the like are connected to the gaming machine from the game machine P gallery gallery server (for the game A) received from the terminal apparatus 1 transmits data to the gaming machine 1020 Gallery server (for the game A) of Q is connected to the gaming machine gallery 1020 of the terminal apparatus 1. 以这种方式,根据本实施方案的游戏机廊服务器1020直接接收仅来自中心服务器1030的数据,而不执行直接在游戏机廊服务器1020之间的数据传输。 In this manner, only receiving data from the central server 1030 gallery gaming machine according to the present embodiment the server 1020 directly, without performing the data transfer between the server 1020 the gaming machine gallery.

游戏机廊服务器1020经由路由器1070连接到中心服务器1030。 Gallery consoles connected to the central server 1020 server 1030 via a router 1070. 路由器1070具有预先确定的路由表。 Router 1070 having a predetermined routing table. 在多个游戏机廊服务器1020安装在同一游戏机廊中的情况下,关于图中所示游戏机廊Q的情况,一旦从中心服务器1030接收游戏数据等,路由器1070参考路由表,并且发送游戏数据到经由专用线路1050连接到作为目的地的终端设备1010的游戏机廊服务器1020。 In the case of a plurality of gaming machines installed in the same gallery servers 1020 gallery in the gaming machine, the gaming machine shown on the drawings where Q gallery, upon receiving the game data from the central server 1030, router 1070 refers to the routing table, and transmits the game data via a dedicated line connected to the terminal device 1050 as a game machine gallery destination server of 10,201,010. 此外,在连接到安装在同一游戏机廊中的多个游戏机廊服务器1020中每个的终端设备1010之间执行数据传输的情况下,一旦经由游戏机廊服务器1020从终端设备1010接收游戏数据等,路由器1070参考路由表,并且将游戏数据发送到经由专用线路1050连接到作为目的地的终端设备1010的游戏机廊服务器1020。 Further, in a case where a plurality of gaming machines installed in the same gallery 1020 the gaming machine servers in the gallery of the data transmission is performed between each of the terminal devices connected to the 1010, the server 1020 via the gallery once the gaming machine 1010 receives data from the game terminal apparatus et al., 1070 refers to the routing table router, and transmits game data to a server connected to the gaming machine gallery 1020 as a destination terminal device 1010 via a dedicated line 1050.

游戏机廊服务器1020执行(3-1)中心服务器1030与终端设备1010之间,或者连接到安装在同一游戏机廊中的多个游戏机廊服务器1020中每个的终端设备1010之间的数据传输通信量控制,以及(3-2)下载应用到终端设备1。 Gallery between the gaming machine server 1020 performs (3-1) the central server 1030 and the terminal device 1010, or data between the plurality of gaming machines installed in the same gallery gaming machine servers 1020 gallery in each terminal apparatus 1010 is connected to transmitting traffic control, and (3-2) to the terminal device 1 to download the application.

特别地,关于上述(3-1),游戏机廊服务器1020执行中心服务器1030与终端设备1010之间游戏数据等的传输的通信量控制。 In particular, the transmission on the traffic, and other game data between game machines gallery server 1020 performs central server 1030 and the terminal device 1010 (3-1) of the above-described control. 但是,当作为目的地的终端设备1010连接到同一游戏机廊服务器1020或者连接到安装在同一游戏机廊中的不同游戏机廊服务器1020时,游戏数据等不传送到中心服务器1030,而是到终端设备1010。 However, when the game machine is connected to the same gallery connected to the server 1020 or 1020 server different gaming machine installed in the same gallery gallery in the gaming machine, the game data 1030 is not transmitted to the central server as a destination terminal apparatus 1010, but to the terminal device 1010.

而且,关于上述(3-2),当请求从中心服务器1030下载的请求信号从终端设备1010接收到时,游戏机廊服务器1020下载应用到该终端设备1010。 Further, with respect to (3-2), when the request is downloaded from the central server 1030 request signal received from the terminal apparatus 1010 to the gaming machine gallery application download server 1020 to the terminal device 1010 described above. 应用包括游戏细节的各种数据(例如图像数据等)和程序,以及将游戏上的功能分配到终端设备1010包括的输入装置(例如,没有显示的多个输入开关等)的板的程序。 Application of various kinds of data (e.g., image data, etc.) and procedures, and an input device assigned to a function on the game terminal apparatus 1010 comprises a (e.g., a plurality of input switches, etc. not shown) of the plate includes a game program details. 此外,下载应用不仅由游戏机廊服务器1020,而且由中心服务器1030执行。 In addition, not only download the application server from the game machine Gallery 1020, 1030 and executed by a central server.

终端设备1010经由专用线路1050连接到游戏机廊服务器1020。 Terminal device 1010 is connected to the gaming machine 1020 gallery server 1050 via a dedicated line. 终端设备1010(4-1)执行应用的下载,以及(4-2)继续进行游戏。 Download (4-1) executing the application terminal apparatus 1010, and (4-2) and the game continues. 特别地,关于上述(4-1),一旦电源导通,终端设备1010将请求应用下载的请求信号发送到游戏机廊服务器1020,并且下载应用。 In particular, on the request signal (4-1) above, once the power is turned on, the terminal apparatus 1010 transmits the request to the application download server 1020 gallery gaming machine, and download the application. 下载的应用存储在应用可以临时存储于其中的终端设备1010的RAM等中的区域中。 A RAM downloaded application stored in the application may temporarily store therein the terminal device 1010 in the region. 而且,关于上述(4-2),终端设备1010使用下载的应用来继续进行游戏。 Furthermore, regarding the terminal device 1010 uses the application downloaded (4-2) described above to proceed with the game. 游戏如下继续进行。 The game continues as follows. 终端设备1010在游戏开始时接收由数据库服务器1039给予每个玩家的每个ID数据的数据。 The terminal device 1010 receives data for each player for each ID data given by the database server 1039 at the beginning of the game. 在游戏期间,同一游戏中的终端设备1010和其他终端设备1010的数据经由游戏机廊服务器1020通过中心服务器1030发送/接收。 During a game, the same game data terminal equipment 1010 in 1010 and 1030 other terminal devices transmit / receive server via the gaming machine 1020 through the central server gallery. 但是,当上述其他终端设备1010连接到同一游戏机廊服务器1020,或连接到安装在同一游戏机廊中的不同游戏机廊服务器1020时,游戏数据等不发送到中心服务器1030,而是发送到终端设备1010。 However, when the another terminal device 1010 is connected to the same gaming machine gallery server 1020, or 1020 is connected to the game data server gallery different gaming machine installed in the same gallery in the gaming machine and the like are not transmitted to the center server 1030, but is transmitted to the the terminal device 1010. 当游戏结束时,在游戏期间更新的游戏数据,或游戏结果自身发送到数据库服务器1039。 At the end of the game, during the game update game data, or game results are sent to the database server itself 1039. 应当注意,不仅终端设备1010,而且游戏机廊服务器1020可以执行游戏的处理。 It should be noted that not only the terminal device 1010, and game consoles Gallery server 1020 may perform processing of the game.

卡片机1060可以经由游戏机廊服务器1020与中心服务器1030通信。 Card machine via the gaming machine 1060 may be in communication with the central server 1020 servers gallery 1030. 卡片机1060接受由玩家执行的个人信息的输入操作,并且出售ID数据存储于其中的ID卡。 Card machine 1060 receives an input operation of personal information performed by the player, and sold ID data stored therein an ID card. ID卡在游戏开始时使用,并且ID数据由终端设备1010包括的ID卡读卡器读出。 ID card at the beginning of the game, and the ID data read by the ID card reader of the terminal device 1010 includes.

在该实施方案中,装备在中心服务器1030的游戏服务器1031中的RAM用作存储玩家等级值的等级存储装置。 In this embodiment, the equipment level storage RAM serving as a storage means Player rating values ​​in the center server 1030 game server 1031. 装备在中心服务器1030的游戏服务器1031等中的CPU用作根据游戏结果设置预先确定等级的等级设置装置,并且将关联到玩家ID数据而设置的等级作为等级值存储在装备在游戏服务器1031等中的RAM(等级存储装置)中。 Equipment center server CPU as the game server 1031 and the like in the 1030 level setting means setting the predetermined level, and will be associated with the player ID data set level as the level value stored in the equipment according to the game result in the game server 1031 and the like a RAM (level storage device). 装备在终端设备1010中的CPU用作设置作为结果由玩家完成的条件的条件设置装置。 Equipment in the terminal device 1010 is provided as a result of CPU used by a player to complete the conditions as setting means. 装备在终端设备1010中的CPU用作确定玩家是否清除设置条件的条件完成确定装置。 Equipment in the terminal device as the CPU 1010 determines whether the player clears the condition setting condition determination device is completed. 装备在终端设备1010中的CPU用作游戏结果确定装置,当确定条件被清除时,用于基于由玩家清除的条件,和玩家的等级值来确定游戏结果。 Equipment in the terminal device CPU 1010 used as a game-result determining means, when the determination condition is cleared, cleared by the player based on the conditions, and the level value of the player game outcome is determined.

同样,在该实施方案中,装备在终端设备1010中的CPU用作选择装置,根据由玩家执行的输入操作,为玩家选择独自执行游戏或与其他玩家一起执行游戏以便完成设置在游戏中的待清除条件。 Also, in this embodiment, the terminal equipment the CPU 1010 used as a selection means, in accordance with an input operation performed by a player, a game player selection performed alone or in conjunction with other players execute a game to complete the game to be provided Clear conditions. 装备在中心服务器1030的游戏服务器1031等中的CPU用作设置执行游戏的玩家数目的玩家数目设置装置。 Equipment center server game server 1030 in the CPU 1031 or the like is provided as the number of game players perform a number of players setting means. 装备在中心服务器1030的游戏服务器1031中的RAM用作对于待清除的每个条件存储设置的玩家数目的玩家数目存储装置。 RAM is used as equipment in the central server in the game server 10,311,030 number of players for the number of players to be cleared storage means stores the settings for each condition. 装备在中心服务器1030的游戏服务器1031等中的RAM用作对于待清除的每个条件存储玩家进入条件中的数目的进入数目存储装置。 RAM is used as equipment in the central server 1031 and the like game server 1030 stores player for each condition to be cleared into the condition number of the number of access to the storage device. 装备在中心服务器1030的游戏服务器1031等中的CPU用作进入数目更新装置,用于基于由选择装置做出的选择更新玩家进入条件中的数目,并且将更新后的进入数目存储在装备在中心服务器1030的游戏服务器1031等中的RAM(进入数目存储装置)中。 Equipment center server CPU as the game server 1031 and the like enter the number 1030 in updating means based on selection made by the selecting means updates the player enters the number of conditions, and the updated number entered is stored in the central equipment game server 1031 server 1030 and the like in a RAM (memory into the number of devices). 装备在中心服务器1030的游戏服务器1031中的CPU用作确定进入数目是否达到玩家数目的确定装置。 Equipment in the central server game server 10,311,030 in the CPU used to determine whether to enter the number of the number of players determining means. 装备在终端设备1010的游戏服务器1031等中的CPU用作当确定装置确定进入数目达到玩家数目时,用于为执行游戏的玩家设置待清除条件的条件设置装置。 In the terminal apparatus 1010 is equipped game server 1031 and the like used when the CPU enters the determination means determines that the number reaches the number of players, for setting a condition to be cleared condition setting means for the execution of the game player.

本发明的实施方案在上面说明。 Embodiments of the invention described above. 但是,实施方案仅说明具体的实例,而不特别地限制本发明,因此装置等的具体配置可以在设计方面因此改变。 However, the embodiment illustrated is only a specific example, the present invention is not particularly limited, so the specific configuration of the device or the like may thus changed in terms of design. 此外,在本发明实施方案中描述的结果仅论及由本发明产生的最适当的结果,因此本发明的结果并不局限于本发明实施方案中描述的那些。 Moreover, the results described in the embodiments of the present invention, only the most appropriate result addressed by the present invention, the results of the present invention is therefore not limited to those embodiments of the invention described herein.

Claims (19)

1.一种游戏系统,其中多个终端设备经由通信线路连接到服务器,并且其中游戏可以由操作每个终端设备的多个玩家中的每一个来执行,该游戏系统包括:等级值存储单元,其存储玩家的等级值;等级值设置单元,其根据游戏结果设置预先确定的等级,并且将相对于玩家ID数据设置的等级作为等级值存储在等级值存储单元中;条件设置单元,其设置作为游戏结果玩家应当完成的条件;条件完成确定单元,其确定玩家是否清除在条件设置单元中设置的条件;以及游戏结果确定单元,当条件完成确定单元确定由条件设置单元设置的条件被清除时,其基于由玩家清除的条件和存储在等级值存储单元中的玩家的等级值来确定游戏结果。 1. A game system in which a plurality of terminal devices connected to the server via a communication line, and wherein each of the game can be performed more player in each terminal apparatus by the operator, the game system comprising: a rank value storage unit, level value storing player; rank value setting unit that sets a predetermined level according to a game result, and the relative level of player ID data is set as the gradation value stored in the rank value storage unit; condition setting unit that sets as when and game result determination unit, when the condition completion determination unit determines the condition by the condition setting unit is cleared; game outcome the player should complete condition; condition completion determination unit which determines whether the player clears the condition set in the condition setting unit which is determined based on a game result of the level value of the player by a player clears the condition value stored in the rank storage unit.
2.根据权利要求1的游戏系统,包括根据由玩家执行的输入操作从多个类型的条件中选择任何一个条件的条件选择单元,其中条件设置单元设置由条件选择单元选择的条件。 Condition 2. The game system according to claim 1, comprising selecting a condition from a plurality of any type of condition in accordance with the input operation performed by the player selection unit, wherein the condition setting unit setting condition selected by the condition selection means.
3.根据权利要求1的游戏系统,其中游戏结果确定单元确定在游戏中可用且作为游戏结果给予玩家的金钱量。 3. The game system according to claim 1, wherein the game outcome determination unit determines the amount of money available in the game and give the player as the game result.
4.根据权利要求1的游戏系统,其中服务器包括经由专用线路可通信地连接到多个终端设备的游戏机廊服务器、和经由通信线路可通信地连接到游戏机廊服务器的中心服务器。 4. The game system according to claim 1, wherein the server includes a communication via a dedicated line connected to the game machine gallery server plurality of terminal devices, and a server communicatively connected to the gaming machine central gallery server via a communication line.
5.根据权利要求1的游戏系统,其中游戏结果确定单元同样基于参与清除条件的游戏的玩家数目来确定游戏结果。 The game system according to claim 1, wherein the same game result determination unit determines a game result based on the number of players participating in a game clear condition.
6.根据权利要求1的游戏系统,其中游戏结果确定单元基于为玩家设置的能力值、与玩家的等级值一起或者代替玩家的等级值来确定游戏结果。 6. The game system according to claim 1, wherein the game result determination unit based on the capacity value for the players, together with the gradation level value of the player or instead to determine the value of the player's game result.
7.根据权利要求4的游戏系统,其中终端设备和游戏机廊服务器提供有等级值存储单元,终端设备提供有等级值设置单元,并且游戏机廊服务器提供有条件设置单元、条件完成确定单元、和游戏结果确定单元。 The game system according to claim 4, wherein the terminal device and a game machine with a gallery server rank value storage unit, the terminal device is provided with a level value setting unit, and the gaming machine server gallery conditions setting unit, the completion condition determination means, and the game result determining unit.
8.一种服务器,其经由通信线路连接到多个终端设备,并且构成游戏可以由操作每个终端设备的多个玩家中的每一个来执行的游戏系统,该服务器包括:等级值存储单元,其存储玩家的等级值;等级值设置单元,其根据游戏结果设置预先确定的等级,并且将相对于玩家ID数据设置的等级作为等级值存储在等级值存储单元中;条件设置单元,其设置作为游戏结果玩家应当完成的条件;条件完成确定单元,其确定玩家是否清除在条件设置单元中设置的条件;以及游戏结果确定单元,当条件完成确定单元确定由条件设置单元设置的条件被清除时,其基于由玩家清除的条件和存储在等级值存储单元中的玩家的等级值来确定游戏结果。 A server, which is connected via a communication line to a plurality of terminal devices, and the game can be configured, the operation of each server comprises a game system to perform each of the plurality of player terminals in the device: rank value storage unit, level value storing player; rank value setting unit that sets a predetermined level according to a game result, and the relative level of player ID data is set as the gradation value stored in the rank value storage unit; condition setting unit that sets as when and game result determination unit, when the condition completion determination unit determines the condition by the condition setting unit is cleared; game outcome the player should complete condition; condition completion determination unit which determines whether the player clears the condition set in the condition setting unit which is determined based on a game result of the level value of the player by a player clears the condition value stored in the rank storage unit.
9.一种游戏控制方法,其使得经由通信线路连接到多个终端设备、并且构成游戏可以由操作每个终端设备的多个玩家中每一个执行的游戏系统的服务器用作:等级值存储单元,其存储玩家的等级值;等级值设置单元,其根据游戏结果设置预先确定的等级,并且将相对于玩家ID数据设置的等级作为等级值存储在等级值存储单元中;条件设置单元,其设置作为游戏结果玩家应当完成的条件;条件完成确定单元,其确定玩家是否清除在条件设置单元中设置的条件;以及游戏结果确定单元,当条件完成确定单元确定由条件设置单元设置的条件被清除时,其基于由玩家清除的条件和存储在等级值存储单元中的玩家的等级值来确定游戏结果。 A game control method, which is connected via a communication line such that the plurality of terminal devices, and constitute a plurality of game players can be used by the operator for each terminal device in the server every game system executing: rank value storage unit storing the player's level value; level value setting unit that sets a predetermined level according to a game result, and the relative level of player ID data is set as the rank value storage unit scale values ​​are stored; condition setting unit that sets as a game outcome condition of the player should be completed; time and game result determination unit, when the condition completion determination unit determines that the condition setting unit is provided by the condition has been cleared; condition completion determination unit which determines whether the player clears the condition set in the condition setting unit , which is based on the ranking value of the player by a player clears the condition and stored in the rank value storage unit is determined game outcome.
10.一种游戏系统,其中多个终端设备经由通信线路连接到服务器,并且其中游戏可以由操作每个终端设备的多个玩家中的每一个来执行,该游戏系统包括:选择单元,根据由玩家执行的输入操作,为玩家选择独自或与其他玩家一起执行游戏以便完成设置在游戏中的待清除条件;玩家数目设置单元,其基于由选择单元执行的选择来设置执行游戏的玩家数目;玩家数目存储单元,其对待清除的每个条件存储设置的玩家数目;进入数目存储单元,其对待清除的每个条件存储玩家进入条件中的数目;进入数目更新单元,其基于由选择单元执行的选择,更新玩家进入条件中的数目并且将进入数目存储在进入数目存储单元中;确定单元,其确定存储在进入数目存储单元中的进入数目是否达到存储在玩家数目存储单元中的玩家数目;以及条件设置单元,当确定单 10. A game system in which a plurality of terminal devices connected to the server via a communication line, and wherein each of the game can be performed for each of the plurality of player terminals by operating the device, the game system comprising: a selecting unit, according to the an input operation performed by the player to select the player alone or performed in conjunction with other players in the game to complete the setting to be cleared condition in the game; number of players setting unit based on the selection by the selection unit performs the set number of players execute a game; player number of memory cells that store the condition set number of players per treatment cleared; into the number of memory cells, which treat each player clears the condition stored in the condition to enter the number; the number of updates into the unit, which based on the selection performed by the selection unit , update the player number of conditions into and enters the number stored into the number of memory cells; determining unit number into its determination is stored in the entering number of the storage unit has reached the number of the player stored in the number of players storage means; and conditions setting unit, when the determination unit 确定进入数目达到玩家数目时,其关于执行游戏的玩家设置待清除的条件。 When determining the number of players entering the number reached its players on the implementation of the game setting condition to be cleared.
11.根据权利要求10的游戏系统,包括响应由确定单元做出的进入数目没有达到玩家数目的确定,显示待机图像的待机图像显示单元,该待机图像显示与玩家数目和/或进入数目相关的信息。 11. The gaming system of claim 10, comprising a number into the response made by the determining unit does not reach the number of players is determined, displaying a standby image of the standby image display unit displays the standby image related to the number of players and / or the number of entering information.
12.根据权利要求10的游戏系统,包括:条件完成确定单元,其确定玩家是否清除待清除的条件;以及奖金支付单元,当条件完成确定单元确定玩家清除条件时,其根据清除条件的玩家数目,成比例地分配根据条件类型预先设置的、在游戏中可用的金钱量,并且将金钱给予每个玩家。 12. The game system according to claim 10, comprising: condition determining means is completed, it is determined whether the player clears the condition to be cleared; and a winnings payment unit, when the condition determining unit determines that the player clears complete condition, according to which the number of players to clear conditions proportionally allocated in accordance with the amount of money available in the type of game condition is set in advance, and the money to be given to each player.
13.根据权利要求10的游戏系统,包括:条件完成确定单元,用于确定玩家是否清除待清除的条件;以及奖金支付单元,当条件完成确定单元确定玩家清除条件时,其根据清除条件的玩家的等级,成比例地分配根据条件类型预先设置的、在游戏中可用的金钱量,并且将金钱给予每个玩家。 13. The game system according to claim 10, comprising: condition determining means complete, for determining whether the player clears the condition to be cleared; and a winnings payment unit, when the determination unit determines that the condition to complete the player clears the condition, the condition of the player based on clear level, in accordance with proportional distribution, the amount of available money in the game condition of the type set in advance, and the money to be given to each player.
14.根据权利要求10的游戏系统,其中服务器包括经由专用线路可通信地连接到多个终端设备的游戏机廊服务器、和经由通信线路可通信地连接到游戏机廊服务器的中心服务器。 14. The game system according to claim 10, wherein the server includes a communication via a dedicated line connected to the game machine gallery server plurality of terminal devices, and a server communicatively connected to the gaming machine central gallery server via a communication line.
15.根据权利要求11的游戏系统,其中待机图像显示单元提供在终端设备中。 15. The game system according to claim 11, wherein the image display unit to provide a standby in the terminal device.
16.根据权利要求14的游戏系统,其中选择单元提供在终端设备中,并且玩家数目存储单元、玩家数目设置单元、进入数目存储单元、进入数目更新单元、确定单元、和条件设置单元提供在游戏机廊服务器中。 16. A gaming system according to claim 14, wherein the selecting means provided in the terminal device, number of players and a storage unit, a setting unit number of players, enters the number of memory cells, the number of updates into the unit, determination unit, and a condition setting unit provided in the game Gallery server machine.
17.根据权利要求15的游戏系统,其中待机图像显示单元包括使得玩家能够执行输入操作的触摸板。 17. The gaming system of claim 15, wherein a standby image display unit includes a touch panel so that the player can perform input operation.
18.一种服务器,其经由通信线路连接到多个终端设备,并且构成游戏可以由操作每个终端设备的多个玩家中的每一个来执行的游戏系统,该服务器包括:选择单元,根据由玩家执行的输入操作,为玩家选择独自或与其他玩家一起执行游戏以便完成设置在游戏中的待清除条件;玩家数目设置单元,其基于由选择单元执行的选择来设置执行游戏的玩家数目;玩家数目存储单元,其对待清除的每个条件存储设置的玩家数目;进入数目存储单元,其对待清除的每个条件存储玩家进入条件中的数目;进入数目更新单元,其基于由选择单元执行的选择,更新玩家进入条件中的数目并且将进入数目存储在进入数目存储单元中;确定单元,其确定存储在进入数目存储单元中的进入数目是否达到存储在玩家数目存储单元中的玩家数目;以及条件设置单元,当确定单元 18. A server, which is connected via a communication line to a plurality of terminal devices, and the game can be configured, the operation of each server comprises a game system to perform each of the plurality of player terminals in the apparatus: selecting unit, according to the an input operation performed by the player to select the player alone or performed in conjunction with other players in the game to complete the setting to be cleared condition in the game; number of players setting unit based on the selection by the selection unit performs the set number of players execute a game; player number of memory cells that store the condition set number of players per treatment cleared; into the number of memory cells, which treat each player clears the condition stored in the condition to enter the number; the number of updates into the unit, which based on the selection performed by the selection unit , update the player number of conditions into and enters the number stored into the number of memory cells; determining unit number into its determination is stored in the entering number of the storage unit has reached the number of the player stored in the number of players storage means; and conditions setting unit, when the determination unit 定进入数目达到玩家数目时,其关于执行游戏的玩家设置待清除的条件。 When given the number of players entering the number reached its players on the implementation of the game setting condition to be cleared.
19.一种游戏控制方法,其使得经由通信线路连接到多个终端设备、并且构成游戏可以由操作每个终端设备的多个玩家中每一个执行的游戏系统的服务器用作:选择单元,根据由玩家执行的输入操作,为玩家选择独自或与其他玩家一起执行游戏以便完成设置在游戏中的待清除条件;玩家数目设置单元,其基于由选择单元执行的选择来设置执行游戏的玩家数目;玩家数目存储单元,其对待清除的每个条件存储设置的玩家数目;进入数目存储单元,其对待清除的每个条件存储玩家进入条件中的数目;进入数目更新单元,其基于由选择单元执行的选择,更新玩家进入条件中的数目并且将进入数目存储在进入数目存储单元中;确定单元,其确定存储在进入数目存储单元中的进入数目是否达到存储在玩家数目存储单元中的玩家数目;以及条件设置单元,当确定 19. A game control method, which is connected via a communication line such that the plurality of terminal devices, and a configuration may be used as a game player operating a plurality of terminal devices each in each of the server system executing a game: a selecting unit, according to the input operation performed by the player to select the player alone or performed in conjunction with other players in the game to complete the set to be in the game clear condition; the number of the player setting means that the number of the player is set by selecting the selection unit performs the execution of the game based on; a storage unit number of players, the number of cleared treat each player setting condition memory; into the number of memory cells, each of which stores the players condition treated clearance into the number of conditions; enter number updating unit that performed by the selection unit based on Alternatively, update the player number of conditions into and enters the number stored into the number of memory cells; determining unit number into its determination is stored in the entering number of the storage unit has reached the number of the player stored in the number of players storage unit; and condition setting unit, when it is determined 元确定进入数目达到玩家数目时,其关于执行游戏的玩家设置待清除的条件。 When Yuan determined to enter the number reaches the number of players that the game player on the implementation of the conditions set to be cleared.
CNA2005100822257A 2004-07-01 2005-07-01 Game system, server and game control method CN1714900A (en)

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