TWI317294B - - Google Patents

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Publication number
TWI317294B
TWI317294B TW095141542A TW95141542A TWI317294B TW I317294 B TWI317294 B TW I317294B TW 095141542 A TW095141542 A TW 095141542A TW 95141542 A TW95141542 A TW 95141542A TW I317294 B TWI317294 B TW I317294B
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TW
Taiwan
Prior art keywords
game
data
arcade
player
probability
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Application number
TW095141542A
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Chinese (zh)
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TW200734017A (en
Inventor
Kusuda Kazuhiro
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Konami Digital Entertainment
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Publication of TW200734017A publication Critical patent/TW200734017A/en
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Publication of TWI317294B publication Critical patent/TWI317294B/zh

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/34Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements depending on the stopping of moving members in a mechanical slot machine, e.g. "fruit" machines
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game

Description

1317294 (1) 九、發明說明 【發明所屬之技術領域】 本發明係關於在與其他同種的街機遊戲機之間,可經 ’由網路來進行資料通訊的街機遊戲機及具備複數如此之街 機遊戲機的遊戲系統者。 【先前技術】 φ 於專利文獻1係揭示有在同一筐體內具備個別進行獨 自之硬幣推幣遊戲的複數附屬設備之硬幣遊戲裝置(街機 遊戲機)。各附屬設備之遊戲狀況係藉由主機電腦來監視 。於各附屬設備中,玩家係改變硬幣投入器的朝向而從複 數卡盤中瞄準所望之卡盤來投入硬幣。又,於各附屬設備 係設置有顯示遊戲角色前進於虛擬遊戲空間內的路線之遊 戲畫面的顯示器。而以利用投入之硬幣進入中獎卡盤,則 顯示器上的遊戲角色前進虛擬遊戲空間內的路線之方式來 # 進行遊戲。又,於前述專利文獻1係記載在各附屬設備的 遊戲進行中,玩家可獲得各式各樣之道具。 又,於前述專利文獻1所記載之硬幣遊戲裝置中,發 生賣店事件(Shop event )時,則在各附屬設備進行遊戲 之玩家間可進行道具的買賣。如詳細說明,在該硬幣遊戲 裝置,各玩家所獲得之道具資訊係記憶於該玩家使用之1C 卡。然後,在各附屬設備進行賣店事件的發生抽選,在某 附屬設備A當選賣店事件時,則當選通知從該附屬設備A 傳送至主機電腦。主機電腦係在有可能成爲道具之買家的 -4- (2) 1317294 玩家遊玩之附屬設備B存在時,對該附屬設備b與當選賣 店事件之附屬設備A傳送賣店事件發生命令。藉此,在附 ’ 屬設備A遊玩之玩家係可將自身的道具賣給附屬設備B的 ' 玩家而換成硬幣。道具的買賣成立時,硬幣遊戲裝置係從 附屬設備B的玩家接受買入價格份之硬幣。然後,從在附 ¥ 屬設備A遊玩之玩家的1C卡刪除買賣成立之道具的資訊 •之同時,對該玩家支付賣價份的硬幣。 φ 再者,於前述專利文獻1記載有進行賣店事件之其他 附屬設備B係不限於與附屬設備相同之硬幣遊戲裝置內的 其他附屬設備,即使爲設置於其他娛樂設施(遊藝場)之 硬幣遊戲裝置的附屬設備亦可之要旨。 〔專利文獻1〕日本特開2005— 230264號公報 【發明內容】 〔發明所欲解決之課題〕 # 於具備複數附屬設備之一般的街機遊戲機中,通常在 各附屬設備進行之遊戲進行係以在各附屬設備相同之方式 來控制。所以,玩家可取得各道具之個別機率係在哪個附 屬設備遊玩皆爲相同。爲此,例如,稱爲玩家較易取得之 道具的種類及玩家難以取得之稀有道具的道具之種類係在 任一附屬設備皆爲相同。 關於此點,於前述專利文獻1並無進行詳細之說明, 但是,可推測出該專利文獻1所記載之硬幣遊戲裝置亦與 一般的街機遊戲機相同,玩家可取得各道具之個別機率係 -5- (3) 1317294 在哪個附屬設備遊玩皆爲相同。爲此,可推測即使在該硬 ' 幣遊戲裝置,例如,稱爲玩家較易取得之道具的種類及玩 * 家難以取得之稀有道具的道具之種類係在任一附屬設備皆 ' 爲相同。因此,例如如稀有道具般,關於玩家難以取得之 道具,對於賣方及買方來說皆爲貴重道具,即使買方想要 ^ ,但是賣方不想賣出,則買賣難以成立。又,例如關於玩 •家較容易取得之道具,對於賣方及買方來說皆爲價値較低 φ ,即使買方想賣,但是沒有買方,則買賣難以成立。結果 ,於前述專利文獻1所記載之硬幣遊戲裝置中,有無法充 分提高道具買賣之事件的遊戲性之問題。 再者’該問題係即使在配置於相互不同店舖之複數街 機遊戲機個別遊玩的玩家之間使進行道具買賣之事件發生 的遊戲系統中亦會發生。 又,該問題係不限於道具買賣的事件,即便於使在其 他街機遊戲機遊玩之玩家取得與在某街機遊戲機遊玩之玩 • 家所取得之道具等的遊戲要素資料相同者的事件發生之遊 戲系統中,亦同樣可能發生。 本發明係有鑒於前述問題而發明者,其目的爲提供相 較於習知技術可更提高使在其他街機遊戲機遊玩之玩家取 得與在某街機遊戲機遊玩之玩家所取得之道具等的遊戲要 素資料相同者的事件之遊戲性的街機遊戲機及遊戲系統。 〔用以解決課題之手段〕 爲了達成前述目的,申請專利範圍第1項的發明係關 -6- (9) 1317294 5項所記載之街機遊戲機中,其特徵爲:前述遊戲控制手 段,係在前述本玩家在前述對人對戰遊戲落敗時,進行消 _ 除在前述可使用要素記憶手段所記憶之遊戲要素資料或特 + 定資料中,達成特定消除條件者的控制。 於該街機遊戲機中,在本街機遊戲機遊玩之本玩家在 '前述對人對戰遊戲落敗時,則本玩家將無法使用自己取得 ‘之遊戲要素資料(關於本玩家之可使用要素記憶手段所記 9 憶之遊戲要素資料或藉由記憶於此之特定資料所特定之遊 戲要素資料)中達成特定消除條件之遊戲要素資料。結果 ,可提高該對人對戰遊戲的緊張感。 又,申請專利範圍第7項所記載之發明的特徵係於第 6項所記載之街機遊戲機中,其特徵爲:記憶於前述可使 用要素記憶手段之遊戲要素資料或特定資料,係與消除計 算値資料建立關聯而記憶;前述遊戲控制手段,係在前述 本玩家在前述對人對戰遊戲落敗時,進行使在該對人對戰 ® 遊戲所使用之遊戲要素資料所對應之該消除計算値資料, 僅變動特定計算値份的控制者;前述特定消除條件,係該 消除計算値資料的累積變動値達到規定値之條件。 於該街機遊戲機中,於本玩家在對人對戰遊戲落敗時 ’其玩家取得之遊戲要素資料所對應之消除計算値資料, 係僅變動特定計算値份。然後,該消除計算値資料的累積 變動値達到規定値時,本玩家係無法使用對應其之遊戲要 素資料。藉由如此之構造,因應本玩家落敗時而變動之前 述特定計算値及前述規定値的設定,可適切調整本玩家落 -12- (10) 1317294 敗幾次則會無法使用該遊戲要素資料。結果,可防止本玩 家在對人對戰遊戲落敗1次就馬上無法使用遊戲要素資料 之事態的發生。如發生如此事態,雖然產生對人對戰遊戲 • 的緊張感而可提高對人對戰遊戲的遊戲性,另一方面,卻 也對於不想失去自己的遊戲要素資料之玩家,成爲對人對 '戰遊戲的活用之猶豫的要因。依據本街機遊戲機,因爲可 _ 防止如此事態的發生,故亦可促使不想失去自己的遊戲要 • 素資料之玩家,對對人對戰遊戲的活用。 又,申請專利範圍第8項所記載之發明的特徵係於第 7項所記載之街機遊戲機中,其特徵爲:前述本玩家在前 述對人對戰遊戲得勝時而記憶於前述可使用要素記憶手段 之前述相同資料的數量乘上前述規定値所得之値,與該本 玩家在該對人對戰遊戲落敗時而變動之總計算値係相互一 致。 前述規定直系相當於表示消除各遊戲要素資料爲止之 • 落敗次數的計算値(各遊戲要素資料的壽命計算値)。所 以,本玩家在對人對戰遊戲得勝時,利用藉此取得遊戲要 素資料,則自己取得之所有的遊戲要素資料之壽命計算値 的總計値,僅增加相等於其取得之遊戲要素資料所對應之 壽命計算値的總計之計算値份。一方面,於本玩家在對人 對戰遊戲落敗時,則從自己取得之所有的遊戲要素資料之 壽命計算値的總計値,減少特定値份的計算値。然後,於 本街機遊戲機中,本玩家在對人對戰遊戲得勝時所增加之 壽命計算値的總計値,與本玩家在對人對戰遊戲落敗時所 -13- (11) 1317294 減少之壽命計算値的總計値係相互相等。所以,從由本街 機遊戲機與可與其資料通訊地連接之其他同種之街機遊戲 '機所構成之遊戲系統整體來看’即使進行前述對人對戰遊 ' 戲,總計各玩家取得之遊戲要素資料所對應之壽命計算値 的總計値之値係爲一定。結果’藉由進行前述對人對戰遊 ~ 戲,即使對戰之各玩家的可使用遊戲要素資料之數量增減 -,亦可將其遊戲系統整體之全玩家可使用遊戲要素資料之 Φ 總計數量,抑制於一定範圍。 又,申請專利範圍第9項所記載之發明的特徵係於第 1項所記載之街機遊戲機中’具有:記憶媒體排出手段, 係排出可搬型記憶媒體;該可搬型記憶媒體係記憶對應前 述可使用要素記憶手段所記憶之遊戲要素資料或特定資料 的資料。 於該街機遊戲機中,因爲玩家係可搬運自己取得之遊 戲要素資料或記憶用以特定其之特定資料所對應之資料的 # 可搬型記憶媒體,故可提高自己擁有遊戲要素資料之玩家 的意識,更提高了對於取得遊戲要素資料之玩家的意欲。 再者,有各種可搬型記憶媒體的利用方法。例如,設定爲 在該可搬型記憶媒體之外面顯示,表示記憶於內部之資料 所對應之遊戲要素資料的圖案等之畫像,則可將該可搬型 記憶媒體使用於如集換式卡片遊戲之卡片遊戲裝置等之其 他遊戲。 又,申請專利範圍第1 〇項所記載之發明的特徵係於 第9項所記載之街機遊戲機中,具有:資料讀取手段,係 -14- (12) 1317294 讀取記憶於前述可搬型記憶媒體之資料,前述遊戲控制手 段,係進行將對應該資料讀取手段所讀取出之資料的遊戲 '要素資料或特定資料,記憶於前述可使用要素記憶手段之 '控制。 於該街機遊戲機中,玩家可在遊戲使用從記憶媒體排 • 出手段排出之記憶於可搬型記憶媒體之資料所對應之遊戲 要素資料。 • 又,申請專利範圍第11項所記載之發明係關於遊戲 系統,其特徵爲:包含個別具備申請專利範圍第1、2、3 、4、5、6、7、8、9或10項所記載之街機遊戲機具有之 構造的複數街機遊戲機,且將個別設置於相互不同之遊藝 場的該複數街機遊戲機,經由網路而相互可進行資料通訊 地連接。 於該遊戲系統中,可對在各街機遊戲機遊玩之玩家, 促進可從其他同種之街機遊戲機的玩家取得遊戲要素資料 • 之事件的積極活用。 在此,假設構成本遊戲系統之複數街機遊戲機設置於 相同遊藝場內時,玩家係僅移動短距離則可在任一街機遊 戲機遊玩。如此狀況,玩家係僅移動短距離,則可從該等 街機遊戲機中移動至自己所想要之遊戲要素資料的取得機 率較高之街機遊戲機,來遊玩遊戲。結果,對在各街機遊 戲機遊玩之玩家,無法充分取得促進可從其他同種之街機 遊戲機的玩家取得遊戲要素資料之事件的積極活用之效果 ,而有無法充分提高如此事件的遊戲性之虞。 -15- (13) 1317294 因爲構成本遊戲系統之各街機 相互不同之遊藝場,故相較於該等 ' 遊藝場之狀況,玩家移動於各街機 ' 多。因此,從該等街機遊戲機中移 要素資料的取得機率較高之街機遊 '態會減少。所以,可充分取得促進 _ 效果,抬升了提高如此事件之遊戲 # 又,申請專利範圍第1 2項所 系統,該遊戲系統係包含個別具備 記載之街機遊戲機具有之構造的複 別設置於相互不同之遊藝場的該複 路而相互可進行資料通訊地連接的 有:出現機率管理裝置,係對於前 過網路而傳送前述設定變更資料。 於該遊戲系統中,可從出現機 ® 設定變更各街機遊戲機之出現機率 又,申請專利範圍第1 3項所 系統,該遊戲系統係包含個別具備 記載之街機遊戲機具有之構造的複 別設置於相互不同之遊藝場的該複 路而相互可進行資料通訊地連接的 有:遊戲要素管理裝置,係對於前 過網路而傳送前述遊戲要素資料。 於該遊戲系統中,從遊戲要素 遊戲機,係個別設置於 街機遊戲機設置於相同 遊戲機之間所耗精力較 動至自己所想要之遊戲 戲機,來遊玩遊戲之事 前述事件的積極活用之 性的確實性。 記載之發明係關於遊戲 申請專利範圍第3項所 數街機遊戲機,且將個 數街機遊戲機,經由網 遊戲系統,其特徵爲具 述複數街機遊戲機,透 率管理裝置經由網路而 資料。 記載之發明係關於遊戲 申請專利範圍第4項所 數街機遊戲機,且將個 數街機遊戲機,經由網 遊戲系統,其特徵爲具 述複數街機遊戲機,透 管理裝置可經由網路而 -16- (16) 1317294 遊戲機的玩家,促進可從其他同種之街機遊戲機的玩家取 得該當遊戲要素資料之事件的積極活用。 再者,即使於本遊戲系統中,亦可與申請專利範圍第 1 1項所記載之遊戲系統相同,取得各街機遊戲機個別設定 於相互不同之遊藝場所致之效果。 〔發明之效果〕 依據申請專利範圍第1項的發明,因爲可對本街機遊 戲機的玩家,促進可從其他周種之街機遊戲機的玩家取得 該當遊戲要素資料之事件的積極活用,故發揮相較於習知 技術更提高如此事件的遊戲性之優良效果。 又,依據申請專利範圍第2項的發明,因爲能以成爲 操作者所希望之出現機率的方式來進行設定變更,故可發 揮能遵從操作者的意向來提高或降低特定遊戲要素畫像的 取得機率之優良效果。 又,依據申請專利範圍第3項的發明,因爲可從離開 本街機遊戲機較遠之場所來進行設定變更,故在將本街機 遊戲機設置於遊藝場之後,可發揮迅速且容易進行提高或 降低特定遊戲要素畫像的取得機率之作業的優良效果。 又,依據申請專利範圍第4項的發明,因爲可從離開 本街機遊戲機較遠之場所來追加新的遊戲要素資料等,故 在將本街機遊戲機設置於遊藝場之後,可發揮迅速且容易 進行追加新的遊戲要素資料之作業的優良效果。 又,依據申請專利範圍第5項的發明,促進對於在本 -19- (17) 1317294 街機遊戲機遊玩之本玩家與在其他同種之街機遊戲機遊玩 之玩家之間的對人對戰遊戲(事件)之積極活用,發揮相 較於習知技術更提高如此對人對戰遊戲的遊戲性之優良效 果。 又,依據申請專利範圍第6項的發明,因爲可提高前 述對人對戰遊戲的緊張感,故可發揮更提高該對人對戰遊 戲的遊戲性之優良效果。 • 又,依據申請專利範圍第7項的發明,發揮了亦可對 於不想失去自己的遊戲要素資料之玩家,促進對人對戰遊 戲的活用之優良效果。 又,依據申請專利範圍第8項的發明,發揮易於進行 由本街機遊戲機與可資料通訊地連接其之其他同種之街機 遊戲機所構成之遊戲系統整體的所有玩家可使用之遊戲要 素資料的總計數量的管理之優良效果。 又,依據申請專利範圍第9項的發明,因爲可提高對 • 於取得遊戲要素資料之玩家的意欲,故可促進可從其他同 種之街機遊戲機的玩家取得前述遊戲要素資料之事件的積 極活用,而能發揮更提高如此事件的遊戲性之優良效果。 又,依據申請專利範圍第1〇項的發明,因爲玩家可 使用記憶於自己持有之可搬型記憶媒體的資料所對應之遊 戲要素資料來遊玩遊戲,故更提高對於取得遊戲要素資料 之玩家的意欲,而可發揮更提高前述事件之遊戲性的優良 效果。 又,依據申請專利範圍第1 1項的發明,因爲可對在 -20- (18) 1317294 本遊戲系統之各街機遊戲機遊玩之玩家,相較於習知技術 更可促進可從其他街機遊戲機的玩家取得遊戲要素資料之 '事件的積極活用,故發揮具有更高之確實性來提高如此事 ' 件的遊戲性之優良效果。 又,依據申請專利範圍第12項的發明,因爲可從出 '現機率管理裝置經由網路來設定變更各街機遊戲機的出現 ’機率資料,故在將各街機遊戲機設置於遊藝場之後,發揮 • 可對於每台街機遊戲機,迅速且容易進行個別提高或降低 特定遊戲要素畫像的取得機率之作業的優良效果。 又,依據申請專利範圍第1 3項的發明,因爲可從遊 戲要素管理裝置經由網路而於街機遊戲機的遊戲要素記憶 手段追加新的遊戲要素資料等,故在將本街機遊戲機設置 於遊藝場之後,可發揮迅速且容易進行追加新的遊戲要素 資料等之作業的優良效果。 又,依據申請專利範圍第14項的發明,因爲可對在 ® 本遊戲系統之各街機遊戲機遊玩之玩家,相較於習知技術 更可促進可從其他街機遊戲機的玩家取得遊戲要素資料之 事件的積極活用,故發揮具有更高之確實性來提高如此事 件的遊戲性之優良效果。 【實施方式】 以下,針對將本發明適用於具備作爲個別執行可進行 對人對戰之吃角子老虎遊戲的硬幣遊戲機之複數街機遊戲 機(營業用遊戲裝置)的遊戲系統之一實施形態,來加以 -21 - (19) 1317294 說明。 首先’針對關於本實施形態之遊戲系統整體的構造加 '以說明。 ' 圖2係關於本實施形態之遊戲系統整體的槪略構成圖 〇 '構成該遊戲系統之各街機遊戲機係設置於相互不同之 •遊戲中心等之遊藝場。又,本遊戲系統係具備經由通訊網 Φ 路而連接該等街機遊戲機1之管理伺服器40。管理伺服器 4 0係與各街機遊戲機1經由通訊網路來進行資料通訊,並 進行遊戲系整體的管理。通訊網路係藉由公共電話線路、 專用電話線路、有線電視線路、無線通訊線路等來構成。 (街機遊戲機1的構造) 接著,針對構成本遊戲系統的街機遊戲機1之構造加 以說明。再者,各街機遊戲機1的構造係因爲除了後述之 0 出現機率資料不同以外,其他均爲相同,故在以下之說明 ,僅針對其中之一街機遊戲機1加以說明。 圖3係揭示構成本遊戲系統之街機遊戲機1的前視圖 〇 圖4係該街機遊戲機〗之側視圓。 圖5係該街機遊戲機1之俯視圖。 該街機遊戲機1係以包圍設置於中央部份之龍型模型 2的方式而具備有8個遊戲站10。於龍型模型2係如圖3 所示’設置有共用顯示器3。龍型模型2係構成爲可旋轉 -22- (20) 1317294 ,其共用顯示器3可對向於任一遊戲站10。各遊戲站10 ^ 係藉由LAN纜線等之通訊線路,連接未圖示之中央控制 _ 部。玩家係可使用遊戲站10來遊玩吃角子老虎遊戲’在 本街機遊戲機單體最多可8人玩家同時進行遊玩。8個遊 戲站1 0係因爲具有相互同樣之構造’在以下之說明針對 其中之一來進行說明。 圖6係遊戲站10的擴大前視圖。 φ 於遊戲站1〇係設置有顯示因應遊戲進行之遊戲畫像 的作爲遊戲畫像顯示手段之顯示器11、放出因應遊戲進行 之效果音及背景音樂等之聲音的作爲聲音輸出手段之揚聲 器1 2、玩家操作之遊戲操作用的作爲操作手段之操作桿 13及兩個操作按鍵14a、14b等。又,於遊戲站10亦設置 有用以進行代額數(credit )的結算及取出後述之作爲可 搬型記憶媒體的磁性卡片之各種按鍵。玩家係利用一邊觀 看顯示於顯示器11之顯示面,一邊操作操作桿13及兩個 # 操作按鍵14a、14b,而可遊玩使用出現於其遊戲畫面上之 怪物卡片畫像(遊戲要素畫像)的吃角子老虎遊戲。 又,於遊戲站1〇亦設置有構成接受作爲遊戲價値媒 體之有體物的硬幣之接受手段的硬幣投入口 15、構成排出 作爲遊戲價値媒體之有體物的硬幣之排出手段的硬幣支付 口 16(參考圖3及圖4)、及構成用以取出及插入記憶結 束遊戲之玩家在下次遊玩時爲了進行遊戲之後續所需之資 訊的磁性卡片之記憶媒體排出手段的卡片插入取出口 17 等。 -23- (21) 1317294 圖7係揭示設置於每一遊戲站1〇的遊戲站控制部之 硬體構造的區塊圖。 '在各遊戲站1 0,係個別獨自執行遊戲程式而進行吃角 ' 子老虎遊戲。於遊戲站1 〇的內部係具備控制其遊戲站的 動作之遊戲站控制裝置2 1。遊戲站控制裝置2 1係藉由微 < 處理器等構成,進行遊戲進行所需之各種運算及各種機器 •的動作控制。遊戲站控制裝置21係經由匯流排,連接遵 φ 從來自於遊戲站控制裝置21的命令而在顯示器11描繪各 種畫像之畫面描繪控制裝置22。又,遊戲站控制裝置21 亦經由匯流排而連接記憶裝置23。該記憶裝置23係由 ROM、RAM及補助記憶裝置所構成,作爲各種記憶手段 而作用。於ROM係記憶有用以控制遊戲站1 0之起動時的 基本動作等所需之程式及資料、及遊戲進行的控制所需之 主要程式等。補助記億裝置係藉由硬碟記憶裝置等構成之 可改寫的記憶裝置,用以記憶RAM及ROM所無法完全記 # 憶之資料或程式者。RAM係暫時性地記憶遊戲站控制裝置 2 1所使用之資料及程式者。 又,遊戲站控制裝置2 1亦連接:接收來自於操作桿 13及操作按鍵14a、Mb的操作訊號而轉換成表示其操作 內容之操作資料的操作控制裝置24、用以控制從揚聲器 12輸出之聲音的音響控制裝置25、對於插入卡片插入取 出口 17之磁性卡片,進行資料的寫入及讀取的磁性卡片 寫入讀取裝置26、及硬幣管理裝置27等。又,遊戲站控 制裝置21亦連接介面28,從該介面28經由LAN纜線等 -24- (22) 1317294 的通訊線路而在後述之中央控制裝置3 1之間進行資料通 ' 訊。硬幣管理裝置27係在內部記憶部記憶表示玩家的硬 • 幣數量之代額數資料(credit date),從硬幣投入口 15投 - 入硬幣時,進行將其投入數量份的代額數(遊戲價値媒體 )加入至代額數資料的處理。又,硬幣管理裝置27係在 < 接受來自於遊戲站控制裝置2 1之支付命令時,作爲支付 .手段而作用,進行將遵從其支付命令之份量的代額數作爲 φ 獎金加入至代額數資料的處理。又,硬幣管理裝置27係 在接受來自於遊戲站控制裝置21之下注命令時,進行將 遵從其下注命令之份量的代額數從代額數資料減去的處理 〇 圖8係揭示設置於每一街機遊戲機1的中央控制部之 硬體構造的區塊圖。 該中央控制部係藉由在各遊戲站10的遊戲站控制裝 置21之間,經由LAN等的通訊線路來進行資料通訊,而 # 進行街機遊戲機1整體的管理。又,中央控制部係藉由在 其他街機遊戲機之間,經由通訊網路進行資料通訊,而實 現相互不同之街機遊戲機間的對人對戰遊戲。 於中央控制部係具備藉由在各遊戲站1 〇的遊戲站控 制裝置2 1之間,經由LAN等的通訊線路來進行資料通訊 ,來控制街機遊戲機1整體的中央控制裝置3 1。中央控制 裝置31係藉由微處理器等構成,進行在進行後述之對人 對戰遊戲時所需之各種運算及各種機器的動作控制。中央 控制裝置3 1係經由匯流排,連接遵從來自於中央控制裝 -25- (23) 1317294 置31的命令而在共用顯示器3描繪各種畫像之畫面描繪 控制裝置32。又,中央控制裝置3〗亦經由匯流排而連接 記憶裝置3 3。該記憶裝置3 3係由R ◦ Μ、R A Μ及補助記 憶裝置所構成’作爲各種記憶手段而作用。於R〇M係記 憶有用以控制中央控制部之起動時的基本動作等所需之程 '式及資料、及對於進行對人對戰遊戲所需之主要程式等。 •補助記憶裝置係藉由硬碟記憶裝置等構成之可改寫的記憶 # 裝置’用以記憶RAM及ROM所無法完全記憶之資料或程 式’或各玩家暫時結束遊戲之後,爲了進行其遊戲之後續 所需之資料者。RAM係暫時性地記憶中央控制裝置3 1所 使用之資料及程式者。 又’中央控制裝置3 1係經由匯流排,連接遵從來自 於中央控制裝置31的命令而旋轉驅動龍型模型2之模型 驅動裝置34。又,中央控制裝置31亦連接介面35,從該 介面3 5經由LAN纜線等的通訊線路而在遊戲站控制裝置 ® 21之間進行資料通訊。又,中央控制裝置31亦連接外部 通訊介面36’從該外部通訊介面36經由通訊網路而在管 理伺服器40之間或其他街機遊戲機〗之間進行資料通訊 (管理伺服器40的構造) 圖9係揭示管理伺服器40的硬體構造之區塊圖。 該管理伺服器40係藉由在與各街機遊戲機1的中央 控制裝置3 1之間經由通訊網路來進行資料通訊,並進行 -26- (24) 1317294 本遊戲系整體的管理。又,管理伺服器40係藉由控制在 * 至少兩個街機遊戲機間所進行之通訊而實現對人對戰遊戲 • 。又,管理伺服器40係出現機率管理裝置而作用,藉由 • 在與各街機遊戲機1之間經由通訊網路來進行資料通訊, 而進行各街機遊戲機之出現機率資料的設定變更。又,管 ~ 理伺服器40亦作爲遊戲要素管理裝置而作用,藉由在與 各街機遊戲機1之間經由通訊網路來進行資料通訊,而進 φ 行在各街機遊戲機追加新的角色資料(遊戲要素資料)之 處理。 管理伺服器40係具備:藉由在與各街機遊戲機1的 中央控制裝置3 1之間經由通訊網路來進行資料通訊,而 控制各街機遊戲機1的控制裝置4 1。控制裝置4 1係藉由 微處理器等構成,進行在進行後述之對人對戰遊戲時所需 之通訊控制。控制裝置4 1係經由匯流排,連接遵從來自 於控制裝置41的命令而在未圖示之顯示器描繪各種畫像 • 之畫面描繪控制裝置42。又,控制裝置41亦經由匯流排 而連接記憶裝置43。該記憶裝置43係由ROM、RAM及 補助記憶裝置所構成,作爲各種記憶手段而作用。於R Ο Μ 係記憶有用以控制管理伺服器40之起動時的基本動作等 所需之程式及資料等。補助記憶裝置係藉由硬碟記憶裝置 等所構成之可改寫的記憶裝置,爲用以記憶ROM及RAM 無法完全記憶之資料或程式者,例如有:對於進行對人對 戰遊戲所需之程式及資料、用以進行各街機遊戲機1之出 現機率資料的設定變更之程式及資料、用以在各街機遊戲 -27- (25) 1317294 機1追加新的角色資料之程式及資料等。RAM係暫時性 記憶控制裝置4 1所使用之資料及程式者。 又,控制裝置4 1亦經由匯流排,連接於接收來自 ' 鍵盤及滑鼠等之操作部的操作訊號並轉換爲表示其操作 容之指示資料的指示輸入裝置44。又,控制裝置41亦 '接外部通訊介面4 5,從該外部通訊介面4 5經由通訊網 而在與各街機遊戲機1之間進行資料通訊。 • 圖1係揭示構成本實施形態的遊戲系統的街機遊戲 1及管理伺服器40之主要部的功能區塊圖。 於本實施形態中,街機遊戲機1係主要由遊戲進行 制部1 〇 1、顯示部1 02、操作部1 03、抽選部1 04、抽中 定部105、角色記憶部106、出現機率設定變更部107 外部通訊部108所構成。 遊戲進行控制部1 〇 1係由圖7所示之遊戲站控制部 硬體構造之遊戲站控制裝置21、記憶裝置23及介面28 • 以及圖8所示之中央控制部的硬體構造之中央控制裝置 、記憶裝置3 3及介面3 5等所構成。遊戲進行控制部1 係利用遊戲站控制裝置2 1執行記憶於記憶裝置23的遊 進行程式,而作爲遊戲控制手段而作用。除此之外,遊 進行控制部1 〇 1係進行後述之各種控制及處理。 顯示部102係由圖7所示之遊戲站控制部的硬體構 之顯示器1 1及畫面描繪控制裝置22、以及圖8所示之 央控制部的硬體構造之共用顯示器3及畫面描繪控制裝 3 2等所構成。顯示部1 02係遵從來自於遊戲進行控制 地 於 內 連 路 機 控 判 及 的 3 1 01 戲 戲 造 中 置 部 -28- (26) 1317294 101的各種顯示命令而在該等之顯示器11、3上顯示畫像 〇 圖1〇係揭示顯示於顯示器11之遊戲畫面之—例的說 明圖。 於畫面中央係顯示有複數種類的記號變動顯示或停止 顯不之3個捲軸畫像51a、51b、51c。又,於畫面右側係 - 顯示有表示對戰對手的捲軸狀態之子畫面52。在本街機遊 • 戲機1,玩家藉由操作操作桿13及操作按鍵14a、14b, 而從顯示於顯示器11之怪物卡片畫像中選擇使用於其吃 角子老虎遊戲之3個怪物卡片畫像時,則顯示對應選擇之 怪物卡片畫像所對應之各角色的3個捲軸畫像51a、51b、 51c’對此於後詳述。於畫面左側係顯示有玩家所選擇之3 個怪物角色(友軍怪物)中,中央捲軸畫像5 1 b所對應之 友軍怪物(友軍怪物頭目)的畫像5 3 a。該友軍怪物頭目 的名稱(土魔,golem)係顯示於設置在捲軸畫像51a、 ® 51b、51c之下的名稱顯示區域53b。又,於畫面上部,友 軍的怪物頭目之體力値係以條形圖53c顯示。另一方面, 於畫面右側之子畫面52的上方係顯示有作爲對戰對手之 其他玩家或是電腦所選擇之3個怪物角色(敵方怪物)中 ,對手側之中央捲軸畫像所對應之敵方怪物(敵方怪物頭 目)的畫像54a。該敵方怪物頭目的名稱(龍,dragon) 係顯示於設置在子畫面52之下的名稱顯示區域54b。又, 該敵方怪物頭目之體力値係與前述友軍怪物頭目之狀況相 同,於畫面上部以條形圖54c顯示。 -29- (27) 1317294 又,於畫面左側之友軍怪物頭目畫像53a之下方係顯 ' 示有表示記憶於記憶裝置12之獎金表格的內容之獎金表 ' 55。該獎金表55係在停止顯示於各捲軸畫像51a、51b、 • 5 1 c之記號的組合成爲特定組合時,因應其特定組合的種 類而顯示支付之獎金量。 " 操作部1 〇3係由圖7所示之遊戲站控制部的硬體構造 •之操作桿1 3及操作按鍵1 4a、1 4b等之遊戲操作用的操作 φ 手段及操作控制裝置24等所構成。操作部1 〇3係在玩家 操作操作桿1 3及操作按鍵1 4a、1 4b等時,將表示其操作 內容之操作資料輸出至遊戲進行控制部101。 抽選部104係由圖7所示之遊戲站控制部的硬體構造 之遊戲站控制裝置21及記憶裝置23等所構成。抽選部 104係在接受來自於遊戲進行控制部101的抽選開始命令 時,作爲抽選手段而作用,進行決定各捲軸畫像51a、51b 、5lc上之記號的停止顯示位置之抽選。具體來說,接受 • 抽選開始命令時,則在遊戲站控制裝置2 1產生3個亂數 ,對照記憶於記憶裝置23之停止顯示位置表格,個別決 定產生之各亂數所對應之停止位置號碼。表示決定之3個 停止位置號碼的抽選結果資料係輸出至遊戲進行控制部 101。 抽中判定部1 〇5係由圖7所示之遊戲站控制部的硬體 構造之遊戲站控制裝置2 1及記憶裝置2 3等所構成。抽中 判定部1 05係在從遊戲進行控制部丨〇丨接受關於抽選部 1 〇4輸出之抽選結果資料的抽中判定命令時,作爲判定手 -30- (28) 1317294 段而作用,首先,讀取出記憶於記憶裝置2 3的RAM之選 擇角色記憶區域的3個記號排列資料(玩家所選擇之3個 " 友軍怪物所對應之角色資料的記號排列資料)。記號排列 ' 資料係記號的種類與其停止位置號碼相互建立關聯者。然 後,從關於其抽中判定命令之抽選結果資料所示之3個停 ' 止位置號碼及3個記號排列資料,判定停止顯示於各捲軸 •畫像5 1 a、5 1 b、5 1 c之記號的組合是否成爲特定組合。然 # 後,將其判定結果輸出至遊戲進行控制部1 0 1。 角色記憶部1 06係由圖7所示之遊戲站控制部的硬體 構造之記憶裝置2 3所構成,作爲遊戲要素記憶手段、可 使用要素記憶手段及出現機率記憶手段而作用。角色記憶 部1 06係將個別對應可顯示於顯示器11之所有怪物卡片 畫像(遊戲要素畫像)的各角色資料(遊戲要素資料), 記憶於記憶裝置2 3的補助記憶裝置之角色記憶區域。於 各角色資料係包含有等級資料、體力値資料、特技資料、 • 特性資料及下注費用資料等。又,於各角色資料亦包含表 示1個捲軸畫像上之記號排列的記號排列資料。又,於各 角色資料係亦個別包含表示在玩家進行與電腦對戰之電腦 對戰遊戲時,電腦的該當怪物角色(敵方怪物)之作爲怪 物卡片畫像出現於顯示器1 1上的出現機率之出現機率資 料。 在此,等級資料係表示其怪物角色的能力程度,如後 述般等級資料越高則削減對手的怪物頭目之體力値的程度 越高。又,體力値資料係用以決定其怪物角色的初始體力 -31 - (36) 1317294 力値資料成爲0時,則結束電腦對戰遊戲。 如具體進行說明,遊戲進行控制部〗〇 i係遊戲站控制 裝置2 1執行電腦對戰用程式,首先,從角色記憶部1 〇 6 及從記憶於記憶裝置2 3之補助記憶裝置的角色記憶區域 之角色資料中選擇3個角色資料。於該選擇中,遊戲進行 ' 控制部1 0 1係遵從從記憶於角色記憶區域之各角色資料的 •出現機率資料而掌握之各角色資料所對應之怪物卡片畫像 # 的出現機率’來進行選擇。因此,具有出現機率較低之出 現機率資料的角色資料係較難被選擇,具有出現機率較高 之出現機率資料的角色資料係較容易被選擇。關於如此選 擇之3個角色資料的怪物角色係作爲電腦側所使用之敵方 怪物而決定(S 1 )。然後,遊戲進行控制部1 〇 i係將已決 定之敵方怪物中之一選擇作爲敵方怪物頭目,將關於其敵 方怪物頭目之角色資料的體力値資料,作爲電腦側的體力 値資料之初始値而記憶於記憶裝置2 3內的RAM的體力値 0記憶區域。 接下來’遊戲進行控制部1 〇 1係從記憶裝置2 3內的 RAM之可使用角色記憶區域讀取出角色資料,輸出角色選 擇畫面顯示命令至顯示部102而於顯示部1〇2的顯示器11 上顯示怪物選擇畫面。於該怪物選擇畫面係顯示有從可使 用角色記憶區域讀取出之所有角色資料所對應之怪物卡片 畫像。玩家使用操作桿13及操作按鍵14a而從該等怪物 卡片畫像中選擇3個時’其操作資料係從操作部1〇3輸入 至遊戲進行控制部1 〇 1。然後’遊戲進行控制部1 〇 1係依 -39- (37) 13172941317294 (1) IX. Description of the Invention [Technical Fields of the Invention] The present invention relates to an arcade game machine capable of data communication by the network between other arcade game machines of the same kind and having such an arcade machine The game system of the game console. [Prior Art] φ Patent Document 1 discloses a coin game device (arcade game machine) having a plurality of accessory devices for individually performing a coin push game in the same casing. The game status of each accessory device is monitored by the host computer. In each of the accessory devices, the player changes the orientation of the coin dispenser and targets the desired chuck from the plurality of chucks to insert the coin. Further, a display for displaying a game screen in which the game character advances in the virtual game space is provided in each of the accessory devices. In order to enter the winning chuck by using the invested coin, the game character on the display advances the route in the virtual game space to play the game. Further, in Patent Document 1 described above, the player can obtain various types of props during the game of each accessory device. Further, in the coin game device described in Patent Document 1, when a shop event occurs, a game can be purchased between players who play games in each accessory device. As described in detail, in the coin game device, the item information obtained by each player is stored in the 1C card used by the player. Then, the inventory of the store event is performed at each accessory device, and when an accessory device A is selected for the store event, the election notification is transmitted from the accessory device A to the host computer. The host computer transmits a store event occurrence command to the accessory device B and the accessory device A of the selected store event when the -4- (2) 1317294 player-playing accessory device B is present as a buyer of the item. Thereby, the player who plays in the attached device A can sell his own item to the 'player of the accessory device B and change it into a coin. When the sale of the item is established, the coin game device accepts the coin of the purchase price from the player of the accessory device B. Then, from the 1C card of the player who is playing with the device A, the information of the item to be bought and sold is deleted. At the same time, the player pays the price of the coin. Further, in the above-mentioned Patent Document 1, it is described that the other accessory device B that performs the store event is not limited to other accessory devices in the coin game device that is the same as the accessory device, and is even a coin provided in another amusement facility (game field). The accessory device of the game device can also be used for the purpose. [Patent Document 1] JP-A-2005-230264 [Summary of the Invention] [Problems to be Solved by the Invention] # In a general arcade game machine having a plurality of accessory devices, a game played by each accessory device is usually performed. It is controlled in the same way as each accessory device. Therefore, the individual chances that the player can obtain each item are the same in which accessory device is played. For this reason, for example, the types of props that are relatively easy to obtain by the player and the types of props that are difficult for the player to obtain are the same in any of the accessory devices. In this regard, the above-mentioned Patent Document 1 is not described in detail. However, it is presumed that the coin game device described in Patent Document 1 is similar to a general arcade game machine, and the player can obtain the individual probability of each item - 5- (3) 1317294 The same device is played the same. For this reason, it is presumed that even in the hard-coin game device, for example, the type of the item which is relatively easy to obtain by the player and the type of the item of the rare item that is difficult to obtain by the player are the same in any of the accessory devices. Therefore, for example, as for a rare item, a prop that is difficult for a player to obtain is a valuable item for both the seller and the buyer. Even if the buyer wants ^, but the seller does not want to sell, the sale is difficult to establish. Further, for example, the item that is easier to obtain by the player is lower for the seller and the buyer. If the buyer wants to sell, but the buyer does not have the buyer, the sale is difficult to establish. As a result, in the coin game device described in the above Patent Document 1, there is a problem that the gameability of the event of the sale of the item cannot be sufficiently increased. Furthermore, this problem occurs even in a game system in which an event of selling a prop is caused between players who are individually played by a plurality of street game machines arranged in different stores. In addition, this problem is not limited to the event of the sale of the item, and the event that the player who is playing on the other arcade game machine acquires the same game element data as the game item acquired by the game machine in the arcade game machine. In the game system, the same can happen. The present invention has been made in view of the above problems, and an object of the present invention is to provide a game in which a player who plays on another arcade game machine acquires an item obtained by a player who is playing on an arcade game machine, etc., compared with the prior art. A game-based arcade game machine and game system with events of the same factor data. [Means for Solving the Problem] In order to achieve the above object, the invention of the first aspect of the invention is the arcade game machine described in the above-mentioned item -6- (9) 1317294, characterized in that the game control means is When the player loses the above-mentioned game against the person, the player controls the player to obtain the specific cancellation condition in the game element data or the special item data stored in the usable element memory means. In the arcade game machine, the player who is playing in the arcade game machine is unable to use the game element data obtained by himself when the player is defeated in the aforementioned game (the player can use the element memory means) The game element data of the specific elimination condition is obtained from the recorded game element data or the game element data specified by the specific data stored therein. As a result, the tension of the pair of people playing the game can be improved. Further, the invention of the invention of claim 7 is characterized in that, in the arcade game machine according to the sixth aspect, the game element data or the specific material stored in the usable element memory means is removed and eliminated. Calculating the data and establishing the association and memorizing; the foregoing game control means is to perform the elimination calculation corresponding to the game element data used in the pair of people's battles game when the player defeats the above-mentioned pair battle game. The data is only changed by the controller of the specific calculation. The specific elimination condition is the condition that the cumulative change of the calculation data is eliminated and the specified conditions are met. In the arcade game machine, when the player loses the calculation data corresponding to the game element data acquired by the player when the player is defeated, the specific calculation is changed only. Then, when the accumulated change of the data after the calculation is reached, the player cannot use the game material corresponding to the game. With this configuration, the specific calculations and the above-mentioned rules can be adjusted in response to the player's defeat, and the player can be appropriately adjusted. -12- (10) 1317294 A few times, the game element data cannot be used. . As a result, it is possible to prevent the player from being unable to use the game element data immediately after the player battle game is defeated once. If such a state of affairs occurs, although the tension in the game of the people can be increased, the gameplay of the game against the person can be improved. On the other hand, the player who does not want to lose the information of the game element becomes a pair of people. The hesitation of the use of the cause. According to this arcade game machine, it is possible to prevent such a state from happening, and it is also possible to promote the use of the game against the person who does not want to lose his game. Further, the invention of the invention of claim 8 is characterized in that, in the arcade game machine according to the seventh aspect, the player is logged in the usable element memory when the player battles against the game. The amount of the same information as described above is multiplied by the above-mentioned rule, and is consistent with the total calculation of the player's change when the opponent's battle game is defeated. The above-mentioned rule is equivalent to the calculation of the number of defeats until the game element data is eliminated (the life calculation of each game element data). Therefore, when the player wins the game against the person, the player uses the game element data to obtain the total of the game life data of all the game element data acquired by himself, and only increases the game element data corresponding to the game element data obtained by himself. The calculation of the total of the life calculations. On the one hand, when the player loses in the game against the player, the total amount of the game life data of all the game element data obtained by himself is calculated, and the calculation of the specific amount is reduced. Then, in this arcade game machine, the total life of the player is increased in the life of the opponent game, and the total life of the player is reduced by 13-(11) 1317294 when the player is defeated in the game. The totals of the calculated 値 are equal to each other. Therefore, from the overall game system composed of the arcade game machine and other arcade games that can be connected to its data communication, even if the above-mentioned pair-to-play game is performed, the game element data obtained by each player is total. The total of the corresponding life calculations is fixed. As a result, by performing the aforementioned pair-to-play game, even if the number of available game element data of each player in the game is increased or decreased, the total amount of the game element data can be used by the entire player of the game system as a whole. Suppressed in a certain range. Further, the invention of the invention of claim 9 is characterized in that, in the arcade game machine according to the first aspect, the method includes: a memory medium discharge means for discharging the portable memory medium; and the portable memory medium memory corresponding to the foregoing The game element data or the data of the specific data memorized by the element memory means can be used. In the arcade game machine, since the player can carry the game element data obtained by himself or memorize the memory data for specifying the specific data corresponding to the player, the player can improve the consciousness of the player who owns the game element data. It also enhances the desire of players who have access to game element data. Furthermore, there are various methods of using portable memory media. For example, if the image of the game element data corresponding to the data stored in the internal memory is displayed on the outside of the portable storage medium, the portable storage medium can be used for a card such as a card game. Other games such as game devices. Further, the invention of the invention described in the first aspect of the invention is characterized in that, in the arcade game machine of the ninth aspect, the data reading means is -14-(12) 1317294 read and stored in the movable type In the data of the memory medium, the game control means performs control of the game 'element data or specific data corresponding to the data read by the data reading means, which is stored in the usable element memory means. In the arcade game machine, the player can use the game element data corresponding to the data stored in the portable memory medium discharged from the memory media. • In addition, the invention described in claim 11 relates to a game system, which is characterized in that it includes individual items 1, 2, 3, 4, 5, 6, 7, 8, 9, or 10 of the scope of application for patent application. The plurality of arcade game machines having the structure of the arcade game machine are described, and the plurality of arcade game machines that are individually installed in mutually different amusement parks are connected to each other via a network. In the game system, it is possible to promote the active use of events in which game element data can be obtained from players of other arcade game machines of the same type. Here, it is assumed that when a plurality of arcade game machines constituting the game system are installed in the same amusement park, the player can play on any arcade game machine only by moving a short distance. In this case, if the player moves only a short distance, the arcade game machine having a higher probability of acquiring the desired game element data can be moved from the arcade game machine to play the game. As a result, the player who plays in each arcade game machine cannot fully obtain the effect of promoting the event of obtaining the game element data from the player of the other arcade game machine of the same kind, and there is a gameplay that cannot sufficiently improve the event. . -15- (13) 1317294 Because the arcades that make up the game system are different from each other, the players move to the arcades more than those of the 'games'. Therefore, the arcade game with a higher probability of acquiring element data from these arcade game machines will be reduced. Therefore, the promotion _ effect can be fully obtained, and the game for raising such an event can be promoted. Moreover, the system of claim 12 of the patent scope is included, and the game system includes a reset of the structure of each of the recorded arcade game machines. The circuit of the different amusement parks can be connected to each other by means of data communication: the probability management device is present, and the setting change data is transmitted for the previous network. In the game system, the probability of occurrence of each arcade game machine can be changed from the appearance of the machine setting, and the system of the patent scope of the third item is applied, and the game system includes the structure of the structure of the individual arcade game machine. The game element management device is configured to transmit the game element data to the network before the reconnection of the game parks that are different from each other. In the game system, the game element game machine is separately installed in the arcade game machine, and the energy consumed by the arcade game machine is set to be the same as the game machine that you want to play the game. The authenticity of the use of sex. The invention described is an arcade game machine of the third item of the game application patent range, and a number of arcade game machines, via a network game system, characterized by a plurality of arcade game machines, and the transmittance management device via the network . The invention described is the arcade game machine of the fourth application of the game application patent range, and the number of arcade game machines, through the network game system, is characterized by a plurality of arcade game machines, and the management device can be via the network - 16- (16) 1317294 Players of the game machine promote the active use of events that can be obtained from players of other arcade game machines of the same kind. Further, even in the game system, it is possible to obtain the effect that the arcade game machines are individually set in mutually different amusement places, similarly to the game system described in the Patent Application No. 11. [Effects of the Invention] According to the invention of the first aspect of the patent application, it is possible to promote the active use of the game element data by the player of the other arcade game machine for the player of the arcade game machine. The superior effect of the gameplay of such an event is enhanced more than the prior art. Moreover, according to the invention of the second application of the patent application, since the setting change can be performed in such a manner that the probability of occurrence of the operator is desired, the probability of obtaining the image of the specific game element can be improved or lowered in accordance with the intention of the operator. Excellent effect. Moreover, according to the invention of claim 3, since the setting change can be made from a place far from the arcade game machine, the arcade game machine can be quickly and easily improved after being installed in the amusement park. The excellent effect of reducing the chance of obtaining a specific game element image. Moreover, according to the invention of claim 4, since new game element data and the like can be added from a place far from the arcade game machine, the arcade game machine can be quickly installed after being installed in the amusement park. It is easy to perform the work of adding new game element data. Moreover, according to the invention of claim 5, the player-playing game (event) between the player who is playing in the -19-(17) 1317294 arcade game machine and the player playing in other arcade game machines of the same kind is promoted. The active use of the game is better than the conventional technology to improve the gameplay of the human game. Further, according to the invention of claim 6 of the patent application, since the above-mentioned feeling of tension against the human game can be improved, it is possible to exert an excellent effect of improving the gameability of the pair of people in the game. • In addition, according to the invention of the seventh paragraph of the patent application, it is also possible to promote the use of the game for people who do not want to lose their game elements. Further, according to the invention of claim 8 of the patent application, the total amount of game element data that can be used by all the players of the game system including the arcade game machine of the same kind connected to the arcade game machine and the data communication device can be used. The excellent effect of quantity management. Further, according to the invention of claim 9 of the patent application, since the desire of the player who acquires the game element data can be improved, the active use of the event of acquiring the game element data from the player of the other arcade game machine of the same kind can be promoted. And can play a better effect to improve the gameplay of such events. Moreover, according to the invention of the first aspect of the patent application, since the player can play the game using the game element data corresponding to the material of the portable memory medium held by the player, the player who has acquired the game element data is further improved. Intended, it is possible to exert an excellent effect of improving the gameplay of the aforementioned events. Moreover, according to the invention of claim 11 of the patent application, since players who can play on the arcade game machines of the game system of -20-(18) 1317294 can promote other arcade games as compared with the conventional technology. The player of the machine acquires the "active use of the event of the game element data, so the player has a higher degree of certainty to improve the gameplay." Moreover, according to the invention of claim 12, since the occurrence rate of each arcade game machine can be changed from the current probability management device via the network, after the arcade game machines are set in the amusement park, Play • For each arcade game machine, it is possible to quickly and easily perform an excellent effect of individually improving or reducing the chance of obtaining a specific game element image. Further, according to the invention of claim 13 of the patent application, since the game element management means adds a new game element data or the like to the game element memory means of the arcade game machine via the network, the arcade game machine is installed in the game machine. After the game, you can enjoy the excellent results of quick and easy work of adding new game element data. Moreover, according to the invention of claim 14 of the patent application, since the players who play in the arcade game machines of the game system can promote the game element data from the players of other arcade game machines, compared with the conventional technology. The active use of the event, so it is more effective to improve the gameplay of such events. [Embodiment] The present invention is applied to an embodiment of a game system including a plurality of arcade game machines (business game devices) that are individual coin kobs that can perform a game of a slot machine that can be played against a person. Take the description of -21 - (19) 1317294. First, the description will be made with respect to the structure of the entire game system according to the present embodiment. Fig. 2 is a schematic diagram of the entire game system of the present embodiment. The arcade game machines constituting the game system are installed in amusement parks such as game centers. Further, the game system includes a management server 40 that connects the arcade game machines 1 via a communication network Φ. The management server 40 communicates with each arcade game machine 1 via a communication network, and manages the entire game system. The communication network is constituted by a public telephone line, a dedicated telephone line, a cable television line, a wireless communication line, and the like. (Structure of Arcade Game Machine 1) Next, the structure of the arcade game machine 1 constituting the game system will be described. In addition, the structure of each arcade game machine 1 is the same except that the probability of occurrence of 0 is different, and therefore, only one of the arcade game machines 1 will be described below. Fig. 3 is a front view showing the arcade game machine 1 constituting the game system. Fig. 4 is a side view circle of the arcade game machine. Fig. 5 is a plan view of the arcade game machine 1. The arcade game machine 1 is provided with eight game stations 10 so as to surround the dragon model 2 provided at the center. The Yulong model 2 is shown in Fig. 3 as a shared display 3. The dragon model 2 is configured to be rotatable -22-(20) 1317294, and its shared display 3 can be aligned with any of the gaming stations 10. Each of the game stations 10 is connected to a central control unit (not shown) via a communication line such as a LAN cable. The player can use the game station 10 to play the slot machine game. In this arcade game machine, the player can play at the same time with up to 8 players. The eight game stations 10 have the same structure as each other', and the following description will be made for one of them. Figure 6 is an enlarged front view of the gaming station 10. In the game station 1 , a display 11 as a game image display means for displaying a game image in response to the game, a speaker as a sound output means for emitting sounds corresponding to the game, and background music are provided. The operation lever 13 as an operation means for operating the game operation, the two operation buttons 14a, 14b, and the like. Further, the game station 10 is also provided with various buttons for performing settlement of credits and extracting magnetic cards as portable memory media which will be described later. The player can play the use of the monster card image (game element image) appearing on the game screen while operating the operation lever 13 and the two # operation buttons 14a and 14b while viewing the display surface displayed on the display 11. Tiger game. Further, the game station 1 is also provided with a coin insertion port 15 constituting a receiving means for accepting a coin as a game price media, and a coin payout port constituting a discharge means for discharging a coin as a game price media. 16 (refer to FIG. 3 and FIG. 4), and a card insertion take-out port 17 for a memory medium discharge means of a magnetic card for a player who takes out and inserts a memory-end game for the purpose of performing the game after the next play. . -23- (21) 1317294 Fig. 7 is a block diagram showing the hardware configuration of the game station control unit provided at each game station. 'In each of the game stations 10, the game program is executed by the individual and the horns are played. The game station control device 21 that controls the operation of the game station is provided inside the game station 1 . Game station control device 2 1 is by micro < A processor or the like is configured to perform various calculations required for the game and operation control of various devices. The station control device 21 connects the screen drawing control device 22 that draws various images on the display 11 in accordance with the command from the station control device 21 via the bus bar. Further, the station control device 21 is also connected to the memory device 23 via the bus bar. The memory device 23 is composed of a ROM, a RAM, and a supplementary memory device, and functions as various memory means. In the ROM system, programs and materials necessary for controlling basic operations at the start of the game station 10, and main programs necessary for control of the game are used. The subsidy card device is a rewritable memory device composed of a hard disk memory device or the like for memorizing data or programs that cannot be completely memorized in RAM and ROM. The RAM temporarily stores the data and programs used by the station control device 21. Further, the station control device 21 is also connected to: an operation control device 24 that receives operation signals from the operation lever 13 and the operation buttons 14a, Mb and converts them into operation data indicating the operation contents thereof, and controls the output from the speaker 12. The sound control device 25 for sound, the magnetic card write/read device 26 for writing and reading data, and the coin management device 27 for the magnetic card inserted into the card insertion/removal port 17 are inserted. Further, the game station control device 21 is also connected to the interface 28, and data communication is performed between the central control device 3 1 to be described later via the communication line of -24-(22) 1317294 such as a LAN cable from the interface 28. The coin management device 27 memorizes the credit date indicating the number of hard coins of the player in the internal memory unit, and when the coin is put in and out of the coin input port 15, the number of shares is input into the number of shares (game price 値 media) ) Add to the processing of the amount of data. Moreover, the coin management device 27 is attached to < When accepting the payment command from the station control device 21, it acts as a payment means, and performs a process of adding the number of tokens in accordance with the amount of the payment order to the φ bonus to the token data. Further, when accepting the bet command from the station control device 21, the coin management device 27 performs a process of subtracting the number of tokens in accordance with the amount of the bet command from the amount of credit data. FIG. 8 is disclosed in FIG. A block diagram of the hardware structure of the central control unit of the arcade game machine 1. The central control unit performs data communication via a communication line such as a LAN between the game station control devices 21 of the respective game stations 10, and # manages the entire arcade game machine 1. Further, the central control unit realizes a person-to-person battle game between arcade game machines different from each other by data communication between the other arcade game machines via the communication network. The central control unit is provided with a central control unit 31 for controlling the entire arcade game machine 1 by performing data communication via a communication line such as a LAN between game station control units 21 of each game station. The central control unit 31 is constituted by a microprocessor or the like, and performs various calculations and operation control of various devices required for performing a human-to-play game described later. The central control unit 3 1 is connected to the screen drawing control unit 32 that draws various images on the shared display 3 in accordance with commands from the central control unit -25-(23) 1317294 31 via the bus bar. Further, the central control unit 3 is also connected to the memory unit 33 via the bus bar. The memory device 3 3 is constituted by R ◦ Μ, R A Μ and a supplementary memory device as various memory means. In the R〇M system, the procedures and materials necessary for controlling the basic operations at the start of the central control unit, and the main programs required for the game of the opponents are used. • The supplementary memory device is a rewritable memory built by a hard disk memory device. The device is used to memorize data or programs that cannot be completely memorized by RAM and ROM, or after each player temporarily ends the game, in order to carry out the game. The information required. The RAM temporarily stores the data and programs used by the central control unit 31. Further, the central control unit 31 connects the model drive unit 34 that rotationally drives the dragon model 2 in accordance with a command from the central control unit 31 via the bus bar. Further, the central control unit 31 is also connected to the interface 35, and data communication is performed between the station control devices ® 21 via the communication line such as a LAN cable from the interface 35. Moreover, the central control unit 31 is also connected to the external communication interface 36' for data communication (the configuration of the management server 40) between the management server 40 or another arcade game machine via the communication network via the communication network 36. The 9 series reveals a block diagram of the hardware configuration of the management server 40. The management server 40 performs data communication via the communication network with the central control unit 31 of each arcade game machine 1, and manages the entire game system -26-(24) 1317294. Further, the management server 40 realizes a person-to-play game by controlling communication between * at least two arcade game machines. Further, the management server 40 functions as a probability management device, and by performing data communication with the arcade game machines 1 via the communication network, the setting of the probability data of each arcade game machine is changed. Further, the management server 40 functions as a game element management device, and by performing data communication with each arcade game machine 1 via a communication network, a new character profile is added to each arcade game machine. (Processing element data) processing. The management server 40 is provided to control the control device 41 of each arcade game machine 1 by performing material communication with the central control unit 31 of each arcade game machine 1 via a communication network. The control device 4 1 is constituted by a microprocessor or the like, and performs communication control required for performing a person-to-play game described later. The control device 41 is connected to the screen drawing control device 42 that draws various images on a display (not shown) in accordance with a command from the control device 41 via a bus bar. Further, the control device 41 is also connected to the memory device 43 via the bus bar. The memory device 43 is composed of a ROM, a RAM, and a supplementary memory device, and functions as various memory means. The R Ο 记忆 memory is useful for controlling the programs and data required for managing the basic operations of the server 40 at the start. The auxiliary memory device is a rewritable memory device composed of a hard disk memory device or the like, and is a program or a program for memorizing ROM and RAM that cannot be completely memorized, for example, a program required for a person-to-person battle game and The program and information for setting changes in the probability data of each arcade game machine 1 and the programs and materials for adding new character data to each arcade game -27-(25) 1317294. The RAM is a data and program used by the temporary memory control device 41. Further, the control device 4 is also connected to the instruction input device 44 that receives the operation signal from the operation unit such as the keyboard and the mouse and converts it into the instruction data indicating the operation capacity via the bus bar. Further, the control device 41 is also connected to the external communication interface 45, and communicates with the arcade game machines 1 via the communication network from the external communication interface 45. Fig. 1 is a functional block diagram showing the main parts of the arcade game 1 and the management server 40 constituting the game system of the embodiment. In the present embodiment, the arcade game machine 1 is mainly composed of a game progress unit 1, a display unit 102, an operation unit 103, a drawing unit 104, a drawing unit 105, a character memory unit 106, and an appearance probability setting. The changing unit 107 is composed of an external communication unit 108. The game progress control unit 1 〇 1 is the center of the hardware structure of the game station control device 21, the memory device 23, and the interface 28 of the game station control unit hardware structure shown in FIG. 7 and the central control unit shown in FIG. The control device, the memory device 3 3, and the interface 35 are configured. The game progress control unit 1 functions as a game control means by executing the game program stored in the memory device 23 by the game station control device 2 1 . In addition to this, the tour control unit 1 〇 1 performs various types of control and processing to be described later. The display unit 102 is a shared display 3 and screen drawing control of the hardware structure of the display unit 1 1 and the screen drawing control unit 22 of the game station control unit shown in FIG. 7 and the central control unit shown in FIG. 8 . It is composed of 3 2 and so on. The display unit 1 02 is in accordance with various display commands from the 3 1 01 1920-101 of the internal control machine controlled by the game control, and is displayed on the display 11, 3 Display Image FIG. 1 is an explanatory diagram showing an example of a game screen displayed on the display 11. In the center of the screen, a plurality of types of symbol change display or stop of the three reel images 51a, 51b, and 51c are displayed. Further, on the right side of the screen - a sub-screen 52 indicating the scroll state of the opponent is displayed. In the arcade game of the arcade, the player selects three monster card images for use in the slot machine game from the monster card image displayed on the display 11 by operating the joystick 13 and the operation buttons 14a, 14b. The three reel images 51a, 51b, and 51c' corresponding to the respective characters corresponding to the selected monster card image are displayed in detail later. On the left side of the screen, the portrait of the friendly monster (Friendly Monster Head) corresponding to the central scroll portrait 5 1 b is displayed in the 3 monster characters (Friendly Monsters) selected by the player. The name of the friendly monster head (golem) is displayed in the name display area 53b provided under the reel portraits 51a, ® 51b, 51c. Also, in the upper part of the screen, the physical strength of the monster head of the friendly army is shown in bar graph 53c. On the other hand, on the top of the sub-picture 52 on the right side of the screen, the enemy monsters corresponding to the central scroll portrait on the opponent side are displayed in the other three monster characters (enemy monsters) selected by the other opponents of the opponent or the computer. Portrait 54a of (enemy monster leader). The name of the enemy monster head (dragon) is displayed in the name display area 54b set under the sub screen 52. Moreover, the physical strength of the enemy monster's head is the same as that of the aforementioned friendly monster head, and is displayed in a bar graph 54c at the top of the screen. -29- (27) 1317294 In addition, a bonus table "55 indicating the contents of the bonus form stored in the memory device 12" is displayed below the friendly monster head portrait image 53a on the left side of the screen. When the combination of the symbols displayed on the respective reel images 51a, 51b, and 5 1 c is stopped as a specific combination, the bonus table 55 displays the amount of the bonus to be paid in accordance with the type of the specific combination. " Operation unit 1 〇3 is an operation φ means and operation control device 24 for the game operation such as the operation structure of the joystick structure of the game station control unit shown in Fig. 7 and the operation buttons 14a and 14b. And so on. When the player operates the operation lever 13 and the operation buttons 14a, 14b, etc., the operation unit 1 输出3 outputs the operation data indicating the operation contents to the game progress control unit 101. The lottery unit 104 is composed of a game station control device 21 and a memory device 23 having a hardware structure of the game station control unit shown in Fig. 7 . The lottery unit 104 acts as a drawing means when receiving the drawing start command from the game progress control unit 101, and performs lottery for determining the stop display position of the mark on each of the reel images 51a, 51b, and 5lc. Specifically, when the lottery start command is accepted, the game station control device 2 1 generates three random numbers, and compares the stop position number corresponding to each random number generated by the memory device 23 in the stop display position table. . The lottery result data indicating the determined three stop position numbers is output to the game progress control unit 101. The drawing determination unit 1 〇 5 is constituted by the game station control device 2 1 and the memory device 2 3 having a hardware structure of the game station control unit shown in Fig. 7 . The extraction determination unit 051 acts as a determination hand -30-(28) 1317294 when the game execution control unit receives the extraction determination command for the lottery result data output from the lottery unit 1 〇4, first The three symbol arrangement data (the three symbol selections of the character data corresponding to the friendly monsters selected by the player) stored in the RAM of the memory device 23 are read. Symbol arrangement 'The type of data system token is related to its stop location number. Then, from the three stop position numbers and the three mark arrangement data shown in the lottery result data of the drawing determination command, it is determined that the display is stopped on each of the reels/images 5 1 a, 5 1 b, 5 1 c Whether the combination of tokens becomes a specific combination. However, the result of the determination is output to the game progress control unit 1 0 1 . The character storage unit 106 is composed of a memory device 23 having a hardware structure of the game station control unit shown in Fig. 7, and functions as a game element memory means, an usable element memory means, and a probability memory means. The character memory unit 1 06 stores the character data (game element data) corresponding to all the monster card images (game element images) that can be displayed on the display 11 in the character memory area of the auxiliary memory device of the memory device 23. Each character data system includes grade information, physical strength data, special technical information, • characteristic data, and betting fee information. Further, each character data also includes symbol arrangement data indicating the arrangement of the symbols on one scroll image. In addition, each character data system also includes an indication of the probability of occurrence of a monster character image (enemy monster) appearing on the display 1 as a monster character image when the player plays a computer game against the computer. data. Here, the level data indicates the degree of ability of the monster character. The higher the level information, the higher the physical strength of the opponent's monster leader. In addition, the physical strength data is used to determine the initial physical strength of the monster character. -31 - (36) 1317294 When the force data becomes 0, the computer battle game ends. Specifically, the game progress control unit 〇i is the game station control device 2 1 executes the computer battle program, first, from the character memory unit 1 〇 6 and from the character memory area of the auxiliary memory device stored in the memory device 23. Select 3 character data in the role data. In this selection, the game performs the selection of the control unit 1 0 1 in accordance with the probability of occurrence of the monster card image # corresponding to each character data grasped by the appearance probability data of the character data stored in the character memory area. . Therefore, character data with a probability of occurrence of a lower probability is more difficult to select, and a character data having a higher probability of occurrence of probability data is easier to select. The monster character of the three character data thus selected is determined as the enemy monster used on the computer side (S 1 ). Then, the game progress control unit 1 选择i selects one of the determined enemy monsters as the enemy monster leader, and uses the physical information about the character data of the enemy monster leader as the physical strength data of the computer side. Initially, the memory of the RAM in the memory device 2 is stored in the memory area. Next, the game progress control unit 1 读取 1 reads the character data from the usable character memory area of the RAM in the memory device 2 3 , and outputs a character selection screen display command to the display unit 102 to display on the display unit 1 2 . The monster selection screen is displayed on the 11th. The monster selection screen displays a monster card portrait corresponding to all the character data read from the available character memory area. When the player selects three of the monster card images using the operation lever 13 and the operation button 14a, the operation data is input from the operation unit 1〇3 to the game progress control unit 1 〇1. Then 'game control unit 1 〇 1 is based on -39- (37) 1317294

據其操作資料’將玩家選擇之3個角色資料,記憶於記憶 裝置23的RAM之選擇角色記憶區域。關於如此選擇之3 ' 個角色資料的怪物角色係作爲玩家側所使用之友軍怪物而 ' 決定(S2 )。然後,遊戲進行控制部1 0 1係將已決定之友 軍怪物中之一藉由玩家的選擇而決定作爲怪物頭目,並將 •關於其友軍怪物頭目之角色資料的體力値資料,作爲玩家 •側的體力値資料之初始値而記憶於記憶裝置23內的RAM • 的體力値記憶區域。 再者,作爲構提高遊戲性之方法,係可舉出例如僅先 決定兩者的怪物頭目,關於剩下之兩個友軍怪物則將敵方 怪物頭目的種類通知玩家之後,再讓玩家選擇之方法。此 因利用確認敵方怪物頭目的種類,玩家係可掌握其敵方怪 物頭目之特性,關於剩下兩個友軍怪物則可進行以對手的 弱點作爲目標之選擇。而即使於後述之對人對戰遊戲中亦 可藉由同樣方法來提高遊戲性。 # 如以上所述,決定3個敵方怪物及3個友軍怪物時, 遊戲進行控制部1 〇 1係讀取出個別包含於決定之3個敵方 怪物的角色資料之記號排列資料’而決定依據該等記號排 列資料之3個捲軸畫像(S 3 )。又,遊戲進行控制部1 0 1 係從選擇角色記憶區域讀取出個別包含於已決定之3個友 軍怪物的角色資料之記號排列資料’而決定依據該等記號 排列資料之3個捲軸畫像(S4)。然後’遊戲進行控制部 101係對顯示部1〇2輸出顯示命令’於顯示部102的顯示 器11上顯示如圖1〇所示之遊戲畫面(S5)。藉此,在前 -40- (38) 1317294 述S4決定之3個捲軸畫像(即,個別對應3個友軍怪物 之3個捲軸畫像)係作爲遊戲畫面上之中央部份的捲軸畫 像51a、51b、51c而顯示,在前述S3決定之3個捲軸畫 像(即,個別對應3個敵方怪物之3個捲軸畫像)係顯示 於遊戲畫面右側之子畫面52。 接著,玩家係操作操作按鍵l4a、14b而下注規定量 •的代額數。玩家操作該等操作按鍵l4a、14b時,表示對 # 應各按鍵之下注量的下注資料係從操作部103傳送至遊戲 進行控制部1 〇 1。遊戲進行控制部1 〇 1係作爲下注受理手 段而作用並受理下注,而輸出下注命令至硬幣管理裝置27 。藉此,硬幣管理裝置27係進行減去關於其下注命令之 數量份的代額數之同時,將其數量份的代額數加入下注資 料的處理(S6)。再者,對於進行吃角子老虎遊戲所需之 表示下注量的前述規定量係於前述S2中所決定之3個友 軍怪物的角色資料之下注費用資料的總計値。 ® 玩家下注之代額數達到規定量時,遊戲進行控制部 101係接著輸出抽選開始命令至抽選部1〇4,使抽選部104 執行抽選處理(S 7 )。然後,遊戲進行控制部1 0 1係從抽 選部1 04接收抽選結果資料時’則對於顯示部1 02輸出用 以進行抽選表演之捲軸變動顯示命令。藉此,顯示部102 係使遊戲站1〇的顯示器11上之遊戲畫面所顯示之3個捲 軸畫像5 1 a、5 1 b、5 1 c變動顯示’之後’從遊戲進行控制 部101接收依據抽選結果資料之捲軸停止顯示命令時,在 關於其捲軸停止顯示命令之抽選結果資料所示之各停止顯 -41 - 1317294 (39) 示位置,以各捲軸畫像上的記號個別停止之方式 示各捲軸畫像51a、51b、51c的抽選表演(S8) 結束抽選表演時,於遊戲站10的顯示器11係在 資料所示之各停止顯示位置,顯示有個別記號停 捲軸畫像51a、51b、51c。 又,遊戲進行控制部1 0 1係將關於從抽選部 之抽選結果資料的抽中判定命令,輸出至抽中判 • °藉此,判定部105係進行依據其抽選結果資料 示之3個捲軸畫像上的記號組合是否成爲特定組 判定(S9 )。遊戲進行控制部101係從抽中判定 收落選之判定結果資料時,則轉變至後述之S 1 3 腦側的吃角子老虎遊戲。 另一方面,從抽中判定部1 0 5接收抽中資訊 果資料時,遊戲進行控制部1 0 1係執行因應其判 料所示之抽中種類(特定組合的種類)的處理( B 具體來說,因應接收之判定結果資料,執行前述 擊型的傷害計算處理,及執行前述之體力回復處 行前述之5次連續的免費遊戲,及執行前述之特 在執行各種攻擊型的傷害計算處理時,遊戲進 1〇1係對於顯示部102輸出用以進行攻擊表演之 顯示命令。藉此,顯示部102係於遊戲站1〇的! 上之遊戲畫面上,顯示表現抽中種類之攻擊型的 如抽中種類爲火焰攻擊型時,則顯示友軍怪物頭 53a朝敵方怪物頭目的畫像54a吐出火焰之影像 ,進行顯 。如此在 抽選結果 止顯示之 1 04接收 定部1 0 5 而停止顯 合的抽中 部105接 ,開始電 的判定結 定結果資 :S 1 0 ) 〇 之各種攻 理,及執 技處理。 行控制部 攻擊表演 顯示器1 1 影像,例 目的畫像 。又,接 -42- (40) 1317294 受攻擊表演顯示命令之顯示部1 02係因應藉由傷害計算處 理而從記憶於記憶裝置23內的RAM之體力値記憶區域的 ' 敵方怪物頭目之體力値資料減去傷害値份的體力値,變更 ' 表示敵方怪物頭目的體力値之條形圖54c的長度。之後, 遊戲進行控制部1 01係參考記憶於記憶裝置23的獎金表 " 格,對硬幣管理裝置27輸出命令因應判定結果資料所示 •之抽中種類的量之獎金支付的支付命令。接受支付命令之 • 硬幣管理裝置27係進行將關於其支付命令之獎金量份的 代額數加算於代額數資料之處理(S11)。 接下來,遊戲進行控制部1 0 1係判斷記憶於記憶裝置 23內的RAM之體力値記憶區域的敵方怪物頭目之體力値 資料是否成爲〇(S12)。判斷未成爲0時,遊戲進行控 制部1 〇 1係接著進行電腦側的吃角子老虎遊戲。具體來說 ,對抽選部1 04輸出抽選開始命令,使抽選部1 04執行抽 選處理(S 1 3 )。遊戲進行控制部1 0 1係從抽選部1 04接 • 收抽選結果資料時,則對於顯示部1 02輸出用以進行對手 側的抽選表演之對手側抽選表演顯示命令。藉此,顯示部 102係進行使顯示於子畫面52之3個捲軸畫像變動顯示的 抽選表演後,進行在抽選結果資料所示之各停止顯示位置 使各捲軸畫像上的記號個別停止顯示之抽選表演(S14) 。藉此,於遊戲站1〇的顯示器11之子畫面52係在抽選 結果資料所示之各停止顯示位置,顯示有個別記號停止顯 示之捲軸畫像。 又,遊戲進行控制部1 〇 1係將關於從抽選部1 04接收 -43- (41) 1317294 之抽選結果資料的抽中判定命令,輸出至抽中判定部1〇5 。藉此’判定部105係與前述之玩家側的吃角子老虎遊戲 ' 之狀況相同,進行抽中判定(S 1 5 )。遊戲進行控制部 _ 1 0 1係從抽中判定部1 05接收落選之判定結果資料時,則 轉變至前述之S6,再次開始玩家側的吃角子老虎遊戲。 "另一方面,從抽中判定部1 05接收抽中資訊的判定結果資 •料時,遊戲進行控制部1 0 1係與前述玩家側的吃角子老虎 • 遊戲之狀況相同,執行因應其判定結果資料所示之抽中種 類(特定組合的種類)的處理(S16),使顯示部1〇2進 行攻擊表演,並變更表示友軍怪物頭目之體力値的條形圖 5 3 c的長度。之後’遊戲進行控制部1 〇 1係判斷記憶於記 憶裝置2 3內的RAM之體力値記憶區域的友軍怪物頭目之 體力値資料是否成爲〇(S17)。判斷未成爲〇時,則轉 變至前述S6,再次開始玩家側的吃角子老虎遊戲。另一 方面,判斷成爲〇時,遊戲進行控制部1 01係結束本電腦 ® 對戰遊戲。此時’玩家係在本電腦對戰遊戲輸給電腦,而 無法取得怪物角色。 如此,交互反覆進行玩家側的吃角子老虎遊戲與電腦 側的吃角子老虎遊戲,於前述S12中判斷敵方怪物頭目的 體力値資料成爲〇時,遊戲進行控制部1 0 1係進行怪物角 色的獲得處理(S18)。具體來說,遊戲進行控制部1〇1 係將與敵方怪物頭目的角色資料相同之資料,記憶於構成 角色記憶部1 06之記憶裝置23的RAM之可使用角色記憶 區域。然後,遊戲進行控制部101係對於顯示部102,輸 -44- (42) 1317294 出用以進行怪物獲得表演之獲得表演顯示命令。藉此,顯 示部1 02係於遊戲站丨〇的顯示器n上,顯示記憶於可使 ' 用角色記憶區域之角色資料所對應之怪物卡片畫像。藉此 ' ’玩家係於次回之後的電腦對戰遊戲或後述之對人對戰遊 戲中,可使用該角色資料。 * 再者’在本實施形態,針對玩家取得與敵方怪物頭目 •的角色資料相同之資料的範例來加以說明,但是,設定爲 # 取得敵方怪物頭目以外之兩個敵方怪物亦可。此時,例如 遵從特定機率從3個敵方怪物中選擇,將與被選擇之敵方 怪物的角色資料相同之資料,記憶於可使用角色記憶區域 。又,設定爲取得該等敵方怪物以外的怪物角色亦可。再 者,可取得之怪物角色的數量係適切設定。 (對人對戰遊戲) 對人對戰對戰遊戲係以其他玩家作爲對戰對手而進行 # 吃角子老虎遊戲者。本實施形態之對人對戰遊戲係除了對 戰對手從電腦改變爲其他玩家之外,基本遊戲的流程係與 前述電腦對戰遊戲相同。對人對戰遊戲係可以在相同街機 遊戲機1之不同的兩個遊戲站10遊玩之玩家彼此進行之 同時,即使在設置於相互不同之遊藝場的兩個街機遊戲機 1的遊戲站10個別遊玩之玩家彼此亦可進行。在以下之說 明,針對後者之狀況加以說明,但是與前者之狀況幾近相 同。 在以下說明之對人對戰遊戲,爲了利用管理伺服器40 -45- (43) 1317294 ,首先’使用圖1來針對管理伺服器40加以說明。 管理伺服器40係由對人對戰管理部401、指示輸入部 ' 402、出現機率管理部403、角色遞送部404及外部通訊部 ' 4 0 5所構成。 對人對戰管理部401係由圖9所示之硬體構造之控制 " 裝置4 1及記憶裝置43等所構成。對人對戰管理部401係 - 利用控制裝置4 1執行記憶於記憶裝置43之對人對戰遊戲 # 管理程式,主要進行對人對戰遊戲的參加受理處理、確立 對戰之玩家遊玩之各街機遊戲機1的遊戲站1 0間之資料 通訊的處理等。 指示輸入部4 02係由圖9所示之硬體構造之鍵盤等的 操作手段及指示輸入裝置44等所構成。指示輸入部402 係在操作員操作鍵盤等時,則將表示其操作內容的操作資 料,輸出至出現機率管理部403、角色遞送部404或規定 曰期時間管理部406。 ® 出現機率管理部403係由圖9所示之硬體構造之控制 裝置41及記憶裝置43等所構成。出現機率管理部403係 從指示輸入部402接收設定變更處理的操作資料時,則依 據其操作資料而產生設定變更資料,並將此經由外部通訊 部4〇5而傳送至構成本遊戲系統之全部或一部份的街機遊 戲機1。接收該設定變更資料之街機遊戲機1係使用各遊 戲站10的出現機率設定變更部1〇7而進行後述之出現機 率資料的設定變更處理。 角色遞送部404係由圖9所示之硬體構造之控制裝置 -46 - (44) 1317294 41及記憶裝置43等所構成。角色遞送部404係從 入部4〇2接收角色遞送指示的操作資料時,則依據 ' 資料而將記憶於記憶裝置43之角色資料,經由外 ' 部405而傳送至構成本遊戲系統之全部或一部份的 戲機1。接收該角色資料之街機遊戲機1係藉由各 1 〇的遊戲進行控制部1 0 1,記憶於構成角色記憶部 補助記憶裝置的角色記憶區域。 • 外部通訊部4〇5係由圖9所示之硬體構造之控 41及外部通訊介面45等所構成。外部通訊部405 制裝置41的控制下,從外部通訊介面45經由通訊 在各街機遊戲機1之間進行資料通訊。 接著,針對本實施形態之對人對戰遊戲的流程 明。 遊戲進行控制部101係藉由以預先決定之時機 站控制裝置2 1執行申請參加程式,首先,對於顯开 Φ 輸出參加受理畫面顯示命令。藉此,顯示部102係 站10的顯示器11上,顯示申請參加畫面。玩家係 進行對人對戰遊戲時,遵從該申請參加畫面的引導 操作桿13及操作按鍵14a、14b。藉此,其操作資 操作部103輸入至遊戲進行控制部101。然後’遊 控制部1 0 1係依據其操作資料,將申請參加資料從 訊部108經由通訊網路而傳送至管理伺服器40。如 請參加畫面係在構成本遊戲系統之所有街機遊戲機 。來自於各街機遊戲機1的申請參加資料係經由管 指不輸 其操作 部通訊 街機遊 遊戲站 106之 制裝置 係在控 網路而 加以說 而遊戲 :部 1 0 2 於遊戲 於希望 而操作 料係從 戲進行 外部通 此之申 1進行 理伺服 -47- (45) 1317294 器40的外部通訊部4〇5而以對人對戰管理部401受理。 " 對人對戰管理部401係在受理之申請參加資料數量達到規 ' 定數量或經過申請參加期間時,結束參加申請,而進行從 ' 受理之申請參加資料中,決定對戰的組合之組合決定處理 。在本實施形態,將前述規定數量作爲8個,採用8人玩 ~ 家所致之聯賽方式。而申請參加資料未滿8個時,則使用 •電腦禰補不足數量。然後,結束組合決定處理之對人對戰 φ 管理部4 0 1係依據受理之申請參加資料,而確立對戰對手 已決定之兩人的玩家個別遊玩之街機遊戲機1的遊戲站10 彼此之通訊。之後的對人對戰遊戲之進行係以各街機遊戲 機1的遊戲進行控制部1 0 1進行。 圖1 4係揭示對人對戰遊戲之流程的流程圖。 對戰對手已決定之兩人的玩家個別遊玩之街機遊戲機 1的遊戲站10彼此之通訊確立時,各街機遊戲機1的遊戲 進行控制部101係藉由執行中央控制裝置31及遊戲站控 • 制裝置21個別進行對人對戰遊戲所需之程式,而作爲遊 戲控制手段而作用。以下,因爲各街機遊戲機1之另一方 面係爲相同’故僅針對一方的街機遊戲機1加以說明。 首先’遊戲進行控制部1 0 1係與前述之電腦對戰遊戲 之狀況相同’於顯示部1 02的顯示器1 1上顯示怪物選擇 畫面。玩家使用操作桿13及操作按鍵14a而從顯示於怪 物選擇畫面上之怪物卡片畫像中選擇3個時,其操作資料 係從操作部1 〇3輸入至遊戲進行控制部1 〇丨。然後,遊戲 進行控制部1 〇 1係依據其操作資料,將玩家選擇之3個角 -48 - (46) 1317294 . 色資料,記憶於記憶裝置2 3的R A Μ之選擇角色記憶區域 ' ,作爲玩家側所使用之友軍怪物而決定(S2 )。又,遊戲 進行控制部1 〇 1係將已決定之友軍怪物中之一藉由玩家的 ' 選擇而決定作爲怪物頭目,並將關於其友軍怪物頭目之角 色資料的體力値資料,作爲玩家側的體力値資料之初始値 ·* 而記憶於記憶裝置2 3內的RAM的體力値記憶區域。 -如上所述,決定3個友軍怪物時,遊戲進行控制部 • 1 〇 1係依據其操作資料,將用以特定友軍怪物知特定資訊 資料從外部通訊部1 〇8經由通訊網路而傳送至其他街機遊 戲機1(S21)。然後,讀取出個別包含於已決定之3個 友軍怪物的角色資料之記號排列資料,而決定依據該等記 號排列資料之3個捲軸畫像(S4 )。以上之處理(S2, S 2 1,S 4 )係即使在其他街機遊戲機1亦同樣地進行。因 此,即使在其他街機遊戲機1,決定在該當其他街機遊戲 機1的遊戲站10遊玩之對戰對手玩家所選擇之3個怪物 ♦ 角色,其特定資訊資料係傳送至本街機遊戲機1。該特定 資訊資料係從通訊網路經由外部通訊部108而以遊戲進行 控制部101接收(S22)。遊戲進行控制部1〇1係依據其 特定資訊資料而特定3個怪物角色,將該等怪物角色作爲 敵方怪物而決定。然後,遊戲進行控制部1 〇 1係從角色記 憶部106讀取出已決定之3個敵方怪物的角色資料,並將 其中關於敵方怪物頭目之角色資料的體力値資料’作爲對 戰對手側的體力値資料之初始値而記憶於記憶裝置2 3內 的RAM的體力値記憶區域。又,遊戲進行控制部1 0 1係 -49- (47) 1317294 決定個別包含於3個敵方怪物的角色資料之記號排列資料 的3個捲軸畫像(S23 )。 ' 接著’遊戲進行控制部1〇1係對顯示部102輸出顯示 • 命令’於顯示部102的顯示器11上顯示如圖10所示之遊 戲畫面(S5)。藉此,在前述S4決定之3個捲軸畫像( 即,個別對應3個友軍怪物之3個捲軸畫像)係作爲遊戲 -畫面上之中央部份的捲軸畫像51a、51b、51c而顯示,在 φ 前述S3決定之23個捲軸畫像(即,個別對應3個敵方怪 物之3個捲軸畫像)係顯示於遊戲畫面右側之子畫面52。 之後,玩家操作操作按鍵14a、14b而下注規定量之代額 數時(S 6 ),遊戲進行控制部1 0 1係輸出抽選開始命令至 抽選部104,使抽選部104執行抽選處理(S7)。然後, 遊戲進行控制部1〇1從抽選部接收抽選結果資料時, 將其抽選結果資料從外部通訊部1〇8經由通訊網路而傳送 至其他街機遊戲機1 ( S24 )。之後,對於顯示部102輸 • 出捲軸變動顯示命令及捲軸停止顯示命令’並進行使顯示 部102於遊戲站10的顯示器11上之遊戲畫面中變動顯示 3個捲軸畫像51a、51b、51c’在其抽選結果資料所示之 各停止顯示位置使各捲軸畫像上的記號個別停止顯示之抽 選表演(S 8 )。又,遊戲進行控制部1 0 1係輸出抽中判定 命令至抽中判定部1〇5 ’使判定部105進行抽中判定(S9 )° 遊戲進行控制部101係從抽中判定部1 05接收落選之 判定結果資料時,則轉變至後述之s 2 5 ’開始對戰對手側 (48) 1317294 的吃角子老虎遊戲。另一方面,從抽中判定部1〇5接收 " 中資訊的判定結果資料時,遊戲進行控制部1 01係執行 • 應其判定結果資料所示之抽中種類(特定組合的種類) • 處理(S10),並進行獎金支付處理(S11)。之後,遊 進行控制部1 01係判斷記憶於記憶裝置23內的RAM之 力値記憶區域的敵方怪物頭目之體力値資料是否成爲〇 S 1 2 )。 φ 於該判斷中判斷未成爲〇時,遊戲進行控制部1 0 1 接著進行對戰對手側的吃角子老虎遊戲。在此,於對戰 手側的吃角子老虎遊戲係於其他街機遊戲機1中執行前 之S6〜S12的處理。因此,藉由其他街機遊戲機1進行 述S24的處理,抽選結果資料係傳送至本街機遊戲機1 該抽選結果資料係從通訊網路經由外部通訊部1 08而以 戲進行控制部1 01接收(S25 )。然後,遊戲進行控制 1〇1接收其抽選結果資料時,對於顯示部102輸出用以 ® 行對手側之抽選表演的對手側抽選表演顯示命令,並進 使顯示部102變動顯示在遊戲站1〇的顯示器n上顯示 遊戲畫面上之子畫面52的3個捲軸畫像,在其抽選結 資料所示之各停止顯示位置使各捲軸畫像上的記號個別 止顯示之抽選表演(S14)。又,遊戲進行控制部1〇1 輸出依據已接收之抽選結果資料的抽中判定命令至抽中 定部1 05 ’使判定部1 〇5進行抽中判定(S 1 5 )。 遊戲進行控制部101係從抽中判定部105接收落選 判定結果資料時,則轉變至前述之S6,再次開始本玩 抽 因 的 戲 體 係 對 述 前 〇 遊 部 進 行 之 果 停 係 判 之 家 -51 - (49) 1317294 側的吃角子老虎遊戲。另一方面,從抽中判定部1〇5接收 抽中資訊的判定結果資料時,遊戲進行控制部1 〇 1係執行 ' 因應其判定結果資料所示之抽中種類(特定組合的種類) ' 的處理(s 1 6 )。之後,遊戲進行控制部1 〇 1係判斷記憶 於記憶裝置23內的RAM之體力値記憶區域的友軍怪物頭 '* 目之體力値資料是否成爲〇(S17)。判斷未成爲0時, - 則轉變至前述S6,再次開始本玩家側的吃角子老虎遊戲 • 。另一方面,判斷成爲〇時,本玩家係爲輸給對戰對手的 玩家,遊戲進行控制部1 〇 1係將記憶於構成角色記憶部 106之記憶裝置23的RAM之可使用角色記憶區域的友軍 怪物頭目之角色資料予以刪除(S26 )。藉此,玩家係於 次回之後的電腦對戰遊戲或後述之對人對戰遊戲中,無法 使用該角色資料。 在另一方面,於前述S 1 2中判斷敵方怪物頭目的體力 値資料成爲〇時,遊戲進行控制部1 0 1係進行怪物角色的 # 獲得處理(S18)。具體來說,遊戲進行控制部101係將 與敵方怪物頭目的角色資料相同之資料,記憶於構成角色 記憶部1 06之記憶裝置23的RAM之可使用角色記憶區域 。即’在本實施形態之對人對戰遊戲得勝時,可取得與對 戰對手的玩家在過去之遊戲所取得之怪物角色中在本對人 對戰遊戲作爲怪物頭目所使用之怪物角色相同之怪物角色 的角色資料。之後,遊戲進行控制部1 〇 1係對於顯示部 1 〇2 ’輸出用以進行怪物獲得表演之獲得表演顯示命令。 藉此’顯示部1〇2係於遊戲站10的顯示器11上,顯示記 -52- (50) 1317294 憶於可使用角色記憶區域之角色資料所對應之怪物卡片畫 像。藉此,玩家係於次回之後的電腦對戰遊戲或後述之對 ' 人對戰遊戲中,可使用該角色資料。 _ 再者,針對亦可設定爲取得敵方怪物頭目以外之兩個 敵方怪物及設定爲取得該等敵方怪物以外之怪物角色,以 " 及適切設定爲可取得之怪物角色的數量之觀點,係與前述 • 電腦對戰遊戲之狀況相同。 • 如上所述’依據本實施形態,利用本遊戲系統之玩家 係藉由在電腦對戰遊戲獲勝,而可取得對戰對手的電腦所 使用之敵方怪物頭目的角色資料。然後,在本實施形態, 角色記憶部1 06的角色記憶區域所記憶之各怪物角色被作 爲電腦側的敵方怪物頭目而使用的機率係因應各角色資料 的出現機率資料而不同。因此,具有出現機率較低之出現 機率資料的角色資料係較難被作爲敵方怪物頭目而使用, 故玩家可取得其知機率(取得機率)較低。關於如此角色 • 資料之怪物角色係一般稱爲稀有角色,對於玩家來說是非 常想取得者。因此,利用準備如此之稀有角色,可提高玩 家對遊戲的熱中度。 而且,在本實施形態,在每台構成本遊戲系統之街機 遊戲機1,設定相互不同之出現機率資料。因此,於本遊 戲系統內,可實現在某街機遊戲機1取得機率較低之稀有 角色的角色資料,在其他同種之街機遊戲機1爲取得機率 較高之一般角色的角色資料之狀況。在本實施形態,藉由 在相互不同之街機遊戲機間進行玩家彼此的對人對戰遊戲 -53- (51) 1317294 ,玩家係可取得與其他街機遊戲機1之在過去電腦對戰遊 戲而對戰對手的玩家所取得之角色資料相同之資料。所以 ' ,在某街機遊戲機1遊玩之玩家係希望在該街機遊戲機1 取得稀有角色的角色資料時,則利用與在該怪物角色爲通 用角色之其他街機遊戲機1的玩家進行對人對戰遊戲,相 * 較於在本街機遊戲機1進行電腦對戰遊戲而取得之狀況, • 可容易地取得該稀有角色的角色資料。結果,對於利用本 • 遊戲系統之各玩家,可促進與在其他街機遊戲機1遊玩之 其他玩家的對人對戰遊戲之積極活用。 尤其是針對某怪物角色’在一部份的街機遊戲機1之 出現機率設定爲〇時,在該街機遊戲機1的電腦對戰遊戲 ,玩家是不可能取得該怪物角色的角色資料。結果,對於 想要取得該角色資料時,必須與在該角色資料的出現機率 設定爲比〇大之其他街機遊戲機1遊玩之玩家進行對人對 戰遊戲,才能取得該角色資料。因此,在該狀況,對於利 ® 用本遊戲系統之各玩家,可更有效地促進與在其他街機遊 戲機1遊玩之其他玩家的對人對戰遊戲之積極活用。 再者,在以上的說明,已針對設置於相互不同之街機 遊戲機之間,設定不同出現機率資料之狀況加以說明,但 是,在構成本遊戲系統之一部份的街機遊戲機之間,使用 相同出現機率資料亦可。又,複數劃分設置有各街機遊戲 機1之遊藝場存在之地域,在設置於屬於相互不同之地域 的遊藝場之街機遊戲機之間,設定不同出現機率資料亦可 。此時,例如,於將各街機遊戲機分散在日本全國各地而 -54- (52) 1317294 設置之狀況,以北海道地區、東北地區、關東區域、關西 地區及九州地區等之方式來劃分,可進行設定爲在各地區 ' 之間使出現機率資料相互不同的營運。此時,亦可準備每 ' 地區固有之怪物角色(在其他地區出現機率資料爲0或非 常低者)。 .(出現機率資料的設定變更處理) # 接著’針對從管理伺服器4〇設定變更各街機遊戲機1 之出現機率資料之出現機率資料的設定變更處理加以說明 〇 圖15係本實施形態之出現機率資料之設定變更處理 的序列流程。 經營本遊戲系統之經營公司的擔任者等的操作員操作 管理伺服器40的鍵盤等’而輸入提高或降低所希望之角 色資料的出現機率之設定變更指示。表示該設定變更指示 ® 之內容的操作資料係從指示輸入部402傳送至出現機率管 理部403。出現機率管理部403係從指示輸入部402接收 設定變更指示的操作資料時,則依據其操作資料而產生設 定變更資料,並將此經由外部通訊部405而傳送至構成本 遊戲系統之設定變更對象的街機遊戲機1。 該設定變更資料係經由通訊網路而利用出現機率設定 變更部107從作爲各街機遊戲機丨的設定變更資料收訊手 段之外部通訊部1〇8接收。接收設定變更資料之出現機率 設疋變更部係作爲設定變更手段而作用,依據其設定 -55- (53) 1317294 變更資料’將記憶於角色記憶部1 0 6之設定變更對像的角 色資料之出現機率資料變更爲其設定變更資料所示之出現 機率資料。藉此’於之後的電腦對戰遊戲中作爲敵方怪物 . 而被選擇之機率’係遵從其設定變更後的出現機率資料而 變更。結果’藉由其街機遊戲機1之電腦對戰遊戲而玩家 可取得已變更之出現機率資料的角色資料之取得機率將改 變。 # 藉由如此之構造,考慮本遊戲系統整體的遊戲均衡性 等’在本遊戲系統的經營方,可迅速且容易控制各街機遊 戲機1之各角色資料的取得機率。結果,例如可迅速且容 易進行,於特定時期(例如,從〇月〇日起兩天內)在利 用全部或一部份之街機遊戲機1所進行的電腦對戰遊戲而 使受歡迎之角色資料的出現機率設定爲非常高。此時,可 促進希望取得該當角色資料的玩家之遊戲遊玩。 再者,在本實施形態,舉出以利用接收從管理伺服器 ® 4〇傳送之設定變更資料而變更街機遊戲機1之設定變更對 象的角色資料之出現機率資料的方法爲例加以說明,但是 ,藉由其他方法變更出現機率條件資料亦可。例如,於街 機遊戲機1設置作爲設定變更用之操作手段的操作面板, 使設置其街機遊戲機1之遊藝場的操作員,操作其操作面 板而輸入提高或降低所希望之角色資料的出現機率之設定 變更指示。然後,將表示該設定變更指示之內容的操作資 料傳送至出現機率設定變更部107,依據其操作資料’將 記憶於角色記憶部1 06之設定變更對象的角色資料之出現 -56- (55) 1317294 之外部通訊部108接收。接收追加之角色資料的遊戲進行 控制部1 〇 1係將其追加之角色資料,記憶於角色記憶部 1 06的角色記憶區域。藉此,之後係可於其街機遊戲機1 . 中利用追加之角色資料。具體來說,可在其街機遊戲機1 之電腦對戰遊戲選擇作爲敵方怪物,可前述賣店事件購入 ,可在合成事件轉換爲該追加之角色資料。 '藉由如此之構造,考慮本遊戲系統整體的遊戲均衡性 ® 等,在本遊戲系統的經營方,可迅速且容易控制可在各街 機遊戲機1利用之角色資料的種類。結果,例如可迅速且 容易進行,所謂於特定時期(例如〇月〇日之後)在全部 或一部份之街機遊戲機1追加新的角色資料之版本升級的 處理。此時,可對於取得大部份之角色資料的玩家等來進 行遊戲遊玩,亦可追加新的角色資料而進行既存之角色資 料間的均衡調整。 再者,在此係針對追加新的角色追加處理之狀況加以 ® 說明’但是亦可藉由從管理伺服器40傳送消除命令至全 部或一部份之街機遊戲機1,而消除其街機遊戲機1的角 色記憶部1 06之角色記憶區域所記憶之既存的角色資料。 此時’被消除之角色資料係只要不使用前述方法等來追加 ’玩家係無法在電腦對戰遊戲等取得。結果,除了與已經 取得該角色資料之玩家進行對人對戰遊戲而取得勝利之外 ’無法取得該角色資料。藉此,可提高某特定角色資料之 稀有價値。又,亦可利用消除既存之角色,進行既存之角 色資料間的均衡調整。 -58- (58) 1317294 憶之角色資料的生命資料係設定爲「3」。即,於本變形 例中’對應獲勝之玩家的可使用角色記憶區域所新記憶之 ' 角色資料的初始値,一致於從對應落敗之玩家的可使用角 ' 色記憶區域之角色資料的生命資料減去之總減算値。結果 ’以本遊戲系統整體來看,即使進行對人對戰遊戲,合計 " 對戰之各玩家可使用之角色資料的生命資料之總計値爲一 定。因此,藉由進行對人對戰遊戲,因爲對人對戰遊戲而 # 各玩家之可使用角色資料的數量會增減,即使遊戲系統整 體的所有玩家之可使用角色資料的變化,該變化亦於一定 範圍之內。 再者’在本變形例,已針對以3作爲生命資料的初始 値而在對人對戰遊戲落敗時,則將該生命資料1次減少i ’該生命資料成爲0時’則消除角色資料之狀況加以說明 ,但是’即使設定爲以0作爲生命資料的初始値而在對人 對戰遊戲落敗時,則將該生命資料1次增加1,在生命資 • 料之値達到3時消除角色資料亦相同。 以上,在前述實施形態(包含前述變形例,以下相同 )’舉出利用與在其他街機遊戲機1遊玩之其他玩家的對 人對戰遊戲獲勝而在本街機遊戲機1遊玩之玩家取得該玩 家在該當其他街機遊戲機的電腦對戰遊戲所取得之角色資 料之狀況爲例加以說明’但是,並不限於該狀況,只要爲 在本街機遊戲機1遊玩之玩家取得在其他街機遊戲機1遊 玩之其他玩家在其他街機遊戲機所取得之角色資料的狀況 ,也可發揮同樣效果。 -61 - (59) 1317294 因此’例如,本發明亦可適用於在相互不同之街機遊 戲機1個別遊玩之玩家之間,執行互相交換各玩家的可使 ' 用之角色資料的事件,利用在該事件成立交換,在本街機 ' 遊戲機1遊玩之玩家取得在其他街機遊戲機1遊玩之其他 玩家的可使用之角色資料的狀況。 " 又’例如,本發明亦可適用於在相互不同之街機遊戲 -機1個別遊玩之玩家之間,執行支付代額數而購入一方的 # 玩家可使用之角色資料的事件,利用在該事件成立買賣, 在本街機遊戲機1遊玩之玩家取得在其他街機遊戲機1遊 玩之其他玩家的可使用之角色資料的狀況。 又’在前述實施形態,舉出利用與在其他街機遊戲機 1遊玩之其他玩家的對人對戰遊戲獲勝而在本街機遊戲機 1遊玩之玩家取得該玩家在該當其他街機遊戲機的電腦對 戰遊戲所取得之角色資料之狀況爲例加以說明,但是,並 不限於該狀況,即使爲在本街機遊戲機1遊玩之玩家取得 ® 其他玩家以電腦對戰遊戲以外的方法所取得之角色資料的 狀況’也可取得同樣效果。作爲電腦對戰遊戲以外之取得 方法係如前述般,可舉出藉由在賣店事件支付代額數來購 入而取得之方法,及藉由在合成事件,將自己取得之複數 角色資料轉換爲新的1個以上之角色資料而取得之方法等 〇 於前者的取得方法中,例如將可在各街機遊戲機1所 進行之賣店事件購入之角色資料的種類,及針對某角色資 料而在賣店事件販賣之數量等,設定成在各街機遊戲機之 -62- (60) 1317294 間爲不同的話,則與前述實施形態之狀況相同,對於利用 本遊戲系統之各玩家,可促進與在其他街機遊戲機1遊玩 ' 之其他玩家的對人對戰遊戲之積極活用。再者,此時因爲 ' 用以決定可購入之角色資料的種類之資料,及針對某角色 資料而用以決定在賣店事件販賣之數量的資料係成爲出現 " 機率資料,故將該等資料設定變更爲在各街機遊戲機之間 -爲相互不同。又,如將針對某角色資料在賣店事件的販賣 0 價格在各街機遊戲機之間設定爲不同的話,因爲可使在賣 店事件各玩家可取得之取得機率在各街機遊戲機之間不同 ,故此時用以決定該販賣價格之資料亦成爲出現機率資料 〇 於前者的取得方法中,例如將每一角色資料可成爲在 合成事件轉換後之角色資料的機率,及可在合成事件合成 之角色資料的種類等,設定成在各街機遊戲機之間爲不同 的話,則與前述實施形態之狀況相同,對於利用本遊戲系 • 統之各玩家’可促進與在其他街機遊戲機1遊玩之其他玩 家的對人對戰遊戲之積極活用。再者,此時因爲用以決定 每一角色資料可成爲在合成事件轉換後之角色資料的機率 之資料,及用以決定可合成之角色資料的種類之資料係成 爲出現機率資料’故將該等資料設定變更爲在各街機遊戲 機之間相互不同。 又,於前述實施形態中,已針對將玩家已取得之角色 資料或用以特定該角色資料的特定資料,全部記憶於相同 之磁性卡片的狀況加以說明’但是,每一角色資料或該特 -63- (61) 1317294 定資料記憶於個別之磁性卡片等的可搬型記憶媒體亦可。 此時,於可搬型記憶媒體之外面,顯示有表示記憶於內部 ' 之角色資料或藉由特定資料特定之角色資料所對應之怪物 ' 角色的圖案等之畫像爲佳。如此,增加玩家對於各角色資 料的取得意欲,可對於玩家促進遊戲遊玩。再者,於可搬 *' 型記憶媒體之外面印上圖案之狀況等,係將預先於外面印 •上表示各怪物角色之圖案的可搬型記憶媒體,搭載於街機 0 遊戲機內,而再加以排出亦可。 又,在前述實施形態,已針對可實現如玩家利用將自 己所持有之磁性卡片插入卡片插入取出口 1 7,則可從銜接 上次遊戲結束時之狀態而再次開始遊戲的遊戲之持續性的 構造,但是,即使爲不使用磁性卡片等而不實現遊戲的持 續性之構造亦可。 又,在將玩家已取得之角色資料所對應之怪物角色, 使用於如集換式卡片遊戲的卡片遊戲等之其他遊戲時,從 ® 街機遊戲機排出在外面顯示有表示記憶於可使用角色區域 之角色資料所對應之怪物角色的圖案等之畫像的可搬構件 亦可。此時’於該可搬構件並不一定需要記憶角色資料等 之資料。 【圖式簡單說明】 〔圖1〕揭示關於實施形態之構成遊戲系統的街機遊 戲機及管理伺服器之主要部的功能區塊圖。 〔圖2〕同遊戲系統之整體的構成槪略圖。 • 64 -According to the operation data, the three character data selected by the player are memorized in the selected character memory area of the RAM of the memory device 23. The monster character of the 3' character data thus selected is determined as the friendly monster used by the player side (S2). Then, the game progress control unit 1 0 1 determines one of the determined friendly monsters as the monster leader by the player's selection, and uses the physical information about the character profile of the friendly monster leader as the player side. The physical strength of the data is stored in the RAM of the memory device 23. Furthermore, as a method of improving the gameplay, for example, a monster leader that determines only the two is first mentioned, and the remaining two friendly monsters notify the player of the type of the enemy monster head, and then let the player select method. By using the type of enemy monsters identified, the player can grasp the characteristics of the enemy monsters. For the remaining two friendly monsters, the opponent's weakness can be selected as the target. Even in the opponent-playing game described later, the gameplay can be improved by the same method. # As described above, when three enemy monsters and three friendly monsters are determined, the game control unit 1 〇 1 reads the symbol arrangement data of the character data included in the determined three enemy monsters. Three reel images (S 3 ) of the data are arranged in accordance with the symbols. Further, the game progress control unit 1 0 1 reads the symbol arrangement data of the character data included in the selected three friendly monsters from the selected character memory area, and determines the three scroll images in which the data are arranged in accordance with the symbols ( S4). Then, the game progress control unit 101 outputs a display command to the display unit 1〇2 to display a game screen as shown in Fig. 1A on the display unit 11 of the display unit 102 (S5). In this way, the three reel images determined by S4 in the first -40 - (38) 1317294 (that is, the three reel images corresponding to the three friendly monsters) are used as the reel images 51a, 51b as the central portion on the game screen. And 51c, the three reel images determined in the above S3 (that is, three reel images corresponding to three enemy monsters) are displayed on the sub-screen 52 on the right side of the game screen. Next, the player operates the operation buttons 14a and 14b to bet the predetermined amount of the amount of credit. When the player operates the operation buttons 14a and 14b, it indicates that the bet information for the amount of the respective button is transmitted from the operation unit 103 to the game progress control unit 1 〇 1. The game progress control unit 1 〇 1 acts as a bet acceptance means and accepts the bet, and outputs a bet command to the coin management device 27. Thereby, the coin management device 27 performs the process of adding the number of shares of the number of copies to the bet amount while subtracting the number of shares for the number of shares of the bet command (S6). Further, the predetermined amount of the amount of the bet required for the slot machine game is the total amount of the fee data under the character data of the three friendly monsters determined in the above S2. When the player's bet amount is a predetermined amount, the game progress control unit 101 outputs a lottery start command to the drawing unit 1〇4, and causes the drawing unit 104 to perform the lottery process (S7). Then, when the game progress control unit 1 0 1 receives the lottery result data from the drawing unit 104, the display unit 102 outputs a reel change display command for performing the lottery performance. As a result, the display unit 102 causes the three playback images 5 1 a, 5 1 b, and 5 1 c displayed on the game screen on the display 11 of the game station 1 to be displayed after the game display control unit 101 is changed. When the reel of the lottery result data stops displaying the command, the position of the stop display - 41 - 1317294 (39) shown in the lottery result data of the reel stop display command is displayed as the individual stop of the symbols on each reel image. The drawing performances of the reel images 51a, 51b, and 51c (S8) When the drawing performance is ended, the display 11 of the station 10 is displayed at each of the stop display positions indicated by the materials, and the individual symbolizing reel images 51a, 51b, and 51c are displayed. Further, the game progress control unit 1 0 1 outputs the extraction determination command for the lottery result data from the drawing unit to the extraction determination, and the determination unit 105 performs the three reels according to the drawing result data. Whether or not the combination of symbols on the portrait becomes a specific group judgment (S9). When the game progress control unit 101 determines the result of the determination of the fall selection from the drawing, the game progress control unit 101 shifts to the Slots game on the side of the S 1 3 brain to be described later. On the other hand, when the extracted information material is received from the extraction determination unit 105, the game progress control unit 1 0 1 executes the processing of the type of the extraction (the type of the specific combination) indicated by the determination (B specific) In the case of the judgment result data received, the damage calculation processing of the above-mentioned stroke type is executed, and the above-mentioned five consecutive free games are executed by performing the above-mentioned physical recovery, and the above-mentioned special attack type damage calculation processing is executed. In the case of the game, the display unit 102 outputs a display command for performing an attack performance. The display unit 102 displays an attack type indicating the type of the game on the game screen on the game station 1〇. If the type of the pumping is a flame attack type, the image of the flame of the enemy monster head 53a is displayed on the enemy monster head image 54a, and the image is displayed. Thus, the 1 04 of the selection result is displayed and the fixed portion 1 0 5 is stopped. The pumping center 105 is connected, and the determination of the power is started. The result is: S 1 0) The various attacks and techniques are performed. Line Control Department Attack Performance Display 1 1 Image, example image. In addition, the display unit 102 of the attack performance display command is subjected to the physical force of the RAM stored in the memory device 23 by the damage calculation process, and the physical strength of the enemy monster leader in the memory area.値Reducing the physical strength of the damage, change the length of the bar graph 54c indicating the physical strength of the enemy monster's head. Thereafter, the game progress control unit 101 refers to the bonus table " stored in the memory device 23, and outputs to the coin management device 27 a payment command for the bonus payment of the amount of the type indicated in the judgment result data. The coin management device 27 accepting the payment order performs processing for adding the number of credits for the bonus amount of the payment order to the token data (S11). Next, the game progress control unit 1 0 1 determines whether the physical strength of the RAM stored in the memory device 23 or the physical strength of the enemy monster head in the memory area is 〇 (S12). When the judgment is not 0, the game progress control unit 1 〇 1 follows the slot machine game on the computer side. Specifically, the lottery unit 104 outputs a lottery start command, and causes the lottery unit 104 to perform the lottery process (S13). When the game progress control unit 1 0 1 receives the lottery result data from the lottery unit 104, the display unit 102 outputs an opponent side lottery show display command for performing the lottery show on the opponent side. In response to this, the display unit 102 performs a lottery display in which the three reel images displayed on the sub-screen 52 are displayed, and then displays the symbols on the respective reel images at the respective stop display positions indicated by the drawing result data. Performance (S14). Thereby, the sub-screen 52 of the display 11 at the game station 1 is displayed at each of the stop display positions indicated by the lottery result data, and the reel image in which the individual symbols are stopped is displayed. Further, the game progress control unit 1 〇 1 outputs an extraction determination command for receiving the lottery result data of -43-(41) 1317294 from the drawing unit 104 to the extraction determination unit 1〇5. In this way, the determination unit 105 performs the extraction determination (S 1 5) in the same manner as the situation of the slot game "on the player side." When the game progress control unit _1 0 1 receives the result of the determination result of the selection from the drawing determination unit 156, the process proceeds to the above-described S6, and the game of the slot machine on the player side is resumed. " On the other hand, when the determination result of the extracted information is received from the drawing determination unit 105, the game progress control unit 1 0 1 is executed in the same manner as the game of the slot machine in the player side, and is executed in response to the game. The processing of the type of the drawing (the type of the specific combination) shown in the determination result data (S16) causes the display unit 1〇2 to perform an attack performance, and changes the length of the bar graph 53c indicating the physical strength of the friendly monster head. Then, the game progress control unit 1 判断 1 determines whether or not the physical strength data of the friendly monster head stored in the RAM in the memory device 2 3 is 〇 (S17). When it is judged that it is not 〇, the process shifts to the above S6, and the slot game of the player side is started again. On the other hand, when it is judged that the game is made, the game progress control unit 1 01 ends the computer ® battle game. At this time, the player is losing to the computer in this computer game, and cannot obtain the monster character. In this way, the player repeatedly plays the slot machine game on the player side and the slot machine game on the computer side. When the physical strength data of the enemy monster head is determined in the above S12, the game progress control unit 1 0 1 performs the monster character. The process is obtained (S18). Specifically, the game progress control unit 1〇1 stores the same information as the character data of the enemy monster head in the usable character memory area of the RAM constituting the memory device 23 of the character storage unit 106. Then, the game progress control unit 101 outputs a display display command for the monster to obtain a performance for the display unit 102. Thereby, the display unit 102 is attached to the display n of the game station, and displays a monster card image corresponding to the character data that can be used in the character memory area. This role can be used by the ' ’ player in the computer battle game after the second time or in the opponent game described later. * In addition, in the present embodiment, an example in which the player obtains the same information as the character data of the enemy monster leader is described. However, it is also possible to set # to acquire two enemy monsters other than the enemy monster leader. At this time, for example, in accordance with a specific probability, three enemy monsters are selected, and the same information as the character data of the selected enemy monster is stored in the usable character memory area. Also, it is also possible to set a monster character other than the enemy monsters. Furthermore, the number of monster characters that can be obtained is appropriately set. (People vs. Battle Game) The game against the human game is played by other players as opponents. #吃角老虎游戏者. In the human-playing game system of the present embodiment, the basic game flow is the same as the above-described computer battle game except that the opponent is changed from a computer to another player. The player-playing game system can play each other at the two game stations 10 of the same arcade game machine 1 while playing each other, even in the game stations 10 of the two arcade game machines 1 installed in mutually different amusement parks. Players can also play each other. In the following description, the latter situation will be explained, but it is almost the same as the former. In the person-to-play game described below, in order to utilize the management server 40-45-(43) 1317294, the management server 40 will first be described using FIG. The management server 40 is composed of a person-to-person competition management unit 401, an instruction input unit '402, an appearance probability management unit 403, a role delivery unit 404, and an external communication unit '405. The person competition management unit 401 is composed of a control of the hardware structure shown in Fig. 9 and a device 4 1 and a memory device 43. The person-to-person competition game unit 401--executes the person-to-person battle game # management program stored in the memory device 43 by the control device 41, and mainly performs the participation acceptance process for the person-playing game, and establishes the arcade game machine 1 for the player who plays the game. The processing of the data communication between the game stations and the like. The instruction input unit 403 is constituted by an operation means such as a keyboard having a hardware structure as shown in Fig. 9, an instruction input device 44, and the like. When the operator operates the keyboard or the like, the instruction input unit 402 outputs the operation information indicating the operation content to the appearance probability management unit 403, the role delivery unit 404, or the predetermined deadline management unit 406. The appearance probability management unit 403 is composed of a control device 41 having a hardware structure as shown in Fig. 9, a memory device 43, and the like. When the appearance probability management unit 403 receives the operation data of the setting change processing from the instruction input unit 402, the setting change data is generated based on the operation data, and is transmitted to the entire game system via the external communication unit 4〇5. Or a part of the arcade game console 1. The arcade game machine 1 that receives the setting change data uses the appearance probability setting change unit 1 to 7 of each game station 10 to perform setting change processing of the occurrence probability data which will be described later. The character delivery unit 404 is constituted by a control device -46 - (44) 1317294 41 and a memory device 43 of the hardware configuration shown in Fig. 9. When the character delivery unit 404 receives the operation data of the character delivery instruction from the entry unit 〇2, the character data stored in the memory device 43 is transmitted to the entire game unit 405 via the external unit 405 based on the 'data. Part of the machine 1. The arcade game machine 1 that receives the character data is stored in the character storage area constituting the character storage unit auxiliary storage device by the game control unit 1 0 1 of each game. • The external communication unit 4〇5 is composed of a control unit 41 of the hardware structure shown in Fig. 9 and an external communication interface 45. Under the control of the external communication unit 405 device 41, data communication is performed between the arcade game machines 1 via the external communication interface 45 via communication. Next, the flow of the human battle game of the present embodiment will be described. The game progress control unit 101 executes the application participation program by the predetermined station control device 21, and first outputs the participation acceptance screen display command for the display Φ. Thereby, the display unit 102 displays the application participation screen on the display 11 of the station 10. When the player performs the game against the person, the player guides the operation lever 13 and the operation buttons 14a and 14b in accordance with the application. Thereby, the operation operation unit 103 is input to the game progress control unit 101. Then, the "tour control unit 110" transmits the application participation data from the communication unit 108 to the management server 40 via the communication network based on the operation data. For example, please participate in all the arcade game machines that constitute this game system. The application participation data from each arcade game machine 1 is controlled by the management of the department of the game console game station 106. The game is played: the department 1 0 2 operates in the hope of the game. The material is processed from the outside of the game, and the external communication unit 4〇5 of the servo-47-(45) 1317294 device 40 is accepted by the opponent-to-person management unit 401. " In the case of the application for participation in the number of applications, the number of applications for participation in the 401 is the end of the application, and the combination of the application for participation in the application is determined. deal with. In the present embodiment, the predetermined number is set to eight, and the eight-player game is used. If the number of applications for participation is less than 8, the number of computers will be used to make up the shortage. Then, the opponent match φ management unit 401 of the combination determination process is based on the accepted application participation data, and the game station 10 of the arcade game machine 1 in which the player who has decided to play against the opponent has individually communicated with each other. Subsequent execution of the human battle game is performed by the game progress control unit 101 of each arcade game machine 1. Figure 14 is a flow chart showing the flow of a human battle game. When the communication between the game stations 10 of the arcade game machines 1 that are played by the opponents of the opponents has been established, the game progress control unit 101 of each arcade game machine 1 performs the central control device 31 and the game station control. The device 21 individually performs a program required for a person-to-play game and functions as a game control means. Hereinafter, since the other side of each arcade game machine 1 is the same, only one arcade game machine 1 will be described. First, the game progress control unit 1 0 1 is in the same state as the above-described computer battle game. The monster selection screen is displayed on the display 1 1 of the display unit 102. When the player selects three of the monster card images displayed on the monster selection screen using the operation lever 13 and the operation button 14a, the operation data is input from the operation unit 1 3 to the game progress control unit 1 〇丨. Then, the game progress control unit 1 〇 1 selects the three corners of the player -48 - (46) 1317294 according to the operation data.  The color data is stored in the R A Μ select character memory area ' of the memory device 2 3 and is determined as the friendly monster used by the player side (S2). Further, the game progress control unit 1 〇1 determines one of the determined friendly monsters as the monster leader by the player's selection, and uses the physical information about the character profile of the friendly monster leader as the player side. The physical strength and memory area of the RAM stored in the memory device 2 3 is the initial 値·* of the physical data. - As described above, when three friendly monsters are decided, the game control unit • 1 〇 1 transmits specific information for the specific friendly monsters from the external communication unit 1 〇 8 to the other via the communication network based on the operation data. Arcade game machine 1 (S21). Then, the symbol arrangement data of the character data included in the determined three friendly monsters is read, and the three reel images of the data are arranged in accordance with the symbols (S4). The above processing (S2, S 2 1, S 4 ) is performed in the same manner even in other arcade game machines 1. Therefore, even in the other arcade game machine 1, it is determined that the specific information is transmitted to the arcade game machine 1 in the three monsters ♦ characters selected by the opponent players who are playing in the game station 10 of the other arcade game machine 1. The specific information is received from the communication network via the external communication unit 108 by the game progress control unit 101 (S22). The game progress control unit 1〇1 specifies three monster characters based on their specific information materials, and these monster characters are determined as enemy monsters. Then, the game progress control unit 1 读取1 reads the character data of the determined three enemy monsters from the character memory unit 106, and uses the physical information 关于 information about the character data of the enemy monster leader as the opponent side. The physical strength of the data is stored in the physical memory area of the RAM in the memory device 23. Further, the game progress control unit 1 0 1 -49-(47) 1317294 determines three reel images of the symbol arrangement data of the character data individually included in the three enemy monsters (S23). The 'next' game progress control unit 1〇1 outputs a display to the display unit 102. The command 'displays a game screen as shown in Fig. 10 on the display unit 11 of the display unit 102 (S5). Thereby, the three reel images determined in the above S4 (that is, the three reel images corresponding to the three friendly monsters) are displayed as the reel images 51a, 51b, and 51c at the center of the game-screen, at φ. The 23 reel images determined in the above S3 (that is, the three reel images corresponding to the three enemy monsters individually) are displayed on the sub-screen 52 on the right side of the game screen. After the player operates the operation buttons 14a and 14b to bet a predetermined amount of the amount (S6), the game progress control unit 1 0 1 outputs the lottery start command to the drawing unit 104, and causes the drawing unit 104 to perform the lottery process (S7). . Then, when the game progress control unit 1〇1 receives the lottery result data from the lottery unit, the game progress control unit 1传送 transmits the lottery result data from the external communication unit 1 to the other arcade game machine 1 via the communication network (S24). After that, the display unit 102 outputs the reel change display command and the reel stop display command ', and causes the display unit 102 to display the three reel images 51a, 51b, and 51c' in the game screen on the display 11 of the station 10. Each of the stop display positions indicated by the lottery result data causes the symbols on the respective scroll images to individually stop displaying the lottery performance (S8). Further, the game progress control unit 1 0 1 outputs the extraction determination command to the extraction determination unit 1〇5', and causes the determination unit 105 to perform the extraction determination (S9). The game execution control unit 101 receives the extraction determination unit 105 from the extraction determination unit 105. When the result of the judgment result of the election is lost, it will be changed to the s 2 5 ' described later to start the game of the slot machine on the opponent side (48) 1317294. On the other hand, when the determination result data of the information in the middle is received from the drawing determination unit 1〇5, the game progress control unit 101 executes the type of the drawing (the type of the specific combination) indicated by the determination result data. Processing (S10), and bonus payment processing (S11). Thereafter, the navigation progress control unit 101 determines whether or not the physical strength data of the enemy monster head in the memory area stored in the memory device 23 is 〇 S 1 2 ). When it is judged that φ is not 〇 in this determination, the game progress control unit 1 0 1 next performs the slot machine game on the opponent side. Here, the slot machine game on the opponent's side is processed in the other arcade game machines 1 before the execution of S6 to S12. Therefore, the processing of the S24 is performed by the other arcade game machine 1, and the lottery result data is transmitted to the arcade game machine 1. The lottery result data is received from the communication network via the external communication unit 108 and played by the control unit 01 ( S25). Then, when the game progress control 1〇1 receives the lottery result data, the display unit 102 outputs an opponent side lottery performance display command for the line side opponent's lottery performance, and causes the display unit 102 to change and display the display unit 102 at the game station 1 The three n-reel images of the sub-screen 52 on the game screen are displayed on the display n, and the slogans on the reel images are individually displayed in the respective stop display positions indicated by the drawing data (S14). Further, the game progress control unit 1〇1 outputs the extraction determination command based on the received lottery result data to the extraction center unit 051', and causes the determination unit 1 to perform the extraction determination (S15). When the game progress control unit 101 receives the selection determination result data from the extraction determination unit 105, the game progress control unit 101 shifts to the above-mentioned S6, and restarts the game system of the game playback. 51 - (49) 1317294 Side of the slot machine game. On the other hand, when the determination result data of the extracted information is received from the extraction determination unit 1〇5, the game progress control unit 1 执行1 executes the type of the extraction (the type of the specific combination) indicated by the determination result data. Processing (s 1 6). Thereafter, the game progress control unit 1 判断 1 determines whether or not the physical strength of the RAM stored in the memory device 23 and the memory of the friendly monster in the memory area is "〇" (S17). When the judgment is not 0, - then shift to the above S6, and start the slot game of the player side again. On the other hand, when it is determined that the player is a player, the player is a player who is lost to the opponent, and the game progress control unit 1 is stored in the usable character memory area of the RAM of the memory device 23 constituting the character memory unit 106. The character data of the monster leader is deleted (S26). In this way, the player is unable to use the character profile in the computer battle game after the second time or in the opponent game described later. On the other hand, when it is determined in the above S1 2 that the physical strength data of the enemy monster head becomes 〇, the game progress control unit 1 0 1 performs the # acquisition processing of the monster character (S18). Specifically, the game progress control unit 101 stores the same information as the character data of the enemy monster head in the usable character memory area of the RAM constituting the memory device 23 of the character storage unit 106. That is, when the opponent-playing game of the present embodiment wins, it is possible to obtain a monster character that is the same as the monster character used by the opponent-playing game as the monster leader in the monster character acquired by the player of the opponent in the past game. Role data. Thereafter, the game progress control unit 1 输出 1 outputs a performance display command for the monster to obtain a performance for the display unit 1 〇 2 ′. Thereby, the display unit 1〇2 is attached to the display 11 of the game station 10, and the display of the monster card image corresponding to the character data of the character memory area is displayed. In this way, the player can use the character data in the computer battle game after the second time or in the pair of people's battle games. _ Furthermore, for the two enemy monsters other than the enemy monster heads and the monster characters other than those of the enemy monsters, the number of monster characters that can be obtained is set to " The point of view is the same as that of the aforementioned • computer battle game. • As described above, according to the present embodiment, the player using the game system can obtain the character data of the enemy monster head used by the opponent's computer by winning the computer battle game. Then, in the present embodiment, the probability that each of the monster characters memorized in the character memory area of the character memory unit 106 is used as an enemy monster leader on the computer side differs depending on the probability of occurrence of each character data. Therefore, a character data having a probability of occurrence of a low probability is hard to be used as an enemy monster leader, so that the player can obtain a lower probability of acquiring (acquiring probability). About this role • The monster character of the data is generally called a rare character, which is very desirable for the player. Therefore, by using such a rare role, the player's hotness to the game can be improved. Further, in the present embodiment, the probability game data differing from each other is set in each of the arcade game machines 1 constituting the game system. Therefore, in the game system, it is possible to realize the character data of the rare character having a low probability in the arcade game machine 1, and the other arcade game machine 1 of the same kind is in the state of obtaining the character data of the general character having a high probability. In the present embodiment, by playing a player-to-player game-53-(51) 1317294 between players that are different from each other, the player can obtain a match against other arcade game machines 1 in the past. The information obtained by the player has the same information. Therefore, the player who plays in an arcade game machine 1 wants to play against the player of the other arcade game machine 1 in which the monster character is a common character when the arcade game machine 1 acquires the character data of the rare character game machine 1. The game, the phase* is obtained in comparison with the game played by the arcade game machine 1 in the computer game. • The character data of the rare character can be easily obtained. As a result, for each player who uses the game system, it is possible to promote the active use of the opponent game with other players who play on other arcade game machines 1. In particular, for a certain monster character, when the probability of occurrence of a part of the arcade game machine 1 is set to 〇, in the computer battle game of the arcade game machine 1, it is impossible for the player to obtain the character data of the monster character. As a result, in order to acquire the character data, it is necessary to perform a person-to-play game with the player who is playing with the other arcade game machine 1 whose probability of occurrence of the character data is set to be larger, in order to acquire the character data. Therefore, in this situation, it is possible to more effectively promote the active use of the opponent-playing game with other players who play in other arcade game machines 1 for each player of the game system. Furthermore, in the above description, the situation in which different probability data are set between the different arcade game machines is described, but between the arcade game machines constituting one part of the game system, The same probability of occurrence data is also available. Further, the area in which the amusement arcades of the arcade game machines 1 exist is provided in a plurality of divisions, and the probability occurrence data may be set between the arcade game machines installed in the amusement parks belonging to different regions. In this case, for example, in the case where the arcade game machines are dispersed throughout Japan and -54- (52) 1317294, they are divided into Hokkaido, Tohoku, Kanto, Kansai, and Kyushu regions. It is set to operate between the regions to make the probability data different from each other. At this time, you can also prepare a monster character that is inherent in each region (in other regions, the probability data is 0 or very low). . (The setting change processing of the occurrence probability data) # Next 'The setting change processing for changing the probability of occurrence data of the occurrence probability data of each arcade game machine 1 from the management server 4 is explained. FIG. 15 is the probability of occurrence of the present embodiment. The sequence flow of the setting change processing of the data. The operator of the operator of the operating system of the game system operates the keyboard or the like of the management server 40, and inputs a setting change instruction for increasing or decreasing the probability of occurrence of the desired character data. The operation data indicating the content of the setting change instruction ® is transmitted from the instruction input unit 402 to the appearance probability management unit 403. When the appearance probability management unit 403 receives the operation data of the setting change instruction from the instruction input unit 402, the setting change data is generated based on the operation data, and is transmitted to the setting change target constituting the game system via the external communication unit 405. Arcade game console 1. The setting change data is received by the appearance probability setting changing unit 107 via the communication network from the external communication unit 1 to 8 which is the setting change data receiving means of each arcade game machine. The setting probability of receiving the setting change data is set as the setting change means, and the setting data is changed based on the setting -55-(53) 1317294 "The character data of the object is changed in the setting of the character storage unit 106. The probability data is changed to the probability data shown in the setting change data. Take this as an enemy monster in the computer game afterwards.  The probability of being selected is changed in accordance with the probability of occurrence of the change in the setting. As a result, the probability that the player can obtain the character data of the changed probability of occurrence by the computer game of the arcade game machine 1 will change. # With such a structure, the game balance of the entire game system is considered. In the operation of the game system, the probability of acquiring the character data of each arcade game machine 1 can be quickly and easily controlled. As a result, for example, it can be quickly and easily performed, and the popular character data is made in a computer battle game using all or a part of the arcade game machine 1 in a certain period of time (for example, two days from the next day). The probability of occurrence is set to be very high. At this time, the game play of the player who wishes to obtain the character profile can be promoted. Furthermore, in the present embodiment, a method of changing the appearance probability data of the character data to be changed by the setting of the arcade game machine 1 by using the setting change data transmitted from the management server® is described as an example. It is also possible to change the probability condition data by other methods. For example, an arcade game machine 1 is provided with an operation panel as an operation means for setting change, and an operator who installs the arcade game machine 1 of the arcade game machine 1 is operated to operate the operation panel to increase or decrease the probability of occurrence of desired character data. The setting change instruction. Then, the operation data indicating the content of the setting change instruction is transmitted to the appearance probability setting changing unit 107, and the character data stored in the character storage unit 106 is changed based on the operation data '56-(55) The external communication unit 108 of 1317294 receives. The game progress control unit 1 〇 1 adds the character data added to the character memory area of the character memory unit 106. In this way, after that, it can be used in its arcade game machine 1 .  Use additional role data. Specifically, it can be selected as an enemy monster in the computer battle game of the arcade game machine 1, and can be purchased by the above-mentioned store event, and can be converted into the added character data in the synthesis event. By adopting such a structure, considering the game balance of the entire game system, etc., the operator of the game system can quickly and easily control the types of character data that can be used in each of the arcade game machines 1. As a result, for example, it is possible to perform the process of upgrading the version of the new character data in all or part of the arcade game machine 1 at a specific time (e.g., after the next day). In this case, it is possible to play games for players who have obtained most of the character data, and to add new character data to perform balance adjustment between existing character data. Furthermore, in this case, the status of the additional role addition processing is described as 'but' but the arcade game machine can be eliminated by transmitting the elimination command from the management server 40 to all or part of the arcade game machine 1. The existing character data memorized in the character memory area of the character memory unit 106 of 1. At this time, the character data that has been eliminated is added without using the above method. The player system cannot be acquired in a computer game or the like. As a result, the character profile cannot be obtained except that the player who has obtained the character profile has won the game against the player. In this way, the rare price of a particular character profile can be increased. In addition, it is also possible to eliminate the existing characters and perform the balance adjustment between the existing character data. -58- (58) 1317294 The life data of the character data is set to "3". That is, in the present modification, 'the initial 値 of the character data newly memorized by the usable character memory area of the winning player is consistent with the life of the character data from the usable corner of the corresponding defeated player's color memory area. The total subtraction of the data minus 値. As a result, the total amount of life data of the character data that can be used by each player of the game is the same as that of the game system as a whole. Therefore, by playing the game against the person, the number of available character data for each player will increase or decrease because of the game against the person, even if all the players of the game system can use the change of the character data, the change is also certain. Within the scope. In addition, in this modification, when the opponent game is defeated with 3 as the initial data of the life data, the life data is reduced once and the 'life data becomes 0', and the character data is eliminated. The situation is explained, but 'even if the game is defeated in the opponent game with 0 as the initial data of the life data, the life data is increased by 1 once, and the character data is eliminated when the vitality is 3 The same is true. As described above, in the above-described embodiment (including the above-described modifications, the same applies hereinafter), it is exemplified that the player who is playing in the arcade game machine 1 by winning the opponent-playing game with other players playing in the other arcade game machine 1 acquires the player. The situation of the character data acquired by the computer game of the other arcade game machine is described as an example. However, the present invention is not limited to this situation, and any player playing in the arcade game machine 1 may acquire other game players in the arcade game machine 1. The same effect can be achieved by the player's character data obtained by other arcade game consoles. -61 - (59) 1317294 Therefore, for example, the present invention is also applicable to an event in which a player who plays an individual game between the players of the arcade game machine 1 that is different from each other is exchanged for use. The event is established and exchanged, and the player who plays in the arcade 'game machine 1' obtains the status of the character data that can be used by other players who are playing in other arcade game machines 1. " Further, for example, the present invention can also be applied to an event in which a player who is playing in a different game between the arcade games and the player 1 is executed, and the event data of the # player can be purchased for use in the event. The establishment of the sale and purchase, the player playing in the arcade game machine 1 obtains the status of the character data that can be used by other players who are playing on other arcade game machines 1. Further, in the above-described embodiment, the player playing in the arcade game machine 1 by winning the opponent-playing game with other players playing in the other arcade game machine 1 is used to obtain the computer-playing game of the player in the other arcade game machine. The situation of the acquired character data is described as an example. However, the situation of the character data acquired by the player other than the computer game is obtained for the player who is playing in the arcade game machine 1 The same effect can be achieved. As a method of obtaining a computer competition game, as described above, a method of acquiring by purchasing a stock event counterfeit amount may be mentioned, and by synthesizing an event, the plural character data acquired by itself is converted into a new one. The method of obtaining one or more character data is equal to the method of obtaining the former, for example, the type of character information that can be purchased in the store event performed by each arcade game machine 1 and the sale of the character data for a certain character data. If the number of event shipments is set to be different between -62-(60) 1317294 of each arcade game machine, it is the same as the above-described embodiment, and can be promoted to other arcades for each player using the game system. The game machine 1 plays the active use of the other players' opponent game. Furthermore, at this time, because the information used to determine the type of character information that can be purchased and the amount of information used to determine the number of sales in the store for a certain character data become the occurrence of the probability data, The data setting is changed to be between the arcade game machines - different from each other. In addition, if the price of the sale 0 of the store event for a certain character data is set to be different between the arcade game machines, the probability of acquisition by each player in the store event can be different between the arcade game machines. Therefore, the information used to determine the selling price at this time also becomes the method of obtaining the probability data in the former. For example, each character data can be used as a probability of the role data after the conversion of the synthetic event, and can be synthesized in the synthetic event. When the type of the character data is set to be different between the arcade game machines, the player who uses the game system can promote the game with the other arcade game machine 1 as in the case of the above-described embodiment. The active use of other players' opponent-to-play games. Furthermore, at this time, the data for determining the probability of the role data after the conversion of the event event and the information for determining the type of the character data that can be synthesized become the probability data. The data setting is changed to be different between the arcade game machines. Further, in the above-described embodiment, the case where the character data acquired by the player or the specific material for specifying the character material is all stored in the same magnetic card is described. However, each character material or the special- 63- (61) 1317294 The data can be stored in a portable memory medium such as an individual magnetic card. In this case, it is preferable to display an image indicating the character's material stored in the internal character or the character's character corresponding to the character data specified by the specific material on the outside of the portable memory medium. In this way, the player's desire to acquire each character's information is increased, and the game can be promoted for the player. In addition, in the case where the pattern is printed on the outside of the portable memory medium, the portable memory medium in which the pattern of each monster character is printed on the outside is mounted on the arcade 0 game machine, and then It can also be discharged. Further, in the above-described embodiment, it is possible to realize the sustainability of the game in which the player can start the game again from the state at the end of the last game, by inserting the magnetic card held by the player into the card insertion/removing port 1 7 . The structure is not limited to a structure in which the game is not used without using a magnetic card or the like. In addition, when the monster character corresponding to the character data acquired by the player is used in other games such as a card game of a card game, the game is discharged from the ® arcade game machine and displayed in the available character area. The movable member of the portrait of the monster character corresponding to the character data may be used. At this time, it is not necessary to memorize the character information and the like in the portable member. BRIEF DESCRIPTION OF THE DRAWINGS FIG. 1 is a functional block diagram showing main parts of an arcade game machine and a management server constituting a game system according to an embodiment. [Fig. 2] A schematic diagram of the overall composition of the game system. • 64 -

Claims (1)

1317294 F 十、申請專利範圍 第95 141 542號專利申請案 中文申請專利範圍修正本 民國98年7月7日修正 • 1· 一種街機遊戲機,係具有: 遊戲操作用之操作手段; φ 遊戲畫像顯示手段,係顯示包含遊戲要素畫像的遊戲 畫像; 接受手段,係接受由金錢或硬幣又或由相當於該等之 電子資料所構成之遊戲價値媒體; 遊戲要素記憶手段,係記憶個別對應可顯示於該遊戲 畫像顯示手段之複數遊戲要素畫像的各遊戲要素資料;及 遊戲控制手段,係以該接受手段接受遊戲價値媒體爲 條件而開始遊戲的進行,在遊戲的進行中使該遊戲畫像顯 • 示手段顯示從該遊戲要素記憶手段讀取出之遊戲要素資料 所對應的遊戲要素畫像之同時,因應該操作手段的操作內 容而控制該遊戲進行, 其特徵爲:具有: 通訊手段,係在與其他同種的街機遊戲機之間,經由 網路來進行資料通訊; 可使用要素記憶手段,係記憶前述遊戲要素記憶手段 所記憶之複數遊戲要素資料中,遊玩前述遊戲之玩家可在 該遊戲使用之遊戲要素資料或用以特定該遊戲要素資料的 13172941317294 F X. Patent application No. 95 141 542 Patent application Chinese patent application scope amendments Amendment of July 7, 1998 of the Republic of China • 1. An arcade game machine with: operating means for game operation; φ game portrait The display means displays a game portrait including a game element image; the means of accepting accepts a game price consisting of money or coins or an electronic material equivalent to the electronic material; the game element memory means is capable of displaying the individual correspondence The game element data of the plurality of game element images of the game image display means; and the game control means start the game on the condition that the game means accepts the game price and the media, and the game image is displayed during the progress of the game. The display means displays the game element image corresponding to the game element data read by the game element memory means, and controls the game progress according to the operation content of the operation means, and has the following features: Between other arcade game consoles of the same kind, via the Internet Data for communication; means of memory elements can be used, the Department of memory elements of the aforementioned plural game data memory means game elements of the memory, the aforementioned players to play games may use game elements of the game for specific information or data elements of the game of 1317294 t 特定資料; 出現機率記憶手段,係記憶出現機率資料,而該出現 機率資料係用以決定前述遊戲控制手段使個別對應該遊戲 要素記憶手段所記憶之該複數遊戲要素資料的各遊戲要素 畫像,顯示於前述遊戲畫像顯示手段的各別出現機率;及 設定變更手段,係設定變更記憶於該出現機率記憶手 段之出現機率資料, 該遊戲控制手段,係以使對應該遊戲要素記憶手段所 記憶之1個或兩個以上的遊戲要素資料之遊戲要素畫像, 遵從藉由該出現機率記憶手段所記憶之出現機率資料來決 定之出現機率而顯示於該遊戲畫像顯示手段的方式來控制 遊戲進行,且進行將對應顯示於該遊戲畫像顯示手段之遊 戲要素畫像的遊戲要素資料或該遊戲要素的特定資料,遵 從特定允許使用條件而記憶於該可使用要素記憶手段的控 制, 進而,該遊戲控制手段係依據該通訊手段接收之收訊 資料,而對於該可使用要素記憶手段,進行記憶與該其他 同種的街機遊戲機具備之可使用要素記憶手段所記憶之遊 戲要素資料或該遊戲要素資料的特定資料相同之資料的控 制。 2.如申請專利範圍第1項所記載之街機遊戲機,其 中,具有: 變更設定用之操作手段, 前述設定變更手段,係遵從該變更設定用之操作手段 -2- 1317294 ⑽正' 的操作內容’設定變更記憶於前述出現機率記憶手段之出 現機率資料。 3 ·如申請專利範圍第1項所記載之街機遊戲機,其 中,具有: 設定變更資料收訊手段’係經由網路來接收設定變更 資料,t specific data; a probability memory means is present, and the probability of occurrence data is used to determine the game element means for each game element image of the plurality of game element data that is memorized by the game element memory means. The respective occurrence probability of the game image display means displayed; and the setting change means are configured to change the occurrence probability data stored in the appearance probability memory means, the game control means to memorize the memory element corresponding to the game element means The game element image of one or two or more pieces of game element data is controlled by the manner in which the probability of occurrence is determined by the occurrence probability data stored by the probability memory means, and the game image display means is displayed, and The game element data corresponding to the game element image displayed on the game image display means or the specific material of the game element is stored in the control of the usable element memory means in accordance with the specific permitted use condition, and further, the game control means is According to the communication The received information received by the segment, and the same element data of the game element data or the specific material of the game element data stored in the other elementary arcade game machine that can be used by the element memory means is memorized. control. 2. The arcade game machine according to the first aspect of the invention, wherein: the operation means for changing the setting, the setting change means is in accordance with the operation means for the change setting -2- 1317294 (10) The content 'setting change is memorized in the probability of occurrence of the aforementioned probability memory means. 3. The arcade game machine according to the first aspect of the patent application, wherein the setting change data receiving means receives the setting change data via the network. 前述設定變更手段’係遵從該設定變更資料收訊手段 所接收之設定變更資料,設定變更記憶於前述出現機率記 憶手段之出現機率資%。 4.如申請專利範圍第1項所記載之街機遊戲機,其 中,具有: 遊戲要素資料收訊手段,係經由緻路來接收遊戲要素 資料,The setting change means ’ is configured to change the setting change data received by the setting change data receiving means, and set the change probability of the occurrence rate of the occurrence probability memory means. 4. The arcade game machine according to claim 1, wherein the game element data receiving means receives the game element data via the way. 前述遊戲控制手段,係進行將該遊戲要素資料收訊手 段所接收之遊戲要素資料,記憶於前述遊戲要素記憶手段 的控制。 5 ·如申請專利範圍第1項所記載之街機遊戲機,其 中, 前述遊戲控制手段,係進行一邊使用前述通訊手段而 在與前述其他同種的街機遊戲機之間進行資料通訊,一邊 決定操作前述操作手段而遊玩之本玩家,與操作該其他同 種的街機遊戲機之操作手段而遊玩之其他玩家之間的勝敗 之對人對戰遊戲的進行之控制者, 進而,該遊戲控制手段係在該本玩家在該對人對戰遊 -3- 1317294 月〇'日修(¾正#裏萸 -J! nmm,|ipi n_ It Iini^iip Jn ί Ι~ιΐ11~ ~1~· ;1ίΤ'»^~·',*^-'^**ΤΓ*·ΛΓΤΪ»1ϊ»τ*τ :nv.naett/w»k· %·ητΛ!τνβ.««·· 戲得勝時,而對於前述可使用要素記憶手段,進行記憶與 胃其他同種的街機遊戲機所具備之關於其他玩家的可使用 g $記憶手段所記憶之遊戲要素資料或該遊戲要素資料的 特定資料相同之資料的控制。 6·如申請專利範圍第5項所記載之街機遊戲機,其 中, 前述遊戲控制手段,係在前述本玩家在前述對人對戰 遊戲落敗時’進行消除在前述可使用要素記億手段所記憶 之遊戲要素資料或特定資料中,達成特定消除條件者的控 制。 7.如申請專利範圍第6項所記載之街機遊戲機,其 中, 記憶於前述可使用要素記憶手段之遊戲要素資料或特 定資料’係與消除計算値資料建立關聯而記憶, 前述遊戲控制手段,係在前述本玩家在前述對人對戰 遊戲落敗時,進行使在該對人對戰遊戲所使用之遊戲要素 資料所對應之該消除計算値資料,僅變動特定計算値份的 控制者, 前述特定消除條件,係該消除計算値資料的累積變動 値達到規定値之條件。 8 ·如申請專利範圍第7項所記載之街機遊戲機,其 中, 前述本玩家在前述對人對戰遊戲得勝時而記憶於前述 可使用要素記憶手段之前述相同資料的數量乘上前述規定 -4-The game control means stores the game element data received by the game element data receiving means in the control of the game element memory means. (5) The arcade game machine according to the first aspect of the invention, wherein the game control means performs the data communication with the other arcade game machine of the same kind using the communication means, and determines the operation. The game player who plays the game and controls the player's battle game between the other players who operate the game machine of the same kind of arcade game machine, and further, the game control means is in the book The player is in the right pair of battles -3- 1317294 〇 '日修 (3⁄4正#里萸-J! nmm,|ipi n_ It Iini^iip Jn ί Ι~ιΐ11~ ~1~· ;1ίΤ'»^ ·,,,,,,,,,,,,,,,,,,, Means, for example, to control the data of the game elements of other players of the same kind that are the same as the specific information of the game element data that can be memorized by the g $memory means. Arcade game as described in item 5 of the scope In the game control means, when the player defeats the player-playing game, the player removes the game element data or the specific material stored in the usable element counting means, and the specific elimination condition is achieved. 7. The arcade game machine according to claim 6, wherein the game element data or the specific material stored in the useable element memory means is associated with the elimination calculation data, and the game control is performed. In the above-mentioned game, when the player defeats the player-playing game, the controller performs the elimination calculation data corresponding to the game element data used in the pair competition game, and only controls the controller for the specific calculation. The specific elimination condition is the condition that the cumulative change of the calculation data is eliminated and the specified condition is reached. 8 • The arcade game machine described in claim 7 of the patent application, wherein the player in the foregoing wins the game against the person And the amount of the same information stored in the aforementioned usable element memory means The foregoing -4- 1317294 値所得之値,與該本玩家在該對人對戰遊戲落敗時而變動 * 之總計算値係相互一致。 • 9.如申請專利範圍第1項所記載之街機遊戲機,其 中,具有: 記憶媒體排出手段,係排出可搬型記憶媒體,該可搬 -型記憶媒體係記憶對應前述可使用要素記憶手段所記憶之 遊戲要素資料或特定資料的資料。 Φ 10.如申請專利範圍第9項所記載之街機遊戲機,其 中,具有: 資料讀取手段,係讀取記憶於前述可搬型記憶媒體之 資料, 前述遊戲控制手段,係進行將對應該資料讀取手段所 讀取出之資料的遊戲要素資料或特定資料,記憶於前述可 使用要素記憶手段之控制。 11. 一種遊戲系統,其特徵爲: # 包含個別具備申請專利範圍第1、2、3、4、5、6、7 、8、9或10項所記載之街機遊戲機具有之構造的複數街 機遊戲機,且將個別設置於相互不同之遊藝場的該複數街 機遊戲機,經由網路而相互可進行資料通訊地連接。 12. —種遊戲系統,係包含個別具備申請專利範圍第 3項所記載之街機遊戲機具有之構造的複數街機遊戲機, 且將個別設置於相互不同之遊藝場的該複數街機遊戲機, 經由網路而相互可進行資料通訊地連接的遊戲系統,其特 徵爲具有: -5- H179Q4 __ —- 管Μ月)日_〇」 ]' 4~" ττιγιτ ._L ................ 出現機率管理裝置,係對於前述複數街機遊戲機,透 過網路而傳送前述設定變更資料。 1 3 . —種遊戲系統,係包含個別具備申請專利範圍第 4項所記載之街機遊戲機具有之構造的複數街機遊戲機, 且將個別設置於相互不同之遊藝場的該複數街機遊戲機, 經由網路而相互可進行資料通訊地連接的遊戲系統,其特 徵爲具有: 遊戲要素管理裝置,係對於前述複數街機遊戲機,透 過網路而傳送前述遊戲要素資料。 14. 一種遊戲系統,係具備: 遊戲操作用之操作手段; 遊戲畫像顯示手段,係顯示包含遊戲要素畫像的遊戲 畫像; 接受手段,係接受由金錢或硬幣又或由相當於該等之 電子資料所構成之遊戲價値媒體; 遊戲要素記憶手段,係記憶個別對應可顯示於該遊戲 畫像顯示手段之複數遊戲要素畫像的各遊戲要素資料;及 複數街機遊戲機,係個別具有遊戲控制手段,該遊戲 控制手段係以該接受手段接受遊戲價値媒體爲條件而開始 遊戲的進行,在遊戲的進行中使該遊戲畫像顯示手段顯示 從該遊戲要素記憶手段讀取出之遊戲要素資料所對應的遊 戲要素畫像之同時,因應該操作手段的操作內容而控制該 遊戲進行, 而將個別設置於相互不同之遊藝場的該複數街機遊戲 -6-1317294 The total amount of * 値 値 値 値 値 値 値 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 9. The arcade game machine according to the first aspect of the invention, wherein the memory medium discharge means discharges a portable memory medium, and the portable type memory medium is stored in correspondence with the usable element memory means. Memories of game elements or data of specific materials. Φ 10. The arcade game machine according to claim 9, wherein: the data reading means reads the data stored in the portable memory medium, and the game control means performs the corresponding data. The game element data or the specific data of the data read by the reading means is stored in the control of the usable element memory means. 11. A game system, characterized in that: # includes a plurality of arcade machines having the structure of an arcade game machine as described in items 1, 2, 3, 4, 5, 6, 7, 8, 9, or 10 of the patent application scope. The game machine, and the plurality of arcade game machines that are individually installed in mutually different amusement parks, can be connected to each other via a network. 12. A game system comprising a plurality of arcade game machines having a structure of an arcade game machine as described in item 3 of the patent application scope, and the plurality of arcade game machines individually installed in mutually different amusement parks, via the plurality of arcade game machines A game system in which a network can be connected to each other in a data communication manner, and has the following features: -5- H179Q4 __ —- 管Μ月)日_〇"]' 4~" ττιγιτ ._L ....... ......... The probability management device appears to transmit the setting change data to the plurality of arcade game machines via the network. The game system includes a plurality of arcade game machines having the structure of an arcade game machine described in the fourth application patent application, and the plurality of arcade game machines are separately installed in mutually different amusement parks. A game system in which data communication is possible via a network is characterized in that the game element management device transmits the game element data to the plurality of arcade game machines via the network. 14. A game system comprising: an operation means for game operation; a game image display means for displaying a game portrait including a game element image; and means for accepting money or coins or by electronic materials equivalent thereto The game price 値 media; the game element memory means, the game element data corresponding to the plurality of game element images that can be displayed on the game image display means; and the plurality of arcade game machines each having a game control means, the game The control means starts the game based on the acceptance of the game price and the media, and causes the game image display means to display the game element image corresponding to the game element data read from the game element memory means during the progress of the game. At the same time, the game is controlled according to the operation content of the operation means, and the plurality of arcade games -6- which are individually set in mutually different amusement parks 1317294 機,經由網路而相互可進行資料通訊地連接,其特徵爲: * 各街機遊戲機係個別具有: 可使用要素記憶手段,係記憶前述遊戲要素記憶手段 所記憶之複數遊戲要素資料中,遊玩前述遊戲之玩家可在 該遊戲使用之遊戲要素資料或用以特定該遊戲要素資料的 。 特定資料;及 出現機率記憶手段,係記憶出現機率資料,而該出現 φ 機率資料係用以決定前述遊戲控制手段使個別對應該遊戲 要素記億手段所記憶之該複數遊戲要素資料的各遊戲要素 畫像,顯示於前述遊戲畫像顯示手段的各別出現機率, 各街機遊戲機的該遊戲控制手段,係以使對應其街機 遊戲機的該遊戲要素記憶手段所記憶之1個或兩個以上的 遊戲要素資料之遊戲要素畫像,遵從藉由其街機遊戲機的 該出現機率記憶手段所記憶之出現機率資料來決定之出現 機率而顯示於其街機遊戲機的該遊戲畫像顯示手段的方式 # 來控制遊戲進行,且進行將對應顯示於該遊戲畫像顯示手 段之遊戲要素畫像的遊戲要素資料或該遊戲要素的特定資 料,遵從特定允許使用條件而記憶於其街機遊戲機的該可 使用要素記憶手段的控制, 進而,各街機遊戲機的該遊戲控制手段係依據經由前 述網路而接收之收訊資料,進行將與前述複數街機遊戲機 中其他街機遊戲機所具備之可使用要素記憶手段所記憶之 遊戲要素資料或該遊戲要素資料的特定資料相同之資料, 記憶於其街機遊戲機的該可使用要素記憶手段的控制, -7- 1317294 各街機遊戲機的該出現機率記憶手段所記憶之出現機 率資料,係以至少一種類之相同遊戲要素資料所對應之遊 戲要素畫像的出現機率因街機遊戲機而不同之方式來設定 -8- 1317294 第95141542號專利申請案|/f资1月。日技屬正知換頁 中文圖式修正頁 年7月7日修正 圖3 2The 1317294 machines are connected to each other via a network, and are characterized by: * Each arcade game machine has: a component memory means for storing the plurality of game element data memorized by the game element memory means; The game element data used by the player playing the aforementioned game may be used to specify the game element data. Specific data; and the occurrence of probability memory means, the memory occurrence probability data, and the occurrence of the φ probability data is used to determine the game elements of the plurality of game elements of the plurality of game element data that are memorized by the game means. The image is displayed on the respective appearance probability of the game image display means, and the game control means of each arcade game machine is one or two or more games memorized by the game element memory means corresponding to the arcade game machine. The game element image of the element data is controlled by the game appearance display means of the arcade game machine by determining the probability of occurrence by the occurrence probability data memorized by the appearance game means of the arcade game machine. And controlling the game element data corresponding to the game element image displayed on the game image display means or the specific material of the game element, and controlling the usable element memory means stored in the arcade game machine in accordance with the specific permitted use condition And, in turn, the game of each arcade game machine The system is configured to perform game element data or specific information of the game element data stored in the usable element memory means provided by the other arcade game machines in the plurality of arcade game machines based on the received data received via the network. The same information is stored in the control of the usable element memory means of the arcade game machine, and the occurrence probability information memorized by the probability memory means of each arcade game machine is at least one of the same game elements. The probability of occurrence of the game element image corresponding to the data is set differently by the arcade game machine. -8-1317294 Patent Application No. 95141542|/f January. Japanese technology is changing the page Chinese graphic correction page July 7th revision Figure 3 2 Γ: 1317294Γ: 1317294 44 tl«* 'ill 1317294Tl«* 'ill 1317294 55 1317294 :更) Ϊ12 咿年1月9日1317294 :more) Ϊ12 January 9th 1317294 圖131317294 Figure 13 13172941317294 4040 街機遊戲機Arcade game machine 1317294 ^竿々月/)日修 w甲.·ν.·*、·^,ι*----t-.βτι;*' f·^· *·· η-·'*.·ί^·* ·-%*-*· f'nrm 圖15 街機遊戲機管理伺服器 1 401317294 ^竿々月/)日修w甲.·ν.·*,·^,ι*----t-.βτι;*' f·^· *·· η-·'*.·ί^ ·* ·-%*-*· f'nrm Figure 15 Arcade Game Management Server 1 40 1317294 γ年々月/]曰丨:夂廷)正钮^頁1317294 γ年々月/]曰丨:夂廷)正钮^page 圖16Figure 16
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