WO2005056141A1 - カードゲームシステム及びそのカードシステムで使用されるカード - Google Patents
カードゲームシステム及びそのカードシステムで使用されるカード Download PDFInfo
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- WO2005056141A1 WO2005056141A1 PCT/JP2004/017579 JP2004017579W WO2005056141A1 WO 2005056141 A1 WO2005056141 A1 WO 2005056141A1 JP 2004017579 W JP2004017579 W JP 2004017579W WO 2005056141 A1 WO2005056141 A1 WO 2005056141A1
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- game
- card
- technique
- wrestler
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/358—Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
-
- A63F13/12—
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/31—Communication aspects specific to video games, e.g. between several handheld game devices at close range
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/75—Enforcing rules, e.g. detecting foul play or generating lists of cheating players
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/833—Hand-to-hand fighting, e.g. martial arts competition
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/95—Storage media specially adapted for storing game information, e.g. video game cartridges
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/206—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/404—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network characterized by a local network connection
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/534—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/65—Methods for processing data by generating or executing the game program for computing the condition of a game character
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8029—Fighting without shooting
Definitions
- the present invention relates to a card game system and a card used in the card game system.
- Card game systems in which game information is recorded on a card and a game progresses based on the game information have already been disclosed.
- a specific time is provided for reading game information recorded on the card during the game, and a player is given a desired force from a plurality of cards within the specific time.
- the game information recorded on the card is read into the game machine (see, for example, Patent Document 1).
- many types of game systems have been disclosed for performing a battle game between a plurality of game machines that are connected to each other so that data can be transmitted and received.
- Patent Document 1 Japanese Patent Publication No. 5-30475
- an object of the present invention is to provide a card game system that synchronizes during a game, and a card that is used in the card game system.
- a plurality of game machines that can function both as a master machine that controls a game and as a terminal machine that performs processing according to the instruction of the master machine power are connected so that data can be transmitted and received.
- the other game machines are set as terminal machines, and each of the plurality of game machines is within a specific time during the game.
- the game machine set as the master machine is: Master receiving means for receiving the game information transmitted from each of the plurality of game machines, and whether to start the specific time Until it is determined by the start determining means and the start determining means to start the specific time, it is determined that the master receiving means refuses to receive the game information and starts the specific time. Then, permission means for permitting the reception, and elapsed time determination means for determining whether or not a time set in advance as the specific time has elapsed after the reception is permitted by the permission means.
- Each of the plurality of game machines has a refusal unit configured to reject the reception again when the elapsed time determination unit determines that the set time has elapsed.
- the game machine set as the master machine refuses to receive the game information in the master receiving unit until it is permitted, and if it is determined that the specific time starts, the game machine is set to the master machine. to approve. When it is determined that a specific time has passed, the reception is again rejected. Therefore, when the master receiver of the game machine set as the master machine is permitted or rejected to receive game information, You can synchronize specific times within the card game system to allow reading of the card.
- the refusal means is set by the elapsed time determination means for the game machine power that is the transmission source of the game information already received by the master reception means. Even before it is determined that the elapsed time has elapsed, reception of the transmitted game information may be refused. From this point on, only the card specified within a specific time is received by the master receiver. Therefore, the card can be given only once within a specific time, which can increase the tension of the game. Rejection of reception for each game machine can be realized, for example, by providing a master reception unit for each game machine. In addition, a plurality of game machines according to the present invention may implement the card game system according to the present invention as two game machines.
- the card used in the card game system of the present invention may have three or more sides, and the game information may be printed on the same surface along each side.
- the game information is printed on each side of the same side of the card, so even if the game information has directionality for reading, the player can use the client machine without worrying about the direction of the card. It can be read and does not impede the speed of the game.
- the master machine in the present invention reads game information recorded on a card within a specific time during a game in each of a plurality of game machines connected so as to be able to transmit and receive data to each other.
- Receiving means for receiving the game information transmitted from each of the game machines, start determining means for determining whether or not to start the specific time, and starting the specific time by the start determining means Until it is determined that the master receiving means refuses to receive the game information and when it is determined to start the specific time, Permission means for permitting, elapse time determination means for determining whether or not a time set in advance as the specific time has elapsed after the reception is permitted by the permission means, and the elapsed time determination means When it is determined that the set time has passed Solves the above-mentioned problem by having a rejecting means for setting the state of rejecting the reception again.
- this master machine as the predetermined receiving destination in the card game system in which the game is controlled based on the game information received by the receiving destination.
- Receiving means for
- a card game system that synchronizes during a game by rejecting and permitting acceptance of game information in a game machine set as a master machine, and the card game thereof Cards used in the system can be provided.
- FIG. 1 is a schematic diagram showing an example of the configuration of a card game system for carrying out the present invention.
- FIG. 2 is an enlarged view of the input unit of the terminal.
- FIG. 3 is a diagram showing the types of cards used in this embodiment.
- FIG. 4A A diagram showing the front and back of the wrestler card.
- FIG. 4B is a diagram showing the front and back surfaces of a technique card.
- FIG. 5 is a diagram showing a barcode printed on the back side of the wrestler card and the technique card.
- FIG. 6A A diagram showing wrestler information of the wrestler.
- FIG. 6B A diagram showing technique information of the technique.
- FIG. 7 is a flowchart showing the overall flow of the professional wrestling game.
- FIG. 8A A diagram showing wrestler information associated with a player ID.
- FIG. 8B is a diagram showing technique information associated with a player ID.
- FIG. 9 Flowchart showing the process flow in the master machine in the training process.
- FIG. 10 is a flowchart showing the flow of processing in experience value update processing.
- FIG. 11 is a diagram showing how experience values are created in this embodiment.
- FIG. 12 is a sequence diagram showing a processing flow of the master machine and the terminal machine in the game process.
- FIG. 13 is a flowchart showing a process flow in the technique result process.
- FIG. 14 is a flowchart showing a process flow in an actual damage degree calculation process.
- FIG. 1 is a schematic diagram showing an example of the overall configuration of the card game system 1 in the present embodiment.
- the card game system 1 two game machines CL1 and CL2 having the same configuration are connected by a conventional method so that data can be transmitted and received.
- the game machines CL1 and CL2 are installed in a game center, they may be installed in the same game center or in different game centers.
- game machines CL when the game machines CL1 and CL2 are not particularly distinguished, they are simply referred to as game machines CL.
- the game machine CL receives a control unit 2 for controlling the professional wrestling game, a storage unit 3 for storing various data such as a program for the professional wrestling game, data recorded on a card and other player operations.
- An input unit 4 an output unit 5 for outputting messages and game statuses on the screen, and a transmission / reception unit 6 for transmitting and receiving data are provided.
- the transmission / reception unit 6 includes a master transmission / reception unit 6a and a terminal transmission / reception unit 6b. Each transceiver 6a, 6b will be described later.
- the game machines CL1 and CL2 mediate with each other by the conventional method during the battle game, and either one becomes the master machine and the other becomes the terminal machine.
- the control unit 2 of the game machine CL that has become the master machine controls the game according to the program of this professional wrestling game, and in particular, a start judging means for judging the start of a specific time.
- the control unit 2 of the game machine CL that has become the terminal machine is in a state that only controls the above configuration in accordance with an instruction from the game machine CL that has become the master machine. That is, the relationship between the master unit and the terminal is a so-called master-slave relationship.
- the master transmission / reception unit 6a is operated only by the game machine CL serving as a master machine, and is used to transmit / receive data to / from each game machine CL.
- the terminal transmission / reception unit 6b is provided by each game machine master. It is for exchanging data with the game console CL.
- the master transmitter / receiver 6a can transmit / receive data to / from the terminal transmitter / receiver 6b. It is connected. Therefore, in the game machine CL that becomes the master machine, both the master transmission / reception unit 6a and the terminal transmission / reception unit 6b operate, and the master transmission / reception unit 6a includes a plurality of terminal transmission / reception units 6b ′ including its own terminal transmission / reception unit 6b. Data is exchanged with 6b.
- the master transmission / reception unit 6a is configured to identify each of the plurality of terminal transmission / reception units 6b to 6b.
- each game machine CL requests the player to perform an operation on each game machine in accordance with an instruction from the game machine that has become the master machine, and transmits / receives information regarding the operation to each terminal.
- the game machine CL that has been transmitted from the unit 6b to the master transmission / reception unit 6a and has become the master machine, in accordance with the program of the professional wrestling game based on the information on the operation of the player received by the master transmission / reception unit 6a. Control.
- the game machine CL is further connected to the center server CS via the public line N so that data can be transmitted and received.
- the transmission / reception unit 6 has a transmission / reception function with the center server CS in addition to the master transmission / reception unit 6a and the terminal transmission / reception unit 6b.
- the center server CS mainly functions as a database.
- the game machine CL is provided with a card insertion portion and a card payout portion.
- the input unit 4 of the game machine CL is configured as an operation panel 9 as shown in FIG. 2, and a card slash unit 9a that reads information stored in the card by slashing the card and a game.
- Various operation buttons 9b to 9d that are given meaning and can be operated by the player are provided.
- “Slash card” means to place the card face on the table 9e and slide the card to the right or left or right force and pass through the card slash part 9a. The player reads the information printed on the card into the card slash part 9a by slashing the card with the printed side of the information printed on the card facing down, and the game machine CL Can be recognized.
- the card slash part 9a is provided with a bar code reader capable of reading stealth ink.
- the stealth sink absorbs or reflects infrared light
- the infrared light emitting element and light receiving element are connected.
- Use a combination of materials that absorb or reflect ultraviolet light and use a combination of a light emitting device and a light receiving device that emits ultraviolet light.
- buttons 9b to 9d include a fall button 9b for designating a fall during a match, a reverse button 9c for designating a counterattack against the opponent's attack, and a receiving button 9d for designating a passive state. .
- the fall and passive state will be described later.
- an entry card 10 As shown in FIG. 3, there are three types of cards used in the professional wrestling game: an entry card 10, a wrestler card 11, and a technique card 12.
- One entry card 10 is associated with one player.
- the entry card 10 stores a player ID as player identification information for identifying the corresponding player from other players.
- the wrestler card 11 is a card associated with the wrestler as a character in the professional wrestling game. Therefore, there are as many types of wrestler cards 11 as there are wrestlers 13 in this professional wrestling card. There are different types of wrestler cards 11 depending on the wrestler 13, and different characters (villains / good heroes, masked wrestlers / non-masked wrestlers, etc.) You can set up multiple wrestler cards depending on your degree of growth!
- the wrestler card 11 is associated with the wrestler ID as character identification information for identifying the wrestler 13 from other wrestlers. In the example shown in FIG. 3, the wrestler card 11 is associated with the wrestler “KONAMI TARO”, and the wrestler card 11 stores the wrestler ID indicating the wrestler “KONAMI TARO”!
- the front surface 11a and the back surface l ib of the wrestler card 11 are shown in FIG. 4A.
- the wrestler name A of wrestler 13, a symbolic photo B showing wrestler 13, and a “STATUS” column showing the parameters of wrestler 13 capability are printed on surface 11a.
- the wrestler 13 ability parameter is a parameter that indicates the basic ability of the wrestler 13, including the attack ability. The types of parameters related to the ability will be described later.
- Back side 11 In b “13 ⁇ 40 11 ⁇ :” field 0 is printed. In the “13 ⁇ 40 11 ⁇ :” column 0, in addition to the weight of the wrestler 13, personal information such as the skill and past results is displayed. Also, the rSTATUSj column C is printed in a mode different from the surface 1 la.
- the technique card 12 is a card associated with technique 14 as attack contents that can be used by the wrestler 13 in the professional wrestling game. Therefore, there are as many types as there are techniques that can be used in this professional wrestling game.
- the technique card 12 stores a technique ID as attack content identification information for identifying the technique 14 associated with the card 12 from other techniques 14. In the example shown in FIG. 3, the technique 14 associated with the technique card 12 is “KICK A”, and the technique card 12 stores a technique ID indicating “KICK A”.
- FIG. 4B The front surface 12a and the back surface 12b of the technique card 12 are shown in FIG. 4B.
- the technique name F of technique 14 the symbolic photo G showing technique 14, ⁇ STAT US '' column H indicating parameters related to the difficulty of technique 14, and the magnitude of the effect of technique 14 on the opponent “D AMMAGEJ column I showing the damage level of the player is printed.
- the value shown in“ DAMMAGE ”column I is the maximum damage level MD that is the maximum damage level that can be given to the opponent by technique 14. It is.
- the back surface l lb, 12b of the wrestler card 11 and the technique card 12 is printed with information that can be read with the naked eye on one side.
- the barcode 15-15 as shown in FIG. Printed by Tels Ink. As described above, stealth ink uses ink that absorbs infrared light. Bar code 15 contains information to be stored in cards 11 and 12. As a result, the player is usually unaware of the bar code, but if he slashes the back side of the wrestler card 11 and the trick card 12 with the l lb and 12b down, the printed bar code 15 The information recorded in the Each can be recognized by the game console CL.
- the degree of freedom in the position of information and photo layout to be printed on each card is increased, and the aesthetics are not impaired.
- the barcodes 15... 15 storing the same information are printed on the edges of the four sides 16 16 of the cards 11 and 12, respectively. You can slash cards without worrying about the direction. As a result, if the time from card selection to slash is limited, the card selection can be made as long as possible.
- FIG. 6 and FIG. 6 show the data stored in the center server CS as data common to each player.
- Figure 6 (b) shows information common to each player regarding the wrestler 13.
- This information is referred to as wrestler information 20 below.
- the wrestler information 20 is prepared for each wrestler 13, and the wrestler ID and the ability parameter, weight WG, and life point HP regarding the wrestler 13 are stored.
- the information contained in the wrestler information 20 (in this form, power PWR, speed SPR, technique TER, tough TH, weight WG and life point HP) is the same for all wrestlers 13 ... 13 Contents of each information Depends on wrestler 13!
- the wrestler information 20 shown in Fig. 6 ⁇ relates to the wrestler “ ⁇ TARO”.
- the contents of power PWR, speed SPR, technique TER, tough TH, weight WG and life point HP are 16, 10, 10, 10, 10, respectively. 100 and 100.
- Wrestler 13 parameters related to power include power PWR, speed SPR, technique TER, and tough TH.
- Power PWR, speed SPR, and technique TER are characters It is a parameter related to attack capability that functions as a piece of information.
- Tough TH is a parameter that indicates the perseverance against attacks from opponents.
- Lifepoint HP is a point that is lost due to damage received from the other party during the match.
- Each value of the wrestler information 20 is variable as will be described later by executing this professional game.
- FIG. 6B shows information common to each player regarding technique 14. This information is hereinafter referred to as technique information 30.
- the technique information 30 is prepared for each technique, and the parameters regarding the difficulty as the technique information and the maximum damage degree MD are stored together with the technique ID.
- the technical information 30 shown in FIG. 6B relates to “KICK A”.
- the wrestler 13 with the attack ability required by PWW, SPW, and TEW can exert the maximum damage level MD.
- the parameters PWW, SPW, and TEW related to the difficulty of technique 14 are the attacking abilities required of the wrestler 13 in order to exhibit the maximum degree of damage MD.
- the PWW, SPW, TEW, and maximum damage MD values related to the difficulty of technique 14 in technique information 30 are invariable values that are not updated by the game.
- the power PWR, speed SPR, and technique TER which are the parameters of the wrestler 13, are configured so that the correspondence between the power PWW, speed SPW, and technique TEW, which are the parameters of the technique 14, can be identified.
- stored in the center server CS as the wrestler information 20 and the technique information 30 is equal to the value of the parameter of the same name printed on the wrestler card 11 and the technique card 12.
- the wrestler 13 must have the attacking ability required by the technique 14 in order to exhibit the maximum damage MD in the technique 14.
- the degree of damage that the wrestler 13 can exert by the technique 14 is determined according to the skill level obtained by the wrestler 13 regarding the technique 14.
- the master level is 100%, the maximum damage level can be achieved.
- This degree of mastery is attack control information and is hereinafter referred to as “experience value”. The calculation method of the experience value will be described later. The wrestler 13 This experience can be increased.
- a player who plays the card game for the first time first purchases a starter pack at a card vending machine.
- the starter pack contains one entry card 10, one wrestler card 11, and 10 skill cards 12 ... 12. Using the cards included in this starter pack, the player can participate in this professional wrestling game. Therefore, at first, the wrestler alone will start the game.
- the player ID stored in the entry card 10 becomes the player ID of the player who purchased the entry card 10.
- entry processing is performed when the player first enters (step S100).
- a player inserts the entry card 10 into the card slot of the game machine CL and then inserts a coin
- a process for registering the professional wrestling group participating in the game and the players belonging to the group is performed.
- the organization name input by the player is stored in the storage unit 3 in association with the player ID.
- the wrestler information 20 associated with the wrestler ID of the wrestler 13 is called from the center server CS, and the wrestler information 20 or The player ID is associated with the wrestler information 20 stored in advance in the storage unit 3 and stored in the storage unit 3.
- data in which the player ID is associated with the wrestler information 20 will be referred to as wrestler information 21.
- the data structure of wrestler information 21 is as shown in FIG. 8A.
- the training process is started (step S102).
- the technique 14 is registered as a technique that the wrestler 13 can use, and as described above, the experience value of the technique 14 of the wrestler 13 can be increased.
- the technique ID 30 of technique 14 is used as a key, and the technique information 30 of technique 14 is called the relevant skill information 30 that also called the center server CS power, or Then, the player ID recorded in the entry card 10 inserted in the player is associated with the technique information 30 stored in advance in the storage unit 3 and stored in the storage unit 3.
- the skill information 30 associated with the player ID is the skill information. 31.
- the data structure of technique information 31 is shown in FIG. 8B. Details of the training process will be described later.
- step S104 game processing as a battle game is started (step S104).
- the timing for applying the technique is instructed.
- the wrestler 13 can apply the technique 14 based on the experience value obtained after training.
- the game progresses as a result of the skill, and the game ends when the life point HP of the opponent or the wrestler 13 becomes 0, when a fall is decided, or when the elapsed time is reached.
- the win or loss of the game itself will win the higher the game. Details of the game processing performed during the game will be described later. Falling means aiming to take 3 counts against your opponent.
- the payout strength card of the game machine CL is paid out, and the wrestler information 21 and the technical information 31 in the memory 3 are transmitted to the center server CS together with the organization name associated with the program ID. And stored (step S106).
- the wrestler card 11 or the skill card 12 is randomly selected at the game console CL and then paid out. This payout allows the player to include a limited number of cards !, and to increase the number of cards from the starter pack!
- the player decides whether or not to end the professional wrestling game. If the player wants to continue, the process returns to step S102. When it is finished, this professional wrestling game is finished. As described above, the wrestler information 21 and the technique information 31 are finally stored in the center server CS, and are managed by the center server CS when not used in this professional wrestling game. From the next time, when the entry card 10 is inserted into the card insertion slot at the start of this professional wrestling game, the player ID recorded in the inserted entry one card 10 is determined from the data stored in the center server CS. The associated information, that is, the wrestler information 21, the skill information 31, the group name, and the like are called up and stored in the storage unit 3, and used as data for the professional wrestling game.
- the training process will be described with reference to the flowchart shown in FIG. 9, taking as an example the case where the wrestler 13 is trained on the technique 14.
- the training process is performed by the control unit 2 of each game machine CL.
- the wrestler performing the training is the player
- the wrestler selection screen is displayed on the output unit 5 to make a selection.
- the wrestler information 21 is stored in the storage unit 3, and if the wrestler card 11 of the wrestler is slashed, an error occurs.
- a selection screen for selecting the training menu is displayed on the output unit 5.
- the training menu is determined to technique 14 (step S112).
- step S110 and step S112 the wrestler ID of wrestler 13 and the skill ID of technique 14 are set as the target wrestler and technique for training, respectively.
- training related to technique 14 is started (step S114). During training, for example, tracing is performed, and the image of the wrestler 13 is displayed on the output unit 5.
- step S116 It is determined whether or not one training has been completed (step S116), and the training process is continued until the training is completed. If it is determined that the training has been completed, the process proceeds to an experience value update process (step S118). The experience value update process will be described later. When the experience value update process is completed, a screen for confirming the end of the training process is displayed on the output unit 5, and it is determined whether or not the training process is completed according to the instruction of the player (step S120). If the player's instruction is to continue the training process, the process returns to step S110 to start the process for determining the selection of the next wrestler. If the instruction is finished, the training process is terminated.
- step SI 30 the parameters PWW, SPW, and TEW related to difficulty are read from the memory section 3 using the technique ID as a key in the technique information 31 of technique 14 (step SI 30).
- step S132 the parameters relating to attack capability
- the ability parameter means “power”, “speed”, and “technique”, which are parameters common to the wrestler information 21 of the wrestler 13 and the skill information 31 of the technique 14.
- an experience value is calculated based on the read ability parameter (step SI 34).
- the experience value is calculated by the total value of the parameters relating to the ability of the wrestler 13 with respect to the total value of the parameters relating to the skill 14 ability. In this way, by comparing the total values, it is possible to comprehensively evaluate the wrestler's ability to attack and judge the level of skill of the wrestler 13 with respect to the skill 14.
- an increase value which is the extent to which the experience value is changed by one training, is calculated (step S136).
- the value obtained by dividing this 90% damage is calculated as an experience value obtained by one training.
- step S138 After training, increase the experience value before training (for example, if the experience value is 27% before training, 9% increases to 36% by one training)
- the data structure of the experience value EX stored in the storage unit 3 by the experience value update process described above will be described with reference to FIG.
- the experience value EX is associated with the player ID, wrestler ID, and technique ID as described above.
- the player ID is the player ID recorded on the entry card 10 inserted into the card slot of the game console CL
- the wrestler ID is the trainer ID. It is the wrestler ID associated with the wrestler information 21 of the wrestler 13 who executed one jung
- the technique ID is the technique ID associated with the technique information 31 of technique 14 determined as the training menu.
- the value of experience EX is determined from the wrestler information that the player has trained 1 3 wrestler information 21 wrestler 13 ability parameters PWR, SPR, TER, and skill 14 skill information 31 ability parameters PWW, SPW, TEW Calculated by the method described above.
- the experience value EX is finally managed by the center server in the same manner as the wrestler information 21 and the skill information 31, and the player ID recorded in the entry card 10 inserted into the card insertion slot at the next start of the professional wrestling game. Called by the storage unit 3 using as a key.
- the game process is performed in a battle format between game machine CL1 and game machine CL2.
- the center server CS designates the game machine CL1 and the game machine CL2 that have applied for the game as opponents.
- a series of operations of the center server CS may be performed by a conventional method.
- the game machine CL1 and the game machine CL2 designated as the opponent are mutually coordinated to determine the game machine CL that becomes the master machine and the game machine CL that becomes the terminal machine.
- the method to be determined may be an already known method. In this embodiment, the case where the game machine CL1 becomes the master machine M and the game machine CL2 becomes the terminal machine T will be described.
- the wrestler information 21, the skill information 31, the experience value EX, etc. in which the player ID of the player of the terminal machine T is associated with the master machine M from the storage unit 3 of the terminal machine T. All data is transmitted to the master machine M and stored in the storage unit 3 of the master machine M.
- the player T enters the game to the output unit 5 of the terminal T.
- a wrestler selection screen for selecting a wrestler to be displayed is displayed (step S140).
- the player slashes the wrestler card 11 of a specific wrestler 13
- the wrestler ID read from the wrestler 13 is sent to the master machine M.
- the master machine M receives this wrestler ID, it determines the wrestler 13 designated by the player as the wrestler participating in the match (step S 142).
- various game parameters used only for the game process are initialized and associated with the player ID and the wrestler ID of the wrestler 13.
- An example of the game parameter is spirit, which is a parameter indicating the size of the fighting spirit of the wrestler 13 during the game.
- Step S144 This information waiting state is a state in which the master device M accepts various player operations on the terminal device T. That is, the master transmission / reception unit 6a receives information related to the player's operation transmitted from the terminal device T. While waiting for this information, Master M determines whether or not it is the power of the player to apply a technique (hereinafter referred to as “Technology Timing”) (Step S146).
- Transmits technique timing information for instructing the player to specify the technique to the terminal T allows the master transmitting / receiving unit 6a to receive the technique specifying information transmitted from the terminal T and accepts the technique specifying information.
- Time measurement that is preset as the specifiable time WH is started (step S148).
- the technique designated time WH is started and the technique designation information reception wait state is entered.
- the master transmission / reception unit 6a of the master machine M refuses to receive the technique designation information transmitted from the terminal machine T until it is determined that the technique timing has arrived! The technique designation information will be described later.
- Master machine M determines whether or not the time has elapsed after the start of the time set as the technique-designable time WH (step S150), and before it is determined that the time has elapsed. If the technique designation information is received, the reception of further technique designation information from the terminal machine that transmitted the technique designation information is rejected. For example, when there is a master transmission / reception unit 6a for each terminal T, the master transmission / reception unit 6a corresponding to the terminal T is in a state of refusing reception of technique designation information. It is determined that the set time has passed. If it is, the information is closed and the technique timing end information is transmitted to the terminal T (step S152).
- the master transmitting / receiving unit 6a does not accept any information regarding the player's operation transmitted from the terminal T including the technique designation information.
- the process proceeds to the next technique result process (step S158). The technique result processing will be described later.
- the terminal T Upon receiving the technique timing information, the terminal T displays a screen for instructing the player to specify the technique that the wrestler 13 will apply (step S149). As a result, it is understood that the player is in a state where the technique designation is valid. Therefore, after the screen for requesting the technique designation is displayed, the player can select a specific skill card from his / her skill card 12 ⁇ 12 before the time set as the technique designated time WH elapses. You must select card 12 and designate it as trick 14 to slash card 12.
- the technique ID of the technique 14 recorded on the technique card 12 is transmitted to the master machine M as technique designation information (step S 154).
- the terminal T waits for the result of the technique 14 that has been lost (step S156).
- the master machine M force also receives the transmitted technique timing end information, a screen indicating the end of the technique specifiable time WH is displayed on the output unit 5 (step S157).
- the master transmission / reception unit 6a rejects the reception. Therefore, a technique can be designated only once for one technique designation time WH.
- the terminal machine T transmits a signal indicating that the preparation for motion playback is completed.
- Master M sends a signal that permits motion playback.
- the terminal T receives this permission signal, it plays the scene where the trick is applied on the output unit 5 (step S160).
- the life point HP displayed in the output section 5 at the time of playback is the value of the life point HP before the update before the technique is applied, and the value of the updated life point HP is displayed at the moment the technique is applied. Is set to be.
- the master machine M determines whether or not the fall has succeeded after transmitting the permission signal (step S162).
- step S164 If either player makes a fall operation and is insidious, or the fall does not succeed If yes, the process returns to step S146 to wait for information. If it is determined that the fall is successful, it is determined that the game has ended, and a game end process is performed (step S164).
- the final game win / loss is determined.
- the excitement level is prepared for each group that will be excited as a parameter indicating the degree of excitement of the venue, and the value of each excitement level is determined so that the excitement level will be higher if a game that makes the venue more exciting is performed. Then, after the match is over, the excitement level is compared to decide the victory or defeat.
- the excitement level can be calculated by preparing parameters related to excitement of the venue, such as the flashiness of the technique and the popularity of the wrestler 13, and calculating the excitement level based on such parameters. Good.
- the master machine M transmits win / loss information as end information to the terminal T, and the terminal T displays an end screen based on the received end information and ends the professional wrestling game (step S166).
- the technique result process will be described with reference to the flowchart shown in FIG.
- the actual damage degree that can be finally given to the opponent is calculated (step S170).
- the damage level that can be finally given to the opponent is determined by comprehensively considering parameters such as the situation when the skill 14 is applied and the tough TH value of the opponent.
- the damage value that can be finally given to the opponent is called the actual damage level.
- the actual damage degree calculation process will be described later.
- the life point HP value of the wrestler 13 is updated based on the calculated actual damage degree (step S172). Specifically, the wrestler 13's life point HP value is also set to the wrestler 13's updated HP value, which is obtained by subtracting the actual damage calculated for the opponent.
- step S174 it is determined whether or not there is a force for which a fall instruction has been given (step S174). Specifically, it is determined whether or not the fall button has been pressed at the terminal T when the information of the master machine M is closed. S 176), if not pressed, the technique result processing is terminated.
- the fall process a random value is calculated and the fallen wrestler's updated life point HP — if the random value is 0, the fall is successful, otherwise it is a failure. For example, If the fall is successful, set it to 1, and if it fails, set it to 0. This makes it possible to determine whether or not the fall was successful based on whether the flag related to the fall is 1 or 0.
- the basic damage level is calculated (step S 180).
- This basic damage level is calculated from the maximum damage level MD and EXP value EX of Technique 14.
- the maximum damage level of technique 14 is read from technique information 31 of storage 3 using technique ID as a key, and experience value EX of technique 14 of wrestler 13 is stored from storage 3 using player ID, wrestler ID, and technique ID as keys. Read.
- the corrected damage rate is calculated (step S182).
- the modified damage rate in this embodiment is calculated using the situation magnification and the experience value EX.
- the situation magnification is selected according to the situation when the skill is applied. For example, 150% when rushing, 70% when opponent's wrestler strength is “received”, 105% when opponent ’s wrestler strength is “rushing”. In other cases, 100%.
- the rush state is a state in which the skill 14 is specified when the spirit of the wrestler 13 is at the maximum value
- the “accepted” state is a case in which a passive state other than the technique 14 is specified in the technique specifying time WH. This “received” state can be specified by pressing the receiving button 9d on the terminal T when the specification of technique 14 is permitted.
- the modified damage rate is obtained by ((situation magnification Z2) X experience value Z300 + (situation magnification Z2)). In this form, the damage ratio is 66.5% with a situation magnification of 100%.
- each parameter PWR, SPW, TER regarding the attack ability of the power wrestler 13 trained by specifying technique 14 in the training menu may be increased to increase each parameter value.
- the value of the speed SPR in the wrestler information 21 stored in the storage unit 3 may be updated to the value after the training.
- the skill information 30 may be provided with a skill level determined by the magnitude of the maximum damage degree MD and a skill cost, and each value may be changed during the match. For example, the skill cost that can be used in one game is determined and the excitement level increases as the skill with a higher skill level is used, but the skill cost is consumed. This makes it necessary to carefully select the technique to be used, which can increase the tension of the game.
- the success rate may also be taken into account when calculating the actual damage due to a technique. The success rate is the rate at which the skill is applied to the opponent, and if this can also be calculated based on the experience value, the situation can be realized closer to real wrestling.
- the master machine M selects the technique as appropriate and processes it as if the technique was designated. It will be.
- a technique that can be used and a technique that cannot be used by a wrestler may be determined.
- a technique ID of a technique that can be used in the wrestler information 20 is stored in advance, and it is determined whether or not the technique ID of the technique specified during the match is included in the wrestler information 21.
- the technique ID of technique 14 that can be used in the wrestler information 20 is registered, and it is associated with the technique ID registered in the wrestler information 20 together with the wrestler information 20 when the wrestler is registered in the entry process.
- the technique information 30 may be called into the storage unit 3 and used as the technique information 31.
- the card system 1 including the master machine M and the terminal machine T using the game machine CL that can also be the master machine M and the terminal machine T has been described.
- M may be made independent and a plurality of terminals T may be connected to the master machine M power Si stand.
- the game machine CL may be the card game system 1.
- the above-described embodiment it may be printed on the force surfaces lla and 12a in which the barcode is printed on the back surfaces llb and 12b of the cards 11 and 12.
- three types of cards are used in the above-described form, but more than this may be used.
- the processing order in the above-described form of the card can be changed as long as the present invention can be realized, and the screen displayed on the terminal T may be appropriately displayed other than the above.
Abstract
Description
Claims
Priority Applications (3)
Application Number | Priority Date | Filing Date | Title |
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CN2004800371222A CN1905925B (zh) | 2003-12-10 | 2004-11-26 | 卡片游戏系统以及主机 |
US10/596,358 US8409016B2 (en) | 2003-12-10 | 2004-11-26 | Card game system and card used in the card system |
EP04820130A EP1700627A4 (en) | 2003-12-10 | 2004-11-26 | SYSTEM FOR PLAYING CARDS AND CARDS USED IN THIS SYSTEM |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
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JP2003-412051 | 2003-12-10 | ||
JP2003412051A JP3725143B2 (ja) | 2003-12-10 | 2003-12-10 | カードゲームシステム及びそのカードシステムで使用されるカード |
Publications (1)
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WO2005056141A1 true WO2005056141A1 (ja) | 2005-06-23 |
Family
ID=34675011
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
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PCT/JP2004/017579 WO2005056141A1 (ja) | 2003-12-10 | 2004-11-26 | カードゲームシステム及びそのカードシステムで使用されるカード |
Country Status (6)
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US (1) | US8409016B2 (ja) |
EP (1) | EP1700627A4 (ja) |
JP (1) | JP3725143B2 (ja) |
KR (1) | KR100820502B1 (ja) |
CN (1) | CN1905925B (ja) |
WO (1) | WO2005056141A1 (ja) |
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JP5098074B2 (ja) * | 2007-01-16 | 2012-12-12 | 新世代株式会社 | リモートコードリーダシステム、ホストコンピュータ、及び、コンピュータプログラム |
JP2008194339A (ja) * | 2007-02-15 | 2008-08-28 | Konami Digital Entertainment:Kk | ゲーム機 |
US20100285885A1 (en) * | 2009-05-07 | 2010-11-11 | Microsoft Corporation | Massively multiplayer game message scheduling |
JP4871373B2 (ja) | 2009-06-19 | 2012-02-08 | 任天堂株式会社 | 情報処理システムおよび情報処理装置 |
JP2011250874A (ja) | 2010-05-31 | 2011-12-15 | Nintendo Co Ltd | 情報処理プログラム、情報処理装置、情報処理システム及び情報処理方法 |
JP2012018657A (ja) | 2010-06-11 | 2012-01-26 | Nintendo Co Ltd | 情報処理端末、情報処理システム、情報処理プログラム |
JP5677811B2 (ja) | 2010-06-11 | 2015-02-25 | 任天堂株式会社 | 携帯型情報端末、携帯情報システム、携帯型情報端末制御プログラム |
JP5330556B2 (ja) * | 2012-02-23 | 2013-10-30 | 株式会社コナミデジタルエンタテインメント | ゲーム制御装置、ゲーム制御装置の制御方法、及びプログラム |
US9636576B2 (en) * | 2014-04-25 | 2017-05-02 | Tomy Company, Ltd. | Gaming system and gaming device |
JP6313837B1 (ja) * | 2016-11-18 | 2018-04-18 | 株式会社バンダイ | ゲーム装置、プログラム及びゲームシステム |
JP6730950B2 (ja) * | 2017-03-14 | 2020-07-29 | 株式会社バンダイ | ゲーム装置、ゲームシステム及びプログラム |
EP3683066A4 (en) * | 2017-09-15 | 2021-07-07 | Dai Nippon Printing Co., Ltd. | INFORMATION RECORDING BODY, MEDIUM AND PRINTED PRODUCT |
JP6480614B2 (ja) * | 2018-01-31 | 2019-03-13 | 株式会社バンダイ | ゲーム装置及びプログラム |
JP6908638B2 (ja) * | 2018-01-31 | 2021-07-28 | 株式会社バンダイ | ゲーム装置、プログラム及びゲームシステム |
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Also Published As
Publication number | Publication date |
---|---|
JP3725143B2 (ja) | 2005-12-07 |
EP1700627A1 (en) | 2006-09-13 |
KR20060111674A (ko) | 2006-10-27 |
JP2005168742A (ja) | 2005-06-30 |
CN1905925B (zh) | 2010-05-05 |
US20070082723A1 (en) | 2007-04-12 |
US8409016B2 (en) | 2013-04-02 |
CN1905925A (zh) | 2007-01-31 |
EP1700627A4 (en) | 2007-07-18 |
KR100820502B1 (ko) | 2008-04-11 |
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