WO2006077982A1 - Game machine and program - Google Patents

Game machine and program Download PDF

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Publication number
WO2006077982A1
WO2006077982A1 PCT/JP2006/300876 JP2006300876W WO2006077982A1 WO 2006077982 A1 WO2006077982 A1 WO 2006077982A1 JP 2006300876 W JP2006300876 W JP 2006300876W WO 2006077982 A1 WO2006077982 A1 WO 2006077982A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
data
breeding
character
training
Prior art date
Application number
PCT/JP2006/300876
Other languages
French (fr)
Japanese (ja)
Inventor
Hiroshi Tomaru
Original Assignee
Konami Digital Entertainment Co., Ltd.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Konami Digital Entertainment Co., Ltd. filed Critical Konami Digital Entertainment Co., Ltd.
Priority to GB0714082A priority Critical patent/GB2437451A/en
Priority to US11/814,497 priority patent/US20090280881A1/en
Publication of WO2006077982A1 publication Critical patent/WO2006077982A1/en

Links

Classifications

    • 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
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3232Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
    • G07F17/3237Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed about the players, e.g. profiling, responsible gaming, strategy/behavior of players, location of players
    • 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
    • A63F13/10
    • 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
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3211Display means
    • 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
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3232Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
    • G07F17/3234Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed about the performance of a gaming system, e.g. revenue, diagnosis of the gaming system
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3272Games involving multiple players
    • G07F17/3276Games involving multiple players wherein the players compete, e.g. tournament
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3272Games involving multiple players
    • G07F17/3281Games involving multiple players wherein game attributes are transferred between players, e.g. points, weapons, avatars
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features 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
    • A63F2300/8058Virtual breeding, e.g. tamagotchi

Definitions

  • the present invention relates to a game apparatus that executes a breeding game in which a player pays a predetermined amount of game value to change the breeding parameter data of the breeding target character.
  • such a horse racing game apparatus draws the rank of each racehorse character in the race order in order of arrival based on win rate data indicating the probability that each racehorse character wins in the race where the game progression means proceeds.
  • the winning percentage data for each racehorse character is calculated using a plurality of types of winning percentage decision data corresponding to each racehorse character.
  • the winning percentage data of a racehorse character that runs in a race is relatively determined by the comparison power with the winning percentage determination data of other racehorse characters that run in the race. Therefore, even for the same racehorse character, the win rate data varies depending on the other racehorse characters running in the race.
  • the types of winning percentage determination data include basic data, condition data, jockey data, and age data.
  • the basic data is a basic numerical value with the racehorse character power S.
  • this basic value is changed based on the values of other winning percentage determination data such as condition data, jockey data, and age data at the time of the race. Calculate the parameter values used in the calculation of. Then, the ratio of the parameter value of each racehorse character to the sum of the parameter values of all the racehorse characters running in the race is calculated, and each calculated value is used as the winning rate data of each racehorse character.
  • This winning percentage data is the lottery drawing order. Used as selection probability data.
  • the horse racing game apparatus described in the above publication can also cause a racehorse character related to the player's own horse (hereinafter referred to as "own horse character") to run in the horse race.
  • own horse character a racehorse character related to the player's own horse
  • various data such as basic data and condition data of a player's horse character (a character to be trained) can be obtained by the player paying a predetermined amount of game value.
  • a training game is executed in which the numerical value of the winning percentage determination data (nurturing parameter data) is changed.
  • the numerical value of the winning rate determination data can be increased by the breeding game, and the probability that the racing horse character wins a higher rank in the arrival order lottery in which the race starts can be increased.
  • a "nurturing game” is a game that is provided separately from a racing game such as a horse racing race that uses a numerical value that has changed in the training game to determine victory or defeat. .
  • a conventional game apparatus that executes a breeding game in which a player changes a breeding parameter data of a breeding target character by paying a predetermined amount of game value, including the horse racing game apparatus described in the above publication, The game was executed by the target character alone.
  • a breeding game for a certain character to be trained there was no power of a breeding game in which the character is trained in relation to other characters to be trained that are not related to other characters to be trained.
  • an object of the present invention is to provide a game apparatus that can execute a new breeding game as it has been until now when a certain breeding target character is trained in relation to another breeding target character.
  • a game device comprising:
  • Instruction accepting means capable of accepting a first instruction to cause the second game progression means to execute the breeding game from a first player associated with the first breeding target; and a game value owned by the first player
  • a first memory means capable of storing and storing
  • a second storage means for storing and holding parameter data that indicates the training parameters for each of the plurality of training objects and that can be referred to by the first game progress means when the competitive game is executed
  • the instruction accepting means can accept a second instruction from the first player to change the first game target parameter data stored in the second storage means to the second game advancing means,
  • the second game progression means is stored and held in the first storage means !, and reduces the game value and refers to the game parameters of the second breeding target stored and held in the second storage means. However, it is possible to change the parameter data of the first breeding target.
  • the instruction accepting unit may be capable of accepting the second instruction after accepting the first instruction.
  • the second game progress means can change the parameter data of the first breeding target based on the timing when the instruction accepting means accepts the second instruction.
  • the change result of the parameter data for the first breeding target will change depending on the timing of the second instruction issued by the player who is currently training.
  • a new breeding game can be executed.
  • the instruction receiving means associates with the second breeding object after receiving the first instruction. It may be possible to accept a third instruction from a given second player.
  • the second game progression means is based on at least one of the contents of the third instruction and the timing at which the third instruction is received by the instruction receiving means! /, And the parameter data of the first breeding target Can be changed.
  • the change result of the parameter data for the first breeding target also depends on the content and issue timing of instructions from other players who participate in the training game. Since it changes, if you develop your own training target in cooperation with other players or hostile, you can run new training games.
  • the second game progression means may be capable of changing the second growth target parameter data when the first growth target parameter data is changed.
  • a program product including a program for causing a computer to execute a process.
  • a training game that trains a plurality of training targets including a first training target that is allowed to participate in the competitive race as one of the plurality of competition targets and a second training target that is different from the first training target. Execution,
  • Storage of parameter data that indicates the training parameters for each of the plurality of training objects and that can be referred to by the first game progression means when the competitive game is executed;
  • FIG. 1 is a block diagram showing a configuration of an arcade game machine according to a first embodiment of the present invention.
  • FIG. 2 is a perspective view showing the arcade game machine.
  • FIG. 3 is a block diagram showing a hardware configuration of a main control unit of the arcade game machine.
  • FIG. 4 is a block diagram showing a hardware configuration of a station control unit of the arcade game machine.
  • FIG. 5A is a table showing the data structure of the player data.
  • FIG. 5B is a table showing the data structure of data written to the magnetic card distributed to players.
  • FIG. 6 shows an example of a training screen displayed on the station display of the arcade game machine.
  • FIG. 7 shows an example of the horse screen displayed on the station display in the arcade game machine.
  • FIG. 8 is a block diagram showing a configuration of an arcade game machine according to the second embodiment of the present invention.
  • FIG. 9 shows an example of the horse screen displayed on the station display in the arcade game machine of FIG.
  • the present invention executes a training game for changing the training parameter data of the player's own horse character (a training target character), and the trained racing horse character participates and ranks together with other racing horse characters.
  • An embodiment applied to an arcade game machine (hereinafter referred to as an “arcade game machine”) that executes a horse racing race competing with each other will be described.
  • the arcade game machine 1 according to the first embodiment of the present invention includes a field 2 provided in the central portion and a plurality of stations 10 provided so as to surround the field 2.
  • Field 2 Saiko has a racetrack 4 with a race gate 3, and a plurality of model horses (not shown) run in the racetrack 4 to develop a race.
  • this field 2 there are a number of speakers 5 that are used for racing and cheering.
  • a display unit 6 for displaying a game name and the like, and a lighting device 7 for illuminating the field 2 are arranged.
  • the display unit 6 and the lighting device 7 are supported by a support column 8.
  • the station 10 is provided with a display 11 for displaying a game screen according to the progress of the game and a touch panel 12 superimposed on the display surface of the display 11.
  • the touch panel 12 detects the position, and the arcade game machine 1 recognizes the operation content of the player.
  • the station 10 has a medal insertion portion 13 into which a medal as a game value is inserted by the player, a medal payout exit 14 through which a medal is paid out to the player, and a magnetic card insertion slot 15 into which a magnetic card is inserted. Is provided.
  • the player can participate in a game as a horse of a competitive horse character. Specifically, the player can select a favorite racehorse character from a plurality of racehorse characters prepared, and can acquire the racehorse character by paying a predetermined number of medals.
  • the name of the acquired racehorse character is created by combining the name selected in advance in the arcade game machine body with the name of the player entered by the player (for example, the player's name). May be. Then, the player can train to increase the ability of the acquired competitive horse character, and train the competitive horse character. Details of this training process will be described later.
  • the trained racehorse character can run in the race he desires.
  • the main control unit 100 arranged on the field 2 side includes a main control device 101, a field control device 102 for controlling the running of a model horse in the field 2, and the like
  • an SRAM 105 and a flash memory 106 for recording various data for each player And a ROM 107 in which programs necessary for the game and various databases are stored.
  • the main control device 101 is connected to the field control device 102, the illumination control device 103, the acoustic control device 104, the SRAM 105, the flash memory 106, and the ROM 107, respectively.
  • the ROM 107 stores a database of horse name data and voice data prepared in advance, selected by a player who plays as a horse owner, various data related to each horse, race schedules, and the like.
  • the station control unit 200 provided in each station 10 temporarily stores a station control device 201, a medal management device 202 that manages the payout of medals, and various data of players.
  • a magnetic data reading device 204 for reading magnetic data of a magnetic card inserted in the magnetic card insertion slot 15 and a magnetic data writing device 205 for writing various data such as an ID code to the magnetic card.
  • the station control device 201 is connected to a medal management device 202, a RAM 203, a magnetic data reading device 204, and a magnetic data writing device 205, respectively.
  • the station control device 201 includes a medal insertion sensor (not shown) and a magnetic card which are provided in the station 10 and detect medals inserted through the display 11 and the touch panel 12 and the medal insertion unit 13 shown in FIG. Each is also connected to a magnetic card driving device (not shown) for driving the magnetic card inserted into the insertion slot 15.
  • the station control device 201 on each station 10 side is connected to the main control device 101 on the field 2 side, and necessary communication can be performed between them. It has become.
  • FIG. 5A shows an example of the data structure of player data recorded and managed for each player.
  • This player data consists of an ID code as player-specific information assigned to each player, personal data about that player, Information on horses related to Lacta (characters to be trained), last play date data to identify the date the player last played, rewrite data to record data updates, prevention of denitrification of magnetic cards, etc.
  • the check code and so on are included.
  • the player data also includes data such as the game history data of the player and screen layouts that are not related to the game progress.
  • the above ID code is a number assigned only to one player, and is set so that the ID does not overlap with other player data.
  • the personal data, the horse information, and the last play date data are used as game history data for ensuring the continuity of the interrupted game.
  • This player data is stored in the SRAM 105 or the flash memory 106 shown in FIG.
  • the personal data includes data related to one player, such as one player and the total number of plays. This personal data is used as data reflected in the game contents so that one player is used as the name of a horse's crown, or is used as customer management data.
  • the above-mentioned horse information includes, for each horse character, a horse name code for specifying the name of the horse, horse type data for specifying a growth curve indicating characteristics of the growth method, gender, age, It includes the number of starts, speed, stamina, conditions, accumulated prize money, and the results of each past race (eg 1st, 2nd, 3rd or outside).
  • the horse name code is associated with each horse name data in the horse name data database stored in the ROM 107, and based on this horse name code, the horse name data is read and used in the game.
  • FIG. 5B shows an example of the data structure of the write data written to the magnetic card when the player interrupts play.
  • a part of the player data is recorded in the write data.
  • the ID code and the check code, and data such as a screen layout not related to the game progress are recorded.
  • a player who plays as a horse owner inserts the magnetic card at an arbitrary station 10 in order to resume the game.
  • the check code recorded on the magnetic card is read and written, and the data is normal.
  • the ID code recorded on the magnetic card is read.
  • the player data corresponding to the ID code is read from the SRAM 105 or the flash memory 106 shown in FIG.
  • the read player data is read into the RAM 203 shown in FIG. 4 in the station 10 and used for predetermined processing. Accordingly, the player can resume the game at any time by using the magnetic card, and can continuously enjoy the game using the racehorse character that he / she has trained.
  • races having the same names as those of the actual central horse race are sequentially held according to a predetermined cycle. Approximately 60 races are prepared for one year, and for each race, a race is held by a model horse for the time to bet a medal, that is, the time to purchase a voting ticket (game ticket) in the game. Time to display the race results. The player can predict the winning horse at each race and can purchase the betting ticket freely. This betting ticket is purchased by betting medals, and if the purchased betting ticket matches the result of the race, the number of medals according to the number of bets and odds is paid out as a dividend. In the above arcade game machine 1, there are four types of voting methods: single win, horse run, single horse, and wide. A player can use one of the voting methods to make a winning horse Bet on the racehorse character.
  • the arcade game machine 1 includes a game value data storage unit, a training parameter data storage unit, an operation reception unit, a first character identification information reception unit, a second character identification information reception unit, It has a training game progress means, a competitive game progress means, a win / loss determination means, a bet determination means, a game value receiving means, and a game value paying means.
  • the game value amount data storage means stores medal data which is game value amount data, and is mainly configured by a memory in the medal management device 202.
  • a player inserts a medal, which is a tangible game value medium, into the medal insertion unit 13 of the station 10, the number of the medals is counted, and the medal data in the game value amount data storage means is equivalent to the counted number.
  • the training parameter data storage means stores winning rate determination data (nurturing parameter data) of a plurality of owned horse characters (cultivating target characters) for each corresponding owned horse character.
  • the winning rate determination data of the owned horse character is stored in a state associated with the ID code (player specifying information) of the player who is the owner.
  • This growth parameter data storage means is mainly constituted by the SRAM 105 or the flash memory 106 of the main control unit.
  • This breeding parameter data storage means also stores winning rate determination data for racehorse characters other than racehorse characters related to the player's horses, ie, racehorse characters that are computer horses.
  • the racehorse character that is a computer horse is not a breeding target character because the player cannot train it. Therefore, winning rate determination data for racehorse characters that are computer horses is not breeding parameter data.
  • medal value data is numerical data indicating the overall ability of the racehorse character, which roughly corresponds to the number of medals that the player spends by performing the training process described later on the racehorse character. It is.
  • Condition data, jockey data, and age data are data for determining how much the numerical value of the medal value data should be reduced when calculating the winning percentage data as will be described later. Note that the data used as the winning percentage determination data is not limited to these data and is appropriately selected.
  • the operation accepting means is for accepting a player's bet operation, breeding start operation, whip operation (specific operation) during the breeding, and the like, mainly the touch panel 12, the station control device 201 and the main operation.
  • the controller 101 is configured.
  • the display 11 of the station 10 has an operation table for selecting the odds table and the number of medals to bet on the betting object by selecting two racehorse characters to be bet by the player. Images etc. are displayed.
  • the player operates the touch panel 12 in accordance with the display contents of the display 11 and performs a bet operation.
  • a training screen described later is displayed on the display 11 of the station 10, and the player can select various training instruction buttons on the training screen. To give instructions for breeding.
  • the whip operation during the training will be described later.
  • the first character specifying information receiving means receives first character specifying information for specifying a first breeding target character to be nurtured by a nurturing process described later.
  • the first character specifying information receiving means mainly includes a magnetic information reading device 204, a station control device 201, and a main control device 101. Specifically, when the player inserts the magnetic card at any of the stations 10, the magnetic information reader 204 reads the ID code recorded on the magnetic card, and the player data corresponding to the ID code is read. Then, the data is read from the SRAM 105 or the flash memory 106 of the main control unit 100, and the player data is read from the RAM 203 of the station control unit 200 in the station 10.
  • one player information is included for one player data.
  • one horse character can be specified by the ID code related to the player data.
  • this ID code is the first character specifying information.
  • the second character specifying information receiving means receives second character specifying information for specifying a second breeding target character different from the first breeding target character nurtured by the below-described breeding process.
  • This second character specifying information receiving means mainly comprises a magnetic information reading device 204, a station control device 201, and a main control device 101.
  • the display 11 of the station 10 has a magnetic card (second magnetic card) different from the magnetic card (first magnetic card) already inserted.
  • a message prompting you to insert a magnetic card is displayed.
  • the magnetic information reader 204 uses the ID code recorded on the second magnetic card. read.
  • the player data force corresponding to this ID code is read from the SRAM 105 or the flash memory 106 of the main controller 100, and the player data is read into the RAM 203 of the station controller 200 in the station 10.
  • this ID code becomes the second character specifying information.
  • information that can specify one horse character such as the horse name code included in the horse information
  • the second character specifying information is specified as the second character specifying information. May be used. Then, when performing the breeding process for the first breeding character, the second magnetic card is inserted, and the player operates the touch panel 12 of the station 10 to perform the breeding process from the player data related to the ID code. By specifying the second breeding target character to be used for the training, he / she will receive the horse name code related to the operation.
  • the breeding game progressing unit is configured to perform the above-described operation based on the first character specifying information (ID code) received by the first character specifying information receiving unit.
  • ID code first character specifying information
  • a first breeding target character is specified, and a breeding process is performed to change the breeding parameter data of the first breeding target character stored in the breeding parameter data storage unit.
  • the breeding parameter data of the second breeding target character specified by the second character specifying information (ID code of the second magnetic card) received by the second character specifying information receiving means is used as the training parameter data.
  • the storage means power is read, and the breeding parameter data of the first breeding target character is changed using the breeding target parameter data of the second breeding target character.
  • the breeding game progression means also performs a process of subtracting a predetermined amount from the game value amount data stored in the game value amount data storage means when the operation accepting means accepts a predetermined growth start operation.
  • This breeding game progress means mainly comprises a station control device 201 and a medal management device 202. Specifically, the operation data indicating the contents of the start-up operation performed by the player is sent from the touch panel 12 of the station 10 to the station control device 201, and the station control device 201 performs the growth processing. Also Upon receiving the operation data indicating the content of the breeding start operation performed by the player, the station control device 201 performs a process of subtracting a predetermined number of pieces of medal data by the medal management device 202.
  • the specific contents of the training process by the training game progress means are as follows.
  • the station 10 shifts to the training mode, and the training screen as shown in FIG.
  • the operation can be performed.
  • an image of the player's horse is displayed on this training screen.
  • buttons for selecting five types of training methods “turf”, “woodchip”, “dirt”, “slope”, and “tandem horse”.
  • the player can touch the button of one of the breeding methods to perform the breeding process by the breeding method for his own horse character (first breeding target character).
  • the medal value data of your own horse character Parameter data can be changed.
  • These training processes differ in the amount of change in medal value data.
  • the value of medal value data changes by one of the numerical values 0 to 4.
  • the value of the medal value data always changes by 2 for the “woodchip” breeding process, and the value of the medal value data changes by one of the values 1 to 5 for the “dirt” breeding process.
  • the amount of change in the medal value data in the “turf” and “dirt” training processes is determined by random number drawing. The details of the breeding process using the “horse horse” will be described later.
  • the numerical value of the condition data (training parameter data) of the racehorse character related to his own horse can be changed.
  • the condition data is a numerical value of 0 to 100%. If this value is 100%, the numerical value subtraction amount of the medal value data by the condition data is 0 when calculating the parameter value at the time of the race, and if it is 0% When calculating the above parameter values during a race, the numerical value subtraction amount of the medal value data by the condition data is a predetermined maximum value by which the numerical value of the medal value data is subtracted by the condition data.
  • the competitive game progress means is configured to perform the above-described horse race in which a plurality of race horse characters that compete for each other compete with each other in rank, and the player predicts a race horse character to win in these horse races. Progress the game.
  • This competitive game progression means is mainly constituted by the main control unit.
  • the winning / losing determining means is mainly constituted by the main control unit. This winning / losing determining means determines the racehorse character that is ranked first in the race in which the above-mentioned competitive game progressing means progresses by lottery based on the winning percentage data of the eight racing horse characters running in the race, and the remaining From the racehorse characters, the racehorse characters up to the lowest rank are sequentially determined by lottery using the corrected win rate data X ′ of the remaining racehorse characters obtained from the following formula (1).
  • X is the winning percentage data of each racehorse character to be calculated
  • is the sum of the winning percentage data of racehorse characters whose ranks have already been determined.
  • a lottery table is generated using the winning percentage data of each racehorse character as the lottery probability data of each racehorse character.
  • all random numbers that can be generated by the main controller 101 are prorated according to the ratio of winning rate data of each racehorse character, and are associated with each racehorse character.
  • the main control device 101 generates one random number to determine the racehorse character that is ranked first, compares the generated random number with the lottery table, and identifies the racehorse character corresponding to the random number. .
  • the competitive game progress means advances the race so that the racehorse character is ranked first.
  • the main control device 101 substitutes the winning percentage data of the racehorse character determined as the first place and each winning percentage data of the remaining racehorse characters into the above formula (1), Corrected win rate data X ' ⁇ ⁇ for racehorse characters
  • each calculated winning percentage data X ′ to ⁇ ′ is used as the lottery probability data of those racehorse characters.
  • a new lottery table is generated. After that, the main control device 101 generates one random number to determine the second-placed racehorse character, compares the generated random number with the new lottery table, and selects the racehorse character corresponding to the random number. Identify. This The above-mentioned competitive game progress means will advance the race so that this racehorse character is ranked second. Thereafter, the racehorse characters up to the final rank are determined in the same manner.
  • the calculation of the winning percentage data is performed using the winning percentage determination data stored in the winning percentage determination data storage means.
  • the winning / losing determining means determines the winning rate corresponding to each racehorse character when the main control device 101 determines eight racehorse characters to run in the race before the competitive game proceeding means starts the prediction race. Using the data, the winning percentage data for each racehorse character is calculated. If the player's own horse character is included in the eight racehorse characters, the winning rate determination data corresponding to the horse character is the training target parameter data that can be changed by the above-described breeding process. The calculation of the winning percentage data will be described in detail.
  • the numerical value related to the medal value data of each racehorse character is the maximum value of the parameter value of the racehorse character.
  • age delimiter Subtract the subtraction value determined by a predetermined calculation formula and use it as the parameter value of the racehorse character at the time of the race. Then, the ratio of the parameter value of each racehorse character to the total value of the parameter values of all racehorse characters running in the race is calculated, and each calculated value is used as the win rate data of each racehorse character.
  • This win rate data indicates the probability that each racehorse character running in the race will be ranked first in that race.
  • the winning percentage data of each racehorse character varies depending on the value of the winning percentage determination data of other racehorse characters running in the race, and the winning percentage data varies from race to race even for the same racehorse character.
  • the betting determination means selects the number of racehorse characters according to the voting method based on the betting operation accepted by the operation acceptance means, and the number of medals to bet on the selected racehorse character To decide. For details, bet on one racehorse character unit in the case of a win, and bet on two racehorse characters in the case of a horse run, single horse and wide.
  • the betting determination means mainly comprises a station control device 201 and a main control device 101. Specifically, operation data indicating the content of the bet operation performed by the player is sent from the touch panel 12 of the station 10 to the main control device 101 via the station control device 201. The main control device 101 is based on the operation data.
  • the racehorse character is selected, and the number of medals to bet on the selected racehorse character is determined. Such bet contents of the player are stored in the SR AM 105 and the flash memory 106 for each player.
  • the game value receiving means is for receiving as much medal as the number of medals determined by the betting determination means as well as the player who made the betting operation. Specifically, the medals inserted in the medal insertion unit 13 of the station 10 are counted and managed by the medal management device 202 as medal data.
  • the medal management device 202 manages medals exchanged between the player and the arcade game machine 1. When receiving a medal from a player, the medal management device 202 performs a process of reducing the count value of the player's medal data by the number of medals received. Therefore, in this embodiment, the game value receiving means is mainly composed of a station control device 201 and a medal management device 202.
  • the game value paying means determines a winning horse in each voting method based on the order of the racehorse character determined by the winning / losing determining means, and bet on the competitive character related to the winning horse.
  • the number of medals obtained by multiplying the number of medals by the corresponding odds is paid out to the player.
  • the medal management device 202 performs a process of increasing the count value of the player's medal data by the number of medals to be paid out. Therefore, in this embodiment, the game value payout means is mainly composed of a station control device 201 and a medal management device 202.
  • the odds used by the game value payout means are calculated based on the winning rate data of the racehorse character running in the race.
  • the arcade game machine 1 having the above-described configuration is used to train a player's own horse character
  • the player performs an operation on the touch panel 12 to train the player.
  • the training screen as shown in FIG. 6 is displayed on the display 11 of the station 10, and the player performs various training instruction operations on the touch panel 12.
  • the operation for touching the breeding instruction button for performing the “combined horse” displayed at the bottom of the breeding screen is the breeding start operation.
  • the breeding game progression means is first selected as the breeding target for this time in order to perform the breeding process for “Horse horse”.
  • a message prompting you to insert a second magnetic card different from the first magnetic card for your own horse character is displayed.
  • the player has a second magnetic field that is different from the first magnetic card of the horse character (hereinafter referred to as the “bred horse character”) that has already been inserted and is being trained. Insert a second magnetic card into the station 10 for a card, more specifically, another player's own horse character or another of his own horse characters (hereinafter referred to as a “horse horse character”). .
  • the ID code recorded on the second magnetic card is read by the magnetic information reader 204, and the player data corresponding to the ID code is read into the RAM 203 of the station control unit 200 in the station 10.
  • the breeding game progress means is the RAM 203 of the player data caption control unit 200 corresponding to the second magnetic card.
  • the breeding game advancing means generates a scheduled run time of the horse character based on the read medal value data.
  • the planned run time is shorter as the medal value data is higher.
  • the breeding game progress means reads the medal value data of the breeding horse horse character in the RAM 203 of the station control unit 200, and based on the medal value data, the planned running time of the breeding horse horse character is also calculated. Generate.
  • the planned run time also becomes shorter as the medal value data becomes higher.
  • the breeding horse character Rakuta trains the horse together with the horse character on the combined horse screen as shown in Fig. 7 on the display 11 of the station 10.
  • a combined horse screen showing an image is displayed on the display 11 of the station 10.
  • the breeding game progress means displays an image in which the shorter scheduled run time precedes according to the scheduled run time of each character.
  • whip operation buttons "Muchi (1BET)” and “Muchi (2BET)” are displayed. These whip operation buttons are used for giving an instruction for accelerating the speed of the breeding owned horse character, specifically, for giving an instruction for shortening the planned running time of the breeding owned horse character.
  • the former whip operation button is for shortening the scheduled running time of the breeding horse character by one operation
  • the latter whip operation button is for the breeding horse character by one operation. This is to significantly shorten the scheduled run time.
  • the player's medal data is reduced by one medal in one operation
  • the latter the player's medal data is reduced by two medals in one operation.
  • the training game progressing means corrects the scheduled running time so that the scheduled running time of the breeding horse character is shortened according to the contents of this whip operation (specific operation).
  • the breeding game progress means compares the final scheduled run time of the breeding horse character with the scheduled run time of the horse character, and based on the time difference, The increase / decrease of the medal value data of the character is calculated, and the value of the medal value data of the breeding horse equine character is changed by the calculated increase / decrease.
  • the medal value data of the breeding horse character when the medal value data of the breeding horse character is changed according to the type and number of whip operations, the breeding horse according to the timing of the force whip operation described above, etc.
  • the medal value data of the character may be changed.
  • a scheduled run profile indicating the speed change of each character from the start to the goal is generated, not the run time of each character.
  • the planned running profile of the breeding horse character is corrected, and the final scheduled running profile of the breeding horse character and the scheduled running profile of the horse character are combined.
  • the increase / decrease of the medal value data of the breeding horse character is calculated, and the value of the medal value data of the breeding horse character is changed by the calculated increase / decrease.
  • the win rate data calculating means calculates the parameter value of each racehorse character based on the win rate determination data of each racehorse character as described above, and the parameter value power also calculates win rate data of each racehorse character. And the winner The stage uses the winning ratio data of each racehorse character calculated in this way to determine the rank of each racehorse character in that race. Thereafter, when the race is started, the competition game progress means develops the race so that each racehorse character has the determined order.
  • the player can obtain the medal value data (the training parameter) of the breeding horse character (first breeding target character) that is his own horse character.
  • Data can be changed using medal value data (bringing target parameter data) of a combined horse character (second breeding target character) which is another horse character. Therefore, a new breeding game that has never existed so that a player's own horse character can be trained in relation to another player's own horse character or another of his own horse characters. Is expanded.
  • a new breeding game is developed in which the horse-raised character is grown by the horse-raised character developed by others. .
  • the arcade game machine 1 includes a game value data storage unit, a training parameter data storage unit, an operation reception unit, a first character identification information reception unit, and a second character identification information reception unit.
  • the competitive game progress means In addition to the nurturing game progress means, the competitive game progress means, the win / loss determination means, the bet determination means, the game value receiving means, and the game value paying means, it has another operation receiving means.
  • the scheduled running time of the combined horse character can be corrected according to the whip operation (specific operation) received by another operation receiving means. Except for this, it is the same as the above example. Only this point will be described below.
  • the another operation accepting means is a whip operation (specific operation for the combined horse character) in the breeding process by the combined horse of the breeding horse character performed in response to the breeding start operation accepted by the operation accepting means. ).
  • the other operation accepting means is mainly composed of the touch panel 12, the station control device 201 and the main control device 101 of the same station as the station 10 having the operation accepting means. It is.
  • the scheduled run time of each character is shortened. Accordingly, when the breeding horse character is delayed while looking at the combined horse screen, the player operates the whip operation button displayed on the lower left side of the combined horse screen to operate the The scheduled run time of the horse character can be shortened to bring it closer to the scheduled run time of the horse character.
  • the breeding game progress means compares the final scheduled run time of the rearing horse character with the final planned run time of the horse character and, based on the time difference, in the same manner as in the above embodiment.
  • the increase / decrease amount of the medal value data of the owned horse character is calculated, and the value of the medal value data of the breeding owned horse character is changed by the calculated increase / decrease.
  • the scheduled run time of the combined horse character can be determined by operating the whip operation button displayed on the lower right side of the combined horse screen. Can be shortened. Therefore, according to the present embodiment, it is possible to make the final scheduled run times of both characters the same while operating the whip operation button in this way and adjusting the scheduled run times of each character. . That is, even if the breeding horse character performs V, a whip operation, and the scheduled run time has become shorter than the scheduled run time of the horse character, according to this embodiment, It is possible to shorten the scheduled running time of the combined horse character by performing a mulch operation on the character so that the final scheduled running times of both characters are the same.
  • the increase in the medal value data of the breeding horse character increases as the number of whip operations on the breeding horse character increases.
  • the whip operation for the breeding horse character is performed by himself.
  • all other whip operations can be performed by the other player.
  • the player who is the owner of the breeding horse character can perform a whip operation while communicating with the other player, and can develop the breeding horse character as his own horse. New training games.
  • the medal value data of the combined horse character is not changed in the breeding process using the combined horse of the breeding horse character, but the medal value data of the combined horse character may be changed.
  • the horse character grows up as a reward for the cooperation of the breeding horse character.
  • the power player described by taking the horse racing game apparatus as an example is provided.
  • Other game devices may be used as long as they are game devices that execute a breeding game that changes the breeding parameter data of the character to be trained by paying a fixed amount of game value.
  • the present invention can also be applied to other game apparatuses such as a home game machine.
  • a program that causes the computer of the home game machine to function as the above-mentioned training game progressing means is distributed via a communication network or recorded on a recording medium and distributed.
  • the game value is electronic data related to a virtual currency or the like that is reduced during the development of the game.

Abstract

A game machine comprises first game progressing means for performing a competition race in which competition objects compete with one another, second game progressing means for performing a training game to train trainee objects including a first trainee object which can play the competition race and a second trainee object different from the first trainee object, instruction receiving means for receiving a first instruction to allow a first player associated with the first trainee object to play the training game, and storage means storing and holding parameter data to be referenced when the competition game is performed . The instruction receiving means can receive a second instruction of the first player to allow the second game progressing means to change the parameter data on the first trainee object stored and held in the storage means. The second game progressing means can change the parameter data on the first trainee object while referencing the game parameter of the second trainee object stored and held in the storage means.

Description

明 細 書  Specification
ゲーム装置及びプログラム  GAME DEVICE AND PROGRAM
技術分野  Technical field
[0001] 本発明は、プレイヤーが所定量のゲーム価値を支払うことで育成対象キャラクタの 育成パラメータデータを変更する育成ゲームを実行するゲーム装置に関するもので ある。  [0001] The present invention relates to a game apparatus that executes a breeding game in which a player pays a predetermined amount of game value to change the breeding parameter data of the breeding target character.
背景技術  Background art
[0002] 従来、複数の競争馬キャラクタが互いに順位を競い合う競馬レースを実行する競馬 ゲーム装置が広く知られて 、る(例えば日本国特許公開公報 2002— 325960号に 記載)。  [0002] Conventionally, a horse racing game apparatus that executes a horse racing race in which a plurality of racing horse characters compete with each other for a ranking is widely known (for example, described in Japanese Patent Publication No. 2002-325960).
[0003] このような競馬ゲーム装置は、一般に、ゲーム進行手段が進行する競馬レースで各 競走馬キャラクタが勝つ確率を示す勝率データに基づき、その競馬レースにおける 各競走馬キャラクタの順位を着順抽選により決定する。各競走馬キャラクタの勝率デ ータは、各競走馬キャラクタにそれぞれ対応した複数種類の勝率決定データを用い て算出する。レースに出走するある競走馬キャラクタの勝率データは、当該レースに 出走する他の競走馬キャラクタの勝率決定データとの比較力 相対的に決まる。した がって、同じ競走馬キャラクタであっても、その勝率データはレースに出走する他の 競走馬キャラクタによって変わってくる。  [0003] In general, such a horse racing game apparatus draws the rank of each racehorse character in the race order in order of arrival based on win rate data indicating the probability that each racehorse character wins in the race where the game progression means proceeds. Determined by The winning percentage data for each racehorse character is calculated using a plurality of types of winning percentage decision data corresponding to each racehorse character. The winning percentage data of a racehorse character that runs in a race is relatively determined by the comparison power with the winning percentage determination data of other racehorse characters that run in the race. Therefore, even for the same racehorse character, the win rate data varies depending on the other racehorse characters running in the race.
[0004] 上記勝率データの算出方法の一例は次のとおりである。  [0004] An example of a method for calculating the winning percentage data is as follows.
上記勝率決定データの種類には、基本データ、コンディションデータ、騎手データ 、年齢データなどがある。基本データは、その競走馬キャラクタ力 Sもつ基本数値であ る。勝率データを算出する際には、まず、この基本数値を、当該レース時におけるコ ンディションデータ、騎手データ、年齢データなどの他の勝率決定データの数値に基 づいて変動させ、当該レースにおける勝率データの計算に用いるパラメータ値を算 出する。そして、当該レースに出走する全競走馬キャラクタのパラメータ値の合算値 に対する、各競走馬キャラクタのパラメータ値の割合をそれぞれ算出し、各算出値を 個々の競走馬キャラクタの勝率データとする。この勝率データは、上記着順抽選の抽 選確率データとして用いる。 The types of winning percentage determination data include basic data, condition data, jockey data, and age data. The basic data is a basic numerical value with the racehorse character power S. When calculating the winning percentage data, first, this basic value is changed based on the values of other winning percentage determination data such as condition data, jockey data, and age data at the time of the race. Calculate the parameter values used in the calculation of. Then, the ratio of the parameter value of each racehorse character to the sum of the parameter values of all the racehorse characters running in the race is calculated, and each calculated value is used as the winning rate data of each racehorse character. This winning percentage data is the lottery drawing order. Used as selection probability data.
[0005] そして、上記公報に記載の競馬ゲーム装置は、プレイヤーの持ち馬に係る競走馬 キャラクタ (以下「持ち馬キャラクタ」という)を上記競馬レースに出走させることも可能 である。この競馬ゲーム装置では、上記公報には具体的な記載はないが、プレイヤ 一が所定量のゲーム価値を支払うことでプレイヤーの持ち馬キャラクタ(育成対象キ ャラクタ)の基本データ、コンディションデータなどの各種勝率決定データ(育成パラメ ータデータ)の数値が変化されるという育成ゲームが実行される。この育成ゲームに おいて、プレイヤーの持ち馬キャラクタの勝率決定データの数値が高まると、その競 争馬キャラクタを出走させる競馬レースにおけるその競争馬キャラクタの勝率データ の数値が高くなり、上記着順抽選で高い順位に当選する確率が高くなる。このように 、上記競馬ゲーム装置では、勝率決定データの数値を育成ゲームにより高め、その 競争馬キャラクタが出走するレースの着順抽選で高い順位に当選する確率が高まる ようにすることができる。  [0005] The horse racing game apparatus described in the above publication can also cause a racehorse character related to the player's own horse (hereinafter referred to as "own horse character") to run in the horse race. In this horse racing game apparatus, although there is no specific description in the above publication, various data such as basic data and condition data of a player's horse character (a character to be trained) can be obtained by the player paying a predetermined amount of game value. A training game is executed in which the numerical value of the winning percentage determination data (nurturing parameter data) is changed. In this breeding game, if the value of the winning rate determination data of the player's horse character increases, the value of the winning rate data of the racehorse character in the horse race where the racehorse character will run increases, and the above-mentioned lottery drawing The probability of winning a higher rank increases. As described above, in the horse racing game apparatus, the numerical value of the winning rate determination data can be increased by the breeding game, and the probability that the racing horse character wins a higher rank in the arrival order lottery in which the race starts can be increased.
[0006] なお、本明細書にぉ 、て、「育成ゲーム」とは、当該育成ゲームで変化した数値を 用いて勝敗を決定する上記競馬レース等の競争ゲームとは別個に設けられゲームで ある。  [0006] Note that, for the purposes of this specification, a "nurturing game" is a game that is provided separately from a racing game such as a horse racing race that uses a numerical value that has changed in the training game to determine victory or defeat. .
ところが、上記公報に記載の競馬ゲーム装置を含め、プレイヤーが所定量のゲーム 価値を支払うことで育成対象キャラクタの育成パラメータデータを変更するという育成 ゲームを実行するような従来のゲーム装置は、その育成対象キャラクタ単独で行われ る育成ゲームを実行するものであった。すなわち、ある育成対象キャラクタの育成ゲ ームにおいては、他の育成対象キャラクタが関わることはなぐ他の育成対象キャラク タに関連して育成を行うような育成ゲームは存在しな力つた。  However, a conventional game apparatus that executes a breeding game in which a player changes a breeding parameter data of a breeding target character by paying a predetermined amount of game value, including the horse racing game apparatus described in the above publication, The game was executed by the target character alone. In other words, in a breeding game for a certain character to be trained, there was no power of a breeding game in which the character is trained in relation to other characters to be trained that are not related to other characters to be trained.
発明の開示  Disclosure of the invention
[0007] よって本発明の目的は、ある育成対象キャラクタを他の育成対象キャラクタに関連し て育成すると 、う今までにな 、新規な育成ゲームを実行できるゲーム装置を提供す ることである。  [0007] Therefore, an object of the present invention is to provide a game apparatus that can execute a new breeding game as it has been until now when a certain breeding target character is trained in relation to another breeding target character.
[0008] 上記目的を達成するために、本発明によれば、ゲーム装置であって、  In order to achieve the above object, according to the present invention, there is provided a game device comprising:
複数の競争対象が互いに競い合う競争レースを実行である第 1ゲーム進行手段と、 前記複数の競争対象の一つとして前記競争レースに参加可能とされた第 1育成対 象と、該第 1育成対象とは異なる第 2育成対象とを含む複数の育成対象を育成する 育成ゲームを実行可能である第 2ゲーム進行手段と、 A first game progression means for performing a competitive race in which a plurality of competition subjects compete with each other; A training game for training a plurality of training targets including a first training target that is allowed to participate in the competitive race as one of the plurality of competition targets and a second training target that is different from the first training target. A second game progression means that is executable;
前記第 1育成対象に関連付けられた第 1プレイヤーより、前記第 2ゲーム進行手段 に前記育成ゲームを実行させる第 1指示を受付け可能である指示受付手段と、 前記第 1プレイヤーにより所有されるゲーム価値を記憶保持可能である第 1記憶手 段と、  Instruction accepting means capable of accepting a first instruction to cause the second game progression means to execute the breeding game from a first player associated with the first breeding target; and a game value owned by the first player A first memory means capable of storing and storing
前記複数の育成対象の各々についての育成パラメータを示し、前記競争ゲームの 実行時において前記第 1ゲーム進行手段により参照可能とされたパラメータデータを 記憶保持する第 2記憶手段とを具備して成り、  And a second storage means for storing and holding parameter data that indicates the training parameters for each of the plurality of training objects and that can be referred to by the first game progress means when the competitive game is executed,
前記指示受付手段は、前記第 1プレイヤーより、前記第 2記憶手段に記憶保持され た前記第 1育成対象のパラメータデータを前記第 2ゲーム進行手段に変更させる第 2 指示を受付可能であり、  The instruction accepting means can accept a second instruction from the first player to change the first game target parameter data stored in the second storage means to the second game advancing means,
前記第 2ゲーム進行手段は、前記第 1記憶手段に記憶保持されて!、る前記ゲーム 価値を減ずると共に、前記第 2記憶手段に記憶保持されている前記第 2育成対象の ゲームパラメータを参照しつつ、前記第 1育成対象のパラメータデータを変更可能で あるものが提供される。  The second game progression means is stored and held in the first storage means !, and reduces the game value and refers to the game parameters of the second breeding target stored and held in the second storage means. However, it is possible to change the parameter data of the first breeding target.
[0009] この構成によれば、第 2育成対象のパラメータデータを用いて第 1育成対象のパラ メータデータが変更されるので、第 1育成対象を第 2育成対象に関連して育成する今 までにな!/、新規な育成ゲームを実行できる。  [0009] According to this configuration, since the parameter data of the first breeding target is changed using the parameter data of the second breeding target, the first breeding target is trained in relation to the second breeding target. Nina! / A new breeding game can be executed.
[0010] 前記指示受付手段は、前記第 1指示の受付の後に前記第 2指示を受付可能とされ てもよい。この場合、前記第 2ゲーム進行手段は、前記指示受付手段が前記第 2指 示を受付けたタイミングに基づいて前記第 1育成対象のパラメータデータを変更可能 である。  [0010] The instruction accepting unit may be capable of accepting the second instruction after accepting the first instruction. In this case, the second game progress means can change the parameter data of the first breeding target based on the timing when the instruction accepting means accepts the second instruction.
この構成によれば、第 2育成対象のパラメータデータに加え、育成最中のプレイヤー による第 2指示発行タイミングによっても、第 1育成対象のパラメータデータの変更結 果が変わると 、う今までにな 、新規な育成ゲームを実行できる。  According to this configuration, in addition to the parameter data for the second breeding target, the change result of the parameter data for the first breeding target will change depending on the timing of the second instruction issued by the player who is currently training. A new breeding game can be executed.
[0011] 前記指示受付手段は、前記第 1指示の受付けの後に前記第 2育成対象と関連付け られた第 2プレイヤーから第 3指示を受付け可能とされてもよい。この場合、前記第 2 ゲーム進行手段は、前記指示受付手段が前記第 3指示の内容と前記第 3指示を受 付けたタイミングの少なくとも一方に基づ!/、て前記第 1育成対象のパラメータデータを 変更可能である。 [0011] The instruction receiving means associates with the second breeding object after receiving the first instruction. It may be possible to accept a third instruction from a given second player. In this case, the second game progression means is based on at least one of the contents of the third instruction and the timing at which the third instruction is received by the instruction receiving means! /, And the parameter data of the first breeding target Can be changed.
[0012] この構成によれば、第 2育成対象のパラメータデータに加え、育成ゲームに参加し て ヽる他のプレイヤーによる指示の内容や発行タイミングによっても、第 1育成対象の パラメータデータの変更結果が変わるので、他のプレイヤーと協力して又は敵対して 自分の育成対象を育成すると 、う今までにな 、新規な育成ゲームを実行できる。  [0012] According to this configuration, in addition to the parameter data for the second breeding target, the change result of the parameter data for the first breeding target also depends on the content and issue timing of instructions from other players who participate in the training game. Since it changes, if you develop your own training target in cooperation with other players or hostile, you can run new training games.
[0013] 前記第 2ゲーム進行手段は、前記第 1育成対象のパラメータデータが変更される際 に、前記第 2育成対象のノ メータデータを変更可能とされてもょ 、。  [0013] The second game progression means may be capable of changing the second growth target parameter data when the first growth target parameter data is changed.
この構成によれば、第 2育成対象のパラメータデータが第 1育成対象のパラメータ データの変更に用いられるだけでなく変更されると 、う今までにな 、新規な育成ゲー ムを実行できる。  According to this configuration, when the parameter data for the second breeding target is not only used for changing the parameter data for the first breeding target, but is changed, a new breeding game can be executed.
[0014] 本発明によれば、コンピュータに処理を実行させるプログラムを備えたプログラム製 品であって、該処理は、  [0014] According to the present invention, there is provided a program product including a program for causing a computer to execute a process.
複数の競争対象が互いに競 、合う競争レースの実行と、  Executing competitive races where multiple competition subjects compete with each other,
前記複数の競争対象の一つとして前記競争レースに参加可能とされた第 1育成対 象と、該第 1育成対象とは異なる第 2育成対象とを含む複数の育成対象を育成する 育成ゲームの実行と、  A training game that trains a plurality of training targets including a first training target that is allowed to participate in the competitive race as one of the plurality of competition targets and a second training target that is different from the first training target. Execution,
前記第 1育成対象に関連付けられた第 1プレイヤーより、前記育成ゲームを実行さ せる第 1指示の受付けと、  Receiving a first instruction to execute the training game from a first player associated with the first training target;
前記第 1プレイヤ一により所有されるゲーム価値の記憶保持と、  Holding the game value owned by the first player;
前記複数の育成対象の各々についての育成パラメータを示し、前記競争ゲームの 実行時において前記第 1ゲーム進行手段により参照可能とされたパラメータデータの 記憶保持と、  Storage of parameter data that indicates the training parameters for each of the plurality of training objects and that can be referred to by the first game progression means when the competitive game is executed;
前記第 1プレイヤーより、前記第 2記憶手段に記憶保持された前記第 1育成対象の パラメータデータを前記第 2ゲーム進行手段に変更させる第 2指示の受付けと、 前記第 1記憶手段に記憶保持されて ヽる前記ゲーム価値を減ずると共に、前記第 2記憶手段に記憶保持されている前記第 2育成対象のゲームパラメータを参照しつ つ行われる、前記第 1育成対象のパラメータデータの変更とを具備して成るものも提 供される。 Accepting a second instruction from the first player to change the first game target parameter data stored in the second storage means to the second game advancing means; and storing and holding in the first storage means The game value is reduced and the first There is also provided what comprises the change of the parameter data of the first breeding target which is performed while referring to the game parameter of the second breeding target stored and held in the two storage means.
図面の簡単な説明  Brief Description of Drawings
[0015] [図 1]は、本発明の第 1実施例に係るアーケードゲーム機の構成を示すブロック図で ある。  FIG. 1 is a block diagram showing a configuration of an arcade game machine according to a first embodiment of the present invention.
[図 2]は、同アーケードゲーム機を示す斜視図である。  FIG. 2 is a perspective view showing the arcade game machine.
[図 3]は、同アーケードゲーム機のメイン制御部のハードウェア構成を示すブロック図 である。  FIG. 3 is a block diagram showing a hardware configuration of a main control unit of the arcade game machine.
[図 4]は、同アーケードゲーム機のステーション制御部のハードウェア構成を示すブロ ック図である。  [FIG. 4] is a block diagram showing a hardware configuration of a station control unit of the arcade game machine.
[図 5A]は、プレイヤーデータのデータ構造を示す表である。  [FIG. 5A] is a table showing the data structure of the player data.
[図 5B]は、プレイヤーに配布される磁気カードに書き込まれるデータのデータ構造を 示す表である。  [Fig. 5B] is a table showing the data structure of data written to the magnetic card distributed to players.
[図 6]は、同アーケードゲーム機におけるステーションのディスプレイに表示される育 成画面の一例を示す。  [Fig. 6] shows an example of a training screen displayed on the station display of the arcade game machine.
[図 7]は、同アーケードゲーム機におけるステーションのディスプレイに表示される併 せ馬画面の一例を示す。  [Fig. 7] shows an example of the horse screen displayed on the station display in the arcade game machine.
[図 8]は、本発明の第 2実施例に係るアーケードゲーム機の構成を示すブロック図で ある。  FIG. 8 is a block diagram showing a configuration of an arcade game machine according to the second embodiment of the present invention.
[図 9]は、図 8のアーケードゲーム機におけるステーションのディスプレイに表示される 併せ馬画面の一例を示す。  [Fig. 9] shows an example of the horse screen displayed on the station display in the arcade game machine of FIG.
発明を実施するための最良の形態  BEST MODE FOR CARRYING OUT THE INVENTION
[0016] 以下、本発明を、プレイヤーの持ち馬キャラクタ(育成対象キャラクタ)の育成パラメ ータデータを変更する育成ゲームを実行するとともに、育成した競争馬キャラクタが 参加して他の競争馬キャラクタとともに互いに順位を競い合う競馬レースを実行する 業務用のゲーム装置 (以下、「アーケードゲーム機」という。)に適用した実施例につ いて説明する。 [0017] 図 2に示すように、本発明の第 1実施例に係るアーケードゲーム機 1は、中央部分 に設けられたフィールド 2と、このフィールド 2を取り囲むように設けられた複数のステ ーシヨン 10とを備えている。フィールド 2〖こは、出馬ゲート 3を備える競馬場の馬場 4 が設けられ、この馬場 4内で複数の図示しない模型馬が走行することで競馬レースが 展開される。また、このフィールド 2の周囲には、レースの実況や歓声等を流す複数 のスピーカー 5が配置されている。また、フィールド 2の上方には、ゲーム名称等を表 示するための表示部 6やフィールド 2を照明する照明装置 7が配置されている。これら 表示部 6及び照明装置 7は、支持柱 8により支持されている。 [0016] In the following, the present invention executes a training game for changing the training parameter data of the player's own horse character (a training target character), and the trained racing horse character participates and ranks together with other racing horse characters. An embodiment applied to an arcade game machine (hereinafter referred to as an “arcade game machine”) that executes a horse racing race competing with each other will be described. As shown in FIG. 2, the arcade game machine 1 according to the first embodiment of the present invention includes a field 2 provided in the central portion and a plurality of stations 10 provided so as to surround the field 2. And. Field 2 Saiko has a racetrack 4 with a race gate 3, and a plurality of model horses (not shown) run in the racetrack 4 to develop a race. Around this field 2, there are a number of speakers 5 that are used for racing and cheering. Above the field 2, a display unit 6 for displaying a game name and the like, and a lighting device 7 for illuminating the field 2 are arranged. The display unit 6 and the lighting device 7 are supported by a support column 8.
[0018] 上記ステーション 10には、ゲームの進行に応じたゲーム画面を表示するディスプレ ィ 11と、このディスプレイ 11の表示面に重ね合わされたタツチパネル 12とが設けられ て 、る。プレイヤーがゲーム画面の指示に従 、ディスプレイ 11に表示されたゲーム 画面の所定位置に触ると、タツチパネル 12によりその位置が検出され、アーケードゲ ーム機 1においてプレイヤーの操作内容が認識される。また、ステーション 10には、 プレイヤ一によりゲーム価値であるメダルが投入されるメダル投入部 13、プレイヤー に対してメダルが払い出されるメダル払出口 14および磁気カードを挿入するための 磁気カード差込口 15が設けられている。  [0018] The station 10 is provided with a display 11 for displaying a game screen according to the progress of the game and a touch panel 12 superimposed on the display surface of the display 11. When the player touches a predetermined position on the game screen displayed on the display 11 in accordance with the instructions on the game screen, the touch panel 12 detects the position, and the arcade game machine 1 recognizes the operation content of the player. In addition, the station 10 has a medal insertion portion 13 into which a medal as a game value is inserted by the player, a medal payout exit 14 through which a medal is paid out to the player, and a magnetic card insertion slot 15 into which a magnetic card is inserted. Is provided.
[0019] 上記アーケードゲーム機 1において、プレイヤ一は、競争馬キャラクタの馬主として ゲームに参加することができる。具体的には、プレイヤ一は、複数用意された競争馬 キャラクタの中から好きな競争馬キャラクタを選択し、その競争馬キャラクタを所定枚 数のメダルを支払って取得することができる。取得した競争馬キャラクタの名前は、予 めアーケードゲーム機本体内に記録された中力 選択した名前と、プレイヤーの入 力したプレイヤ一名(例えばプレイヤーの氏名)とを組み合わせることにより作成する ようにしてもよい。そして、プレイヤ一は、取得した競争馬キャラクタの能力を高めるベ く調教を行い、その競争馬キャラクタを育成することができる。この育成処理の詳細に ついては後述する。また、育成した競走馬キャラクタを自分の希望するレースに出走 させることができる。尚、上記アーケードゲーム機 1では、プレイヤーが馬主としてゲ ームに参加する場合のゲームの継続性を確保するため、プレイヤーに配布される磁 気カードを用いることで、別の日にゲームの続きを再開することができる。 [0020] フィールド 2側に配置されるメイン制御部 100は、図 3に示すように、メイン制御装置 101と、フィールド 2における模型馬の走行等を制御するためのフィールド制御装置 1 02と、上記照明装置 7を制御する照明制御装置 103と、上記スピーカー 5で流す歓 声や実況等の音を制御する音響制御装置 104と、プレイヤーごとの各種データを記 録するための SRAM105およびフラッシュメモリ 106と、ゲームに必要なプログラムお よび各種データベースが格納された ROM107とを備える。上記メイン制御装置 101 は、フィールド制御装置 102、照明制御装置 103、音響制御装置 104、 SRAM105 、フラッシュメモり 106および ROM107に、それぞれ接続されている。 ROM107には 、馬主としてプレイするプレイヤ一により選択される予め多種類用意された馬名デー タとその音声データ、各馬に関する各種データ、レースの日程等のデータベースが 格納されている。 [0019] In the arcade game machine 1, the player can participate in a game as a horse of a competitive horse character. Specifically, the player can select a favorite racehorse character from a plurality of racehorse characters prepared, and can acquire the racehorse character by paying a predetermined number of medals. The name of the acquired racehorse character is created by combining the name selected in advance in the arcade game machine body with the name of the player entered by the player (for example, the player's name). May be. Then, the player can train to increase the ability of the acquired competitive horse character, and train the competitive horse character. Details of this training process will be described later. In addition, the trained racehorse character can run in the race he desires. In addition, in the above arcade game machine 1, in order to ensure the continuity of the game when the player participates in the game as a horse owner, the game can be continued on another day by using a magnetic card distributed to the player. Can be resumed. As shown in FIG. 3, the main control unit 100 arranged on the field 2 side includes a main control device 101, a field control device 102 for controlling the running of a model horse in the field 2, and the like A lighting control device 103 for controlling the lighting device 7, a sound control device 104 for controlling sounds such as cheering and live performances from the speaker 5, an SRAM 105 and a flash memory 106 for recording various data for each player, And a ROM 107 in which programs necessary for the game and various databases are stored. The main control device 101 is connected to the field control device 102, the illumination control device 103, the acoustic control device 104, the SRAM 105, the flash memory 106, and the ROM 107, respectively. The ROM 107 stores a database of horse name data and voice data prepared in advance, selected by a player who plays as a horse owner, various data related to each horse, race schedules, and the like.
[0021] 各ステーション 10に設けられているステーション制御部 200は、図 4に示すように、 ステーション制御装置 201と、メダルの払い出し等を管理するメダル管理装置 202と 、プレイヤーの各種データを一時的に記録する RAM203と、磁気カード差込口 15 に差し込まれた磁気カードの磁気データを読み取る磁気データ読取装置 204と、磁 気カードに IDコード等の各種データを書き込むための磁気データ書込装置 205とを 備える。上記ステーション制御装置 201は、メダル管理装置 202、 RAM203、磁気 データ読取装置 204及び磁気データ書込装置 205に、それぞれ接続されている。ま た、このステーション制御装置 201は、ステーション 10に設けられた、図 2に示すディ スプレイ 11及びタツチパネル 12、メダル投入部 13を介して投入されたメダルを検出 する図示しないメダル投入センサ、磁気カード差込口 15に差し込まれた磁気カード を駆動するための図示しない磁気カード駆動装置等にも、それぞれ接続されている。  As shown in FIG. 4, the station control unit 200 provided in each station 10 temporarily stores a station control device 201, a medal management device 202 that manages the payout of medals, and various data of players. A magnetic data reading device 204 for reading magnetic data of a magnetic card inserted in the magnetic card insertion slot 15 and a magnetic data writing device 205 for writing various data such as an ID code to the magnetic card. And. The station control device 201 is connected to a medal management device 202, a RAM 203, a magnetic data reading device 204, and a magnetic data writing device 205, respectively. In addition, the station control device 201 includes a medal insertion sensor (not shown) and a magnetic card which are provided in the station 10 and detect medals inserted through the display 11 and the touch panel 12 and the medal insertion unit 13 shown in FIG. Each is also connected to a magnetic card driving device (not shown) for driving the magnetic card inserted into the insertion slot 15.
[0022] また、各ステーション 10側のステーション制御装置 201は、図 3及び図 4に示すよう に、フィールド 2側のメイン制御装置 101に接続されており、これらの間で必要な通信 が可能となっている。  In addition, as shown in FIGS. 3 and 4, the station control device 201 on each station 10 side is connected to the main control device 101 on the field 2 side, and necessary communication can be performed between them. It has become.
[0023] プレイヤーごとに記録、管理されるプレイヤーデータのデータ構造の一例図 5Aに 示す。このプレイヤーデータは、プレイヤーごとに割当てられるプレイヤー特定情報と しての IDコード、そのプレイヤーに関する個人データ、そのプレイヤーの持ち馬キヤ ラクタ (育成対象キャラクタ)に関する持ち馬情報、そのプレイヤーが最後にゲームを 行った日を特定するための最終プレイ日データ、データの更新を記録する書換デー タ、磁気カードの改窒防止等を目的とするチェックコード等が含まれている。また、こ のプレイヤーデータには、そのプレイヤーのゲーム履歴データのほ力、ゲーム進行に 関係のない画面レイアウト等のデータも含まれている。上記 IDコードは、 1人のプレイ ヤーに対して 1つだけ割当てられる番号であり、他のプレイヤーデータと IDが重複し ないように設定される。尚、上記個人データ、上記持ち馬情報及び上記最終プレイ 日データは、中断されたゲームの継続性を確保するためのゲーム履歴データとして 用いられる。このプレイヤーデータは、図 3に示した SRAM105又はフラッシュメモリ 1 06に保存される。 [0023] FIG. 5A shows an example of the data structure of player data recorded and managed for each player. This player data consists of an ID code as player-specific information assigned to each player, personal data about that player, Information on horses related to Lacta (characters to be trained), last play date data to identify the date the player last played, rewrite data to record data updates, prevention of denitrification of magnetic cards, etc. The check code and so on are included. The player data also includes data such as the game history data of the player and screen layouts that are not related to the game progress. The above ID code is a number assigned only to one player, and is set so that the ID does not overlap with other player data. The personal data, the horse information, and the last play date data are used as game history data for ensuring the continuity of the interrupted game. This player data is stored in the SRAM 105 or the flash memory 106 shown in FIG.
[0024] 上記個人データには、プレイヤ一名、総プレイ回数などのプレイヤ一個人に関する データが含まれている。この個人データは、プレイヤ一名を持ち馬の冠名として用い るようにゲーム内容に反映されるデータとして使用されたり、顧客管理データとして利 用されたりする。  [0024] The personal data includes data related to one player, such as one player and the total number of plays. This personal data is used as data reflected in the game contents so that one player is used as the name of a horse's crown, or is used as customer management data.
[0025] 上記持ち馬情報には、持ち馬キャラクタごとに、持ち馬の名前を特定するための馬 名コード、成長の仕方の特徴を示す成長カーブを特定される馬タイプデータ、性別、 年齢、出走回数、スピード、スタミナ、コンディション、獲得賞金累積額、過去のレース ごとの戦績 (例えば 1着、 2着、 3着あるいは着外)等が含まれている。馬名コードは、 上記 ROM107に格納された馬名データのデータベース内の各馬名データと関連付 けられており、この馬名コードに基づき、馬名データを読み出してゲームに使用する  [0025] The above-mentioned horse information includes, for each horse character, a horse name code for specifying the name of the horse, horse type data for specifying a growth curve indicating characteristics of the growth method, gender, age, It includes the number of starts, speed, stamina, conditions, accumulated prize money, and the results of each past race (eg 1st, 2nd, 3rd or outside). The horse name code is associated with each horse name data in the horse name data database stored in the ROM 107, and based on this horse name code, the horse name data is read and used in the game.
[0026] プレイヤーがプレイを中断するときに、上記磁気カードに書き込まれる書込データ のデータ構造の一例を図 5Bに示す。この書込データには、上記プレイヤーデータの 中の一部が記録される。具体的には、上記 IDコード及び上記チェックコードと、ゲー ム進行に関係のない画面レイアウト等のデータが記録される。 FIG. 5B shows an example of the data structure of the write data written to the magnetic card when the player interrupts play. A part of the player data is recorded in the write data. Specifically, the ID code and the check code, and data such as a screen layout not related to the game progress are recorded.
[0027] 馬主としてプレイするプレイヤ一は、ゲームを再開しょうとする場合、任意のステー シヨン 10で上記磁気カードを挿入する。これにより、その磁気カードに記録されたチ エックコードを読み込んで、これに書き込まれて 、るデータが正常なものである力否 かを判断した後、その磁気カードに記録された IDコードを読み込む。そして、この ID コードに対応するプレイヤーデータを、図 3に示す SRAM105又はフラッシュメモリ 1 06から読み出す。読み出されたプレイヤーデータは、上記ステーション 10における 図 4に示した RAM203に読み込まれ、所定の処理に利用される。これにより、プレイ ヤーは、磁気カードを用いることで、何時でもゲームの続きを再開することができ、自 分が育成した競走馬キャラクタを継続的に使用してゲームを楽しむことができる。 [0027] A player who plays as a horse owner inserts the magnetic card at an arbitrary station 10 in order to resume the game. As a result, the check code recorded on the magnetic card is read and written, and the data is normal. After that, the ID code recorded on the magnetic card is read. Then, the player data corresponding to the ID code is read from the SRAM 105 or the flash memory 106 shown in FIG. The read player data is read into the RAM 203 shown in FIG. 4 in the station 10 and used for predetermined processing. Accordingly, the player can resume the game at any time by using the magnetic card, and can continuously enjoy the game using the racehorse character that he / she has trained.
[0028] また、上記アーケードゲーム機 1においては、所定のサイクルに従って現実の中央 競馬と同一名称のレースが順次開催される。 1年分のレースとして約 60のレースが用 意されており、レースごとに、メダルをベットのための時間すなわちゲーム上における 投票券 (馬券)を購入するための時間、模型馬によりレースが行われる時間、レース 結果を表示するための時間が確保される。プレイヤ一は、レースごとに勝ち馬を予想 し、自由に馬券を購入することができる。この馬券の購入は、メダルをベットすることに より行い、購入した馬券がレースの結果と一致していれば、メダルのベット数とォッズ に応じた枚数のメダルが配当として払い出される。上記アーケードゲーム機 1では、 投票法の種類として、単勝、馬連、馬単、ワイドの 4種類が用意されており、プレイヤ 一は、いずれかの投票法を用いて、勝ち馬となる競争馬キャラクタを予想し、その競 争馬キャラクタにベットする。 [0028] In the arcade game machine 1, races having the same names as those of the actual central horse race are sequentially held according to a predetermined cycle. Approximately 60 races are prepared for one year, and for each race, a race is held by a model horse for the time to bet a medal, that is, the time to purchase a voting ticket (game ticket) in the game. Time to display the race results. The player can predict the winning horse at each race and can purchase the betting ticket freely. This betting ticket is purchased by betting medals, and if the purchased betting ticket matches the result of the race, the number of medals according to the number of bets and odds is paid out as a dividend. In the above arcade game machine 1, there are four types of voting methods: single win, horse run, single horse, and wide. A player can use one of the voting methods to make a winning horse Bet on the racehorse character.
[0029] 以下、プレイヤーの持ち馬キャラクタの育成処理について説明する。 [0029] Hereinafter, the breeding process of the player's own horse character will be described.
図 1に示すように、本実施例のアーケードゲーム機 1は、ゲーム価値量データ記憶 手段、育成パラメータデータ記憶手段、操作受付手段、第 1キャラクタ特定情報受取 手段、第 2キャラクタ特定情報受取手段、育成ゲーム進行手段、競争ゲーム進行手 段、勝敗決定手段、ベット決定手段、ゲーム価値受取手段及びゲーム価値払出手段 を有している。  As shown in FIG. 1, the arcade game machine 1 according to the present embodiment includes a game value data storage unit, a training parameter data storage unit, an operation reception unit, a first character identification information reception unit, a second character identification information reception unit, It has a training game progress means, a competitive game progress means, a win / loss determination means, a bet determination means, a game value receiving means, and a game value paying means.
[0030] 上記ゲーム価値量データ記憶手段は、ゲーム価値量データであるメダルデータを 記憶するものであって、主にメダル管理装置 202内のメモリにより構成される。プレイ ヤーが有体物のゲーム価値媒体であるメダルをステーション 10のメダル投入部 13に 投入すると、その枚数がカウントされて、カウントされた枚数に相当する分だけゲーム 価値量データ記憶手段内のメダルデータが増加する。 [0031] 上記育成パラメータデータ記憶手段は、複数の持ち馬キャラクタ (育成対象キャラク タ)の勝率決定データ (育成パラメータデータ)を、対応する持ち馬キャラクタごとに記 憶している。持ち馬キャラクタの勝率決定データは、その馬主であるプレイヤーの ID コード (プレイヤー特定情報)に関連付けられた状態で記憶している。この育成パラメ ータデータ記憶手段は、主に上記メイン制御部の SRAM105又はフラッシュメモリ 1 06により構成される。この育成パラメータデータ記憶手段は、プレイヤーの持ち馬に 係る競走馬キャラクタ以外の競走馬キャラクタすなわちコンピュータ馬である競走馬 キャラクタの勝率決定データも記憶している。ただし、コンピュータ馬である競走馬キ ャラクタは、プレイヤーが育成することができないので、育成対象キャラクタではない。 したがって、コンピュータ馬である競走馬キャラクタの勝率決定データは育成パラメ一 タデータではない。 The game value amount data storage means stores medal data which is game value amount data, and is mainly configured by a memory in the medal management device 202. When a player inserts a medal, which is a tangible game value medium, into the medal insertion unit 13 of the station 10, the number of the medals is counted, and the medal data in the game value amount data storage means is equivalent to the counted number. To increase. [0031] The training parameter data storage means stores winning rate determination data (nurturing parameter data) of a plurality of owned horse characters (cultivating target characters) for each corresponding owned horse character. The winning rate determination data of the owned horse character is stored in a state associated with the ID code (player specifying information) of the player who is the owner. This growth parameter data storage means is mainly constituted by the SRAM 105 or the flash memory 106 of the main control unit. This breeding parameter data storage means also stores winning rate determination data for racehorse characters other than racehorse characters related to the player's horses, ie, racehorse characters that are computer horses. However, the racehorse character that is a computer horse is not a breeding target character because the player cannot train it. Therefore, winning rate determination data for racehorse characters that are computer horses is not breeding parameter data.
[0032] 本実施例における勝率決定データとしては、基本データ (メダル価値データ)、コン ディションデータ、騎手データ及び年齢データを用いる。このメダル価値データとは、 その競走馬キャラクタの総合的な能力を示す数値データであり、おおよそプレイヤー がその競走馬キャラクタに対して後述する育成処理を行うことにより費やしたメダル枚 数に相当するものである。コンディションデータ、騎手データ及び年齢データは、後 述するように勝率データを算出する際に、上記メダル価値データの数値をどの程度 下げるかを決めるためのデータである。なお、勝率決定データとして用いるデータは 、これらのデータに限らず、適宜選択される。  As win rate determination data in the present embodiment, basic data (medal value data), condition data, jockey data, and age data are used. This medal value data is numerical data indicating the overall ability of the racehorse character, which roughly corresponds to the number of medals that the player spends by performing the training process described later on the racehorse character. It is. Condition data, jockey data, and age data are data for determining how much the numerical value of the medal value data should be reduced when calculating the winning percentage data as will be described later. Note that the data used as the winning percentage determination data is not limited to these data and is appropriately selected.
[0033] 上記操作受付手段は、プレイヤーのベット操作、育成開始操作、育成中におけるム チ操作 (特定操作)などを受け付けるためのものであり、主に上記タツチパネル 12、ス テーシヨン制御装置 201及びメイン制御装置 101により構成される。プレイヤーがべ ット操作するに当たり、ステーション 10のディスプレイ 11には、ォッズ表や、プレイヤ 一がベットする 2つの競走馬キャラクタを選択してそのベット対象にベットするメダル 枚数を入力するための操作ボタン画像等が表示される。プレイヤ一は、そのディスプ レイ 11の表示内容に従ってタツチパネル 12を操作し、ベット操作を行う。また、プレイ ヤーが育成開始操作するに当たっては、ステーション 10のディスプレイ 11には、後 述する育成画面が表示され、プレイヤ一は、その育成画面上の各種育成指示ボタン を操作して、育成指示を行う。育成中におけるムチ操作については後述する。 [0033] The operation accepting means is for accepting a player's bet operation, breeding start operation, whip operation (specific operation) during the breeding, and the like, mainly the touch panel 12, the station control device 201 and the main operation. The controller 101 is configured. When the player performs the bet operation, the display 11 of the station 10 has an operation table for selecting the odds table and the number of medals to bet on the betting object by selecting two racehorse characters to be bet by the player. Images etc. are displayed. The player operates the touch panel 12 in accordance with the display contents of the display 11 and performs a bet operation. In addition, when the player performs a training start operation, a training screen described later is displayed on the display 11 of the station 10, and the player can select various training instruction buttons on the training screen. To give instructions for breeding. The whip operation during the training will be described later.
[0034] 上記第 1キャラクタ特定情報受取手段は、後述の育成処理によって育成される第 1 の育成対象キャラクタを特定するための第 1キャラクタ特定情報を受け取るものである 。この第 1キャラクタ特定情報受取手段は、主に磁気情報読取装置 204、ステーショ ン制御装置 201、メイン制御装置 101から構成される。具体的に説明すると、プレイ ヤーがいずれかのステーション 10で上記磁気カードを挿入すると、その磁気カード に記録された IDコードを磁気情報読取装置 204が読み取り、この IDコードに対応す るプレイヤーデータが、メイン制御部 100の SRAM105又はフラッシュメモリ 106から 読み出され、そのプレイヤーデータが上記ステーション 10におけるステーション制御 部 200の RAM203〖こ読み込まれる。本実施例においては 1つのプレイヤーデータ に対して 1つの持ち馬情報が含まれている。すなわち、そのプレイヤーデータに係る I Dコードにより 1つの持ち馬キャラクタを特定することができる。本実施例では、この ID コードが第 1キャラクタ特定情報となる。  [0034] The first character specifying information receiving means receives first character specifying information for specifying a first breeding target character to be nurtured by a nurturing process described later. The first character specifying information receiving means mainly includes a magnetic information reading device 204, a station control device 201, and a main control device 101. Specifically, when the player inserts the magnetic card at any of the stations 10, the magnetic information reader 204 reads the ID code recorded on the magnetic card, and the player data corresponding to the ID code is read. Then, the data is read from the SRAM 105 or the flash memory 106 of the main control unit 100, and the player data is read from the RAM 203 of the station control unit 200 in the station 10. In this embodiment, one player information is included for one player data. In other words, one horse character can be specified by the ID code related to the player data. In this embodiment, this ID code is the first character specifying information.
[0035] なお、 1つのプレイヤーデータに対して複数の持ち馬情報を含めることも可能であ る。この場合、持ち馬情報に含まれる馬名コードなど、 1つの持ち馬キャラクタを特定 し得る情報を第 1キャラクタ特定情報として用いればよい。そして、育成処理を行う際 にプレイヤーがステーション 10のタツチパネル 12を操作してこれから育成しょうとする 持ち馬キャラクタを指定することにより、その操作に係る馬名コード等を受け取るよう にする。  [0035] It is possible to include multiple pieces of horse information for one player data. In this case, information that can identify a single horse character, such as a horse name code included in the horse information, may be used as the first character specifying information. Then, when performing the breeding process, the player operates the touch panel 12 of the station 10 and designates the horse character to be trained, so that the horse name code or the like related to the operation is received.
[0036] 上記第 2キャラクタ特定情報受取手段は、後述の育成処理によって育成される第 1 の育成対象キャラクタとは別の第 2の育成対象キャラクタを特定するための第 2キャラ クタ特定情報を受け取るものである。この第 2キャラクタ特定情報受取手段は、主に磁 気情報読取装置 204、ステーション制御装置 201、メイン制御装置 101から構成され る。具体的に説明すると、第 1の育成対象キャラクタについて育成処理を行うにあたり 、そのステーション 10のディスプレイ 11には、すでに挿入されている磁気カード(第 1 磁気カード)とは別の磁気カード (第 2磁気カード)の挿入を求めるメッセージが表示 される。このメッセージを受けてプレイヤーが第 2磁気カードをそのステーション 10に 挿入すると、その第 2磁気カードに記録された IDコードを磁気情報読取装置 204が 読み取る。そして、この IDコードに対応するプレイヤーデータ力 メイン制御部 100の SRAM105又はフラッシュメモリ 106から読み出され、そのプレイヤーデータが上記 ステーション 10におけるステーション制御部 200の RAM203に読み込まれる。本実 施例においては、上述したようにプレイヤーデータに係る IDコードにより 1つの持ち 馬キャラクタを特定できるので、本実施例ではこの IDコードが第 2キャラクタ特定情報 となる。 [0036] The second character specifying information receiving means receives second character specifying information for specifying a second breeding target character different from the first breeding target character nurtured by the below-described breeding process. Is. This second character specifying information receiving means mainly comprises a magnetic information reading device 204, a station control device 201, and a main control device 101. Specifically, when performing the breeding process on the first breeding character, the display 11 of the station 10 has a magnetic card (second magnetic card) different from the magnetic card (first magnetic card) already inserted. A message prompting you to insert a magnetic card is displayed. In response to this message, when the player inserts the second magnetic card into the station 10, the magnetic information reader 204 uses the ID code recorded on the second magnetic card. read. Then, the player data force corresponding to this ID code is read from the SRAM 105 or the flash memory 106 of the main controller 100, and the player data is read into the RAM 203 of the station controller 200 in the station 10. In this embodiment, as described above, one horse character can be specified by the ID code related to the player data. Therefore, in this embodiment, this ID code becomes the second character specifying information.
[0037] なお、 1つのプレイヤーデータに対して複数の持ち馬情報を含める場合、持ち馬情 報に含まれる馬名コードなど、 1つの持ち馬キャラクタを特定し得る情報を第 2キャラ クタ特定情報として用いればよい。そして、第 1の育成対象キャラクタについて育成処 理を行う際に第 2磁気カードを挿入し、プレイヤーがステーション 10のタツチパネル 1 2を操作して、その IDコードに係るプレイヤーデータの中から当該育成処理に用いる 第 2の育成対象キャラクタを指定することにより、その操作に係る馬名コード等を受け 取るよう〖こする。  [0037] When multiple pieces of horse information are included in one player data, information that can specify one horse character, such as the horse name code included in the horse information, is specified as the second character specifying information. May be used. Then, when performing the breeding process for the first breeding character, the second magnetic card is inserted, and the player operates the touch panel 12 of the station 10 to perform the breeding process from the player data related to the ID code. By specifying the second breeding target character to be used for the training, he / she will receive the horse name code related to the operation.
[0038] 上記育成ゲーム進行手段は、上記操作受付手段が所定の育成開始操作を受け付 けたら、上記第 1キャラクタ特定情報受取手段が受け取った第 1キャラクタ特定情報 (I Dコード)に基づいて上記第 1の育成対象キャラクタを特定して、上記育成パラメータ データ記憶手段に記憶された該第 1の育成対象キャラクタの育成パラメータデータを 変更する育成処理を行う。この育成処理では、上記第 2キャラクタ特定情報受取手段 が受け取った第 2キャラクタ特定情報 (第 2磁気カードの IDコード)により特定される第 2の育成対象キャラクタの育成対象パラメータデータを上記育成パラメータデータ記 憶手段力 読み出し、該第 2の育成対象キャラクタの育成対象パラメータデータを用 いて上記第 1の育成対象キャラクタの育成パラメータデータを変更する。また、この育 成ゲーム進行手段は、上記操作受付手段が所定の育成開始操作を受け付けたら、 上記ゲーム価値量データ記憶手段に記憶されたゲーム価値量データから所定量を 減算する処理も行う。この育成ゲーム進行手段は、主にステーション制御装置 201及 びメダル管理装置 202から構成される。具体的には、プレイヤーが行った育成開始 操作の内容を示す操作データは、ステーション 10のタツチパネル 12からステーション 制御装置 201に送られ、ステーション制御装置 201により育成処理が行われる。また 、プレイヤーが行った育成開始操作の内容を示す操作データを受け取ったステーシ ヨン制御装置 201は、メダル管理装置 202により所定枚数分のメダルデータを減算す る処理を行う。 [0038] When the operation accepting unit accepts a predetermined breeding start operation, the breeding game progressing unit is configured to perform the above-described operation based on the first character specifying information (ID code) received by the first character specifying information receiving unit. A first breeding target character is specified, and a breeding process is performed to change the breeding parameter data of the first breeding target character stored in the breeding parameter data storage unit. In this breeding process, the breeding parameter data of the second breeding target character specified by the second character specifying information (ID code of the second magnetic card) received by the second character specifying information receiving means is used as the training parameter data. The storage means power is read, and the breeding parameter data of the first breeding target character is changed using the breeding target parameter data of the second breeding target character. The breeding game progression means also performs a process of subtracting a predetermined amount from the game value amount data stored in the game value amount data storage means when the operation accepting means accepts a predetermined growth start operation. This breeding game progress means mainly comprises a station control device 201 and a medal management device 202. Specifically, the operation data indicating the contents of the start-up operation performed by the player is sent from the touch panel 12 of the station 10 to the station control device 201, and the station control device 201 performs the growth processing. Also Upon receiving the operation data indicating the content of the breeding start operation performed by the player, the station control device 201 performs a process of subtracting a predetermined number of pieces of medal data by the medal management device 202.
この育成ゲーム進行手段による育成処理の具体的内容は、次のとおりである。 プレイヤーが育成を行う旨の操作をタツチパネル 12に対して行うと、そのステーショ ン 10では育成モードに移行し、ディスプレイ 11に図 6に示すような育成画面が表示さ れ、プレイヤ一は各種育成指示操作を行うことが可能になる。この育成画面には、図 6に示すようにプレイヤーの持ち馬の画像が表示される。その育成画面の下部には、 「芝」、「ウッドチップ」、「ダート」、「坂路」及び「併せ馬」という 5種類の育成方法を選 択するためのボタンが表示されている。プレイヤ一は、いずれかの育成方法のボタン をタツチすることで、その育成方法による育成処理を自分の持ち馬キャラクタ (第 1の 育成対象キャラクタ)に対して行うことができる。具体的には、「芝」、「ウッドチップ」、「 ダート」及び「併せ馬」による育成処理では、例えば 2枚のメダルを費やすことで、自 分の持ち馬キャラクタのメダル価値データ(育成対象パラメータデータ)の数値を変化 させることができる。これらの育成処理は、メダル価値データの変化量がそれぞれ異 なっており、例えば、「芝」の育成処理は 0〜4のいずれかの数値分だけメダル価値デ ータの数値が変化し、「ウッドチップ」の育成処理は必ず 2だけメダル価値データの数 値が変化し、「ダート」の育成処理は 1〜5のいずれかの数値分だけメダル価値デ ータの数値が変化する。なお、「芝」と「ダート」の育成処理におけるメダル価値データ の数値変化量は乱数抽選により決定する。なお、「併せ馬」による育成処理の詳細に ついては後述する。一方、「坂路」による育成処理では、例えば 2枚のメダルを費やす ことで、 自分の持ち馬に係る競走馬キャラクタのコンディションデータ (育成対象パラメ ータデータ)の数値を変化させることができる。コンディションデータは、 0〜100%の 数値であり、この数値が 100%であれば、レース時における上記パラメータ値の算出 に際してコンディションデータによるメダル価値データの数値減算量は 0となり、 0% であれば、レース時における上記パラメータ値の算出に際してコンディションデータ によるメダル価値データの数値減算量は、コンディションデータによりメダル価値デー タの数値を減算する既定最大値となる。 [0040] 上記競争ゲーム進行手段は、出走する複数の競争馬キャラクタが互いに順位を競 い合う上述した競馬レースを進行し、また、これらの競馬レースで勝つ競争馬キャラク タをプレイヤーが予想する予想ゲームを進行する。この競争ゲーム進行手段は、主 に上記メイン制御部により構成される。 The specific contents of the training process by the training game progress means are as follows. When the player performs an operation for training on the touch panel 12, the station 10 shifts to the training mode, and the training screen as shown in FIG. The operation can be performed. As shown in FIG. 6, an image of the player's horse is displayed on this training screen. At the bottom of the training screen, there are buttons for selecting five types of training methods: “turf”, “woodchip”, “dirt”, “slope”, and “tandem horse”. The player can touch the button of one of the breeding methods to perform the breeding process by the breeding method for his own horse character (first breeding target character). Specifically, in the breeding process using “turf”, “woodchip”, “dirt”, and “combined horse”, for example, by spending two medals, the medal value data of your own horse character Parameter data) can be changed. These training processes differ in the amount of change in medal value data. For example, in the lawn process, the value of medal value data changes by one of the numerical values 0 to 4. The value of the medal value data always changes by 2 for the “woodchip” breeding process, and the value of the medal value data changes by one of the values 1 to 5 for the “dirt” breeding process. The amount of change in the medal value data in the “turf” and “dirt” training processes is determined by random number drawing. The details of the breeding process using the “horse horse” will be described later. On the other hand, in the breeding process by “Sakaji”, for example, by spending two medals, the numerical value of the condition data (training parameter data) of the racehorse character related to his own horse can be changed. The condition data is a numerical value of 0 to 100%. If this value is 100%, the numerical value subtraction amount of the medal value data by the condition data is 0 when calculating the parameter value at the time of the race, and if it is 0% When calculating the above parameter values during a race, the numerical value subtraction amount of the medal value data by the condition data is a predetermined maximum value by which the numerical value of the medal value data is subtracted by the condition data. [0040] The competitive game progress means is configured to perform the above-described horse race in which a plurality of race horse characters that compete for each other compete with each other in rank, and the player predicts a race horse character to win in these horse races. Progress the game. This competitive game progression means is mainly constituted by the main control unit.
[0041] 上記勝敗決定手段は、主に上記メイン制御部により構成される。この勝敗決定手段 は、レースに出走する 8つの競走馬キャラクタの各勝率データに基づいて、上記競争 ゲーム進行手段が進行するレースで 1位になる競走馬キャラクタを抽選により決定す るとともに、残りの競走馬キャラクタの中から、下記の数式(1)から得られる該残りの競 走馬キャラクタの修正勝率データ X'を用いて、最下位までの競走馬キャラクタを抽選 により順次決定する。  [0041] The winning / losing determining means is mainly constituted by the main control unit. This winning / losing determining means determines the racehorse character that is ranked first in the race in which the above-mentioned competitive game progressing means progresses by lottery based on the winning percentage data of the eight racing horse characters running in the race, and the remaining From the racehorse characters, the racehorse characters up to the lowest rank are sequentially determined by lottery using the corrected win rate data X ′ of the remaining racehorse characters obtained from the following formula (1).
[0042] X' =X/ (1 -Y) (1)  [0042] X '= X / (1 -Y) (1)
ただし、 Xは算出対象となる各競走馬キャラクタの勝率データであり、 Υは既に順位が 決定した競走馬キャラクタの勝率データの総和である。  Here, X is the winning percentage data of each racehorse character to be calculated, and Υ is the sum of the winning percentage data of racehorse characters whose ranks have already been determined.
[0043] 上記勝敗決定手段の具体的動作について説明すると、まず、各競走馬キャラクタ の勝率データを各競走馬キャラクタの抽選確率データとした抽選テーブルを生成す る。この抽選テーブルは、メイン制御装置 101で生成可能な全乱数を、各競走馬キヤ ラクタの勝率データの比率に従って按分し、各競走馬キャラクタに対応付けたもので ある。そして、メイン制御装置 101は、 1位になる競走馬キャラクタを決定すべく 1つの 乱数を生成し、その生成した乱数と上記抽選テーブルとを比較し、当該乱数に対応 した競走馬キャラクタを特定する。これにより、上記競争ゲーム進行手段は、この競走 馬キャラクタが 1位になるようにレースを進行することになる。  [0043] The specific operation of the winning / losing determining means will be described. First, a lottery table is generated using the winning percentage data of each racehorse character as the lottery probability data of each racehorse character. In this lottery table, all random numbers that can be generated by the main controller 101 are prorated according to the ratio of winning rate data of each racehorse character, and are associated with each racehorse character. Then, the main control device 101 generates one random number to determine the racehorse character that is ranked first, compares the generated random number with the lottery table, and identifies the racehorse character corresponding to the random number. . As a result, the competitive game progress means advances the race so that the racehorse character is ranked first.
[0044] 次に、メイン制御装置 101は、 1位に決定された競走馬キャラクタの勝率データと、 残りの競走馬キャラクタの各勝率データの各々とを上記数式(1)に代入し、当該残り の競走馬キャラクタの修正勝率データ X '〜Χ [0044] Next, the main control device 101 substitutes the winning percentage data of the racehorse character determined as the first place and each winning percentage data of the remaining racehorse characters into the above formula (1), Corrected win rate data X '~ Χ for racehorse characters
1 7 'をそれぞれ算出する。そして、算出さ れた各修正勝率データ X '〜χ 'をそれらの競走馬キャラクタの抽選確率データとし  Calculate 1 7 'respectively. Then, each calculated winning percentage data X ′ to χ ′ is used as the lottery probability data of those racehorse characters.
1 7  1 7
た新たな抽選テーブルを生成する。その後、メイン制御装置 101は、 2位になる競走 馬キャラクタを決定すべく 1つの乱数を生成し、その生成した乱数と上記新たな抽選 テーブルとを比較し、当該乱数に対応した競走馬キャラクタを特定する。これにより、 上記競争ゲーム進行手段は、この競走馬キャラクタが 2位になるようにレースを進行 することになる。以下、同様にして、最終順位までの競走馬キャラクタを決定する。 A new lottery table is generated. After that, the main control device 101 generates one random number to determine the second-placed racehorse character, compares the generated random number with the new lottery table, and selects the racehorse character corresponding to the random number. Identify. This The above-mentioned competitive game progress means will advance the race so that this racehorse character is ranked second. Thereafter, the racehorse characters up to the final rank are determined in the same manner.
[0045] 上記勝率データの算出は、上記勝率決定データ記憶手段に記憶された勝率決定 データを用いて行われる。勝敗決定手段は、上記競争ゲーム進行手段が上記予想 レースの進行を開始する前に、メイン制御装置 101が当該レースに出走する 8つの競 走馬キャラクタが決定したら、各競走馬キャラクタに対応した勝率決定データを用い て、各競走馬キャラクタの勝率データを算出する。なお、この 8つの競走馬キャラクタ の中にプレイヤーの持ち馬キャラクタが含まれる場合、その持ち馬キャラクタに対応 する勝率決定データは、上述した育成処理により変化可能な育成対象パラメータデ ータである。上記勝率データの算出について具体的に説明すると、各競走馬キャラク タのメダル価値データに係る数値を、その競走馬キャラクタのパラメータ値の最大値 とし、その数値から、レース時におけるコンディションデータ、騎手データ及び年齢デ 一タカ 所定の算出式により決定される減算値を減算して、それを当該レース時にお けるその競走馬キャラクタのパラメータ値とする。そして、当該レースに出走する全競 走馬キャラクタのパラメータ値の合算値に対する、各競走馬キャラクタのパラメータ値 の割合をそれぞれ算出し、各算出値を各競走馬キャラクタの勝率データとする。この 勝率データは、レースに出走する各競争馬キャラクタごとに、その競争馬キャラクタが 当該レースで 1位になる確率を示すものである。各競走馬キャラクタの勝率データは 、レースに出走する他の競走馬キャラクタの勝率決定データの数値によって変動する ものであり、同じ競争馬キャラクタであってもレースごとに勝率データは異なってくる。 The calculation of the winning percentage data is performed using the winning percentage determination data stored in the winning percentage determination data storage means. The winning / losing determining means determines the winning rate corresponding to each racehorse character when the main control device 101 determines eight racehorse characters to run in the race before the competitive game proceeding means starts the prediction race. Using the data, the winning percentage data for each racehorse character is calculated. If the player's own horse character is included in the eight racehorse characters, the winning rate determination data corresponding to the horse character is the training target parameter data that can be changed by the above-described breeding process. The calculation of the winning percentage data will be described in detail. The numerical value related to the medal value data of each racehorse character is the maximum value of the parameter value of the racehorse character. And age delimiter Subtract the subtraction value determined by a predetermined calculation formula and use it as the parameter value of the racehorse character at the time of the race. Then, the ratio of the parameter value of each racehorse character to the total value of the parameter values of all racehorse characters running in the race is calculated, and each calculated value is used as the win rate data of each racehorse character. This win rate data indicates the probability that each racehorse character running in the race will be ranked first in that race. The winning percentage data of each racehorse character varies depending on the value of the winning percentage determination data of other racehorse characters running in the race, and the winning percentage data varies from race to race even for the same racehorse character.
[0046] 上記ベット決定手段は、上記操作受付手段が受け付けたベット操作に基づき、その 投票法に応じた数の競走馬キャラクタを選択し、かつ、その選択した競走馬キャラク タにベットするメダル枚数を決定する。詳しくは、単勝の場合には 1つの競走馬キャラ クタ単位でベットし、馬連、馬単及びワイドの場合には 2つの競走馬キャラクタ単位で ベットする。上記ベット決定手段は、主にステーション制御装置 201及びメイン制御装 置 101から構成される。具体的には、プレイヤーが行ったベット操作の内容を示す操 作データは、ステーション 10のタツチパネル 12からステーション制御装置 201を介し てメイン制御装置 101に送られる。メイン制御装置 101は、その操作データに基づい て競走馬キャラクタを選択し、かつ、その選択した競走馬キャラクタに対してベットす るメダル枚数を決定する。このようなプレイヤーのベット内容は、プレイヤーごとに SR AM105およびフラッシュメモリ 106に記憶される。 [0046] The betting determination means selects the number of racehorse characters according to the voting method based on the betting operation accepted by the operation acceptance means, and the number of medals to bet on the selected racehorse character To decide. For details, bet on one racehorse character unit in the case of a win, and bet on two racehorse characters in the case of a horse run, single horse and wide. The betting determination means mainly comprises a station control device 201 and a main control device 101. Specifically, operation data indicating the content of the bet operation performed by the player is sent from the touch panel 12 of the station 10 to the main control device 101 via the station control device 201. The main control device 101 is based on the operation data. The racehorse character is selected, and the number of medals to bet on the selected racehorse character is determined. Such bet contents of the player are stored in the SR AM 105 and the flash memory 106 for each player.
[0047] 上記ゲーム価値受取手段は、上記ベット決定手段が決定したメダル枚数分のメダ ルを、そのベット操作を行ったプレイヤ一力も受け取るためのものである。具体的には 、ステーション 10のメダル投入部 13に投入されたメダルは、その枚数がカウントされ て、メダルデータとして上記メダル管理装置 202により管理される。このメダル管理装 置 202は、プレイヤーとアーケードゲーム機 1との間でやりとりされるメダルを管理する ものである。プレイヤーからメダルを受け取る場合、メダル管理装置 202がその受け 取るメダル枚数分だけ、そのプレイヤーのメダルデータのカウント値を減少させる処 理を行う。したがって、本実施例において、上記ゲーム価値受取手段は、主にステー シヨン制御装置 201、メダル管理装置 202により構成される。  [0047] The game value receiving means is for receiving as much medal as the number of medals determined by the betting determination means as well as the player who made the betting operation. Specifically, the medals inserted in the medal insertion unit 13 of the station 10 are counted and managed by the medal management device 202 as medal data. The medal management device 202 manages medals exchanged between the player and the arcade game machine 1. When receiving a medal from a player, the medal management device 202 performs a process of reducing the count value of the player's medal data by the number of medals received. Therefore, in this embodiment, the game value receiving means is mainly composed of a station control device 201 and a medal management device 202.
[0048] 上記ゲーム価値払出手段は、上記勝敗決定手段が決定した競走馬キャラクタの順 位に基づいて、各投票法における勝ち馬を決定し、その勝ち馬に係る競争キャラクタ に対してベットされたメダル枚数に、対応するォッズを乗じて得た枚数のメダルを、そ のプレイヤーへ払い出す。具体的には、メダル管理装置 202が、その払い出すメダ ル枚数分だけ、そのプレイヤーのメダルデータのカウント値を増加させる処理を行う。 したがって、本実施例において、上記ゲーム価値払出手段は、主にステーション制 御装置 201、メダル管理装置 202により構成される。なお、上記ゲーム価値払出手段 が用いるォッズは、そのレースに出走する競走馬キャラクタの勝率データに基づいて 算出される。  [0048] The game value paying means determines a winning horse in each voting method based on the order of the racehorse character determined by the winning / losing determining means, and bet on the competitive character related to the winning horse. The number of medals obtained by multiplying the number of medals by the corresponding odds is paid out to the player. Specifically, the medal management device 202 performs a process of increasing the count value of the player's medal data by the number of medals to be paid out. Therefore, in this embodiment, the game value payout means is mainly composed of a station control device 201 and a medal management device 202. The odds used by the game value payout means are calculated based on the winning rate data of the racehorse character running in the race.
[0049] 以上の構成を有するアーケードゲーム機 1で、あるプレイヤ一力 自分の持ち馬キ ャラクタを育成する場合、まず、プレイヤ一は、育成を行う旨の操作をタツチパネル 12 に対して行う。そうすると、ステーション 10のディスプレイ 11には、図 6に示すような育 成画面が表示され、プレイヤ一はタツチパネル 12に対して各種育成指示操作を行う 。本実施例では、育成画面の下部に表示されている「併せ馬」を行うための育成指示 ボタンをタツチする操作が育成開始操作である。この育成開始操作を行うと、「併せ 馬」の育成処理を行うため、まず、上記育成ゲーム進行手段は、今回の育成対象で ある自分の持ち馬キャラクタについての第 1磁気カードとは別の第 2磁気カードの挿 入を求めるメッセージが表示される。このメッセージを受けて、プレイヤ一は、すでに 挿入されて ヽる今回の育成対象である持ち馬キャラクタ (以下、「育成持ち馬キャラク タ」という。)の第 1磁気カードとは別の第 2磁気カード、詳しくは他のプレイヤーの持 ち馬キャラクタあるいは自分の持ち馬キャラクタのうちの他の持ち馬キャラクタ(以下、 「併せ馬キャラクタ」という。 )についての第 2磁気カードをそのステーション 10に挿入 する。これにより、その第 2磁気カードに記録された IDコードが磁気情報読取装置 20 4に読み取られ、この IDコードに対応するプレイヤーデータが上記ステーション 10に おけるステーション制御部 200の RAM203に読み込まれる。 When the arcade game machine 1 having the above-described configuration is used to train a player's own horse character, first, the player performs an operation on the touch panel 12 to train the player. Then, the training screen as shown in FIG. 6 is displayed on the display 11 of the station 10, and the player performs various training instruction operations on the touch panel 12. In the present embodiment, the operation for touching the breeding instruction button for performing the “combined horse” displayed at the bottom of the breeding screen is the breeding start operation. When this breeding start operation is performed, the breeding game progression means is first selected as the breeding target for this time in order to perform the breeding process for “Horse horse”. A message prompting you to insert a second magnetic card different from the first magnetic card for your own horse character is displayed. In response to this message, the player has a second magnetic field that is different from the first magnetic card of the horse character (hereinafter referred to as the “bred horse character”) that has already been inserted and is being trained. Insert a second magnetic card into the station 10 for a card, more specifically, another player's own horse character or another of his own horse characters (hereinafter referred to as a “horse horse character”). . As a result, the ID code recorded on the second magnetic card is read by the magnetic information reader 204, and the player data corresponding to the ID code is read into the RAM 203 of the station control unit 200 in the station 10.
[0050] 上記育成ゲーム進行手段は、第 2磁気カードに対応するプレイヤーデータカ^テ ーシヨン制御部 200の RAM203 [0050] The breeding game progress means is the RAM 203 of the player data caption control unit 200 corresponding to the second magnetic card.
に読み込まれると、そのプレイヤーデータの持ち馬情報のうち、勝率決定データとし て用いられるメダル価値データを読み出す。そして、育成ゲーム進行手段は、読み出 したメダル価値データに基づ ヽて併せ馬キャラクタの予定走破タイムを生成する。こ の予定走破タイムはメダル価値データが高いほど短いものとなる。また、上記育成ゲ ーム進行手段は、ステーション制御部 200の RAM203内における育成持ち馬キャラ クタのメダル価値データを読み出し、このメダル価値データに基づ 、て育成持ち馬キ ャラクタの予定走破タイムも生成する。この予定走破タイムもメダル価値データが高 ヽ ほど短いものとなる。このようにして両キャラクタの予定走破タイムを生成したら、その ステーション 10のディスプレイ 11に図 7に示すような併せ馬画面上に育成持ち馬キヤ ラクタが併せ馬キャラクタとともに併せ馬の調教を行っている画像を示す併せ馬画面 をステーション 10のディスプレイ 11に表示する。このとき、上記育成ゲーム進行手段 は、各キャラクタの予定走破タイムに応じ、予定走破タイムが短い方が先行するような 画像を表示する。  Is read out, the medal value data used as winning rate determination data is read out of the horse information of the player data. Then, the breeding game advancing means generates a scheduled run time of the horse character based on the read medal value data. The planned run time is shorter as the medal value data is higher. The breeding game progress means reads the medal value data of the breeding horse horse character in the RAM 203 of the station control unit 200, and based on the medal value data, the planned running time of the breeding horse horse character is also calculated. Generate. The planned run time also becomes shorter as the medal value data becomes higher. When the scheduled run times for both characters are generated in this way, the breeding horse character Rakuta trains the horse together with the horse character on the combined horse screen as shown in Fig. 7 on the display 11 of the station 10. A combined horse screen showing an image is displayed on the display 11 of the station 10. At this time, the breeding game progress means displays an image in which the shorter scheduled run time precedes according to the scheduled run time of each character.
[0051] 併せ馬画面の下部には、「ムチ(1BET)」と「ムチ(2BET)」というムチ操作ボタンが 表示されている。これらのムチ操作ボタンは、育成持ち馬キャラクタのスピードを加速 させる指示を行うためのもの、具体的には育成持ち馬キャラクタの予定走破タイムを 短くするための指示を行うためのものである。 [0052] 前者のムチ操作ボタンは 1回の操作で育成持ち馬キャラクタの予定走破タイムを少 しだけ短くするためのものであり、後者のムチ操作ボタンは 1回の操作で育成持ち馬 キャラクタの予定走破タイムを大幅に短くするためのものである。また、前者は 1回の 操作でメダル 1枚分だけプレイヤーのメダルデータが減じられ、後者は 1回の操作で メダル 2枚分だけプレイヤーのメダルデータが減じられる。プレイヤ一は、上記併せ馬 画面を見ながら、育成持ち馬キャラクタが遅れている場合には、ムチ操作ボタンを操 作すべくタツチパネル 12をタツチする。すると、上記育成ゲーム進行手段は、このム チ操作 (特定操作)の内容に応じて、当該育成持ち馬キャラクタの予定走破タイムが 短くなるように、その予定走破タイムを修正する。各キャラクタが走破すると、上記育 成ゲーム進行手段は、育成持ち馬キャラクタの最終予定走破タイムと、併せ馬キャラ クタの予定走破タイムとを比較し、そのタイム差に基づ 、て当該育成持ち馬キャラクタ のメダル価値データの増減分を算出し、算出した増減分だけ当該育成持ち馬キャラ クタのメダル価値データの数値を変化させる。 [0051] In the lower part of the horse screen, a whip operation buttons "Muchi (1BET)" and "Muchi (2BET)" are displayed. These whip operation buttons are used for giving an instruction for accelerating the speed of the breeding owned horse character, specifically, for giving an instruction for shortening the planned running time of the breeding owned horse character. [0052] The former whip operation button is for shortening the scheduled running time of the breeding horse character by one operation, and the latter whip operation button is for the breeding horse character by one operation. This is to significantly shorten the scheduled run time. In the former, the player's medal data is reduced by one medal in one operation, and in the latter, the player's medal data is reduced by two medals in one operation. The player touches the touch panel 12 to operate the whip operation button when the breeding horse character is delayed while looking at the combined horse screen. Then, the training game progressing means corrects the scheduled running time so that the scheduled running time of the breeding horse character is shortened according to the contents of this whip operation (specific operation). When each character runs, the breeding game progress means compares the final scheduled run time of the breeding horse character with the scheduled run time of the horse character, and based on the time difference, The increase / decrease of the medal value data of the character is calculated, and the value of the medal value data of the breeding horse equine character is changed by the calculated increase / decrease.
[0053] なお、ここでは、ムチ操作の種類と回数に応じて、育成持ち馬キャラクタのメダル価 値データを変化させる場合にっ 、て説明した力 ムチ操作のタイミングなどに応じて 、育成持ち馬キャラクタのメダル価値データが変化するようにしてもよい。この場合、 例えば、各キャラクタのメダル価値データに基づいて、各キャラクタの走破タイムでは なぐスタートからゴールまでの各キャラクタの速度変化を示す予定走破プロファイル を生成する。そして、ムチ操作 (特定操作)の種類及びタイミングに応じて、当該育成 持ち馬キャラクタの予定走破プロファイルを修正し、育成持ち馬キャラクタの最終予 定走破プロファイルと、併せ馬キャラクタの予定走破プロファイルとを比較し、そのズ レに基づいて当該育成持ち馬キャラクタのメダル価値データの増減分を算出し、算 出した増減分だけ当該育成持ち馬キャラクタのメダル価値データの数値を変化させ る。  [0053] It should be noted that here, when the medal value data of the breeding horse character is changed according to the type and number of whip operations, the breeding horse according to the timing of the force whip operation described above, etc. The medal value data of the character may be changed. In this case, for example, based on the medal value data of each character, a scheduled run profile indicating the speed change of each character from the start to the goal is generated, not the run time of each character. Then, according to the type and timing of the whip operation (specific operation), the planned running profile of the breeding horse character is corrected, and the final scheduled running profile of the breeding horse character and the scheduled running profile of the horse character are combined. Based on the difference, the increase / decrease of the medal value data of the breeding horse character is calculated, and the value of the medal value data of the breeding horse character is changed by the calculated increase / decrease.
[0054] このようにして育成処理を終えたら、プレイヤ一は、 自分が希望するレースへの出走 登録の操作を行う。上記勝率データ算出手段は、上述したように各競走馬キャラクタ の勝率決定データに基づいて各競走馬キャラクタのパラメータ値を算出し、そのパラ メータ値力も各競走馬キャラクタの勝率データを算出する。そして、上記勝敗決定手 段は、このようにして算出された各競走馬キャラクタの勝率データを用いて、そのレー スにおける各競走馬キャラクタの順位を決定する。その後、レースが開始されると、上 記競争ゲーム進行手段は、各競走馬キャラクタがそれぞれ決定された順位となるよう にレースを展開する。 [0054] When the training process is completed in this way, the player performs an operation of registering a start to the race he desires. The win rate data calculating means calculates the parameter value of each racehorse character based on the win rate determination data of each racehorse character as described above, and the parameter value power also calculates win rate data of each racehorse character. And the winner The stage uses the winning ratio data of each racehorse character calculated in this way to determine the rank of each racehorse character in that race. Thereafter, when the race is started, the competition game progress means develops the race so that each racehorse character has the determined order.
[0055] 以上、本実施例によれば、併せ馬による育成処理により、プレイヤ一は、自分の持 ち馬キャラクタである育成持ち馬キャラクタ (第 1の育成対象キャラクタ)のメダル価値 データ(育成パラメータデータ)を、他の持ち馬キャラクタである併せ馬キャラクタ (第 2 の育成対象キャラクタ)のメダル価値データ(育成対象パラメータデータ)を用いて変 更することができる。したがって、あるプレイヤーの持ち馬キャラクタを、他のプレイヤ 一の持ち馬キャラクタあるいは自分の持ち馬キャラクタのうちの他の持ち馬キャラクタ に関連して育成することができるという今までにない新規な育成ゲームが展開される 。特に、他のプレイヤーの持ち馬キャラクタを利用して併せ馬の育成処理を行うことで 、他人が育成した持ち馬キャラクタにより、自分の持ち馬キャラクタが成長するという、 斬新な育成ゲームが展開される。  [0055] As described above, according to the present embodiment, through the training process using the combined horse, the player can obtain the medal value data (the training parameter) of the breeding horse character (first breeding target character) that is his own horse character. Data) can be changed using medal value data (bringing target parameter data) of a combined horse character (second breeding target character) which is another horse character. Therefore, a new breeding game that has never existed so that a player's own horse character can be trained in relation to another player's own horse character or another of his own horse characters. Is expanded. In particular, by using the horse-raising process of other players to perform the horse breeding process, a new breeding game is developed in which the horse-raised character is grown by the horse-raised character developed by others. .
[0056] 次に、本発明の第 2実施例について説明する。  [0056] Next, a second embodiment of the present invention will be described.
図 8に示すように、本実施例に係るアーケードゲーム機 1は、ゲーム価値量データ 記憶手段、育成パラメータデータ記憶手段、操作受付手段、第 1キャラクタ特定情報 受取手段、第 2キャラクタ特定情報受取手段、育成ゲーム進行手段、競争ゲーム進 行手段、勝敗決定手段、ベット決定手段、ゲーム価値受取手段及びゲーム価値払出 手段に加え、別の操作受付手段を有している。本実施例は、上記育成持ち馬キャラ クタの併せ馬による育成中に、別の操作受付手段が受け付けたムチ操作 (特定操作 )に応じて上記併せ馬キャラクタの予定走破タイムも修正し得る点を除いて、上記実 施例と同様である。以下、この点についてのみ説明する。  As shown in FIG. 8, the arcade game machine 1 according to this embodiment includes a game value data storage unit, a training parameter data storage unit, an operation reception unit, a first character identification information reception unit, and a second character identification information reception unit. In addition to the nurturing game progress means, the competitive game progress means, the win / loss determination means, the bet determination means, the game value receiving means, and the game value paying means, it has another operation receiving means. In this embodiment, during the breeding of the breeding owned horse character by the combined horse, the scheduled running time of the combined horse character can be corrected according to the whip operation (specific operation) received by another operation receiving means. Except for this, it is the same as the above example. Only this point will be described below.
[0057] 上記別の操作受付手段は、上記操作受付手段が受け付けた育成開始操作に応じ て行われる上記育成持ち馬キャラクタの併せ馬による育成処理において、上記併せ 馬キャラクタに係るムチ操作 (特定操作)を受け付けるためのものである。上記別の操 作受付手段は、主に上記操作受付手段を有するステーション 10と同じステーション のタツチパネル 12、ステーション制御装置 201及びメイン制御装置 101により構成さ れる。 [0057] The another operation accepting means is a whip operation (specific operation for the combined horse character) in the breeding process by the combined horse of the breeding horse character performed in response to the breeding start operation accepted by the operation accepting means. ). The other operation accepting means is mainly composed of the touch panel 12, the station control device 201 and the main control device 101 of the same station as the station 10 having the operation accepting means. It is.
[0058] なお、ここでは、上記別の操作受付手段が上記操作受付手段と同じステーションに 設けられている場合について説明するが、上記操作受付手段が設けられるステーシ ヨンとは別のステーションに上記別の操作受付手段を設ける場合も同様である。  [0058] Here, a case will be described in which the separate operation accepting unit is provided in the same station as the operation accepting unit, but the separate operation accepting unit is provided in a station different from the station in which the operation accepting unit is provided. The same applies when the operation accepting means is provided.
[0059] 上記構成を有するアーケードゲーム機 1で、あるプレイヤーが、自分の持ち馬キャラ クタである育成持ち馬キャラクタを併せ馬によって育成する場合、上記実施例と同様 に、そのプレイヤーがタツチパネル 12を操作することで併せ馬の育成処理を開始す る。そして、プレイヤーが第 2磁気カードをステーション 10に挿入すると、上記実施例 と同様に、そのプレイヤーデータのメダル価値データを併せ馬キャラクタのメダル価 値データとして読み出し、育成持ち馬キャラクタと併せ馬キャラクタのメダル価値デー タに基づいてそれぞれの予定走破タイムを生成する。このようにして両キャラクタの予 定走破タイムを生成したら、そのステーション 10のディスプレイ 11に図 9に示すような 併せ馬画面を表示する。この併せ馬画面は、上記実施例と同様に育成持ち馬キャラ クタが併せ馬キャラクタとともに併せ馬の調教を行っている画像を示すものであるが、 上記 2種類のムチ操作ボタンが、育成持ち馬キャラクタだけでなぐ併せ馬キャラクタ についても設けられている。図 9に示す併せ馬画面において、右側に表示されている 2種類のムチ操作ボタンは併せ馬キャラクタについてのものである。  [0059] In the arcade game machine 1 having the above-described configuration, when a player trains a breeding horse character that is his own horse character with a horse, the player uses the touch panel 12 as in the above embodiment. Operate to start the horse breeding process. Then, when the player inserts the second magnetic card into the station 10, the medal value data of the player data is read as the medal value data of the horse character as in the above embodiment, Each scheduled run time is generated based on medal value data. When the scheduled run times for both characters are generated in this way, a combined horse screen as shown in FIG. 9 is displayed on the display 11 of the station 10. This combined horse screen shows an image in which the rearing horse character is training the horse together with the horse character as in the above embodiment. There is also a combined horse character that can be played only with characters. In the combined horse screen shown in FIG. 9, the two types of whip operation buttons displayed on the right side are for the combined horse character.
[0060] 各キャラクタについてのムチ操作ボタンを操作することにより、それぞれのキャラクタ の予定走破タイムが短くなる。したがって、プレイヤ一は、上記併せ馬画面を見ながら 、育成持ち馬キャラクタが遅れている場合には、併せ馬画面の下部左側に表示され て ヽるムチ操作ボタンを操作することで、当該育成持ち馬キャラクタの予定走破タイ ムを短くして、併せ馬キャラクタの予定走破タイムに近づけることができる。そして、上 記育成ゲーム進行手段は、上記実施例と同様に、育成持ち馬キャラクタの最終予定 走破タイムと、併せ馬キャラクタの最終予定走破タイムとを比較し、そのタイム差に基 づいて当該育成持ち馬キャラクタのメダル価値データの増減分を算出し、算出した増 減分だけ当該育成持ち馬キャラクタのメダル価値データの数値を変化させる。  [0060] By operating the whip operation button for each character, the scheduled run time of each character is shortened. Accordingly, when the breeding horse character is delayed while looking at the combined horse screen, the player operates the whip operation button displayed on the lower left side of the combined horse screen to operate the The scheduled run time of the horse character can be shortened to bring it closer to the scheduled run time of the horse character. The breeding game progress means compares the final scheduled run time of the rearing horse character with the final planned run time of the horse character and, based on the time difference, in the same manner as in the above embodiment. The increase / decrease amount of the medal value data of the owned horse character is calculated, and the value of the medal value data of the breeding owned horse character is changed by the calculated increase / decrease.
[0061] ここで、逆に併せキャラクタが遅れている場合には、併せ馬画面の下部右側に表示 されて ヽるムチ操作ボタンを操作することで、当該併せ馬キャラクタの予定走破タイム を短くすることができる。よって、本実施例によれば、このようにしてムチ操作ボタンを 操作し、各キャラクタの予定走破タイムを調整しながら、両キャラクタの最終予定走破 タイムが同じになるようにすることが可能となる。すなわち、育成持ち馬キャラクタにつ V、てのムチ操作を行 、過ぎて予定走破タイムが併せ馬キャラクタの予定走破タイムよ りも短くなつてしまった場合でも、本実施例によれば、併せ馬キャラクタについてのム チ操作を行ってその併せ馬キャラクタの予定走破タイムを短くして、両キャラクタの最 終予定走破タイムが同じになるようにすることが可能となる。 [0061] Here, if the combined character is delayed, the scheduled run time of the combined horse character can be determined by operating the whip operation button displayed on the lower right side of the combined horse screen. Can be shortened. Therefore, according to the present embodiment, it is possible to make the final scheduled run times of both characters the same while operating the whip operation button in this way and adjusting the scheduled run times of each character. . That is, even if the breeding horse character performs V, a whip operation, and the scheduled run time has become shorter than the scheduled run time of the horse character, according to this embodiment, It is possible to shorten the scheduled running time of the combined horse character by performing a mulch operation on the character so that the final scheduled running times of both characters are the same.
[0062] 特に、本実施例では、育成持ち馬キャラクタについてのムチ操作の回数が多いほど 、その育成持ち馬キャラクタのメダル価値データの増加分が大きくなるように設定する のが望ましい。そうすれば、育成持ち馬キャラクタの目標とする最終予定走破タイム である併せ馬キャラクタの最終予定走破タイムを短くできる関係で、 1度の併せ馬の 育成により、育成持ち馬キャラクタのメダル価値データを大幅に増加させることも可能 になる。  [0062] In particular, in this embodiment, it is desirable that the increase in the medal value data of the breeding horse character increases as the number of whip operations on the breeding horse character increases. By doing so, it is possible to shorten the final scheduled run time of the combined horse character, which is the target final run time of the breeding horse character, so that the medal value data of the breeding horse character can be obtained by raising the combined horse once. It can also be increased significantly.
[0063] また、本実施例によれば、他のプレイヤーの持ち馬キャラクタを併せ馬キャラクタと して利用して併せ馬の育成処理を行う場合、育成持ち馬キャラクタについてのムチ操 作は自分で行 、、併せ馬キャラクタにつ 、てのムチ操作は当該他のプレイヤーが行 うというようなことが可能になる。この場合、育成持ち馬キャラクタの馬主であるプレイ ヤーは、当該他のプレイヤーとコミュニケーションを取りながらムチ操作を行い、自分 の持ち馬であるって育成持ち馬キャラクタを成長させることができるという、斬新な育 成ゲームが展開される。  [0063] Also, according to the present embodiment, when performing the horse breeding process using the horse character of another player as the horse character, the whip operation for the breeding horse character is performed by himself. For a row and a horse character, all other whip operations can be performed by the other player. In this case, the player who is the owner of the breeding horse character can perform a whip operation while communicating with the other player, and can develop the breeding horse character as his own horse. New training games.
[0064] なお、上記実施例においては、育成持ち馬キャラクタの併せ馬による育成処理では 、併せ馬キャラクタのメダル価値データは変更されないが、併せ馬キャラクタのメダル 価値データも変更できるようにしてもよい。この場合、併せ馬キャラクタは、単に育成 持ち馬キャラクタの成長に協力するだけでなぐその協力の見返りとして自分も成長 するという育成ゲームを実現することが可能となる。言い換えれば、一度の育成処理 により、 2つの持ち馬キャラクタを同時に育成するという育成ゲームを実現することが 可能となる。  [0064] In the above-described embodiment, the medal value data of the combined horse character is not changed in the breeding process using the combined horse of the breeding horse character, but the medal value data of the combined horse character may be changed. . In this case, it is possible to realize a breeding game in which the horse character grows up as a reward for the cooperation of the breeding horse character. In other words, it is possible to realize a breeding game in which two owned horse characters are trained at the same time by one training process.
[0065] また上記実施例では、競馬ゲーム装置を例に挙げて説明した力 プレイヤーが所 定量のゲーム価値を支払うことで育成対象キャラクタの育成パラメータデータを変更 する育成ゲームを実行するゲーム装置であれば、他のゲーム装置であってもよ 、。 また上記実施例では、本発明をアーケードゲーム機に適用した場合について説明 したが、本発明は、家庭用ゲーム機などの他のゲーム装置に対しても適用することが 可能である。例えば、家庭用ゲーム機に適用する場合、当該家庭用ゲーム機のコン ピュータを、上記育成ゲーム進行手段として機能させるプログラムを、通信ネットヮー クを介して配信したり、記録媒体に記録して配布したりするなどして、プレイヤーに提 供することができる。なお、この場合、ゲーム価値は、当該ゲームにおいて育成に際 して減じられる仮想の通貨等に係る電子データとなる。 [0065] In the above embodiment, the power player described by taking the horse racing game apparatus as an example is provided. Other game devices may be used as long as they are game devices that execute a breeding game that changes the breeding parameter data of the character to be trained by paying a fixed amount of game value. In the above embodiments, the case where the present invention is applied to an arcade game machine has been described. However, the present invention can also be applied to other game apparatuses such as a home game machine. For example, when applied to a home game machine, a program that causes the computer of the home game machine to function as the above-mentioned training game progressing means is distributed via a communication network or recorded on a recording medium and distributed. Can be provided to players. In this case, the game value is electronic data related to a virtual currency or the like that is reduced during the development of the game.

Claims

請求の範囲 The scope of the claims
[1] ゲーム装置であって、  [1] A game device,
複数の競争対象が互いに競い合う競争レースを実行可能である第 1ゲーム進行手 段と、  A first game progress means in which a competitive race in which a plurality of competition subjects compete with each other can be executed;
前記複数の競争対象の一つとして前記競争レースに参加可能とされた第 1育成対 象と、該第 1育成対象とは異なる第 2育成対象とを含む複数の育成対象を育成する 育成ゲームを実行可能である第 2ゲーム進行手段と、  A training game for training a plurality of training targets including a first training target that is allowed to participate in the competitive race as one of the plurality of competition targets and a second training target that is different from the first training target. A second game progression means that is executable;
前記第 1育成対象に関連付けられた第 1プレイヤーより、前記第 2ゲーム進行手段 に前記育成ゲームを実行させる第 1指示を受付け可能である指示受付手段と、 前記第 1プレイヤーにより所有されるゲーム価値を記憶保持可能である第 1記憶手 段と、  Instruction accepting means capable of accepting a first instruction to cause the second game progression means to execute the breeding game from a first player associated with the first breeding target; and a game value owned by the first player A first memory means capable of storing and storing
前記複数の育成対象の各々についての育成パラメータを示し、前記競争ゲームの 実行時において前記第 1ゲーム進行手段により参照可能とされたパラメータデータを 記憶保持する第 2記憶手段とを具備して成り、  And a second storage means for storing and holding parameter data that indicates the training parameters for each of the plurality of training objects and that can be referred to by the first game progress means when the competitive game is executed,
前記指示受付手段は、前記第 1プレイヤーより、前記第 2記憶手段に記憶保持され た前記第 1育成対象のパラメータデータを前記第 2ゲーム進行手段に変更させる第 2 指示を受付可能であり、  The instruction accepting means can accept a second instruction from the first player to change the first game target parameter data stored in the second storage means to the second game advancing means,
前記第 2ゲーム進行手段は、前記第 1記憶手段に記憶保持されて!、る前記ゲーム 価値を減ずると共に、前記第 2記憶手段に記憶保持されている前記第 2育成対象の ゲームパラメータを参照しつつ、前記第 1育成対象のパラメータデータを変更可能で ある。  The second game progression means is stored and held in the first storage means !, and reduces the game value and refers to the game parameters of the second breeding target stored and held in the second storage means. However, the parameter data of the first breeding target can be changed.
[2] 請求項 1に記載のゲーム装置であって、  [2] The game device according to claim 1,
前記指示受付手段は、前記第 1指示の受付の後に前記第 2指示を受付可能とされ 前記第 2ゲーム進行手段は、前記指示受付手段が前記第 2指示を受付けたタイミ ングに基づいて前記第 1育成対象のパラメータデータを変更可能である。  The instruction accepting means is capable of accepting the second instruction after accepting the first instruction, and the second game advancing means is based on the timing at which the instruction accepting means accepts the second instruction. 1 The parameter data to be cultivated can be changed.
[3] 請求項 1に記載のゲーム装置であって、 [3] The game device according to claim 1,
前記指示受付手段は、前記第 1指示の受付けの後に前記第 2育成対象と関連付け られた第 2プレイヤーから第 3指示を受付け可能であり、 The instruction receiving means associates with the second breeding object after receiving the first instruction. 3rd instruction can be received from the second player
前記第 2ゲーム進行手段は、前記指示受付手段が前記第 3指示の内容と前記第 3指示を受付けたタイミングの少なくとも一方に基づいて前記第 1育成対象のパラメ一 タデータを変更可能である。  The second game advancing means can change the parameter data of the first breeding target based on at least one of the content of the third instruction and the timing at which the third instruction is received by the instruction receiving means.
[4] 請求項 1に記載のゲーム装置であって、 [4] The game device according to claim 1,
前記第 2ゲーム進行手段は、前記第 1育成対象のパラメータデータが変更される際 に、前記第 2育成対象のノ メータデータを変更可能である。  The second game progression means can change the parameter data for the second breeding target when the parameter data for the first breeding target is changed.
[5] コンピュータに処理を実行させるプログラムを備えたプログラム製品であって、該処 理は、 [5] A program product comprising a program for causing a computer to execute a process,
複数の競争対象が互いに競 、合う競争レースの実行と、  Executing competitive races where multiple competition subjects compete with each other,
前記複数の競争対象の一つとして前記競争レースに参加可能とされた第 1育成対 象と、該第 1育成対象とは異なる第 2育成対象とを含む複数の育成対象を育成する 育成ゲームの実行と、  A training game that trains a plurality of training targets including a first training target that is allowed to participate in the competitive race as one of the plurality of competition targets and a second training target that is different from the first training target. Execution,
前記第 1育成対象に関連付けられた第 1プレイヤーより、前記育成ゲームを実行さ せる第 1指示の受付けと、  Receiving a first instruction to execute the training game from a first player associated with the first training target;
前記第 1プレイヤ一により所有されるゲーム価値の記憶保持と、  Holding the game value owned by the first player;
前記複数の育成対象の各々についての育成パラメータを示し、前記競争ゲームの 実行時において前記第 1ゲーム進行手段により参照可能とされたパラメータデータの 記憶保持と、  Storage of parameter data that indicates the training parameters for each of the plurality of training objects and that can be referred to by the first game progression means when the competitive game is executed;
前記第 1プレイヤーより、前記第 2記憶手段に記憶保持された前記第 1育成対象の パラメータデータを前記第 2ゲーム進行手段に変更させる第 2指示の受付けと、 前記第 1記憶手段に記憶保持されて ヽる前記ゲーム価値を減ずると共に、前記第 2記憶手段に記憶保持されている前記第 2育成対象のゲームパラメータを参照しつ つ行われる、前記第 1育成対象のパラメータデータの変更とを具備して成る。  Accepting a second instruction from the first player to change the first game target parameter data stored in the second storage means to the second game advancing means; and storing and holding in the first storage means The game value is reduced, and the parameter data of the first breeding target is changed while referring to the game parameters of the second breeding target stored and held in the second storage means. It consists of
PCT/JP2006/300876 2005-01-21 2006-01-20 Game machine and program WO2006077982A1 (en)

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