WO2007055228A1 - アーケードゲーム機及びゲームシステム - Google Patents

アーケードゲーム機及びゲームシステム Download PDF

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Publication number
WO2007055228A1
WO2007055228A1 PCT/JP2006/322246 JP2006322246W WO2007055228A1 WO 2007055228 A1 WO2007055228 A1 WO 2007055228A1 JP 2006322246 W JP2006322246 W JP 2006322246W WO 2007055228 A1 WO2007055228 A1 WO 2007055228A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
data
arcade
unit
game machine
Prior art date
Application number
PCT/JP2006/322246
Other languages
English (en)
French (fr)
Japanese (ja)
Inventor
Kazuhiro Kusuda
Shogo Azuma
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 HK09100036.7A priority Critical patent/HK1120759B/xx
Priority to CN2006800417808A priority patent/CN101304794B/zh
Publication of WO2007055228A1 publication Critical patent/WO2007055228A1/ja

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

Definitions

  • the present invention relates to an arcade game machine capable of communicating data with other arcade game machines of the same type via a network and a game system including a plurality of such arcade game machines.
  • Patent Document 1 discloses a medal game device (arcade game machine) that includes a plurality of satellites each performing an original medal pusher game in the same housing. The game situation at each satellite is monitored by the host computer. In each satellite, the player changes the direction of the medal inserter and inserts medals aiming at a desired one from among a plurality of checkers. Each satellite is provided with a display for displaying a game screen as the game characters progress through the course in the virtual game space. The game progresses in such a way that when the inserted medal enters the winning checker, the game character on the display advances the course in the virtual game space. Further, Patent Document 1 states that the player can acquire various items while the game at each satellite is in progress.
  • the medal game device described in Patent Document 1 when a shop event occurs, items can be bought and sold between players who play a game at each satellite. More specifically, in this medal game device, information on items acquired by each player is stored in an IC card used by that player. Each satellite performs a lottery for a shop event. When a satellite A wins a shop event, the satellite A sends a winning notification to the host computer. When there is a satellite B played by a player who can be an item buyer, the host computer sends a shop event generation command to the satellite B and the satellite A selected for the shop event. This allows a player playing in satellite A to sell his item to a player in satellite B and turn it into a medal.
  • the medal game device receives a medal for the purchase price from the satellite B player.
  • the IC card power of the player who plays at Satellite A also deletes the information on the item for which the sale was successful, and pays out a medal for the selling price to that player.
  • the other satellite B that conducts the shop event is not limited to other satellites in the same medal game apparatus as the satellite A, but medal game apparatuses installed in other amusement facilities (game halls). Even if it is a satellite, it will be described.
  • Patent Document 1 Japanese Patent Laid-Open No. 2005-230264
  • the medal game device described in this Patent Document 1 is similar to a general arcade game machine. It can be assumed that the probability of obtaining each item is the same regardless of which satellite you play. For this reason, even with this medal game device, for example, it is assumed that the types of items that are easily obtained by players and the types of items that are difficult to obtain by players are the same for all satellites. it can. Therefore, for example, rare items such as rare items are difficult for the player to obtain, and the items are precious items for both the seller and the buyer. Is difficult to establish.
  • this problem is not limited to item trading events, and players who play on other arcade game machines obtain the same game element data as items obtained by players playing on one arcade game machine. The same can occur in game systems that generate events.
  • the present invention improves the game performance of an event obtained by a player playing on another arcade game machine using the same game element data as an item obtained by a player playing on a certain arcade game machine. Realize the provision of arcade game machines and game systems that can be used.
  • an arcade game machine including an operation unit for game operation,
  • a game image display unit for displaying a game image including a game element image, a receiving unit for receiving a game value medium having money or medals or electronic data equivalent to these, and a plurality of games that can be displayed on the game image display unit
  • a game element storage unit for storing game element data corresponding to each element image, and the game element data read out by starting the progress of the game on the condition that the receiving unit receives the game value medium.
  • a game element image corresponding to is displayed on the game image display unit while the game is in progress, and a game control unit that controls the progress of the game according to the operation content of the operation unit, and other similar types
  • a communication unit that performs data communication with an arcade game machine via a network, and a plurality of games stored in the game element storage unit.
  • an available element storage unit that stores game element data that can be used by the player playing the game or specific data for specifying the game element data, and the game control unit Is stored in the game element storage unit V, and the appearance probability data for determining each appearance probability for displaying each game element image corresponding to each of the plurality of game element data on the game image display unit is stored.
  • You An appearance probability storage unit and a setting change unit for changing the setting of appearance probability data stored in the appearance probability storage unit, and the game progression unit is stored in the game element storage unit A game so that game element images corresponding to one or more game element data are displayed on the game image display unit according to the appearance probability determined by the appearance probability data stored in the appearance probability storage unit.
  • another arcade game machine of the same kind here means another arcade game machine having the same components as the components described herein. The same applies hereinafter.
  • game element data corresponding to the game element image displayed on the game image display unit or specific data thereof is stored in the usable element storage unit according to a predetermined use permission condition.
  • the game element data stored in the usable element storage unit or the game element data corresponding to the specific data can be used by the player while the corresponding player is playing the game.
  • “use” means that data processing using the game element data is performed in accordance with the operation of the player while the game being played by the player is in progress.
  • this arcade game machine based on received data received by a communication unit that performs data communication with other arcade game machines of the same type via a network, the other same type of arcade game machine is used.
  • the game element data or the same data as the specific data is stored in the usable element storage unit.
  • the communication unit when the communication unit receives the received data, the player can play game element data that can be used by other players in the same type of arcade game machine. It is possible to execute the event of becoming.
  • the game element data or specific data stored in the usable element storage unit corresponds to the game element image displayed (appeared) on the game image display unit.
  • the appearance probability that each game element image appears in the game image display unit is determined according to the appearance probability data stored in the appearance probability storage unit.
  • the probability that each game element data is stored in the usable element storage unit that is, the probability that the predetermined use permission condition is satisfied, in other words, the player corresponding to the usable element storage unit stores each game element data.
  • the probability of obtaining (obtaining probability) varies depending on the appearance probability of the game element image corresponding to the game element data.
  • the “acquisition probability” indicates the degree of difficulty with which a player can obtain each game element data, and indicates the degree of difficulty that satisfies a predetermined use permission condition.
  • the appearance probability data for determining the appearance probability of each game element image can be set and changed by the setting changing unit. Therefore, it is possible to change the appearance probability data in the arcade game machine to a setting different from the appearance probability data in other similar arcade game machines connected to the arcade game machine so that data communication is possible. As a result, the appearance probability of at least one type of the same game element image can be made different between the arcade game machine and other similar arcade game machines. Thus, the probability of obtaining game element data corresponding to the at least one type of the same game element image can be made different between this arcade game machine and other similar arcade game machines.
  • the game element data having a low acquisition probability in the present arcade game machine has a high acquisition probability in other arcade game machines of the same type, so that the situation can be realized.
  • the player of this arcade game machine is encouraged to actively utilize the above-mentioned event in which the game element data can be obtained from other arcade game machine players of the same type. it can.
  • the arcade game machine has a setting change operation unit, and the setting change unit sets appearance probability data stored in the appearance probability storage unit according to the operation content of the setting change operation unit. You can change it.
  • the appearance probability data can be set and changed so as to have an appearance probability. Therefore, the probability of obtaining a specific game element image can be increased or decreased according to the intention of the operator.
  • the arcade game machine further includes a setting change data receiving unit that receives the setting change data via a network, and the setting changing unit is configured according to the setting change data received by the setting change data receiving unit.
  • the appearance probability data stored in the appearance probability storage unit may be changed.
  • this arcade game machine it is possible to set and change the appearance probability data via the network. Therefore, if the probability of obtaining a specific game element image is increased or decreased after the arcade game machine is installed in the game arcade, it is possible to quickly and easily perform the work.
  • the arcade game machine has a game element data receiving unit that receives game element data via a network, and the game progression unit receives the game element data received by the game element data receiving unit. You may perform control memorize
  • new game element data and the like can be added to the game element storage unit via the network. Therefore, it is possible to quickly and easily add new game element data after the arcade game machine is installed in the game hall.
  • the game control unit operates the operation unit while performing data communication with the other arcade game machine of the same type using the communication unit. And control the progress of the interpersonal game that determines the victory or defeat between this player and the other players of the same type of arcade game machine. Furthermore, the game control unit can use the other player included in the other similar arcade game machine with respect to the usable element storage unit when the player wins the interpersonal game. It may be controlled to store the same game element data or specific data stored in the element storage unit.
  • the game control unit stores game element data or specific data stored in the usable element storage unit when the player loses the interpersonal battle game. Of these, it is possible to perform control to erase those satisfying the predetermined erasing condition.
  • the player playing on the arcade game machine loses the above-mentioned interpersonal game, the player must obtain the game element data obtained by the player (usable elements related to the player).
  • the game element data stored in the storage unit or the game element data specified by the specific data stored therein the game element data satisfying a predetermined erasure condition cannot be used. As a result, the tension in the interpersonal game can be increased. Therefore, it is possible to further improve the game characteristics of the interpersonal battle game.
  • game element data or specific data stored in the usable element storage unit is stored in association with erasure count value data, and the game control unit stores the book
  • control is performed to change the erase count value data corresponding to the game element data used in the interpersonal battle game by a predetermined count value. Is the condition when the accumulated fluctuation value of the erase count value data reaches a specified value. It may be.
  • the erase count value data corresponding to the game element data obtained by the player fluctuates by a predetermined count value.
  • the cumulative fluctuation value of the erase count value data reaches the specified value, the player cannot use the game element data corresponding to the specified value.
  • a value obtained by multiplying the number of the same data stored in the usable element storage unit by the specified value when the player wins the interpersonal battle game may be the same.
  • the above-mentioned prescribed value corresponds to a count value (life count value of each game element data) indicating the number of losses until each game element data is deleted. Therefore, when this player wins an interpersonal battle game, the game element data is obtained by this, so that the player can obtain the count value equal to the total of the life count values corresponding to the obtained game element data. It can be said that the total life count value of all game element data increased. On the other hand, when this player loses in the interpersonal game, it can be said that the count value of the total power of the life count values of all the game element data obtained by the player has decreased.
  • the total life count value that increases when the player wins the interpersonal game The total life count value that decreases when a player loses in an interpersonal game is equal to each other. Therefore, when viewed from the whole game system consisting of this arcade game machine and other arcade game machines of the same kind that are connected so as to be able to communicate with each other, game element data obtained by each player even if the above-mentioned interpersonal game is played The total value of the life count values corresponding to is constant. As a result, even if the number of game element data that can be used by each player who competes is increased or decreased by performing the above-mentioned interpersonal game, the total number of game element data that can be used by all players in the entire game system is reduced.
  • the arcade game machine has a storage medium discharge unit for discharging a portable storage medium that stores game element data stored in the usable element storage unit or data corresponding to specific data. It may be.
  • the player can carry the game element data obtained by himself or a portable storage medium storing data corresponding to the specific data for specifying the game element data. If you own it, you can raise the player's awareness and increase the player's willingness to obtain game element data.
  • this portable storage medium can be used as a trading card game. It can be used for other games such as simple card games. In this way, the player's willingness to obtain game element data can be enhanced, so the event where the above-mentioned game element data can be obtained from players of other similar arcade game machines is actively utilized. This makes it possible to further enhance the game characteristics of such an event.
  • the arcade game machine has a data reading unit for reading out data stored in the portable storage medium, and the game control unit is read by the data reading unit. You may perform control which memorize
  • the player can use game element data corresponding to the data stored in the portable storage medium discharged by the storage medium discharge unit. Therefore, the player's willingness to obtain game element data is further increased, and the game characteristics of the event described above can be further enhanced.
  • a game system in which a plurality of arcade game machines respectively installed in different game arcades are connected so as to be able to perform data communication with each other via a network. Claims 1, 2, 3, 4, 5, 6, 7, 8, 9, or 10 respectively.
  • this game system it is possible to encourage the players who play on each arcade game machine to actively utilize the events for which game element data can be obtained from other arcade game machine players.
  • Each arcade game machine constituting this game system is set in a different game arcade, so that each arcade game machine is compared with the case where these arcade game machines are installed in the same amusement hall.
  • a game system in which a plurality of arcade game machines respectively installed in different game arcades are connected so as to be able to perform data communication with each other via a network.
  • Each of the game machines has the configuration of the arcade game machine according to claim 3, and has an appearance probability management device that transmits the setting change data to the plurality of arcade game machines through a network. .
  • the appearance probability data in each arcade game machine can be set and changed through the appearance probability management device power network. Therefore, after each arcade game machine is installed in the amusement hall, it is possible to quickly and easily perform the work by increasing or decreasing the probability of obtaining a specific game element image for each arcade game machine individually. Become.
  • a game system in which a plurality of arcade game machines installed in different game arcades are connected to each other via a network so as to be able to perform data communication with each other.
  • Each of the game machines has the configuration of the arcade game machine according to claim 4, and has a game element management device that transmits the game element data to the plurality of arcade game machines through a network.
  • the game element management device can also be added to the game element storage unit of the arcade game machine via the network, and game element data and the like can be added. Therefore, the work of adding new game element data and the like can be performed quickly and easily after each arcade game machine is installed in the game arcade.
  • a game system in which a plurality of arcade game machines respectively installed in different game arcades are connected so as to be able to perform data communication with each other via a network.
  • the arcade game machine receives an operation unit for game operation, a game image display unit for displaying a game image including a game element image, and a game value medium having money or medals or equivalent electronic data power.
  • a game element storage unit that stores game element data corresponding to each of a plurality of game element images that can be displayed on the game image display unit, and the receiving unit includes a game value medium.
  • the progress of the game is started on the condition that the body is received, and the game element image corresponding to the read game element data is displayed on the game image display unit while the game is in progress.
  • a game control unit that controls the progress of the game according to the operation content of the operation unit, and a player who is playing the game among the plurality of game element data stored in the game element storage unit.
  • the game element data that can be used in a game or specific data for specifying the game element data, and the game control unit are stored in the game element storage unit.
  • Appearance probability data for determining each appearance probability for displaying each game element image corresponding to each game element data on the game image display unit is stored.
  • a game storage unit corresponding to one or more game element data stored in the game element storage unit of the arcade game machine.
  • the element image is determined according to the appearance probability determined by the appearance probability data stored in the appearance probability storage unit of the arcade game machine.
  • the game progress is controlled to be displayed on the game image display unit of the arcade game machine, and the game element data corresponding to the game element image displayed on the game image display unit or the specific data of the game element is stored.
  • control is performed to store the usable element storage unit of the arcade game machine, and the game progress unit of each arcade game machine receives the reception received via the network.
  • the game element data stored in the usable element storage unit provided in the other arcade game machine among the plurality of arcade game machines or the same data as the specific data of the game element is stored in the arcade.
  • Control is stored in the usable element storage unit of the game machine, and is stored in the appearance probability storage unit of each arcade game machine.
  • the appearance probability data is set so that the appearance probability of the game element image corresponding to at least one type of the same game element data is different depending on the arcade game machine.
  • Configuration of each arcade game machine constituting this game system it is essential to have a setting changing unit for changing the setting of the appearance probability data stored in the appearance probability storage unit, so that it is almost the same as the configuration of the arcade game machine of claim 1.
  • the appearance probability of a game element image corresponding to at least one type of the same game element data is set to be different depending on the arcade game machine. Accordingly, it is possible to realize a situation in which game element data having a low acquisition probability in a certain arcade game machine has a high acquisition probability in another arcade game machine. Therefore, it is possible to encourage the player of a certain arcade game machine to actively utilize an event that allows the game element data to be obtained by one player of another arcade game machine. Therefore, the game nature of such an event can be improved with high certainty.
  • FIG. 1 is a functional block diagram showing main parts of an arcade game machine and a management server that constitute a game system according to an embodiment.
  • FIG. 2 is a schematic configuration diagram of the entire game system.
  • FIG. 3 is a front view of the arcade game machine.
  • FIG. 4 is a side view of the arcade game machine.
  • FIG. 5 is a top view of the arcade game machine.
  • FIG. 6 is an enlarged front view showing one of eight stations included in the arcade game machine.
  • FIG. 7 is a block diagram showing a hardware configuration of a station control unit provided for each station.
  • FIG. 8 shows the hardware configuration of the central control unit provided for each arcade game machine.
  • FIG. 9 is a block diagram showing a hardware configuration of the management server.
  • FIG. 10 is an explanatory diagram showing an example of a game screen displayed on the display of the station.
  • FIG. 11 is an explanatory diagram showing an example of three types of monster card images that can be displayed on the display and symbol arrays on reel images corresponding to these.
  • FIG. 12 is an explanatory diagram showing types of symbols appearing in the slot game executed at each station of the arcade game machine.
  • FIG. 13 is a flowchart showing the flow of a computer battle game.
  • FIG. 14 is a flowchart showing the flow of an interpersonal battle game.
  • FIG. 15 is a sequence flow of an appearance probability data setting change process.
  • FIG. 16 is a sequence flow of character addition processing.
  • FIG. 17 is a flowchart showing the flow of the erasing process of the friendly boss monster in the modified example.
  • FIG. 2 is a schematic configuration diagram of the entire game system according to the present embodiment.
  • Each arcade game machine 1 constituting this game system is installed in a game center such as a different game center.
  • the game system also includes a management server 40 connected to these arcade game machines 1 via a communication network.
  • the management sano 0 performs data communication with each arcade game machine 1 via a communication network and manages the entire game system.
  • the communication network is composed of public telephone lines, dedicated telephone lines, cable TV lines, wireless communication lines, and so on.
  • FIG. 3 is a front view of the arcade game machine 1 constituting the present game system.
  • FIG. 4 is a side view of the arcade game machine 1.
  • FIG. 5 is a top view of the arcade game machine 1.
  • This arcade game machine 1 is provided with eight stations 10 so as to surround a dragon model 2 provided in the central portion.
  • the dragon model 2 has a shared display 3 as shown in FIG.
  • the dragon model 2 is configured to be rotatable so that the shared display 3 can face any station 10.
  • Each station 10 is connected to a central control unit (not shown) through a communication line such as a LAN cable.
  • a communication line such as a LAN cable.
  • One player can play a slot game using the station 10, and a maximum of eight players can play at the same time on this arcade game machine alone. Since the eight stations 10 have the same configuration, one of them will be described in the following description.
  • FIG. 6 is an enlarged front view of the station 10.
  • the station 10 has a display 11 as a game image display section that functions as a game image display means for displaying a game screen according to the progress of the game, and a sound effect such as a sound effect or a back music according to the progress of the game.
  • a speaker 12 as a sound output unit that functions as a sound output unit
  • an operation lever 13 as an operation unit that functions as an operation unit for game operations operated by the player
  • two operation buttons 14a and 14b are provided.
  • the station 10 is also provided with various buttons for paying out credits and taking out a magnetic card as a portable storage medium described later. The player operates the operation lever 13 and the two operation buttons 14a and 14b while viewing the game screen displayed on the display 11, and thereby displays the monster card image (game element image) that appears on the game screen.
  • the used slot game can be played.
  • the station 10 receives a medal that is a tangible object as a game value medium.
  • Medal slot 15 that constitutes a receiving section that functions as a receiving means
  • a medal payout opening 16 that constitutes a discharging section that functions as a discharging means that discharges medals that are tangible objects as game value media
  • a storage medium discharge unit that functions as a storage medium discharge means for inserting and removing a magnetic card for storing information necessary for the player who finished the game to continue the game at the next play.
  • the card insertion / extraction port 17 is also provided.
  • FIG. 7 is a block diagram showing a hardware configuration of a station control unit provided for each station 10.
  • Each station 10 executes its own game program to advance the slot game.
  • a station control device 21 for controlling the operation of the station is provided inside the station 10.
  • the station control device 21 is composed of a microprocessor and the like, and performs various calculations necessary for the game progress and operation control of various devices.
  • the station control device 21 is connected via a nose to a screen drawing control device 22 that draws various images on the display 11 in accordance with instructions from the station control device 21.
  • the station control device 21 is also connected to the storage device 23 through a bus.
  • the storage device 23 that is a storage unit includes a ROM, a RAM, and an auxiliary storage device, and functions as various storage means.
  • the ROM stores programs and data necessary for controlling basic operations when the station 10 is started up, and main programs necessary for controlling the game progress.
  • the auxiliary storage device is a rewritable storage device configured by a hard disk storage device or the like, and stores data or programs that cannot be stored in ROM or RAM.
  • the RAM temporarily stores data and
  • the station control device 21 receives an operation signal from the operation lever 13, the operation buttons 14a, 14b, etc., and outputs it from the operation control device 24, speaker 12 which converts the operation signal indicating the operation content. It is also connected to an acoustic control device 25 for controlling sound, a magnetic card writing / reading device 26 for writing / reading data to / from a magnetic card inserted in the card insertion / extraction port 17, a medal management device 27, etc. Yes.
  • the station controller 21 is also connected to an interface 28. Data communication is performed with the central controller 31 described later via a communication line such as a LAN cable.
  • the medal management device 27 stores credit data indicating the number of medals of the player in the internal storage unit.
  • the medal management device 27 which is a payout unit, functions as a payout means when receiving a payout command from the station control device 21, and adds a credit according to the payout command to the credit data as a distribution. I do. Further, when the medal management device 27 receives a bet command from the station control device 21, the medal management device 27 performs a process of subtracting the credit data power from the credit according to the bet command.
  • FIG. 8 is a block diagram showing a hardware configuration of a central control unit provided for each arcade game machine 1.
  • the central control unit manages the entire arcade game machine 1 by performing data communication with the station control device 21 of each station 10 via a communication line such as a LAN.
  • the central control unit realizes an interpersonal game between different arcade game machines by performing data communication with other arcade game machines via a communication network.
  • the central control unit includes a central control device 31 that controls the entire arcade game machine 1 by performing data communication with the station control device 21 of each station 10 via a communication line such as a LAN. Yes.
  • the central control unit 31 is constituted by a microprocessor or the like, and performs various calculations necessary for playing a personal battle game described later and operation control of various devices.
  • the central control device 31 is connected via a bus to a screen drawing control device 32 that draws various images on the shared display 3 in accordance with instructions from the central control device 31.
  • the central control device 31 is also connected to the storage device 33 via a bus.
  • the storage device 33 which is a storage unit, includes a ROM, a RAM, and an auxiliary storage device, and functions as various storage means.
  • the ROM stores programs and data necessary for controlling basic operations at the start-up of the central control unit, and main programs necessary for playing an interpersonal battle game.
  • Auxiliary storage devices are rewritable storage devices composed of hard disk storage devices, etc., and there is data that cannot be stored in ROM or RAM.
  • the program is used to store data necessary for each player to continue the game after the game is finished.
  • the RAM temporarily stores data and programs used by the central controller 31.
  • the central control device 31 is also connected to a model driving device 34 that rotationally drives the model 2 of the dragon in accordance with a command from the central control device 31 via a bus.
  • the central control device 31 is also connected to an interface 35, and performs data communication with the station control device 21 from the interface 35 via a communication line such as a LAN cable.
  • the central controller 31 is also connected to an external communication interface 36, and data communication is performed from the external communication interface 36 to the management Sano O or to another arcade game machine 1 through the communication network. Do.
  • FIG. 9 is a block diagram showing a hardware configuration of the management server 40. As shown in FIG.
  • This management Sano O manages the entire game system by performing data communication with the central control device 31 of each arcade game machine 1 via a communication network.
  • the management server 40 realizes an interpersonal game by controlling communication performed between at least two arcade game machines.
  • the management server 40 functions as an appearance probability management device, and changes the setting of appearance probability data in each arcade game machine by performing data communication with each arcade game machine 1 via a communication network.
  • the management server 40 also functions as a game element management device. By performing data communication with each arcade game machine 1 via a communication network, the arcade game machine is newly added to each arcade game machine. (Element data) is also added.
  • the management server 40 includes a control device 41 that controls each arcade game machine 1 by performing data communication with the central control device 31 of each arcade game machine 1 via a communication network. .
  • the control device 41 is configured by a microprocessor or the like, and performs communication control necessary for playing a person-to-person game described later.
  • the control device 41 is connected via a bus to a screen drawing control device 42 that draws various images on a display (not shown) according to instructions from the control device 41.
  • the control device 41 is also connected to the storage device 43 via a bus.
  • This storage device 43 includes ROM, RAM, and auxiliary storage device. It functions as various storage means.
  • the ROM stores programs, data, and the like necessary for controlling basic operations when the management server 40 is started up.
  • the auxiliary storage device is a rewritable storage device composed of a hard disk storage device, etc., and data or programs that cannot be stored in ROM or RAM, for example, programs and data necessary for playing an interpersonal game, each arcade game This is for storing programs and data for changing the setting of appearance probability data on machine 1, new programs for each arcade game machine 1, and programs and data for adding character data, etc. .
  • the RAM temporarily stores data and programs used by the control device 41.
  • the control device 41 is also connected to an instruction input device 44 that receives an operation signal of an operation unit force such as a keyboard and a mouse via the bus and converts the operation signal into instruction data indicated by the operation content. Yes.
  • the control device 41 is also connected to an external communication interface 45, and performs data communication with each arcade game machine 1 from the external communication interface 45 via a communication network.
  • FIG. 1 is a functional block diagram showing the main parts of the arcade game machine 1 and the management sano O constituting the game system in the present embodiment.
  • the arcade game machine 1 mainly includes a game progress control unit 101, a display unit 102, an operation unit 103, a lottery unit 104, a hit determination unit 105, a character storage unit 106, and a appearance probability setting change unit 107.
  • the external communication unit 108 is configured.
  • the game progress control unit 101 includes the station control device 21, the storage device 23 and the interface 28 in the hardware configuration of the station control unit shown in FIG. 7, and the hardware configuration of the central control unit shown in FIG.
  • the central controller 31, the storage device 33, and the interface 35 are also configured.
  • a game progress control unit 101 that is a game control unit functions as a game control unit by the station control device 21 executing a game progress program stored in the storage device 23.
  • the game progress control unit 101 performs various controls and processes described later.
  • the display unit 102 includes the display 11 and the screen drawing control device 22 in the hardware configuration of the station control unit shown in FIG. 7, and the hard drive of the central control unit shown in FIG. Shared display 3 and screen drawing control device 32 at the same power.
  • the display unit 102 displays images on these displays 11 and 3 according to various display commands from the game progress control unit 101.
  • FIG. 10 is an explanatory diagram showing an example of the game screen displayed on the display 11.
  • three reel images 51a, 51b, 51c are displayed in which a plurality of types of symbols are displayed in a variable manner or stopped. Also, on the right side of the screen, a sub screen 52 showing the opponent's reel status is displayed.
  • the arcade game machine 1 when the player operates the operation lever 13 and the operation buttons 14a and 14b, the game is displayed on the display 11!
  • three reel images 51a, 51b, and 51c corresponding to each character data corresponding to the selected monster card image are displayed.
  • the image 53a of the ally monster (ally boss monster) corresponding to the central reel image 5 lb of the three monster characters (ally monster) selected by the player is displayed.
  • the name (golem) of this ally boss monster is displayed in a name display area 53b provided under the reel images 51a, 51b, 51c.
  • the health value of the friendly boss monster is displayed as a bar graph 53c.
  • the enemy monster (enemy) that corresponds to the opponent's central reel image Boss monster) image 54a is displayed.
  • the name (dragon) of this enemy boss monster is displayed in the name display area 54b provided under the sub screen 52.
  • the health value of this enemy boss monster is displayed as a bar graph 54c at the top of the screen, as in the case of the friendly boss monster.
  • a payout table 55 representing the contents of the payout table stored in the storage device 23 is displayed below the ally boss monster image 53a on the left side of the screen.
  • This payout table 55 displays the amount of payout to be paid out according to the type of the specific combination when the combination of symbols stopped and displayed on each reel image 51a, 51b, 51c becomes a specific combination.
  • the operation unit 103 is an operation in the hardware configuration of the station control unit shown in FIG. Operation means for operating the game such as the lever 13 and the operation buttons 14a and 14b and the operation control device 24 are also configured. When the player operates the operation lever 13, the operation buttons 14a, 14b, etc., the operation unit 103 outputs operation data indicating the operation content to the game progress control unit 101.
  • the lottery unit 104 includes the station control device 21 and the storage device 23 in the hardware configuration of the station control unit shown in FIG.
  • the lottery unit 104 receives a lottery start command from the game progress control unit 101
  • the lottery unit 104 functions as a lottery unit, and performs a lottery to determine a symbol stop display position on each reel image 51a, 51b, 51c.
  • the station control device 21 generates three random numbers, and according to the stop display position table stored in the storage device 23, the stop position corresponding to each generated random number. Determine each number.
  • the lottery result data indicating the determined three stop position numbers are output to the game progress control unit 101.
  • the hit determination unit 105 includes the station control device 21, the storage device 23, and the like in the hardware configuration of the station control unit shown in FIG.
  • the hit determination unit 105 which is a determination unit, functions as a determination unit when receiving a win determination command related to the lottery result data output from the lottery unit 104 from the game progress control unit 101, and first selects the RAM of the storage device 23.
  • the three symbol array data (character data symbol array data corresponding to the three friendly monsters selected by the player) stored in the character storage area are read out.
  • the symbol array data is obtained by associating a symbol type with its stop position number.
  • the combination of symbols to be stopped and displayed on each reel image 51a, 51b, 51c is a specific combination from the three stop position numbers indicated by the lottery result data related to the winning determination command and the three symbol arrangement data. Judge whether it is power or not. Then, the determination result is output to the game progress control unit 101.
  • the character storage unit 106 which is a game element storage unit, usable element storage unit, and appearance probability storage unit, includes the storage device 23 in the hardware configuration of the station control unit shown in FIG. It functions as a means, usable element storage means and appearance probability storage means.
  • the character storage unit 106 stores character data corresponding to all monster card images (game element images) that can be displayed on the display 11.
  • Game element data is stored in the character storage area of the auxiliary storage device of the storage device 23.
  • Each character data includes level data, physical fitness value data, special skill data, characteristic data, bet cost data, and the like.
  • Each character data also includes symbol arrangement data indicating a symbol arrangement on one reel image.
  • each character data indicates the probability of appearance on the display 11 as a monster card image of the monster character (enemy monster) on the computer side when the player plays a computer battle game against the computer.
  • Each data is also included.
  • the level data represents the level of ability of the monster character, and as described later, the higher the level data, the higher the degree of reduction in the health value of the opponent's boss monster.
  • the physical strength data is for determining the initial physical strength value of the monster character.
  • the special skill data indicates the special skill of the monster character.
  • the characteristic data indicates the characteristics of the monster character used in damage calculation processing, which will be described later, a symbol representing a physical attack on a symbol array corresponding to the monster character, a symbol representing a single fire attack, magic Corresponds to the ratio of symbols representing attacks.
  • the bet cost data is the number of bets required when the monster character is used in the slot game. The higher the level data, the higher the bet cost data.
  • the appearance probability setting changing unit 107 which is a setting changing unit, includes the station control device 21 and the interface 28 in the hardware configuration of the station control unit shown in FIG. 7, and the hardware of the central control unit shown in FIG.
  • the central control device 31 and the interface 35 in the hardware configuration are also configured and function as setting change means.
  • the appearance probability setting change unit 107 when the communication network power also receives the setting change data via the external communication unit 108, the appearance probability setting change unit 107, based on the setting change data, stores each character stored in the character storage unit 106. Change the data appearance probability data. Details of this appearance probability data setting change process will be described later.
  • the external communication unit 108 which is a communication unit, includes the central controller 31 and the external communication interface 36 in the hardware configuration of the central control unit shown in FIG. Functions as a stage.
  • the external communication unit 108 performs data communication with the management Sano O or with another arcade game machine 1 via the communication network from the external communication interface 36 under the control of the central control device 31.
  • FIG. 11 is an explanatory diagram showing an example of symbol arrays on the three types of monster card images and the reel images corresponding to them.
  • FIG. 11 shows a monster card image 60 A of a monster character “Geropy” and a symbol arrangement based on the symbol arrangement data of the monster character on the right side.
  • a monster card image 60B of a monster character “Demon” and a symbol array based on the symbol array data of this monster character are shown on the right side.
  • a monster card image 60C of a monster character “Blue Dragon” and a symbol arrangement based on the symbol arrangement data of the monster character are shown on the right side.
  • FIG. 12 is an explanatory diagram showing the types of symbols appearing in the slot game of the present embodiment.
  • a physical attack type damage calculation process is executed. Specifically, when the game progress control unit 101 receives a determination result indicating that the specific combination is obtained from the hit determination unit 105, the game progress control unit 101 executes the damage calculation program and arranges the physical attack symbols 61a, 61b, Based on the 61c type, the damage value given to the opponent's boss monster is calculated in consideration of the physical characteristics determined by the characteristic data of the monster data used by the opponent. Then, the physical strength value corresponding to the calculated damage value is subtracted from the physical strength value data strength of the opponent stored in the physical strength value storage area of the RAM in the storage device 23.
  • the difference between the physical attack symbols 6 la, 61b, and 61c indicates the difference in the level data of the monster character corresponding to the reel image having the symbol.
  • the damage value to the opponent increases when the attack symbols are aligned.
  • the fire attack symbols 62a, 62b, 62c are three reel images 51a shown in FIG. , 51b, 51c, a fire attack type damage calculation process is executed when a specific combination of three on the predetermined winning line is established. Specifically, when the game progress control unit 101 receives a determination result indicating that the specific combination has been obtained from the hit determination unit 105, the game progress control unit 101 executes a damage calculation program and arranges the fire attack symbols 62a, 62b, 62c. The damage value to the opponent's boss monster is calculated in consideration of the fire characteristics determined by the characteristics data of the monster data used by the opponent according to the type. Then, the physical strength value corresponding to the calculated damage value is subtracted from the physical strength value data strength of the opponent stored in the physical strength value storage area of the RAM in the storage device 23.
  • the difference between fire attack symbols 62a, 62b, and 62c indicates the difference in the level data of the monster character corresponding to the reel image having that symbol. The higher the level data, the more the symbol corresponding to that level. The damage value dealt to the opponent when becomes complete increases.
  • Magic attack simponole 63a, 63b, 63c force S When a specific combination of three linole images 51a, 51b, 51c shown in FIG.
  • the damage calculation process is executed. Specifically, when the game progress control unit 101 receives a determination result indicating that the specific combination is obtained from the hit determination unit 105, the game progress control unit 101 executes the damage calculation program and arranges the magic attack symbols 63a, 63b, 63c.
  • the damage value to the opponent's boss monster is calculated in consideration of the magic characteristics determined by the monster data characteristics data used by the opponent.
  • the physical strength value corresponding to the calculated damage value is stored in the physical strength value storage area of the RAM in the storage device 23, and the physical strength value data strength of the opponent is subtracted.
  • the difference between the magic attack symbols 63a, 63b, and 63c indicates the difference in the level data of the monster character corresponding to the reel image having the symbol. The higher the level data, the more the symbol corresponding to that level. The damage value given to the opponent when they are complete increases.
  • the multi-attack symbol 64 also serves as a level 1 symbol for physical, fire and magic attacks. Therefore, if the multi-attack symbol 64 and any symbol of a physical attack, a fire-one attack, and a magic attack are aligned on the winning line, the physical attack, the fire-one attack, and the magic attack that exist on the winning line are detected. Such a specific combination is established, and damage calculation processing corresponding to the attack type is performed.
  • the game progress control unit 101 stores the storage device A physical strength recovery process is performed in which a physical strength value corresponding to a predetermined value is added to the physical strength value data stored in the physical strength value storage area of the RAM in 23.
  • the wild symbol 66 serves as all symbols other than the monster symbol described later.
  • a specific combination is established in which all symbols on the winning line become the wild symbol 66, a free game in which a slot game can be played without betting credits is played five times in succession.
  • the monster symbols 67, 68, and 69 represent monster characters corresponding to the reel image having the symbol.
  • a specific combination is established in which one or more of these monster symbols 67, 68, and 69 are displayed on each of the reel images 51a, 51b, and 51c, a screen for selecting the feat of each monster character appears on the display 11. It is.
  • the game progress control unit 101 executes a special skill process corresponding to the selected special skill. This special skill is determined by the special skill data included in the character data of each monster character.
  • the medal management device 27 detects the insertion of a medal, the medal management device 27 notifies the game progress control unit 101 to that effect.
  • the game progress control unit 101 outputs a menu selection screen display command to the display unit 102.
  • a menu selection screen is displayed on the display 11 of the station 10 where the player has inserted medals.
  • a button image for selecting a computer battle game and a button image for selecting a human battle game are displayed.
  • the player can resume the game with the continued power at the end of the previous game by inserting his own magnetic card into the card insertion / extraction port 17.
  • the game state data for restoring the game state at the end of the next game is recorded on the magnetic card by the magnetic card writing / reading device 26.
  • the game state data includes the card ID as the owner identification information, the player name, the last play time, and the character data of the monster character obtained by the player.
  • the player inserts a magnetic card into the card insertion / removal port 17 and the game state data in the magnetic card is read out by the magnetic card writing / reading device 26, the player can display the monster character obtained in the previous play. It can be used in a computer game or a player game.
  • the card ID is recorded on the magnetic card, and part or all of the game state data other than the card ID is stored in the storage device of the central control unit. You may make it record in 33.
  • game state data corresponding to the card ID may be downloaded from the central controller to the station controller.
  • the game progress control unit 101 Upon receiving notification from the medal management device 27 that the medal insertion has been detected, the game progress control unit 101 sends a magnetic card to the magnetic card writing / reading device 26, which is a data reading unit. Output a read command. Upon receiving this command, the magnetic card writing / reading device 26 functions as data reading means. When a magnetic card is inserted into the card insertion / removal port 17, the game state data stored in the magnetic card is stored. Is output to the game progress control unit 101. The game progress control unit 101 uses the character data in the read game state data as a usable element storage unit functioning as a usable element storage unit in the storage device 23 constituting the character storage unit 106. Store in the storage area. The character data stored in the usable character storage area can be used for a computer battle game or a human battle game.
  • the method for the player to acquire the character data is a method of acquiring the character data by winning the opponent in a computer battle game or an interpersonal battle game, which will be described later, and paying a credit at a shop event.
  • One method is to obtain the data by converting it into one or more new character data. Character data obtained by the player using these obtaining methods is stored in the usable character storage area of the RAM in the storage device 23 constituting the character storage unit 106 by the game progress control unit 101.
  • FIG. 13 is a flowchart showing the flow of the computer battle game.
  • a computer battle game is a game in which a slot game is played using a computer as a matchmaker.
  • the player and the computer perform a slot game alternately, and the specific combination described above in the own slot game is prepared.
  • the station control device 21 executes the computer battle program, and first, from the character storage unit 106 to the character storage area of the auxiliary storage device in the storage device 23. Select three character data from the character data stored in. In this selection, the game progress control unit 101 selects according to the appearance probability of the monster card image corresponding to each character data to be grasped as the appearance probability data power of each character data stored in the character storage area. Therefore, it is difficult to select character data having appearance probability data having a low appearance probability, and character data having appearance probability data having a high appearance probability is easily selected.
  • the monster characters related to the three character data selected in this way are determined as enemy monsters to be used by the computer (Sl).
  • the game progress control unit 101 selects one of the determined enemy monsters as an enemy boss monster, and stores the physical strength value data of the character data related to the enemy boss monster in the physical strength value stored in the RAM in the storage device 23.
  • the area is stored as an initial value of the physical strength value data on the computer side.
  • the game progress control unit 101 reads out the usable character storage area power character data of the RAM in the storage device 23, outputs a character selection screen display command to the display unit 102, and displays the display unit 102. 11Display the monster selection screen on top. On this monster selection screen, the monster card images corresponding to all the character data read out are displayed.
  • the operation data is input from the operation unit 103 to the game progress control unit 101.
  • the game progress control unit 101 stores the three character data selected by the player based on the operation data in the selected character storage area of the RAM of the storage device 23.
  • the monster character related to the three character data selected in this way is determined as a friendly monster used by the player (S2). Then, the game progress control unit 101 selects one of the determined ally monsters by the player's selection. It is determined as a friendly boss monster, and the physical strength value data of the character data related to the friendly boss monster is stored in the physical strength value storage area of the RAM in the storage device 23 as the initial value of the physical strength value data on the player side.
  • the game progress control unit 101 reads the symbol array data included in the determined character data of the three enemy monsters, Three reel images are determined based on the symbol arrangement data (S3). Further, the game progress control unit 101 reads the selected character storage area power included in the determined character data of the three friendly monsters, and determines the three reel images based on the symbol arrangement data. (S4). Then, the game progress control unit 101 outputs a game screen display command to the display unit 102, and displays a game screen as shown in FIG. 10 on the display 11 of the display unit 102 (S5).
  • the three reel images determined in S4 above that is, the three reel images respectively corresponding to the three ally monsters, are displayed as the reel images 51a, 51b, and 51c in the central portion on the game screen.
  • the determined three reel images that is, the three reel images respectively corresponding to the three enemy monsters, are displayed on the sub screen 52 on the right side of the game screen.
  • the player operates the operation buttons 14a and 14b to bet a predetermined amount of credit.
  • bet data indicating the bet amount corresponding to each button is sent from the operation unit 103 to the game progress control unit 101.
  • the game progress control unit 101 which is a bet receiving unit, functions as a bet receiving unit, receives a bet, and outputs a bet command to the medal management device 27.
  • the medal management device 27 As a result, the medal management device 27 Then, the credit corresponding to the bet command is subtracted, and the credit corresponding to the number is added to the bet data (S6).
  • the specified amount indicating the bet amount necessary to play the slot game is the total value of the bet cost data of the character data of the three friendly monsters determined in S2.
  • the game progress control unit 101 When the credit betted by the player reaches a specified amount, the game progress control unit 101 next outputs a lottery start command to the lottery unit 104, and causes the lottery unit 104 to execute a lottery process (S7). Then, when the game progress control unit 101 receives the lottery result data from the lottery unit 104, the game progress control unit 101 outputs a reel fluctuation display command for performing a lottery effect to the display unit 102. As a result, the display unit 102 displays the three reel images 51a, 51b, and 51c displayed on the game screen on the display 11 of the station 10 in a variably displayed manner, and then reels based on the lottery result data from the game progress control unit 101.
  • each reel image 51a, 51b, 51c is displayed so that the symbols on each reel image are stopped and displayed at each stop display position indicated by the lottery result data related to the reel stop display command.
  • a lottery effect is performed (S8).
  • the reel images 5la, 51b, 51c are displayed on the display 11 of the station 10 in which the respective symbols are stopped at the respective stop display positions indicated by the lottery result data.
  • the game progress control unit 101 outputs a winning determination command related to the lottery result data received from the lottery unit 104 to the winning determination unit 105.
  • the determination unit 105 determines whether or not the combination of symbols on the three reel images that are stopped and displayed is a specific combination based on the lottery result data (S9).
  • the game progress control unit 101 receives the loss determination result data from the hit determination unit 105, the game progress control unit 101 proceeds to S13, which will be described later, and starts a slot game on the computer side.
  • the game progress control unit 101 executes a process according to the winning type (specific combination type) indicated by the determination result data. (S 10). Specifically, according to the received judgment result data, the above-mentioned various attack-type damage calculation processes are executed, the above-described physical strength recovery process is executed, or the above-mentioned five consecutive free games are executed. The special skill process described above is executed. When executing various attack-type damage calculation processes, the game progress control unit 101 Outputs an attack effect display command for performing an attack effect on the display unit 102.
  • the display unit 102 displays an image representing an attack type corresponding to the hit type on the game screen on the display 11 of the station 10, for example, if the win type is a fire attack type, An image is displayed in which image 53a fires toward image 54a of the enemy boss monster. Also, the display unit 102 that has received the attack effect display command receives the physical strength value data strength of the enemy boss monster stored in the physical strength value storage area of the RAM in the storage device 23 by the damage calculation process, and the physical strength corresponding to the damage value subtracted. Depending on the value, the length of the bar graph 54c showing the health value of the enemy boss monster is changed.
  • the game progress control unit 101 refers to the payout table stored in the storage device 23, and issues a payout command to the medal management device 27 to issue a payout of an amount corresponding to the hit type indicated by the determination result data. Output.
  • the medal management device 27 Upon receiving the payout command, the medal management device 27 performs processing for adding credits corresponding to the payout amount to the credit data (S1 Do)
  • the game progress control unit 101 determines whether or not the strength value data of the enemy boss monster stored in the RAM strength value storage area of the RAM 23 in the storage device 23 has become zero (S12 ). If it is determined that it is not zero, the game progress control unit 101 next plays a slot game on the computer side. Specifically, a lottery start command is output to the lottery unit 104, and the lottery unit 104 is caused to execute a lottery process (S13). When the game progress control unit 101 receives the lottery result data from the lottery unit 104, the game progress control unit 101 outputs an opponent side lottery effect display command for performing the other party's lottery effect to the display unit 102.
  • the display unit 102 performs a lottery effect for variably displaying the three reel images displayed on the sub screen 52, and then stops the symbols on each reel image at each stop display position indicated by the lottery result data.
  • a lottery effect is displayed (S14).
  • a reel image in which each symbol is stopped and displayed at each stop display position indicated by the lottery result data is displayed.
  • the game progress control unit 101 outputs a winning determination command related to the lottery result data received from the lottery unit 104 to the winning determination unit 105.
  • the determination unit 105 performs a hit determination in the same manner as in the above-described slot game on the player side (S15).
  • Game progress When the row control unit 101 receives the loss determination result data from the hit determination unit 105, the row control unit 101 proceeds to S6, and starts the slot game on the player side again.
  • winning determination result data is received from the hit determination unit 105, the game progress control unit 101, like the slot game on the player side described above, determines the type (specific identification) indicated by the determination result data.
  • the game progress control unit 101 determines whether or not the physical strength value data of the friendly boss monster stored in the physical strength value storage area of the RAM in the storage device 23 has become zero (S17). If it is determined that it is not zero, the process proceeds to S6 and the slot game on the player side is started again. On the other hand, if it is determined that the value has become zero, the game progress control unit 101 ends the computer battle game. In this case, the player loses the computer in this computer battle game and cannot obtain a monster character.
  • the game progress control unit 101 Monster character acquisition processing is performed (S18). Specifically, the game progress control unit 101 stores the same data as the character data of the enemy boss monster in the usable character storage area of the RAM in the storage device 23 constituting the character storage unit 106. Then, the game progress control unit 101 outputs an acquisition effect display command for performing a monster acquisition effect to the display unit 102. As a result, the display unit 102 displays the monster card image corresponding to the character data stored in the usable character storage area on the display 11 of the station 10. As a result, the player can use the character data in the next and subsequent computer battle games or the player battle game described later.
  • two enemy monsters other than the powerful enemy boss monster described in the example in which the player obtains the same data as the character data of the enemy boss monster may be obtained.
  • the three enemy monsters are selected according to a predetermined probability, and the same data as the character data of the selected enemy monster is used.
  • the number of monster characters that can be obtained is set as appropriate.
  • a slot game is played with another player as an opponent.
  • the basic game flow of the interpersonal game in this embodiment is the same as that of the computer game described above, except that the opponent has changed to a computer player or another player.
  • Interpersonal games can be played between players playing at two different stations 10 in the same arcade game machine 1, and at two stations 10 of arcade game machines 1 installed in different game arcades. Each player can play with each other. In the following description, the latter case will be described, but the former case is almost the same.
  • the management server 40 is used. First, the configuration of the management server 40 will be described with reference to FIG.
  • the management server 40 includes an interpersonal battle management unit 401, an instruction input unit 402, an appearance probability management unit 403, a character distribution unit 404, and an external communication unit 405.
  • the interpersonal battle management unit 401 includes the control device 41, the storage device 43, and the like in the hardware configuration shown in FIG.
  • the interpersonal battle management unit 401 executes the interpersonal battle game management program stored in the storage device 43 by the control device 41, thereby mainly accepting the participation process of the interpersonal battle game and each arcade played by the competing player. Performs processing to establish data communication between the game machine 1 and the station 10.
  • the instruction input unit 402 is also configured with an operation unit that functions as an operation unit such as a keyboard in the hardware configuration shown in FIG. When the operator operates a keyboard or the like, the instruction input unit 402 outputs operation data indicating the operation content to the appearance probability management unit 403 and the character distribution unit 404.
  • the appearance probability management unit 403 is also configured with the control device 41 and the storage device 43 equal force in the hardware configuration shown in FIG.
  • the appearance probability management unit 403 receives the operation data for the setting change instruction from the instruction input unit 402
  • the appearance probability management unit 403 generates the setting change data based on the operation data. This is transmitted to all or some of the arcade game machines 1 constituting the game system via the external communication unit 405.
  • the arcade game machine 1 that has received the setting change data performs an appearance probability data setting change process to be described later using the appearance probability setting change unit 107 of each station 10.
  • the character distribution unit 404 is also configured with the control device 41 and the storage device 43 equal force in the hardware configuration shown in FIG.
  • the character distribution unit 404 receives the operation data for the character distribution instruction from the instruction input unit 402
  • the character distribution unit 404 transmits the character data stored in the storage device 43 based on the operation data to the game system via the external communication unit 405. Sent to all or part of the arcade game machines 1 to be configured.
  • the arcade game machine 1 that has received this character data is stored in the character storage area of the auxiliary storage device constituting the character storage unit 106 by the game progress control unit 101 of each station 10.
  • the external communication unit 405 is also configured with the control device 41 and the external communication interface 45 in the same hardware configuration shown in FIG.
  • the external communication unit 405 performs data communication with each arcade game machine 1 through the communication network from the external communication interface 45 under the control of the control device 41.
  • the game progress control unit 101 first outputs a participation acceptance screen display command to the display unit 102 when the station control device 21 executes the participation application program at a predetermined timing. As a result, the display unit 102 displays the participation application screen on the display 11 of the station 10. If the player wishes to play an interpersonal game, the player operates the operation lever 13 and the operation buttons 14a and 14b according to the guidance on the participation application screen. Thus, the operation data is input from the operation unit 103 to the game progress control unit 101. Then, based on the operation data, game progress control unit 101 transmits the participation application data from external communication unit 108 to management server 0 via the communication network. Such participation application processing is performed by all arcade game machines 1 constituting the game system.
  • Participation application data from each arcade game machine 1 is received by the interpersonal battle management unit 401 via the external communication unit 405 of the management server 40.
  • the interpersonal battle management unit 401 confirms that the number of received participation application data reaches a specified number or determines the participation application period. When the time has elapsed, the participation acceptance is terminated, and a combination determination process is performed for determining a combination of battles from the accepted participation application data. In this embodiment, the prescribed number is eight and a tournament system with eight players is adopted. If the application data is less than 8, the computer will make up for the shortage.
  • the interpersonal game management unit 401 communicates between the stations 10 of each arcade game machine 1 played by the two players determined as opponents based on the received participation application data. Establish. The subsequent progress of the interpersonal game is performed by the game progress control unit 101 of each arcade game machine 1.
  • FIG. 14 is a flowchart showing the flow of the interpersonal battle game.
  • the game progress control unit 101 which is the game control unit of each arcade game machine 1 is the central controller 31
  • the station control device 21 functions as a game control means by executing a program necessary for playing a personal battle game.
  • the processing operation in each arcade game machine 1 is the same, only one arcade game machine 1 will be described.
  • the game progress control unit 101 displays a monster selection screen on the display 11 of the display unit 102 as in the case of the computer battle game described above.
  • the operation data is input from the operation unit 103 to the game progress control unit 101.
  • the game progress control unit 101 stores the three character data selected by the player in the selected character storage area of the RAM of the storage device 23, and determines it as a friendly monster to be used by the player side ( S2).
  • the game progress control unit 101 determines one of the determined ally monsters as a ally boss monster by the player's selection, and stores the physical strength value data of the character data related to the ally boss monster in the RAM 23 in the storage device 23. Is stored as an initial value of the player's physical strength value data.
  • the game progress control unit 101 specifies specific information data for identifying these friendly monsters based on the operation data. Is transmitted from the external communication unit 108 to another arcade game machine 1 via the communication network (S21). Then, the symbol arrangement data included in the determined character data of the three ally monsters are read, and three reel images based on these symbol arrangement data are determined (S4). The above processing (S2, S21, S4) is performed in the same manner on the other arcade game machines 1. Therefore, in the other arcade game machine 1, the three monster characters selected by the opponent player playing at station 10 of the other arcade game machine 1 are determined, and the specific information data is transferred to this arcade game machine 1. Sent.
  • the specific information data is received by the game progress control unit 101 via the external communication unit 108 as well as the communication network power (S22).
  • the game progress control unit 101 identifies three monster characters based on the specific information data, and determines these as enemy monsters. Then, the game progress control unit 101 reads the character data of the determined three enemy monsters and also the character storage area power in the character storage unit 106, and stores the physical strength value data of the character data related to the enemy boss monster among them. Is stored in the physical strength value storage area of the internal RAM as an initial value of the physical strength value data of the opponent. Further, the game progress control unit 101 determines three reel images based on the symbol arrangement data included in the character data of the three enemy monsters (S23).
  • the game progress control unit 101 outputs a game screen display command to the display unit 102 to display a game screen as shown in FIG. 10 on the display 11 of the display unit 102 (S5).
  • the three reel images determined in S4 above that is, the three reel images respectively corresponding to the three ally monsters, are displayed as the reel images 51a, 51b, 51c in the central portion on the game screen, and determined in S23 above.
  • the three reel images that is, the three reel images respectively corresponding to the three enemy monsters, are displayed on the sub screen 52 on the right side of the game screen.
  • the game progress control unit 101 outputs a lottery start command to the lottery unit 104 and performs a lottery process to the lottery unit 104. Execute (S7).
  • the game progress control unit 101 receives the lottery result data from the lottery unit 104, the game progress control unit 101 transmits the lottery result data from the external communication unit 108 to the other arcade game machines 1 via the communication network (S24). After that, a reel change display command and a reel stop display command are given to the display unit 102.
  • the three reel images 51a, 51b, 51c are displayed in a variable manner on the game screen on the display 11 of the station 10 on the display unit 102, and the symbols on each reel image are displayed at each stop display position indicated by the lottery result data. A lottery effect is displayed to stop and display each (S8). Further, the game progress control unit 101 outputs a hit determination command to the hit determination unit 105, and causes the determination unit 105 to perform a hit determination (S9).
  • the game progress control unit 101 When the game progress control unit 101 receives the loss determination result data from the hit determination unit 105, the game progress control unit 101 proceeds to S25 and starts the opponent side slot game. On the other hand, when winning determination result data is received from the winning determination unit 105, the game progress control unit 101 executes processing according to the winning type (specific combination type) indicated by the determination result data (S10). ), Payout processing (Sl l). Thereafter, the game progress control unit 101 determines whether the strength value data of the enemy boss monster stored in the physical strength value storage area of the RAM in the storage device 23 has reached zero (S12).
  • the game progress control unit 101 next plays a slot game on the opponent side.
  • the above-described processes S6 to S12 are executed in the other arcade game machine 1. Therefore, the lottery result data is transmitted to the arcade game machine 1 by the other arcade game machine 1 performing the process of S24.
  • the lottery result data is received by the game progress control unit 101 from the communication network via the external communication unit 108 (S25).
  • the game progress control unit 101 When the game progress control unit 101 receives the lottery result data, the game progress control unit 101 outputs an opponent side lottery effect display command for performing the other party's lottery effect to the display unit 102, and the display unit 102 outputs the station 10
  • the three reel images on the sub-screen 52 on the game screen are variably displayed and the symbols on each reel image are stopped and displayed at each stop display position indicated by the lottery result data.
  • a production is performed (S14).
  • the game progress control unit 101 outputs a hit determination command based on the received lottery result data to the determination unit 105 and causes the determination unit 105 to perform a hit determination (S15).
  • the game progress control unit 101 When the game progress control unit 101 receives the loss determination result data from the hit determination unit 105, the game progress control unit 101 proceeds to S6 and starts the slot game on the player side again. On the other hand, when the hit determination result data is received from the hit determination unit 105, the game progress control is performed. The unit 101 executes processing according to the type (specific combination type) indicated by the determination result data (S16). After that, the game progress control unit 101 determines whether or not the physical strength value data of the friendly boss monster stored in the physical strength value storage area of the RAM in the storage device 23 has reached the mouth (S17). If it is determined that it is not zero, the process proceeds to S6 and the player's slot game is started again.
  • the game progress control unit 101 can use the RAM in the storage device 23 constituting the character storage unit 106.
  • the character data of the friendly boss monster stored in the area is deleted (S26). As a result, the player cannot use the character data in the next or subsequent computer battle game or the player battle game described later.
  • the game progress control unit 101 performs a monster character acquisition process (S18). Specifically, the game progress control unit 101 stores the same data as the character data of the enemy boss monster in the usable character storage area of the RAM in the storage device 23 constituting the character storage unit 106. In other words, when winning in the interpersonal game in this embodiment, the same monster character data as the monster used as the boss monster in the interpersonal game is obtained from the monster characters obtained by the opponent player in the past game. Can be obtained. Thereafter, the game progress control unit 101 outputs an acquisition effect display command for performing a monster acquisition effect to the display unit 102.
  • the display unit 102 displays the monster card image corresponding to the character data stored in the usable character storage area on the display 11 of the station 10.
  • the player can use this character data in the next and subsequent computer battle games or the personal battle game described later. It is also possible to obtain two enemy monsters other than enemy boss monsters, obtain monster characters other than these enemy monsters, or set the number of available monster characters as appropriate. This is the same as in the case of the computer battle game described above.
  • a player who uses this game system can By winning the computer battle game, the character data of the enemy boss monster used by the opponent's computer can be obtained.
  • the probability that each monster character stored in the character storage area of the character storage unit 106 is used as an enemy boss monster on the computer side depends on the appearance probability data of each character data. Different. Therefore, character data having appearance probability data having a low appearance probability is difficult to use as an enemy boss monster, so the probability that the player can obtain it (acquisition probability) is low.
  • a monster character related to such character data is generally called a rare character and is particularly desired by the player. Therefore, by preparing such a rare character, the player's enthusiasm for the game can be increased.
  • different appearance probability data are set for each arcade game machine 1 constituting the game system in this embodiment. Therefore, in this game system, a certain arcade game machine 1 has a low acquisition probability, a rare character's character data power, and the other arcade game machine 1 has a high acquisition probability and a general character's character data. be able to.
  • the player 1 by playing a player-to-player game between different arcade game machines, the player 1 can use the character data obtained by the opponent player in the past computer game in the other arcade game machine 1. The same data can be obtained. Therefore, if a player who plays on an arcade game machine 1 wishes to obtain the character data of a rare character on that arcade game machine 1, he / she can play with other arcade game machine 1 players whose monster characters are general-purpose characters.
  • the character data of the rare character can be easily obtained as compared with the case where the arcade game machine 1 is used to obtain the computer battle game. As a result, it is possible to encourage each player who uses this game system to actively use the interpersonal game with other players playing on other arcade game machines 1.
  • FIG. 15 is a sequence flow of the setting change process of appearance probability data in the present embodiment.
  • An operator such as a person in charge of the operating company that operates this game system, operates the keyboard of the management Sano O and inputs a setting change instruction to increase or decrease the appearance probability of desired character data.
  • Operation data indicating the contents of this setting change instruction is sent from the instruction input unit 402 to the appearance probability management unit 403.
  • the appearance probability management unit 403 receives the operation data of the setting change instruction from the instruction input unit 402, the appearance probability management unit 403 Then, setting change data is generated and transmitted to the arcade game machine 1 that is the setting change target constituting the game system via the external communication unit 405.
  • This setting change data is received by the appearance probability setting change unit 107 from the external communication unit 108 as the setting change data receiving unit that functions as the setting change data receiving unit of each arcade game machine 1 via the communication network. Is done.
  • the appearance probability setting changing unit 107 which is the setting changing unit that has received the setting change data, functions as setting changing means, and is stored in the character storage unit 106 based on the setting change data, and the character data to be changed
  • Data appearance probability data is changed to appearance probability data indicated by the setting change data.
  • the probability of being selected as an enemy monster in the subsequent computer battle game is changed according to the appearance probability data after the setting change.
  • the probability that the player can obtain the character data whose appearance probability data has been changed by the computer battle game in the arcade game machine 1 changes.
  • a method of changing the appearance probability data of the character data to be changed in the arcade game machine 1 by receiving the setting change data transmitted from the management server 40 is taken as an example.
  • the appearance probability data may be changed by other methods.
  • an operation panel as an operation unit that functions as an operation means for changing settings is provided in the arcade game machine 1, and an operator of a game hall where the arcade game machine 1 is installed operates the operation panel to obtain a desired Inputs a setting change instruction to increase or decrease the appearance probability of character data.
  • operation data indicating the contents of the setting change instruction is sent to the appearance probability setting changing unit 107, and based on the operation data, the setting change target character data stored in the character storage unit 106 is output.
  • the current probability data is changed to the appearance probability data indicated by the operation data.
  • the probability of obtaining each character data in the arcade game machine 1 can be controlled according to the management strategy of the person who operates the game hall.
  • FIG. 16 is a sequence flow of character addition processing in the present embodiment.
  • An operator such as a person in charge of the operating company that operates the game system, stores additional character data, sets the storage medium in the management server 40, and sets the storage medium reader in the storage medium reader. Use the to input the additional character data into the management sano O.
  • the method of inputting additional character data to the management Sano O is not limited to this, and other methods such as a method of inputting via a communication network may be used.
  • the input additional character data is stored in the storage device 43 of the management Sano O.
  • the operator operates the management Sano O keyboard and inputs a character distribution instruction. Operation data indicating the contents of the character distribution instruction is sent from the instruction input unit 402 to the character distribution unit 404.
  • the character distribution unit 404 When the character distribution unit 404 receives the operation data for the character distribution instruction from the instruction input unit 402, the character distribution unit 404 reads the additional character data specified by the operation data from the storage device 43, and this is read through the external communication unit 405 to the main game. It is sent to the arcade game machine 1 that is the target of character addition that constitutes the system.
  • This additional character data is received by the game progress control unit 101 from the external communication unit 108 as a game element data receiving unit that functions as a game element data receiving unit of each arcade game machine 1 via a communication network.
  • the game progress control unit 101 that has received the additional character data stores the additional character data in the character storage area of the character storage unit 106. This makes it possible to use additional character data in the arcade game machine 1 thereafter. Specifically, it can be selected as an enemy monster in a computer battle game on the arcade game machine 1, can be purchased at the above-mentioned shop event, or can be synthesized. It becomes possible to convert to the additional character data.
  • the character management in the arcade game machine 1 is transmitted by sending an erasure command from the power management Sano O to all or some of the arcade game machines 1 described in the case of adding new character data. It is also possible to delete the existing character data stored in the character storage area of the storage unit 106. In this case, the erased character data cannot be obtained by a player in a computer battle game or the like unless it is added using the method described above. As a result, the character data cannot be obtained other than by playing an interpersonal battle game with a player who has already obtained the character data. This makes it possible to increase the scarcity value of certain specific character data. In addition, by erasing existing characters in this way, it becomes possible to adjust the balance between existing character data.
  • the player who won the interpersonal battle game stores the character data of the monster character that was an enemy boss monster in the interpersonal battle game in the usable character storage area of the character storage unit 106, and thereafter. It can be used in other games.
  • the player who lost the interpersonal game loses the character data of the monster character used as a friendly boss monster in the interpersonal game, from the usable character storage area of the character storage unit 106, and uses it in subsequent games. become unable. Therefore, in the embodiment described above, the player who lost the player who won the interpersonal battle game also takes the character data.
  • FIG. 17 is a flowchart showing the flow of the erasing process of the friendly boss monster in this modification.
  • the character data stored in the usable character storage area of the character storage unit 106 includes life data that is a life count value as erasure count value data.
  • the initial value of this life data can be set arbitrarily, and is “3” in this modification.
  • the game progress control unit 101 deletes the character data from the usable character storage area of the character storage unit 106 (S33). In other words, in this modification, if the same character data is defeated three times in the interpersonal game, the character data is erased from the usable character storage area and cannot be used in the subsequent games. In other words, you can continue to use the character data until you lose 3 times using the same character data in the interpersonal game.
  • the player can continue to use the character data until the player loses three times using the same character data in the player game, so the player loses once in the player game.
  • the character data will not be lost by just doing. This can alleviate factors that cause players to hesitate to use interpersonal games, and promote the use of interpersonal games.
  • the form of competing for characters between players is lost, so that the concern about friction between players is reduced. Even in this variation, if the same character data is used three times, the character data can no longer be used, so that moderate tension can be produced in the interpersonal game.
  • the character data of the same monster character as the opponent boss monster is newly stored in the usable character storage area corresponding to the player who won the interpersonal battle game.
  • the life data of the character data stored at this time is set to “3” which is an initial value. That is, in this modification, the initial value of the character data newly stored in the usable character storage area corresponding to the winning player and the character data of the usable character storage area corresponding to the losing player are stored. Life data power Total subtraction value to be subtracted. As a result, if the entire game system is viewed, the total value of the life data of the character data that can be used by each player who played the battle will be constant even if the player battles.
  • the number of character data that can be used by each player is increased or decreased by the interpersonal game, and the total number of character data that can be used by all players as viewed from the entire game system changes. However, the change is within a certain range.
  • the initial value of the life data is set to 3, and when the player loses the game, the life data is reduced by 1 and when the life data becomes zero, the character data is deleted. Similarly, if the initial value of the life data is set to zero, the life data is increased by 1 when the game is defeated by the interpersonal game, and the character data is deleted when the life data value reaches 3.
  • an event in which each player who plays with different arcade game machines 1 exchanges character data that can be used by each player is performed, and the exchange is established at that event.
  • the present invention can also be applied when a player playing on the arcade game machine 1 obtains character data usable by another player playing on another arcade game machine 1.
  • an event may be executed in which a player pays credit to purchase character data that can be used by one player between players who play on different arcade game machines 1, and trading is established at that event.
  • the present invention can also be applied to a case where a player playing on the arcade game machine 1 obtains character data usable by another player playing on another arcade game machine 1.
  • the character data obtained by the other player playing on the other arcade game machine 1 in the computer battle game on the other arcade game machine is used as the player game with the player.
  • the player who plays on the arcade game machine 1 obtains by winning the game has been described as an example, but not limited to this, character data obtained by other players using a method other than a computer battle game is used. The same effect can be obtained even when the player who plays the game machine 1 obtains it.
  • a method of obtaining a game other than a computer battle game as described above, a method of obtaining by purchasing credits at a shop event, or a plurality of character data obtained by a synthetic event by using one or more new character data. For example, a method of obtaining the data by converting it into a data.
  • the types of character data that can be purchased at a shop event performed by each arcade game machine for example, the types of character data that can be purchased at a shop event performed by each arcade game machine, the number of character data to be sold at the shop event, and the like between each arcade game machine. If they are set differently, as in the case of the above embodiment, each player who uses this game system is actively engaged in an interpersonal battle game with another player playing on another arcade game machine 1. Use Can be urged.
  • the data for determining the type of character data that can be purchased and the data for determining the number of character data to be sold at the shop event are the appearance probability data. Change the setting so that it is different between each arcade game machine.
  • the data for determining the selling price is also the appearance probability data.
  • the probability that the character data can be converted into character data after being converted for each character data, and the type of character data that can be combined in the combined event are set between the arcade game machines.
  • each player who uses this game system is aggressively engaged in an interpersonal game with other players playing on other arcade game machines 1 as in the case of the above embodiment.
  • Encourage utilization In this case, the data for determining the probability that the character data can be the character data after being converted by the composite event for each character data, and the data for determining the type of character data that can be combined are the appearance probability data. Therefore, the settings of these data are changed so that they differ from one arcade game machine to another.
  • the character data obtained by the player or the specific data for specifying the character data is all stored in the same magnetic card.
  • it may be stored in a portable storage medium such as an individual magnetic card.
  • the player's willingness to obtain each character data is increased, and game play can be promoted for the player.
  • a portable storage medium in which a picture representing each monster character is printed on the outer surface in advance in the arcade game machine, and this is removed. You may make it take out.
  • the game continuity is such that the player can resume the game with the continuation power at the end of the previous game by inserting his magnetic card into the card insertion / extraction port 17.
  • the configuration may be such that the continuity of the game is not realized by using a magnetic card.
  • the monster character corresponding to the character data obtained by the player is used for another game such as a card game such as a trading card game
  • the character data corresponding to the character data stored in the usable character area is used.
  • a portable member displaying an image such as a picture representing a monster character on the outer surface may be ejected from the arcade game machine. In this case, it is not always necessary to store data such as character data in the portable member.
  • the means realized by software such as a computer program may be realized by hardware such as a circuit and a chip, and also realized by hardware such as a circuit and a chip.
  • the means may be realized by software such as a computer program.

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PCT/JP2006/322246 2005-11-11 2006-11-08 アーケードゲーム機及びゲームシステム WO2007055228A1 (ja)

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JP5367959B2 (ja) * 2007-06-20 2013-12-11 株式会社スクウェア・エニックス ゲーム装置、ゲームバージョン更新方法およびゲームバージョン更新プログラム
JP5754611B2 (ja) * 2010-08-13 2015-07-29 株式会社タイトー バトルゲームシステム及びバトルゲーム機
JP5861331B2 (ja) * 2011-09-01 2016-02-16 株式会社セガゲームス ゲーム装置
CA2860656A1 (en) * 2012-01-05 2013-07-11 Gamblit Gaming, Llc Head to head gambling hybrid games
JP5886458B1 (ja) * 2015-06-23 2016-03-16 株式会社バンダイ ゲーム装置及びプログラム
KR101715888B1 (ko) * 2016-08-25 2017-03-13 (주)넥스케이드 베팅을 조절하는 멀티 릴 게임기
GB2574778A (en) * 2017-07-03 2019-12-18 Mikado Games Ltd Gaming system, gaming method, server device, terminal device, and program
KR102143894B1 (ko) 2018-07-12 2020-08-12 이희동 생체정보를 이용한 게임 아이템 매매 키오스크 장치 및 게임 아이템 관리 시스템
JP7290316B2 (ja) * 2019-08-26 2023-06-13 株式会社ユニバーサルエンターテインメント 情報処理装置
JP7415146B2 (ja) * 2019-12-18 2024-01-17 株式会社Mixi 情報処理装置、情報処理方法及びプログラム

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TW200734017A (en) 2007-09-16
TWI317294B (enrdf_load_stackoverflow) 2009-11-21
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CN101304794B (zh) 2011-07-20
KR20080038422A (ko) 2008-05-06

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