WO2007055230A1 - Game device and game system - Google Patents

Game device and game system Download PDF

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Publication number
WO2007055230A1
WO2007055230A1 PCT/JP2006/322248 JP2006322248W WO2007055230A1 WO 2007055230 A1 WO2007055230 A1 WO 2007055230A1 JP 2006322248 W JP2006322248 W JP 2006322248W WO 2007055230 A1 WO2007055230 A1 WO 2007055230A1
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WO
WIPO (PCT)
Prior art keywords
game
data
unit
time
date
Prior art date
Application number
PCT/JP2006/322248
Other languages
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.
Publication of WO2007055230A1 publication Critical patent/WO2007055230A1/en

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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
    • 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
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes

Definitions

  • the present invention relates to a game device that allows a player to use game element data corresponding to a game element image displayed on a game image display unit according to a predetermined appearance probability in his / her game according to a predetermined use permission condition. And a game system. Background art
  • 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.
  • Patent Document 1 Japanese Patent Laid-Open No. 2005-230264
  • the present invention provides a game apparatus and a game system that can promote the player's willingness to play by executing an event corresponding to the date and time of the real world as described above.
  • a game device which can be displayed on an operation unit for game operation, a game image display unit that displays a game image including a game element image, and the game image display unit
  • a game element storage unit that stores game element data corresponding to each of a plurality of game element images, and a game element image corresponding to the game element data read from the game element storage unit is displayed during the game.
  • the game control unit that controls the progress of the game according to the operation content of the operation unit, and the game among the plurality of game element data stored in the game element storage unit.
  • Usable element storage unit for storing game element data that can be used by the player who is playing in the game or specific data for specifying the game element data
  • Appearance for determining each appearance probability for the game control unit to display each game element image corresponding to each of the plurality of game element data stored in the game element storage unit on the game image display unit
  • An appearance probability storage unit that stores probability data, a date acquisition unit that acquires date and time that is at least one of date and time, and when the date and time acquired by the date acquisition unit becomes a specified date and time, a predetermined appearance probability change condition
  • the appearance probability changing unit changes the appearance probability data stored in the appearance probability storage unit so that the appearance probability of the game element image corresponding to at least one of the plurality of game element data changes
  • the game progression unit stores game element images corresponding to one or more game element data stored in the game element storage unit in the appearance probability storage unit.
  • the game element data corresponding to the game element image displayed on the game image display unit is controlled in accordance with the appearance probability determined by the remembered appearance probability data and displayed on the game image display unit.
  • control may be performed to store the specific data of the game element in the usable element storage unit according to a predetermined use permission condition. It is.
  • the appearance probability changing condition is a condition that determines how the appearance probability changing unit changes the appearance probability data.
  • the appearance probability changing unit determines which game element image the appearance probability changes. Is a condition that determines whether the appearance probability is increased or decreased when the appearance probability data is changed, and how much the appearance probability is changed.
  • 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 in accordance with 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 during the game of the corresponding player.
  • “use” here means that data processing using the game element data is performed in accordance with the operation of the player while the game is being played.
  • the game element data or the specific data stored in the usable element storage unit corresponds to the game element image displayed (appeared) on the game image display unit. Then, 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 satisfies a predetermined use permission condition, in other words, the player corresponding to the usable element storage unit obtains each game element data.
  • the probability of obtaining 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 the 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 is changed according to the date and / or time acquired by the date / time acquisition unit in the real world. Specifically, when the date and time acquired by the date and time acquisition unit reaches the specified date and time, the appearance probability data is changed according to a predetermined appearance probability changing condition. As a result of this change, the appearance probability of the game element image corresponding to at least one game element data changes, so that the acquisition probability of the game element data changes.
  • the counting unit that counts the date and time acquired by the date and time acquiring unit is not necessarily provided in the game device itself.
  • the count unit is provided in a device different from the game device and is output from the other device.
  • the date and time acquisition unit of the game device may acquire the date and time to be acquired.
  • the game device further includes a receiving unit that receives a game value medium that is money or a medal or an electronic data equivalent to the money, the medal, and the game progress unit receives the game value medium.
  • the above-described game progress may be started on the condition.
  • This game device can be used mainly as an arcade game machine (business game device) installed in a game arcade such as a game center.
  • an arcade game machine business game device
  • this game device it is possible to effectively promote the player's willingness to play, so that it is possible to greatly contribute to the achievement of such an important purpose.
  • condition changing operation unit and a condition setting changing unit for setting and changing the predetermined appearance probability changing condition according to the operation content of the condition changing operation unit Even if it has something.
  • the predetermined appearance probability changing condition can be set and changed to a condition desired by an operator who operates the condition changing operation unit. Therefore, the appearance probability of the game element image determined by the appearance probability data changed when the date and time in the real world becomes the specified date and time can be easily controlled according to the intention of an operator such as a game operator. You can do it.
  • an operation unit for changing the specified date and time and a specified date and time setting changing unit for changing the setting of the specified date and time according to the operation content of the operation unit for changing the specified date and time Even if it has something.
  • the specified date and time can be set and changed to a date and time desired by an operator who operates the operation unit for changing the specified date and time. Therefore, it is possible to easily control the timing of changing the appearance probability data in accordance with the intention of an operator such as a game hall operator.
  • the game device receives the condition change data via the network, the condition change data receiving unit, and the predetermined appearance according to the condition change data received by the condition change data receiving unit It may have a condition setting changing unit for changing the probability changing condition.
  • the predetermined appearance probability changing condition can be set and changed via a network. Therefore, the appearance probability of the game element image determined by the appearance probability data that is changed when the date and time in the real world becomes the specified date and time can be controlled even with a place force away from this game device.
  • the specified date / time change data receiving unit that receives the specified date / time change data via the network and the specified date / time change data received by the specified date / time change data receiving unit, It may have a specified date and time setting change unit for changing the specified date and time.
  • the specified date and time can be set and changed via a network. Therefore, an excellent effect is achieved that the timing of changing the appearance probability data can be controlled by the location force away from the game device.
  • game element data that can be used in a game by another player other than the player among the plurality of game element data stored in the game element storage unit or the game element data is specified.
  • a usable element storage unit that is different from the usable element storage unit for storing specific data for performing the determination, and the game control unit determines whether or not the power satisfies a predetermined delivery condition. Control to store the game element data stored in the usable element storage unit or the same data as the specific data of the game element in the other usable element storage unit when it is determined that the delivery condition of Even if it is something to do.
  • game element data obtained by one player stored in the usable element storage unit !, game element data or specific data stored in the game element data).
  • Another player can obtain the same game element data as specified by (3), and the other player can use it in the game.
  • the game element data obtained by the one player at the event corresponding to the date and time of the real world as described above can be obtained by the other player who has not participated in the event.
  • the game in which the other player can use the game element data is a game whose progress is controlled by the game control unit of the game device, another game device having the same configuration as the game device. Further, the game control unit may control the progress of the game. Moreover, the determination of the power / failure condition satisfying the predetermined delivery condition is performed when both the one player and the other player are playing the game. But these players, V, or both, are playing the game! ,.
  • the game control unit when the game control unit stores the same data in the different usable element storage unit, the game element data or specific data corresponding to the same data is stored in accordance with a predetermined erasure condition. You may memorize
  • the game element data obtained at the event corresponding to the date and time in the real world as described above can participate in the event! Or, if a predetermined delivery condition is satisfied, it can be obtained from the player who has participated in the event and obtained it. If there is no restriction on the acquisition or delivery of game element data in this way, the game element data will grow infinitely, making it difficult to manage the game balance, and greatly reducing the value of the event. There is also a risk. Therefore, in the present game device, when the same game element data obtained by the one player is stored in another usable element storage unit corresponding to the other player, according to a predetermined erasing condition. The game element data is deleted from the usable element storage unit corresponding to the one player. By performing such an erasing process, it is possible to suppress or prevent the game element data obtained at the event described above from proliferating by appropriately setting predetermined erasing conditions. Therefore, the value of the event can be kept high.
  • the game device includes a storage medium discharge unit that discharges a portable storage medium that stores game element data stored in the usable element storage unit or data corresponding to specific data. May be.
  • a player can carry a portable storage medium in which data corresponding to the game element data obtained or specified data for specifying the game element data is stored. Having it can raise the player's awareness and further increase the player's willingness to obtain game element data.
  • Various methods of using this portable storage medium are conceivable. For example, if an image such as a picture showing game element data corresponding to data stored inside is displayed on the outer surface of the portable storage medium, the portable storage medium can be used as a trading card game. Can be used for other games such as simple card games.
  • the game device has a data reading unit that reads data stored in the portable storage medium, and the game control unit reads data read by the data reading unit. Control corresponding to storing the corresponding game element data or specific data in the usable element storage unit may be performed.
  • 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 player's willingness to play can be further promoted.
  • a management system connected to the function, wherein the management device is configured to count a date and / or a date and time, and a date unit and a date and time data
  • a transmission unit for transmitting to the game device, and the date and time acquisition unit in the game device may receive the date and time data transmitted from the management device.
  • the game device can execute an event corresponding to the date and time in the real world, such as raising or lowering the value. Therefore, there is no need to provide a counting unit for counting the date and time in the game device.
  • a game system comprising the game device and a management device connected to the game device via a network so that data communication is possible, wherein the date and time acquisition unit is replaced with the game device.
  • the management device includes a counting unit that counts the date and time that is at least one of the date and the time.
  • the date and time acquisition unit acquires the date and time counted by the counting unit, and
  • the management device determines whether or not the date and time acquired by the date and time acquisition unit has reached a specified date and time, and the appearance probability change data when the determination unit determines that the specified date and time has been reached
  • the game device includes a reception unit that receives the appearance probability change data transmitted from the management device, and the appearance probability change unit included in the game device includes: Appearance probability When the change data is received, it is determined that the specified date has been reached, and the appearance probability of the game element image corresponding to at least one of the plurality of game element data varies according to the predetermined appearance probability change condition. As described above, the appearance probability data stored in the appearance probability storage unit may be changed.
  • the probability of obtaining game element data is increased when the real-world date / time reaches the specified date / time, even if the game device does not perform processing to determine whether the power has reached the specified date / time.
  • An event corresponding to the date and time of the real world, such as lowering or lowering, can be executed on the game device. Therefore, has the specified date and time been reached? It is not necessary to perform a process for determining whether or not the game apparatus is not.
  • FIG. 1 is a flowchart showing a flow of processing for executing a character acquisition event executed by an arcade game machine constituting the game system according to the 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 is a block diagram showing a hardware configuration of a 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 a functional block diagram showing the main parts of the arcade game machine and the management server.
  • FIG. 11 is an explanatory diagram showing an example of a game screen displayed on the display of the station.
  • FIG. 12 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 the reel images corresponding to these.
  • FIG. 13 is an explanatory diagram showing the types of symbols appearing in the slot game executed at each station of the arcade game machine.
  • FIG. 14 is a flowchart showing the flow of a computer battle game.
  • FIG. 15 is a flowchart showing the flow of the interpersonal battle game.
  • FIG. 16 is a sequence flow of setting change processing of appearance probability change condition data
  • FIG. 17 is a sequence flow of setting change processing for specified date and time data.
  • FIG. 18 is a sequence flow of character addition processing.
  • FIG. 19 is a flowchart showing a flow of the erasing process of the friendly boss monster in the first modification.
  • FIG. 20 is a flowchart showing a flow of processing for executing a character acquisition event in the second modification. Explanation of symbols
  • 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 as a management device connected to these arcade game machines 1 via a communication network.
  • the management sano 40 performs data communication with each arcade game machine 1 via a communication network and manages the entire game system.
  • the communication network consists 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 into the operation data 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 also performs control for managing the appearance probability changing condition and the execution timing of the event at the time of the character acquisition event described later.
  • 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 that is a storage unit is composed of a ROM, a RAM, and an auxiliary storage device, and functions as various storage means.
  • the ROM stores programs and data necessary to control basic operations at the start of the central control unit, and main programs necessary to play an interpersonal battle game.
  • the auxiliary storage device is a rewritable storage device composed of a hard disk storage device, etc., which cannot be stored in ROM or RAM, has data, is a program, or continues the game after each player finishes the game. It is for memorizing data etc. necessary for performing.
  • 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 dragged model 2 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.
  • the central control device 31 is also connected via a nose to a time measuring device 37 as a power unit that functions as a counting means for counting the date and time in the real world.
  • the timing device 37 outputs date / time data indicating the counted date / time to the central control device 31 as a date / time acquisition unit functioning as date / time acquisition means at a predetermined timing. Note that the timing device 37 of the present embodiment counts the date and time indicating both the date and time. When the execution timing of the character acquisition event described later is determined only by date or time, the timing device 37 It can count only the date or only the time.
  • 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 performs data communication with the arcade game machine 1 via the communication network, thereby changing the appearance probability change condition at the time of the character acquisition event described later executed on the arcade game machine 1. Also performs processing for changing the setting.
  • the management server 40 is an arcade game machine 1 By performing data communication with each other via the communication network, the arcade game machine 1 also performs processing for setting and changing the date and time (specified date and time) for executing the character acquisition event described later.
  • 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, new character data is added to each arcade game machine. (Game 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.
  • the storage device 43 includes a ROM, a RAM, and an auxiliary storage device, and 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 or the like, and is a data or program that cannot be stored in ROM or RAM, for example, a program or data necessary for playing an interpersonal game, an arcade game machine Programs and data for changing the setting of the appearance probability change condition at the time of the character acquisition event described later executed in 1, programs for changing the specified date and time for executing the character acquisition event described later on the arcade game machine 1 This is for storing data, programs and data for adding new character data to each arcade game machine 1.
  • the RAM temporarily stores data and programs used by the control device 41.
  • 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 it into instruction data indicated by the operation content. Yes.
  • the control device 41 is also connected to an external communication interface 45, and each arcade game is connected from the external communication interface 45 via a communication network. Data communication is performed with unit 1.
  • FIG. 10 is a functional block diagram showing 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 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 illustrated in FIG. 7, and the hardware configuration of the central control unit illustrated 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 illustrated in FIG. 7, and the shared display 3 and the hard disk configuration of the central control unit illustrated in FIG. Screen drawing control device 32 is configured.
  • 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. 11 is an explanatory diagram showing an example of a 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 monster card images to be used are selected, three reel images 51a, 51b, and 51c corresponding to each character data corresponding to the selected monster card image are displayed.
  • On the left side of the screen are the three monster characters (friend monsters) selected by the player.
  • image 53a of a friendly monster (friendly boss monster) corresponding to the central reel image 5 lb 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 includes operation means for operating the game such as the operation lever 13 and the operation buttons 14a and 14b in the hardware configuration of the station control unit illustrated in FIG.
  • operation means for operating the game such as the operation lever 13 and the operation buttons 14a and 14b in the hardware configuration of the station control unit illustrated in FIG.
  • the operation unit 103 outputs operation data indicating the operation content to the game progress control unit 101.
  • the lottery unit 104 includes a station control device 21 and a 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 a station control device 21, a 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 each character data (game element data) corresponding to each monster card image (game element image) that can be displayed on the display 11 in the character storage area of the auxiliary storage device of the storage device 23. is doing.
  • 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 the ability of the monster character, and as described later, the higher the level data, the higher the degree of decrease 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.
  • special skill data the special skill that the monster character has It is shown.
  • 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 an appearance probability 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 central control unit shown in FIG. It consists of a central control unit 31 and an interface 35 in the hardware configuration, and functions as an appearance probability changing means.
  • the appearance probability setting change unit 107 is stored in the condition memory.
  • the appearance probability data of predetermined character data stored in the character storage unit 106 is changed according to the appearance probability changing condition indicated by the condition data stored in the unit 110. A detailed description of the appearance probability data changing process will be described later.
  • the external communication unit 108 which is a condition change data receiving unit and a specified date / time change data receiving unit, includes the central control unit 31 and the external communication interface 36 in the hardware configuration of the central control unit shown in FIG. It functions as condition change data receiving means and specified date / time change data receiving means.
  • the external communication unit 108 performs data communication with the management Sano O or other arcade game machines 1 through the communication network from the external communication interface 36 under the control of the central control device 31.
  • the specified date / time storage unit 109 includes the storage device 33 in the hardware configuration of the central control unit shown in FIG. 8, and functions as a specified date / time storage unit.
  • the specified date and time storage unit 109 stores specified date and time data for determining the timing at which the appearance probability setting changing unit 107 changes the appearance probability data in the specified date and time storage area of the auxiliary storage device of the storage device 33.
  • the condition storage unit 110 which is an appearance probability change condition storage unit, is a central control unit shown in FIG. It is composed of a storage device 33 in one software configuration, and functions as an appearance probability change condition storage means.
  • the condition storage unit 110 stores appearance probability change condition data that determines how the appearance probability setting change unit 107 changes the appearance probability data.
  • the appearance probability change condition data is the change target information indicating the character data for changing the appearance probability data, the change value information indicating the appearance probability data after the change, and until the changed appearance probability data is restored.
  • the change period information indicating the change period is included.
  • the appearance probability change condition data is not limited to the data including such information.
  • the condition changing unit 111 which is a condition setting changing unit, includes the central control unit 31 and the like in the hardware configuration of the central control unit shown in FIG. 8, and functions as a condition setting changing unit.
  • the condition change unit 111 stores the appearance probability change condition data stored in the condition storage unit 110 based on the condition change data. To change. Details of this appearance probability change condition data setting change processing will be described later.
  • the specified date / time changing unit 112 which is the specified date / time setting changing unit, is configured with the 31st power of the central controller 31 in the hardware configuration of the central control unit shown in FIG. 8, and functions as a specified date / time setting changing unit. To do.
  • the communication network capability also receives the specified date / time change data via the external communication unit 108
  • the specified date / time change unit 112 based on the specified date / time change data, stores the specified date / time stored in the specified date / time storage unit 109. Change the data.
  • a detailed description of the setting change processing of the specified date / time data will be described later.
  • FIGS. 12 (a) to 12 (c) are explanatory diagrams showing an example of a symbol array on a monster card image and a reel image corresponding to the monster card image, respectively.
  • FIG. 12 (a) shows a monster card image 60A of a monster character “Geropy” and a symbol arrangement based on the symbol arrangement data of the monster character on the left side.
  • FIG. 12 (b) shows a monster card image 60B of a monster character “Demon” and a symbol arrangement based on the symbol arrangement data of the monster character on the left side.
  • FIG. 12 (c) shows a monster card image 60C of the monster character “Blue Dragon” and a symbol arrangement based on the symbol arrangement data of the monster character on the left side.
  • FIG. 13 is an explanatory diagram showing the types of symbols appearing in the slot game of the present embodiment.
  • Fig. 13! / Fuji force attack attack simponole 6 la, 61b, 61c force ⁇
  • the specific 3G images 51a, 51b, 51c shown in Fig. 11 are aligned on a predetermined winning line.
  • 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.
  • Fire attack symbol 62a, 62b, 62c force S When a specific combination of three reel images 51a, 51b, 51c shown in FIG. Damage calculation processing is executed. 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. 11 is arranged on a predetermined winning line, magic attack type The damage calculation process is executed.
  • 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 Your physical fitness value data stored in the physical fitness value storage area of the RAM in the device 23 A physical strength recovery process is performed in which a physical strength value for a predetermined value is added to the data.
  • 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.
  • 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 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 continuation power at the end of the previous game by inserting his own magnetic card into the card insertion / extraction port 17.
  • This one In the game machine 1, when the player finishes the game, 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 outputs a magnetic card read command to the magnetic card writing / reading device 26, which is a data reading unit. . 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 player can obtain the character data by winning the opponent in a computer battle game or a human battle game, which will be described later, or by paying a credit at a shop event.
  • How to obtain by purchasing and exchange A method of obtaining by exchanging character data obtained by an event with character data obtained by another player, and converting multiple character data obtained by a composite event into one or more new character data And how to obtain it.
  • 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. 14 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, 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 combined. It is determined as the enemy monster used by the Utah side (SI).
  • 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 determines one of the determined ally monsters as a ally boss monster by the player's selection, and stores the health 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 data.
  • the game progress control unit 101 adds the character data of the determined three enemy monsters.
  • the included symbol array data is read out, and three reel images based on these symbol array data are determined (S3).
  • 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).
  • 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. 11 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 specified 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 performs a process of subtracting the credit corresponding to the bet command and adding the credit corresponding to the bet number 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 prescribed 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 is displayed at each stop display position indicated by the lottery result data related to the reel stop display command.
  • a lottery effect for displaying the reel images 51a, 51b, 51c is performed so that the symbols are stopped and displayed (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 various attack-type damage calculation processes are executed, the game progress control unit 101 outputs an attack effect display command for performing an attack effect to 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 D o
  • the game progress control unit 101 determines whether or not 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 becomes 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).
  • 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.
  • 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 the monster character Cannot be obtained.
  • the player-side slot game and the computer-side slot game are alternately repeated, and if it is determined in S12 that the enemy boss monster's health value data has become zero, the game progress control unit 101 obtains a monster character (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 stored in the usable character storage area.
  • the number of monster characters that can be obtained is set as appropriate.
  • a player using this game system can obtain character data of an enemy boss monster used by the opponent's computer by winning the computer battle game.
  • 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 varies depending on the appearance probability data of each character data. Therefore, character data having appearance probability data having a low appearance probability is difficult to be used as an enemy boss monster, so the probability that the player can obtain it (acquisition probability) is low.
  • the monster character related to such character data is generally called a rare character and is particularly desired by the player. So, like this By preparing a rare character, the player's enthusiasm for the game can be increased, and the willingness to visit the game hall and play the game can be increased.
  • FIG. 1 is a flowchart showing a flow of processing for executing a character acquisition event in the present embodiment.
  • a character acquisition event is executed in which the acquisition probability of a specific rare character increases for a certain period.
  • the appearance probability setting changing unit 107 periodically acquires date / time data indicating the current date / time from the timing device 37 (S41).
  • the specified date / time data stored in the specified date / time storage unit 109 is read to determine whether the current date / time indicated by the date / time data acquired from the timing device 37 has reached the specified date / time indicated by the specified date / time data. (S42). If it is determined that the specified date / time has been reached, the appearance probability setting change unit 107 acquires the appearance probability change condition data stored in the condition storage unit 110 (S43).
  • the appearance probability change condition data includes change target information indicating character data for changing the appearance probability data and change value information indicating the appearance probability data after the change. Therefore, the appearance probability setting changing unit 107 changes the appearance probability data of the character data indicated by the change target information to the appearance probability data indicated by the change value information.
  • change period information indicating a change period until the changed appearance probability data is restored is also included in the appearance probability change condition data. Therefore, after changing the appearance probability data in S44, the appearance probability setting changing unit 107 determines whether or not the change period (event period) indicated by the change period information has passed (S45). When the event period ends, the appearance probability setting change unit 107 performs a process of returning the appearance probability data changed in S44 to the appearance probability data before the change (S46).
  • the event is During the event period until the end of the event period, the appearance probability of specific character data related to the appearance probability change condition increases. In other words, the probability of appearing as an enemy boss monster in a computer battle game increases. As a result, if the player is in the event period, the probability of obtaining the specific character data by winning the computer in the computer battle game is increased. Thus, since the probability of obtaining specific character data increases during the event period of this character acquisition event, the game play of the player during the event period can be promoted using this. As a result, many players can visit the amusement hall during the event period.
  • the probability change condition can be determined as a desired condition by appropriately setting the appearance probability change condition data stored in the condition storage unit 110.
  • the appearance probability change condition data corresponding to a rare character having a low acquisition probability in a period other than the event period is set so that the acquisition probability doubles during the event period, the event The player can be prompted to play the game during the period.
  • the probability of obtaining a monster character increases uniformly during the event period, the player can be prompted to play the game during the event period.
  • appearance probability change condition data corresponding to a monster character whose acquisition probability is zero in the period other than this event period is set so that the acquisition probability is higher than zero during the event period. If there is a monster character that cannot gain power during the event, it will be possible at any time. Again, the player can be prompted to play the game during the event.
  • the character acquisition event as described above may be executed only in a part of the plurality of arcade game machines 1 constituting the game system.
  • the area where the arcade game machine 1 is installed is divided into a plurality of areas, and the character acquisition event is performed only for arcade game machines installed in the game areas in some areas.
  • the character acquisition event should be held only for arcade game machines that are set up at the amusement hall only in some areas. This makes it possible for players who do not normally visit this amusement park to visit this amusement park and play games.
  • the appearance probability change condition data may be set differently among a plurality of arcade game machines.
  • a monster character whose probability of acquisition is increased by a character acquisition event in each arcade game machine is different for each arcade game machine.
  • a unique monster character (appearance probability data is not available in other districts), which is a character acquisition event that is executed at the arcade game machine 1 installed in the game hall of that district. If you have a very low zero power), you can expect players in each area to play games on arcade game machines in other areas.
  • the interpersonal game is a slot game in which another player is the opponent.
  • the basic game flow of the interpersonal game in the present embodiment is the same as that of the computer game described above, except that the opponent is changed to a player with different computer capabilities.
  • 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, a condition management unit 403, a key It is composed of a lacquer distribution unit 404, an external communication unit 405, and a specified date and time management unit 406.
  • the interpersonal battle management unit 401 includes the control device 41, the storage device 43, and the like in the nodeware 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 includes an operation unit that functions as an operation unit such as a keyboard in the nodeware configuration illustrated 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 condition management unit 403, the character distribution unit 404, or the specified date and time management unit 406.
  • the condition management unit 403 includes the control device 41, the storage device 43, and the like in the hardware configuration shown in FIG.
  • the condition management unit 403 receives the operation data of the condition change instruction from the instruction input unit 402
  • the condition management unit 403 generates condition change data based on the operation data, and configures the game system via the external communication unit 405.
  • the arcade game machine 1 that has received the condition change data uses the condition change unit 111 to change the appearance probability change condition data setting.
  • 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 equal force in the 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 specified date and time management unit 406 includes the control device 41 in the nodeware configuration shown in FIG. Memory unit 43 is also configured.
  • the specified date / time management unit 406 receives the operation data of the specified date / time change instruction from the instruction input unit 402, the specified date / time change unit generates the specified date / time change data based on the operation data, and transmits this data to the game system via the external communication unit 405. Is sent to all or some of the arcade game machines 1 constituting the.
  • the arcade game machine 1 that has received the specified date / time change data performs a setting change process for the specified date / time data by the specified date / time changing unit 112.
  • 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 ends the participation reception, and from the received participation application data, A combination decision process is performed to determine the combination.
  • 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. 15 is a flowchart showing the flow of the interpersonal battle game.
  • 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 sends the specific information data for identifying these friendly monsters from the external communication unit 108 based on the operation data to the communication network. Is transmitted to the other arcade game machine 1 via (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 Three monster characters are identified based on the information data, and these are determined 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 After that, when the player operates the operation buttons 14a and 14b to bet a predetermined amount of credit (S6), 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). Thereafter, a reel change display command and a reel stop display command are output to the display unit 102, and the three reel images 51a, 51b, 51c are displayed on the display unit 102 in a variable manner on the game screen on the display 11 of the station 10.
  • a lottery effect for stopping and displaying symbols on each reel image at each stop display position indicated by the lottery result data is performed (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 a slot game on the opponent side. On the other hand, when winning determination result data is received from the hit determination unit 105, the game progress control unit 101 performs processing according to the winning type (specific combination type) indicated by the determination result data. Is executed (S10), and payout processing is performed (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 the above S6 and starts the slot game on the player side again. 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 (S 16). ). 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 winning type specific combination type
  • 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). This allows the player to play the next computer battle game or later. This character data cannot be used in the interpersonal battle game.
  • 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. That is, when winning in the interpersonal game in this embodiment, the same monster character data as the monster used as a boss monster in the interpersonal game is obtained from the monster characters obtained by the opponent player in the past game. It 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.
  • the player by playing a player-to-player game between different arcade game machines, the player can play in a past computer game on another arcade game machine 1.
  • the same data as the character data obtained by the opponent player can be obtained. So, for example, join me! Cunningly, it is possible to get a monster character obtained by another player at a character acquisition event performed on another arcade game machine 1 by playing an interpersonal battle game with that other player. .
  • the character data is available only at a character acquisition event executed on another arcade game machine 1 set in an amusement arcade in a region that greatly exceeds the range of its own action, To make this available in an interpersonal game is to play the It contributes to promotion and is meaningful.
  • the player 1 obtains the same data as the character data obtained by the opponent player in the past by performing a player-to-player game between different stations 10 in the same arcade game machine.
  • FIG. 16 is a sequence flow of setting change processing of appearance probability change condition 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 Management Sano O and inputs a condition setting change instruction for changing the setting to the desired appearance probability changing condition.
  • Operation data indicating the contents of the condition setting change instruction is sent from the instruction input unit 402 to the condition management unit 403.
  • the condition management unit 403 receives the operation data of the condition setting change instruction from the instruction input unit 402, the condition management unit 403 generates condition change data based on the operation data and configures the game system via the external communication unit 405. Setting to send to the arcade game machine 1 to be changed.
  • the condition change data is received by the condition change unit 111 from the external communication unit 108 as the condition change data receiving unit functioning as the condition change data receiving unit of each arcade game machine 1 via the communication network.
  • the condition changing unit 111 that is the condition setting changing unit that has received the condition changing data functions as a condition setting changing unit, and based on the condition changing data, the appearance probability changing condition data stored in the condition storage unit 110 is Change to the appearance probability change condition data indicated by the change data.
  • the appearance probability changing condition when the appearance probability setting changing unit 107 changes the appearance probability data at the time of the character acquisition event described above is changed according to the appearance probability changing condition data after the setting change.
  • the method of changing the appearance probability change condition data in the arcade game machine 1 by receiving the condition change data transmitted from the management server 40 has been described as an example.
  • the appearance probability changing condition data may be changed by this method.
  • an operation panel as an operation unit functioning as an operation means for changing conditions is provided in the arcade game machine 1, and the operator of the game arcade where the arcade game machine 1 is installed operates the desired operation panel.
  • Input a condition setting change instruction to change the setting so that the condition changes.
  • the operation data indicating the content of the condition setting change instruction is sent to the condition change unit 111, and based on the operation data, the appearance probability indicated by the operation data is the appearance probability change condition data stored in the condition storage unit 110.
  • Change to rate change condition data In this case, it is possible to control the conditions for changing the appearance probability of the character acquisition event executed on the arcade game machine 1 in accordance with the management strategy of the person operating the game hall. become.
  • FIG. 17 shows a sequence flow of the setting change processing of the specified date and time data in the present embodiment.
  • An operator such as a person in charge of the operating company that operates this game system, operates the management Sano O keyboard, etc., and inputs a specified date change instruction to change the setting to the desired specified date.
  • Operation data indicating the contents of the specified date / time change instruction is sent from the instruction input unit 402 to the specified date / time management unit 406.
  • the specified date and time management unit 406 receives the operation data of the specified date and time change instruction from the instruction input unit 402
  • the specified date and time change data is generated based on the operation data, and is generated via the external communication unit 405.
  • Configure Sent to arcade game machine 1 whose settings are to be changed.
  • This specified date / time change data is transmitted from the external communication unit 108 as the specified date / time change data receiving unit functioning as the specified date / time change data receiving unit of each arcade game machine 1 via the communication network. Received at.
  • the specified date / time changing unit 112 which is the specified date / time setting changing unit that has received the specified date / time changed data, functions as a specified date / time setting changing unit, and is stored in the specified date / time storage unit 109 based on the specified date / time changed data.
  • the specified date / time data is changed to the specified date / time data indicated by the specified date / time change data.
  • the specified date and time for executing the character acquisition event described above is changed according to the specified date and time data after the setting change.
  • the operation side of the game system controls when the character acquisition event executed on each arcade game machine 1 is executed. It becomes quick and easy. As a result, for example, a character acquisition event can be executed quickly and easily at a specific time (eg, yearly, monthly, weekly, daily, hourly, etc.).
  • the specified date / time data may be changed as described above.
  • an arcade game machine 1 is provided with an operation panel as an operation unit that functions as an operation means for changing the specified date and time, and the operation panel is operated by operating the operation panel on the arcade game machine 1 where the arcade game machine 1 is installed.
  • a specified date / time change instruction for changing the setting to be a desired specified date / time is input.
  • operation data indicating the contents of the specified date / time change instruction is sent to the specified date / time changing unit 112, and based on the operation data, the specified date / time data stored in the specified date / time storage unit 109 is specified by the specified date / time indicated by the operation data. Change to data.
  • the specified date / time data setting is changed so that the character acquisition event is executed when the number of players in the game hall is small, the player can come and play the game at such time. It is also possible Become ⁇ .
  • FIG. 18 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 reading apparatus in the storage medium reading apparatus. 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.
  • the 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 functioning 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 added at a synthetic event. It can be converted to 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 for 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.
  • modified example 1 of the ally boss monster elimination process (S26 in FIG. 15) in the interpersonal game of the above embodiment.
  • the player who won the interpersonal battle game stores the character data of the monster character that was the 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 battle game erases the character data of the monster character used as a friendly boss monster in the interpersonal battle game from the usable character storage area of the character storage unit 106 and can be used in subsequent games. Disappear.
  • the player who lost the player who won the interpersonal battle game also takes the character data.
  • tension it is possible to realize a certain interpersonal game, if you lose, you will be unable to use the character data of your ally boss monsters immediately, which may cause players to hesitate to use the interpersonal game.
  • this first modification proposes a method that can eliminate factors that cause the player to hesitate to use the interpersonal battle game and concerns about friction between players.
  • FIG. 19 is a flowchart showing the flow of the erasing process of the friendly boss monster in the first modification.
  • the character data stored in the usable character storage area of the character storage unit 106 includes life data as life count values as erase count value data.
  • the initial value of this life data can be set arbitrarily, and in this variant 1, it is “3”.
  • the game progress control unit 101 is stored in the selected character storage area of the character storage unit 106.
  • the life data contained in the character data of two friendly monsters is subtracted by “1” (S31).
  • the game progress control unit 101 determines whether the life data of these three character data has become zero (S32).
  • the game progress control unit 101 deletes the character data from the usable character storage area of the character storage unit 106 (S33).
  • 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 character data can continue to be used until it is defeated three times using the same character data in the interpersonal battle game.
  • the character data will not be lost if you only lose the game. This can alleviate factors that cause players to hesitate to use interpersonal games, and promote the use of interpersonal games.
  • a key is set between players. Since the form of competing for the character collapses, the concern about friction between players is reduced. Even in the first modification example, if the same character data is used and the character data is defeated three times, the character data cannot be used, so that moderate tension can be produced in the interpersonal battle game.
  • the character data of the same monster character as the opponent's 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, according to the first 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 in the usable character storage area corresponding to the losing player are used. Life data power of The total subtraction value to be subtracted. As a result, in the entire game system, even if an interpersonal battle game is played, the total value of the life data of character data that can be used by each player who played is constant.
  • the number of character data that can be used by each player in the interpersonal battle game increases or decreases, and the total number of character data that can be used by all players as viewed from the entire game system changes.
  • the change is within a certain range.
  • the initial value of the life data is set to 3, and if the player loses the game, the life data is reduced by 1 and the character data is deleted when the life data becomes zero.
  • the initial value of life data is set to zero, and if the player loses the game, the life data is incremented by one, and when the life data value reaches 3, the character data is deleted.
  • modification 2 a modification of the character acquisition event of the above embodiment (hereinafter, this modification is referred to as “modification 2”) will be described.
  • the specified date / time data in the above embodiment determines the execution start time of the character acquisition event, whereas the specified date / time data in Modification 2 determines the execution end time of the character acquisition event.
  • FIG. 20 shows a flow of processing for executing a character acquisition event in the second modification. It is a flowchart.
  • a character acquisition event is executed in which the probability of acquiring a specific monster character decreases or becomes zero when a predetermined date and time is reached.
  • the appearance probability setting changing unit 107 periodically acquires date / time data indicating the current date / time from the timing device 37 (S51).
  • the specified date and time data stored in the specified date and time storage unit 109 is read, and it is determined whether or not the current date and time indicated by the date and time data acquired from the timing device 37 has reached the specified date and time indicated by the specified date and time data (S52). ). If it is determined that the specified date / time has been reached, the appearance probability setting changing unit 107 acquires the appearance probability changing condition data stored in the condition storage unit 110 (S53).
  • the appearance probability change condition data includes change target information and change value information, but does not include change period information.
  • the appearance probability of the specific character data related to the appearance probability change condition is high, so that the enemy boss monster in the computer battle game The probability of appearing as is high. Therefore, if the player is in the event period before the specified date and time, the player has a high probability of obtaining the specific character data by winning the computer game.
  • the appearance probability of specific character data that can be acquired with high acquisition probability during the event period becomes low or zero. Therefore, the probability that the monster character of that particular character data will appear as an enemy monster in a computer battle game after the specified date or time becomes low or zero, and after the event period is over, the player can play a computer battle. Depending on the game, it becomes difficult or impossible to obtain the specific character data. If this is used, the player's game play can be promoted during the event period until the specified date and time is reached, so that many players can visit the playground during the event period.
  • This modification 2 is particularly suitable when the arcade game machine 1 is first installed in a game arcade, This is effective when new character data is added to an existing arcade game machine by the distributed character processing. In other words, in the former case, the game play of the new player can be promoted without playing the arcade game machine 1. In the latter case, the added new character data can be widely used by players in a short period of time.
  • a desired condition can be determined by appropriately setting the appearance probability change condition data stored in the condition storage unit 110.
  • the central management unit of the arcade game machine 1 includes the time measuring device 37, the specified date and time storage unit 109, and the specified date and time change unit 1 12
  • the condition storage unit 110 and the condition change unit 11 are provided. However, some or all of them may be provided in each station 10.
  • the type of character data that can be purchased at a shop event performed on each arcade game machine For example, the type of character data that can be purchased at a shop event performed on each arcade game machine, the number of character data sold at the shop event, etc. If it is changed during the period of the acquisition event, the same effect as in the above embodiment can be obtained.
  • 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 a shop event are the appearance probability data. Change these data when the day and time are reached. Also, some character data On the other hand, if the selling price at the shop event is changed during the event period, the acquisition probability that each player can obtain at the shop event will change, so in this case, to determine the selling price
  • the data is also appearance probability data.
  • the probability of becoming character data after being converted by a synthesis event for each character data, and the type of character data that can be synthesized by a synthesis event are determined. If it is changed during the period, the same effect as in the case of the above embodiment can be obtained.
  • the character data obtained by the player or the specific data for specifying the character data are 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 then ejected. You may do it.
  • the monster character corresponding to the character data obtained by the player is trained.
  • an image such as a picture representing a monster character corresponding to the character data stored in the usable character area may be displayed on the outer surface.
  • the carrying member may be discharged from the arcade game machine. In this case, it is not always necessary to store data such as character data in the portable member.
  • each arcade game machine includes the time measuring device 37
  • the time measuring device 37 is provided in the management server 40, and the date and time are transmitted from the management server 40 via the communication network. Data may be sent to each arcade game machine.
  • the external communication interface 36 and the central controller 31 in the central controller of each arcade game machine function as date and time acquisition means.
  • the management server 40 is provided with a count unit as a counting unit similar to the timing device 37, and the control unit 41 as a date and time acquisition unit functions as the date and time acquisition unit with the date and time counted by the counting unit.
  • the control device 41 which is a determination unit, is caused to function as a determination unit that determines whether or not the acquired date / time has become the specified date / time.
  • the control device 41 determines that the specified date / time has been reached, the control device 41 transmits the appearance probability change data from the external communication interface 45 to the arcade game machine via the communication network.
  • the appearance probability setting change unit 107 determines that the specified date / time has been reached, and changes the appearance probability data. Do. According to such a configuration, it is not necessary to provide the time measuring device 37 and the specified date and time storage unit 109 in each arcade game machine.
  • the means realized by software such as a computer program may be realized by hardware such as a circuit or chip, or by hardware such as a circuit or chip.
  • the realized means may be realized by software such as a computer program.

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Abstract

Performing an event game set to correspond to dates and time in the real world, a player becomes eager to play the game. A game device includes a game element memory, a usable element memory, a game controller, a game image display unit, an event possibility memory, a date-and-time acquisition section, an event possibility change memory, and a game proceeding section. The game element memory stores a plurality of game element data. The usable element memory stores usable element data from the game element data or specific data indicative of the usable element data which a player can use for his or her currently playing game. The game controller controls to display game element images on the game image display unit which correspond to the game element data stored in the gate element memory, respectively. The event possibility memory stores event possibility data to determine event possibilities of the game element images. The event possibility change section changes the event possibility data stored in the event possibility memory in accordance with predetermined event-possibility-change conditions when dates and time acquired by the date-and-time acquisition section are consistent with prescribed dates and time. The game proceeding section controls game proceedings in order for the game image display unit to display game element images which correspond to one or not less than two game element data stored in the gate element memory and are determined in an event possibility of the event possibility data stored in the event possibility memory. In addition, the game proceeding section also controls to store game element data corresponding to the gate element images displayed on the game image display unit or its specific data in the usable element memory in accordance with prescribed usable conditions.

Description

明 細 書  Specification
ゲーム装置及びゲームシステム  GAME DEVICE AND GAME SYSTEM
技術分野  Technical field
[0001] 本発明は、所定の出現確率に従ってゲーム画像表示部に表示されるゲーム要素 画像に対応したゲーム要素データを、所定の使用許可条件に従ってプレイヤーが自 分のゲームで使用可能になるゲーム装置及びゲームシステムに関するものである。 背景技術  [0001] The present invention relates to a game device that allows a player to use game element data corresponding to a game element image displayed on a game image display unit according to a predetermined appearance probability in his / her game according to a predetermined use permission condition. And a game system. Background art
[0002] 特許文献 1には、それぞれ独自のメダルプッシヤーゲームを行う複数のサテライトを 同一筐体内に備えたメダルゲーム装置 (アーケードゲーム機)が開示されている。各 サテライトにおけるゲーム状況は、ホストコンピュータによって監視されている。各サテ ライトにおいて、プレイヤ一はメダル投入器の向きを変えて複数あるチヤッカーの中か ら所望のチヤッカーを狙ってメダルを投入する。また、各サテライトには、ゲームキャラ クタが仮想ゲーム空間内のコースを進んでいくようなゲーム画面を表示するディスプ レイが設けられて 、る。投入されたメダルが当たりのチヤッカーに入ることでディスプレ ィ上のゲームキャラクタが仮想ゲーム空間内のコースを進むというようにゲームが進 行していく。また、上記特許文献 1には、各サテライトでのゲーム進行中にプレイヤー は様々なアイテムを獲得することができるとして 、る。  [0002] 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.
[0003] また、上記特許文献 1に記載のメダルゲーム装置にぉ 、ては、ショップイベントが発 生すると、各サテライトでゲームを行うプレイヤ一間でアイテムを売買することができる 。詳しく説明すると、このメダルゲーム装置では、各プレイヤーが獲得したアイテムの 情報は、そのプレイヤーが使用する ICカードに記憶される。そして、各サテライトでは ショップイベントの発生抽選が行われ、あるサテライト Aがショップイベントに当選する と、そのサテライト Aから当選通知がホストコンピュータに送られる。ホストコンピュータ は、アイテムの買い手となり得るプレイヤーがプレイするサテライト Bが存在する場合、 そのサテライト Bとショップイベントに当選したサテライト Aとにショップイベント発生命 令を送る。これにより、サテライト Aでプレイするプレイヤ一は、 自分のアイテムをサテ ライト Bのプレイヤーに売ってメダルに変えることが可能となる。アイテムの売買が成 立すると、メダルゲーム装置はサテライト Bのプレイヤーから購入価格分のメダルを受 け取る。そして、サテライト Aでプレイするプレイヤーの ICカード力も売買が成立した アイテムの情報を削除するとともに、そのプレイヤーに対して売価分のメダルを払い 出す。 [0003] Also, in 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. Buy and sell items When established, 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.
[0004] 特許文献 1:特開 2005— 230264号公報  [0004] Patent Document 1: Japanese Patent Laid-Open No. 2005-230264
発明の開示  Disclosure of the invention
発明が解決しょうとする課題  Problems to be solved by the invention
[0005] 複数のサテライトを備えた一般のアーケードゲーム機にぉ 、ては、通常、各サテラ イトで行われるゲーム進行は、各サテライトで同じように制御される。よって、プレイヤ 一が各アイテムを入手し得るそれぞれの確率は、どのサテライトで ヽっプレイしても同 じである。すなわち、例えば、プレイヤーが入手しやすいアイテムやプレイヤーが入 手しにく 、レアアイテムと呼ばれるアイテムをプレイヤーが入手し得る確率は、同じァ 一ケードゲーム機である限り、いずれのサテライトでいつプレイしても同じものである。 この点にっ 、て上記特許文献 1には詳し 、説明がなされて 、な 、が、この特許文献 1に記載のメダルゲーム装置も、一般のアーケードゲーム機と同様に、プレイヤーが 各アイテムを入手し得るそれぞれの確率はどのサテライトで 、つプレイしても同じであ ると推測できる。 [0005] In general arcade game machines equipped with a plurality of satellites, the game progress normally performed in each satellite is controlled in the same way in each satellite. Therefore, the probability that each player can obtain each item is the same regardless of which satellite is played. That is, for example, the probability that a player can obtain an item that is easily available to the player or an item called a rare item, and the player can obtain an item called a rare item, as long as the same arcade game machine is used. It is the same thing. In this regard, the above-mentioned Patent Document 1 has been described and explained in detail. However, in the medal game device described in Patent Document 1, each player obtains each item in the same manner as a general arcade game machine. It can be inferred that each satellite has the same probability regardless of which satellite is played.
[0006] ところが、このようにプレイヤーがいつプレイしても各アイテムの入手確率が同じであ るゲーム装置においては、現実世界における特定の日にちや時刻にゲームをプレイ すれば特定のアイテムが入手しやすくなるとか、現実世界における特定の日にちや 時刻にゲームをプレイしなければ入手できないアイテムが存在するとか、現実世界に おける特定の日にちや時刻以降は特定のアイテムが入手できなくなるとか、そういつ た現実世界の日にちや時刻に対応させたイベントを実行することができないといった 問題があった。このようなイベントは、アイテム等のゲーム要素データをプレイヤーが ゲームをプレイすることにより入手し得るゲーム装置においてプレイヤーの入手意欲 を搔き立てプレイヤーのプレイ意欲を促進するのに効果的である。よって、この問題 は、プレイヤーのプレイ意欲を促進する上で解決すべき重要な問題である。  [0006] However, in such a game device in which the probability of obtaining each item is the same regardless of when the player plays, if a game is played on a specific date or time in the real world, a specific item is obtained. There are items that cannot be obtained unless the game is played on a specific date and time in the real world, or that a specific item becomes unavailable after a specific date and time in the real world. There was a problem that an event corresponding to the date and time in the real world could not be executed. Such an event is effective in stimulating the player's willingness to play and promoting the player's willingness to play in a game device in which the player can obtain game element data such as items. Therefore, this problem is an important problem to be solved in order to promote players' willingness to play.
なお、上記問題は、上記特許文献 1に記載のメダルゲーム装置のように独立したゲ ームを進行する複数のサテライトを備えたものの各サテライトを 1つのゲーム装置と見 なした場合であっても同様に発生する。 The problem described above is an independent game like the medal game device described in Patent Document 1. Even if there are multiple satellites that progress through the game, each satellite appears as a single game device.
[0007] 本発明は、上述したような現実世界の日にちや時刻に対応させたイベントを実行す ることによりプレイヤーのプレイ意欲を促進することが可能なゲーム装置及びゲーム システムの提供を実現する。  [0007] The present invention provides a game apparatus and a game system that can promote the player's willingness to play by executing an event corresponding to the date and time of the real world as described above.
課題を解決するための手段  Means for solving the problem
[0008] 本発明の一態様としては、ゲーム装置であって、ゲーム操作用の操作部と、ゲーム 要素画像を含むゲーム画像を表示するゲーム画像表示部と、該ゲーム画像表示部 に表示され得る複数のゲーム要素画像それぞれに対応した各ゲーム要素データを 記憶するゲーム要素記憶部と、該ゲーム要素記憶部から読み出したゲーム要素デー タに対応するゲーム要素画像をゲームの進行中に該ゲーム画像表示部に表示させ るとともに、該操作部の操作内容に応じて該ゲームの進行を制御するゲーム制御部 と、上記ゲーム要素記憶部に記憶されている複数のゲーム要素データのうち上記ゲ ームをプレイしているプレイヤーが該ゲームで使用可能なゲーム要素データ又は該 ゲーム要素データを特定するための特定データを記憶する使用可能要素記憶部と、 上記ゲーム制御部が該ゲーム要素記憶部に記憶されている該複数のゲーム要素デ ータにそれぞれ対応した各ゲーム要素画像を上記ゲーム画像表示部に表示させる 各出現確率を決定するための出現確率データを記憶する出現確率記憶部と、日付 及び時刻の少なくとも一方である日時を取得する日時取得部と、該日時取得部が取 得した日時が規定日時になったら、所定の出現確率変更条件に従い、該複数のゲ ーム要素データのうちの少なくとも 1つに対応したゲーム要素画像の出現確率が変 動するように該出現確率記憶部に記憶される出現確率データを変更する出現確率 変更部とを有しており、該ゲーム進行部は、該ゲーム要素記憶部に記憶されている 1 又は 2以上のゲーム要素データに対応したゲーム要素画像を、該出現確率記憶部 に記憶されている出現確率データにより決定される出現確率に従って該ゲーム画像 表示部に表示させるようにゲーム進行を制御し、かつ、該ゲーム画像表示部に表示 されたゲーム要素画像に対応するゲーム要素データ又は該ゲーム要素の特定デー タを、所定の使用許可条件に従って該使用可能要素記憶部に記憶する制御を行うも のである。 [0008] As one aspect of the present invention, there is provided a game device, which can be displayed on an operation unit for game operation, a game image display unit that displays a game image including a game element image, and the game image display unit A game element storage unit that stores game element data corresponding to each of a plurality of game element images, and a game element image corresponding to the game element data read from the game element storage unit is displayed during the game. The game control unit that controls the progress of the game according to the operation content of the operation unit, and the game among the plurality of game element data stored in the game element storage unit. Usable element storage unit for storing game element data that can be used by the player who is playing in the game or specific data for specifying the game element data Appearance for determining each appearance probability for the game control unit to display each game element image corresponding to each of the plurality of game element data stored in the game element storage unit on the game image display unit An appearance probability storage unit that stores probability data, a date acquisition unit that acquires date and time that is at least one of date and time, and when the date and time acquired by the date acquisition unit becomes a specified date and time, a predetermined appearance probability change condition The appearance probability changing unit changes the appearance probability data stored in the appearance probability storage unit so that the appearance probability of the game element image corresponding to at least one of the plurality of game element data changes The game progression unit stores game element images corresponding to one or more game element data stored in the game element storage unit in the appearance probability storage unit. The game element data corresponding to the game element image displayed on the game image display unit is controlled in accordance with the appearance probability determined by the remembered appearance probability data and displayed on the game image display unit. Alternatively, control may be performed to store the specific data of the game element in the usable element storage unit according to a predetermined use permission condition. It is.
ここで、出現確率変更条件とは、出現確率変更部がどのように出現確率データを変 更するかを決める条件であり、例えば、どのゲーム要素画像の出現確率を変更する のか、出現確率変更部が出現確率データを変更するときに出現確率を高くするのか 低くするのか、出現確率をどのくらい変動させるのかなどを決める条件である。  Here, the appearance probability changing condition is a condition that determines how the appearance probability changing unit changes the appearance probability data. For example, the appearance probability changing unit determines which game element image the appearance probability changes. Is a condition that determines whether the appearance probability is increased or decreased when the appearance probability data is changed, and how much the appearance probability is changed.
このゲーム装置においては、ゲーム画像表示部に表示されたゲーム要素画像に対 応するゲーム要素データ又はその特定データは、所定の使用許可条件に従って使 用可能要素記憶部に記憶される。使用可能要素記憶部に記憶されたゲーム要素デ ータ又はその特定データに対応するゲーム要素データは、対応するプレイヤーのゲ ーム進行中にそのプレイヤ一により使用可能になる。なお、ここでいう「使用」とは、そ のプレイヤーがプレイするゲーム進行中に、そのプレイヤーの操作に応じてそのゲー ム要素データを用いたデータ処理が行われることを意味する。ここで、使用可能要素 記憶部に記憶されるゲーム要素データ又は特定データは、ゲーム画像表示部に表 示された(出現した)ゲーム要素画像に対応するものである。そして、各ゲーム要素画 像がゲーム画像表示部に出現する出現確率は、出現確率記憶部に記憶されている 出現確率データに従って決まる。よって、各ゲーム要素データが使用可能要素記憶 部に記憶される確率すなわち所定の使用許可条件を満たす確率、言 、換えれば、 その使用可能要素記憶部に対応するプレイヤーが各ゲーム要素データを入手し得 る確率 (入手確率)は、そのゲーム要素データに対応するゲーム要素画像の出現確 率によって変わる。なお、「入手確率」とはプレイヤーが各ゲーム要素データを入手し 得る困難性の度合いを示すものであり、所定の使用許可条件を満たす困難性の度 合いを示すものである。  In this game apparatus, 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 in accordance with 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 during the game of the corresponding player. Note that “use” here means that data processing using the game element data is performed in accordance with the operation of the player while the game is being played. Here, the game element data or the specific data stored in the usable element storage unit corresponds to the game element image displayed (appeared) on the game image display unit. Then, 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. Therefore, the probability that each game element data is stored in the usable element storage unit, that is, the probability that satisfies a predetermined use permission condition, in other words, the player corresponding to the usable element storage unit obtains each game element data. The probability of obtaining (acquisition 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 the player can obtain each game element data, and indicates the degree of difficulty that satisfies a predetermined use permission condition.
本ゲーム装置では、各ゲーム要素画像の出現確率を決定するための出現確率デ ータが、日時取得部の取得した日付若しくは時刻又はその両方である現実世界の日 時に応じて変更される。具体的には、日時取得部の取得した日時が規定日時になつ たら、所定の出現確率変更条件に従って出現確率データを変更する。この変更によ り、少なくとも 1つのゲーム要素データに対応したゲーム要素画像の出現確率が変動 するので、そのゲーム要素データの入手確率が変化する。これにより、現実世界の日 時が上記規定日時になったときに、当該ゲーム要素データの入手確率を高くしたり 低くしたりするという、現実世界の日にちや時刻に対応させたイベントを実行すること ができる。その結果、当該ゲーム要素データに対するプレイヤーの入手意欲を搔き 立ててプレイヤーのプレイ意欲を効果的に促進することが可能となる。 In this game device, the appearance probability data for determining the appearance probability of each game element image is changed according to the date and / or time acquired by the date / time acquisition unit in the real world. Specifically, when the date and time acquired by the date and time acquisition unit reaches the specified date and time, the appearance probability data is changed according to a predetermined appearance probability changing condition. As a result of this change, the appearance probability of the game element image corresponding to at least one game element data changes, so that the acquisition probability of the game element data changes. This allows real world day When the time reaches the specified date and time, it is possible to execute an event corresponding to the date and time in the real world, such as increasing or decreasing the probability of obtaining the game element data. As a result, the player's willingness to obtain the game element data can be stimulated and the player's willingness to play can be effectively promoted.
なお、日時取得部が取得する日時をカウントするカウント部は、本ゲーム装置自体 が備えている必要はなぐ例えば本ゲーム装置とは別の装置に当該カウント部を設け て当該別の装置から出力される日時を本ゲーム装置の日時取得部が取得する構成 であってもよい。  Note that the counting unit that counts the date and time acquired by the date and time acquiring unit is not necessarily provided in the game device itself. For example, the count unit is provided in a device different from the game device and is output from the other device. The date and time acquisition unit of the game device may acquire the date and time to be acquired.
[0009] また、上記ゲーム装置において、金銭若しくはメダル又はこれらに相当する電子デ 一タカ なるゲーム価値媒体を受け取る受取部を有し、上記ゲーム進行部は、該受 取部がゲーム価値媒体を受け取ることを条件に上記ゲームの進行を開始するもので あってもよい。  [0009] The game device further includes a receiving unit that receives a game value medium that is money or a medal or an electronic data equivalent to the money, the medal, and the game progress unit receives the game value medium. The above-described game progress may be started on the condition.
このゲーム装置は、主としてゲームセンタ等の遊技場に設置されるアーケードゲー ム機 (業務用ゲーム装置)として用いることができる。このようなアーケードゲーム機に おいては、遊技場の運営上、プレイヤーのプレイ意欲を促進させて多くのプレイヤー に遊技場へ来場してもらうことが極めて重要な目的である。本ゲーム装置によれば、 プレイヤーのプレイ意欲を効果的に促進することが可能であることから、このような重 要な目的達成に大きく貢献することが可能となる。  This game device can be used mainly as an arcade game machine (business game device) installed in a game arcade such as a game center. In such an arcade game machine, it is extremely important to promote the player's willingness to play and to have many players visit the amusement hall in order to operate the amusement hall. According to this game device, it is possible to effectively promote the player's willingness to play, so that it is possible to greatly contribute to the achievement of such an important purpose.
[0010] また、上記ゲーム装置にお!、て、条件変更用の操作部と、該条件変更用の操作部 の操作内容に従って、上記所定の出現確率変更条件を設定変更する条件設定変更 部とを有するものであってもよ 、。 [0010] In addition, in the game device !, a condition changing operation unit, and a condition setting changing unit for setting and changing the predetermined appearance probability changing condition according to the operation content of the condition changing operation unit Even if it has something.
このゲーム装置においては、上記所定の出現確率変更条件を、条件変更用の操 作部を操作する操作者が望む条件に設定変更することができる。よって、現実世界 における日時が規定日時になったときに変更した出現確率データにより決まるゲーム 要素画像の出現確率を、遊技場を運営する者等の操作者の意向に沿って容易にコ ン卜ローノレすることがでさる。  In this game apparatus, the predetermined appearance probability changing condition can be set and changed to a condition desired by an operator who operates the condition changing operation unit. Therefore, the appearance probability of the game element image determined by the appearance probability data changed when the date and time in the real world becomes the specified date and time can be easily controlled according to the intention of an operator such as a game operator. You can do it.
[0011] また、上記ゲーム装置において、規定日時変更用の操作部と、該規定日時変更用 の操作部の操作内容に従って、上記規定日時を設定変更する規定日時設定変更部 とを有するものであってもよ 、。 [0011] Further, in the game device, an operation unit for changing the specified date and time, and a specified date and time setting changing unit for changing the setting of the specified date and time according to the operation content of the operation unit for changing the specified date and time Even if it has something.
このゲーム装置においては、上記規定日時を規定日時変更用の操作部を操作す る操作者が望む日時に設定変更することができる。よって、出現確率データを変更す るタイミングを、遊技場を運営する者等の操作者の意向に沿って容易にコントロール することができる。  In this game apparatus, the specified date and time can be set and changed to a date and time desired by an operator who operates the operation unit for changing the specified date and time. Therefore, it is possible to easily control the timing of changing the appearance probability data in accordance with the intention of an operator such as a game hall operator.
[0012] また、上記ゲーム装置にお!、て、ネットワークを介して条件変更データを受信する 条件変更データ受信部と、該条件変更データ受信部が受信した条件変更データに 従って、上記所定の出現確率変更条件を設定変更する条件設定変更部とを有する ものであってもよい。  [0012] In addition, the game device receives the condition change data via the network, the condition change data receiving unit, and the predetermined appearance according to the condition change data received by the condition change data receiving unit It may have a condition setting changing unit for changing the probability changing condition.
このゲーム装置においては、ネットワークを介して上記所定の出現確率変更条件を 設定変更することができる。よって、現実世界における日時が規定日時になったとき に変更した出現確率データにより決まるゲーム要素画像の出現確率を、本ゲーム装 置とは離れた場所力もコントロールすることが可能となる。  In this game apparatus, the predetermined appearance probability changing condition can be set and changed via a network. Therefore, the appearance probability of the game element image determined by the appearance probability data that is changed when the date and time in the real world becomes the specified date and time can be controlled even with a place force away from this game device.
[0013] また、上記ゲーム装置にお!、て、ネットワークを介して規定日時変更データを受信 する規定日時変更データ受信部と、該規定日時変更データ受信部が受信した規定 日時変更データに従って、上記規定日時を設定変更する規定日時設定変更部とを 有するものであってもよ 、。  [0013] In addition, according to the game device according to the specified date / time change data receiving unit that receives the specified date / time change data via the network and the specified date / time change data received by the specified date / time change data receiving unit, It may have a specified date and time setting change unit for changing the specified date and time.
このゲーム装置においては、ネットワークを介して上記規定日時を設定変更するこ とができる。よって、出現確率データを変更するタイミングを、本ゲーム装置とは離れ た場所力 コントロールすることが可能となるという優れた効果が奏される。  In this game device, the specified date and time can be set and changed via a network. Therefore, an excellent effect is achieved that the timing of changing the appearance probability data can be controlled by the location force away from the game device.
[0014] また、上記ゲーム装置において、上記ゲーム要素記憶部に記憶されている複数の ゲーム要素データのうち上記プレイヤー以外の別のプレイヤーがゲームで使用可能 なゲーム要素データ又は該ゲーム要素データを特定するための特定データを記憶 する上記使用可能要素記憶部とは別の使用可能要素記憶部を有し、上記ゲーム制 御部は、所定の受渡条件を満たした力否かを判断し、該所定の受渡条件を満たした と判断したときには、該使用可能要素記憶部に記憶されているゲーム要素データ又 は該ゲーム要素の特定データと同じデータを該別の使用可能要素記憶部に記憶す る制御を行うものであってもよ 、。 このゲーム装置においては、所定の受渡条件が満たされると、一のプレイヤーが入 手したゲーム要素データ (使用可能要素記憶部に記憶されて!、るゲーム要素データ 又はこれに記憶されている特定データにより特定されるゲーム要素データ)と同じも のを別のプレイヤーが入手でき、これを当該別のプレイヤーがゲームで使用可能に なる。その結果、例えば、上述したような現実世界の日にちや時刻に対応させたィべ ントで当該一のプレイヤーが入手したゲーム要素データを、そのイベントに参加して いない当該別のプレイヤーでも入手可能になる。よって、上述したような現実世界の 日にちや時刻に対応させたイベントに参加していないプレイヤーに対し、当該ィベン トでし力入手できないゲーム要素データや当該イベント以外では入手することが困難 なゲーム要素データなどを比較的容易に入手するチャンスを与えることができる。 なお、当該別のプレイヤーがゲーム要素データを使用可能になるゲームは、本ゲ ーム装置のゲーム制御部が進行制御するゲームであっても、本ゲーム装置と同様の 構成を備える別のゲーム装置のゲーム制御部が進行制御するゲームであってもよい また、所定の受渡条件を満たす力否力の判断は、当該一のプレイヤー及び当該別 のプレイヤーの両方がゲームをプレイしているときに行っても、これらのプレイヤーの V、ずれか又はその両方がゲームを行って!/ヽな 、ときに行ってもよ!、。 [0014] Further, in the game device, game element data that can be used in a game by another player other than the player among the plurality of game element data stored in the game element storage unit or the game element data is specified. A usable element storage unit that is different from the usable element storage unit for storing specific data for performing the determination, and the game control unit determines whether or not the power satisfies a predetermined delivery condition. Control to store the game element data stored in the usable element storage unit or the same data as the specific data of the game element in the other usable element storage unit when it is determined that the delivery condition of Even if it is something to do. In this game device, when a predetermined delivery condition is satisfied, game element data obtained by one player (stored in the usable element storage unit !, game element data or specific data stored in the game element data). Another player can obtain the same game element data as specified by (3), and the other player can use it in the game. As a result, for example, the game element data obtained by the one player at the event corresponding to the date and time of the real world as described above can be obtained by the other player who has not participated in the event. Become. Therefore, it is difficult to obtain game element data that cannot be obtained by the event or other than the event for players who do not participate in the event corresponding to the date and time of the real world as described above. An opportunity to obtain data etc. relatively easily can be given. In addition, even if the game in which the other player can use the game element data is a game whose progress is controlled by the game control unit of the game device, another game device having the same configuration as the game device. Further, the game control unit may control the progress of the game. Moreover, the determination of the power / failure condition satisfying the predetermined delivery condition is performed when both the one player and the other player are playing the game. But these players, V, or both, are playing the game! ,.
また、上記ゲーム装置において、上記ゲーム制御部は、上記同じデータを上記別 の使用可能要素記憶部に記憶するとき、所定の消去条件に従って、該同じデータに 対応するゲーム要素データ又は特定データを、これを記憶して 、た上記使用可能要 素記憶部から消去する制御を行うものであってもよい。  In the game device, when the game control unit stores the same data in the different usable element storage unit, the game element data or specific data corresponding to the same data is stored in accordance with a predetermined erasure condition. You may memorize | store this and perform control which erases from the said usable element memory | storage part.
上述したゲーム装置では、上述したような現実世界の日にちや時刻に対応させたィ ベントで入手したゲーム要素データを、そのイベントに参加して!/、な!/ヽプレイヤーでも 、所定の獲得条件又は所定の受渡条件が満たされることで、そのイベントに参加して これを入手したプレイヤーから入手することが可能である。このようにゲーム要素デー タの獲得又は受渡しについて何の制限もかけないと、当該ゲーム要素データが無尽 蔵に増殖し、ゲームバランスの管理が困難となるし、当該イベントの価値を大きく低下 させてしまうおそれもある。 そこで、本ゲーム装置においては、上記一のプレイヤーが入手したゲーム要素デ ータと同じものを上記別のプレイヤーに対応する別の使用可能要素記憶部に記憶す るときに、所定の消去条件に従って、そのゲーム要素データを当該一のプレイヤーに 対応する使用可能要素記憶部から消去する。このような消去処理を行うことにより、所 定の消去条件を適宜設定することで、上述したイベントで入手したゲーム要素データ が増殖するのを抑制し又は防止することができる。よって、当該イベントの価値を高く 維持することができる。 In the game device described above, the game element data obtained at the event corresponding to the date and time in the real world as described above can participate in the event! Or, if a predetermined delivery condition is satisfied, it can be obtained from the player who has participated in the event and obtained it. If there is no restriction on the acquisition or delivery of game element data in this way, the game element data will grow infinitely, making it difficult to manage the game balance, and greatly reducing the value of the event. There is also a risk. Therefore, in the present game device, when the same game element data obtained by the one player is stored in another usable element storage unit corresponding to the other player, according to a predetermined erasing condition. The game element data is deleted from the usable element storage unit corresponding to the one player. By performing such an erasing process, it is possible to suppress or prevent the game element data obtained at the event described above from proliferating by appropriately setting predetermined erasing conditions. Therefore, the value of the event can be kept high.
[0016] また、上記ゲーム装置において、上記使用可能要素記憶部に記憶されているゲー ム要素データ又は特定データに対応するデータを記憶する可搬型記憶媒体を排出 する記憶媒体排出部を有するものであってもよ 、。  [0016] Further, the game device includes a storage medium discharge unit that discharges a portable storage medium that stores game element data stored in the usable element storage unit or data corresponding to specific data. May be.
このゲーム装置においては、プレイヤ一は自分が入手したゲーム要素データ又は これを特定するための特定データに対応するデータが記憶された可搬型記憶媒体を 持ち運ぶことができるので、ゲーム要素データを自分が所有して 、ると 、うプレイヤー の意識を高めることができ、ゲーム要素データを入手することに対するプレイヤーの 意欲を更に高めることができる。なお、この可搬型記憶媒体の利用方法は種々考え られる。例えば、この可搬型記憶媒体の外面に内部に記憶されているデータに対応 するゲーム要素データを示す絵柄等の画像などを表示するようにすれば、この可搬 型記憶媒体をトレーディングカードゲームのようなカードゲームなどの他のゲームに 使用することができる。  In this game apparatus, a player can carry a portable storage medium in which data corresponding to the game element data obtained or specified data for specifying the game element data is stored. Having it can raise the player's awareness and further increase the player's willingness to obtain game element data. Various methods of using this portable storage medium are conceivable. For example, if an image such as a picture showing game element data corresponding to data stored inside is displayed on the outer surface of the portable storage medium, the portable storage medium can be used as a trading card game. Can be used for other games such as simple card games.
[0017] また、上記ゲーム装置にお!、て、上記可搬型記憶媒体に記憶されて 、るデータを 読み出すデータ読出部を有し、上記ゲーム制御部は、該データ読出部が読み出した データに対応するゲーム要素データ又は特定データを上記使用可能要素記憶部に 記憶する制御を行うものであってもよ 、。  [0017] In addition, the game device has a data reading unit that reads data stored in the portable storage medium, and the game control unit reads data read by the data reading unit. Control corresponding to storing the corresponding game element data or specific data in the usable element storage unit may be performed.
このゲーム装置においては、記憶媒体排出部力 排出された可搬型記憶媒体に記 憶されているデータに対応したゲーム要素データを、プレイヤーがゲームで使用可 能となる。よって、ゲーム要素データを入手することに対するプレイヤーの意欲が更 に高まり、プレイヤーのプレイ意欲をより促進することが可能となる。  In this game device, 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 player's willingness to play can be further promoted.
[0018] また、上記ゲーム装置と、該ゲーム装置に対してネットワークを介してデータ通信可 能に接続された管理装置とを備えたゲームシステムであって、上記管理装置は、日 付及び時刻の少なくとも一方である日時をカウントするカウント部と、該カウント部が力 ゥントした日時のデータを上記ゲーム装置へ送信する送信部とを備えており、該ゲー ム装置における上記日時取得部は、該管理装置から送信された該日時のデータを 受信するものであるものであってもよ 、。 [0018] Further, data communication is possible with the game device and the game device via a network. A management system connected to the function, wherein the management device is configured to count a date and / or a date and time, and a date unit and a date and time data A transmission unit for transmitting to the game device, and the date and time acquisition unit in the game device may receive the date and time data transmitted from the management device.
このゲームシステムにおいて、ゲーム装置に対して日付及び時刻の少なくとも一方 である日時をカウントするカウント部を設ける必要がなくても、現実世界の日時が規定 日時になったときにゲーム要素データの入手確率を高くしたり低くしたりするという、 現実世界の日にちや時刻に対応させたイベントをゲーム装置において実行すること ができる。よって、ゲーム装置内に日時をカウントするカウント部を設ける必要がなくな る。  In this game system, even if it is not necessary to provide the game device with a counting unit that counts at least one of the date and time, the probability of obtaining game element data when the real-world date / time reaches a specified date / time. The game device can execute an event corresponding to the date and time in the real world, such as raising or lowering the value. Therefore, there is no need to provide a counting unit for counting the date and time in the game device.
また、上記ゲーム装置と、該ゲーム装置に対してネットワークを介してデータ通信可 能に接続された管理装置とを備えたゲームシステムであって、上記日時取得部を上 記ゲーム装置に代えて上記管理装置に設け、該管理装置は、日付及び時刻の少な くとも一方である日時をカウントするカウント部を有しており、上記日時取得部は、該 カウント部がカウントした日時を取得し、該管理装置は、該日時取得部が取得した日 時が規定日時になった力否かを判断する判断部と、該判断部が規定日時になったと 判断したときに出現確率変更データを上記ゲーム装置へ送信する送信部とを有して おり、該ゲーム装置は、該管理装置から送信された出現確率変更データを受信する 受信部を備えており、該ゲーム装置が有する上記出現確率変更部は、該出現確率 変更データを受信したときに上記規定日時になったと判断し、上記所定の出現確率 変更条件に従って、上記複数のゲーム要素データのうちの少なくとも 1つに対応した ゲーム要素画像の出現確率が変動するように上記出現確率記憶部に記憶される出 現確率データを変更するものであってもよ 、。  A game system comprising the game device and a management device connected to the game device via a network so that data communication is possible, wherein the date and time acquisition unit is replaced with the game device. The management device includes a counting unit that counts the date and time that is at least one of the date and the time. The date and time acquisition unit acquires the date and time counted by the counting unit, and The management device determines whether or not the date and time acquired by the date and time acquisition unit has reached a specified date and time, and the appearance probability change data when the determination unit determines that the specified date and time has been reached, The game device includes a reception unit that receives the appearance probability change data transmitted from the management device, and the appearance probability change unit included in the game device includes: Appearance probability When the change data is received, it is determined that the specified date has been reached, and the appearance probability of the game element image corresponding to at least one of the plurality of game element data varies according to the predetermined appearance probability change condition. As described above, the appearance probability data stored in the appearance probability storage unit may be changed.
このゲームシステムにおいては、規定日時になった力否かをゲーム装置で判断す る処理を行わなくても、現実世界の日時が規定日時になったときにゲーム要素デー タの入手確率を高くしたり低くしたりするという、現実世界の日にちや時刻に対応させ たイベントをゲーム装置において実行することができる。よって、規定日時になったか 否かをゲーム装置で判断する処理を行わなくても済む。 In this game system, the probability of obtaining game element data is increased when the real-world date / time reaches the specified date / time, even if the game device does not perform processing to determine whether the power has reached the specified date / time. An event corresponding to the date and time of the real world, such as lowering or lowering, can be executed on the game device. Therefore, has the specified date and time been reached? It is not necessary to perform a process for determining whether or not the game apparatus is not.
発明の効果  The invention's effect
[0020] 本発明によれば、上述したような現実世界の日にちや時刻に対応させたイベントを 実行することによりプレイヤーのプレイ意欲を促進することが可能となる。  [0020] According to the present invention, it is possible to promote the player's willingness to play by executing the event corresponding to the date and time in the real world as described above.
図面の簡単な説明  Brief Description of Drawings
[0021] [図 1]図 1は、実施形態に係るゲームシステムを構成するアーケードゲーム機で実行 されるキャラクタ入手イベントを実行する処理の流れを示すフローチャートである。  FIG. 1 is a flowchart showing a flow of processing for executing a character acquisition event executed by an arcade game machine constituting the game system according to the embodiment.
[図 2]図 2は、同ゲームシステム全体の概略構成図である。  FIG. 2 is a schematic configuration diagram of the entire game system.
[図 3]図 3は、同アーケードゲーム機の正面図である。  FIG. 3 is a front view of the arcade game machine.
[図 4]図 4は、同アーケードゲーム機の側面図である。  FIG. 4 is a side view of the arcade game machine.
[図 5]図 5は、同アーケードゲーム機の上面図である。  FIG. 5 is a top view of the arcade game machine.
[図 6]図 6は、同アーケードゲーム機が備える 8つのステーションうちの 1つを示す拡大 正面図である。  [FIG. 6] FIG. 6 is an enlarged front view showing one of eight stations included in the arcade game machine.
[図 7]図 7は、ステーションごとに設けられたステーション制御部のハードウェア構成を 示すブロック図である。  FIG. 7 is a block diagram showing a hardware configuration of a station control unit provided for each station.
[図 8]図 8は、アーケードゲーム機ごとに設けられる中央制御部のハードウェア構成を 示すブロック図である。  FIG. 8 is a block diagram showing a hardware configuration of a central control unit provided for each arcade game machine.
[図 9]図 9は、同管理サーバのハードウェア構成を示すブロック図である。  FIG. 9 is a block diagram showing a hardware configuration of the management server.
[図 10]図 10は、同アーケードゲーム機及び同管理サーバの主要部を示す機能プロ ック図である。  FIG. 10 is a functional block diagram showing the main parts of the arcade game machine and the management server.
[図 11]図 11は、同ステーションのディスプレイに表示されるゲーム画面の一例を示す 説明図である。  FIG. 11 is an explanatory diagram showing an example of a game screen displayed on the display of the station.
[図 12]図 12は、同ディスプレイに表示され得る 3種類のモンスターカード画像及びこ れらにそれぞれ対応するリール画像上のシンボル配列の一例を示す説明図である。  [FIG. 12] FIG. 12 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 the reel images corresponding to these.
[図 13]図 13は、アーケードゲーム機の各ステーションで実行されるスロットゲームに 登場するシンボルの種類を示す説明図である。  FIG. 13 is an explanatory diagram showing the types of symbols appearing in the slot game executed at each station of the arcade game machine.
[図 14]図 14は、コンピュータ対戦ゲームの流れを示すフローチャートである。  FIG. 14 is a flowchart showing the flow of a computer battle game.
[図 15]図 15は、対人対戦ゲームの流れを示すフローチャートである。 [図 16]図 16は、出現確率変更条件データの設定変更処理のシーケンスフローである FIG. 15 is a flowchart showing the flow of the interpersonal battle game. [FIG. 16] FIG. 16 is a sequence flow of setting change processing of appearance probability change condition data
[図 17]図 17は、規定日時データの設定変更処理のシーケンスフローである。 FIG. 17 is a sequence flow of setting change processing for specified date and time data.
[図 18]図 18は、キャラクタ追加処理のシーケンスフローである。 FIG. 18 is a sequence flow of character addition processing.
[図 19]図 19は、変形例 1における味方ボスモンスターの消去処理の流れを示すフロ 一チャートである。 [FIG. 19] FIG. 19 is a flowchart showing a flow of the erasing process of the friendly boss monster in the first modification.
[図 20]図 20は、変形例 2におけるキャラクタ入手イベントを実行する処理の流れを示 すフローチャートである。 符号の説明  FIG. 20 is a flowchart showing a flow of processing for executing a character acquisition event in the second modification. Explanation of symbols
1 アーケードゲーム機  1 Arcade game machine
10 ステーション  10 stations
11 ディスプレイ  11 display
13 操作レバー  13 Control lever
14a, 14b 操作ボタン  14a, 14b Operation buttons
15 メダル投入口  15 medal slot
16 メダル払出口  16 Medals outlet
17 カード挿入取出口  17 Card insertion slot
21 ステーション制御装置  21 Station controller
23, 33, 43 記憶装置  23, 33, 43 Storage device
26 磁気カード書込読出装置  26 Magnetic card writing / reading device
27 メダル管理装置  27 Medal management device
31 中央制御装置  31 Central control unit
37 計時装置  37 Timing device
40 管理サーバ  40 Management server
41 制御装置  41 Control unit
51a, 51b, 51c リール画像  51a, 51b, 51c reel image
60A, 60B, 60C モンスターカード画像  60A, 60B, 60C Monster card image
101 ゲーム進行制御部 102 表示部 101 Game progress controller 102 Display
103 操作部  103 Operation section
106 キャラクタ記憶部  106 Character storage
107 出現確率設定変更部  107 Appearance probability setting change section
108 外部通信部  108 External communication unit
109 規定日時記憶部  109 Specified date memory
110 条件記憶部  110 Condition memory
111 条件変更部  111 Condition change section
112 規定日時変更部  112 Specified date / time change section
401 対人対戦管理部  401 Interpersonal Battle Management Department
402 指示入力部  402 Instruction input section
403 条件管理部  403 Condition Management Department
404 キャラクタ配信部  404 Character distribution
405 外部通信部  405 External communication unit
406 規定日時管理部  406 Specified Date and Time Management Department
発明を実施するための最良の形態  BEST MODE FOR CARRYING OUT THE INVENTION
[0023] 以下、本発明を、対人対戦が可能なスロットゲームをそれぞれ実行するメダルゲー ム機である複数のアーケードゲーム機(業務用ゲーム装置)を備えるゲームシステム に適用した一実施形態について説明する。  [0023] Hereinafter, an embodiment in which the present invention is applied to a game system including a plurality of arcade game machines (commercial game machines), which are medal game machines that respectively execute slot games capable of interpersonal battles, will be described.
[0024] まず、本実施形態に係るゲームシステム全体の構成について説明する。  First, the overall configuration of the game system according to the present embodiment will be described.
図 2は、本実施形態に係るゲームシステム全体の概略構成図である。  FIG. 2 is a schematic configuration diagram of the entire game system according to the present embodiment.
このゲームシステムを構成する各アーケードゲーム機 1は、互いに異なるゲームセ ンタ等の遊技場に設置されている。また、本ゲームシステムは、これらのアーケードゲ ーム機 1に通信ネットワークを介して接続された管理装置としての管理サーバ 40を備 えている。管理サーノ 40は、各アーケードゲーム機 1と通信ネットワークを介してデー タ通信を行い、ゲームシステム全体の管理を行う。通信ネットワークは、公衆電話回 線、専用電話回線、ケーブルテレビ回線、無線通信回線等により構成される。  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 as a management device connected to these arcade game machines 1 via a communication network. The management sano 40 performs data communication with each arcade game machine 1 via a communication network and manages the entire game system. The communication network consists of public telephone lines, dedicated telephone lines, cable TV lines, wireless communication lines, and so on.
[0025] (アーケードゲーム機 1の構成) 次に、本ゲームシステムを構成するゲーム装置であるアーケードゲーム機 1の構成 について説明する。なお、各アーケードゲーム機 1の構成は、後述する規定日時デ ータの設定が異なる以外はみな同じ構成であるので、以下の説明では、そのうちの 1 つのアーケードゲーム機 1につ 、てのみ説明する。 [0025] (Arcade game machine 1 configuration) Next, the configuration of the arcade game machine 1 that is a game device constituting the game system will be described. The configuration of each arcade game machine 1 is the same except that the settings of the specified date and time data described later are different, so in the following description, only one of the arcade game machines 1 will be described. To do.
[0026] 図 3は、本ゲームシステムを構成するアーケードゲーム機 1の正面図である。 FIG. 3 is a front view of the arcade game machine 1 constituting the present game system.
図 4は、このアーケードゲーム機 1の側面図である。  FIG. 4 is a side view of the arcade game machine 1.
図 5は、このアーケードゲーム機 1の上面図である。  FIG. 5 is a top view of the arcade game machine 1.
このアーケードゲーム機 1は、中央部分に設けられたドラゴンの模型 2を取り囲むよ うに 8つのステーション 10を備えている。ドラゴンの模型 2には、図 3に示すように共用 ディスプレイ 3が設けられている。ドラゴンの模型 2は、回転可能に構成されており、そ の共用ディスプレイ 3がいずれのステーション 10にも対向し得るようになつている。各 ステーション 10は、 LANケーブル等の通信ラインにより、図示しない中央制御部に 接続されている。プレイヤ一はステーション 10を用いてスロットゲームをプレイすること ができ、本アーケードゲーム機単体では最大 8人のプレイヤーが同時にプレイするこ とが可能である。 8つのステーション 10は、互いに同一の構成を有するので、以下の 説明ではそのうちの 1つについて説明する。  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. 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.
[0027] 図 6は、ステーション 10の拡大正面図である。  FIG. 6 is an enlarged front view of the station 10.
ステーション 10には、ゲームの進行に応じたゲーム画面を表示するゲーム画像表 示手段として機能するゲーム画像表示部としてのディスプレイ 11、ゲームの進行に応 じた効果音やバックミュージック等の音を流す音出力手段として機能する音出力部と してのスピーカー 12、プレイヤーが操作するゲーム操作用の操作手段として機能す る操作部としての操作レバー 13及び 2つの操作ボタン 14a, 14bなどが設けられてい る。また、ステーション 10には、クレジットの精算を行ったり、後述する可搬型記憶媒 体としての磁気カードを取り出したりするための各種ボタンも設けられている。プレイ ヤーは、ディスプレイ 11に表示されるゲーム画面を見ながら、操作レバー 13及び 2つ の操作ボタン 14a, 14bを操作することで、そのゲーム画面上に出現するモンスター カード画像 (ゲーム要素画像)を用いたスロットゲームをプレイすることができる。  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, and two operation buttons 14a and 14b are provided. The 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.
[0028] また、ステーション 10には、ゲーム価値媒体としての有体物であるメダルを受け取る 受取手段として機能する受取部を構成するメダル投入口 15や、ゲーム価値媒体とし ての有体物であるメダルを排出する排出手段として機能する排出部を構成するメダ ル払出口 16 (図 3及び図 4参照)、ゲームを終了したプレイヤーが次回のプレイ時に ゲームの続きを行うために必要な情報を記憶する磁気カードを挿入したり取り出した りするための記憶媒体排出手段として機能する記憶媒体排出部を構成するカード挿 入取出口 17なども設けられている。 [0028] Further, 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, and 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 (FIGS. 3 and 4) 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.
[0029] 図 7は、ステーション 10ごとに設けられたステーション制御部のハードウェア構成を 示すブロック図である。 FIG. 7 is a block diagram showing a hardware configuration of a station control unit provided for each station 10.
各ステーション 10では、それぞれ独自にゲームプログラムを実行してスロットゲーム を進行させる。ステーション 10の内部にはそのステーションの動作を制御するステー シヨン制御装置 21が備わっている。ステーション制御装置 21は、マイクロプロセッサ 等により構成されており、ゲーム進行に必要な各種演算や各種機器の動作制御を行 う。ステーション制御装置 21は、ノ スを介して、ステーション制御装置 21からの命令 に従って各種画像をディスプレイ 11に描画する画面描画制御装置 22に接続されて いる。また、ステーション制御装置 21は、バスを介して、記憶装置 23にも接続されて いる。記憶部である記憶装置 23は、 ROM, RAM及び補助記憶装置から構成され ており、各種記憶手段として機能する。 ROMには、ステーション 10の起動時の基本 動作等を制御するために必要なプログラムやデータ、ゲーム進行の制御に必要な主 なプログラムなどが記憶されている。補助記憶装置は、ハードディスク記憶装置等に より構成される書き換え可能な記憶装置であり、 ROMや RAMに記憶しきれな ヽデ ータあるいはプログラムを記憶するためのものである。 RAMは、ステーション制御装 置 21が使用するデータやプログラムを一時的に記憶するものである。  Each station 10 executes its own game program to advance the slot game. Inside the station 10, a station control device 21 for controlling the operation of the station is provided. 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 programs used by the station control device 21.
[0030] また、ステーション制御装置 21は、操作レバー 13や操作ボタン 14a, 14bなどから の操作信号を受信してその操作内容を示す操作データに変換する操作制御装置 2 4、スピーカー 12から出力する音を制御するための音響制御装置 25、カード挿入取 出口 17に挿入された磁気カードに対してデータの書き込み及び読み出しを行う磁気 カード書込読出装置 26、メダル管理装置 27などにも接続されている。また、ステーシ ヨン制御装置 21は、インターフェース 28にも接続されており、このインターフェース 28 力 LANケーブル等の通信ラインを介して後述の中央制御装置 31との間でデータ 通信を行う。メダル管理装置 27は、プレイヤーのメダル枚数を示すクレジットデータを 内部記憶部に記憶しており、メダル投入口 15からメダルが投入されたときには、その 投入枚数分のクレジット (ゲーム価値媒体)をクレジットデータに加算する処理を行う。 また、払出部であるメダル管理装置 27は、ステーション制御装置 21からの払出命令 を受けたときには、払出手段として機能し、その払出命令に従った量のクレジットを配 当としてクレジットデータに加算する処理を行う。また、メダル管理装置 27は、ステー シヨン制御装置 21からのベット命令を受けたときには、そのベット命令に従った量のク レジットをクレジットデータ力 減算する処理を行う。 [0030] 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 into the operation data 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. When a medal is inserted from the medal insertion slot 15, the credit (game value medium) corresponding to the inserted number is credited to the credit data. The process to add to is performed. 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.
[0031] 図 8は、アーケードゲーム機 1ごとに設けられる中央制御部のハードウェア構成を示 すブロック図である。 FIG. 8 is a block diagram showing a hardware configuration of a central control unit provided for each arcade game machine 1.
この中央制御部は、各ステーション 10のステーション制御装置 21との間で LAN等 の通信ラインを介してデータ通信を行うことによりアーケードゲーム機 1全体の管理を 行う。また、中央制御部は、他のアーケードゲーム機との間で通信ネットワークを介し てデータ通信を行うことにより互いに異なるアーケードゲーム機間における対人対戦 ゲームを実現する。  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. In addition, 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.
[0032] 中央制御部には、各ステーション 10のステーション制御装置 21との間で LAN等の 通信ラインを介してデータ通信を行うことによりアーケードゲーム機 1全体を制御する 中央制御装置 31を備えている。中央制御装置 31は、マイクロプロセッサ等により構 成されており、後述の対人対戦ゲームを行う際に必要な各種演算や各種機器の動作 制御を行う。また、中央制御装置 31は、後述するキャラクタ入手イベント時における 出現確率変更条件やそのイベントの実行タイミングを管理するための制御も行う。中 央制御装置 31は、バスを介して、中央制御装置 31からの命令に従って各種画像を 共用ディスプレイ 3に描画する画面描画制御装置 32に接続されている。また、中央 制御装置 31は、バスを介して、記憶装置 33にも接続されている。記憶部である記憶 装置 33は、 ROM, RAM及び補助記憶装置から構成されており、各種記憶手段とし て機能する。 ROMには、中央制御部の起動時の基本動作等を制御するために必要 なプログラムやデータ、対人対戦ゲームを行うのに必要な主なプログラムなどが記憶 されている。補助記憶装置は、ハードディスク記憶装置等により構成される書き換え 可能な記憶装置であり、 ROMや RAMに記憶しきれな 、データある 、はプログラム、 各プレイヤーがゲームをー且終了した後にそのゲームの続きを行うために必要なデ ータなどを記憶するためのものである。 RAMは、中央制御装置 31が使用するデータ やプログラムを一時的に記憶するものである。 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 also performs control for managing the appearance probability changing condition and the execution timing of the event at the time of the character acquisition event described later. 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 that is a storage unit is composed of a ROM, a RAM, and an auxiliary storage device, and functions as various storage means. The ROM stores programs and data necessary to control basic operations at the start of the central control unit, and main programs necessary to play an interpersonal battle game. Has been. The auxiliary storage device is a rewritable storage device composed of a hard disk storage device, etc., which cannot be stored in ROM or RAM, has data, is a program, or continues the game after each player finishes the game. It is for memorizing data etc. necessary for performing. The RAM temporarily stores data and programs used by the central controller 31.
[0033] また、中央制御装置 31は、バスを介して、中央制御装置 31からの命令に従ってド ラゴンの模型 2を回転駆動させる模型駆動装置 34にも接続されている。また、中央制 御装置 31は、インターフェース 35にも接続されており、このインターフェース 35から L ANケーブル等の通信ラインを介してステーション制御装置 21との間でデータ通信を 行う。また、中央制御装置 31は、外部通信インターフェース 36にも接続されており、 この外部通信インターフェース 36から通信ネットワークを介して管理サーノ Oとの間 又は他のアーケードゲーム機 1との間でデータ通信を行う。また、中央制御装置 31は 、 ノ スを介して、現実世界における日時をカウントするカウント手段として機能する力 ゥント部としての計時装置 37にも接続されている。計時装置 37は、カウントした日時 を示す日時データを所定のタイミングで日時取得手段として機能する日時取得部とし ての中央制御装置 31へ出力する。なお、本実施形態の計時装置 37は日付及び時 刻の両方を示す日時をカウントするものである力 後述するキャラクタ入手イベントの 実行タイミングを日付のみ又は時刻のみで判断する場合は、計時装置 37が日付の み又は時刻のみをカウントするものであってもよ 、。  The central control device 31 is also connected to a model driving device 34 that rotationally drives the dragged model 2 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. Further, the central control device 31 is also connected via a nose to a time measuring device 37 as a power unit that functions as a counting means for counting the date and time in the real world. The timing device 37 outputs date / time data indicating the counted date / time to the central control device 31 as a date / time acquisition unit functioning as date / time acquisition means at a predetermined timing. Note that the timing device 37 of the present embodiment counts the date and time indicating both the date and time. When the execution timing of the character acquisition event described later is determined only by date or time, the timing device 37 It can count only the date or only the time.
[0034] (管理サーバ 40の構成)  [0034] (Configuration of Management Server 40)
図 9は、管理サーバ 40のハードウェア構成を示すブロック図である。  FIG. 9 is a block diagram showing a hardware configuration of the management server 40. As shown in FIG.
この管理サーノ Oは、各アーケードゲーム機 1の中央制御装置 31との間で通信ネ ットワークを介してデータ通信を行うことにより、本ゲームシステム全体の管理を行う。 また、管理サーバ 40は、少なくとも 2つのアーケードゲーム機間で行われる通信を制 御することにより対人対戦ゲームを実現する。また、管理サーバ 40は、アーケードゲ ーム機 1との間で通信ネットワークを介してデータ通信を行うことにより、そのァーケ一 ドゲーム機 1で実行される後述のキャラクタ入手イベント時における出現確率変更条 件を設定変更するための処理も行う。また、管理サーバ 40は、アーケードゲーム機 1 との間で通信ネットワークを介してデータ通信を行うことにより、そのアーケードゲーム 機 1で後述のキャラクタ入手イベントを実行する日時 (規定日時)を設定変更するため の処理も行う。また、管理サーバ 40は、ゲーム要素管理装置としても機能し、各ァー ケードゲーム機 1との間で通信ネットワークを介してデータ通信を行うことにより各ァー ケードゲーム機に新し ヽキャラクタデータ(ゲーム要素データ)を追加する処理も行う 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. In addition, the management server 40 realizes an interpersonal game by controlling communication performed between at least two arcade game machines. In addition, the management server 40 performs data communication with the arcade game machine 1 via the communication network, thereby changing the appearance probability change condition at the time of the character acquisition event described later executed on the arcade game machine 1. Also performs processing for changing the setting. In addition, the management server 40 is an arcade game machine 1 By performing data communication with each other via the communication network, the arcade game machine 1 also performs processing for setting and changing the date and time (specified date and time) for executing the character acquisition event described later. In addition, 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, new character data is added to each arcade game machine. (Game element data) is also added
[0035] 管理サーバ 40には、各アーケードゲーム機 1の中央制御装置 31との間で通信ネッ トワークを介してデータ通信を行うことにより各アーケードゲーム機 1を制御する制御 装置 41を備えている。制御装置 41は、マイクロプロセッサ等により構成されており、 後述の対人対戦ゲームを行う際に必要な通信制御を行う。制御装置 41は、バスを介 して、制御装置 41からの命令に従って各種画像を図示しないディスプレイに描画す る画面描画制御装置 42に接続されている。また、制御装置 41は、バスを介して、記 憶装置 43にも接続されている。この記憶装置 43は、 ROM, RAM及び補助記憶装 置から構成されており、各種記憶手段として機能する。 ROMには、管理サーバ 40の 起動時の基本動作等を制御するために必要なプログラムやデータなどが記憶されて いる。補助記憶装置は、ハードディスク記憶装置等により構成される書き換え可能な 記憶装置であり、 ROMや RAMに記憶しきれないデータあるいはプログラム、例えば 対人対戦ゲームを行うのに必要なプログラムやデータ、アーケードゲーム機 1で実行 される後述のキャラクタ入手イベント時における出現確率変更条件の設定変更を行う ためのプログラムやデータ、アーケードゲーム機 1で後述のキャラクタ入手イベントを 実行する規定日時を設定変更するためのプログラムやデータ、各アーケードゲーム 機 1に新 、キャラクタデータを追加するためのプログラムやデータなどを記憶するた めのものである。 RAMは、制御装置 41が使用するデータやプログラムを一時的に記 憶するものである。 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. The storage device 43 includes a ROM, a RAM, and an auxiliary storage device, and 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 or the like, and is a data or program that cannot be stored in ROM or RAM, for example, a program or data necessary for playing an interpersonal game, an arcade game machine Programs and data for changing the setting of the appearance probability change condition at the time of the character acquisition event described later executed in 1, programs for changing the specified date and time for executing the character acquisition event described later on the arcade game machine 1 This is for storing data, programs and data for adding new character data to each arcade game machine 1. The RAM temporarily stores data and programs used by the control device 41.
[0036] また、制御装置 41は、バスを介して、キーボードやマウス等の操作部力 の操作信 号を受信してその操作内容が示す指示データに変換する指示入力装置 44にも接続 されている。また、制御装置 41は、外部通信インターフェース 45にも接続されており 、この外部通信インターフェース 45から通信ネットワークを介して各アーケードゲーム 機 1との間でデータ通信を行う。 [0036] Further, 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 it into instruction data indicated by the operation content. Yes. The control device 41 is also connected to an external communication interface 45, and each arcade game is connected from the external communication interface 45 via a communication network. Data communication is performed with unit 1.
[0037] 図 10は、本実施形態におけるゲームシステムを構成するアーケードゲーム機 1及 び管理サーノ Oの主要部を示す機能ブロック図である。  FIG. 10 is a functional block diagram showing main parts of the arcade game machine 1 and the management sano O constituting the game system in the present embodiment.
本実施形態において、アーケードゲーム機 1は、主に、ゲーム進行制御部 101、表 示部 102、操作部 103、抽選部 104、当たり判定部 105、キャラクタ記憶部 106、出 現確率設定変更部 107、外部通信部 108、規定日時記憶部 109、条件記憶部 110 、条件変更部 111、規定日時変更部 112から構成されている。  In this 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. , An external communication unit 108, a specified date storage unit 109, a condition storage unit 110, a condition change unit 111, and a specified date change unit 112.
[0038] ゲーム進行制御部 101は、図 7に示したステーション制御部のハードウェア構成に おけるステーション制御装置 21、記憶装置 23及びインターフェース 28、並びに、図 8に示した中央制御部のハードウェア構成における中央制御装置 31、記憶装置 33 及びインターフェース 35等力も構成される。ゲーム制御部であるゲーム進行制御部 1 01は、ステーション制御装置 21が記憶装置 23に記憶されたゲーム進行プログラムを 実行することで、ゲーム制御手段として機能する。そのほか、ゲーム進行制御部 101 は、後述する各種制御や処理を行う。  [0038] 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 illustrated in FIG. 7, and the hardware configuration of the central control unit illustrated 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. In addition, the game progress control unit 101 performs various controls and processes described later.
[0039] 表示部 102は、図 7に示したステーション制御部のハードウェア構成におけるデイス プレイ 11及び画面描画制御装置 22、並びに、図 8に示した中央制御部のハードゥエ ァ構成における共用ディスプレイ 3及び画面描画制御装置 32等力 構成される。表 示部 102は、ゲーム進行制御部 101からの各種表示命令に従ってこれらのディスプ レイ 11, 3上に画像を表示する。  The display unit 102 includes the display 11 and the screen drawing control device 22 in the hardware configuration of the station control unit illustrated in FIG. 7, and the shared display 3 and the hard disk configuration of the central control unit illustrated in FIG. Screen drawing control device 32 is configured. The display unit 102 displays images on these displays 11 and 3 according to various display commands from the game progress control unit 101.
[0040] 図 11は、ディスプレイ 11に表示されるゲーム画面の一例を示す説明図である。  FIG. 11 is an explanatory diagram showing an example of a game screen displayed on the display 11.
画面中央には、複数種類のシンボルが変動表示または停止表示する 3つのリール 画像 51a, 51b, 51cが表示される。また、画面右側には、対戦相手のリール状態を 表わすサブ画面 52が表示される。本アーケードゲーム機 1では、詳しくは後述するが 、プレイヤーが操作レバー 13や操作ボタン 14a, 14bを操作することにより、ディスプ レイ 11に表示されて!、るモンスターカード画像の中力 そのスロットゲームに使用す る 3つのモンスターカード画像を選択すると、選択したモンスターカード画像に対応 する各キャラクタデータに対応した 3つのリール画像 51a, 51b, 51cが表示される。 画面左側には、プレイヤーが選択した 3つモンスターキャラクタ(味方モンスター)のう ち、中央リール画像 5 lbに対応した味方モンスター(味方ボスモンスター)の画像 53a が表示される。この味方ボスモンスターの名称(ゴーレム)は、リール画像 51a, 51b, 51cの下に設けられた名称表示エリア 53bに表示される。また、画面上部には、味方 ボスモンスターの体力値が棒グラフ 53cで表示される。一方、画面右側におけるサブ 画面 52の上方には、対戦相手となる別のプレイヤーまたはコンピュータが選択した 3 つのモンスターキャラクタ(敵モンスター)のうち、相手側の中央リール画像に対応し た敵モンスター(敵ボスモンスター)の画像 54aが表示される。この敵ボスモンスター の名称(ドラゴン)は、サブ画面 52の下に設けられた名称表示エリア 54bに表示され る。また、この敵ボスモンスターの体力値は、上記味方ボスモンスターの場合と同様 に、画面上部に棒グラフ 54cで表示される。 In the center of the screen, 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. In the arcade game machine 1, as will be described in detail later, when the player operates the operation lever 13 and the operation buttons 14a and 14b, the game is displayed on the display 11! When the three monster card images to be used are selected, three reel images 51a, 51b, and 51c corresponding to each character data corresponding to the selected monster card image are displayed. On the left side of the screen are the three monster characters (friend monsters) selected by the player. That is, image 53a of a friendly monster (friendly boss monster) corresponding to the central reel image 5 lb 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. At the top of the screen, the health value of the friendly boss monster is displayed as a bar graph 53c. On the other hand, above the sub screen 52 on the right side of the screen, among the three monster characters (enemy monsters) selected by another player or computer as the opponent, 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.
また、画面左側における味方ボスモンスター画像 53aの下方には、記憶装置 23に 記憶されている配当テーブルの内容を表す配当表 55が表示される。この配当表 55 は、各リール画像 51a, 51b, 51cに停止表示したシンボルの組み合わせが特定の 組み合わせになった場合にその特定の組み合わせの種類に応じて払い出す配当の 量が表示される。  Also, below the ally boss monster image 53a on the left side of the screen, a payout table 55 representing the contents of the payout table stored in the storage device 23 is displayed. 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.
[0041] 操作部 103は、図 7に示したステーション制御部のハードウェア構成における操作 レバー 13や操作ボタン 14a, 14b等のゲーム操作用の操作手段及び操作制御装置 24等力も構成される。操作部 103は、プレイヤーが操作レバー 13や操作ボタン 14a , 14b等を操作すると、その操作内容を示す操作データをゲーム進行制御部 101〖こ 出力する。  [0041] The operation unit 103 includes operation means for operating the game such as the operation lever 13 and the operation buttons 14a and 14b in the hardware configuration of the station control unit illustrated in FIG. 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.
[0042] 抽選部 104は、図 7に示したステーション制御部のハードウェア構成におけるステ ーシヨン制御装置 21、記憶装置 23等力 構成される。抽選部 104は、ゲーム進行制 御部 101からの抽選開始命令を受けると、抽選手段として機能し、各リール画像 51a , 51b, 51c上におけるシンボルの停止表示位置を決める抽選を行う。具体的には、 抽選開始命令を受けたら、ステーション制御装置 21で 3つの乱数を生成し、記憶装 置 23に記憶されている停止表示位置テーブルに照らして、生成した各乱数に対応 する停止位置番号をそれぞれ決定する。決定した 3つの停止位置番号を示す抽選 結果データは、ゲーム進行制御部 101へ出力する。 [0043] 当たり判定部 105は、図 7に示したステーション制御部のハードウェア構成における ステーション制御装置 21、記憶装置 23等から構成される。判定部である当たり判定 部 105は、抽選部 104が出力した抽選結果データに係る当たり判定命令をゲーム進 行制御部 101から受け取ると、判定手段として機能し、まず、記憶装置 23の RAMの 選択キャラクタ記憶領域に記憶されて 、る 3つのシンボル配列データ (プレイヤーが 選択した 3つの味方モンスターに対応するキャラクタデータのシンボル配列データ)を 読み出す。シンボル配列データは、シンボルの種類とその停止位置番号とが互いに 関連付けしたものである。そして、その当たり判定命令に係る抽選結果データが示す 3つの停止位置番号と、 3つのシンボル配列データとから、各リール画像 51a, 51b, 51 cに停止表示するシンボルの組み合わせが特定の組み合わせになる力否かを判 定する。そして、その判定結果をゲーム進行制御部 101へ出力する。 [0042] The lottery unit 104 includes a station control device 21 and a storage device 23 in the hardware configuration of the station control unit shown in FIG. When 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. Specifically, when a lottery start command is received, 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 a station control device 21, a 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.
[0044] ゲーム要素記憶部、使用可能要素記憶部及び出現確率記憶部であるキャラクタ記 憶部 106は、図 7に示したステーション制御部のハードウェア構成における記憶装置 23から構成され、ゲーム要素記憶手段、使用可能要素記憶手段及び出現確率記憶 手段として機能する。キャラクタ記憶部 106は、ディスプレイ 11に表示され得るすべ てのモンスターカード画像 (ゲーム要素画像)それぞれに対応した各キャラクタデータ (ゲーム要素データ)を、記憶装置 23の補助記憶装置のキャラクタ記憶領域に記憶し ている。各キャラクタデータ〖こは、それぞれ、レベルデータ、体力値データ、特技デー タ、特性データ、ベット費用データ等が含まれている。また、各キャラクタデータには、 それぞれ、 1つのリール画像上におけるシンボル配列を示すシンボル配列データも 含まれている。また、各キャラクタデータには、プレイヤーがコンピュータと対戦するコ ンピュータ対戦ゲームを行う際にコンピュータ側の当該モンスターキャラクタ(敵モン スター)のモンスターカード画像としてディスプレイ 11上に出現する出現確率を示す 出現確率データも、それぞれ含まれている。  [0044] 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 each character data (game element data) corresponding to each monster card image (game element image) that can be displayed on the display 11 in the character storage area of the auxiliary storage device of the storage device 23. is doing. 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. In addition, 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.
[0045] ここで、レベルデータは、そのモンスターキャラクタの能力の高さを表すものであり、 後述するようにレベルデータが高 、ほど相手のボスモンスターの体力値を減らす度 合いが高い。また、体力値データは、そのモンスターキャラクタの初期体力値を決め るためのものである。また、特技データは、そのモンスターキャラクタが備える特技を 示すものである。特性データは、後述するダメージ計算処理等で用いられるそのモン スターキャラクタの特性を示すものであり、そのモンスターキャラクタに対応するシンポ ル配列上におけるフィジカル攻撃を表すシンボル、ファイア一攻撃を表すシンボル、 マジック攻撃を表すシンボルの比率に対応している。ベット費用データは、当該モン スターキャラクタをスロットゲームで使用するときに必要となるベット数である。ベット費 用データは、レベルデータが高いほど高く設定される。 Here, the level data represents the level of the ability of the monster character, and as described later, the higher the level data, the higher the degree of decrease 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. In addition, special skill data, the special skill that the monster character has It is shown. 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.
[0046] 出現確率変更部である出現確率設定変更部 107は、図 7に示したステーション制 御部のハードウェア構成におけるステーション制御装置 21及びインターフェース 28、 並びに、図 8に示した中央制御部のハードウェア構成における中央制御装置 31及び インターフェース 35等カゝら構成され、出現確率変更手段として機能する。本実施形 態では、計時装置 37から受信した日時データが示す日時が規定日時記憶部 109に 記憶されている規定日時データの示す規定日時になったら、出現確率設定変更部 1 07は、条件記憶部 110に記憶されている条件データが示す出現確率変更条件に従 つて、キャラクタ記憶部 106に記憶されている所定のキャラクタデータの出現確率デ ータを変更する。この出現確率データの変更処理についての詳しい説明は後述する  [0046] The appearance probability setting changing unit 107, which is an appearance probability 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 central control unit shown in FIG. It consists of a central control unit 31 and an interface 35 in the hardware configuration, and functions as an appearance probability changing means. In this embodiment, when the date and time indicated by the date and time data received from the timing device 37 becomes the specified date and time indicated by the specified date and time data stored in the specified date and time storage unit 109, the appearance probability setting change unit 107 is stored in the condition memory. The appearance probability data of predetermined character data stored in the character storage unit 106 is changed according to the appearance probability changing condition indicated by the condition data stored in the unit 110. A detailed description of the appearance probability data changing process will be described later.
[0047] 条件変更データ受信部及び規定日時変更データ受信部である外部通信部 108は 、図 8に示した中央制御部のハードウェア構成における中央制御装置 31及び外部通 信インターフェース 36等から構成され、条件変更データ受信手段及び規定日時変 更データ受信手段として機能する。外部通信部 108は、中央制御装置 31の制御の 下、外部通信インターフェース 36から通信ネットワークを介して管理サーノ Oとの間 又は他のアーケードゲーム機 1との間でデータ通信を行う。 [0047] The external communication unit 108, which is a condition change data receiving unit and a specified date / time change data receiving unit, includes the central control unit 31 and the external communication interface 36 in the hardware configuration of the central control unit shown in FIG. It functions as condition change data receiving means and specified date / time change data receiving means. The external communication unit 108 performs data communication with the management Sano O or other arcade game machines 1 through the communication network from the external communication interface 36 under the control of the central control device 31.
[0048] 規定日時記憶部 109は、図 8に示した中央制御部のハードウェア構成における記 憶装置 33から構成され、規定日時記憶手段として機能する。規定日時記憶部 109 は、出現確率設定変更部 107が出現確率データを変更するタイミングを決定するた めの規定日時データを、記憶装置 33の補助記憶装置の規定日時記憶領域に記憶 している。  The specified date / time storage unit 109 includes the storage device 33 in the hardware configuration of the central control unit shown in FIG. 8, and functions as a specified date / time storage unit. The specified date and time storage unit 109 stores specified date and time data for determining the timing at which the appearance probability setting changing unit 107 changes the appearance probability data in the specified date and time storage area of the auxiliary storage device of the storage device 33.
[0049] 出現確率変更条件記憶部である条件記憶部 110は、図 8に示した中央制御部のハ 一ドウエア構成における記憶装置 33から構成され、出現確率変更条件記憶手段とし て機能する。条件記憶部 110は、出現確率設定変更部 107がどのように出現確率デ ータを変更するかを決める出現確率変更条件データを記憶して 、る。本実施形態で は、出現確率変更条件データは、出現確率データを変更するキャラクタデータを示 す変更対象情報、変更後の出現確率データを示す変更値情報、変更した出現確率 データを元に戻すまでの変更期間を示す変更期間情報を含んでいる。もちろん、出 現確率変更条件データは、これらの情報を含むものに限られない。 [0049] The condition storage unit 110, which is an appearance probability change condition storage unit, is a central control unit shown in FIG. It is composed of a storage device 33 in one software configuration, and functions as an appearance probability change condition storage means. The condition storage unit 110 stores appearance probability change condition data that determines how the appearance probability setting change unit 107 changes the appearance probability data. In the present embodiment, the appearance probability change condition data is the change target information indicating the character data for changing the appearance probability data, the change value information indicating the appearance probability data after the change, and until the changed appearance probability data is restored. The change period information indicating the change period is included. Of course, the appearance probability change condition data is not limited to the data including such information.
[0050] 条件設定変更部である条件変更部 111は、図 8に示した中央制御部のハードウ ァ構成における中央制御装置 31等から構成され、条件設定変更手段として機能す る。本実施形態では、通信ネットワーク力も外部通信部 108を介して条件変更データ を受信すると、条件変更部 111は、その条件変更データに基づき、条件記憶部 110 に記憶されて 、る出現確率変更条件データを変更する。この出現確率変更条件デ ータの設定変更処理にっ 、ての詳し!、説明は後述する。  [0050] The condition changing unit 111, which is a condition setting changing unit, includes the central control unit 31 and the like in the hardware configuration of the central control unit shown in FIG. 8, and functions as a condition setting changing unit. In the present embodiment, when the communication network power also receives the condition change data via the external communication unit 108, the condition change unit 111 stores the appearance probability change condition data stored in the condition storage unit 110 based on the condition change data. To change. Details of this appearance probability change condition data setting change processing will be described later.
[0051] 規定日時設定変更部である規定日時変更部 112は、図 8に示した中央制御部のハ 一ドウ ア構成における中央制御装置 31等力 構成され、規定日時設定変更手段と して機能する。本実施形態では、通信ネットワーク力も外部通信部 108を介して規定 日時変更データを受信すると、規定日時変更部 112は、その規定日時変更データに 基づき、規定日時記憶部 109に記憶されている規定日時データを変更する。この規 定日時データの設定変更処理についての詳しい説明は後述する。  [0051] The specified date / time changing unit 112, which is the specified date / time setting changing unit, is configured with the 31st power of the central controller 31 in the hardware configuration of the central control unit shown in FIG. 8, and functions as a specified date / time setting changing unit. To do. In the present embodiment, when the communication network capability also receives the specified date / time change data via the external communication unit 108, the specified date / time change unit 112, based on the specified date / time change data, stores the specified date / time stored in the specified date / time storage unit 109. Change the data. A detailed description of the setting change processing of the specified date / time data will be described later.
[0052] 図 12 (a)〜(c)は、それぞれ、モンスターカード画像及びこれに対応するリール画 像上のシンボル配列の一例を示す説明図である。  [0052] FIGS. 12 (a) to 12 (c) are explanatory diagrams showing an example of a symbol array on a monster card image and a reel image corresponding to the monster card image, respectively.
図 12 (a)には、「ゲロピー」というモンスターキャラクタのモンスターカード画像 60Aと 、その左側にこのモンスターキャラクタのシンボル配列データに基づくシンボル配列と が示されている。また、図 12 (b)には、「デーモン」というモンスターキャラクタのモンス ターカード画像 60Bと、その左側にこのモンスターキャラクタのシンボル配列データに 基づくシンボル配列とが示されている。また、図 12 (c)には、「ブルードラゴン」という モンスターキャラクタのモンスターカード画像 60Cと、その左側にこのモンスターキヤ ラクタのシンボル配列データに基づくシンボル配列とが示されている。 [0053] 図 13は、本実施形態のスロットゲームに登場するシンボルの種類を示す説明図で ある。 FIG. 12 (a) shows a monster card image 60A of a monster character “Geropy” and a symbol arrangement based on the symbol arrangement data of the monster character on the left side. FIG. 12 (b) shows a monster card image 60B of a monster character “Demon” and a symbol arrangement based on the symbol arrangement data of the monster character on the left side. FIG. 12 (c) shows a monster card image 60C of the monster character “Blue Dragon” and a symbol arrangement based on the symbol arrangement data of the monster character on the left side. FIG. 13 is an explanatory diagram showing the types of symbols appearing in the slot game of the present embodiment.
図 13にお!/ヽて、フイジ力ノレ攻撃シンポノレ 6 la, 61b, 61c力 ^図 11に示す 3つのジ一 ル画像 51a, 51b, 51cで所定の入賞ライン上に 3つ揃うという特定の組み合わせが 成立すると、フィジカル攻撃型のダメージ計算処理が実行される。具体的には、ゲー ム進行制御部 101は、当たり判定部 105からこの特定の組み合わせになった旨の判 定結果を受けると、ダメージ計算プログラムを実行し、揃ったフィジカル攻撃シンボル 61a, 61b, 61cの種類に応じ、相手が使用するモンスターデータの特性データによ つて決定されるフィジカル特性を考慮して、相手のボスモンスターに与えるダメージ 値を算出する。そして、算出したダメージ値分の体力値を、記憶装置 23内の RAMの 体力値記憶領域に記憶されている相手の体力値データ力 減算する。  Fig. 13! / Fuji force attack attack simponole 6 la, 61b, 61c force ^ The specific 3G images 51a, 51b, 51c shown in Fig. 11 are aligned on a predetermined winning line. When the combination is established, 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.
なお、フィジカル攻撃シンボル 6 la, 61b, 61cの違いは、そのシンボルをもつリー ル画像に対応するモンスターキャラクタのレベルデータの違いを示しており、そのレ ベルデータが高いほどそのレベルに対応するフィジカル攻撃シンボルが揃ったとき に相手に与えるダメージ値は大きくなる。  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 higher the level data, the higher the physical attack symbol. The damage value to the opponent increases when the attack symbols are aligned.
[0054] また、フアイヤー攻撃シンボル 62a, 62b, 62c力 S図 11に示す 3つのリール画像 51a , 51b, 51cで所定の入賞ライン上に 3つ揃うという特定の組み合わせが成立すると、 フアイヤー攻撃型のダメージ計算処理が実行される。具体的には、ゲーム進行制御 部 101は、当たり判定部 105からこの特定の組み合わせになった旨の判定結果を受 けると、ダメージ計算プログラムを実行し、揃ったフアイヤー攻撃シンボル 62a, 62b, 62cの種類に応じ、相手が使用するモンスターデータの特性データによって決定さ れるフアイヤー特性を考慮して、相手のボスモンスターに与えるダメージ値を算出す る。そして、算出したダメージ値分の体力値を、記憶装置 23内の RAMの体力値記 憶領域に記憶されている相手の体力値データ力 減算する。 [0054] Fire attack symbol 62a, 62b, 62c force S When a specific combination of three reel images 51a, 51b, 51c shown in FIG. Damage calculation processing is executed. 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.
なお、フアイヤー攻撃シンボル 62a, 62b, 62cの違いは、そのシンボルをもつリー ル画像に対応するモンスターキャラクタのレベルデータの違いを示しており、そのレ ベルデータが高いほど、そのレベルに対応するシンボルが揃ったときに相手に与え るダメージ値は大きくなる。 [0055] また、マジック攻撃シンポノレ 63a, 63b, 63c力 S図 11に示す 3つのリーノレ画像 51a, 51b, 51cで所定の入賞ライン上に 3つ揃うという特定の組み合わせが成立すると、マ ジック攻撃型のダメージ計算処理が実行される。具体的には、ゲーム進行制御部 10 1は、当たり判定部 105からこの特定の組み合わせになった旨の判定結果を受けると 、ダメージ計算プログラムを実行し、揃ったマジック攻撃シンボル 63a, 63b, 63cの 種類に応じ、相手が使用するモンスターデータの特性データによって決定されるマジ ック特性を考慮して、相手のボスモンスターに与えるダメージ値を算出する。そして、 算出したダメージ値分の体力値を、記憶装置 23内の RAMの体力値記憶領域に記 憶されて 、る相手の体力値データ力 減算する。 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. [0055] In addition, magic attack simponole 63a, 63b, 63c force S When a specific combination of three linole images 51a, 51b, 51c shown in Fig. 11 is arranged on a predetermined winning line, magic attack type 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. Depending on the type of monster, 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.
なお、マジック攻撃シンボル 63a, 63b, 63cの違いは、そのシンボルをもつリール 画像に対応するモンスターキャラクタのレベルデータの違いを示しており、そのレべ ルデータが高いほど、そのレベルに対応するシンボルが揃ったときに相手に与えるダ メージ値は大きくなる。  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.
[0056] また、マルチ攻撃シンボル 64が図 11に示す 3つのリール画像 51a, 51b, 51cで所 定の入賞ライン上に 3つ揃うという特定の組み合わせが成立すると、上述したフイジ力 ル攻撃型、フアイヤー攻撃型及びマジック攻撃型の 3つのダメージ計算処理が実行さ れる。これにより、各処理でそれぞれ算出したダメージ値の合計値分の体力値を、記 憶装置 23内の RAMの体力値記憶領域に記憶されている相手の体力値データから 減算する。  [0056] Further, when the specific combination in which three multi-attack symbols 64 are arranged on a predetermined winning line in the three reel images 51a, 51b, 51c shown in FIG. Three damage calculation processes, fire attack type and magic attack type, are executed. As a result, the physical strength value corresponding to the total damage value calculated in each process is subtracted from the physical strength value data stored in the physical strength value storage area of the RAM in the storage device 23.
また、マルチ攻撃シンボル 64は、フィジカル攻撃、ファイア一攻撃及びマジック攻 撃のレベル 1のシンボルとしての役割も果たす。したがって、マルチ攻撃シンボル 64 と、フィジカル攻撃、ファイア一攻撃及びマジック攻撃のいずれかのシンボルとが入 賞ライン上に揃うと、その入賞ライン上に存在するフィジカル攻撃、ファイア一攻撃及 びマジック攻撃に係る特定の組み合わせが成立し、その攻撃型に応じたダメージ計 算処理が行われる。  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.
[0057] また、回復シンボル 65力 S図 11に示す 3つのリール画像 51a, 51b, 51cで所定の入 賞ライン上に 3つ揃うという特定の組み合わせが成立すると、ゲーム進行制御部 101 は、記憶装置 23内の RAMの体力値記憶領域に記憶されている自分の体力値デー タに、所定値分の体力値を加算する体力回復処理を行う。 [0057] In addition, when a specific combination of three recovery images 65 power S and three reel images 51a, 51b, 51c shown in FIG. 11 are arranged on a predetermined winning line is established, the game progress control unit 101 stores Your physical fitness value data stored in the physical fitness value storage area of the RAM in the device 23 A physical strength recovery process is performed in which a physical strength value for a predetermined value is added to the data.
[0058] また、ワイルドシンボル 66は、後述するモンスターシンボル以外のすべてのシンポ ルとしての役割を果たす。また、入賞ライン上のすべてのシンボルがこのワイルドシン ボル 66になるという特定の組み合わせが成立すると、クレジットをベットをすることなく スロットゲームを行うことができるフリーゲームが 5回連続して行われる。  [0058] Further, the wild symbol 66 serves as all symbols other than the monster symbol described later. In addition, if 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.
[0059] モンスターシンボル 67, 68, 69は、そのシンボルをもつリール画像に対応するモン スターキャラクタを表すものである。これらのモンスターシンボル 67, 68, 69力各リー ル画像 51a, 51b, 51cにそれぞれ 1個以上停止表示するという特定の組み合わせ が成立すると、各モンスターキャラクタの特技を選択する画面がディスプレイ 11に表 示される。そして、その画面の案内に従ってプレイヤーがいずれか 1つの特技を選択 すると、ゲーム進行制御部 101は、選択された特技に応じた特技処理を実行する。こ の特技は、各モンスターキャラクタのキャラクタデータが有する特技データによって決 まる。  [0059] Monster symbols 67, 68, and 69 represent monster characters corresponding to the reel image having the symbol. When 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. When the player selects any one of the special skills according to the guidance on the screen, 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.
[0060] 次に、本実施形態におけるゲームの流れについて説明する。  Next, a game flow in the present embodiment will be described.
本アーケードゲーム機 1では、プレイヤーがステーション 10のメダル投入口 15にメ ダルを投入すると、そのメダル投入枚数がメダル管理装置 27に検出され、そのメダル 投入枚数分のクレジットがクレジットデータに記憶される。また、メダル管理装置 27は 、メダルの投入を検知したら、その旨をゲーム進行制御部 101に知らせる。この知ら せを受けたゲーム進行制御部 101は、メニュー選択画面表示命令を表示部 102へ 出力する。これにより、プレイヤーがメダルを投入したステーション 10のディスプレイ 1 1上に、メニュー選択画面が表示される。このメニュー選択画面には、コンピュータ対 戦ゲームを選択するためのボタン画像と対人対戦ゲームを選択するためのボタン画 像とが表示されている。プレイヤーが操作レバー 13によりこれらのボタン画像のいず れかを選んで操作ボタン 14aを押すと、その操作データが操作部 103からゲーム進 行制御部 101に入力される。そして、ゲーム進行制御部 101は、その操作データに 係るゲームを進行する。  In the arcade game machine 1, when a player inserts a medal into the medal slot 15 of the station 10, the medal insertion number is detected by the medal management device 27, and credits corresponding to the medal insertion number are stored in the credit data. . Further, when 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. Upon receiving this notification, the game progress control unit 101 outputs a menu selection screen display command to the display unit 102. As a result, a menu selection screen is displayed on the display 11 of the station 10 where the player has inserted medals. On this menu selection screen, a button image for selecting a computer battle game and a button image for selecting a human battle game are displayed. When the player selects one of these button images with the operation lever 13 and presses the operation button 14a, the operation data is input from the operation unit 103 to the game progress control unit 101. Then, the game progress control unit 101 advances the game related to the operation data.
[0061] また、プレイヤ一は自分が持っている磁気カードをカード挿入取出口 17に挿入す ることで、前回のゲーム終了時の続き力もゲームを再開することができる。本ァーケ一 ドゲーム機 1において、プレイヤーがゲームを終了したとき、次回のゲーム再開時に その終了時のゲーム状態を復元させるためのゲーム状態データが磁気カード書込読 出装置 26により磁気カードに記録される。ゲーム状態データには、所有者識別情報 としてのカード ID、プレイヤーネーム、最終プレイ時間、プレイヤーが入手したモンス ターキャラクタのキャラクタデータなどが含まれて 、る。プレイヤーがカード挿入取出 口 17に磁気カードを挿入し、その磁気カード内のゲーム状態データが磁気カード書 込読出装置 26に読み出されると、プレイヤ一は、それまでのプレイで入手したモンス ターキャラクタをコンピュータ対戦ゲームや対人対戦ゲームにおいて使用することが できる。 [0061] In addition, the player can resume the game with the continuation power at the end of the previous game by inserting his own magnetic card into the card insertion / extraction port 17. This one In the game machine 1, when the player finishes the game, 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. When 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.
なお、磁気カードに全てのゲーム状態データを記録する必要はなぐ例えば、磁気 カードにカード IDを記録しておき、カード ID以外のゲーム状態データの一部又は全 部を、中央制御部の記憶装置 33に記録しておくようにしてもよい。この場合、磁気力 ード力 カード IDを読み取った後、そのカード IDに対応するゲーム状態データを、中 央制御部からステーション制御部へダウンロードすればよい。  It is not necessary to record all the game state data on the magnetic card. For example, 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. In this case, after reading the magnetic force card ID, game state data corresponding to the card ID may be downloaded from the central controller to the station controller.
[0062] ゲーム進行制御部 101は、メダル管理装置 27からメダル投入を検知した旨の知ら せを受けたら、データ読出部である磁気カード書込読出装置 26に対して磁気カード 読出命令を出力する。この命令を受けた磁気カード書込読出装置 26は、データ読出 手段として機能し、カード挿入取出口 17に磁気カードが挿入されている場合には、 その磁気カード内に記憶されているゲーム状態データを読み出し、これをゲーム進 行制御部 101に出力する。ゲーム進行制御部 101は、読み出したゲーム状態データ 内のキャラクタデータを、キャラクタ記憶部 106を構成する記憶装置 23における使用 可能要素記憶手段として機能する使用可能要素記憶部としての RAMの使用可能キ ャラクタ記憶領域に記憶する。この使用可能キャラクタ記憶領域に記憶されて 、るキ ャラクタデータは、コンピュータ対戦ゲームや対人対戦ゲームにぉ 、て使用すること ができる。 [0062] Upon receiving notification from the medal management device 27 that the medal insertion has been detected, the game progress control unit 101 outputs a magnetic card read command to the magnetic card writing / reading device 26, which is a data reading unit. . 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.
[0063] ここで、本実施形態にぉ 、て、プレイヤーがキャラクタデータを入手する方法は、後 述するコンピュータ対戦ゲーム又は対人対戦ゲームで相手に勝つことにより入手する 方法、ショップイベントでクレジットを支払って購入することにより入手する方法、交換 イベントで自分が入手したキャラクタデータと別のプレイヤーが入手したキャラクタデ 一タとを交換することにより入手する方法、合成イベントで自分が入手した複数のキヤ ラクタデータを新しい 1以上のキャラクタデータに変換することにより入手する方法な どが挙げられる。これらの入手方法を用いてプレイヤーが入手したキャラクタデータ は、ゲーム進行制御部 101により、キャラクタ記憶部 106を構成する記憶装置 23に おける RAMの使用可能キャラクタ記憶領域に記憶される。 [0063] Here, according to the present embodiment, the player can obtain the character data by winning the opponent in a computer battle game or a human battle game, which will be described later, or by paying a credit at a shop event. How to obtain by purchasing and exchange A method of obtaining by exchanging character data obtained by an event with character data obtained by another player, and converting multiple character data obtained by a composite event into one or more new character data And how to obtain it. 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.
[0064] (コンピュータ対戦ゲーム) [0064] (Computer match game)
図 14は、コンピュータ対戦ゲームの流れを示すフローチャートである。  FIG. 14 is a flowchart showing the flow of the computer battle game.
コンピュータ対戦ゲームは、コンピュータを対戦申目手としてスロットゲームを行うもの である。本実施形態におけるコンピュータ対戦ゲームは、自分とコンピュータとが交互 にスロットゲームを行 、、自分のスロットゲームで上述した特定の組み合わせが揃うと A computer battle game is a game in which a slot game is played using a computer as a matchmaker. In the computer battle game according to the present embodiment, the player and the computer perform a slot game alternately, and the specific combination described above in the own slot game is prepared.
、その特定の組み合わせに応じた配当が払い出され、自分のクレジットを増やすこと ができる。また、特定の組み合わせが揃うと、敵ボスモンスターの体力値データを減ら す等の処理が行われ、敵ボスモンスターの体力値データがゼロになると、 3つの敵モ ンスターのうちの 1つと同じモンスターキャラクタのキャラクタデータを入手でき、コンビ ユータ対戦ゲームが終了する。一方、コンピュータのスロットゲームで特定の組み合 わせが揃うと、味方ボスモンスターの体力値データを減らす等の処理が行われ、味方 ボスモンスターの体力値データがゼロになったときも、コンピュータ対戦ゲームは終了 する。 Dividends are paid according to the specific combination, and you can increase your credit. Also, when a specific combination is prepared, processing such as reducing the health value data of the enemy boss monster is performed, and when the health value data of the enemy boss monster becomes zero, the same monster as one of the three enemy monsters The character data of the character can be obtained, and the computer game ends. On the other hand, when a specific combination is completed in a computer slot game, the physical strength value data of the friendly boss monster is reduced, and even if the physical strength data of the friendly boss monster becomes zero, the computer battle game Ends.
[0065] 具体的に説明すると、ゲーム進行制御部 101は、ステーション制御装置 21がコンビ ユータ対戦用プログラムを実行し、まず、キャラクタ記憶部 106から、記憶装置 23に おける補助記憶装置のキャラクタ記憶領域に記憶されているキャラクタデータの中か ら 3つのキャラクタデータを選択する。この選択において、ゲーム進行制御部 101は、 キャラクタ記憶領域に記憶されている各キャラクタデータの出現確率データ力 把握 される各キャラクタデータに対応したモンスターカード画像の出現確率に従って選択 する。よって、出現確率の低い出現確率データをもつキャラクタデータは選択されに くぐ出現確率の高い出現確率データをもつキャラクタデータは選択されやすい。こ のようにして選択された 3つのキャラクタデータに係るモンスターキャラクタは、コンビ ユータ側が使用する敵モンスターとして決定される(SI)。そして、ゲーム進行制御部 101は、決定した敵モンスターのうちの 1つを敵ボスモンスターとして選択し、その敵 ボスモンスターに係るキャラクタデータの体力値データを、記憶装置 23内の RAMの 体力値記憶領域にコンピュータ側の体力値データの初期値として記憶する。 Specifically, in the game progress control unit 101, the station control device 21 executes the computer battle program, and first, from the character storage unit 106, 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 combined. It is determined as the enemy monster used by the Utah side (SI). Then, 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.
[0066] 続いて、ゲーム進行制御部 101は、記憶装置 23内の RAMの使用可能キャラクタ 記憶領域力 キャラクタデータを読み出し、表示部 102にキャラクタ選択画面表示命 令を出力して表示部 102のディスプレイ 11上にモンスター選択画面を表示させる。こ のモンスター選択画面には、使用可能キャラクタ記憶領域力 読み出したすべての キャラクタデータに対応するモンスターカード画像が表示されて 、る。プレイヤーが操 作レバー 13及び操作ボタン 14aを用いてこれらのモンスターカード画像の中力 3つ を選択すると、その操作データが操作部 103からゲーム進行制御部 101に入力され る。そして、ゲーム進行制御部 101は、その操作データに基づき、プレイヤーが選択 した 3つのキャラクタデータを、記憶装置 23の RAMの選択キャラクタ記憶領域に記 憶する。このようにして選択された 3つのキャラクタデータに係るモンスターキャラクタ は、プレイヤー側が使用する味方モンスターとして決定される(S2)。そして、ゲーム 進行制御部 101は、決定した味方モンスターのうちの 1つをプレイヤーの選択により 味方ボスモンスターとして決定し、その味方ボスモンスターに係るキャラクタデータの 体力値データを、記憶装置 23内の RAMの体力値記憶領域にプレイヤー側の体力 値データの初期値として記憶する。  Subsequently, 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. When the player uses the operation lever 13 and the operation button 14 a to select three of the monster card images, the operation data is input from the operation unit 103 to the game progress control unit 101. Then, 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 determines one of the determined ally monsters as a ally boss monster by the player's selection, and stores the health 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 data.
[0067] なお、よりゲーム性を高める方法としては、例えば、両者のボスモンスターだけ先に 決定し、残り 2つの味方モンスターについては敵ボスモンスターの種類をプレイヤー に報知して力 プレイヤーに選択させる方法が挙げられる。敵ボスモンスターの種類 を確認することで、プレイヤ一は、その敵ボスモンスターの特性を把握することができ 、残り 2つの味方モンスターについては相手の弱点を狙った選択が可能になるからで ある。後述する対人対戦ゲームにおいても同様の方法によりゲーム性を高めることが できる。  [0067] As a method for improving the game performance, for example, only both boss monsters are determined first, and the remaining two ally monsters are informed of the type of enemy boss monster to the player and selected by the power player. Is mentioned. By confirming the type of enemy boss monster, the player can grasp the characteristics of the enemy boss monster, and the remaining two ally monsters can be selected targeting the weak points of the opponent. The game performance can be improved by the same method in the interpersonal game described later.
[0068] 以上のようにして、 3つの敵モンスター及び 3つの味方モンスターが決定したら、ゲ ーム進行制御部 101は、決定した 3つの敵モンスターのキャラクタデータにそれぞれ 含まれるシンボル配列データを読み出し、これらのシンボル配列データに基づく 3つ のリール画像を決定する(S3)。また、ゲーム進行制御部 101は、決定した 3つの味 方モンスターのキャラクタデータにそれぞれ含まれるシンボル配列データを選択キヤ ラクタ記憶領域力 読み出し、これらのシンボル配列データに基づく 3つのリール画 像を決定する(S4)。そして、ゲーム進行制御部 101は、表示部 102にゲーム画面表 示命令を出力し、表示部 102のディスプレイ 11上に図 11に示したようなゲーム画面 を表示させる(S5)。これにより、上記 S4で決定した 3つのリール画像、すなわち、 3つ の味方モンスターにそれぞれ対応した 3つのリール画像はゲーム画面上の中央部分 のリール画像 51a, 51b, 51cとして表示され、上記 S3で決定した 3つのリール画像、 すなわち、 3つの敵モンスターにそれぞれ対応した 3つのリール画像はゲーム画面の 右側におけるサブ画面 52に表示される。 [0068] When three enemy monsters and three friendly monsters are determined as described above, the game progress control unit 101 adds the character data of the determined three enemy monsters. The included symbol array data is read out, and three reel images based on these symbol array data are determined (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 to display a game screen as shown in FIG. 11 on the display 11 of the display unit 102 (S5). As a result, 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.
[0069] 次に、プレイヤ一は、操作ボタン 14a, 14bを操作して規定量のクレジットをベットす る。プレイヤーがこれらの操作ボタン 14a, 14bを操作すると、各ボタンに対応するべ ット量を示すベットデータが操作部 103からゲーム進行制御部 101に送られる。ベット 受付部であるゲーム進行制御部 101は、ベット受付手段として機能してベットを受け 付け、メダル管理装置 27にベット命令を出力する。これにより、メダル管理装置 27は 、そのベット命令に係る枚数分のクレジットを減算するとともに、その枚数分のクレジッ トをベットデータに加算する処理を行う(S6)。なお、スロットゲームを行うのに必要な ベット量を示す上記規定量は、上記 S2において決定した 3つの味方モンスターのキ ャラクタデータのベット費用データの合計値である。  [0069] Next, the player operates the operation buttons 14a and 14b to bet a specified amount of credit. When the player operates these operation buttons 14a and 14b, 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. As a result, the medal management device 27 performs a process of subtracting the credit corresponding to the bet command and adding the credit corresponding to the bet number 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.
[0070] プレイヤーがベットしたクレジットが規定量に達すると、ゲーム進行制御部 101は、 次に、抽選部 104に抽選開始命令を出力し、抽選部 104に抽選処理を実行させる( S7)。そして、ゲーム進行制御部 101は、抽選部 104から抽選結果データを受信した ら、表示部 102に対して抽選演出するためのリール変動表示命令を出力する。これ により、表示部 102は、ステーション 10のディスプレイ 11上のゲーム画面に表示され ている 3つのリール画像 51a, 51b, 51cを変動表示させ、その後、ゲーム進行制御 部 101から抽選結果データに基づくリール停止表示命令を受信すると、そのリール 停止表示命令に係る抽選結果データが示す各停止表示位置で、各リール画像上の シンボルがそれぞれ停止表示するように、各リール画像 51a, 51b, 51cを表示させる 抽選演出を行う(S8)。このような抽選演出を終えたとき、ステーション 10のディスプレ ィ 11には、抽選結果データが示す各停止表示位置でそれぞれのシンボルが停止表 示したリール画像 5 la, 51b, 51cが表示される。 When the credit betted by the player reaches a prescribed 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. When a stop display command is received, each reel image is displayed at each stop display position indicated by the lottery result data related to the reel stop display command. A lottery effect for displaying the reel images 51a, 51b, 51c is performed so that the symbols are stopped and displayed (S8). When such a lottery effect is completed, 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.
[0071] また、ゲーム進行制御部 101は、抽選部 104から受信した抽選結果データに係る 当たり判定命令を当たり判定部 105に出力する。これにより、判定部 105は、その抽 選結果データに基づいて停止表示される 3つのリール画像上のシンボルの組み合わ せが特定の組み合わせになるか否かの当たり判定を行う(S9)。ゲーム進行制御部 1 01は、当たり判定部 105からハズレの判定結果データを受信した場合、後述する S1 3へ移行し、コンピュータ側のスロットゲームを開始する。  In addition, 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. Thereby, 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). 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 S13, which will be described later, and starts a slot game on the computer side.
[0072] 一方、当たり判定部 105から当たりの判定結果データを受信した場合、ゲーム進行 制御部 101は、その判定結果データが示す当たりの種類 (特定の組み合わせの種類 )に応じた処理を実行する(S 10)。具体的には、受信した判定結果データに応じ、上 述した各種攻撃型のダメージ計算処理を実行したり、上述した体力回復処理を実行 したり、上述した 5回連続のフリーゲームを実行したり、上述した特技処理を実行した りする。各種攻撃型のダメージ計算処理を実行したときには、ゲーム進行制御部 101 は、表示部 102に対して攻撃演出するための攻撃演出表示命令を出力する。これに より、表示部 102は、ステーション 10のディスプレイ 11上のゲーム画面上において、 当たりの種類に対応する攻撃型を表現した映像、例えば当たりの種類がフアイヤー 攻撃型の場合には味方ボスモンスターの画像 53aが敵ボスモンスターの画像 54aに 向けて炎を出すといった映像を、表示する。また、攻撃演出表示命令を受けた表示 部 102は、ダメージ計算処理により記憶装置 23内の RAMの体力値記憶領域に記 憶されている敵ボスモンスターの体力値データ力 減算したダメージ値分の体力値 に応じて、敵ボスモンスターの体力値を示す棒グラフ 54cの長さを変更する。その後 、ゲーム進行制御部 101は、記憶装置 23に記憶されている配当テーブルを参照し、 判定結果データが示す当たりの種類に応じた量の配当の払い出しを命じる払出命令 をメダル管理装置 27に対して出力する。払出命令を受けたメダル管理装置 27は、そ の払出命令に係る配当量分のクレジットをクレジットデータに加算する処理を行う(S1 D o On the other hand, when winning determination result data is received from the winning determination unit 105, 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 various attack-type damage calculation processes are executed, the game progress control unit 101 outputs an attack effect display command for performing an attack effect to the display unit 102. As a result, 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. Thereafter, 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. 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 D o
[0073] 続いて、ゲーム進行制御部 101は、記憶装置 23内の RAMの体力値記憶領域に 記憶されて 、る敵ボスモンスターの体力値データがゼロになった力否かを判断する( S12)。ゼロになっていないと判断したら、ゲーム進行制御部 101は、次にコンビユー タ側のスロットゲームを行う。具体的には、抽選部 104に抽選開始命令を出力し、抽 選部 104に抽選処理を実行させる(S13)。ゲーム進行制御部 101は、抽選部 104か ら抽選結果データを受信したら、表示部 102に対して相手側の抽選演出を行うため の相手側抽選演出表示命令を出力する。これにより、表示部 102は、サブ画面 52に 表示されている 3つのリール画像を変動表示させる抽選演出を行った後、抽選結果 データが示す各停止表示位置で各リール画像上のシンボルをそれぞれ停止表示さ せる抽選演出を行う(S14)。これにより、ステーション 10のディスプレイ 11におけるサ ブ画面 52には、抽選結果データが示す各停止表示位置でそれぞれのシンボルが停 止表示したリール画像が表示される。  Subsequently, the game progress control unit 101 determines whether or not 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 becomes 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. As a result, 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). As a result, on the sub screen 52 on the display 11 of the station 10, a reel image in which each symbol is stopped and displayed at each stop display position indicated by the lottery result data is displayed.
[0074] また、ゲーム進行制御部 101は、抽選部 104から受信した抽選結果データに係る 当たり判定命令を当たり判定部 105に出力する。これにより、判定部 105は、上述し たプレイヤー側のスロットゲームの場合と同様に当たり判定を行う(S15)。ゲーム進 行制御部 101は、当たり判定部 105からハズレの判定結果データを受信した場合、 上記 S6へ移行し、再びプレイヤー側のスロットゲームを開始する。一方、当たり判定 部 105から当たりの判定結果データを受信した場合、ゲーム進行制御部 101は、上 述したプレイヤー側のスロットゲームの場合と同様に、その判定結果データが示す当 たりの種類 (特定の組み合わせの種類)に応じた処理を実行し (S 16)、表示部 102 に攻撃演出を行わせたり、味方ボスモンスターの体力値を示す棒グラフ 53cの長さを 変更させたりする。その後、ゲーム進行制御部 101は、記憶装置 23内の RAMの体 力値記憶領域に記憶されている味方ボスモンスターの体力値データがゼロになった か否かを判断する(S 17)。ゼロになっていないと判断したら、上記 S6へ移行し、再び プレイヤー側のスロットゲームを開始する。一方、ゼロになったと判断したら、ゲーム 進行制御部 101は、本コンピュータ対戦ゲームを終了する。この場合、プレイヤ一は 、本コンピュータ対戦ゲームでコンピュータに負けたことになり、モンスターキャラクタ を入手することはできない。 In addition, 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. Thereby, the determination unit 105 performs a hit determination in the same manner as in the above-described slot game on the player side (S15). 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 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. (S16) to cause the display unit 102 to perform an attack effect or to change the length of the bar graph 53c indicating the health value of the friendly boss monster. Thereafter, 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 the monster character Cannot be obtained.
[0075] このようにして、プレイヤー側のスロットゲームとコンピュータ側のスロットゲームとを 交互に繰り返し行っていき、上記 S12において敵ボスモンスターの体力値データが ゼロになったと判断したら、ゲーム進行制御部 101は、モンスターキャラクタの獲得処 理を行う(S18)。具体的には、ゲーム進行制御部 101は、敵ボスモンスターのキャラ クタ一データと同じデータを、キャラクタ記憶部 106を構成する記憶装置 23における RAMの使用可能キャラクタ記憶領域に記憶する。そして、ゲーム進行制御部 101は 、表示部 102に対してモンスター獲得演出するための獲得演出表示命令を出力する 。これにより、表示部 102は、ステーション 10のディスプレイ 11上に、使用可能キャラ クタ記憶領域に記憶したキャラクタデータに対応するモンスターカード画像を表示す る。これにより、プレイヤ一は次回以降のコンピュータ対戦ゲーム又は後述の対人対 戦ゲームにおいて、このキャラクタデータを使用することができるようになる。 [0075] In this way, the player-side slot game and the computer-side slot game are alternately repeated, and if it is determined in S12 that the enemy boss monster's health value data has become zero, the game progress control unit 101 obtains a monster character (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.
なお、本実施形態では、プレイヤーが敵ボスモンスターのキャラクターデータと同じ データを入手する例について説明した力 敵ボスモンスター以外の 2つの敵モンスタ 一を入手するようにしてもよい。この場合、例えば 3つの敵モンスターの中力 所定の 確率に従って選択し、選択された敵モンスターのキャラクターデータと同じデータを 使用可能キャラクタ記憶領域に記憶する。また、これらの敵モンスター以外のモンス ターキャラクタを入手するようにしてもよい。なお、入手できるモンスターキャラクタの 数は適宜設定する。  In this embodiment, 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. In this case, for example, 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 stored in the usable character storage area. Moreover, you may make it acquire a monster character other than these enemy monsters. The number of monster characters that can be obtained is set as appropriate.
[0076] 以上のように、本ゲームシステムを利用するプレイヤ一は、コンピュータ対戦ゲーム で勝つことにより、対戦相手のコンピュータが使用した敵ボスモンスターのキャラクタ データを入手することができる。そして、本実施形態では、キャラクタ記憶部 106のキ ャラクタ記憶領域に記憶されている各モンスターキャラクタがコンピュータ側の敵ボス モンスターとして使用される確率は、各キャラクタデータの出現確率データに応じて 異なる。よって、出現確率の低い出現確率データをもつキャラクタデータは敵ボスモ ンスターとして使用されにくいので、プレイヤーがこれを入手し得る確率 (入手確率) が低い。このようなキャラクタデータに係るモンスターキャラクタは、一般にレアキャラク タと呼ばれ、プレイヤーにとって特に入手したいと望むものである。よって、このような レアキャラクタを用意しておくことで、プレイヤーのゲームへの熱中度を高めることが でき、遊技場へ来場してゲームプレイする意欲を増進させることが可能となる。 [0076] As described above, a player using this game system can obtain character data of an enemy boss monster used by the opponent's computer by winning the computer battle game. In the present embodiment, 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 varies depending on the appearance probability data of each character data. Therefore, character data having appearance probability data having a low appearance probability is difficult to be used as an enemy boss monster, so the probability that the player can obtain it (acquisition probability) is low. The monster character related to such character data is generally called a rare character and is particularly desired by the player. So, like this By preparing a rare character, the player's enthusiasm for the game can be increased, and the willingness to visit the game hall and play the game can be increased.
[0077] (キャラクタ入手イベント) [0077] (Character acquisition event)
次に、本発明の特徴部分である、キャラクタ入手イベントについて説明する。  Next, a character acquisition event, which is a feature of the present invention, will be described.
図 1は、本実施形態におけるキャラクタ入手イベントを実行する処理の流れを示す フローチャートである。  FIG. 1 is a flowchart showing a flow of processing for executing a character acquisition event in the present embodiment.
本実施形態では、予め決められた規定日時になると、一定期間だけ特定のレアキ ャラクタの入手確率が高まるキャラクタ入手イベントを実行する。具体的には、まず、 出現確率設定変更部 107は、計時装置 37から定期的に現在日時を示す日時デー タを取得する(S41)。そして、規定日時記憶部 109に記憶されている規定日時デー タを読み出し、計時装置 37から取得した日時データの示す現在日時が規定日時デ ータの示す規定日時に達したカゝ否かを判断する(S42)。規定日時に達したと判断す ると、出現確率設定変更部 107は、条件記憶部 110からこれに記憶されている出現 確率変更条件データを取得する(S43)。そして、取得した出現確率変更条件データ が示す出現確率変更条件に従い、キャラクタ記憶部 106における補助記憶装置のキ ャラクタ記憶領域に記憶されているキャラクタデータのうちの特定のキャラクタデータ の出現確率データを変更する(S44)。ここで、出現確率変更条件データには、上述 したように、出現確率データを変更するキャラクタデータを示す変更対象情報と変更 後の出現確率データを示す変更値情報が含まれている。よって、出現確率設定変更 部 107は、その変更対象情報が示すキャラクタデータの出現確率データを、その変 更値情報が示す出現確率データに変更することになる。  In this embodiment, when a predetermined date and time determined in advance is reached, a character acquisition event is executed in which the acquisition probability of a specific rare character increases for a certain period. Specifically, first, the appearance probability setting changing unit 107 periodically acquires date / time data indicating the current date / time from the timing device 37 (S41). Then, the specified date / time data stored in the specified date / time storage unit 109 is read to determine whether the current date / time indicated by the date / time data acquired from the timing device 37 has reached the specified date / time indicated by the specified date / time data. (S42). If it is determined that the specified date / time has been reached, the appearance probability setting change unit 107 acquires the appearance probability change condition data stored in the condition storage unit 110 (S43). Then, according to the appearance probability changing condition indicated by the acquired appearance probability changing condition data, the appearance probability data of specific character data among the character data stored in the character storage area of the auxiliary storage device in the character storage unit 106 is changed. (S44). Here, as described above, the appearance probability change condition data includes change target information indicating character data for changing the appearance probability data and change value information indicating the appearance probability data after the change. Therefore, the appearance probability setting changing unit 107 changes the appearance probability data of the character data indicated by the change target information to the appearance probability data indicated by the change value information.
[0078] また、本実施形態にぉ 、ては、変更した出現確率データを元に戻すまでの変更期 間を示す変更期間情報も出現確率変更条件データに含まれている。よって、出現確 率設定変更部 107は、上記 S44で出現確率データを変更した後、その変更期間情 報が示す変更期間 (イベント期間)を経過したか否かを判断する(S45)。そして、この イベント期間が終了すると、出現確率設定変更部 107は、上記 S44で変更した出現 確率データを変更前の出現確率データに戻す処理を行う(S46)。  Further, according to the present embodiment, change period information indicating a change period until the changed appearance probability data is restored is also included in the appearance probability change condition data. Therefore, after changing the appearance probability data in S44, the appearance probability setting changing unit 107 determines whether or not the change period (event period) indicated by the change period information has passed (S45). When the event period ends, the appearance probability setting change unit 107 performs a process of returning the appearance probability data changed in S44 to the appearance probability data before the change (S46).
[0079] 以上のようなキャラクタ入手イベントを実行することで、規定日時になつてからィベン ト期間が終了するまでのイベント期間中は、出現確率変更条件に係る特定のキャラク タデータの出現確率が高まる。すなわち、コンピュータ対戦ゲームで敵ボスモンスタ 一として出現する確率が高まる。これにより、プレイヤ一は、そのイベント期間中であ れば、コンピュータ対戦ゲームでコンピュータに勝って当該特定のキャラクタデータを 入手できる入手確率が高まる。このように、本キャラクタ入手イベントのイベント期間中 であれば、特定のキャラクタデータの入手確率が高まるので、これを利用してイベント 期間中におけるプレイヤーのゲームプレイを促進できる。その結果、そのイベント期 間中に多くのプレイヤーに遊技場へ来場してもらうことが可能となる。 [0079] By executing the character acquisition event as described above, the event is During the event period until the end of the event period, the appearance probability of specific character data related to the appearance probability change condition increases. In other words, the probability of appearing as an enemy boss monster in a computer battle game increases. As a result, if the player is in the event period, the probability of obtaining the specific character data by winning the computer in the computer battle game is increased. Thus, since the probability of obtaining specific character data increases during the event period of this character acquisition event, the game play of the player during the event period can be promoted using this. As a result, many players can visit the amusement hall during the event period.
[0080] なお、イベント期間中にどのゲームキャラクタの出現確率データを高める力、そのゲ ームキャラクタの出現確率データをどのく b ヽ高めるか、イベント期間の長さをどのくら いにするかなどの出現確率変更条件は、条件記憶部 110に記憶される出現確率変 更条件データを適宜設定することで所望の条件に決めることができる。  [0080] It should be noted that the appearance of the game character's appearance probability data during the event period, how much the game character's appearance probability data should be increased, and how long the event period should be The probability change condition can be determined as a desired condition by appropriately setting the appearance probability change condition data stored in the condition storage unit 110.
[0081] 例えば、本イベント期間以外の期間では入手確率が低いレアキャラクタに対応する 出現確率データをイベント期間中はその入手確率が倍増するように出現確率変更条 件データを設定すれば、そのイベント期間中のゲームプレイをプレイヤーに促すこと ができる。もちろん、このようなレアキャラクタ以外のモンスターキャラクタの入手確率 がそのイベント期間中に高まるようにしてもよい。例えば、そのイベント期間中にモン スターキャラクタの入手確率が一律に高まるようにしても、そのイベント期間中のゲー ムプレイをプレイヤーに促すことができる。  [0081] For example, if the appearance probability change condition data corresponding to a rare character having a low acquisition probability in a period other than the event period is set so that the acquisition probability doubles during the event period, the event The player can be prompted to play the game during the period. Of course, you may make it the acquisition probability of monster characters other than such a rare character increase during the event period. For example, even if the probability of obtaining a monster character increases uniformly during the event period, the player can be prompted to play the game during the event period.
また、例えば、本イベント期間以外の期間では入手確率がゼロであるモンスターキ ャラクタに対応する出現確率データをイベント期間中はその入手確率がゼロよりも多 くなるように出現確率変更条件データを設定すれば、そのイベント期間中にし力入手 できないモンスターキャラクタが存在するといつたことも可能になる。この場合も、その イベント期間中のゲームプレイをプレイヤーに促すことができる。  In addition, for example, appearance probability change condition data corresponding to a monster character whose acquisition probability is zero in the period other than this event period is set so that the acquisition probability is higher than zero during the event period. If there is a monster character that cannot gain power during the event, it will be possible at any time. Again, the player can be prompted to play the game during the event.
[0082] 以上のようなキャラクタ入手イベントは、本ゲームシステムを構成する複数のァーケ ードゲーム機 1の一部でだけ実行するようにしてもよい。例えば、各アーケードゲーム 機 1が設置される遊技場が存在する地域を複数に区分し、一部の区分に属する地域 の遊技場に設置されるアーケードゲーム機についてだけ当該キャラクタ入手イベント を行うようにする。具体的には、例えば、各アーケードゲーム機を日本全国の遊技場 に分散して設置した場合には、北海道地区、東北地区、関東地区、関西地区、九州 地区などのように区分けし、そのうちの一部の地区でのみ遊技場に設置されるァーケ ードゲーム機についてだけ当該キャラクタ入手イベントを行うようにする。これにより、 普段はこの遊技場に来場しないプレイヤーにこの遊技場へ来場してもらってゲーム プレイしてもらうといったことも可能になる。 The character acquisition event as described above may be executed only in a part of the plurality of arcade game machines 1 constituting the game system. For example, the area where the arcade game machine 1 is installed is divided into a plurality of areas, and the character acquisition event is performed only for arcade game machines installed in the game areas in some areas. To do. Specifically, for example, when each arcade game machine is installed in amusement arcades throughout Japan, it is divided into Hokkaido, Tohoku, Kanto, Kansai, Kyushu, etc. The character acquisition event should be held only for arcade game machines that are set up at the amusement hall only in some areas. This makes it possible for players who do not normally visit this amusement park to visit this amusement park and play games.
また、複数のアーケードゲーム機間で出現確率変更条件データが互いに異なるよう に設定してもよい。例えば、各アーケードゲーム機でのキャラクタ入手イベントで入手 確率が高まるモンスターキャラクタがアーケードゲーム機ごとに異なるようにする。この 場合、プレイヤーに対し、自分がほしいモンスターキャラクタの入手確率が高いァー ケードゲーム機を設置した遊技場へ来場してもらうといったことが期待できる。特に、 上述したような地区ごとに、その地区の遊技場に設置されたアーケードゲーム機 1で 実行されるキャラクタ入手イベントでし力入手できな 、固有のモンスターキャラクタ (他 の地区では出現確率データがゼロ力極めて低いもの)を用意すれば、各地区のプレ ィヤーに他の地区のアーケードゲーム機でもゲームプレイしてもらうといったことが期 待できる。  Moreover, the appearance probability change condition data may be set differently among a plurality of arcade game machines. For example, a monster character whose probability of acquisition is increased by a character acquisition event in each arcade game machine is different for each arcade game machine. In this case, it can be expected that the player will come to the amusement hall where the arcade game machine having a high probability of obtaining the monster character that he / she desires is installed. In particular, for each district as described above, a unique monster character (appearance probability data is not available in other districts), which is a character acquisition event that is executed at the arcade game machine 1 installed in the game hall of that district. If you have a very low zero power), you can expect players in each area to play games on arcade game machines in other areas.
[0083] (対人対戦ゲーム)  [0083] (Interpersonal game)
対人対戦ゲームは、別のプレイヤーを対戦相手としてスロットゲームを行うものであ る。本実施形態における対人対戦ゲームは、対戦相手がコンピュータ力 別のプレイ ヤーに変わった点を除いて、基本的なゲームの流れは上述したコンピュータ対戦ゲ ームと同じである。対人対戦ゲームは、同じアーケードゲーム機 1における異なる 2つ のステーション 10でプレイするプレイヤー同士で行うことができるとともに、互いに異 なる遊技場にそれぞれ設置されている 2つのアーケードゲーム機 1のステーション 10 でそれぞれプレイするプレイヤー同士でも行うことができる。以下の説明では、後者 の場合について説明するが、前者の場合もほぼ同様である。  The interpersonal game is a slot game in which another player is the opponent. The basic game flow of the interpersonal game in the present embodiment is the same as that of the computer game described above, except that the opponent is changed to a player with different computer capabilities. 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.
[0084] 以下に説明する対人対戦ゲームでは、管理サーバ 40を利用するため、まず、図 10 を用いて管理サーバ 40の構成にっ 、て説明する。  In the interpersonal game described below, the management server 40 is used. First, the configuration of the management server 40 will be described with reference to FIG.
管理サーバ 40は、対人対戦管理部 401、指示入力部 402、条件管理部 403、キヤ ラクタ配信部 404、外部通信部 405、規定日時管理部 406から構成されている。 The management server 40 includes an interpersonal battle management unit 401, an instruction input unit 402, a condition management unit 403, a key It is composed of a lacquer distribution unit 404, an external communication unit 405, and a specified date and time management unit 406.
[0085] 対人対戦管理部 401は、図 9に示したノヽードウエア構成における制御装置 41、記 憶装置 43等から構成される。対人対戦管理部 401は、制御装置 41が記憶装置 43 に記憶された対人対戦ゲーム管理プログラムを実行することで、主に、対人対戦ゲー ムの参加受付処理や、対戦するプレイヤーがプレイする各アーケードゲーム機 1のス テーシヨン 10間のデータ通信を確立する処理などを行う。  The interpersonal battle management unit 401 includes the control device 41, the storage device 43, and the like in the nodeware 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.
[0086] 指示入力部 402は、図 9に示したノヽードウエア構成におけるキーボード等の操作手 段として機能する操作部及び指示入力装置 44等力も構成される。指示入力部 402 は、オペレータがキーボード等を操作すると、その操作内容を示す操作データを条 件管理部 403、キャラクタ配信部 404又は規定日時管理部 406に出力する。  The instruction input unit 402 includes an operation unit that functions as an operation unit such as a keyboard in the nodeware configuration illustrated 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 condition management unit 403, the character distribution unit 404, or the specified date and time management unit 406.
[0087] 条件管理部 403は、図 9に示したノ、一ドウエア構成における制御装置 41、記憶装 置 43等から構成される。条件管理部 403は、指示入力部 402から条件変更指示の 操作データを受信すると、その操作データに基づいて条件変更データを生成し、こ れを外部通信部 405を介して本ゲームシステムを構成する全部又は一部のァーケ一 ドゲーム機 1へ送信する。この条件変更データを受信したアーケードゲーム機 1は、 条件変更部 111により出現確率変更条件データの設定変更処理を行う。  [0087] The condition management unit 403 includes the control device 41, the storage device 43, and the like in the hardware configuration shown in FIG. When the condition management unit 403 receives the operation data of the condition change instruction from the instruction input unit 402, the condition management unit 403 generates condition change data based on the operation data, and configures the game system via the external communication unit 405. Send to all or part of the arcade game machines 1. The arcade game machine 1 that has received the condition change data uses the condition change unit 111 to change the appearance probability change condition data setting.
[0088] キャラクタ配信部 404は、図 9に示したハードウェア構成における制御装置 41、記 憶装置 43等力も構成される。キャラクタ配信部 404は、指示入力部 402からキャラク タ配信指示の操作データを受信すると、その操作データに基づいて記憶装置 43に 記憶されているキャラクタデータを外部通信部 405を介して本ゲームシステムを構成 する全部又は一部のアーケードゲーム機 1へ送信する。このキャラクタデータを受信 したアーケードゲーム機 1は、各ステーション 10のゲーム進行制御部 101によりキャラ クタ記憶部 106を構成する補助記憶装置のキャラクタ記憶領域に記憶される。  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. 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 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.
[0089] 外部通信部 405は、図 9に示したノ、一ドウエア構成における制御装置 41及び外部 通信インターフェース 45等力も構成される。外部通信部 405は、制御装置 41の制御 の下、外部通信インターフェース 45から通信ネットワークを介して各アーケードゲー ム機 1との間でデータ通信を行う。  The external communication unit 405 is also configured with the control device 41 and the external communication interface 45 equal force in the 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.
[0090] 規定日時管理部 406は、図 9に示したノヽードウエア構成における制御装置 41、記 憶装置 43等力も構成される。規定日時管理部 406は、指示入力部 402から規定日 時変更指示の操作データを受信すると、その操作データに基づいて規定日時変更 データを生成し、これを外部通信部 405を介して本ゲームシステムを構成する全部 又は一部のアーケードゲーム機 1へ送信する。この規定日時変更データを受信した アーケードゲーム機 1は、規定日時変更部 112により規定日時データの設定変更処 理を行う。 [0090] The specified date and time management unit 406 includes the control device 41 in the nodeware configuration shown in FIG. Memory unit 43 is also configured. When the specified date / time management unit 406 receives the operation data of the specified date / time change instruction from the instruction input unit 402, the specified date / time change unit generates the specified date / time change data based on the operation data, and transmits this data to the game system via the external communication unit 405. Is sent to all or some of the arcade game machines 1 constituting the. The arcade game machine 1 that has received the specified date / time change data performs a setting change process for the specified date / time data by the specified date / time changing unit 112.
[0091] 次に、本実施形態における対人対戦ゲームについて説明する。  Next, the interpersonal battle game in the present embodiment will be described.
ゲーム進行制御部 101は、予め決められたタイミングでステーション制御装置 21が 参カ卩申込プログラムを実行することにより、まず、表示部 102に対して参加受付画面 表示命令を出力する。これにより、表示部 102は、ステーション 10のディスプレイ 11 上に参カ卩申込画面を表示する。プレイヤ一は、対人対戦ゲームを行うことを希望する 場合には、この参カ卩申込画面の案内に従って操作レバー 13及び操作ボタン 14a, 1 4bを操作する。これにより、その操作データが操作部 103からゲーム進行制御部 10 1に入力される。そして、ゲーム進行制御部 101は、その操作データに基づき、参カロ 申込データを外部通信部 108から通信ネットワークを介して管理サーノ 0へ送信す る。このような参加申込処理は、本ゲームシステムを構成するすべてのアーケードゲ ーム機 1で行われる。各アーケードゲーム機 1からの参カ卩申込データは、管理サーバ 40の外部通信部 405を介して対人対戦管理部 401で受け付ける。対人対戦管理部 401は、受け付けた参カ卩申込データの数が規定数に達するか又は参カ卩申込期間を 経過したら、参加受付を終了し、受け付けた参カ卩申込データの中から対戦の組み合 わせを決める組合せ決定処理を行う。本実施形態では、上記規定数を 8つとし、 8人 のプレイヤーによるトーナメント方式を採用する。参カ卩申込データが 8つに満たな ヽ 場合は、不足分をコンピュータが補うこととする。そして、組合せ決定処理を終えた対 人対戦管理部 401は、受け付けた参カ卩申込データに基づき、対戦相手に決まった 2 人のプレイヤーがそれぞれプレイする各アーケードゲーム機 1のステーション 10同士 の通信を確立させる。以後の対人対戦ゲームの進行は、各アーケードゲーム機 1の ゲーム進行制御部 101が行う。  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. When the number of participation application data received reaches the specified number or the participation application period has elapsed, the interpersonal battle management unit 401 ends the participation reception, and from the received participation application data, A combination decision process is performed to determine the combination. 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. After completing the combination determination process, 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.
[0092] 図 15は、対人対戦ゲームの流れを示すフローチャートである。 対戦相手に決まった 2人のプレイヤーがそれぞれプレイする各アーケードゲーム機 1のステーション 10同士の通信が確立したら、各アーケードゲーム機 1のゲーム制御 部であるゲーム進行制御部 101は、中央制御装置 31及びステーション制御装置 21 がそれぞれ対人対戦ゲームを行うのに必要なプログラムを実行することにより、ゲー ム制御手段として機能する。以下、各アーケードゲーム機 1における処理動作は同様 であるので、一方のアーケードゲーム機 1につ!/、てのみ説明する。 FIG. 15 is a flowchart showing the flow of the interpersonal battle game. Once the communication between the stations 10 of each arcade game machine 1 played by the two players determined as opponents is established, 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. Hereinafter, since the processing operation in each arcade game machine 1 is the same, only one arcade game machine 1 will be described.
[0093] まず、ゲーム進行制御部 101は、上述したコンピュータ対戦ゲームの場合と同様に 、表示部 102のディスプレイ 11上にモンスター選択画面を表示させる。プレイヤーが 操作レバー 13及び操作ボタン 14aを用いてモンスター選択画面上に表示されている モンスターカード画像の中から 3つを選択すると、その操作データが操作部 103から ゲーム進行制御部 101に入力される。そして、ゲーム進行制御部 101は、その操作 データに基づき、プレイヤーが選択した 3つのキャラクタデータを記憶装置 23の RA Mの選択キャラクタ記憶領域に記憶し、プレイヤー側が使用する味方モンスターとし て決定する(S2)。また、ゲーム進行制御部 101は、決定した味方モンスターのうちの 1つをプレイヤーの選択により味方ボスモンスターとして決定し、その味方ボスモンス ターに係るキャラクタデータの体力値データを、記憶装置 23内の RAMの体力値記 憶領域にプレイヤー側の体力値データの初期値として記憶する。  First, 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. When the player selects three of the monster card images displayed on the monster selection screen using the operation lever 13 and the operation button 14a, the operation data is input from the operation unit 103 to the game progress control unit 101. . Then, based on the operation data, 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). Further, 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.
[0094] 以上のようにして 3つの味方モンスターが決定したら、ゲーム進行制御部 101は、そ の操作データに基づき、これらの味方モンスターを特定するための特定情報データ を外部通信部 108から通信ネットワークを介して他のアーケードゲーム機 1へ送信す る(S21)。そして、決定した 3つの味方モンスターのキャラクタデータにそれぞれ含ま れるシンボル配列データを読み出し、これらのシンボル配列データに基づく 3つのリ ール画像を決定する(S4)。以上の処理(S2, S21, S4)は、他のアーケードゲーム 機 1でも同様に行われる。よって、他のアーケードゲーム機 1でも、当該他のァーケ一 ドゲーム機 1のステーション 10でプレイする対戦相手のプレイヤーが選択した 3つの モンスターキャラクタが決定され、その特定情報データが本アーケードゲーム機 1へ 送信される。この特定情報データは、通信ネットワーク力も外部通信部 108を介して ゲーム進行制御部 101で受信される(S22)。ゲーム進行制御部 101は、その特定情 報データに基づいて 3つのモンスターキャラクタを特定し、これらを敵モンスターとし て決定する。そして、ゲーム進行制御部 101は、決定した 3つの敵モンスターのキヤ ラクタデータをキャラクタ記憶部 106におけるキャラクタ記憶領域力も読み出し、その うちの敵ボスモンスターに係るキャラクタデータの体力値データを、記憶装置 23内の RAMの体力値記憶領域に対戦相手側の体力値データの初期値として記憶する。ま た、ゲーム進行制御部 101は、 3つの敵モンスターのキャラクタデータにそれぞれ含 まれるシンボル配列データに基づく 3つのリール画像を決定する(S23)。 [0094] When the three friendly monsters are determined as described above, the game progress control unit 101 sends the specific information data for identifying these friendly monsters from the external communication unit 108 based on the operation data to the communication network. Is transmitted to the other arcade game machine 1 via (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 Three monster characters are identified based on the information data, and these are determined 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).
[0095] 次に、ゲーム進行制御部 101は、表示部 102にゲーム画面表示命令を出力し、表 示部 102のディスプレイ 11上に図 10に示したようなゲーム画面を表示させる(S5)。 これにより、上記 S4で決定した 3つのリール画像、すなわち、 3つの味方モンスターに それぞれ対応した 3つのリール画像はゲーム画面上の中央部分のリール画像 51a, 51b, 51cとして表示され、上記 S23で決定した 3つのリール画像、すなわち、 3つの 敵モンスターにそれぞれ対応した 3つのリール画像はゲーム画面の右側におけるサ ブ画面 52に表示される。その後、プレイヤーが操作ボタン 14a, 14bを操作して規定 量のクレジットをベットしたら(S6)、ゲーム進行制御部 101は、抽選部 104に抽選開 始命令を出力し、抽選部 104に抽選処理を実行させる(S7)。そして、ゲーム進行制 御部 101は、抽選部 104から抽選結果データを受信したら、その抽選結果データを 外部通信部 108から通信ネットワークを介して他のアーケードゲーム機 1へ送信する (S24)。その後、表示部 102に対してリール変動表示命令及びリール停止表示命令 を出力し、表示部 102にステーション 10のディスプレイ 11上のゲーム画面において 3 つのリール画像 51a, 51b, 51cを変動表示させ、その抽選結果データが示す各停 止表示位置で各リール画像上のシンボルをそれぞれ停止表示させる抽選演出を行う (S8)。また、ゲーム進行制御部 101は、当たり判定命令を当たり判定部 105に出力 し、判定部 105に当たり判定を行わせる(S9)。  Next, 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). As a result, 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. After that, when the player operates the operation buttons 14a and 14b to bet a predetermined amount of credit (S6), 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). When 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). Thereafter, a reel change display command and a reel stop display command are output to the display unit 102, and the three reel images 51a, 51b, 51c are displayed on the display unit 102 in a variable manner on the game screen on the display 11 of the station 10. A lottery effect for stopping and displaying symbols on each reel image at each stop display position indicated by the lottery result data is performed (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).
[0096] ゲーム進行制御部 101は、当たり判定部 105からハズレの判定結果データを受信 した場合、 S25へ移行して対戦相手側のスロットゲームを開始する。一方、当たり判 定部 105から当たりの判定結果データを受信した場合、ゲーム進行制御部 101は、 その判定結果データが示す当たりの種類 (特定の組み合わせの種類)に応じた処理 を実行し (S10)、配当払出処理を行う(Sl l)。その後、ゲーム進行制御部 101は、 記憶装置 23内の RAMの体力値記憶領域に記憶されている敵ボスモンスターの体 力値データがゼロになった力否かを判断する(S 12)。 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 a slot game on the opponent side. On the other hand, when winning determination result data is received from the hit determination unit 105, the game progress control unit 101 performs processing according to the winning type (specific combination type) indicated by the determination result data. Is executed (S10), and payout processing is performed (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).
[0097] この判断においてゼロになっていないと判断したら、ゲーム進行制御部 101は、次 に対戦相手側のスロットゲームを行う。ここで、対戦相手側のスロットゲームにおいて は、他のアーケードゲーム機 1において上述した S6〜S12の処理が実行される。よつ て、他のアーケードゲーム機 1が上記 S24の処理を行うことにより、抽選結果データが 本アーケードゲーム機 1へ送信される。この抽選結果データは、通信ネットワークから 外部通信部 108を介してゲーム進行制御部 101で受信される(S25)。そして、ゲー ム進行制御部 101は、その抽選結果データを受信したら、表示部 102に対して相手 側の抽選演出を行うための相手側抽選演出表示命令を出力し、表示部 102にステ ーシヨン 10のディスプレイ 11に表示されて!、るゲーム画面上のサブ画面 52における 3つのリール画像を変動表示させ、その抽選結果データが示す各停止表示位置で 各リール画像上のシンボルをそれぞれ停止表示させる抽選演出を行う(S14)。また、 ゲーム進行制御部 101は、受信した抽選結果データに基づく当たり判定命令を当た り判定部 105に出力し、判定部 105に当たり判定を行わせる(S15)。  If it is determined that it is not zero in this determination, the game progress control unit 101 next plays a slot game on the opponent side. Here, in the 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). 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). In addition, 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).
[0098] ゲーム進行制御部 101は、当たり判定部 105からハズレの判定結果データを受信 した場合、上記 S6へ移行し、再び本プレイヤー側のスロットゲームを開始する。一方 、当たり判定部 105から当たりの判定結果データを受信した場合、ゲーム進行制御 部 101は、その判定結果データが示す当たりの種類 (特定の組み合わせの種類)に 応じた処理を実行する(S 16)。その後、ゲーム進行制御部 101は、記憶装置 23内の RAMの体力値記憶領域に記憶されている味方ボスモンスターの体力値データがゼ 口になつたか否かを判断する(S 17)。ゼロになっていないと判断したら、上記 S6へ移 行し、再び本プレイヤー側のスロットゲームを開始する。一方、ゼロになったと判断し たら、本プレイヤ一は、対戦相手のプレイヤーに負けたことになり、ゲーム進行制御 部 101は、キャラクタ記憶部 106を構成する記憶装置 23における RAMの使用可能 キャラクタ記憶領域に記憶されている味方ボスモンスターのキャラクタデータを消去 する(S26)。これにより、プレイヤ一は次回以降のコンピュータ対戦ゲーム又は後述 の対人対戦ゲームにおいて、このキャラクタデータを使用することができなくなる。 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 the above S6 and starts the slot game on the player side again. 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 (S 16). ). 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. On the other hand, if it is determined that it has become zero, this player has lost to the opponent player, and 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). This allows the player to play the next computer battle game or later. This character data cannot be used in the interpersonal battle game.
[0099] 一方で、上記 S12において敵ボスモンスターの体力値データがゼロになったと判断 したら、ゲーム進行制御部 101は、モンスターキャラクタの獲得処理を行う(S18)。具 体的には、ゲーム進行制御部 101は、敵ボスモンスターのキャラクターデータと同じ データを、キャラクタ記憶部 106を構成する記憶装置 23における RAMの使用可能 キャラクタ記憶領域に記憶する。すなわち、本実施形態における対人対戦ゲームで 勝つと、対戦相手のプレイヤーが過去のゲームで入手したモンスターキャラクタのう ち本対人対戦ゲームでボスモンスターとして使用したモンスターキャラクタと同じモン スターキャラクタのキャラクタデータを入手することができる。その後、ゲーム進行制御 部 101は、表示部 102に対してモンスター獲得演出するための獲得演出表示命令を 出力する。これにより、表示部 102は、ステーション 10のディスプレイ 11上に、使用可 能キャラクタ記憶領域に記憶したキャラクタデータに対応するモンスターカード画像を 表示する。これにより、プレイヤ一は次回以降のコンピュータ対戦ゲーム又は後述の 対人対戦ゲームにぉ 、て、このキャラクタデータを使用することができるようになる。 なお、敵ボスモンスター以外の 2つの敵モンスターを入手するようにしたり、これらの 敵モンスター以外のモンスターキャラクタを入手するようにしたり、入手できるモンスタ 一キャラクタの数を適宜設定したりしてもよい点については、上述したコンピュータ対 戦ゲームの場合と同様である。  On the other hand, when it is determined in S12 that the health value data of the enemy boss monster has become zero, 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. That is, when winning in the interpersonal game in this embodiment, the same monster character data as the monster used as a boss monster in the interpersonal game is obtained from the monster characters obtained by the opponent player in the past game. It 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. 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 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.
[0100] 以上のように、本実施形態においては、互いに異なるアーケードゲーム機間でプレ ィヤー同士の対人対戦ゲームを行うことにより、プレイヤ一は他のアーケードゲーム 機 1における過去のコンピュータ対戦ゲームで対戦相手のプレイヤーが入手したキヤ ラクタデータと同じデータを入手することができる。したがって、例えば、自分が参加し て!ヽな 、他のアーケードゲーム機 1で行われたキャラクタ入手イベントで別のプレイヤ 一が入手したモンスターキャラクタを、その別のプレイヤーとの対人対戦ゲームを行う ことで入手するといつたことが可能となる。特に、そのキャラクタデータ力 自分の行動 範囲を大きく超える地域の遊技場に設定された他のアーケードゲーム機 1で実行さ れるキャラクタ入手イベントでしか入手できな 、ようなものである場合、上述したような 対人対戦ゲームでこれを入手できるようにすることは、当該対人対戦ゲームのプレイ 促進に寄与し、有意義である。 [0100] As described above, in the present embodiment, by playing a player-to-player game between different arcade game machines, the player can play in a past computer game on another arcade game machine 1. The same data as the character data obtained by the opponent player can be obtained. So, for example, join me! Cunningly, it is possible to get a monster character obtained by another player at a character acquisition event performed on another arcade game machine 1 by playing an interpersonal battle game with that other player. . In particular, if the character data is available only at a character acquisition event executed on another arcade game machine 1 set in an amusement arcade in a region that greatly exceeds the range of its own action, To make this available in an interpersonal game is to play the It contributes to promotion and is meaningful.
また、本実施形態では、同じアーケードゲーム機内の互いに異なるステーション 10 間でプレイヤー同士の対人対戦ゲームを行うことにより、プレイヤ一は対戦相手のプ レイヤーが過去に入手したキャラクタデータと同じデータを入手することもできる。この 場合も、例えば、本アーケードゲーム機 1で行われた自分が参加していないキャラク タ入手イベントで別のプレイヤーが入手したモンスターキャラクタを、その別のプレイ ヤーとの対人対戦ゲームを行うことで入手するといつたことが可能となる。  Also, in this embodiment, the player 1 obtains the same data as the character data obtained by the opponent player in the past by performing a player-to-player game between different stations 10 in the same arcade game machine. You can also Also in this case, for example, a monster character obtained by another player at a character acquisition event that is not participated in this arcade game machine 1 can be played by playing an interpersonal game with that other player. When you get it, you can always do it.
[0101] (出現確率変更条件データの設定変更処理)  [0101] (Appearance probability change condition data setting change process)
次に、管理サーバ 40から各アーケードゲーム機 1における出現確率変更条件デー タを設定変更する処理にっ 、て説明する。  Next, the process of setting and changing the appearance probability changing condition data in each arcade game machine 1 from the management server 40 will be described.
図 16は、本実施形態における出現確率変更条件データの設定変更処理のシーケ ンスフローである。  FIG. 16 is a sequence flow of setting change processing of appearance probability change condition data in the present embodiment.
本ゲームシステムを運営する運営会社の担当者などのオペレータが管理サーノ O のキーボード等を操作して、所望の出現確率変更条件に設定変更する条件設定変 更指示を入力する。この条件設定変更指示の内容を示す操作データは、指示入力 部 402から条件管理部 403に送られる。条件管理部 403は、指示入力部 402から条 件設定変更指示の操作データを受信すると、その操作データに基づいて条件変更 データを生成し、これを外部通信部 405を介して本ゲームシステムを構成する設定 変更対象のアーケードゲーム機 1へ送信する。  An operator, such as a person in charge of the operating company that operates this game system, operates the keyboard of Management Sano O and inputs a condition setting change instruction for changing the setting to the desired appearance probability changing condition. Operation data indicating the contents of the condition setting change instruction is sent from the instruction input unit 402 to the condition management unit 403. When the condition management unit 403 receives the operation data of the condition setting change instruction from the instruction input unit 402, the condition management unit 403 generates condition change data based on the operation data and configures the game system via the external communication unit 405. Setting to send to the arcade game machine 1 to be changed.
[0102] この条件変更データは、通信ネットワークを介して各アーケードゲーム機 1の条件変 更データ受信手段として機能する条件変更データ受信部としての外部通信部 108か ら条件変更部 111で受信される。条件変更データを受信した条件設定変更部である 条件変更部 111は、条件設定変更手段として機能し、その条件変更データに基づき 、条件記憶部 110に記憶されている出現確率変更条件データをその条件変更デー タが示す出現確率変更条件データに変更する。これにより、上述したキャラクタ入手 イベント時に出現確率設定変更部 107が出現確率データを変更するときの出現確率 変更条件は、その設定変更後の出現確率変更条件データに従って変更される。  [0102] The condition change data is received by the condition change unit 111 from the external communication unit 108 as the condition change data receiving unit functioning as the condition change data receiving unit of each arcade game machine 1 via the communication network. . The condition changing unit 111 that is the condition setting changing unit that has received the condition changing data functions as a condition setting changing unit, and based on the condition changing data, the appearance probability changing condition data stored in the condition storage unit 110 is Change to the appearance probability change condition data indicated by the change data. Thereby, the appearance probability changing condition when the appearance probability setting changing unit 107 changes the appearance probability data at the time of the character acquisition event described above is changed according to the appearance probability changing condition data after the setting change.
[0103] このような構成により、本ゲームシステム全体のゲームバランス等を考慮し、本ゲー ムシステムの運営側で、各アーケードゲーム機 1で実行されるキャラクタ入手イベント の出現確率変更条件をどのような条件にするかをコントロールすることが迅速かつ容 易になる。その結果、例えば、全部又は一部のアーケードゲーム機 1で行われるコン ピュータ対戦ゲームで人気のキャラクタデータの出現確率が非常に高くなるといった キャラクタ入手イベントを、迅速かつ容易に行うことができる。 [0103] With such a configuration, the game balance of the entire game system is taken into consideration and the game It is quick and easy to control the conditions for changing the appearance probability of the character acquisition event executed by each arcade game machine 1 on the system system management side. As a result, for example, it is possible to quickly and easily perform a character acquisition event in which the appearance probability of popular character data becomes very high in a computer battle game performed on all or some of the arcade game machines 1.
[0104] なお、本実施形態では、管理サーバ 40から送信される条件変更データを受信する ことでアーケードゲーム機 1における出現確率変更条件データを設定変更する方法 を例に挙げて説明したが、他の方法により出現確率変更条件データを変更するよう にしてもよい。例えば、アーケードゲーム機 1に条件変更用の操作手段として機能す る操作部としての操作パネルを設け、そのアーケードゲーム機 1が設置される遊技場 のオペレータに、その操作パネルを操作して所望の出現確率変更条件となるように 設定変更する条件設定変更指示を入力させる。そして、この条件設定変更指示の内 容を示す操作データを条件変更部 111に送り、その操作データに基づき、条件記憶 部 110に記憶されている出現確率変更条件データをその操作データが示す出現確 率変更条件データに変更するようにする。この場合、遊技場を運営する者の運営戦 略等に応じ、そのアーケードゲーム機 1で実行されるキャラクタ入手イベントの出現確 率変更条件をどのような条件にするかをコントロールすることができるようになる。  In the present embodiment, the method of changing the appearance probability change condition data in the arcade game machine 1 by receiving the condition change data transmitted from the management server 40 has been described as an example. The appearance probability changing condition data may be changed by this method. For example, an operation panel as an operation unit functioning as an operation means for changing conditions is provided in the arcade game machine 1, and the operator of the game arcade where the arcade game machine 1 is installed operates the desired operation panel. Input a condition setting change instruction to change the setting so that the condition changes. Then, the operation data indicating the content of the condition setting change instruction is sent to the condition change unit 111, and based on the operation data, the appearance probability indicated by the operation data is the appearance probability change condition data stored in the condition storage unit 110. Change to rate change condition data. In this case, it is possible to control the conditions for changing the appearance probability of the character acquisition event executed on the arcade game machine 1 in accordance with the management strategy of the person operating the game hall. become.
[0105] (規定日時データの設定変更処理) [0105] (Setting change processing of specified date and time data)
次に、管理サーバ 40から各アーケードゲーム機 1における規定日時データを設定 変更する処理にっ 、て説明する。  Next, a process for setting and changing the specified date / time data in each arcade game machine 1 from the management server 40 will be described.
図 17は、本実施形態における規定日時データの設定変更処理のシーケンスフロ 一である。  FIG. 17 shows a sequence flow of the setting change processing of the specified date and time data in the present embodiment.
本ゲームシステムを運営する運営会社の担当者などのオペレータが管理サーノ O のキーボード等を操作して、所望の規定日時に設定変更する規定日時変更指示を 入力する。この規定日時変更指示の内容を示す操作データは、指示入力部 402から 規定日時管理部 406に送られる。規定日時管理部 406は、指示入力部 402から規 定日時変更指示の操作データを受信すると、その操作データに基づいて規定日時 変更データを生成し、これを外部通信部 405を介して本ゲームシステムを構成する 設定変更対象のアーケードゲーム機 1へ送信する。 An operator, such as a person in charge of the operating company that operates this game system, operates the management Sano O keyboard, etc., and inputs a specified date change instruction to change the setting to the desired specified date. Operation data indicating the contents of the specified date / time change instruction is sent from the instruction input unit 402 to the specified date / time management unit 406. When the specified date and time management unit 406 receives the operation data of the specified date and time change instruction from the instruction input unit 402, the specified date and time change data is generated based on the operation data, and is generated via the external communication unit 405. Configure Sent to arcade game machine 1 whose settings are to be changed.
[0106] この規定日時変更データは、通信ネットワークを介して各アーケードゲーム機 1の規 定日時変更データ受信手段として機能する規定日時変更データ受信部としての外 部通信部 108から規定日時変更部 112で受信される。規定日時変更データを受信 した規定日時設定変更部である規定日時変更部 112は、規定日時設定変更手段と して機能し、その規定日時変更データに基づき、規定日時記憶部 109に記憶されて V、る規定日時データをその規定日時変更データが示す規定日時データに変更する 。これにより、上述したキャラクタ入手イベントを実行する規定日時は、その設定変更 後の規定日時データに従って変更される。  This specified date / time change data is transmitted from the external communication unit 108 as the specified date / time change data receiving unit functioning as the specified date / time change data receiving unit of each arcade game machine 1 via the communication network. Received at. The specified date / time changing unit 112, which is the specified date / time setting changing unit that has received the specified date / time changed data, functions as a specified date / time setting changing unit, and is stored in the specified date / time storage unit 109 based on the specified date / time changed data. The specified date / time data is changed to the specified date / time data indicated by the specified date / time change data. Thus, the specified date and time for executing the character acquisition event described above is changed according to the specified date and time data after the setting change.
[0107] このような構成により、本ゲームシステム全体のゲームバランス等を考慮し、本ゲー ムシステムの運営側で、各アーケードゲーム機 1で実行されるキャラクタ入手イベント をいつ実行するかをコントロールすることが迅速かつ容易になる。その結果、例えば、 キャラクタ入手イベントを特定の時期(例えば、年単位、月単位、週単位、 日単位、時 刻単位等)に迅速かつ容易〖こ実行させることができる。  [0107] With this configuration, in consideration of the game balance of the entire game system, the operation side of the game system controls when the character acquisition event executed on each arcade game machine 1 is executed. It becomes quick and easy. As a result, for example, a character acquisition event can be executed quickly and easily at a specific time (eg, yearly, monthly, weekly, daily, hourly, etc.).
[0108] なお、本実施形態では、管理サーバ 40から送信される規定日時変更データを受信 することでアーケードゲーム機 1における規定日時データを設定変更する方法を例 に挙げて説明した力 他の方法により規定日時データを変更するようにしてもよい。 例えば、アーケードゲーム機 1に規定日時変更用の操作手段として機能する操作部 としての操作パネルを設け、そのアーケードゲーム機 1が設置される遊技場のォペレ ータに、その操作パネルを操作して所望の規定日時となるように設定変更する規定 日時変更指示を入力させる。そして、この規定日時変更指示の内容を示す操作デー タを規定日時変更部 112に送り、その操作データに基づき、規定日時記憶部 109に 記憶されている規定日時データをその操作データが示す規定日時データに変更す るようにする。この場合、遊技場を運営する者の運営戦略等に応じ、そのアーケード ゲーム機 1で実行されるキャラクタ入手イベントをいつ実行するかをコントロールする ことができるようになる。その結果、例えば、その遊技場のプレイヤー数が少ない時期 にキャラクタ入手イベントを実行するように規定日時データを設定変更すれば、その ような時期にもプレイヤーに来場してもらってゲームプレイしてもらうといったことも可 會 になる。 In this embodiment, the power described by taking as an example the method of changing the setting of the specified date / time data in the arcade game machine 1 by receiving the specified date / time change data transmitted from the management server 40. The specified date / time data may be changed as described above. For example, an arcade game machine 1 is provided with an operation panel as an operation unit that functions as an operation means for changing the specified date and time, and the operation panel is operated by operating the operation panel on the arcade game machine 1 where the arcade game machine 1 is installed. A specified date / time change instruction for changing the setting to be a desired specified date / time is input. Then, operation data indicating the contents of the specified date / time change instruction is sent to the specified date / time changing unit 112, and based on the operation data, the specified date / time data stored in the specified date / time storage unit 109 is specified by the specified date / time indicated by the operation data. Change to data. In this case, it becomes possible to control when the character acquisition event executed in the arcade game machine 1 is executed according to the management strategy of the person who operates the game hall. As a result, for example, if the specified date / time data setting is changed so that the character acquisition event is executed when the number of players in the game hall is small, the player can come and play the game at such time. It is also possible Become 會.
[0109] (キャラクタ追加処理)  [0109] (Character addition processing)
次に、管理サーノ Oから各アーケードゲーム機 1に新し 、キャラクタデータを追カロ するキャラクタ追加処理にっ 、て説明する。  Next, a description will be given of a character addition process for newly adding each arcade game machine 1 from the management Sano O to follow-up the character data.
図 18は、本実施形態におけるキャラクタ追加処理のシーケンスフローである。 本ゲームシステムを運営する運営会社の担当者などのオペレータは、追加のキャラ クタデータが記憶されて 、る記憶媒体を管理サーバ 40に備わって 、る記憶媒体読 取装置にセットし、記憶媒体読取装置を用いてその追加のキャラクタデータを管理サ ーノ Oに入力する。なお、管理サーノ Oに対する追加のキャラクタデータの入力方 法はこれに限らず、通信ネットワークを介して入力する方法などの他の方法であって もよい。入力された追加のキャラクタデータは管理サーノ Oの記憶装置 43に記憶さ れる。その後、オペレータが管理サーノ Oのキーボード等を操作してキャラクタ配信 指示を入力する。このキャラクタ配信指示の内容を示す操作データは、指示入力部 4 02からキャラクタ配信部 404に送られる。キャラクタ配信部 404は、指示入力部 402 からキャラクタ配信指示の操作データを受信すると、その操作データにより特定され る追加のキャラクタデータを記憶装置 43から読み出し、これを外部通信部 405を介し て本ゲームシステムを構成するキャラクタ追加対象のアーケードゲーム機 1へ送信す る。  FIG. 18 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 reading apparatus in the storage medium reading apparatus. 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. After that, 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. 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.
[0110] この追加のキャラクタデータは、通信ネットワークを介して各アーケードゲーム機 1の ゲーム要素データ受信手段として機能するゲーム要素データ受信部としての外部通 信部 108からゲーム進行制御部 101で受信される。追加のキャラクタデータを受信し たゲーム進行制御部 101は、その追加のキャラクタデータを、キャラクタ記憶部 106 のキャラクタ記憶領域に記憶する。これにより、以後はそのアーケードゲーム機 1にお いて追加のキャラクタデータを利用することができるようになる。具体的には、そのァ 一ケードゲーム機 1におけるコンピュータ対戦ゲームで敵モンスターとして選択される ようになったり、上述したショップイベントで購入することが可能になったり、合成ィべ ントで当該追加のキャラクタデータに変換可能になったりする。  [0110] The 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 functioning as a game element data receiving unit of each arcade game machine 1 via a communication network. The 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 added at a synthetic event. It can be converted to character data.
[0111] このような構成により、本ゲームシステム全体のゲームバランス等を考慮し、本ゲー ムシステムの運営側で、各アーケードゲーム機 1で利用可能なキャラクタデータの種 類をコントロールすることが迅速かつ容易になる。その結果、例えば、特定の時期(例 えば〇月〇日以降)に全部又は一部のアーケードゲーム機 1に新しいキャラクタデー タを追加されるといったバージョンアップのような処理を、迅速かつ容易に行うことが できる。この場合、大部分のキャラクタデータを入手したプレイヤ一等に対して更なる ゲームプレイを促すことが可能となったり、新しいキャラクタデータが追加して既存の キャラクタデータ間におけるバランス調整を行ったりすることが可能になったりする。 [0111] With such a configuration, the game balance and the like of the entire game system are taken into consideration. It is quick and easy to control the types of character data that can be used on each arcade game machine 1 on the system system management side. As a result, for example, version upgrades such as new character data being added to all or some of the arcade game machines 1 at a specific time (for example, after 0 month 0 day) are quickly and easily performed. be able to. In this case, it is possible to encourage further game play for the first player who has obtained most of the character data, or to add new character data to adjust the balance between existing character data. It becomes possible.
[0112] なお、ここでは、新しいキャラクタデータを追加する場合について説明した力 管理 サーノ Oから全部又は一部のアーケードゲーム機 1に消去命令を送信することによ り、そのアーケードゲーム機 1におけるキャラクタ記憶部 106のキャラクタ記憶領域に 記憶されている既存のキャラクタデータを消去することも可能である。この場合、消去 されたキャラクタデータは、上述した方法等を用いて追加しない限り、プレイヤ一はコ ンピュータ対戦ゲーム等で入手できない。その結果、そのキャラクタデータを既に入 手したプレイヤーと対人対戦ゲームを行って勝つ以外にそのキャラクタデータを入手 できなくなる。これにより、ある特定のキャラクタデータの希少価値を高めるといったこ とが可能になる。また、このように既存のキャラクタを消去することで、既存のキャラクタ データ間におけるバランス調整を行うことも可能になったりする。  [0112] It should be noted that here, 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 for 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.
[0113] 〔変形例 1〕  [Modification 1]
次に、上記実施形態の対人対戦ゲームにおける味方ボスモンスターの消去処理( 図 15の S26)の一変形例 (以下、本変形例を「変形例 1」という。)について説明する。 上述した実施形態では、対人対戦ゲームで勝ったプレイヤ一は、その対人対戦ゲ 一ムで敵ボスモンスターであったモンスターキャラクタのキャラクタデータがキャラクタ 記憶部 106の使用可能キャラクタ記憶領域に記憶され、以後のゲームで使用するこ とが可能になる。一方、対人対戦ゲームで負けたプレイヤ一は、その対人対戦ゲーム で味方ボスモンスターとして使用したモンスターキャラクタのキャラクタデータがキャラ クタ記憶部 106の使用可能キャラクタ記憶領域から消去され、以後のゲームで使用 できなくなる。したがって、上述した実施形態では、対人対戦ゲームで勝ったプレイヤ 一が負けたプレイヤ一力もキャラクタデータを奪う形になる。このような場合、緊張感 のある対人対戦ゲームを実現できる反面、もし自分が負けると即座に味方ボスモンス ターのキャラクタデータが使用できなくなることから、プレイヤーが対人対戦ゲームの 活用を躊躇してしまう要因にもなる。また、このようにプレイヤ一間でキャラクタを奪い 合う形になると、プレイヤ一間の摩擦も懸念される。よって、本変形例 1では、このよう にプレイヤーが対人対戦ゲームの活用を躊躇してしまう要因やプレイヤ一間の摩擦 の懸念を排除し得る方式を提案する。 Next, a description will be given of a modified example (hereinafter referred to as “modified example 1”) of the ally boss monster elimination process (S26 in FIG. 15) in the interpersonal game of the above embodiment. In the embodiment described above, the player who won the interpersonal battle game stores the character data of the monster character that was the 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. On the other hand, the player who lost the interpersonal battle game erases the character data of the monster character used as a friendly boss monster in the interpersonal battle game from the usable character storage area of the character storage unit 106 and can be used in subsequent games. Disappear. Therefore, in the embodiment described above, the player who lost the player who won the interpersonal battle game also takes the character data. In such cases, tension Although it is possible to realize a certain interpersonal game, if you lose, you will be unable to use the character data of your ally boss monsters immediately, which may cause players to hesitate to use the interpersonal game. In addition, if the players compete with each other in this way, there is a concern about friction between players. Therefore, this first modification proposes a method that can eliminate factors that cause the player to hesitate to use the interpersonal battle game and concerns about friction between players.
[0114] 図 19は、本変形例 1における味方ボスモンスターの消去処理の流れを示すフロー チャートである。  [0114] FIG. 19 is a flowchart showing the flow of the erasing process of the friendly boss monster in the first modification.
本変形例 1においては、キャラクタ記憶部 106の使用可能キャラクタ記憶領域に記 憶されるキャラクタデータには、消去カウント値データとしての寿命カウント値であるラ ィフデータが含まれている。このライフデータの初期値は任意に設定でき、本変形例 1では「3」とする。本アーケードゲーム機 1にお!/、てプレイヤーが対人対戦ゲームで 負けた場合(図 15の S16)、まず、ゲーム進行制御部 101は、キャラクタ記憶部 106 の選択キャラクタ記憶領域に記憶される 3つの味方モンスターのキャラクタデータに 含まれるライフデータを、それぞれ「1」ずつ減算する(S31)。その後、ゲーム進行制 御部 101は、これらの 3つのキャラクタデータのライフデータがゼロになったか否かを それぞれ判断する(S32)。この判断においてライフデータがゼロになったと判断され た場合、ゲーム進行制御部 101は、そのキャラクタデータをキャラクタ記憶部 106の 使用可能キャラクタ記憶領域から消去する(S33)。すなわち、本変形例 1においては 、対人対戦ゲームで同じキャラクタデータを用いて 3回負けると、そのキャラクタデー タが使用可能キャラクタ記憶領域力 消去され、以後のゲームで使用できなくなる。 逆に言えば、対人対戦ゲームで同じキャラクタデータを用いて 3回負けるまでは、そ のキャラクタデータを使用し続けることができる。  In the first modification, the character data stored in the usable character storage area of the character storage unit 106 includes life data as life count values as erase count value data. The initial value of this life data can be set arbitrarily, and in this variant 1, it is “3”. When the player loses to the arcade game machine 1 in the interpersonal game (S16 in FIG. 15), first, the game progress control unit 101 is stored in the selected character storage area of the character storage unit 106. The life data contained in the character data of two friendly monsters is subtracted by “1” (S31). Thereafter, the game progress control unit 101 determines whether the life data of these three character data has become zero (S32). When it is determined that the life data has become zero in this determination, 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 the first variation, 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.
[0115] このように、本変形例 1においては、対人対戦ゲームで同じキャラクタデータを用い て 3回負けるまでは、そのキャラクタデータを使用し続けることができるので、プレイヤ 一は対人対戦ゲームで 1回負けただけではそのキャラクタデータを失うことがなくなる 。これにより、プレイヤーが対人対戦ゲームの活用を躊躇してしまう要因を緩和でき、 対人対戦ゲームの活用を促進できる。また、本変形例 1によれば、プレイヤ一間でキ ャラクタを奪い合う形が崩れることから、プレイヤ一間の摩擦の懸念は軽減される。な お、本変形例 1でも、同じキャラクタデータを用いて 3回負ければ、そのキャラクタデー タを使用できなくなるので、対人対戦ゲームで適度な緊張感を出すことができる。 [0115] In this way, in the first modification, the character data can continue to be used until it is defeated three times using the same character data in the interpersonal battle game. The character data will not be lost if you only lose the game. This can alleviate factors that cause players to hesitate to use interpersonal games, and promote the use of interpersonal games. Further, according to the first modification, a key is set between players. Since the form of competing for the character collapses, the concern about friction between players is reduced. Even in the first modification example, if the same character data is used and the character data is defeated three times, the character data cannot be used, so that moderate tension can be produced in the interpersonal battle game.
[0116] また、本変形例 1では、対人対戦ゲームで勝ったプレイヤーに対応する使用可能キ ャラクタ記憶領域には、新たに対戦相手のボスモンスターと同じモンスターキャラクタ のキャラクタデータが記憶される。本変形例 1では、このときに記憶されるキャラクタデ ータのライフデータは初期値である「3」に設定されている。すなわち、本変形例 1に ぉ 、ては、勝ったプレイヤーに対応する使用可能キャラクタ記憶領域に新たに記憶 されるキャラクタデータの初期値と、負けたプレイヤーに対応する使用可能キャラクタ 記憶領域のキャラクタデータのライフデータ力 減算される総減算値とがー致する。 その結果、本ゲームシステム全体で見れば、対人対戦ゲームを行っても、対戦した各 プレイヤーが使用可能なキャラクタデータのライフデータの総計値を合計した値は一 定になる。よって、対人対戦ゲームを行うことにより、対人対戦ゲームにより各プレイヤ 一の使用可能なキャラクタデータの数が増減し、ゲームシステム全体から見た全プレ ィヤーの使用可能なキャラクタデータの合計数が変化しても、その変化は一定範囲 内に収まる。 [0116] In the first modification, the character data of the same monster character as the opponent's boss monster is newly stored in the usable character storage area corresponding to the player who won the interpersonal battle game. In the first modification, the life data of the character data stored at this time is set to “3” which is an initial value. That is, according to the first 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 in the usable character storage area corresponding to the losing player are used. Life data power of The total subtraction value to be subtracted. As a result, in the entire game system, even if an interpersonal battle game is played, the total value of the life data of character data that can be used by each player who played is constant. Therefore, by playing an interpersonal battle game, the number of character data that can be used by each player in the interpersonal battle game increases or decreases, 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.
[0117] なお、本変形例 1では、ライフデータの初期値を 3として対人対戦ゲームで負けたら そのライフデータを 1ずつ減らし、そのライフデータがゼロになったらキャラクタデータ を消去する場合について説明したが、ライフデータの初期値をゼロとして対人対戦ゲ ームで負けたらそのライフデータを 1ずつ増やすようにし、ライフデータの値が 3に達 したらキャラクタデータを消去するようにしても同様である。  [0117] In the first modification, the initial value of the life data is set to 3, and if the player loses the game, the life data is reduced by 1 and the character data is deleted when the life data becomes zero. However, the initial value of life data is set to zero, and if the player loses the game, the life data is incremented by one, and when the life data value reaches 3, the character data is deleted.
[0118] 〔変形例 2〕  [Modification 2]
次に、上記実施形態のキャラクタ入手イベントの一変形例(以下、本変形例を「変形 例 2」という。 )について説明する。  Next, a modification of the character acquisition event of the above embodiment (hereinafter, this modification is referred to as “modification 2”) will be described.
上記実施形態における規定日時データはキャラクタ入手イベントの実行開始時期 を決めるものであつたが、本変形例 2における規定日時データはキャラクタ入手ィべ ントの実行終了時期を決めるものである。  The specified date / time data in the above embodiment determines the execution start time of the character acquisition event, whereas the specified date / time data in Modification 2 determines the execution end time of the character acquisition event.
[0119] 図 20は、本変形例 2におけるキャラクタ入手イベントを実行する処理の流れを示す フローチャートである。 FIG. 20 shows a flow of processing for executing a character acquisition event in the second modification. It is a flowchart.
本実施形態では、予め決められた規定日時になると、特定のモンスターキャラクタ の入手確率が低くなる又はゼロになるキャラクタ入手イベントを実行する。具体的に は、まず、出現確率設定変更部 107は、計時装置 37から定期的に現在日時を示す 日時データを取得する(S51)。そして、規定日時記憶部 109に記憶されている規定 日時データを読み出し、計時装置 37から取得した日時データの示す現在日時が規 定日時データの示す規定日時に達した力否かを判断する(S52)。規定日時に達し たと判断すると、出現確率設定変更部 107は、条件記憶部 110からこれに記憶され ている出現確率変更条件データを取得する(S53)。そして、取得した出現確率変更 条件データが示す出現確率変更条件に従い、キャラクタ記憶部 106における補助記 憶装置のキャラクタ記憶領域に記憶されているキャラクタデータのうちの特定のキャラ クタデータの出現確率データを変更する(S54)。ここで、出現確率変更条件データ には、変更対象情報と変更値情報は含まれているが、変更期間情報は含まれていな い。  In the present embodiment, a character acquisition event is executed in which the probability of acquiring a specific monster character decreases or becomes zero when a predetermined date and time is reached. Specifically, first, the appearance probability setting changing unit 107 periodically acquires date / time data indicating the current date / time from the timing device 37 (S51). Then, the specified date and time data stored in the specified date and time storage unit 109 is read, and it is determined whether or not the current date and time indicated by the date and time data acquired from the timing device 37 has reached the specified date and time indicated by the specified date and time data (S52). ). If it is determined that the specified date / time has been reached, the appearance probability setting changing unit 107 acquires the appearance probability changing condition data stored in the condition storage unit 110 (S53). Then, according to the appearance probability changing condition indicated by the acquired appearance probability changing condition data, the appearance probability data of specific character data among the character data stored in the character storage area of the auxiliary storage device in the character storage unit 106 is changed. (S54). Here, the appearance probability change condition data includes change target information and change value information, but does not include change period information.
[0120] 本変形例 2においては、規定日時になるまでのイベント期間中は、出現確率変更条 件に係る特定のキャラクタデータの出現確率が高い状態であるので、コンピュータ対 戦ゲームで敵ボスモンスターとして出現する確率が高い。よって、プレイヤ一は、規定 日時になる前のイベント期間中であれば、コンピュータ対戦ゲームでコンピュータに 勝って当該特定のキャラクタデータを入手できる入手確率が高い。そして、規定日時 になると、そのイベント期間中には高 、入手確率で入手することが可能であった特定 のキャラクタデータの出現確率が低くなる又はゼロになる。よって、その特定のキャラ クタデータのモンスターキャラクタが規定日時以降のコンピュータ対戦ゲームで敵ボ スモンスターとして出現する確率が低くなり又はゼロになり、プレイヤ一は、イベント期 間が終わった後は、コンピュータ対戦ゲームにより当該特定のキャラクタデータを入 手することが困難になるか不可能になる。これを利用すれば、規定日時に達するまで のイベント期間中にプレイヤーのゲームプレイを促進できるので、そのイベント期間中 に多くのプレイヤーに遊技場へ来場してもらうことが可能となる。  [0120] In the second variation, during the event period until the specified date and time, the appearance probability of the specific character data related to the appearance probability change condition is high, so that the enemy boss monster in the computer battle game The probability of appearing as is high. Therefore, if the player is in the event period before the specified date and time, the player has a high probability of obtaining the specific character data by winning the computer game. When the specified date and time is reached, the appearance probability of specific character data that can be acquired with high acquisition probability during the event period becomes low or zero. Therefore, the probability that the monster character of that particular character data will appear as an enemy monster in a computer battle game after the specified date or time becomes low or zero, and after the event period is over, the player can play a computer battle. Depending on the game, it becomes difficult or impossible to obtain the specific character data. If this is used, the player's game play can be promoted during the event period until the specified date and time is reached, so that many players can visit the playground during the event period.
[0121] 本変形例 2は、特にアーケードゲーム機 1を遊技場に初めて設置したときや、上述 したキャラクタ配信処理等により既存のアーケードゲーム機に新しいキャラクタデータ を追加したときなどに有効である。すなわち、前者の場合には、アーケードゲーム機 1 でプレイしたことのな 、新規プレイヤーのゲームプレイを促進することができる。また、 後者の場合には、追加した新しいキャラクタデータを短期でプレイヤーに広く使用し てちらうことが可會 となる。 [0121] This modification 2 is particularly suitable when the arcade game machine 1 is first installed in a game arcade, This is effective when new character data is added to an existing arcade game machine by the distributed character processing. In other words, in the former case, the game play of the new player can be promoted without playing the arcade game machine 1. In the latter case, the added new character data can be widely used by players in a short period of time.
なお、イベント期間終了時にどのゲームキャラクタの出現確率データを低くするか又 はゼロにする力、そのゲームキャラクタの出現確率データをどのくら 、低くするかなど の出現確率変更条件は、上記実施形態で説明したように、条件記憶部 110に記憶さ れる出現確率変更条件データを適宜設定することで所望の条件に決めることができ る。  It should be noted that conditions for changing the appearance probability such as which game character appearance probability data to lower or zero at the end of the event period and how much the game character appearance probability data should be reduced are the same as those in the above embodiment. As described above, a desired condition can be determined by appropriately setting the appearance probability change condition data stored in the condition storage unit 110.
[0122] なお、上記実施形態 (上述した各変形例を含む。以下同じ。 )では、アーケードゲー ム機 1の中央管理部に、計時装置 37、規定日時記憶部 109及び規定日時変更部 1 12、条件記憶部 110及び条件変更部 11を設ける場合について説明したが、これら のうちの一部又は全部を各ステーション 10に設けるようにしてもょ 、。  [0122] In the above embodiment (including the above-described modifications, the same applies hereinafter), the central management unit of the arcade game machine 1 includes the time measuring device 37, the specified date and time storage unit 109, and the specified date and time change unit 1 12 In the above description, the condition storage unit 110 and the condition change unit 11 are provided. However, some or all of them may be provided in each station 10.
[0123] また、上記実施形態では、上述したキャラクタ入手イベントで出現確率が変更される モンスターキャラクタのキャラクタデータを入手する方法がコンピュータ対戦ゲームで 勝つ方法である場合を例に挙げて説明したが、他の入手方法であっても、同様の効 果を発揮する。コンピュータ対戦ゲーム以外の入手方法としては、上述したように、シ ョップイベントでクレジットを支払って購入することにより入手する方法や、合成ィベン トで自分が入手した複数のキャラクタデータを新しい 1以上のキャラクタデータに変換 することにより入手する方法などが挙げられる。  [0123] In the above embodiment, the case where the method of obtaining the character data of the monster character whose appearance probability is changed in the character acquisition event described above is a method of winning in a computer battle game has been described as an example. Other methods of obtaining the same effect. As mentioned above, you can obtain a method other than a computer game by paying credits at a shop event or by purchasing multiple character data that you obtained at a composite event using one or more new character data. For example, the method of obtaining by converting to.
[0124] 前者の入手方法にお!、ては、例えば、各アーケードゲーム機で行うショップイベント で購入可能なキャラクタデータの種類、あるキャラクタデータにっ 、てショップイベント で販売する数などを、キャラクタ入手イベントの期間中に変更するようにすれば、上記 実施形態の場合と同様の効果を得ることができる。なお、この場合、購入可能なキヤ ラクタデータの種類を決定するためのデータや、あるキャラクタデータにっ 、てショッ プイベントで販売する数を決定するためのデータが出現確率データとなるので、規定 日時に達したときにこれらのデータを変更するようにする。また、あるキャラクタデータ につ 、てショップイベントでの販売価格をイベント期間中に変更するようにすれば、シ ョップイベントで各プレイヤーが入手し得る入手確率が変化するのでので、この場合 、その販売価格を決定するためのデータも出現確率データとなる。 [0124] For the former method of obtaining! For example, the type of character data that can be purchased at a shop event performed on each arcade game machine, the number of character data sold at the shop event, etc. If it is changed during the period of the acquisition event, the same effect as in the above embodiment can be obtained. In this case, 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 a shop event are the appearance probability data. Change these data when the day and time are reached. Also, some character data On the other hand, if the selling price at the shop event is changed during the event period, the acquisition probability that each player can obtain at the shop event will change, so in this case, to determine the selling price The data is also appearance probability data.
[0125] 後者の入手方法においては、例えば、キャラクタデータごとに合成イベントで変換さ れた後のキャラクタデータとなり得る確率や、合成イベントで合成させることができるキ ャラクタデータの種類を、キャラクタ入手イベントの期間中に変更するようにすれば、 上記実施形態の場合と同様の効果を得ることができる。なお、この場合、キャラクタデ ータごとに合成イベントで変換された後のキャラクタデータとなり得る確率を決定する ためのデータや、合成させることができるキャラクタデータの種類を決定するためのデ ータが出現確率データとなるので、規定日時に達したときにこれらのデータを変更す るようにする。  [0125] In the latter acquisition method, for example, the probability of becoming character data after being converted by a synthesis event for each character data, and the type of character data that can be synthesized by a synthesis event, are determined. If it is changed during the period, the same effect as in the case of the above embodiment can be obtained. In this case, there is data for determining the probability of becoming character data after being converted by a synthesis event for each character data, and data for determining the type of character data that can be combined. Since it is appearance probability data, these data are changed when the specified date and time are reached.
[0126] また、上記実施形態においては、プレイヤーが入手したキャラクタデータ又はこれを 特定するための特定データをすベて同じ磁気カードに記憶する場合について説明し たが、キャラクタデータ又はその特定データごとに個別の磁気カード等の可搬型記憶 媒体に記憶するようにしてもよい。この場合、可搬型記憶媒体の外面に、内部に記憶 されているキャラクタデータ又は特定データにより特定されるキャラクタデータに対応 したモンスターキャラクタを表す絵柄等の画像を表示するようにするのが望ま 、。こ のようにすれば、各キャラクタデータに対するプレイヤーの入手意欲が増し、プレイヤ 一に対してゲームプレイを促進させることができる。なお、可搬型記憶媒体の外面に 絵柄をプリントする場合等においては、予め外面に各モンスターキャラクタを表す絵 柄をプリントした可搬型記憶媒体をアーケードゲーム機内に搭載しておき、これを排 出するようにしてもよい。  [0126] In the above embodiment, the case where the character data obtained by the player or the specific data for specifying the character data are all stored in the same magnetic card has been described. Alternatively, it may be stored in a portable storage medium such as an individual magnetic card. In this case, it is desirable to display an image such as a picture representing a monster character corresponding to the character data stored inside or the character data specified by the specific data on the outer surface of the portable storage medium. In this way, the player's willingness to obtain each character data is increased, and game play can be promoted for the player. In addition, when printing a picture on the outer surface of a portable storage medium, 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 then ejected. You may do it.
また、上記実施形態では、磁気カードに記憶したデータを読み出すことでそのデー タに対応するキャラクタデータをゲームで使用可能になる場合について説明したが、 この可搬型記憶媒体をトレーディングカードゲームのようなカードゲームなどの他の ゲームに使用するようにする場合には、必ずしも磁気カードに記憶したデータを読み 出すデータ読出手段として機能するデータ読出部は必要ない。  In the above embodiment, the case where the character data corresponding to the data can be used in the game by reading the data stored in the magnetic card has been described. However, this portable storage medium is used as in a trading card game. When used for other games such as a card game, a data reading unit that functions as data reading means for reading data stored in a magnetic card is not necessarily required.
また、プレイヤーが入手したキャラクタデータに対応するモンスターキャラクタをトレ ーデイングカードゲームのようなカードゲームなどの他のゲームに使用する場合には 、使用可能キャラクタ領域に記憶されているキャラクタデータに対応したモンスターキ ャラクタを表す絵柄等の画像を外面に表示した可搬部材をアーケードゲーム機から 排出するようにしてもよい。この場合、その可搬部材にはキャラクタデータ等のデータ を記憶する必要は必ずしもな 、。 Also, the monster character corresponding to the character data obtained by the player is trained. When used for other games such as a card game such as a playing card game, an image such as a picture representing a monster character corresponding to the character data stored in the usable character area may be displayed on the outer surface. The carrying member may be discharged from the arcade game machine. In this case, it is not always necessary to store data such as character data in the portable member.
[0127] また、上記実施形態では、各アーケードゲーム機が計時装置 37を備える場合につ いて説明したが、この計時装置 37を管理サーバ 40に設け、管理サーバ 40から通信 ネットワークを介して日時のデータを各アーケードゲーム機へ送信するようにしてもよ い。この場合、各アーケードゲーム機の中央制御部における外部通信インターフエ一 ス 36及び中央制御装置 31が日時取得手段として機能することになる。  [0127] In the above-described embodiment, the case where each arcade game machine includes the time measuring device 37 has been described. However, the time measuring device 37 is provided in the management server 40, and the date and time are transmitted from the management server 40 via the communication network. Data may be sent to each arcade game machine. In this case, the external communication interface 36 and the central controller 31 in the central controller of each arcade game machine function as date and time acquisition means.
また、上記実施形態では、各アーケードゲーム機で現在日時が規定日時に達した か否かを判断するが(上記 S42)、この判断を管理サーノ Oで行うようにしてもよい。 具体的には、管理サーバ 40に上記計時装置 37と同様のカウント手段としてのカウン ト部を設け、かつ、そのカウント部がカウントした日時を日時取得手段として機能する 日時取得部としての制御装置 41で取得し、判断部である制御装置 41を、取得した 日時が規定日時になった力否かを判断する判断手段として機能させる。そして、制御 装置 41は、規定日時になったと判断したときら、出現確率変更データを外部通信ィ ンターフェース 45からアーケードゲーム機へ通信ネットワークを介して送信する。一 方、アーケードゲーム機では、管理サーバ 40から送信された出現確率変更データを 受信したとき、出現確率設定変更部 107は、上記規定日時になったと判断して、出 現確率データの変更処理を行う。このような構成によれば、計時装置 37や規定日時 記憶部 109を各アーケードゲーム機に設ける必要がなくなる。  Further, in the above embodiment, it is determined whether or not the current date and time has reached a specified date and time in each arcade game machine (S42 described above), but this determination may be performed by the management Sano O. Specifically, the management server 40 is provided with a count unit as a counting unit similar to the timing device 37, and the control unit 41 as a date and time acquisition unit functions as the date and time acquisition unit with the date and time counted by the counting unit. The control device 41, which is a determination unit, is caused to function as a determination unit that determines whether or not the acquired date / time has become the specified date / time. When the control device 41 determines that the specified date / time has been reached, the control device 41 transmits the appearance probability change data from the external communication interface 45 to the arcade game machine via the communication network. On the other hand, in the arcade game machine, when the appearance probability change data transmitted from the management server 40 is received, the appearance probability setting change unit 107 determines that the specified date / time has been reached, and changes the appearance probability data. Do. According to such a configuration, it is not necessary to provide the time measuring device 37 and the specified date and time storage unit 109 in each arcade game machine.
[0128] なお、上記実施形態において、コンピュータプログラム等のソフトウェアにより実現さ れている手段は、回路、チップ等のハードウェアにより実現してもよぐまた、回路、チ ップ等のハードウェアにより実現されている手段は、コンピュータプログラム等のソフト ウェアにより実現してもよい。  [0128] In the above embodiment, the means realized by software such as a computer program may be realized by hardware such as a circuit or chip, or by hardware such as a circuit or chip. The realized means may be realized by software such as a computer program.

Claims

請求の範囲 The scope of the claims
[1] ゲーム装置であって、  [1] A game device,
ゲーム操作用の操作部と、  An operation unit for game operation;
ゲーム要素画像を含むゲーム画像を表示するゲーム画像表示部と、  A game image display unit for displaying game images including game element images;
該ゲーム画像表示部に表示され得る複数のゲーム要素画像それぞれに対応した 各ゲーム要素データを記憶するゲーム要素記憶部と、  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;
該ゲーム要素記憶部から読み出したゲーム要素データに対応するゲーム要素画 像をゲームの進行中に該ゲーム画像表示部に表示させるとともに、該操作部の操作 内容に応じて該ゲームの進行を制御するゲーム制御部と、  A game element image corresponding to the game element data read from the game element storage unit is displayed on the game image display unit while the game is in progress, and the progress of the game is controlled according to the operation content of the operation unit. A game control unit;
上記ゲーム要素記憶部に記憶されている複数のゲーム要素データのうち上記ゲー ムをプレイしているプレイヤーが該ゲームで使用可能なゲーム要素データ又は該ゲ ーム要素データを特定するための特定データを記憶する使用可能要素記憶部と、 上記ゲーム制御部が該ゲーム要素記憶部に記憶されている該複数のゲーム要素 データにそれぞれ対応した各ゲーム要素画像を上記ゲーム画像表示部に表示させ る各出現確率を決定するための出現確率データを記憶する出現確率記憶部と、 日付及び時刻の少なくとも一方である日時を取得する日時取得部と、 該日時取得部が取得した日時が規定日時になったら、所定の出現確率変更条件 に従い、該複数のゲーム要素データのうちの少なくとも 1つに対応したゲーム要素画 像の出現確率が変動するように該出現確率記憶部に記憶される出現確率データを 変更する出現確率変更部とを有しており、  Among the plurality of game element data stored in the game element storage unit, the game element data that can be used by the player playing the game in the game or the specific data for specifying the game element data A usable element storage unit for storing the game element, and the game control unit for displaying each game element image corresponding to each of the plurality of game element data stored in the game element storage unit on the game image display unit. An appearance probability storage unit that stores appearance probability data for determining an appearance probability, a date acquisition unit that acquires date and time that is at least one of the date and time, and a date and time acquired by the date acquisition unit when the specified date is reached The appearance probability of the game element image corresponding to at least one of the plurality of game element data varies according to a predetermined appearance probability change condition. Has a probability changing unit that changes the appearance probability data stored in the sea urchin said output current probability storage unit,
該ゲーム進行部は、該ゲーム要素記憶部に記憶されている 1又は 2以上のゲーム 要素データに対応したゲーム要素画像を、該出現確率記憶部に記憶されている出 現確率データにより決定される出現確率に従って該ゲーム画像表示部に表示させる ようにゲーム進行を制御し、かつ、該ゲーム画像表示部に表示されたゲーム要素画 像に対応するゲーム要素データ又は該ゲーム要素の特定データを、所定の使用許 可条件に従って該使用可能要素記憶部に記憶する制御を行うゲーム装置。  The game progression unit determines a game element image corresponding to one or more game element data stored in the game element storage unit based on the appearance probability data stored in the appearance probability storage unit. The game progress is controlled so as to be displayed on the game image display unit according to the appearance probability, and game element data corresponding to the game element image displayed on the game image display unit or specific data of the game element is specified. The game device which performs control which memorize | stores in this useable element memory | storage part according to use permission conditions of.
[2] 請求項 1のゲーム装置において、 [2] The game device of claim 1,
金銭若しくはメダル又はこれらに相当する電子データ力 なるゲーム価値媒体を受 け取る受取部を有し、 Receive game value media with money, medals or equivalent electronic data Have a receiving part
上記ゲーム進行部は、該受取部がゲーム価値媒体を受け取ることを条件に上記ゲ ームの進行を開始するゲーム装置。  The game apparatus, wherein the game progress unit starts the progress of the game on condition that the receiving unit receives a game value medium.
[3] 請求項 2のゲーム装置において、  [3] The game device of claim 2,
条件変更用の操作部と、  An operation section for changing conditions;
該条件変更用の操作部の操作内容に従って、上記所定の出現確率変更条件を設 定変更する条件設定変更部とを有するゲーム装置。  A game apparatus comprising: a condition setting changing unit that sets and changes the predetermined appearance probability changing condition according to the operation content of the condition changing operation unit.
[4] 請求項 2のゲーム装置において、 [4] The game device of claim 2,
規定日時変更用の操作部と、  An operation unit for changing the specified date and time,
該規定日時変更用の操作部の操作内容に従って、上記規定日時を設定変更する 規定日時設定変更部とを有するゲーム装置。  A game device comprising: a specified date and time setting change unit configured to change the specified date and time according to the operation content of the operation unit for changing the specified date and time.
[5] 請求項 1のゲーム装置において、 [5] The game device of claim 1,
ネットワークを介して条件変更データを受信する条件変更データ受信部と、 該条件変更データ受信部が受信した条件変更データに従って、上記所定の出現 確率変更条件を設定変更する条件設定変更部とを有するゲーム装置。  A game comprising: a condition change data receiving unit that receives condition change data via a network; and a condition setting change unit that changes the predetermined appearance probability change condition according to the condition change data received by the condition change data receiving unit apparatus.
[6] 請求項 1のゲーム装置において、 [6] The game device of claim 1,
ネットワークを介して規定日時変更データを受信する規定日時変更データ受信部と 該規定日時変更データ受信部が受信した規定日時変更データに従って、上記規 定日時を設定変更する規定日時設定変更部とを有するゲーム装置。  A specified date / time change data receiving unit for receiving the specified date / time change data via the network, and a specified date / time setting changing unit for changing the setting of the specified date / time according to the specified date / time change data received by the specified date / time change data receiving unit. Game device.
[7] 請求項 1のゲーム装置において、 [7] The game device of claim 1,
上記ゲーム要素記憶部に記憶されている複数のゲーム要素データのうち上記プレ ィヤー以外の別のプレイヤーがゲームで使用可能なゲーム要素データ又は該ゲー ム要素データを特定するための特定データを記憶する上記使用可能要素記憶部と は別の使用可能要素記憶部を有し、  Stores game element data that can be used in a game by another player other than the player among the plurality of game element data stored in the game element storage unit, or specific data for specifying the game element data A usable element storage unit different from the usable element storage unit,
上記ゲーム制御部は、所定の受渡条件を満たした力否かを判断し、該所定の受渡 条件を満たしたと判断したときには、該使用可能要素記憶部に記憶されているゲー ム要素データ又は該ゲーム要素の特定データと同じデータを該別の使用可能要素 記憶部に記憶する制御を行うゲーム装置。 The game control unit determines whether or not the power satisfies a predetermined delivery condition, and when determining that the predetermined delivery condition is satisfied, the game element data stored in the usable element storage unit or the game Another usable element with the same data as the element specific data A game device that performs control stored in a storage unit.
[8] 請求項 7のゲーム装置において、  [8] The game device of claim 7,
上記ゲーム制御部は、上記同じデータを上記別の使用可能要素記憶部に記憶す るとき、所定の消去条件に従って、該同じデータに対応するゲーム要素データ又は 特定データを、これを記憶して!/、た上記使用可能要素記憶部から消去する制御を行 うゲーム装置。  When the game control unit stores the same data in the other usable element storage unit, the game control unit stores game element data or specific data corresponding to the same data in accordance with a predetermined erasing condition! A game device that performs control to erase from the usable element storage unit.
[9] 請求項 1のゲーム装置において、  [9] The game device of claim 1,
上記使用可能要素記憶部に記憶されているゲーム要素データ又は特定データに 対応するデータを記憶する可搬型記憶媒体を排出する記憶媒体排出部を有するゲ ーム装置。  A game apparatus having 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.
[10] 請求項 9のゲーム装置において、  [10] The game device of claim 9,
上記可搬型記憶媒体に記憶されているデータを読み出すデータ読出部を有し、 上記ゲーム制御部は、該データ読出部が読み出したデータに対応するゲーム要素 データ又は特定データを上記使用可能要素記憶部に記憶する制御を行うゲーム装 置。  A data reading unit for reading data stored in the portable storage medium, wherein the game control unit stores game element data or specific data corresponding to the data read by the data reading unit in the usable element storage unit; A game device that performs control stored in the memory.
[11] 請求項 1、 2、 3、 4、 5、 6、 7、 8、 9又は 10のゲーム装置と、  [11] The game device of claim 1, 2, 3, 4, 5, 6, 7, 8, 9 or 10;
該ゲーム装置に対してネットワークを介してデータ通信可能に接続された管理装置 とを備えたゲームシステムであって、  A game system comprising: a management device connected to the game device via a network so that data communication is possible;
上記管理装置は、日付及び時刻の少なくとも一方である日時をカウントするカウント 部と、該カウント部がカウントした日時のデータを上記ゲーム装置へ送信する送信部 とを備えており、  The management device includes a counting unit that counts a date and time that is at least one of a date and a time, and a transmission unit that transmits data of the date and time counted by the counting unit to the game device,
該ゲーム装置における上記日時取得部は、該管理装置から送信された該日時の データを受信するものであるゲームシステム。  The game system in which the date and time acquisition unit in the game device receives the date and time data transmitted from the management device.
[12] 請求項 1、 2、 3、 4、 5、 6、 7、 8、 9又は 10のゲーム装置と、 [12] The game device of claim 1, 2, 3, 4, 5, 6, 7, 8, 9 or 10;
該ゲーム装置に対してネットワークを介してデータ通信可能に接続された管理装置 とを備えたゲームシステムであって、  A game system comprising: a management device connected to the game device via a network so that data communication is possible;
上記日時取得部を上記ゲーム装置に代えて上記管理装置に設け、  The date and time acquisition unit is provided in the management device instead of the game device,
該管理装置は、日付及び時刻の少なくとも一方である日時をカウントするカウント部 を有しており、 The management device counts a date and time that is at least one of date and time Have
上記日時取得部は、該カウント部がカウントした日時を取得し、  The date and time acquisition unit acquires the date and time counted by the counting unit,
該管理装置は、該日時取得部が取得した日時が規定日時になった力否かを判断 する判断部と、該判断部が規定日時になったと判断したときに出現確率変更データ を上記ゲーム装置へ送信する送信部とを有しており、  The management device determines whether or not the date and time acquired by the date and time acquisition unit has become a specified date and time, and the appearance probability change data when the determination unit determines that the specified date and time has been reached. And a transmission unit for transmitting to
該ゲーム装置は、該管理装置から送信された出現確率変更データを受信する受信 部を備えており、  The game device includes a receiving unit that receives the appearance probability change data transmitted from the management device,
該ゲーム装置が有する上記出現確率変更部は、該出現確率変更データを受信し たときに上記規定日時になったと判断し、上記所定の出現確率変更条件に従って、 上記複数のゲーム要素データのうちの少なくとも 1つに対応したゲーム要素画像の出 現確率が変動するように上記出現確率記憶部に記憶される出現確率データを変更 するゲームシステム。  The appearance probability changing unit of the game device determines that the specified date / time has been reached when the appearance probability changing data is received, and, according to the predetermined appearance probability changing condition, out of the plurality of game element data A game system that changes the appearance probability data stored in the appearance probability storage unit so that the appearance probability of a game element image corresponding to at least one fluctuates.
PCT/JP2006/322248 2005-11-11 2006-11-08 Game device and game system WO2007055230A1 (en)

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