WO2010004866A1 - Game system and game device used in same - Google Patents

Game system and game device used in same Download PDF

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Publication number
WO2010004866A1
WO2010004866A1 PCT/JP2009/061371 JP2009061371W WO2010004866A1 WO 2010004866 A1 WO2010004866 A1 WO 2010004866A1 JP 2009061371 W JP2009061371 W JP 2009061371W WO 2010004866 A1 WO2010004866 A1 WO 2010004866A1
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WO
WIPO (PCT)
Prior art keywords
game
character
information
unit
player
Prior art date
Application number
PCT/JP2009/061371
Other languages
French (fr)
Japanese (ja)
Inventor
正徳 吉岡
雄一 中原
聡 羽毛田
Original Assignee
株式会社コナミデジタルエンタテインメント
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Publication of WO2010004866A1 publication Critical patent/WO2010004866A1/en

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Classifications

    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/31Communication aspects specific to video games, e.g. between several handheld game devices at close range
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/408Peer to peer connection
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5526Game data structure
    • A63F2300/5533Game data structure using program state or machine event data, e.g. server keeps track of the state of multiple players on in a multiple player game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

Definitions

  • the present invention relates to a game system in which a plurality of game devices of the same type are communicably connected to each other via a communication network, and a game device used therefor.
  • Patent Document 1 the turn in which the action of the operation target character operated by the player is realized, and the action of other characters such as the character that the game machine program such as an enemy monster decides the action and the character that another player decides the action
  • Patent Document 1 the turn in which the action of the operation target character operated by the player is realized, and the action of other characters such as the character that the game machine program such as an enemy monster decides the action and the character that another player decides the action
  • Patent Document 1 When a player adopts the turn system in a single-type game in which the player alone operates the character to be operated in his / her virtual game space, the game machine program determines the action in the turn other than himself / herself. So, usually you don't have to wait for your turn.
  • Patent Document 1 discloses a game system in which each player can play a personal game (single game) different from the turn-based game during his / her own waiting time in a multi-participation type turn-based game. Yes. According to this game system, each player can eliminate the boredom of his / her waiting time by playing the personal game, which can reduce the disadvantages of the multi-participation type turn-based game.
  • the present invention provides a game system capable of executing a turn-based game that realizes the same game characteristics as a multi-participation type game but does not cause a waiting time depending on other players, and a game that constitutes the game system Realize equipment provision.
  • an operation receiving unit that receives a player's operation, a virtual game space generating unit that generates a virtual game space in which an operation target character based on the player's character information exists, based on map information,
  • a game information storage unit for storing game information including map information and character information used by the virtual game space generation unit, and the virtual game space generation unit generated according to the content of the player operation received by the operation reception unit
  • An action determining unit for determining a character action including movement of the operation target character in the virtual game space; a game progress control unit for controlling the progress of the game based on a determination result of the action determining unit; and the virtual game space
  • a game image that represents an image overlooking at least a part of the virtual game space generated by the generation unit from a predetermined viewpoint.
  • a game screen display unit that displays a game screen according to the progress control of the game progress control unit, and a communication unit that performs information communication with another game device via a communication network.
  • a game system having a game device and connecting the plurality of game devices via a communication network so as to be able to communicate with each other, wherein the game progress control unit of each game device performs the character action determined by the action determination unit. Controlling the progress of a game in which a turn to be realized and a turn for realizing an action of another character in the virtual game space are executed in a predetermined order, and the turn progress in another game device Controls the progress of the game independently, and the game information storage unit of each game device stores the character to be operated by another player playing on another game device.
  • the other character position information indicating the position of the other game device in the virtual game space is stored, and the communication unit of each game device repeatedly acquires the different character position information at a predetermined timing,
  • the game information storage unit of the game device updates the corresponding different character position information to the acquired different character position information each time the communication unit in the game device acquires the different character position information.
  • the game screen display unit is based on the other character position information in the game information storage unit of the game device of its own in the virtual game space of the other game device in which the operation target character corresponding to the other character position information exists.
  • a game screen displaying another character position display image representing a position is displayed, and a game of its own game device In response to the information storage unit updating the separate character position information, the position of the separate character position display image is updated.
  • each game device executes a stand-alone turn-based game in which each player operates his / her operation target character in a virtual game space independent from each other. That is, each turn-based game executed on each game device proceeds independently of the turn progress on other game devices. Therefore, there is no waiting time depending on other players.
  • each game device has an operation target character of the player of each game device before a check point provided at a predetermined position in each virtual game space before the operation target character of the other player.
  • it may have a privilege provision part which provides with respect to this player the privilege which this another player cannot obtain.
  • a privilege is given to a player whose operation target character reaches the check point before another player, so the position of the operation target character of another player is confirmed in a stand-alone turn-based game.
  • the communication unit of each game device allows the other player to play when the action determining unit of his game device determines an action related to the change of character information in the operation target character of the other player.
  • Action specifying information for specifying the action is transmitted to the game device to be played, and the game information storage unit of each game device is a player operation target character that the communication unit of the own game device plays on the own game device.
  • the action specifying information is received, the character information corresponding to the operation target character is changed in accordance with the action specifying information, and the game progress control unit of each game device uses the changed character information. It may control the progress of the game.
  • the character information of the operation target character of another player can be changed by the player performing a predetermined operation.
  • character information is information set for each operation target character of each player, and includes appearance information, status information, and the like of the corresponding operation target character. Changing the character information of the operation target character of another player affects the progress of the game played by the other player. Therefore, it is possible to realize a game property that is closer to the game property of a multi-participation type game.
  • the game information storage unit of each game device stores different character image specifying information for specifying another character image that is an image of the operation target character of the other player.
  • the game screen display unit may use another character image specified by the corresponding different character image specifying information as the different character position display image.
  • the different character position display image displayed on the game screen of each game device is the same as the image of the operation target character of the corresponding different player. Therefore, each player can be made to recognize more strongly as if the operation target character of another player exists in the virtual game space where the operation target character of the player exists.
  • the communication unit of each game device has a plurality of different character position information indicating each position of the operation target character of the different player at each time point having a predetermined time interval at the predetermined timing.
  • the game screen display unit of each game device updates the position of the different character position display image
  • the game screen display unit sequentially updates the position of the different character position display image based on the plurality of updated different character position information.
  • a process for reproducing the movement of the operation target character of the other player may be performed.
  • the position of the separate character position display image before the update and the position of the separate character position display image after the update are displayed.
  • the position determined in accordance with a predetermined complementation condition is supplemented between the position and the position of another character position display image before update is updated to the updated position via the complemented position. Also good.
  • the time interval of the different character position information is wide, when updating the position of the different character position display image, the position of the different character position display image before the update and the position of the different character position display image after the update on the game screen Is far away, and the movement of the different character position display image may not be expressed smoothly.
  • the game information storage unit of each game device stores the same map information
  • the game screen display unit of each game device has a virtual game space in its own game device. You may display the game screen which displayed the said different character position display image in the same position as the position which the different character position information in the game information storage part in an own game device shows.
  • the virtual game space in each turn-based game executed on each game device is generated based on the same map information, and the maps in the virtual game space are the same. . Therefore, in each game device, the game screen of the virtual game space comprised by the same map is each displayed.
  • the other character position display image which shows the position of the operation object character of the other player played with another game device is also displayed on each game screen displayed on each game device.
  • This different character position display image is the same as the position where the operation target character of the other player is present in the virtual game space in the other game device, and the position in the virtual game space (strictly speaking, slightly smaller than the present time). It is displayed at the previous position). Therefore, each player can be recognized as if the operation target character of another player exists in the virtual game space where the operation target character of the player exists. Thereby, it is possible to realize game characteristics similar to those of the multi-participation type game in which each player is playing a game by operating his / her operation target character in the same virtual game space.
  • the game information storage unit of each game device stores the same map information
  • the game screen display unit of each game device has a virtual game space in its own game device.
  • the game screen on which the different character position display image is displayed is displayed at the same position as the position indicated by the different character position information in the game information storage section of the game device of the player.
  • the privilege is given to the player. There may be.
  • each game device has a map information generation unit that generates map information corresponding to a predetermined lottery result at a predetermined timing
  • the game progress control unit of each game device is the communication unit.
  • a first control for controlling the progress of the game while repeatedly acquiring the different character position information and displaying the game screen displaying the different character position display image corresponding to the acquired different character position information on the game screen display unit.
  • the control mode and the second control mode for controlling the progress of the game without displaying the separate character position display image on the game screen can be selectively operated.
  • a virtual game based on the map information generated by the map information generation unit of its own game device performing a lottery independent of the lottery on other game devices.
  • a player plays a turn-based game similar to a multi-participation type game (multi-participation similar type turn) in which another character position display image corresponding to an operation target image of another player is played on the game screen.
  • Game and a pure stand-alone turn-based game (pure stand-alone turn-based game) in which a separate character position display image is not displayed on the game screen can be selectively played.
  • a pure single turn-based game is performed on each game device, if the map information used for this is always the same, each player repeats the pure single turn-based game and repeats the pure single turn-based game.
  • each game device of the present game system when performing a pure stand-alone turn-based game, map information corresponding to the result of the lottery is generated, so that various virtual game spaces based on a large number of map information can be generated. Therefore, a player who plays a pure stand-alone turn-based game can play games in various virtual game spaces with different maps.
  • the map information in the pure single turn-based game executed on each game device is generated by lottery independent of the lottery on other game devices. Therefore, in a pure stand-alone turn-based game, there is little possibility of playing in a virtual game space of the same map as a pure stand-alone turn-based game played by another player on another game device.
  • the map information generation unit of each game device may be configured such that when the game progress control unit of each game device operates in the first control mode, the virtual game space generation unit of each game device uses the virtual game space. Before the generation, map information corresponding to the map information is generated using the same lottery result, and the game information storage unit of each game device uses the map information generated by the map information generation unit as the same map. It may be stored as information.
  • the player of each game device can play games in various virtual game spaces with different maps even in a multi-participation similar turn-based game. The occurrence of the situation where the player gets bored with the multi-participation similar turn-based game can be reduced.
  • the same map information is generated using the same lottery results when a multi-participation similar type turn-based game is executed on each game device. Therefore, in order to obtain the same map information in each game device, it is not necessary to communicate the map information itself using the communication network, and it is only necessary to communicate the lottery result information having a much smaller information amount than the map information. . Therefore, communication load can be reduced.
  • an operation receiving unit that receives a player's operation, and a virtual game space generating unit that generates a virtual game space in which an operation target character exists based on the player's character information based on the map information
  • a game information storage unit that stores game information including map information and character information used by the virtual game space generation unit, and the virtual game space generation unit according to the content of the player operation received by the operation reception unit.
  • An action determining unit that determines the character action including the movement of the operation target character in the generated virtual game space, a game progress control unit that controls the progress of the game based on the determination result of the action determining unit, An image overlooking at least a part of the virtual game space generated by the virtual game space generation unit from a predetermined viewpoint is expressed.
  • a game screen display unit that displays a game screen to be displayed according to the progress control of the game progress control unit, and a communication unit that performs information communication between the game device and another game device of the same type via the communication network
  • the game progress control unit has a turn for realizing the character action determined by the action determination unit and a turn for realizing the action of another character in the virtual game space.
  • the progress of the game executed in order is controlled, and the progress of the game is controlled independently of the progress of the turn in the other game device.
  • Another character position information indicating the position of the operation target character of another player playing on the other game device in the virtual game space on the other game device is stored.
  • the communication unit repeatedly acquires the different character position information at a predetermined timing, and the game information storage unit obtains the corresponding different character position information every time the communication unit acquires the different character position information.
  • the game screen display unit is updated to the acquired different character position information, and the game screen display unit is based on the different character position information in the game information storage unit and the other game device in which the operation target character corresponding to the different character position information exists.
  • the different character position display image In response to the game screen displaying the different character position display image representing the position in the virtual game space at the same time, and the game information storage unit updating the different character position information, the different character position display image The position of is updated.
  • this game device in cooperation with other game devices of the same type, in the stand-alone turn-based game in which the waiting time depending on other players does not occur, the same virtual game space is given to each player. It is possible to realize a game characteristic similar to that of a multi-participation type game, in which each player operates a game by operating his / her operation target character.
  • FIG. 1 is a schematic configuration diagram of the entire game system according to the embodiment.
  • FIG. 2 is an external view of a game unit constituting the game system.
  • FIG. 3 is a block diagram showing the main configuration of the control system of the game system.
  • FIG. 4 is a flowchart showing the flow of the game whose progress is controlled by the control device that executes the game execution program.
  • FIG. 5A is an explanatory diagram of a name input screen displayed on the display of the game unit.
  • FIG. 5B is an explanatory diagram of a name confirmation screen displayed on the display of the game unit.
  • FIG. 5C is an explanatory diagram of an occupation selection screen displayed on the display of the game unit.
  • FIG. 6 is an explanatory diagram of a main menu screen displayed on the display of the game unit.
  • FIG. 5A is an explanatory diagram of a name input screen displayed on the display of the game unit.
  • FIG. 5B is an explanatory diagram of a name confirmation screen displayed on the display of the game
  • FIG. 7 is an explanatory diagram of a castle selection screen displayed on the display of the game unit.
  • FIG. 8 is an explanatory diagram of a game screen displayed on the display of the game unit.
  • FIG. 9 is an explanatory diagram of a card selection screen displayed on the display of the game unit.
  • FIG. 10A is an explanatory diagram of a shop screen displayed on the display of the game unit.
  • FIG. 10B is an explanatory diagram of a card selection screen on which a list of cards that can be purchased on the shop screen is displayed.
  • FIG. 10C is an explanatory diagram of a card selection screen on which a list of cards that can be sold on the shop screen is displayed.
  • FIG. 11 is an explanatory diagram of a game end selection screen displayed on the display of the game unit.
  • FIG. 12 is a sequence flow diagram showing the flow of the application process for the simultaneous play game performed at the stage before the simultaneous play game is started in the game system.
  • FIG. 13 is an explanatory diagram showing a game screen in the simultaneous play game displayed on the display of the game unit participating in the simultaneous play game.
  • FIG. 14 is an explanatory diagram of a screen that displays a list of other players participating in the simultaneous play game.
  • FIG. 15 is an explanatory diagram showing the contents of effects when a magic card is used for another player in the simultaneous play game.
  • each medal game machine the player proceeds through the castle by performing an operation for instructing the action of the game hero character (hereinafter referred to as “hero character”) as the operation target character.
  • hero character the game hero character
  • a role-playing game that aims to occupy the castle is developed.
  • enemy monsters other characters that block the hero character from appearing appear, so the player proceeds through the castle without the hero character being killed by the enemy monster, and is a jewel that proves the occupancy of the castle (proof of clear ) Is performed for the action instruction of the hero character.
  • the protagonist character operated by the player attacks the enemy monster and uses various item cards and magic cards that are game status change elements to compete against the enemy monster, and progresses through the castle to prove clear. Try to win. Then, if the protagonist character gains a proof of clearing and successfully occupies the castle, that player can become the owner of the occupied castle, and the player who becomes the owner of the castle will challenge to occupy his castle. It is possible to play a kind of battle game with other coming players (players who play with game units in the same game facility).
  • each medal game machine in the normal mode (second control mode), a single turn-based game in which the game progress is completely independent from each other is executed. Specifically, when the player performs an operation for instructing only the number of actions that can be determined in one turn (one in this embodiment) about the action of the main character, the player's turn is finished and the opponent's turn Then, the control unit of the medal game machine determines the action of the enemy monster or the like according to a predetermined action determination program. In the present embodiment, the game progresses by repeatedly executing one's turn and the opponent's turn alternately.
  • each medal game machine has the position of the main character (different player character) of another player who is playing simultaneously in each virtual game space having the same map (virtual game space of another player's game).
  • the simultaneous play mode first control mode in which an image of the other player character (another character position display image) is displayed at the same position (a position in the virtual game space of the game). can do. Details of the simultaneous play mode will be described later.
  • FIG. 1 is a schematic configuration diagram of the entire game system according to the present embodiment.
  • This game system is constructed across a plurality of game facilities.
  • Each game facility includes twelve game units 1 that are medal game machines for each player to play a game, a facility management device 20, and the like. Is arranged.
  • Each game unit 1 is connected to the facility management apparatus 20 via a communication line such as a LAN cable, and can communicate with each other.
  • the game system also includes a system management device 30 that operates and manages the game system.
  • the system management device 30 controls all the game units 1 through the facility management device 20 in an integrated manner.
  • the system management device 30 and the facility management device 20 are connected by a communication line such as a public communication network and can communicate with each other.
  • FIG. 2 is an external view of the game unit 1.
  • the game unit 1 includes a display 2 as a game screen display unit that functions as a game screen display unit that displays a game screen according to the progress of the game, and a speaker that plays sound such as sound effects and back music according to the progress of the game. 3 and an operation lever 4 and three operation buttons 5a and 5b that constitute an operation reception unit that functions as an operation reception unit that receives a game operation including an operation for instructing the action of the main character appearing on the game screen.
  • a payout button 5d for paying back to the player a medal (tangible object) which is a game medium exchanged between the game unit 1 and the player, and a magnetic card as a portable storage medium to be described later
  • a save end button 5e for ending the game.
  • the player operates the operation lever 4 and the three operation buttons 5a, 5b, and 5c while watching the game screen displayed on the display 2, for example, in which direction the hero character that appears on the game screen is displayed. It is possible to instruct whether to move, or to instruct which item card is to be used.
  • the game unit 1 also includes a medal slot 6 for receiving medals from the player in the form of a tangible object, a medal payback 7 for paying back medals to the player, and the player who has finished the game plays the game at the next play.
  • a card insertion / removal port 8 for inserting / removing the magnetic card 9 for recording the personal information of the player and the game situation at the end of the game is also provided.
  • FIG. 3 is a block diagram showing the main configuration of the control system of the game system.
  • the configuration of the game control system in the present embodiment mainly includes a control unit 10 of the game unit 1, a control unit of the facility management device 20, and a control unit of the system management device 30.
  • the control unit 10 of the game unit 1 is mainly responsible for overall progress control of the role playing game described above.
  • the control unit of the facility management apparatus 20 is responsible for managing and controlling data necessary for a battle game between players playing in 12 game units in the game facility where the facility management apparatus 20 is installed. It controls communication between the game unit 1 in the game facility and the system management device 30 and game units in other game facilities.
  • the control unit of the system management device 30 is responsible for managing player information of the entire game system, and is responsible for managing and controlling a simultaneous play game in a simultaneous play mode described later.
  • the control unit 10 of the game unit 1 mainly includes a control device 11, a ROM 12, a RAM 13 that constitutes a game information storage unit that functions as a game information storage unit, and a communication device 14 that constitutes a communication unit that functions as a communication unit. It consists of.
  • control device 11 performs various controls necessary for progress of the above-described role-playing game by executing a game execution program stored in the ROM 12 by an internal computer.
  • control apparatus 11 which comprises a game information storage part functions also as a game information storage means in cooperation with RAM13.
  • the control device 11 constituting the game screen display unit also functions as a game screen display unit in cooperation with the display 2.
  • the ROM 12 stores various processes to be performed by the control unit 10 of the game unit 1 and execution programs for control.
  • the RAM 13 temporarily stores various data or information.
  • the RAM 13 stores credit data as a player point storage unit that functions as a player point storage unit that stores credit data (point data) that is a game medium obtained by converting the number of medals counted by a medal counter 15 described later into electronic data.
  • the communication device 14 is for performing data communication with the control unit of the facility management device 20 or with another game unit installed in the same game facility or another game facility.
  • the game units of each game facility communicate with each other via the facility management device 20 of each game facility, but the facility management device 20 and the game unit in the same game facility are connected to each other. It is also possible to connect in parallel and communicate with each other via a predetermined gateway device without passing through the game management units of the other game facilities or the system management device 30 and the facility management device 20.
  • the control unit 10 of the game unit 1 includes a display 2, a speaker 3, operation levers and operation buttons 4, 5 a, 5 b, 5 c, 5 d, 5 e, and a medal counter that counts the number of medals inserted into the medal slot 6. 15.
  • a card as a data writing unit that functions as a data writing means for writing data to the medal discharge hopper 16 for discharging medals from the medal payback bout 7 and the magnetic card 9 inserted into the card insertion / removal port 8.
  • a writer 17 and a card reader 18 serving as a data reading unit that functions as a data reading unit for reading data from the magnetic card 9 inserted in the card insertion / extraction port 8 are connected.
  • the control unit of the facility management device 20 mainly includes a control device 21, a ROM 22, a RAM 23, a game unit side communication device 24, and a system management device side communication device 25.
  • the control device 21 executes various programs stored in the ROM 22 and performs various controls.
  • the ROM 22 stores various control execution programs to be performed by the control unit of the facility management apparatus 20.
  • the RAM 23 temporarily stores various data or information.
  • the game unit side communication device 24 is for performing data communication with the control unit 10 of each game unit 1 installed in the game facility.
  • the system management device side communication device 25 is for performing data communication with the control unit of the system management device 30 or with a facility management device installed in another game facility.
  • the control unit of the system management device 30 mainly includes a control device 31, a ROM 32, a RAM 33, and a communication device 34.
  • the control device 31 executes various programs stored in the ROM 32 and performs various controls. In particular, the control device 31 performs various controls necessary for the simultaneous play game by executing an execution program for the simultaneous play game stored in the ROM 32 by an internal computer.
  • the ROM 32 stores various control execution programs to be performed by the control unit of the system management apparatus 30.
  • the RAM 33 temporarily stores various data or information.
  • the communication device 34 is for performing data communication with the control unit of each facility management device 20.
  • save data which is game situation information for restoring the game situation at the end of the game, is recorded on the magnetic card 9 by the card writer 17.
  • This save data includes the player name (the name of the main character), the cumulative play time, the last play time, the name of the cleared castle, the name of the castle that you are the castle owner, the ability of the main character (such as occupation), and the player Player information such as the type of item card that can be used among the game situation change elements to be played, the type of castle where the main character is at the end of the game, the main character in the castle, enemy monsters or unacquired item cards Game information such as field data such as position.
  • a player ID (card ID) that is player identification information is recorded on the magnetic card 9, and the save data corresponding to each player ID is recorded.
  • a part or all of them may be stored in the RAM 33 of the system management device 30 or the RAM 23 of the facility management device 20.
  • the save data corresponding to the player ID is downloaded from the system management device 30 or the facility management device 20 to the RAM 13 of the game unit 1 in the same manner as described above. , Play can be resumed from the previous game situation.
  • FIG. 4 is a flowchart showing a game flow in which the game progress is controlled by the control device 11 that executes the game execution program stored in the ROM 12 of each game unit 1.
  • the control device 11 executes the game execution program stored in the ROM 12 of each game unit 1.
  • the player inserts the magnetic card 9 into the card insertion slot 8 before and after the medal is inserted (S3).
  • the player obtains a new magnetic card 9 from a store clerk or vending machine of the game facility where the game system is installed, and inserts the magnetic card 9 into the card insertion / removal port 8. .
  • the player who wants to continue the previous game inserts the magnetic card 9 in which the save data at the end of the previous game is recorded into the card insertion / removal port 8.
  • the game unit 1 that has received the magnetic card 9 in this way reads the data recorded on the magnetic card 9 by the card reader 18 and sends the data to the control device 11.
  • the control device 11 determines whether or not it is a new play according to the received data (S4). Specifically, if the player ID is not stored in the magnetic card 9, it is determined that the play is new, and if the player ID is stored, it is determined that the play is not new.
  • the control device 11 transmits the ID number of the player ID included in the save data recorded on the magnetic card 9 to the system management device 30 via the facility management device 20. To do. Receiving this, the control device 31 of the system management device 30 confirms that the player information corresponding to the ID number of the player ID is stored in the RAM 33, and if this is confirmed, determines that it is a continuation of the previous time. Then, a new ID number is returned to the control device 11 of the game unit 1 that is the transmission source of the ID number.
  • the control device 31 sends the control information to the control device 11 of the game unit 1 that is the transmission source of the ID number. Error information is returned, and the control device 11 of the game unit 1 is caused to perform error processing.
  • the control device 11 of the game unit 1 that has received the new ID number reads the save data recorded on the magnetic card 9 by the card reader 18 (S5), and stores it in the RAM 13. Then, the control device 11 loads the program stored in the ROM 12 based on the saved data, causes the display 2 to display a game screen corresponding to the previous game situation specified by the saved data, and starts the game. (S7). Then, the control device 11 controls the game progress after the game situation specified by the save data.
  • the control device 11 transmits a dummy ID to the system management device 30 via the facility management device 20. Receiving this, the control device 31 of the system management device 30 recognizes the new play and returns an ID number for new play to the control device 11 of the game unit 1 that is the transmission source of the dummy ID number.
  • the control device 11 that has received this new play ID number executes processing for inputting and setting initial information (S6).
  • initial information input and setting process first, a name input screen shown in FIG. 5A is displayed on the display 2. The player operates the operation lever 4 and the operation button 5a to move the cursor of the 50 sound button displayed on the name input screen and inputs the name of the main character.
  • a name confirmation screen shown in FIG. 5B is displayed, and the name is determined by selecting the Yes button on the screen.
  • the occupation selection screen shown in FIG. 5C is displayed on the display 2. On this screen, the occupation of the main character operated by the player is selected.
  • the contents input and selected as described above are stored in the RAM 13 by the control device 11 as player information.
  • the game is started by the control device 11 (S7), and the control device 11 displays the main menu screen shown in FIG.
  • This main menu screen displays a simultaneous play game button for playing a simultaneous play game, a battle game button aiming at occupying the castle, and a card that displays a list of item cards and magic cards that the player can use during these games
  • a list button is provided.
  • the control device 11 displays the castle selection screen shown in FIG. 7 on the display 2 and executes the castle selection process.
  • a display area showing each castle is displayed on the castle selection screen.
  • the player selects a castle to challenge by moving the cursor with the operation lever 4.
  • Each display area displays the castle name and the challenge cost.
  • Each castle has a different turn-based game. In each castle, the player who has succeeded in occupying the castle in the past becomes the castle owner, and the player will play against the player who is the castle owner.
  • the ROM 22 of the facility management apparatus 20 has a data area that stores a castle information database that stores castle data that is game information necessary for game progress in each castle.
  • the castle name data included in the castle data stored in the castle information database is associated with the castle owner ID (the ID of the player who is the castle owner) as player identification information.
  • the control device 11 of the game unit 1 transmits a battle data request to the control device 21 of the facility management device 20 by accepting a button operation when the player selects a battle game on the main menu screen shown in FIG. Upon receiving this, the control device 21 of the facility management device 20 returns image data for displaying the castle selection screen shown in FIG. 7 on the display 2 of the game unit 1.
  • the control device 11 When the selection operation for selecting a castle to be challenged by the player is received by the control device 11 on the castle selection screen displayed on the display 2, the control device 11 includes the castle name data of the castle related to the selection operation.
  • the data request is transmitted to the control device 21 of the facility management device 20.
  • the control device 21 of the facility management apparatus 20 reads out the castle data corresponding to the castle name data included in the castle data request from the castle information database stored in the ROM 22 of the facility management apparatus 20. Then, the castle data is returned to the control device 11.
  • the control apparatus 11 of the game unit 1 which received this castle data loads the program based on the castle data, and controls game progress.
  • the control device 11 when receiving the castle data, the control device 11 first generates a random number by a random number generation program. And the control apparatus 11 which is a map information generation part functions as a map information generation means, runs a map information generation program, inputs the received castle data and the generated random number into a map information generation program, Generate map information.
  • the control device 11 that is a game element determination processing unit functions as a game element determination processing unit, and executes a monster determination program for determining the type, number, and position of enemy monsters and cards arranged in the castle. Then, enter random numbers into the program to determine them. This determination content is included in the castle map information.
  • the random number input to the map information generation program and the random number input to the monster determination program may be generated separately or the same.
  • the contents of the castle map information vary depending on the random number, even in the same castle, the map is often not the same, and the type, number and position of enemy monsters and cards are the same Often not.
  • the castle map information generated in this way is generated, the castle (virtual game space) based on the castle map information is represented on the game screen, and the game proceeds.
  • One castle map information is selected by random numbers from a plurality of types of castle map information prepared in advance, and the inside of the castle (virtual game space) based on the castle map information is represented on the game screen and the game is progressed. You may make it do.
  • the ROM 12 of the game unit 1 has a data area for storing a castle challenge information database in which challenge cost data is stored in association with castle name data for specifying each castle data.
  • the control device 11 accepts the selection operation of the castle selected on the castle selection screen shown in FIG. 7 as described above, the challenge cost data corresponding to the castle name data from the castle challenge information database stored in the ROM 12. Is read out, and the credit corresponding to the challenge cost data is reduced from the credit data stored in the RAM 13.
  • the process of increasing / decreasing the credit data is performed in the same manner as described above.
  • a screen prompting the player to insert additional medals is displayed.
  • credit data corresponding to the number of inserted medals is stored in the credit data storage area of the RAM 13 as described above. If a medal is urged but no medal is inserted, the challenge to the castle is not permitted. Thereafter, when processing for reducing the credit data is performed, the insertion of medals is prompted in the same manner as described above.
  • the control device 11 displays a game screen as shown in FIG.
  • the game screen is almost the same in both the battle game and the simultaneous play game described later, and the progress of the game is the same. Therefore, the battle game will be described below as an example. Only the differences will be described later.
  • a castle screen representing the field of view of the castle field as a virtual game space viewed from a predetermined viewpoint is displayed. Also, at the top of the castle screen, the number of castle floors, the hero character's physical strength, and the number of credits indicating the amount of credit data of the player are displayed, and in the lower right part of the castle screen, the hero character possesses A list of cards (a list of cards that the player can use while the game is in progress) is displayed.
  • the castle screen is a view of the castle floor from above, and the hero character is displayed in the center of the castle screen, and enemy monsters are displayed at the lower left and upper left of the hero character, respectively.
  • the player operates the operation lever 4 and the operation buttons 5a, 5b, and 5c to give an action instruction to move the hero character, attack an enemy monster, or use an owned item card or magic card. Can do.
  • the turn system is adopted as described above, and one operation can be instructed for each turn.
  • one turn is required to move the main character by 1 square, one turn is required for the main character to attack the enemy monster once, and the main character uses one card. Requires one turn to do.
  • the turn does not proceed unless the player performs a game operation that consumes the turn.
  • the turn when the turn is advanced, the game situation changes because the enemy monster moves or attacks the hero character in the same manner as the hero character.
  • the hero character's physical strength decreases, and when the hero character's physical strength reaches zero, the game is over.
  • the player presses the operation button 5c.
  • the control device 11 that has received this operation causes the display 2 to display a card selection screen shown in FIG. On this card selection screen, a cursor appears in the card list at the lower right of the screen.
  • a card content screen showing the content of the card selected by the cursor is displayed on the left side of the screen. This card content screen displays the effect of using the card (how the game situation is changed) and the number of medals required to use the card (card usage cost). .
  • the player moves the cursor with the operation lever 4, selects a card desired to be used, and then presses the operation button 5a.
  • the control device 11 determines that a predetermined point consumption condition has been satisfied, and the credit data stored in the RAM 13 is equivalent to the card usage cost of the selected card.
  • a credit change process (player point subtraction process) for changing the value so as to decrease is executed (S8).
  • usable elements that function as usable element storage means for storing card data in a state where the main character can be used among various card data that are game situation changing elements A card having an unusable data area as a storage unit and an unusable data area as an unusable element storage unit that functions as an unusable element storage unit that stores card data in a state in which the hero character cannot be used.
  • the database is stored. Each card data stored in the card database has various data associated with the card name data.
  • the card data that can be used by the main character is added with a read permission code that enables reading by the card use program executed by the control device 11, and the card data with the read permission code added is stored.
  • An available data area which is an available element storage unit functions as an available element storage means.
  • an unusable data area that is an unusable element storage unit in which card data to which the read permission code is not added is stored functions as an unusable element storage unit.
  • the cards displayed on the game screen of FIG. 8 or the card selection screen of FIG. 9 correspond to card data as usable elements stored in the usable data area.
  • control device 11 When the control device 11 accepts an operation for instructing the hero character to use the card on the card selection screen shown in FIG. 9, the control device 11 recognizes the card name based on the instruction. And the control apparatus 11 which is a use determination part functions as a use determination means, when the credit data memorize
  • the control device 11 uses the numerical value for calculating damage included in the card effect data for calculating damage to the enemy monster, and based on the calculation result. To reduce the health data of enemy monsters. Further, the control device 11 that has decided to use the card data selects the card name data from the card database, and reads the card use cost data corresponding to the card name data. Then, the control device 11 performs a process of subtracting credit data corresponding to the read card use cost data from the credit data stored in the RAM 13.
  • FIG. 10A there is a shop shown in FIG. 10A where cards can be sold and purchased.
  • the player moves the hero character by manipulating the movement of the hero character and enters the hero character into the shop, the card owned by the hero character is sold and converted into credit, or the card sold at the shop Can be purchased by paying credits.
  • the player When purchasing a card at the above shop, the player operates the operation lever 4 on the shop screen shown in FIG. 10A, moves the cursor to the “Buy Card” button, and presses the operation button 5a.
  • the control device 11 displays the purchase card selection screen shown in FIG. 10B on the display 2.
  • a purchase card selection screen a card list screen of cards sold at the shop is displayed in the upper part of the screen, and a card content screen showing the content of the card selected by the cursor is displayed in the lower left of the screen.
  • the number of medals necessary for purchasing the card (card purchase cost) is displayed.
  • the player moves the cursor with the operation lever 4, selects a magic card desired to be purchased, and then presses the operation button 5a.
  • control device 11 determines that a predetermined point consumption condition is satisfied, and uses the credit data stored in the RAM 13 as the card purchase cost of the card.
  • a credit change process (player point subtraction process) is executed to change so as to decrease by an amount corresponding to (S8).
  • the card database also stores card purchase cost data associated with the card name data.
  • the control device 11 When receiving an operation for selecting a card to be purchased on the purchase card selection screen shown in FIG. 10B, the control device 11 recognizes the card name data of the card. And when the credit data memorize
  • the card data is stored in the usable data area of the card database, and the main character can be used by an instruction operation by the player.
  • control device 11 selects the card name data from the card database and purchases a card corresponding to the card name data. Read cost data. Then, the control device 11 performs a process of subtracting credit data corresponding to the read card purchase cost data from the credit data stored in the RAM 13.
  • the player when selling a card owned by the main character in the shop, the player operates the operation lever 4 on the shop screen shown in FIG. 10A, moves the cursor to the “sell card” button, and presses the operation button 5a. .
  • the control device 11 causes the display 2 to display a sale card selection screen shown in FIG. 10C.
  • a cursor appears in the card list at the lower right of the screen, and a card content screen showing the content of the card selected by the cursor is displayed on the left side of the screen.
  • a pick-up price screen displaying the number of medals to be exchanged for the selected card (card sales revenue) is displayed in the upper part of the screen of the sold card selection screen.
  • the player moves the cursor with the operation lever 4, selects a card to be sold from among the cards possessed by the hero, and then presses the operation button 5a. Receiving this button operation, the control device 11 executes a credit change process for changing the credit data stored in the RAM 13 so as to increase by the amount corresponding to the card sales revenue of the card (S8).
  • the card database also stores card sales revenue data associated with the card name data.
  • the control device 11 recognizes the card name data of the card. Then, when the card can be sold at the shop, the control device 11 sets the card data corresponding to the card name data to make the card data unusable in the usable data area of the card database. Delete the use permission code from. As a result, the card data is stored in the unusable data area of the card database, and the player cannot use the card data.
  • the control device 11 selects the card name data from the card database, and reads the card sales revenue data corresponding to the card name data. Then, the control device 11 adds the credit data corresponding to the read card sales revenue data to the credit data stored in the RAM 13.
  • the control device 11 controls the credit data stored in the RAM 13 as the amount corresponding to the jewel acquisition amount corresponding to the number of medals according to the type of the jewel monster.
  • a credit change process is executed to change the value so as to increase (S8).
  • the hero character advances through the castle and reaches a predetermined place (for example, throne) in the castle, thereby successfully occupying the castle. Then, after a predetermined effect, the castle selection screen shown in FIG. Therefore, the player can challenge the same castle or another castle by selecting a castle to be challenged next on the castle selection screen.
  • a predetermined place for example, throne
  • the control device 11 displays the game end selection screen shown in FIG. 11 so as to overlap the image displayed on the display 2 (S9).
  • a “Yes” button and a “No” button are displayed under the comment “Do you want to end the game?”.
  • the player moves the cursor to the “No” button with the operation lever 4 and presses the operation button 5a.
  • the game end selection screen disappears, and the game is restarted from the previous screen.
  • the player moves the cursor to the “Yes” button with the operation lever 4 and presses the operation button 5a.
  • the control device 11 Upon receiving this button operation, the control device 11 transmits a data save request including credit data and save data stored in the RAM 13 and the player ID to the system management device 30 via the facility management device 20. Receiving this, the control device 31 of the system management device 30 stores the received data as player information corresponding to the player ID stored in the RAM 33. Thereafter, the control device 31 of the system management device 30 transmits save completion data indicating that the saving has been completed to the game unit 1. Receiving this, the control device 11 of the game unit 1 writes credit data, save data, etc. to the magnetic card 9 by the card writer 17 and ejects the magnetic card 9 from the card insertion / removal port 8 (S10).
  • S10 card insertion / removal port 8
  • the player can convert the credit data, which is a game medium in the state of electronic data stored in the RAM 13, into a medal, which is a tangible game medium, and receive a medal refund.
  • the payout button 5d shown in FIG. 2 is pressed.
  • the control device 11 controls the medal discharge hopper 16 to perform a credit payout process for discharging the number of medals corresponding to the credit data stored in the RAM 13 from the medal payout roll 7.
  • the simultaneous play game process which is a characteristic part of the present invention, will be described.
  • the position of another player character existing in each castle (virtual game space) having the same map on the game screen of each game unit 1 (position in the castle where another player character exists) ) Is displayed at the same position (position in the castle where the main character is present), the image of the other player character (another character position display image).
  • each game unit 1 executes a turn-based game with independent turn progress.
  • Each player competes to reach a goal (checkpoint) in the castle and obtain a jewel (proof of clear) as a proof of occupying the castle before another player. That is, the simultaneous play game of this embodiment starts the turn-based game of each player whose turn progress is independent, and proceeds through the castle set on the same map to aim for the same goal before another player. That's it.
  • FIG. 12 is a sequence flow diagram showing the flow of the application process for the simultaneous play game performed at the stage before starting the simultaneous play game in the present embodiment.
  • the simultaneous play game of this embodiment four players can participate at the same time, and it becomes possible to play by applying for participation of four players.
  • the application process for the simultaneous play game first, the player inserts his magnetic card 9 into the card insertion / extraction port 8 of the game unit 1 as described above. Thereby, the card reader 18 of the game unit 1 reads the player ID recorded on the magnetic card 9.
  • the control device 11 transmits the ID number of the read player ID to the system management device 30 via the facility management device 20. At this time, the unit ID of the game unit 1 is transmitted together with the ID number of the player ID.
  • the control device 31 of the system management device 30 that has received these IDs performs an ID authentication process for confirming that the player information corresponding to the player ID is stored in the RAM 33.
  • the player ID and unit ID are registered in the stored database (simultaneous play database) of the applicants for participation in the simultaneous play game.
  • the control device 31 of the system management device 30 looks at the number of player IDs registered in the simultaneous play database and determines whether or not the prescribed number (four people) has been reached.
  • the prescribed number four people
  • the control device 31 of the system management device 30 looks at the number of player IDs registered in the simultaneous play database and determines whether or not the prescribed number (four people) has been reached.
  • it is determined whether or not the simultaneous play game can be started based on whether or not the number of player IDs registered in the simultaneous play database is equal to the prescribed number will be described. It may be added. For example, all the players may be ranked according to the total play time, the occupation of the main character, and the like, and it may be determined whether or not the number of players of the same rank has reached a specified number.
  • the control device 31 of the system management device 30 transmits an application standby notification to the game unit 1 that is the transmission source of the simultaneous play application.
  • the game unit 1 that has received this application standby notification can operate in the normal mode until the simultaneous play game start notification described later. Therefore, the player can play and wait for the battle game until the simultaneous play game starts by selecting the battle game on the main menu screen shown in FIG.
  • the control device 31 of the system management device 30 starts the simultaneous play game for each game unit 1 specified by each unit ID registered in the simultaneous play database. Send a notification.
  • the control device 11 of the game unit 1 displays on the display 2 that the simultaneous play game start notification has been received, and inquires whether or not to accept the play of the simultaneous play game. Is displayed.
  • a play approval notice is transmitted from the game unit 1 to the system management device 30 via the facility management device 20.
  • the unit ID of the game unit 1 is transmitted together with the ID number of the player ID.
  • the control device 31 of the system management device 30 receives the play approval notification from all the game units 1, the control device 31 assigns each game unit 1 (participating game unit 1) specified by each unit ID received together with the play approval notification. In contrast, initial setting information is transmitted.
  • the initial setting information includes various information necessary for the control device 11 of each participating game unit 1 to proceed with the simultaneous play game while performing information communication with each other.
  • the communication setting information (IP address, etc.) of each participating game unit 1 necessary for performing information communication between all participating game units 1 and the same map in the control device 11 of all participating game units 1 Random value information for generating a castle, hero character information (character information) of all participating players, and the like are included.
  • communication setting information may not be necessary.
  • the random value information transmitted to all participating game units 1 may use a random value generated by the system management device 30 or a predetermined numerical value, or a random value generated by any participating game unit 1. May be used.
  • the character information only necessary character information is transmitted from the player information corresponding to each player ID stored in the RAM 33 of the system management device 30. In the present embodiment, only the occupation information of each hero character is transmitted, but other character information may be transmitted.
  • the control device 11 of each participating game unit 1 executes the same map information generation program as in the normal mode, and generates random information indicated by the random value information in the received initial setting information. Enter the program and generate castle map information.
  • the control device 11 of each participating game unit 1 executes the same monster determination program as in the normal mode, inputs the random number into the program, and determines the type, number and number of enemy monsters and cards placed in the castle. Determine the position.
  • a castle virtual game space
  • the random number input to the map information generation program and the random number input to the monster determination program may be generated separately or the same.
  • the display 2 of all the participating game units 1 has the same map and the same type, number and position of enemy monsters and cards to be arranged.
  • a game screen of each castle (virtual game space) is displayed, and all participating game units 1 synchronize with each other and start a simultaneous play game at the same time.
  • credit data corresponding to card use cost data may be consumed. In order to have the player play under the same conditions as much as possible, credit data may not be consumed during the simultaneous play game. Even in this case, the credit data of each player is consumed as a participation fee before the simultaneous play game is started.
  • FIG. 13 is an explanatory diagram showing a game screen during the simultaneous play game displayed on the display 2 of each participating game unit 1.
  • Reference sign S in the figure indicates the main character of the player who is playing in the participating game unit 1 on which the illustrated game screen is displayed.
  • Reference signs B1 to B3 in the figure indicate different players participating in the simultaneous play game.
  • An image (another character position display image) of the main character (another player character) of the player is shown.
  • an image of another player character is also displayed on the game screen in this way.
  • the position at which the image of each different player character is displayed is the current position at which this different player character is located in the castle in each participating game unit 1 at this time (real time).
  • the “current position” here is not a strict sense of the current position but a concept that includes a delay in an allowable range such as a communication delay. This is the position where the character was located.
  • the image of the different player character is used as the different character position display image indicating the position of the different player character.
  • another image may be used.
  • the image of the other player character may be displayed in a translucent manner so that it can be easily distinguished from the main character.
  • an image completely different from the image of the other player character for example, an image showing characters or symbols may be used.
  • the image of another player character is placed at the same position as the current position of the other player character (the current position in the castle of the game unit 1 that the other player is playing.
  • the position information indicating the position of the main character of each player is periodically communicated with each other to synchronize.
  • each participating game unit 1 transmits the position information of each hero character to the other participating game units 1 at a fixed time interval (for example, every second).
  • each participating game unit 1 periodically and repeatedly receives the position information (other character position information) transmitted from the other participating game units 1 at the predetermined time interval.
  • the control device 11 of each participating game unit 1 When receiving the position information, the control device 11 of each participating game unit 1 updates the different character position information in the RAM 13 and changes the display position of the corresponding different player character image on the game screen to the updated different character position. A process of updating to the position indicated by the information is performed. As a result, when the main character moves in response to another player's operation in another participating game unit 1, the corresponding player character of the corresponding player character is displayed on the game screen displayed on the display 2 of each participating game unit 1. The image moves in the same way and the movement is reproduced.
  • the hero character it is possible to move the hero character by about 5-6 squares in 1 second by player operation. Therefore, if the periodic transmission interval of each position information is set to 1 second, an image of another player character moving suddenly for 5-6 squares is reproduced on the game screen, and the player feels uncomfortable. The problem of causing it to occur may occur. On the other hand, for example, if the regular transmission interval of the individual position information is shortened to, for example, about 0.25 seconds, such a problem can be reduced. However, in this case, since the communication frequency of the position information increases, the processing load of the position information in the control device 11 of each participating game unit 1 and the communication load between the participating game units 1 increase.
  • the number of pieces of position information transmitted at the time of one transmission is set to 2 or more, specifically four while the periodic transmission interval of the position information itself is set to about 1 second. That is, in the four pieces of position information transmitted at one transmission, the hero character exists in each divided period when the period (1 second) from the previous transmission to the current transmission is divided into four. This is position information indicating the position that has been moved.
  • the display position of the separate player character image on the game screen is sequentially updated to each position indicated by the received four pieces of position information along the correct time series. As a result, an image as if the image of another player character suddenly moves 5-6 squares is not reproduced on the game screen, and the movement of the other player character image can be smoothly reproduced.
  • the processing load and communication load described above are reduced as compared with the case where the regular transmission interval of the individual position information is shortened.
  • the participating game unit 1 that receives the position information performs a process of complementing the new display position between the display positions of the different character position display images before and after the update, and displays the display position of the different character position display image before the update. Is updated to the updated display position via the complemented display position.
  • the display positions to be complemented and the number thereof are set as appropriate. When the display positions to be complemented are set to three, for example, it is assumed that the other player character has moved the shortest distance, and the shortest movement path is divided into four to complement the positions of the respective division points.
  • the movement of another player character image can be smoothly reproduced even if the regular transmission interval of the individual position information is long. Further, when communication failure such as communication delay or packet loss occurs in communication of position information, even in the communication method according to the above-described embodiment (method of transmitting two or more position information in one transmission), The movement of another player character image cannot be reproduced smoothly. Even in this case, the movement of the different player character image can be smoothly reproduced by performing the above-described complementing process.
  • an action that affects another player character is prepared, and when the action is selected by a player operation, the character information of the other player character is changed.
  • Can do Specifically, it is possible to use an item card or a magic card that can be used to attack an enemy monster in a battle game against another player character. For example, when a player uses a magic card that is used to weaken the attack power of an enemy monster in a battle game against another player character, the player first selects the magic card to be used, and then uses that target as another player character. Perform the operation. Then, as shown in FIG. 14, a list of all players including myself participating in the simultaneous play game is displayed.
  • the control device 11 of the participating game unit 1 sends a magic card to another player character as shown in FIG. The effect process which shows having used is performed. Further, the control device 11 of the participating game unit 1 transmits to the other participating game units 1 action specifying information for specifying an action that the magic card has been used for all players.
  • the control device 11 of the participating game unit 1 that has received the action specifying information performs a process of changing the character information of the main character of the player playing in the participating game unit in the RAM 13 according to the action specifying information.
  • a process of reducing the attack power that is a part of the character information of the main character is performed.
  • the game executed in each participating game unit 1 is a stand-alone turn-based game, and each player plays a game other than himself in the castle. There is no other player character operated by another player. Therefore, there is no situation where you wait for your turn to come around depending on another player.
  • the castle (virtual game space) of the game in each participating game unit 1 is produced
  • each game screen displayed on each game unit 1 an image (another player character image) of the main character of another player playing on another game unit 1 is displayed.
  • This separate player character image shows the current position of the separate player character. Therefore, each player can recognize as if another player character exists in the castle where his / her main character exists.
  • map information is not necessarily used, and different map information is used. May be. For example, all players are ranked according to their total play time, profession of the main character, etc., map information with high difficulty is used for players with high rank, and map with low difficulty for players with low rank Information may be used.
  • the game apparatus is a medal game machine.
  • a game machine other than a medal game machine may be used, or a home game machine (game program that is not a game machine) may be used.
  • the game apparatus that performs the role playing game in which the hero character aims to occupy the castle by performing an operation instructing the action of the hero character by the player has been described. Any turn-based game in which the player's operation target character can move in a virtual game space in which the movement area of the player's operation target character is restricted can be applied to various games.
  • the means realized by software such as a computer program may be realized by hardware such as a circuit and a chip, and the means realized by hardware such as a circuit and a chip are Alternatively, it may be realized by software such as a computer program.

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Abstract

A turn-based game obtains game characteristics similar to a multiplayer game and is executed without causing a waiting time depending on other players. A game system has a plurality of game devices communicably connected to each other via a communication network.  In the game system, each game device repeatedly obtains different-character position information at a predetermined timing and, every time when a communication unit in the game device obtains different-character position information, updates corresponding different-character position information to the obtained different-character position information.  Each game device displays, based on the different-character position information stored in a game information storage unit in the game device, a game screen on which a different-character position display image is displayed and updates the position of the different-character position display image in correspondence to the updating of the different-character position information by the game information storage unit of the game device, wherein the different character position display image indicates a position within a virtual game space in another game device, at which a character to be operated and corresponding to the different character position information is present.

Description

ゲームシステム及びこれに用いるゲーム装置GAME SYSTEM AND GAME DEVICE USED FOR THE SAME
 本発明は、複数の同種のゲーム装置を通信ネットワークを介して互いに通信可能に接続したゲームシステム及びこれに用いるゲーム装置に関するものである。 The present invention relates to a game system in which a plurality of game devices of the same type are communicably connected to each other via a communication network, and a game device used therefor.
 従来から、プレイヤーが操作する操作対象キャラクタの行動が実現するターンと、敵モンスターなどのゲーム機プログラムが行動を決定するキャラクタや、別のプレイヤーが行動を決定するキャラクタなどの他のキャラクタの行動を実現するターンとを所定の順序で実行する、いわゆるターン制のゲームが広く知られている(特許文献1)。プレイヤーが単独で仮想ゲーム空間内に存在する自分の操作対象キャラクタを操作する単独型のゲームでターン制を採用する場合には、自分以外のターンでの行動はゲーム機プログラムが決定することになるので、通常あまり待たされることなく、自分のターンが回ってくる。しかし、複数のプレイヤーが共通の仮想ゲーム空間内に存在する各自の操作対象キャラクタを操作するマルチ参加型のゲームでターン制を採用すると、他のプレイヤーが行動を決定するまでに長時間考えるなどしてそのターン終了までに長時間を費やす場合があり得る。そのような場合、残りのプレイヤーは自分のターンが回ってくるまでに長時間待たされるという欠点がある。 Traditionally, the turn in which the action of the operation target character operated by the player is realized, and the action of other characters such as the character that the game machine program such as an enemy monster decides the action and the character that another player decides the action A so-called turn-based game in which the realized turns are executed in a predetermined order is widely known (Patent Document 1). When a player adopts the turn system in a single-type game in which the player alone operates the character to be operated in his / her virtual game space, the game machine program determines the action in the turn other than himself / herself. So, usually you don't have to wait for your turn. However, when a turn system is adopted in a multi-participation game in which multiple players operate their own character to be operated in a common virtual game space, it may take a long time before other players decide on their actions. May take a long time to complete the turn. In such a case, the remaining players have the disadvantage that they wait for a long time before their turn comes around.
 上記特許文献1には、マルチ参加型のターン制ゲームにおける自分の待ち時間に各プレイヤーがそのターン制ゲームとは異なる個人ゲーム(単独型のゲーム)をプレイできるようにしたゲームシステムが開示されている。このゲームシステムによれば、各プレイヤーは、自分の待ち時間の退屈さを個人ゲームのプレイにより解消することが可能となるので、マルチ参加型のターン制ゲームにおける欠点を軽減できる。 Patent Document 1 discloses a game system in which each player can play a personal game (single game) different from the turn-based game during his / her own waiting time in a multi-participation type turn-based game. Yes. According to this game system, each player can eliminate the boredom of his / her waiting time by playing the personal game, which can reduce the disadvantages of the multi-participation type turn-based game.
特開2005-245927号公報JP 2005-245927 A
 ところが、上記特許文献1に開示されたゲームシステムであっても、他のプレイヤーのターンが終了して自分のターンが回ってくるまで待たされるので、他のプレイヤーに依存した待ち時間が生じる点は、従来と変わりない。したがって、マルチ参加型のターン制ゲームを集中してプレイしたいプレイヤーなど、個人ゲームをプレイしても退屈さを解消できないプレイヤーにおいては、待ち時間の退屈さを解消できない。
 また、マルチ参加型のターン制ゲームをプレイしている途中に、別の個人ゲームをプレイすると、マルチ参加型のターン制ゲームのプレイに集中できなくなってしまい、そのゲームの楽しさを減退させる結果を招く点も問題である。
However, even in the game system disclosed in the above-mentioned Patent Document 1, since it is waited until the turn of the other player is finished and the player's turn comes around, the waiting time depending on the other player occurs. The same as before. Therefore, a player who cannot solve the boredom even when playing a personal game, such as a player who wants to play a multi-participation type turn-based game, cannot solve the boredom of waiting time.
In addition, if you play another personal game while playing a multi-participation type turn-based game, you will not be able to concentrate on playing the multi-participation type turn-based game, which will reduce the fun of that game It is also a problem.
 本発明は、マルチ参加型のゲームと同じようなゲーム性を実現しつつ、他のプレイヤーに依存した待ち時間が生じないターン制ゲームを実行することができるゲームシステム及びそのゲームシステムを構成するゲーム装置の提供を実現する。 The present invention provides a game system capable of executing a turn-based game that realizes the same game characteristics as a multi-participation type game but does not cause a waiting time depending on other players, and a game that constitutes the game system Realize equipment provision.
 本発明の一態様としては、プレイヤーの操作を受け付ける操作受付部と、プレイヤーのキャラクタ情報に基づいた操作対象キャラクタが存在する仮想ゲーム空間をマップ情報に基づいて生成する仮想ゲーム空間生成部と、該仮想ゲーム空間生成部が用いるマップ情報及びキャラクタ情報を含んだゲーム情報を記憶するゲーム情報記憶部と、該操作受付部が受け付けたプレイヤー操作の内容に応じて、該仮想ゲーム空間生成部が生成した仮想ゲーム空間内における上記操作対象キャラクタの移動を含んだキャラクタ行動を決定する行動決定部と、該行動決定部の決定結果に基づいてゲームの進行を制御するゲーム進行制御部と、該仮想ゲーム空間生成部が生成した仮想ゲーム空間の少なくとも一部を所定の視点から見渡した画像が表現されるゲーム画面を、該ゲーム進行制御部の進行制御に応じて表示するゲーム画面表示部と、他のゲーム装置との間で通信ネットワークを介して情報通信を行う通信部とを、それぞれ備えた複数のゲーム装置を有し、通信ネットワークを介して該複数のゲーム装置を互いに情報通信可能に接続したゲームシステムであって、各ゲーム装置のゲーム進行制御部は、上記行動決定部が決定したキャラクタ行動を実現するターンと、上記仮想ゲーム空間内における他のキャラクタの行動を実現するターンとを所定の順序で実行するゲームの進行を制御するものであって、かつ、他のゲーム装置でのターン進行とは独立してゲームの進行を制御するものであり、各ゲーム装置のゲーム情報記憶部は、他のゲーム装置でプレイする別プレイヤーの操作対象キャラクタの該他のゲーム装置での仮想ゲーム空間内における位置を示す別キャラクタ位置情報を記憶しており、各ゲーム装置の通信部は、該別キャラクタ位置情報を所定のタイミングで繰り返し取得し、各ゲーム装置のゲーム情報記憶部は、自己のゲーム装置における通信部が該別キャラクタ位置情報を取得するたびに、対応する別キャラクタ位置情報を、取得した別キャラクタ位置情報に更新し、各ゲーム装置のゲーム画面表示部は、自己のゲーム装置におけるゲーム情報記憶部内の別キャラクタ位置情報に基づいて、該別キャラクタ位置情報に対応する操作対象キャラクタが存在する当該他のゲーム装置での仮想ゲーム空間内における位置を表す別キャラクタ位置表示画像を表示したゲーム画面を表示するとともに、自己のゲーム装置のゲーム情報記憶部が該別キャラクタ位置情報を更新することに対応して、別キャラクタ位置表示画像の位置を更新するものである。
 このゲームシステムにおいて、各ゲーム装置では、各プレイヤーが互いに独立した仮想ゲーム空間内に存在する自分の操作対象キャラクタを操作する単独型のターン制ゲームを実行する。すなわち、各ゲーム装置で実行される各ターン制ゲームは、他のゲーム装置でのターン進行とは独立して進行する。よって、他のプレイヤーに依存した待ち時間が生じない。
As one aspect of the present invention, an operation receiving unit that receives a player's operation, a virtual game space generating unit that generates a virtual game space in which an operation target character based on the player's character information exists, based on map information, A game information storage unit for storing game information including map information and character information used by the virtual game space generation unit, and the virtual game space generation unit generated according to the content of the player operation received by the operation reception unit An action determining unit for determining a character action including movement of the operation target character in the virtual game space; a game progress control unit for controlling the progress of the game based on a determination result of the action determining unit; and the virtual game space A game image that represents an image overlooking at least a part of the virtual game space generated by the generation unit from a predetermined viewpoint. A game screen display unit that displays a game screen according to the progress control of the game progress control unit, and a communication unit that performs information communication with another game device via a communication network. A game system having a game device and connecting the plurality of game devices via a communication network so as to be able to communicate with each other, wherein the game progress control unit of each game device performs the character action determined by the action determination unit. Controlling the progress of a game in which a turn to be realized and a turn for realizing an action of another character in the virtual game space are executed in a predetermined order, and the turn progress in another game device Controls the progress of the game independently, and the game information storage unit of each game device stores the character to be operated by another player playing on another game device. The other character position information indicating the position of the other game device in the virtual game space is stored, and the communication unit of each game device repeatedly acquires the different character position information at a predetermined timing, The game information storage unit of the game device updates the corresponding different character position information to the acquired different character position information each time the communication unit in the game device acquires the different character position information. The game screen display unit is based on the other character position information in the game information storage unit of the game device of its own in the virtual game space of the other game device in which the operation target character corresponding to the other character position information exists. A game screen displaying another character position display image representing a position is displayed, and a game of its own game device In response to the information storage unit updating the separate character position information, the position of the separate character position display image is updated.
In this game system, each game device executes a stand-alone turn-based game in which each player operates his / her operation target character in a virtual game space independent from each other. That is, each turn-based game executed on each game device proceeds independently of the turn progress on other game devices. Therefore, there is no waiting time depending on other players.
 また、上記ゲームシステムにおいて、各ゲーム装置は、各ゲーム装置のプレイヤーの操作対象キャラクタが、それぞれの仮想ゲーム空間内の所定位置に設けられたチェックポイントへ上記別プレイヤーの操作対象キャラクタよりも先に到達した場合に、該別プレイヤーが得ることのできない特典を該プレイヤーに対して付与する特典付与部を有するものであってもよい。
 このゲームシステムにおいては、別プレイヤーよりも先に自分の操作対象キャラクタがチェックポイントに到達したプレイヤーに特典が付与されるので、単独型のターン制ゲームにおいて、別プレイヤーの操作対象キャラクタの位置を確認しながら、先にチェックポイントへの到達を目指すという、マルチ参加型のゲームが有するゲーム性と同様のゲーム性を実現できる。
Further, in the above game system, each game device has an operation target character of the player of each game device before a check point provided at a predetermined position in each virtual game space before the operation target character of the other player. When it reaches | attains, it may have a privilege provision part which provides with respect to this player the privilege which this another player cannot obtain.
In this game system, a privilege is given to a player whose operation target character reaches the check point before another player, so the position of the operation target character of another player is confirmed in a stand-alone turn-based game. However, it is possible to realize a game characteristic similar to the game characteristic of the multi-participation type game, which aims to reach the checkpoint first.
 また、上記ゲームシステムにおいて、各ゲーム装置の通信部は、自己のゲーム装置の行動決定部が上記別プレイヤーの操作対象キャラクタにおけるキャラクタ情報の変更に関与する行動を決定した場合、該別プレイヤーがプレイするゲーム装置に向けて該行動を特定するための行動特定情報を送信し、各ゲーム装置のゲーム情報記憶部は、自己のゲーム装置の通信部が自己のゲーム装置でプレイするプレイヤーの操作対象キャラクタについての行動特定情報を受信した場合、該操作対象キャラクタに対応したキャラクタ情報を該行動特定情報に対応して変更し、各ゲーム装置のゲーム進行制御部は、該変更後のキャラクタ情報を用いてゲームの進行を制御するものであってもよい。
 このゲームシステムにおいては、プレイヤーが所定の操作を行うことで、別プレイヤーの操作対象キャラクタのキャラクタ情報を変更することができる。ここで、「キャラクタ情報」とは、各プレイヤーの操作対象キャラクタごとに設定される情報であって、対応する操作対象キャラクタの外観情報、ステータス情報などが挙げられる。別プレイヤーの操作対象キャラクタのキャラクタ情報を変更するということは、当該別プレイヤーがプレイするゲームの進行等に影響を与えることになる。よって、マルチ参加型のゲームが有するゲーム性に更に近いゲーム性を実現できる。
Further, in the above game system, the communication unit of each game device allows the other player to play when the action determining unit of his game device determines an action related to the change of character information in the operation target character of the other player. Action specifying information for specifying the action is transmitted to the game device to be played, and the game information storage unit of each game device is a player operation target character that the communication unit of the own game device plays on the own game device. When the action specifying information is received, the character information corresponding to the operation target character is changed in accordance with the action specifying information, and the game progress control unit of each game device uses the changed character information. It may control the progress of the game.
In this game system, the character information of the operation target character of another player can be changed by the player performing a predetermined operation. Here, “character information” is information set for each operation target character of each player, and includes appearance information, status information, and the like of the corresponding operation target character. Changing the character information of the operation target character of another player affects the progress of the game played by the other player. Therefore, it is possible to realize a game property that is closer to the game property of a multi-participation type game.
 また、上記ゲームシステムにおいて、各ゲーム装置のゲーム情報記憶部は、上記別プレイヤーの操作対象キャラクタの画像である別キャラクタ画像を特定するための別キャラクタ画像特定情報を記憶しており、各ゲーム装置のゲーム画面表示部は、上記別キャラクタ位置表示画像として、対応する別キャラクタ画像特定情報により特定される別キャラクタ画像を用いるものであってもよい。
 このゲームシステムにおいては、各ゲーム装置のゲーム画面上に表示される別キャラクタ位置表示画像が、対応する別プレイヤーの操作対象キャラクタの画像と同じものである。よって、各プレイヤーに対して、自分の操作対象キャラクタが存在する仮想ゲーム空間内に、あたかも別プレイヤーの操作対象キャラクタが存在しているかのように、より強く認識させることができる。
In the above game system, the game information storage unit of each game device stores different character image specifying information for specifying another character image that is an image of the operation target character of the other player. The game screen display unit may use another character image specified by the corresponding different character image specifying information as the different character position display image.
In this game system, the different character position display image displayed on the game screen of each game device is the same as the image of the operation target character of the corresponding different player. Therefore, each player can be made to recognize more strongly as if the operation target character of another player exists in the virtual game space where the operation target character of the player exists.
 また、上記ゲームシステムにおいて、各ゲーム装置の通信部は、上記所定のタイミングで、所定の時間間隔をもった各時点における上記別プレイヤーの操作対象キャラクタの各位置をそれぞれ示す複数の別キャラクタ位置情報を取得し、各ゲーム装置のゲーム画面表示部は、上記別キャラクタ位置表示画像の位置を更新するとき、更新された複数の別キャラクタ位置情報に基づいて別キャラクタ位置表示画像の位置を順次更新し、該別プレイヤーの操作対象キャラクタの移動を再現する処理を行うものであってもよい。
 各ゲーム装置のゲーム画面上において、別キャラクタ位置表示画像の移動を滑らかに表現するためには、短い時間間隔をもった各時点における別キャラクタ位置情報を取得するのが好ましい。しかし、各時点における別キャラクタ位置情報をその都度取得するようにすると、通信処理に関する負荷が増大してしまうという問題が生じる。
 本ゲームシステムによれば、1回のタイミングで複数の別キャラクタ位置情報を取得することができるので、1回のタイミングで1つの別キャラクタ位置情報を取得する場合に比べて、通信処理に関する負荷を少なくすることができる。よって、少ない通信処理負荷で、別キャラクタ位置表示画像の滑らかな移動を実現することができる。
Further, in the game system, the communication unit of each game device has a plurality of different character position information indicating each position of the operation target character of the different player at each time point having a predetermined time interval at the predetermined timing. When the game screen display unit of each game device updates the position of the different character position display image, the game screen display unit sequentially updates the position of the different character position display image based on the plurality of updated different character position information. A process for reproducing the movement of the operation target character of the other player may be performed.
In order to smoothly express the movement of the different character position display image on the game screen of each game device, it is preferable to acquire the different character position information at each time point with a short time interval. However, if different character position information at each time point is acquired each time, there arises a problem that a load related to communication processing increases.
According to this game system, a plurality of different character position information can be acquired at a single timing. Therefore, compared to the case where one separate character position information is acquired at a single timing, the load related to communication processing is reduced. Can be reduced. Therefore, the smooth movement of the different character position display image can be realized with a small communication processing load.
 また、上記ゲームシステムにおいて、各ゲーム装置のゲーム画面表示部は、上記別キャラクタ位置表示画像の位置を更新するとき、更新前の別キャラクタ位置表示画像の位置と更新後の別キャラクタ位置表示画像の位置との間に、予め決められた補完条件に従って決定した位置を補完し、更新前の別キャラクタ位置表示画像の位置を、補完した位置を経由して更新後の位置に更新するものであってもよい。
 別キャラクタ位置情報の時間間隔が広い場合、別キャラクタ位置表示画像の位置を更新するときに、ゲーム画面上における更新前の別キャラクタ位置表示画像の位置と更新後の別キャラクタ位置表示画像の位置との距離が離れていて、別キャラクタ位置表示画像の移動を滑らかに表現できないことがある。また、一般に、通信ネットワークを介した情報通信では、通信遅延やパケットロスなどが生じ得るので、取得する別キャラクタ位置情報の時系列順序とその取得順序とが一致しない場合や、一部の別キャラクタ位置情報を取得できない場合などが起こり得る。このような場合にも、ゲーム画面上における更新前の別キャラクタ位置表示画像の位置と更新後の別キャラクタ位置表示画像の位置との距離が離れていて、別キャラクタ位置表示画像の移動を滑らかに表現できないことがある。
 本ゲームシステムによれば、更新前後における別キャラクタ位置表示画像の位置の間に新たな位置を補完し、更新前の別キャラクタ位置表示画像の位置を、補完した位置を経由して更新後の位置に更新するようにしているので、上記のような場合であっても、別キャラクタ位置表示画像の滑らかな移動を表現できる。
In the game system, when the game screen display unit of each game device updates the position of the separate character position display image, the position of the separate character position display image before the update and the position of the separate character position display image after the update are displayed. The position determined in accordance with a predetermined complementation condition is supplemented between the position and the position of another character position display image before update is updated to the updated position via the complemented position. Also good.
When the time interval of the different character position information is wide, when updating the position of the different character position display image, the position of the different character position display image before the update and the position of the different character position display image after the update on the game screen Is far away, and the movement of the different character position display image may not be expressed smoothly. Also, in general, in information communication via a communication network, communication delay, packet loss, etc. may occur. Therefore, when the time-series order of other character position information to be acquired does not match the acquisition order, or some other characters There may be a case where position information cannot be acquired. Even in such a case, the distance between the position of the different character position display image before the update on the game screen is different from the position of the other character position display image after the update, and the movement of the different character position display image is smooth. It may not be possible to express.
According to this game system, a new position is complemented between the positions of the different character position display images before and after the update, and the position of the different character position display image before the update is updated via the complemented position. Therefore, even in the above case, the smooth movement of the different character position display image can be expressed.
 また、上記ゲームシステムにおいて、各ゲーム装置のゲーム情報記憶部は、互いに同一のマップ情報を記憶しており、各ゲーム装置のゲーム画面表示部は、自己のゲーム装置での仮想ゲーム空間内における、自己のゲーム装置におけるゲーム情報記憶部内の別キャラクタ位置情報が示す位置と同一の位置に、上記別キャラクタ位置表示画像を表示したゲーム画面を表示するものであってもよい。
 このゲームシステムにおいて、各ゲーム装置で実行される各ターン制ゲームでの仮想ゲーム空間は、互いに同一のマップ情報に基づいて生成されたものであり、その仮想ゲーム空間内のマップは同じものとなる。よって、各ゲーム装置では、同じマップで構成される仮想ゲーム空間のゲーム画面がそれぞれ表示されることになる。そして、本ゲームシステムにおいては、各ゲーム装置で表示される各ゲーム画面上に、他のゲーム装置でプレイする別プレイヤーの操作対象キャラクタの位置を示す別キャラクタ位置表示画像も表示される。この別キャラクタ位置表示画像は、当該他のゲーム装置での仮想ゲーム空間内で当該別プレイヤーの操作対象キャラクタが存在する位置と同一である、仮想ゲーム空間内の位置(厳密には現時点よりも少し前に位置していた位置)に表示される。よって、各プレイヤーに対して、自分の操作対象キャラクタが存在する仮想ゲーム空間内に、あたかも別プレイヤーの操作対象キャラクタが存在しているかのように認識させることができる。これにより、各プレイヤーに対し、同じ仮想ゲーム空間内でそれぞれが自分の操作対象キャラクタを操作してゲームをプレイしているという、マルチ参加型のゲームと同様のゲーム性を実現できる。
In the above game system, the game information storage unit of each game device stores the same map information, and the game screen display unit of each game device has a virtual game space in its own game device. You may display the game screen which displayed the said different character position display image in the same position as the position which the different character position information in the game information storage part in an own game device shows.
In this game system, the virtual game space in each turn-based game executed on each game device is generated based on the same map information, and the maps in the virtual game space are the same. . Therefore, in each game device, the game screen of the virtual game space comprised by the same map is each displayed. And in this game system, the other character position display image which shows the position of the operation object character of the other player played with another game device is also displayed on each game screen displayed on each game device. This different character position display image is the same as the position where the operation target character of the other player is present in the virtual game space in the other game device, and the position in the virtual game space (strictly speaking, slightly smaller than the present time). It is displayed at the previous position). Therefore, each player can be recognized as if the operation target character of another player exists in the virtual game space where the operation target character of the player exists. Thereby, it is possible to realize game characteristics similar to those of the multi-participation type game in which each player is playing a game by operating his / her operation target character in the same virtual game space.
 また、上記ゲームシステムにおいて、各ゲーム装置のゲーム情報記憶部は、互いに同一のマップ情報を記憶しており、各ゲーム装置のゲーム画面表示部は、自己のゲーム装置での仮想ゲーム空間内における、自己のゲーム装置におけるゲーム情報記憶部内の別キャラクタ位置情報が示す位置と同一の位置に、上記別キャラクタ位置表示画像を表示したゲーム画面を表示するものであり、上記特典付与部は、各ゲーム装置のプレイヤーの操作対象キャラクタが、それぞれの仮想ゲーム空間内の同一位置に設けられたチェックポイントへ上記別プレイヤーの操作対象キャラクタよりも先に到達した場合に、上記特典を該プレイヤーへ付与するものであってもよい。
 このゲームシステムにおいては、同じマップ上の同一位置に設けられたチェックポイントへ先に到達することを目指すという、よりマルチ参加型のゲームに近いゲーム性を実現できる。
In the above game system, the game information storage unit of each game device stores the same map information, and the game screen display unit of each game device has a virtual game space in its own game device. The game screen on which the different character position display image is displayed is displayed at the same position as the position indicated by the different character position information in the game information storage section of the game device of the player. When the player's operation target character reaches the check point provided at the same position in each virtual game space before the other player's operation target character, the privilege is given to the player. There may be.
In this game system, it is possible to realize a game property closer to a multi-participation type game, aiming to reach a checkpoint provided at the same position on the same map.
 また、上記ゲームシステムにおいて、各ゲーム装置は、所定のタイミングで所定の抽選結果に対応するマップ情報を生成するマップ情報生成部を有し、各ゲーム装置のゲーム進行制御部は、上記通信部で上記別キャラクタ位置情報を繰り返し取得しつつ、取得した別キャラクタ位置情報に対応する別キャラクタ位置表示画像を表示したゲーム画面を上記ゲーム画面表示部により表示しながら、上記ゲームの進行を制御する第1制御モードと、該ゲーム画面上に該別キャラクタ位置表示画像を表示しないで上記ゲームの進行を制御する第2制御モードとで、選択的に動作し得るものであり、該第2制御モードでは、自己のゲーム装置のマップ情報生成部が他のゲーム装置での抽選とは独立した抽選を行って生成したマップ情報に基づく仮想ゲーム空間を用いて、ゲームの進行を制御するものであってもよい。
 このゲームシステムにおいて、プレイヤーは、別プレイヤーの操作対象画像に対応する別キャラクタ位置表示画像をゲーム画面上で確認しながらプレイするというマルチ参加型のゲームに似たターン制ゲーム(マルチ参加類似型ターン制ゲーム)と、ゲーム画面上に別キャラクタ位置表示画像が表示されない純粋な単独型のターン制ゲーム(純粋単独型ターン制ゲーム)とを、選択的にプレイすることができる。
 ここで、各ゲーム装置で純粋単独型ターン制ゲームを行う場合、これに使用するマップ情報がいつも同じだと、各プレイヤーは、純粋単独型ターン制ゲームのプレイを繰り返すうちに、純粋単独型ターン制ゲームに飽きてしまうおそれがある。本ゲームシステムの各ゲーム装置では、純粋単独型ターン制ゲームを行う場合、抽選の結果に対応するマップ情報を生成するので、多数のマップ情報に基づく様々な仮想ゲーム空間を生成することができる。よって、純粋単独型ターン制ゲームをプレイするプレイヤーは、マップが異なる様々な仮想ゲーム空間でのゲームをプレイすることができる。しかも、各ゲーム装置で実行される純粋単独型ターン制ゲームでのマップ情報は、他のゲーム装置での抽選とは独立した抽選によって生成される。よって、純粋単独型ターン制ゲームでは、他のゲーム装置で別プレイヤーがプレイする純粋単独型ターン制ゲームと同じマップの仮想ゲーム空間でプレイする可能性が少ない。
Further, in the game system, each game device has a map information generation unit that generates map information corresponding to a predetermined lottery result at a predetermined timing, and the game progress control unit of each game device is the communication unit. A first control for controlling the progress of the game while repeatedly acquiring the different character position information and displaying the game screen displaying the different character position display image corresponding to the acquired different character position information on the game screen display unit. The control mode and the second control mode for controlling the progress of the game without displaying the separate character position display image on the game screen can be selectively operated. In the second control mode, A virtual game based on the map information generated by the map information generation unit of its own game device performing a lottery independent of the lottery on other game devices. Using a spatial, or may be configured to control the progress of the game.
In this game system, a player plays a turn-based game similar to a multi-participation type game (multi-participation similar type turn) in which another character position display image corresponding to an operation target image of another player is played on the game screen. Game) and a pure stand-alone turn-based game (pure stand-alone turn-based game) in which a separate character position display image is not displayed on the game screen can be selectively played.
Here, when a pure single turn-based game is performed on each game device, if the map information used for this is always the same, each player repeats the pure single turn-based game and repeats the pure single turn-based game. There is a risk of getting bored with the game. In each game device of the present game system, when performing a pure stand-alone turn-based game, map information corresponding to the result of the lottery is generated, so that various virtual game spaces based on a large number of map information can be generated. Therefore, a player who plays a pure stand-alone turn-based game can play games in various virtual game spaces with different maps. Moreover, the map information in the pure single turn-based game executed on each game device is generated by lottery independent of the lottery on other game devices. Therefore, in a pure stand-alone turn-based game, there is little possibility of playing in a virtual game space of the same map as a pure stand-alone turn-based game played by another player on another game device.
 また、上記ゲームシステムにおいて、各ゲーム装置のマップ情報生成部は、各ゲーム装置のゲーム進行制御部が上記第1制御モードで動作する場合、各ゲーム装置の仮想ゲーム空間生成部が仮想ゲーム空間を生成する前に、互いに同一の抽選結果を用いてこれに対応するマップ情報を生成し、各ゲーム装置のゲーム情報記憶部は、該マップ情報生成部が生成した該マップ情報を上記互いに同一のマップ情報として記憶するものであってもよい。
 本ゲームシステムにおいては、各ゲーム装置のプレイヤーは、マルチ参加類似型ターン制ゲームにおいても、マップが異なる様々な仮想ゲーム空間でのゲームをプレイすることができる。プレイヤーがにマルチ参加類似型ターン制ゲームに飽きてしまう事態の発生を軽減できる。
 しかも、本ゲームシステムにおいては、各ゲーム装置でマルチ参加類似型ターン制ゲームを実行する際には、互いに同一の抽選結果を用いて同一のマップ情報を生成する。よって、各ゲーム装置で同じマップ情報を得るために、マップ情報自体を通信ネットワークを用いて通信する必要がなく、マップ情報よりも遙かに情報量が少ない抽選結果の情報を通信するだけでよい。よって、通信負荷の軽減を図ることができる。
In the above game system, the map information generation unit of each game device may be configured such that when the game progress control unit of each game device operates in the first control mode, the virtual game space generation unit of each game device uses the virtual game space. Before the generation, map information corresponding to the map information is generated using the same lottery result, and the game information storage unit of each game device uses the map information generated by the map information generation unit as the same map. It may be stored as information.
In this game system, the player of each game device can play games in various virtual game spaces with different maps even in a multi-participation similar turn-based game. The occurrence of the situation where the player gets bored with the multi-participation similar turn-based game can be reduced.
Moreover, in this game system, the same map information is generated using the same lottery results when a multi-participation similar type turn-based game is executed on each game device. Therefore, in order to obtain the same map information in each game device, it is not necessary to communicate the map information itself using the communication network, and it is only necessary to communicate the lottery result information having a much smaller information amount than the map information. . Therefore, communication load can be reduced.
 また、本発明の他の態様としては、プレイヤーの操作を受け付ける操作受付部と、プレイヤーのキャラクタ情報に基づいた操作対象キャラクタが存在する仮想ゲーム空間をマップ情報に基づいて生成する仮想ゲーム空間生成部と、該仮想ゲーム空間生成部が用いるマップ情報及びキャラクタ情報を含んだゲーム情報を記憶するゲーム情報記憶部と、該操作受付部が受け付けたプレイヤー操作の内容に応じて、該仮想ゲーム空間生成部が生成した仮想ゲーム空間内における上記操作対象キャラクタの移動を含んだキャラクタ行動を決定する行動決定部と、該行動決定部の決定結果に基づいてゲームの進行を制御するゲーム進行制御部と、該仮想ゲーム空間生成部が生成した仮想ゲーム空間の少なくとも一部を所定の視点から見渡した画像が表現されるゲーム画面を、該ゲーム進行制御部の進行制御に応じて表示するゲーム画面表示部と、当該ゲーム装置と同種の他のゲーム装置との間で通信ネットワークを介して情報通信を行う通信部とを備えたゲーム装置であって、上記ゲーム進行制御部は、上記行動決定部が決定したキャラクタ行動を実現するターンと、上記仮想ゲーム空間内における他のキャラクタの行動を実現するターンとを所定の順序で実行するゲームの進行を制御するものであって、かつ、上記他のゲーム装置でのターン進行とは独立してゲームの進行を制御するものであり、上記ゲーム情報記憶部は、上記他のゲーム装置でプレイする別プレイヤーの操作対象キャラクタの該他のゲーム装置での仮想ゲーム空間内における位置を示す別キャラクタ位置情報を記憶しており、上記通信部は、該別キャラクタ位置情報を所定のタイミングで繰り返し取得し、上記ゲーム情報記憶部は、該通信部が該別キャラクタ位置情報を取得するたびに、対応する別キャラクタ位置情報を、取得した別キャラクタ位置情報に更新し、上記ゲーム画面表示部は、上記ゲーム情報記憶部内の別キャラクタ位置情報に基づいて、該別キャラクタ位置情報に対応する操作対象キャラクタが存在する当該他のゲーム装置での仮想ゲーム空間内における位置を表す別キャラクタ位置表示画像を表示したゲーム画面を表示するとともに、該ゲーム情報記憶部が該別キャラクタ位置情報を更新することに対応して、別キャラクタ位置表示画像の位置を更新するものである。
 このゲーム装置によれば、他の同種のゲーム装置と協働することで、他のプレイヤーに依存した待ち時間が生じることがない単独型のターン制ゲームにおいて、各プレイヤーに対し、同じ仮想ゲーム空間内でそれぞれが自分の操作対象キャラクタを操作してゲームをプレイしているという、マルチ参加型のゲームと同様のゲーム性を実現できる。
Moreover, as another aspect of the present invention, an operation receiving unit that receives a player's operation, and a virtual game space generating unit that generates a virtual game space in which an operation target character exists based on the player's character information based on the map information A game information storage unit that stores game information including map information and character information used by the virtual game space generation unit, and the virtual game space generation unit according to the content of the player operation received by the operation reception unit. An action determining unit that determines the character action including the movement of the operation target character in the generated virtual game space, a game progress control unit that controls the progress of the game based on the determination result of the action determining unit, An image overlooking at least a part of the virtual game space generated by the virtual game space generation unit from a predetermined viewpoint is expressed. A game screen display unit that displays a game screen to be displayed according to the progress control of the game progress control unit, and a communication unit that performs information communication between the game device and another game device of the same type via the communication network The game progress control unit has a turn for realizing the character action determined by the action determination unit and a turn for realizing the action of another character in the virtual game space. The progress of the game executed in order is controlled, and the progress of the game is controlled independently of the progress of the turn in the other game device. Another character position information indicating the position of the operation target character of another player playing on the other game device in the virtual game space on the other game device is stored. The communication unit repeatedly acquires the different character position information at a predetermined timing, and the game information storage unit obtains the corresponding different character position information every time the communication unit acquires the different character position information. The game screen display unit is updated to the acquired different character position information, and the game screen display unit is based on the different character position information in the game information storage unit and the other game device in which the operation target character corresponding to the different character position information exists. In response to the game screen displaying the different character position display image representing the position in the virtual game space at the same time, and the game information storage unit updating the different character position information, the different character position display image The position of is updated.
According to this game device, in cooperation with other game devices of the same type, in the stand-alone turn-based game in which the waiting time depending on other players does not occur, the same virtual game space is given to each player. It is possible to realize a game characteristic similar to that of a multi-participation type game, in which each player operates a game by operating his / her operation target character.
 以上より、本発明によれば、マルチ参加型のゲームと同じようなゲーム性を実現しつつ、他のプレイヤーに依存した待ち時間が生じないターン制ゲームを実行することができる。 As described above, according to the present invention, it is possible to execute a turn-based game that achieves the same game characteristics as a multi-participation type game and does not cause a waiting time depending on other players.
図1は、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. 1 is a schematic configuration diagram of the entire game system according to the embodiment. 図2は、同ゲームシステムを構成するゲームユニットの外観図である。FIG. 2 is an external view of a game unit constituting the game system. 図3は、ゲームシステムの制御系の主要構成を示すブロック図である。FIG. 3 is a block diagram showing the main configuration of the control system of the game system. 図4は、ゲーム実行プログラムを実行する制御装置により進行が制御されるゲームの流れを示すフローチャートである。FIG. 4 is a flowchart showing the flow of the game whose progress is controlled by the control device that executes the game execution program. 図5Aは、同ゲームユニットのディスプレイに表示される名前入力画面の説明図である。FIG. 5A is an explanatory diagram of a name input screen displayed on the display of the game unit. 図5Bは、同ゲームユニットのディスプレイに表示される名前確認画面の説明図である。FIG. 5B is an explanatory diagram of a name confirmation screen displayed on the display of the game unit. 図5Cは、同ゲームユニットのディスプレイに表示される職業選択画面の説明図である。FIG. 5C is an explanatory diagram of an occupation selection screen displayed on the display of the game unit. 図6は、同ゲームユニットのディスプレイに表示されるメインメニュー画面の説明図である。FIG. 6 is an explanatory diagram of a main menu screen displayed on the display of the game unit. 図7は、同ゲームユニットのディスプレイに表示される城選択画面の説明図である。FIG. 7 is an explanatory diagram of a castle selection screen displayed on the display of the game unit. 図8は、同ゲームユニットのディスプレイに表示されるゲーム画面の説明図である。FIG. 8 is an explanatory diagram of a game screen displayed on the display of the game unit. 図9は、同ゲームユニットのディスプレイに表示されるカード選択画面の説明図である。FIG. 9 is an explanatory diagram of a card selection screen displayed on the display of the game unit. 図10Aは、同ゲームユニットのディスプレイに表示されるショップ画面の説明図である。FIG. 10A is an explanatory diagram of a shop screen displayed on the display of the game unit. 図10Bは、同ショップ画面で購入できるカードの一覧が表示されたカード選択画面の説明図である。FIG. 10B is an explanatory diagram of a card selection screen on which a list of cards that can be purchased on the shop screen is displayed. 図10Cは、同ショップ画面で売ることができるカードの一覧が表示されたカード選択画面の説明図である。FIG. 10C is an explanatory diagram of a card selection screen on which a list of cards that can be sold on the shop screen is displayed. 図11は、同ゲームユニットのディスプレイに表示されるゲーム終了選択画面の説明図である。FIG. 11 is an explanatory diagram of a game end selection screen displayed on the display of the game unit. 図12は、同ゲームシステムにおいて同時プレイゲームを開始する前の段階で行われる同時プレイゲームの申し込み処理の流れを示すシーケンスフロー図である。FIG. 12 is a sequence flow diagram showing the flow of the application process for the simultaneous play game performed at the stage before the simultaneous play game is started in the game system. 図13は、同時プレイゲームに参加するゲームユニットのディスプレイに表示される同時プレイゲーム中のゲーム画面を示す説明図である。FIG. 13 is an explanatory diagram showing a game screen in the simultaneous play game displayed on the display of the game unit participating in the simultaneous play game. 図14は、同時プレイゲームに参加している別プレイヤーのリストを表示した画面の説明図である。FIG. 14 is an explanatory diagram of a screen that displays a list of other players participating in the simultaneous play game. 図15は、同時プレイゲームにおいて別プレイヤーに対して魔法カードを使用したときの演出内容を示す説明図である。FIG. 15 is an explanatory diagram showing the contents of effects when a magic card is used for another player in the simultaneous play game.
 1 ゲームユニット
 2 ディスプレイ
 4 操作レバー
 5a,5b,5c 操作ボタン
 5d ペイアウトボタン
 5e 保存終了ボタン
 6 メダル投入口
 7 メダル払い戻し口
 8 カード挿入取出口
 9 磁気カード
 11,21,31 制御装置
 20 施設管理装置
 30 システム管理装置
DESCRIPTION OF SYMBOLS 1 Game unit 2 Display 4 Operation lever 5a, 5b, 5c Operation button 5d Payout button 5e Save end button 6 Medal insertion slot 7 Medal return slot 8 Card insertion / extraction port 9 Magnetic card 11, 21, 31 Control device 20 Facility management device 30 System management device
 以下、本発明を、ゲーム装置としてのアーケードゲーム機であるメダルゲーム機を複数備えた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。
 本実施形態に係る各メダルゲーム機では、プレイヤーが操作対象キャラクタであるゲーム主人公キャラクタ(以下、「主人公キャラクタ」という。)の行動を指示するための操作を行うことで、主人公キャラクタが城内を進んで城を占領することをゲーム目的とするロールプレイングゲームが展開される。その城内では、主人公キャラクタの行く手を阻む敵モンスター(他のキャラクタ)が出現するので、プレイヤーは、主人公キャラクタが敵モンスターに倒されることなく城を進み、城占領の証となる宝石(クリアの証)を取得できるように、主人公キャラクタの行動指示のための操作を行うことになる。プレイヤーに操作される主人公キャラクタは、敵モンスターに対抗するため、敵モンスターを攻撃したり、ゲーム状況変更要素である種々のアイテムカードや魔法カードを使用したりしながら、城内を進み、クリアの証の獲得を試みる。そして、主人公キャラクタがクリアの証を獲得して城の占領に成功すると、そのプレイヤーは占領した城の城主となることができ、城主となったプレイヤーは、自分の城を占領するために挑戦してくる他のプレイヤー(同一ゲーム施設内のゲームユニットでプレイするプレイヤー)と、一種の対戦ゲームを行うことができる。
Hereinafter, an embodiment in which the present invention is applied to a game system including a plurality of medal game machines which are arcade game machines as game devices will be described.
In each medal game machine according to the present embodiment, the player proceeds through the castle by performing an operation for instructing the action of the game hero character (hereinafter referred to as “hero character”) as the operation target character. A role-playing game that aims to occupy the castle is developed. In that castle, enemy monsters (other characters) that block the hero character from appearing appear, so the player proceeds through the castle without the hero character being killed by the enemy monster, and is a jewel that proves the occupancy of the castle (proof of clear ) Is performed for the action instruction of the hero character. The protagonist character operated by the player attacks the enemy monster and uses various item cards and magic cards that are game status change elements to compete against the enemy monster, and progresses through the castle to prove clear. Try to win. Then, if the protagonist character gains a proof of clearing and successfully occupies the castle, that player can become the owner of the occupied castle, and the player who becomes the owner of the castle will challenge to occupy his castle. It is possible to play a kind of battle game with other coming players (players who play with game units in the same game facility).
 各メダルゲーム機においては、通常モード(第2制御モード)では、ゲーム進行が互いに完全に独立した単独型ターン制ゲームが実行される。具体的には、プレイヤーが主人公キャラクタの行動について、1ターンに決定できる行動数分(本実施形態では1つ)だけ指示する操作を行うと、自分のターンが終了し、相手のターンとなって、メダルゲーム機の制御部が所定の行動決定プログラムに従って敵モンスター等の行動を決定するになる。本実施形態では、自分のターンと相手のターンとを交互に繰り返し実行することで、ゲームが進行する。ここで、通常モードの場合、単独型ターン制ゲームなので、プレイヤーがプレイするゲームの城内には自分以外の別プレイヤーが操作する操作対象キャラクタ(別プレイヤーキャラクタ)は存在しない。この城内におけるターン進行(言い換えるならば、城という仮想ゲーム空間内での仮想的な時間進行)には、別プレイヤーが関わることがないので、別プレイヤーに依存して自分のターンが回ってくるまで待たされるような事態は生じない。 In each medal game machine, in the normal mode (second control mode), a single turn-based game in which the game progress is completely independent from each other is executed. Specifically, when the player performs an operation for instructing only the number of actions that can be determined in one turn (one in this embodiment) about the action of the main character, the player's turn is finished and the opponent's turn Then, the control unit of the medal game machine determines the action of the enemy monster or the like according to a predetermined action determination program. In the present embodiment, the game progresses by repeatedly executing one's turn and the opponent's turn alternately. Here, in the normal mode, since it is a stand-alone turn-based game, there is no operation target character (another player character) operated by another player other than the player in the castle of the game played by the player. Another player is not involved in the turn progress in this castle (in other words, the virtual time progress in the castle virtual game space), so until you turn your turn depending on another player There is no waiting situation.
 一方、本実施形態において、各メダルゲーム機は、同じマップをもったそれぞれの仮想ゲーム空間で同時にプレイしている別プレイヤーの主人公キャラクタ(別プレイヤーキャラクタ)の位置(別プレイヤーのゲームの仮想ゲーム空間内の位置)と同一の位置(自分のゲームの仮想ゲーム空間内の位置)に、その別プレイヤーキャラクタの画像(別キャラクタ位置表示画像)が表示される同時プレイモード(第1制御モード)でも動作することができる。この同時プレイモードについての詳細は、後述する。 On the other hand, in this embodiment, each medal game machine has the position of the main character (different player character) of another player who is playing simultaneously in each virtual game space having the same map (virtual game space of another player's game). In the simultaneous play mode (first control mode) in which an image of the other player character (another character position display image) is displayed at the same position (a position in the virtual game space of the game). can do. Details of the simultaneous play mode will be described later.
 次に、本実施形態に係るゲームシステムの構成について説明する。
 図1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。
 このゲームシステムは、複数のゲーム施設にまたがって構築されており、各ゲーム施設には、各プレイヤーがゲームをプレイするためのメダルゲーム機である12個のゲームユニット1と、施設管理装置20とが配置されている。各ゲームユニット1は、LANケーブル等の通信ラインにより施設管理装置20に接続されており、互いに通信可能となっている。また、本ゲームシステムには、ゲームシステムを運営・管理するシステム管理装置30も備わっており、システム管理装置30は、全ゲームユニット1を施設管理装置20を中継して統括的に制御する。システム管理装置30と施設管理装置20との間は、公衆通信網等の通信ラインによって接続されており、互いに通信可能となっている。
Next, the configuration of the game system according to the present embodiment will be described.
FIG. 1 is a schematic configuration diagram of the entire game system according to the present embodiment.
This game system is constructed across a plurality of game facilities. Each game facility includes twelve game units 1 that are medal game machines for each player to play a game, a facility management device 20, and the like. Is arranged. Each game unit 1 is connected to the facility management apparatus 20 via a communication line such as a LAN cable, and can communicate with each other. The game system also includes a system management device 30 that operates and manages the game system. The system management device 30 controls all the game units 1 through the facility management device 20 in an integrated manner. The system management device 30 and the facility management device 20 are connected by a communication line such as a public communication network and can communicate with each other.
 図2は、ゲームユニット1の外観図である。
 ゲームユニット1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面表示手段として機能するゲーム画面表示部としてのディスプレイ2と、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スピーカー3と、プレイヤーがゲーム画面上に出現する主人公キャラクタの行動を指示するための操作を含むゲーム操作を受け付ける操作受付手段として機能する操作受付部を構成する操作レバー4及び3つの操作ボタン5a,5b,5cと、ゲームユニット1とプレイヤーとの間でやりとりされるゲーム媒体であるメダル(有体物)のプレイヤーへの払い戻しを行うためのペイアウトボタン5dと、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てゲームを終了するための保存終了ボタン5eとが設けられている。
FIG. 2 is an external view of the game unit 1.
The game unit 1 includes a display 2 as a game screen display unit that functions as a game screen display unit that displays a game screen according to the progress of the game, and a speaker that plays sound such as sound effects and back music according to the progress of the game. 3 and an operation lever 4 and three operation buttons 5a and 5b that constitute an operation reception unit that functions as an operation reception unit that receives a game operation including an operation for instructing the action of the main character appearing on the game screen. , 5c, a payout button 5d for paying back to the player a medal (tangible object) which is a game medium exchanged between the game unit 1 and the player, and a magnetic card as a portable storage medium to be described later And a save end button 5e for ending the game.
 プレイヤーは、ディスプレイ2に表示されるゲーム画面を見ながら、操作レバー4及び3つの操作ボタン5a,5b,5cを操作することで、例えば、そのゲーム画面上に出現する主人公キャラクタをいずれの方向へ移動させるかを指示したり、どのアイテムカードを使用させるかを指示したりすることができる。また、ゲームユニット1には、プレイヤーからメダルを有体物の状態で受け取るためのメダル投入口6、プレイヤーに対してメダルを払い戻すためのメダル払い戻しロ7、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、そのプレイヤーの個人情報や終了時のゲーム状況等を記録する磁気カード9を挿入したり取り出したりするためのカード挿入取出口8なども設けられている。 The player operates the operation lever 4 and the three operation buttons 5a, 5b, and 5c while watching the game screen displayed on the display 2, for example, in which direction the hero character that appears on the game screen is displayed. It is possible to instruct whether to move, or to instruct which item card is to be used. The game unit 1 also includes a medal slot 6 for receiving medals from the player in the form of a tangible object, a medal payback 7 for paying back medals to the player, and the player who has finished the game plays the game at the next play. In order to continue, a card insertion / removal port 8 for inserting / removing the magnetic card 9 for recording the personal information of the player and the game situation at the end of the game is also provided.
 図3は、本ゲームシステムの制御系の主要構成を示すブロック図である。
 本実施形態におけるゲーム制御系の構成は、主に、ゲームユニット1の制御部10と、施設管理装置20の制御部と、システム管理装置30の制御部とから構成される。ゲームユニット1の制御部10は、主に上述したロールプレイングゲームの全体的な進行制御を担う。また、施設管理装置20の制御部は、その施設管理装置20が設置されたゲーム施設内における12個のゲームユニットでプレイするプレイヤー間の対戦ゲームに必要なデータの管理や制御を担うとともに、当該ゲーム施設内のゲームユニット1とシステム管理装置30や他のゲーム施設のゲームユニットとの間の通信制御を担う。また、システム管理装置30の制御部は、本ゲームシステム全体のプレイヤー情報の管理を担うほか、後述する同時プレイモードによる同時プレイゲームの管理や制御を担う。
FIG. 3 is a block diagram showing the main configuration of the control system of the game system.
The configuration of the game control system in the present embodiment mainly includes a control unit 10 of the game unit 1, a control unit of the facility management device 20, and a control unit of the system management device 30. The control unit 10 of the game unit 1 is mainly responsible for overall progress control of the role playing game described above. In addition, the control unit of the facility management apparatus 20 is responsible for managing and controlling data necessary for a battle game between players playing in 12 game units in the game facility where the facility management apparatus 20 is installed. It controls communication between the game unit 1 in the game facility and the system management device 30 and game units in other game facilities. The control unit of the system management device 30 is responsible for managing player information of the entire game system, and is responsible for managing and controlling a simultaneous play game in a simultaneous play mode described later.
 ゲームユニット1の制御部10は、主に、制御装置11と、ROM12と、ゲーム情報記憶手段として機能するゲーム情報記憶部を構成するRAM13と、通信手段として機能する通信部を構成する通信装置14とから構成される。マップ情報生成部、仮想ゲーム空間生成部、行動決定部、ゲーム進行制御部である制御装置11は、ROM12に記憶されている各種プログラムを実行することで、マップ情報生成手段、仮想ゲーム空間生成手段、行動決定手段、ゲーム進行制御手段として機能し、各種処理や制御を行う。特に、制御装置11は、その内部のコンピュータによりROM12に記憶されているゲーム実行プログラムを実行することで、上述したロールプレイングゲームの進行に必要な各種制御を行う。なお、ゲーム情報記憶部を構成する制御装置11は、RAM13と協働してゲーム情報記憶手段としても機能する。また、ゲーム画面表示部を構成する制御装置11は、ディスプレイ2と協働してゲーム画面表示手段としても機能する。ROM12は、ゲームユニット1の制御部10で行うべき各種処理や制御の実行プログラム等を記憶している。RAM13は、各種データあるいは情報を一時的に記憶するものである。特に、RAM13は、後述のメダルカウンタ15がカウントしたメダル枚数を電子データに変換したゲーム媒体であるクレジットデータ(ポイントデータ)を記憶するプレイヤーポイント記憶手段として機能するプレイヤーポイント記憶部としてのクレジットデータ記憶領域を有する。通信装置14は、施設管理装置20の制御部との間、又は、同一のゲーム施設若しくは別のゲーム施設に設置された他のゲームユニットとの間で、データ通信を行うためのものである。 The control unit 10 of the game unit 1 mainly includes a control device 11, a ROM 12, a RAM 13 that constitutes a game information storage unit that functions as a game information storage unit, and a communication device 14 that constitutes a communication unit that functions as a communication unit. It consists of. The control device 11, which is a map information generation unit, a virtual game space generation unit, an action determination unit, and a game progress control unit, executes various programs stored in the ROM 12, thereby generating a map information generation unit, a virtual game space generation unit It functions as action determination means and game progress control means, and performs various processes and controls. In particular, the control device 11 performs various controls necessary for progress of the above-described role-playing game by executing a game execution program stored in the ROM 12 by an internal computer. In addition, the control apparatus 11 which comprises a game information storage part functions also as a game information storage means in cooperation with RAM13. The control device 11 constituting the game screen display unit also functions as a game screen display unit in cooperation with the display 2. The ROM 12 stores various processes to be performed by the control unit 10 of the game unit 1 and execution programs for control. The RAM 13 temporarily stores various data or information. In particular, the RAM 13 stores credit data as a player point storage unit that functions as a player point storage unit that stores credit data (point data) that is a game medium obtained by converting the number of medals counted by a medal counter 15 described later into electronic data. Has a region. The communication device 14 is for performing data communication with the control unit of the facility management device 20 or with another game unit installed in the same game facility or another game facility.
 なお、本実施形態では、各ゲーム施設のゲームユニットは、それぞれのゲーム施設の施設管理装置20を経由して通信を行う構成としているが、同一ゲーム施設内の施設管理装置20とゲームユニットとを並列関係に接続し、所定のゲートウェイ装置を介して他のゲーム施設のゲームユニットやシステム管理装置30と施設管理装置20を介さずに通信するようにしてもよい。 In the present embodiment, the game units of each game facility communicate with each other via the facility management device 20 of each game facility, but the facility management device 20 and the game unit in the same game facility are connected to each other. It is also possible to connect in parallel and communicate with each other via a predetermined gateway device without passing through the game management units of the other game facilities or the system management device 30 and the facility management device 20.
 ゲームユニット1の制御部10には、ディスプレイ2、スピーカー3、操作レバー・操作ボタン等4,5a,5b,5c,5d,5e、メダル投入口6に投入されたメダルの枚数をカウントするメダルカウンタ15、メダル払い戻しロ7からメダルを排出するメダル排出ホッパ16、カード挿入取出口8に挿入された磁気カード9に対してデータの書き込みを行うデータ書込手段として機能するデータ書込部としてのカードライタ17、カード挿入取出口8に挿入された磁気カード9からデータの読み出しを行うデータ読出手段として機能するデータ読出部としてのカードリーダ18などが接続されている。 The control unit 10 of the game unit 1 includes a display 2, a speaker 3, operation levers and operation buttons 4, 5 a, 5 b, 5 c, 5 d, 5 e, and a medal counter that counts the number of medals inserted into the medal slot 6. 15. A card as a data writing unit that functions as a data writing means for writing data to the medal discharge hopper 16 for discharging medals from the medal payback bout 7 and the magnetic card 9 inserted into the card insertion / removal port 8. A writer 17 and a card reader 18 serving as a data reading unit that functions as a data reading unit for reading data from the magnetic card 9 inserted in the card insertion / extraction port 8 are connected.
 施設管理装置20の制御部は、主に、制御装置21と、ROM22と、RAM23と、ゲームユニット側通信装置24と、システム管理装置側通信装置25とから構成される。制御装置21は、ROM22に記憶されている各種プログラムを実行し、各種制御を行う。ROM22は、施設管理装置20の制御部で行うべき各種制御の実行プログラム等を記憶している。RAM23は、各種データあるいは情報を一時的に記憶するものである。ゲームユニット側通信装置24は、当該ゲーム施設に設置された各ゲームユニット1の制御部10との間でデータ通信を行うためのものである。システム管理装置側通信装置25は、システム管理装置30の制御部との間、あるいは、他のゲーム施設に設置された施設管理装置との間で、データ通信を行うためのものである。 The control unit of the facility management device 20 mainly includes a control device 21, a ROM 22, a RAM 23, a game unit side communication device 24, and a system management device side communication device 25. The control device 21 executes various programs stored in the ROM 22 and performs various controls. The ROM 22 stores various control execution programs to be performed by the control unit of the facility management apparatus 20. The RAM 23 temporarily stores various data or information. The game unit side communication device 24 is for performing data communication with the control unit 10 of each game unit 1 installed in the game facility. The system management device side communication device 25 is for performing data communication with the control unit of the system management device 30 or with a facility management device installed in another game facility.
 システム管理装置30の制御部は、主に、制御装置31と、ROM32と、RAM33と、通信装置34とから構成される。制御装置31は、ROM32に記憶されている各種プログラムを実行し、各種制御を行う。特に、制御装置31は、その内部のコンピュータによりROM32に記憶されている同時プレイゲーム用の実行プログラムを実行することで、同時プレイゲームに必要な各種制御を行う。ROM32は、システム管理装置30の制御部で行うべき各種制御の実行プログラム等を記憶している。RAM33は、各種データあるいは情報を一時的に記憶するものである。通信装置34は、各施設管理装置20の制御部との間でデータ通信を行うためのものである。 The control unit of the system management device 30 mainly includes a control device 31, a ROM 32, a RAM 33, and a communication device 34. The control device 31 executes various programs stored in the ROM 32 and performs various controls. In particular, the control device 31 performs various controls necessary for the simultaneous play game by executing an execution program for the simultaneous play game stored in the ROM 32 by an internal computer. The ROM 32 stores various control execution programs to be performed by the control unit of the system management apparatus 30. The RAM 33 temporarily stores various data or information. The communication device 34 is for performing data communication with the control unit of each facility management device 20.
 本ゲームシステムにおいて、プレイヤーがゲームを終了する場合には、次回のゲーム再開時に、その終了時のゲーム状況を復元させるためのゲーム状況情報であるセーブデータを、カードライタ17により磁気カード9に記録する。このセーブデータには、プレイヤーネーム(主人公キャラクタの名前)、累積プレイ時間、最終プレイ時刻、クリアした城名、自分が城主となっている城名、主人公キャラクタの能力(職業等)、プレイヤーが所有するゲーム状況変更要素のうちの使用可能要素であるアイテムカードの種類等のプレイヤー情報と、ゲーム終了時の主人公キャラクタがいる城の種類、その城内における主人公キャラクタ、敵モンスター又は未取得のアイテムカードの位置等のフィールドデータ等のゲーム情報とが含まれる。一方、プレイヤーが一度終了したゲームの続きを行う場合には、自分の磁気カード9をカード挿入取出口8に挿入する。これにより、カードリーダ18は、その磁気カード9に記録されたセーブデータを読み取る。このセーブデータは、RAM13に記憶され、ROM12に記憶されたゲーム実行プログラムに読み込まれる。これにより、プレイヤーは、ゲーム実行プログラムを実行する制御装置11により進行されるゲームにおいて、前回の続きのゲーム状況からプレイを再開することができる。 In this game system, when the player finishes the game, when the next game is resumed, save data, which is game situation information for restoring the game situation at the end of the game, is recorded on the magnetic card 9 by the card writer 17. To do. This save data includes the player name (the name of the main character), the cumulative play time, the last play time, the name of the cleared castle, the name of the castle that you are the castle owner, the ability of the main character (such as occupation), and the player Player information such as the type of item card that can be used among the game situation change elements to be played, the type of castle where the main character is at the end of the game, the main character in the castle, enemy monsters or unacquired item cards Game information such as field data such as position. On the other hand, when the player continues the game once finished, his / her magnetic card 9 is inserted into the card insertion / extraction port 8. As a result, the card reader 18 reads the save data recorded on the magnetic card 9. This save data is stored in the RAM 13 and read into the game execution program stored in the ROM 12. Thereby, the player can resume play from the previous game situation in the game progressed by the control device 11 that executes the game execution program.
 尚、磁気カード9にすべてのセーブデータを記録する必要はなく、例えば、磁気カード9にはプレイヤー識別情報であるプレイヤーID(カードID)を記録しておき、各プレイヤーIDに対応するセーブデータの一部又は全部を、システム管理装置30のRAM33や施設管理装置20のRAM23に記憶しておくようにしてもよい。この場合、磁気カード9からプレイヤーIDを読み取った後、そのプレイヤーIDに対応するセーブデータを、システム管理装置30や施設管理装置20から当該ゲームユニット1のRAM13にダウンロードすることで、上記と同様に、前回の続きのゲーム状況からプレイを再開することができる。 It is not necessary to record all the save data on the magnetic card 9. For example, a player ID (card ID) that is player identification information is recorded on the magnetic card 9, and the save data corresponding to each player ID is recorded. A part or all of them may be stored in the RAM 33 of the system management device 30 or the RAM 23 of the facility management device 20. In this case, after reading the player ID from the magnetic card 9, the save data corresponding to the player ID is downloaded from the system management device 30 or the facility management device 20 to the RAM 13 of the game unit 1 in the same manner as described above. , Play can be resumed from the previous game situation.
 次に、本ゲームシステムの各ゲームユニット1で行われるゲームの流れについて説明する。
 図4は、各ゲームユニット1のROM12に格納されているゲーム実行プログラムを実行する制御装置11によりゲーム進行が制御されるゲームの流れを示すフローチャートである。
 プレイヤーは、ゲームプレイを開始する場合、まず、自分が持っているメダルをメダル投入口6へ投入する(S1)。これにより、投入されたメダルの枚数がメダルカウンタ15によりカウントされ、そのカウントデータが制御装置11へ送信される。制御装置11は、受信したカウントデータに基づき、投入されたメダル枚数に相当する分のクレジットデータをRAM13のクレジットデータ記憶領域へ記憶する(S2)。
Next, the flow of the game performed in each game unit 1 of this game system will be described.
FIG. 4 is a flowchart showing a game flow in which the game progress is controlled by the control device 11 that executes the game execution program stored in the ROM 12 of each game unit 1.
When starting the game play, the player first inserts his own medal into the medal slot 6 (S1). Thereby, the number of inserted medals is counted by the medal counter 15, and the count data is transmitted to the control device 11. Based on the received count data, the control device 11 stores credit data corresponding to the number of inserted medals in the credit data storage area of the RAM 13 (S2).
 また、プレイヤーは、メダル投入に前後して、磁気カード9をカード挿入取出口8に挿入する(S3)。初めてプレイする場合には、プレイヤーは、本ゲームシステムが設置されているゲーム施設の店員あるいは自動販売機などから新規な磁気カード9を入手し、その磁気カード9をカード挿入取出口8に挿入する。また、前回のゲームの続きをしようとするプレイヤーは、前回終了時のセーブデータが記録された磁気カード9をカード挿入取出口8に挿入する。このようにして磁気カード9を受け取ったゲームユニット1は、カードリーダ18により磁気カード9に記録されたデータを読み出し、そのデータを制御装置11に送る。制御装置11は、受け取ったデータに応じて新規なプレイか否かを判断する(S4)。具体的には、磁気カード9内にプレイヤーIDが記憶されていない場合は新規なプレイであると判断し、プレイヤーIDが記憶されている場合は新規なプレイでないと判断する。 Also, the player inserts the magnetic card 9 into the card insertion slot 8 before and after the medal is inserted (S3). When playing for the first time, the player obtains a new magnetic card 9 from a store clerk or vending machine of the game facility where the game system is installed, and inserts the magnetic card 9 into the card insertion / removal port 8. . The player who wants to continue the previous game inserts the magnetic card 9 in which the save data at the end of the previous game is recorded into the card insertion / removal port 8. The game unit 1 that has received the magnetic card 9 in this way reads the data recorded on the magnetic card 9 by the card reader 18 and sends the data to the control device 11. The control device 11 determines whether or not it is a new play according to the received data (S4). Specifically, if the player ID is not stored in the magnetic card 9, it is determined that the play is new, and if the player ID is stored, it is determined that the play is not new.
 上記S4により新規プレイでないと判断された場合、制御装置11は、施設管理装置20を経由してシステム管理装置30に対し、磁気カード9に記録されたセーブデータが有するプレイヤーIDのID番号を送信する。これを受信したシステム管理装置30の制御装置31は、当該プレイヤーIDのID番号に対応するプレイヤー情報がRAM33に記憶されていることを確認し、これを確認したら前回の続きであると判断して、当該ID番号の送信元であるゲームユニット1の制御装置11に対して新規なID番号を返信する。なお、当該プレイヤーIDのID番号に対応するプレイヤー情報がRAM33に記憶されていることが確認できなかった場合、制御装置31は、当該ID番号の送信元であるゲームユニット1の制御装置11に対してエラー情報を返信し、そのゲームユニット1の制御装置11にエラー処理を行わせる。新規ID番号を受信したゲームユニット1の制御装置11は、カードリーダ18により磁気カード9に記録されたセーブデータを読み出し(S5)、これをRAM13に記憶する。そして、制御装置11は、そのセーブデータに基づき、ROM12に記憶されたプログラムをロードし、セーブデータにより特定される前回の続きのゲーム状況に対応したゲーム画面をディスプレイ2に表示させ、ゲームを開始する(S7)。そして、制御装置11は、セーブデータにより特定されるゲーム状況以後のゲーム進行を制御する。 When it is determined by S4 that the play is not a new play, the control device 11 transmits the ID number of the player ID included in the save data recorded on the magnetic card 9 to the system management device 30 via the facility management device 20. To do. Receiving this, the control device 31 of the system management device 30 confirms that the player information corresponding to the ID number of the player ID is stored in the RAM 33, and if this is confirmed, determines that it is a continuation of the previous time. Then, a new ID number is returned to the control device 11 of the game unit 1 that is the transmission source of the ID number. When it is not possible to confirm that the player information corresponding to the ID number of the player ID is stored in the RAM 33, the control device 31 sends the control information to the control device 11 of the game unit 1 that is the transmission source of the ID number. Error information is returned, and the control device 11 of the game unit 1 is caused to perform error processing. The control device 11 of the game unit 1 that has received the new ID number reads the save data recorded on the magnetic card 9 by the card reader 18 (S5), and stores it in the RAM 13. Then, the control device 11 loads the program stored in the ROM 12 based on the saved data, causes the display 2 to display a game screen corresponding to the previous game situation specified by the saved data, and starts the game. (S7). Then, the control device 11 controls the game progress after the game situation specified by the save data.
 一方、上記S4により新規プレイであると判断された場合、制御装置11は、施設管理装置20を経由してシステム管理装置30に対し、ダミーIDを送信する。これを受信したシステム管理装置30の制御装置31は、新規プレイと認識し、当該ダミーID番号の送信元であるゲームユニット1の制御装置11に対して、新規プレイ用のID番号を返信する。この新規プレイ用のID番号を受信した制御装置11は、初期情報の入力及び設定のための処理を実行する(S6)。この初期情報の入力及び設定の処理では、まず、図5Aに示す名前入力画面をディスプレイ2に表示させる。プレイヤーは、操作レバー4及び操作ボタン5aを操作して、その名前入力画面に表示されている50音ボタンのカーソルを移動させ、主人公キャラクタの名前を入力する。入力後、名前入力画面中の決定ボタンを選択すると、図5Bに示す名前確認画面が表示され、その画面中のYesボタンを選択することで名前を決定する。すると、ディスプレイ2には、図5Cに示す職業選択画面が表示される。この画面では、プレイヤーが操作する主人公キャラクタの職業を選択する。以上のようにして入力した内容や選択した内容は、制御装置11によりプレイヤー情報としてRAM13に記憶される。 On the other hand, when it is determined that the play is a new play in S4, the control device 11 transmits a dummy ID to the system management device 30 via the facility management device 20. Receiving this, the control device 31 of the system management device 30 recognizes the new play and returns an ID number for new play to the control device 11 of the game unit 1 that is the transmission source of the dummy ID number. The control device 11 that has received this new play ID number executes processing for inputting and setting initial information (S6). In the initial information input and setting process, first, a name input screen shown in FIG. 5A is displayed on the display 2. The player operates the operation lever 4 and the operation button 5a to move the cursor of the 50 sound button displayed on the name input screen and inputs the name of the main character. After the input, when the determination button on the name input screen is selected, a name confirmation screen shown in FIG. 5B is displayed, and the name is determined by selecting the Yes button on the screen. Then, the occupation selection screen shown in FIG. 5C is displayed on the display 2. On this screen, the occupation of the main character operated by the player is selected. The contents input and selected as described above are stored in the RAM 13 by the control device 11 as player information.
 このようにして初期情報の入力・設定の処理が終了したら、制御装置11によりゲームが開始され(S7)、制御装置11は図6に示すメインメニュー画面をディスプレイ2に表示させる。このメインメニュー画面には、同時プレイゲームをプレイするための同時プレイゲームボタンと、城の占領を目指す対戦ゲームボタンと、これらゲーム中にプレイヤーが使用できるアイテムカードや魔法カードの一覧を表示させるカード一覧ボタンとが用意されている。 When the process for inputting and setting the initial information is completed in this way, the game is started by the control device 11 (S7), and the control device 11 displays the main menu screen shown in FIG. This main menu screen displays a simultaneous play game button for playing a simultaneous play game, a battle game button aiming at occupying the castle, and a card that displays a list of item cards and magic cards that the player can use during these games A list button is provided.
 ここで、プレイヤーが対戦ゲームを選択した場合、制御装置11は、図7に示す城選択画面をディスプレイ2に表示させ、城選択処理を実行する。この城選択画面には、各城を示す表示エリアが表示される。そして、プレイヤーは、操作レバー4でカーソルを移動させることにより、挑戦する城を選択する。各表示エリアには、それぞれ城名と、挑戦費用が表示されている。各城では、それぞれ、互いに異なるターン制ゲームが進行される。また、各城では、それぞれ、過去に城の占領に成功したプレイヤーが城主となっており、プレイヤーは、その城主であるプレイヤーと対戦することになる。 Here, when the player selects the battle game, the control device 11 displays the castle selection screen shown in FIG. 7 on the display 2 and executes the castle selection process. A display area showing each castle is displayed on the castle selection screen. Then, the player selects a castle to challenge by moving the cursor with the operation lever 4. Each display area displays the castle name and the challenge cost. Each castle has a different turn-based game. In each castle, the player who has succeeded in occupying the castle in the past becomes the castle owner, and the player will play against the player who is the castle owner.
 具体的に説明すると、施設管理装置20のROM22は、各城でのゲーム進行に必要なゲーム情報である城データを記憶した城情報データベースを記憶したデータ領域を有している。この城情報データベースに記憶されている城データに含まれる城名データには、プレイヤー識別情報である城主ID(城主となっているプレイヤーのID)が関連付けされている。
 ゲームユニット1の制御装置11は、プレイヤーが図6に示したメインメニュー画面で対戦ゲームを選択したときのボタン操作を受け付けることで、施設管理装置20の制御装置21に対戦データ要求を送信する。これを受信した施設管理装置20の制御装置21は、ゲームユニット1のディスプレイ2に図7に示した城選択画面を表示させるための画像データを返信する。そして、ディスプレイ2に表示された城選択画面で、プレイヤーが挑戦する城を選択する選択操作が制御装置11に受け付けられると、制御装置11は、その選択操作に係る城の城名データを含む城データ要求を、施設管理装置20の制御装置21に送信する。これを受信した施設管理装置20の制御装置21は、その城データ要求に含まれる城名データに対応する城データを、施設管理装置20のROM22に記憶された城情報データベースから読み出す。そして、その城データは、制御装置11へ返信される。そして、この城データを受信したゲームユニット1の制御装置11は、その城データに基づくプログラムをロードし、ゲーム進行を制御する。
More specifically, the ROM 22 of the facility management apparatus 20 has a data area that stores a castle information database that stores castle data that is game information necessary for game progress in each castle. The castle name data included in the castle data stored in the castle information database is associated with the castle owner ID (the ID of the player who is the castle owner) as player identification information.
The control device 11 of the game unit 1 transmits a battle data request to the control device 21 of the facility management device 20 by accepting a button operation when the player selects a battle game on the main menu screen shown in FIG. Upon receiving this, the control device 21 of the facility management device 20 returns image data for displaying the castle selection screen shown in FIG. 7 on the display 2 of the game unit 1. When the selection operation for selecting a castle to be challenged by the player is received by the control device 11 on the castle selection screen displayed on the display 2, the control device 11 includes the castle name data of the castle related to the selection operation. The data request is transmitted to the control device 21 of the facility management device 20. Receiving this, the control device 21 of the facility management apparatus 20 reads out the castle data corresponding to the castle name data included in the castle data request from the castle information database stored in the ROM 22 of the facility management apparatus 20. Then, the castle data is returned to the control device 11. And the control apparatus 11 of the game unit 1 which received this castle data loads the program based on the castle data, and controls game progress.
 詳しくは、制御装置11は、城データを受信したら、まず、乱数発生プログラムにより乱数を発生させる。そして、マップ情報生成部である制御装置11は、マップ情報生成手段として機能し、マップ情報生成プログラムを実行して、受信した城データと発生させた乱数とをマップ情報生成プログラムに入力し、城マップ情報を生成する。また、ゲーム要素決定処理部である制御装置11は、ゲーム要素決定処理手段として機能し、城内に配置される敵モンスターやカードの種類、数及び位置を決定するためのモンスター等決定プログラムを実行し、そのプログラムに乱数を入力してこれらを決定する。この決定内容は、城マップ情報に含められる。なお、マップ情報生成プログラムに入力する乱数と、モンスター等決定プログラムに入力する乱数は、別々に生成したものであってもよいし、同じものであってもよい。城マップ情報の内容は、乱数によって異なるものとなるため、同じ城でも、そのマップが同じものとはならない場合が多いし、配置される敵モンスターやカードの種類、数及び位置が同じものとはならない場合が多い。このように生成された城マップ情報が生成されると、その城マップ情報に基づく城(仮想ゲーム空間)内がゲーム画面上に表現され、ゲーム進行される。なお、予め用意された複数種類の城マップ情報の中から乱数によって1つの城マップ情報を選択し、その城マップ情報に基づく城(仮想ゲーム空間)内がゲーム画面上に表現され、ゲーム進行されるようにしてもよい。 Specifically, when receiving the castle data, the control device 11 first generates a random number by a random number generation program. And the control apparatus 11 which is a map information generation part functions as a map information generation means, runs a map information generation program, inputs the received castle data and the generated random number into a map information generation program, Generate map information. In addition, the control device 11 that is a game element determination processing unit functions as a game element determination processing unit, and executes a monster determination program for determining the type, number, and position of enemy monsters and cards arranged in the castle. Then, enter random numbers into the program to determine them. This determination content is included in the castle map information. The random number input to the map information generation program and the random number input to the monster determination program may be generated separately or the same. Because the contents of the castle map information vary depending on the random number, even in the same castle, the map is often not the same, and the type, number and position of enemy monsters and cards are the same Often not. When the castle map information generated in this way is generated, the castle (virtual game space) based on the castle map information is represented on the game screen, and the game proceeds. One castle map information is selected by random numbers from a plurality of types of castle map information prepared in advance, and the inside of the castle (virtual game space) based on the castle map information is represented on the game screen and the game is progressed. You may make it do.
 また、ゲームユニット1のROM12は、各城データを特定するための城名データに関連付けて挑戦費用データがそれぞれ記憶された城挑戦情報データベースを記憶するデータ領域を有している。制御装置11は、上述のようにして、図7に示した城選択画面で選択された城の選択操作を受け付けると、ROM12に記憶された城挑戦情報データベースから城名データに対応した挑戦費用データを読み出し、その挑戦費用データに相当するクレジット分を、RAM13に記憶されたクレジットデータから減らす処理を行う。なお、以下、クレジットデータを増減させる処理についても、上記と同様に行われる。 The ROM 12 of the game unit 1 has a data area for storing a castle challenge information database in which challenge cost data is stored in association with castle name data for specifying each castle data. When the control device 11 accepts the selection operation of the castle selected on the castle selection screen shown in FIG. 7 as described above, the challenge cost data corresponding to the castle name data from the castle challenge information database stored in the ROM 12. Is read out, and the credit corresponding to the challenge cost data is reduced from the credit data stored in the RAM 13. Hereinafter, the process of increasing / decreasing the credit data is performed in the same manner as described above.
 ここで、RAM13に記憶されているクレジットデータが挑戦費用データに相当するクレジット分に満たない場合、プレイヤーに対してメダルの追加投入を促す画面を表示させる。メダルが投入されたら、上述したように、投入されたメダルの枚数に相当する分のクレジットデータがRAM13のクレジットデータ記憶領域へ記憶される。なお、メダル投入を促しても、メダルが投入されない場合には、その城への挑戦を許可しない。以下、クレジットデータを減らす処理が行われるときにも、上記と同様にメダル投入を促す。 Here, when the credit data stored in the RAM 13 is less than the credit corresponding to the challenge cost data, a screen prompting the player to insert additional medals is displayed. When a medal is inserted, credit data corresponding to the number of inserted medals is stored in the credit data storage area of the RAM 13 as described above. If a medal is urged but no medal is inserted, the challenge to the castle is not permitted. Thereafter, when processing for reducing the credit data is performed, the insertion of medals is prompted in the same manner as described above.
 一方、図6に示したメインメニュー画面でプレイヤーが同時プレイゲームを選択した場合の処理や制御については後述する。 On the other hand, processing and control when the player selects the simultaneous play game on the main menu screen shown in FIG. 6 will be described later.
 以上のようにしてゲームが開始されると、制御装置11は、図8に示すようなゲーム画面をディスプレイ2に表示させる。尚、ゲーム画面は、対戦ゲームでも後述する同時プレイゲームでもほぼ同様であり、そのゲームの進み方も同様であるので、以下、対戦ゲームを例に挙げて説明し、同時プレイゲームについては対戦ゲームと異なる点のみ後で説明する。 When the game is started as described above, the control device 11 displays a game screen as shown in FIG. The game screen is almost the same in both the battle game and the simultaneous play game described later, and the progress of the game is the same. Therefore, the battle game will be described below as an example. Only the differences will be described later.
 図8に示すゲーム画面には、仮想ゲーム空間である城内フィールドを所定の視点から見た視界を表現した城画面が表示されている。また、その城画面の上部には、城のフロアー数、主人公キャラクタの体力及びプレイヤーのクレジットデータの量を示すクレジット数が表示されており、城画面の右下部分には、主人公キャラクタの所有するカードの一覧(プレイヤーがゲーム進行中に使用可能なカードの一覧)が表示されている。上記城画面は、城のフロアーを上方から見たものであり、その城画面中には、画面中央に主人公キャラクタが表示され、その主人公キャラクタの左下と画面左上にそれぞれ敵モンスターが表示されている。 In the game screen shown in FIG. 8, a castle screen representing the field of view of the castle field as a virtual game space viewed from a predetermined viewpoint is displayed. Also, at the top of the castle screen, the number of castle floors, the hero character's physical strength, and the number of credits indicating the amount of credit data of the player are displayed, and in the lower right part of the castle screen, the hero character possesses A list of cards (a list of cards that the player can use while the game is in progress) is displayed. The castle screen is a view of the castle floor from above, and the hero character is displayed in the center of the castle screen, and enemy monsters are displayed at the lower left and upper left of the hero character, respectively. .
 プレイヤーは、操作レバー4及び操作ボタン5a,5b,5cを操作して、主人公キャラクタを移動させたり、敵モンスターに攻撃したり、所有するアイテムカードや魔法カードを使用したりする行動指示を行うことができる。本実施形態では、上述したようにターン制を採用しており、ターンごとに1つの動作を指示することができる。したがって、例えば、主人公キャラクタを1マス移動させるのに1ターンを必要とし、また、主人公キャラクタが敵モンスターを1回攻撃するのに1ターンを必要とし、また、主人公キャラクタが1枚のカードを使用するのに1ターンを必要とする。なお、プレイヤーがターンを消費するゲーム操作を行わない限り、ターンは進まない。一方、ターンを進ませると、敵モンスターも主人公キャラクタと同様に移動したり主人公キャラクタに攻撃したりするなどして、ゲーム状況が変化する。敵モンスターから攻撃を受けると主人公キャラクタの体力が減り、主人公キャラクタの体力が0になるとゲームオーバーとなる。 The player operates the operation lever 4 and the operation buttons 5a, 5b, and 5c to give an action instruction to move the hero character, attack an enemy monster, or use an owned item card or magic card. Can do. In this embodiment, the turn system is adopted as described above, and one operation can be instructed for each turn. Thus, for example, one turn is required to move the main character by 1 square, one turn is required for the main character to attack the enemy monster once, and the main character uses one card. Requires one turn to do. The turn does not proceed unless the player performs a game operation that consumes the turn. On the other hand, when the turn is advanced, the game situation changes because the enemy monster moves or attacks the hero character in the same manner as the hero character. When attacked by an enemy monster, the hero character's physical strength decreases, and when the hero character's physical strength reaches zero, the game is over.
 主人公キャラクタが所有するアイテムカードや魔法カードを使用する場合、プレイヤーは、操作ボタン5cを押す。この操作を受け付けた制御装置11は、図9に示すカード選択画面をディスプレイ2に表示させる。このカード選択画面では、画面右下にあるカード一覧にカーソルが出現する。また、このカード選択画面には、カーソルで選択されているカードの内容を示すカード内容画面が画面左側部分に表示される。このカード内容画面には、そのカードを使用したときの効果(ゲーム状況がどのように変更されるか)と、そのカードを使用するのに必要なメダル枚数(カード使用費用)が表示されている。プレイヤーは、操作レバー4でカーソルを移動させ、使用を希望するカードを選択した後、操作ボタン5aを押す。このボタン操作(特別な操作)を受け付けた制御装置11は、所定のポイント消費条件が満たされたと判断し、RAM13に記憶されているクレジットデータを、選択したカードのカード使用費用に相当する分だけ減少するように変動させるクレジット変動処理(プレイヤーポイント減算処理)を実行する(S8)。 When using an item card or magic card owned by the main character, the player presses the operation button 5c. The control device 11 that has received this operation causes the display 2 to display a card selection screen shown in FIG. On this card selection screen, a cursor appears in the card list at the lower right of the screen. In the card selection screen, a card content screen showing the content of the card selected by the cursor is displayed on the left side of the screen. This card content screen displays the effect of using the card (how the game situation is changed) and the number of medals required to use the card (card usage cost). . The player moves the cursor with the operation lever 4, selects a card desired to be used, and then presses the operation button 5a. The control device 11 that has received this button operation (special operation) determines that a predetermined point consumption condition has been satisfied, and the credit data stored in the RAM 13 is equivalent to the card usage cost of the selected card. A credit change process (player point subtraction process) for changing the value so as to decrease is executed (S8).
 具体的に説明すると、ゲームユニット1のRAM13には、ゲーム状況変更要素である各種カードデータのうち、主人公キャラクタが使用可能な状態のカードデータを記憶す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使用可能データ領域と、主人公キャラクタが使用不可能な状態のカードデータを記憶する使用不可能要素記憶手段として機能する使用不可能要素記憶部としての使用不可能データ領域とを有するカードデータベースが格納されている。このカードデータベースに記憶された各カードデータは、カード名データに関連付けられた各種データを有している。主人公キャラクタが使用可能なカードデータには、制御装置11が実行するカード使用プログラムによる読み出しを可能にする読出許可符号が付加されており、その読出許可符号が付加されたカードデータが記憶されている使用可能要素記憶部である使用可能データ領域が使用可能要素記憶手段として機能する。一方、その読出許可符号が付加されていないカードデータが記憶されている使用不可能要素記憶部である使用不可能データ領域が使用不可能要素記憶手段として機能する。なお、図8のゲーム画面又は図9のカード選択画面に表示されているカードは、使用可能データ領域に記憶されている使用可能要素としてのカードデータに対応したものである。 Specifically, in the RAM 13 of the game unit 1, usable elements that function as usable element storage means for storing card data in a state where the main character can be used among various card data that are game situation changing elements. A card having an unusable data area as a storage unit and an unusable data area as an unusable element storage unit that functions as an unusable element storage unit that stores card data in a state in which the hero character cannot be used. The database is stored. Each card data stored in the card database has various data associated with the card name data. The card data that can be used by the main character is added with a read permission code that enables reading by the card use program executed by the control device 11, and the card data with the read permission code added is stored. An available data area which is an available element storage unit functions as an available element storage means. On the other hand, an unusable data area that is an unusable element storage unit in which card data to which the read permission code is not added is stored functions as an unusable element storage unit. The cards displayed on the game screen of FIG. 8 or the card selection screen of FIG. 9 correspond to card data as usable elements stored in the usable data area.
 制御装置11は、図9に示したカード選択画面で、主人公キャラクタにカードを使用する行動を指示するための操作を受け付けると、その指示に基づくカード名を認識する。そして、使用決定部である制御装置11は、RAM13に記憶されているクレジットデータがカード使用費用データ以上あるときに使用決定手段として機能し、そのカード名データに対応するカードデータの使用を決定する。その後、ゲーム状況変更部である制御装置11は、ゲーム状況変更手段として機能し、カードデータベースから当該カード名データに対応するカード効果データを読み出して、そのカード効果データに基づいてゲーム状況を変更する。例えば、使用したカードが敵モンスターに攻撃する魔法カードである場合、制御装置11は、そのカード効果データに含まれるダメージ計算用数値を敵モンスターへのダメージ計算に使用して、その算出結果に基づいて敵モンスターの体力データを減少させる処理を行う。
 また、カードデータの使用を決定した制御装置11は、上記カードデータベースからカード名データを選択し、このカード名データに対応したカード使用費用データを読み出す。そして、制御装置11は、この読み出したカード使用費用データに相当するクレジットデータを、RAM13に記憶されたクレジットデータから減じる処理を行う。
When the control device 11 accepts an operation for instructing the hero character to use the card on the card selection screen shown in FIG. 9, the control device 11 recognizes the card name based on the instruction. And the control apparatus 11 which is a use determination part functions as a use determination means, when the credit data memorize | stored in RAM13 are more than card use expense data, and determines the use of the card data corresponding to the card name data. . Thereafter, the control device 11 serving as a game situation changing unit functions as a game situation changing unit, reads card effect data corresponding to the card name data from the card database, and changes the game situation based on the card effect data. . For example, when the used card is a magic card that attacks an enemy monster, the control device 11 uses the numerical value for calculating damage included in the card effect data for calculating damage to the enemy monster, and based on the calculation result. To reduce the health data of enemy monsters.
Further, the control device 11 that has decided to use the card data selects the card name data from the card database, and reads the card use cost data corresponding to the card name data. Then, the control device 11 performs a process of subtracting credit data corresponding to the read card use cost data from the credit data stored in the RAM 13.
 また、城内には、主人公キャラクタが入手可能な魔法カードやアイテムカードが落ちている。プレイヤーが主人公キャラクタの動きを操作して主人公キャラクタを移動させ、主人公キャラクタに魔法カードやアイテムカードを拾わせると、そのカードを入手することができる。 Also, there are magic cards and item cards that can be obtained by the main character in the castle. When the player operates the movement of the hero character to move the hero character and causes the hero character to pick up a magic card or item card, the card can be obtained.
 また、城内には、カードを売却したり購入したりすることができる図10Aに示すショップが用意されている。プレイヤーが主人公キャラクタの動きを操作して主人公キャラクタを移動させ、主人公キャラクタをショップに入場させた場合、その主人公キャラクタが所有するカードを売却してクレジットに変えたり、そのショップで販売されているカードをクレジットを支払って購入したりすることができる。 Also, in the castle, there is a shop shown in FIG. 10A where cards can be sold and purchased. When the player moves the hero character by manipulating the movement of the hero character and enters the hero character into the shop, the card owned by the hero character is sold and converted into credit, or the card sold at the shop Can be purchased by paying credits.
 上記ショップでカードを購入する場合、プレイヤーは、図10Aに示すショップ画面において操作レバー4を操作して、カーソルを「カードを買う」ボタンに合わせ、操作ボタン5aを押す。この操作を受け付けた制御装置11は、図10Bに示す購入カード選択画面をディスプレイ2に表示させる。この購入カード選択画面では、画面上方部分に、そのショップで売っているカードのカード一覧画面が表示され、画面左下に、カーソルで選択されているカードの内容を示すカード内容画面が表示される。カード一覧画面には、カードを購入するために必要なメダル枚数(カード購入費用)が表示されている。プレイヤーは、操作レバー4でカーソルを移動させ、購入を希望する魔法カードを選択した後、操作ボタン5aを押す。このボタン操作(特別な操作)が制御装置11で受け付けられると、制御装置11は、所定のポイント消費条件が満たされたと判断し、RAM13に記憶されているクレジットデータを、そのカードのカード購入費用に相当する分だけ減少するように変動させるクレジット変動処理(プレイヤーポイント減算処理)を実行する(S8)。 When purchasing a card at the above shop, the player operates the operation lever 4 on the shop screen shown in FIG. 10A, moves the cursor to the “Buy Card” button, and presses the operation button 5a. Upon receiving this operation, the control device 11 displays the purchase card selection screen shown in FIG. 10B on the display 2. In this purchase card selection screen, a card list screen of cards sold at the shop is displayed in the upper part of the screen, and a card content screen showing the content of the card selected by the cursor is displayed in the lower left of the screen. On the card list screen, the number of medals necessary for purchasing the card (card purchase cost) is displayed. The player moves the cursor with the operation lever 4, selects a magic card desired to be purchased, and then presses the operation button 5a. When this button operation (special operation) is accepted by the control device 11, the control device 11 determines that a predetermined point consumption condition is satisfied, and uses the credit data stored in the RAM 13 as the card purchase cost of the card. A credit change process (player point subtraction process) is executed to change so as to decrease by an amount corresponding to (S8).
 具体的に説明すると、上記カードデータベースには、カード名データに関連付けられたカード購入費用データも記憶されている。制御装置11は、図10Bに示した購入カード選択画面で、購入するカードを選択する操作を受け付けると、そのカードのカード名データを認識する。そして、制御装置11は、RAM13に記憶されているクレジットデータがカード購入費用データ以上であるとき、カードデータベースの使用不可能データ領域にある当該カードデータを使用可能状態にするために、当該カード名データに対応するカードデータに使用許可符号を付加する。これにより、そのカードデータは、カードデータベースの使用可能データ領域に記憶されることになり、プレイヤーによる指示操作によって主人公キャラクタが使用可能となる。また、制御装置11により使用不可能データ領域にあるカードデータの使用が許可されることにより、制御装置11は、上記カードデータベースから当該カード名データを選択し、このカード名データに対応したカード購入費用データを読み出す。そして、制御装置11は、この読み出したカード購入費用データに相当するクレジットデータを、RAM13に記憶されたクレジットデータから減じる処理を行う。 More specifically, the card database also stores card purchase cost data associated with the card name data. When receiving an operation for selecting a card to be purchased on the purchase card selection screen shown in FIG. 10B, the control device 11 recognizes the card name data of the card. And when the credit data memorize | stored in RAM13 is more than card purchase expense data, the control apparatus 11 uses the said card name in order to make the said card data in the unusable data area of a card database usable state. A use permission code is added to the card data corresponding to the data. Thus, the card data is stored in the usable data area of the card database, and the main character can be used by an instruction operation by the player. Further, when the use of card data in the unusable data area is permitted by the control device 11, the control device 11 selects the card name data from the card database and purchases a card corresponding to the card name data. Read cost data. Then, the control device 11 performs a process of subtracting credit data corresponding to the read card purchase cost data from the credit data stored in the RAM 13.
 一方、上記ショップにおいて、主人公が所有するカードを売却する場合、プレイヤーは、図10Aに示すショップ画面において、操作レバー4を操作し、カーソルを「カードを売る」ボタンに合わせ、操作ボタン5aを押す。この操作を受け付けた制御装置11は、図10Cに示す売却カード選択画面をディスプレイ2に表示させる。この売却カード選択画面では、画面右下にあるカード一覧にカーソルが出現し、カーソルで選択されているカードの内容を示すカード内容画面が画面左側部分に表示される。また、この売却カード選択画面の画面上方部分には、選択されたカードと交換されるメダル枚数(カード売却収入)を表示した引取価格画面が表示される。プレイヤーは、操作レバー4でカーソルを移動させ、主人公が所持するカードの中から売却するカードを選択した後、操作ボタン5aを押す。このボタン操作を受け付けた制御装置11は、RAM13に記憶されているクレジットデータを、そのカードのカード売却収入に相当する分だけ増加するように変動させるクレジット変動処理を実行する(S8)。 On the other hand, when selling a card owned by the main character in the shop, the player operates the operation lever 4 on the shop screen shown in FIG. 10A, moves the cursor to the “sell card” button, and presses the operation button 5a. . Receiving this operation, the control device 11 causes the display 2 to display a sale card selection screen shown in FIG. 10C. In this sold card selection screen, a cursor appears in the card list at the lower right of the screen, and a card content screen showing the content of the card selected by the cursor is displayed on the left side of the screen. In addition, a pick-up price screen displaying the number of medals to be exchanged for the selected card (card sales revenue) is displayed in the upper part of the screen of the sold card selection screen. The player moves the cursor with the operation lever 4, selects a card to be sold from among the cards possessed by the hero, and then presses the operation button 5a. Receiving this button operation, the control device 11 executes a credit change process for changing the credit data stored in the RAM 13 so as to increase by the amount corresponding to the card sales revenue of the card (S8).
 具体的に説明すると、上記カードデータベースには、カード名データに関連付けられたカード売却収入データも記憶されている。制御装置11は、図10Bに示した売却カード選択画面で、売却するカードを選択する操作を受け付けると、そのカードのカード名データを認識する。そして、制御装置11は、そのカードがショップで売却可能なものであるとき、カードデータベースの使用可能データ領域にある当該カードデータの使用不可状態にするために、そのカード名データに対応するカードデータから使用許可符号を削除する。これにより、そのカードデータはカードデータベースの使用不可能データ領域に記憶されることになり、プレイヤーは、そのカードデータを使用できなくなる。また、使用可能データ領域にあるカードデータが使用不可状態になると、制御装置11は、上記カードデータベースからカード名データを選択し、このカード名データに対応したカード売却収入データを読み出す。そして、制御装置11は、この読み出したカード売却収入データに相当するクレジットデータを、RAM13に記憶されたクレジットデータに足す。 More specifically, the card database also stores card sales revenue data associated with the card name data. When receiving an operation for selecting a card to be sold on the sale card selection screen shown in FIG. 10B, the control device 11 recognizes the card name data of the card. Then, when the card can be sold at the shop, the control device 11 sets the card data corresponding to the card name data to make the card data unusable in the usable data area of the card database. Delete the use permission code from. As a result, the card data is stored in the unusable data area of the card database, and the player cannot use the card data. When the card data in the usable data area becomes unusable, the control device 11 selects the card name data from the card database, and reads the card sales revenue data corresponding to the card name data. Then, the control device 11 adds the credit data corresponding to the read card sales revenue data to the credit data stored in the RAM 13.
 また、城内に存在する敵モンスターの中には、倒すとクレジットが増加する宝石モンスターが存在する。この宝石モンスターの行動は、行動決定プログラムを実行する制御装置11により制御されている。プレイヤーの指示に従って動作する主人公キャラクタが宝石モンスターを倒した場合、制御装置11は、RAM13に記憶されているクレジットデータを、その宝石モンスターの種類に応じたメダル枚数である宝石獲得額に相当する分だけ増加するように変動させるクレジット変動処理を実行する(S8)。 Also, among the enemy monsters that exist in the castle, there are gem monsters whose credit increases when defeated. The behavior of the jewel monster is controlled by the control device 11 that executes the behavior determination program. When the main character operating according to the player's instruction defeats the jewel monster, the control device 11 uses the credit data stored in the RAM 13 as the amount corresponding to the jewel acquisition amount corresponding to the number of medals according to the type of the jewel monster. A credit change process is executed to change the value so as to increase (S8).
 以上のようにして、プレイヤーが主人公キャラクタの行動を指示するなどの各種ゲーム操作を行うことにより主人公キャラクタが城内を進んで城内の所定の場所(例えば玉座)に到達することにより城の占領に成功すると、所定の演出の後、ディスプレイ2には、再び図8に示した城選択画面が表示される。よって、プレイヤーは、この城選択画面において、次に挑戦する城を選択することで、同じ城又は別の城に挑戦することができる。 As described above, when the player performs various game operations such as instructing the action of the hero character, the hero character advances through the castle and reaches a predetermined place (for example, throne) in the castle, thereby successfully occupying the castle. Then, after a predetermined effect, the castle selection screen shown in FIG. Therefore, the player can challenge the same castle or another castle by selecting a castle to be challenged next on the castle selection screen.
 プレイヤーは、ゲームプレイを終了しようとする場合には、図2に示した保存終了ボタン5eを押す。このボタン操作を受け付けた制御装置11は、ディスプレイ2に表示されている画像の上に重なるようにして、図11に示すゲーム終了選択画面を表示させる(S9)。このゲーム終了選択画面には、「ゲームを終了しますか?」というコメントの下に「はい」ボタンと「いいえ」ボタンが表示されている。プレイヤーは、ゲームを終了させない場合には、操作レバー4でカーソルを「いいえ」ボタンに合わせて、操作ボタン5aを押す。これにより、ゲーム終了選択画面が消えて、直前の画面からゲームが再開される。一方、プレイヤーは、ゲームプレイを終了する場合、操作レバー4でカーソルを「はい」ボタンに合わせて、操作ボタン5aを押す。このボタン操作を受け付けた制御装置11は、RAM13に記憶されているクレジットデータやセーブデータ及びプレイヤーIDを含むデータセーブ要求を、施設管理装置20を経由してシステム管理装置30へ送信する。これを受信したシステム管理装置30の制御装置31は、受信したデータを、RAM33に記憶されている当該プレイヤーIDに対応するプレイヤー情報として保存する。その後、システム管理装置30の制御装置31は、ゲームユニット1に保存が完了した旨のセーブ完了データを送信する。これを受信したゲームユニット1の制御装置11は、カードライタ17により磁気カード9にクレジットデータやセーブデータ等を書き込み、その磁気カード9をカード挿入取出口8から排出する(S10)。 When the player intends to end the game play, the player presses the save end button 5e shown in FIG. Upon receiving this button operation, the control device 11 displays the game end selection screen shown in FIG. 11 so as to overlap the image displayed on the display 2 (S9). On the game end selection screen, a “Yes” button and a “No” button are displayed under the comment “Do you want to end the game?”. When not finishing the game, the player moves the cursor to the “No” button with the operation lever 4 and presses the operation button 5a. As a result, the game end selection screen disappears, and the game is restarted from the previous screen. On the other hand, when ending the game play, the player moves the cursor to the “Yes” button with the operation lever 4 and presses the operation button 5a. Upon receiving this button operation, the control device 11 transmits a data save request including credit data and save data stored in the RAM 13 and the player ID to the system management device 30 via the facility management device 20. Receiving this, the control device 31 of the system management device 30 stores the received data as player information corresponding to the player ID stored in the RAM 33. Thereafter, the control device 31 of the system management device 30 transmits save completion data indicating that the saving has been completed to the game unit 1. Receiving this, the control device 11 of the game unit 1 writes credit data, save data, etc. to the magnetic card 9 by the card writer 17 and ejects the magnetic card 9 from the card insertion / removal port 8 (S10).
 なお、プレイヤーは、RAM13に記憶された電子データの状態であるゲーム媒体であるクレジットデータを有体物状態のゲーム媒体であるメダルに換算してメダルの払い戻しを受けることもできる。この場合、図2に示したペイアウトボタン5dを押す。このボタン操作を受け付けた制御装置11は、メダル排出ホッパ16を制御して、RAM13に記憶されているクレジットデータに相当する枚数のメダルを、メダル払い戻しロ7から排出するクレジット払い戻し処理を行う。 It should be noted that the player can convert the credit data, which is a game medium in the state of electronic data stored in the RAM 13, into a medal, which is a tangible game medium, and receive a medal refund. In this case, the payout button 5d shown in FIG. 2 is pressed. Receiving this button operation, the control device 11 controls the medal discharge hopper 16 to perform a credit payout process for discharging the number of medals corresponding to the credit data stored in the RAM 13 from the medal payout roll 7.
 次に、本発明の特徴部分である、同時プレイゲームの処理について説明する。
 本実施形態の同時プレイモードでは、各ゲームユニット1のゲーム画面上に、同じマップをもったそれぞれの城(仮想ゲーム空間)に存在する別プレイヤーキャラクタの位置(別プレイヤーキャラクタが存在する城内の位置)と同一の位置(自分の主人公キャラクタが存在する城内の位置)に、その別プレイヤーキャラクタの画像(別キャラクタ位置表示画像)が表示される。ただし、同時プレイモードの場合でも、各ゲームユニット1では、ターン進行がそれぞれ独立したターン制ゲームが実行される。そして、各プレイヤーは、別プレイヤーよりも先に、城内のゴール(チェックポイント)に到達して城占領の証となる宝石(クリアの証)を取得することを競い合う。すなわち、本実施形態の同時プレイゲームは、ターン進行がそれぞれ独立した各プレイヤーのターン制ゲームを同時にスタートし、互いに同じマップに設定された城内を進んで別プレイヤーよりも先に同一のゴールを目指すというものである。
Next, the simultaneous play game process, which is a characteristic part of the present invention, will be described.
In the simultaneous play mode of this embodiment, the position of another player character existing in each castle (virtual game space) having the same map on the game screen of each game unit 1 (position in the castle where another player character exists) ) Is displayed at the same position (position in the castle where the main character is present), the image of the other player character (another character position display image). However, even in the simultaneous play mode, each game unit 1 executes a turn-based game with independent turn progress. Each player competes to reach a goal (checkpoint) in the castle and obtain a jewel (proof of clear) as a proof of occupying the castle before another player. That is, the simultaneous play game of this embodiment starts the turn-based game of each player whose turn progress is independent, and proceeds through the castle set on the same map to aim for the same goal before another player. That's it.
 図12は、本実施形態における同時プレイゲームを開始する前の段階で行われる同時プレイゲームの申し込み処理の流れを示すシーケンスフロー図である。
 本実施形態の同時プレイゲームは、同時に4人のプレイヤーが参加可能であり、4人のプレイヤーの参加申し込みがあることでプレイ可能となる。同時プレイゲームの申し込み処理では、まず、プレイヤーは、上述したように自分の磁気カード9をゲームユニット1のカード挿入取出口8に挿入する。これにより、そのゲームユニット1のカードリーダ18が当該磁気カード9に記録されたプレイヤーIDを読み取る。制御装置11は、読み取ったプレイヤーIDのID番号を、施設管理装置20を経由してシステム管理装置30に対して送信する。このとき、プレイヤーIDのID番号とともに、当該ゲームユニット1のユニットIDも一緒に送信する。これらのIDを受信したシステム管理装置30の制御装置31は、当該プレイヤーIDに対応するプレイヤー情報がRAM33に記憶されていることを確認するID認証処理を行い、この処理で確認できたら、RAM33に記憶されている同時プレイゲームの参加申込者のデータベース(同時プレイデータベース)に、当該プレイヤーID及びユニットIDを登録する。
FIG. 12 is a sequence flow diagram showing the flow of the application process for the simultaneous play game performed at the stage before starting the simultaneous play game in the present embodiment.
In the simultaneous play game of this embodiment, four players can participate at the same time, and it becomes possible to play by applying for participation of four players. In the application process for the simultaneous play game, first, the player inserts his magnetic card 9 into the card insertion / extraction port 8 of the game unit 1 as described above. Thereby, the card reader 18 of the game unit 1 reads the player ID recorded on the magnetic card 9. The control device 11 transmits the ID number of the read player ID to the system management device 30 via the facility management device 20. At this time, the unit ID of the game unit 1 is transmitted together with the ID number of the player ID. The control device 31 of the system management device 30 that has received these IDs performs an ID authentication process for confirming that the player information corresponding to the player ID is stored in the RAM 33. The player ID and unit ID are registered in the stored database (simultaneous play database) of the applicants for participation in the simultaneous play game.
 一方で、システム管理装置30の制御装置31は、同時プレイデータベース内に登録されたプレイヤーIDの数を見て、規定人数(4人)に達したかどうかを判断する。なお、ここでは、単純に同時プレイデータベース内に登録されたプレイヤーIDの数が規定人数分であるかどうかで、同時プレイゲームが開始可能かどうかを判断する場合について説明するが、他の条件を付加してもよい。例えば、全プレイヤーを、その総プレイ時間、その主人公キャラクタの職業などに応じてランク分けし、同じランク同士のプレイヤーの数が規定人数に達したかどうかを判断するようにしてもよい。 On the other hand, the control device 31 of the system management device 30 looks at the number of player IDs registered in the simultaneous play database and determines whether or not the prescribed number (four people) has been reached. Here, a case where it is determined whether or not the simultaneous play game can be started based on whether or not the number of player IDs registered in the simultaneous play database is equal to the prescribed number will be described. It may be added. For example, all the players may be ranked according to the total play time, the occupation of the main character, and the like, and it may be determined whether or not the number of players of the same rank has reached a specified number.
 上記判断において規定人数に達していないと判断した場合、システム管理装置30の制御装置31は、同時プレイ申し込みの送信元であるゲームユニット1に対して、申し込み待機通知を送信する。この申し込み待機通知を受けたゲームユニット1では、後述する同時プレイゲーム開始通知まで通常モードでの動作が可能である。したがって、プレイヤーは、図6に示すメインメニュー画面で対戦ゲームを選択することで、同時プレイゲームの開始まで対戦ゲームをプレイして待つことができる。 If it is determined in the above determination that the prescribed number has not been reached, the control device 31 of the system management device 30 transmits an application standby notification to the game unit 1 that is the transmission source of the simultaneous play application. The game unit 1 that has received this application standby notification can operate in the normal mode until the simultaneous play game start notification described later. Therefore, the player can play and wait for the battle game until the simultaneous play game starts by selecting the battle game on the main menu screen shown in FIG.
 一方、上記判断において規定人数に達したと判断した場合、システム管理装置30の制御装置31は、同時プレイデータベースに登録されている各ユニットIDにより特定されるゲームユニット1それぞれに、同時プレイゲーム開始通知を送信する。この同時プレイゲーム開始通知を受けたゲームユニット1の制御装置11は、ディスプレイ2に、同時プレイゲーム開始通知を受けた旨を表示するとともに、同時プレイゲームのプレイを了承するかどうかを問い合わせるメッセージ画面を表示する。このメッセージ画面を見た各プレイヤーが了承する旨の操作を行うと、そのゲームユニット1からプレイ了承通知が施設管理装置20を経由してシステム管理装置30に対して送信される。このとき、プレイヤーIDのID番号とともに、当該ゲームユニット1のユニットIDも一緒に送信する。そして、システム管理装置30の制御装置31は、すべてのゲームユニット1からプレイ了承通知を受信したら、そのプレイ了承通知とともに受信した各ユニットIDにより特定される各ゲームユニット1(参加ゲームユニット1)に対し、初期設定情報を送信する。 On the other hand, if it is determined in the above determination that the prescribed number of persons has been reached, the control device 31 of the system management device 30 starts the simultaneous play game for each game unit 1 specified by each unit ID registered in the simultaneous play database. Send a notification. Upon receiving the simultaneous play game start notification, the control device 11 of the game unit 1 displays on the display 2 that the simultaneous play game start notification has been received, and inquires whether or not to accept the play of the simultaneous play game. Is displayed. When each player who sees the message screen performs an operation to approve, a play approval notice is transmitted from the game unit 1 to the system management device 30 via the facility management device 20. At this time, the unit ID of the game unit 1 is transmitted together with the ID number of the player ID. When the control device 31 of the system management device 30 receives the play approval notification from all the game units 1, the control device 31 assigns each game unit 1 (participating game unit 1) specified by each unit ID received together with the play approval notification. In contrast, initial setting information is transmitted.
 初期設定情報には、各参加ゲームユニット1の制御装置11がお互いに情報通信を行いながら同時プレイゲームを進行するために必要な各種情報が含まれている。具体的には、全参加ゲームユニット1間で情報通信を行うために必要な各参加ゲームユニット1の通信設定情報(IPアドレス等)、全参加ゲームユニット1の制御装置11に同じマップを持った城を生成させるための乱数値情報、全参加プレイヤーの主人公キャラクタの情報(キャラクタ情報)などが含まれている。なお、システム管理装置30が各参加ゲームユニット1間の通信を管理する場合には、通信設定情報は必要ない場合がある。また、全参加ゲームユニット1に送信される乱数値情報は、システム管理装置30で生成した乱数値又は予め決められた数値を用いてもよいし、いずれかの参加ゲームユニット1で生成した乱数値を用いてもよい。また、キャラクタ情報については、システム管理装置30のRAM33に記憶されている各プレイヤーIDに対応したプレイヤー情報の中から必要なキャラクタ情報のみを送信する。本実施形態では、各主人公キャラクタの職業の情報のみ送信するが、他のキャラクタ情報を送信するようにしてもよい。 The initial setting information includes various information necessary for the control device 11 of each participating game unit 1 to proceed with the simultaneous play game while performing information communication with each other. Specifically, the communication setting information (IP address, etc.) of each participating game unit 1 necessary for performing information communication between all participating game units 1 and the same map in the control device 11 of all participating game units 1 Random value information for generating a castle, hero character information (character information) of all participating players, and the like are included. In addition, when the system management apparatus 30 manages communication between the participating game units 1, communication setting information may not be necessary. The random value information transmitted to all participating game units 1 may use a random value generated by the system management device 30 or a predetermined numerical value, or a random value generated by any participating game unit 1. May be used. As for the character information, only necessary character information is transmitted from the player information corresponding to each player ID stored in the RAM 33 of the system management device 30. In the present embodiment, only the occupation information of each hero character is transmitted, but other character information may be transmitted.
 このような初期設定情報を受信した各参加ゲームユニット1の制御装置11は、通常モード時と同じマップ情報生成プログラムを実行し、受信した初期設定情報中の乱数値情報が示す乱数をマップ情報生成プログラムに入力して、城マップ情報を生成する。また、各参加ゲームユニット1の制御装置11は、通常モード時と同じモンスター等決定プログラムを実行し、そのプログラムに当該乱数を入力して、城内に配置される敵モンスターやカードの種類、数及び位置を決定する。これにより、全参加ゲームユニット1では、同じマップをもち、城内に配置される敵モンスターやカードの種類、数及び位置が同じ状態の城(仮想ゲーム空間)が生成されることになる。なお、マップ情報生成プログラムに入力する乱数と、モンスター等決定プログラムに入力する乱数は、別々に生成したものであってもよいし、同じものであってもよい。 The control device 11 of each participating game unit 1 that has received such initial setting information executes the same map information generation program as in the normal mode, and generates random information indicated by the random value information in the received initial setting information. Enter the program and generate castle map information. In addition, the control device 11 of each participating game unit 1 executes the same monster determination program as in the normal mode, inputs the random number into the program, and determines the type, number and number of enemy monsters and cards placed in the castle. Determine the position. Thereby, in all the participating game units 1, a castle (virtual game space) having the same map and having the same type, number, and position of enemy monsters and cards arranged in the castle is generated. The random number input to the map information generation program and the random number input to the monster determination program may be generated separately or the same.
 以上のような同時プレイゲームの申し込み処理を行うことで、全参加ゲームユニット1のディスプレイ2には、同じマップをもち、かつ、配置される敵モンスターやカードの種類、数及び位置が同じ状態であるそれぞれの城(仮想ゲーム空間)のゲーム画面が表示され、全参加ゲームユニット1で互いに同期をとって同時期に同時プレイゲームを開始する。
 なお、上述した対戦ゲームと同様に、そのゲーム中にアイテムカードや魔法カードを使用する場合にカード使用費用データに相当するクレジットデータを消費させるようにしてもよいが、同時プレイゲームに参加する各プレイヤーをなるべく同じ条件でプレイしてもらうために、同時プレイゲーム中ではクレジットデータを消費しないようにしてもよい。この場合でも、各プレイヤーのクレジットデータは、同時プレイゲームの開始前に参加費用として消費させる。
By performing the application process for the simultaneous play game as described above, the display 2 of all the participating game units 1 has the same map and the same type, number and position of enemy monsters and cards to be arranged. A game screen of each castle (virtual game space) is displayed, and all participating game units 1 synchronize with each other and start a simultaneous play game at the same time.
Similarly to the above-described battle game, when using an item card or a magic card during the game, credit data corresponding to card use cost data may be consumed. In order to have the player play under the same conditions as much as possible, credit data may not be consumed during the simultaneous play game. Even in this case, the credit data of each player is consumed as a participation fee before the simultaneous play game is started.
 図13は、各参加ゲームユニット1のディスプレイ2に表示される同時プレイゲーム中のゲーム画面を示す説明図である。
 図中符号Sは、図示のゲーム画面が表示されている参加ゲームユニット1でプレイしているプレイヤーの主人公キャラクタを示しており、図中符号B1~B3は、同時プレイゲームに参加している別プレイヤーの主人公キャラクタ(別プレイヤーキャラクタ)の画像(別キャラクタ位置表示画像)を示している。本実施形態では、このように、ゲーム画面上に、別プレイヤーキャラクタの画像も表示される。しかも、各別プレイヤーキャラクタの画像が表示される位置は、この時点(実時間)で各別プレイヤーキャラクタがそれぞれの参加ゲームユニット1での城内に位置している現在位置である。なお、ここでいう「現在位置」とは、厳密な意味での現在位置ではなく通信遅延等の許容範囲の遅れを含む概念であり、厳密には、この遅れ分だけ前の時間に各別プレイヤーキャラクタが位置していた位置である。
FIG. 13 is an explanatory diagram showing a game screen during the simultaneous play game displayed on the display 2 of each participating game unit 1.
Reference sign S in the figure indicates the main character of the player who is playing in the participating game unit 1 on which the illustrated game screen is displayed. Reference signs B1 to B3 in the figure indicate different players participating in the simultaneous play game. An image (another character position display image) of the main character (another player character) of the player is shown. In this embodiment, an image of another player character is also displayed on the game screen in this way. Moreover, the position at which the image of each different player character is displayed is the current position at which this different player character is located in the castle in each participating game unit 1 at this time (real time). The “current position” here is not a strict sense of the current position but a concept that includes a delay in an allowable range such as a communication delay. This is the position where the character was located.
 なお、本実施形態では、別プレイヤーキャラクタの位置を示す別キャラクタ位置表示画像として当該別プレイヤーキャラクタの画像を用いているが、他の画像であってもよい。例えば、当該別プレイヤーキャラクタの画像を半透明に表示するなどして、主人公キャラクタとの区別が容易になるようにしてもよい。また、当該別プレイヤーキャラクタの画像とは全く異なる画像、例えば文字や記号などを示す画像を用いてもよい。 In this embodiment, the image of the different player character is used as the different character position display image indicating the position of the different player character. However, another image may be used. For example, the image of the other player character may be displayed in a translucent manner so that it can be easily distinguished from the main character. Further, an image completely different from the image of the other player character, for example, an image showing characters or symbols may be used.
 ここで、本実施形態では、別プレイヤーキャラクタの画像を、当該別プレイヤーキャラクタの現在位置(当該別プレイヤーがプレイしているゲームユニット1の城内での現在位置。以下同様。)と同一の位置に表示するために、各プレイヤーの主人公キャラクタの位置を示す位置情報を互いに定期通信して同期を取るようにしている。具体的には、一定時間間隔(例えば1秒間隔)で、各参加ゲームユニット1は、それぞれの主人公キャラクタの位置情報を他の参加ゲームユニット1へ一斉送信するようにしている。これにより、各参加ゲームユニット1は、他の参加ゲームユニット1から送信されてくる位置情報(別キャラクタ位置情報)を上記一定時間間隔で定期的に繰り返し受信することになる。各参加ゲームユニット1の制御装置11は、位置情報を受信すると、RAM13内の別キャラクタ位置情報を更新するとともに、対応する別プレイヤーキャラクタ画像のゲーム画面上の表示位置を、更新後の別キャラクタ位置情報が示す位置に更新する処理を行う。これにより、他の参加ゲームユニット1で別プレイヤーの操作に応じてその主人公キャラクタが移動したとき、各参加ゲームユニット1のディスプレイ2に表示されるゲーム画面上でも、これに対応する別プレイヤーキャラクタの画像が同じように移動して、その移動が再現される。 Here, in this embodiment, the image of another player character is placed at the same position as the current position of the other player character (the current position in the castle of the game unit 1 that the other player is playing. The same applies hereinafter). In order to display, the position information indicating the position of the main character of each player is periodically communicated with each other to synchronize. Specifically, each participating game unit 1 transmits the position information of each hero character to the other participating game units 1 at a fixed time interval (for example, every second). As a result, each participating game unit 1 periodically and repeatedly receives the position information (other character position information) transmitted from the other participating game units 1 at the predetermined time interval. When receiving the position information, the control device 11 of each participating game unit 1 updates the different character position information in the RAM 13 and changes the display position of the corresponding different player character image on the game screen to the updated different character position. A process of updating to the position indicated by the information is performed. As a result, when the main character moves in response to another player's operation in another participating game unit 1, the corresponding player character of the corresponding player character is displayed on the game screen displayed on the display 2 of each participating game unit 1. The image moves in the same way and the movement is reproduced.
 ここで、本実施形態では、プレイヤー操作により1秒の間にその主人公キャラクタを5~6マス程度は移動させることが可能である。よって、個々の位置情報の定期送信間隔を1秒間隔に設定すると、別プレイヤーキャラクタの画像がいきなり5~6マス瞬間移動したかのような映像がゲーム画面上に再現され、プレイヤーに違和感を覚えさせてしまうという不具合が生じ得る。一方で、例えば、個々の位置情報の定期送信間隔を例えば0.25秒間隔程度まで短くすれば、このような不具合を軽減できる。しかし、この場合、位置情報の通信頻度が増大するため、各参加ゲームユニット1の制御装置11における位置情報の処理負荷や、各参加ゲームユニット1間の通信負荷が増大してしまう。 Here, in this embodiment, it is possible to move the hero character by about 5-6 squares in 1 second by player operation. Therefore, if the periodic transmission interval of each position information is set to 1 second, an image of another player character moving suddenly for 5-6 squares is reproduced on the game screen, and the player feels uncomfortable. The problem of causing it to occur may occur. On the other hand, for example, if the regular transmission interval of the individual position information is shortened to, for example, about 0.25 seconds, such a problem can be reduced. However, in this case, since the communication frequency of the position information increases, the processing load of the position information in the control device 11 of each participating game unit 1 and the communication load between the participating game units 1 increase.
 そこで、本実施形態では、位置情報の定期送信間隔それ自体は1秒間隔程度に設定したまま、1回の送信時に送信する位置情報の数を2以上、具体的には4個としている。すなわち、1回の送信時に送信される4個の位置情報は、前回の送信時から今回の送信時までの期間(1秒)を4分割したときの各分割期間中にその主人公キャラクタが存在していた位置を示す位置情報である。そして、各ゲームユニット1では、当該別プレイヤーキャラクタ画像のゲーム画面上の表示位置を、受信した4個の位置情報が示す各位置に、正しい時系列に沿って順次更新する処理を行う。これにより、別プレイヤーキャラクタの画像がいきなり5~6マス瞬間移動したかのような映像がゲーム画面上に再現されるようなことがなくなり、別プレイヤーキャラクタ画像の移動を滑らかに再現できる。しかも、個々の位置情報の定期送信間隔を短くする場合に比べて、上述した処理負荷や通信負荷は軽減される。 Therefore, in the present embodiment, the number of pieces of position information transmitted at the time of one transmission is set to 2 or more, specifically four while the periodic transmission interval of the position information itself is set to about 1 second. That is, in the four pieces of position information transmitted at one transmission, the hero character exists in each divided period when the period (1 second) from the previous transmission to the current transmission is divided into four. This is position information indicating the position that has been moved. In each game unit 1, the display position of the separate player character image on the game screen is sequentially updated to each position indicated by the received four pieces of position information along the correct time series. As a result, an image as if the image of another player character suddenly moves 5-6 squares is not reproduced on the game screen, and the movement of the other player character image can be smoothly reproduced. In addition, the processing load and communication load described above are reduced as compared with the case where the regular transmission interval of the individual position information is shortened.
 なお、別プレイヤーキャラクタ画像の移動を滑らかに再現する方法としては、次のような方法を採用してもよい。
 すなわち、位置情報を受信する参加ゲームユニット1側で、更新前後における別キャラクタ位置表示画像の表示位置の間に新たな表示位置を補完する処理を行い、更新前の別キャラクタ位置表示画像の表示位置を、補完した表示位置を経由して更新後の表示位置に更新するように表示処理を行う方法である。補完する表示位置やその数は、適宜設定される。補完する表示位置を3つに設定した場合、例えば、当該別プレイヤーキャラクタが最短距離を移動したものと仮定し、その最短移動経路を4分割し、各分割点の位置を補完するようにする。
 このような補完を行うことにより、個々の位置情報の定期送信間隔が長くても、別プレイヤーキャラクタ画像の移動を滑らかに再現できる。
 また、位置情報の通信において通信遅延やパケットロスなどの通信障害が生じた場合、上述した本実施形態による通信方法(1回の送信で2以上の位置情報を送信する方法)であっても、別プレイヤーキャラクタ画像の移動を滑らかに再現できない。この場合でも、上述した補完処理を行うことで、別プレイヤーキャラクタ画像の移動を滑らかに再現することができる。
Note that the following method may be employed as a method for smoothly reproducing the movement of the separate player character image.
That is, the participating game unit 1 that receives the position information performs a process of complementing the new display position between the display positions of the different character position display images before and after the update, and displays the display position of the different character position display image before the update. Is updated to the updated display position via the complemented display position. The display positions to be complemented and the number thereof are set as appropriate. When the display positions to be complemented are set to three, for example, it is assumed that the other player character has moved the shortest distance, and the shortest movement path is divided into four to complement the positions of the respective division points.
By performing such complementation, the movement of another player character image can be smoothly reproduced even if the regular transmission interval of the individual position information is long.
Further, when communication failure such as communication delay or packet loss occurs in communication of position information, even in the communication method according to the above-described embodiment (method of transmitting two or more position information in one transmission), The movement of another player character image cannot be reproduced smoothly. Even in this case, the movement of the different player character image can be smoothly reproduced by performing the above-described complementing process.
 また、本実施形態の同時プレイゲームにおいては、別プレイヤーキャラクタに対して影響を及ぼす行動が用意されており、プレイヤーの操作により当該行動が選択されると、別プレイヤーキャラクタのキャラクタ情報を変化させることができる。具体的には、対戦ゲームでは敵モンスターへの攻撃などに利用可能であったアイテムカードや魔法カードを、別プレイヤーキャラクタに対して使用することが可能である。例えば、プレイヤーは、対戦ゲームでは敵モンスターの攻撃力を弱めるために用いる魔法カードを、別プレイヤーキャラクタに対して使用する場合、まず、使用する魔法カードを選択した後、その使用対象を別プレイヤーキャラクタとする操作を行う。すると、図14に示すように、同時プレイゲームに参加している自分を含めた全プレイヤーのリストが表示される。そして、例えば、自分以外の全プレイヤーに対して魔法カードを使用することを指示する操作を行うと、その参加ゲームユニット1の制御装置11は、図15に示すように、別プレイヤーキャラクタに魔法カードを使用したことを示す演出処理を行う。また、その参加ゲームユニット1の制御装置11は、他の参加ゲームユニット1に対して、その魔法カードを全プレイヤーに使用したという行動を特定するための行動特定情報を送信する。この行動特定情報を受信した参加ゲームユニット1の制御装置11は、RAM13内における当該参加ゲームユニットでプレイするプレイヤーの主人公キャラクタのキャラクタ情報を、その行動特定情報に従って変更する処理を行う。ここでは、その主人公キャラクタのキャラクタ情報の一部である攻撃力を下げる処理を行う。これにより、魔法カードが使用された別プレイヤーは、その主人公キャラクタで敵モンスターを倒すことが難しくなり、ゴールを目指すことが難しくなる結果、魔法カードを使用したプレイヤーは先にゴールに到達できる可能性が高まる。なお、このような魔法カードの使用以外にも、例えば、城内の所望の位置に画面には表示されない罠を仕掛けるという行動をプレイヤーが指示した場合、その罠の位置(罠を仕掛けたプレイヤーのゲームユニットにおける城内の位置)と同一位置(別プレイヤーのゲームユニットにおける城内の位置)を別プレイヤーキャラクタが通過すると、その罠に応じてその別プレイヤーキャラクタのキャラクタ情報を変更するということも可能である。 Further, in the simultaneous play game of this embodiment, an action that affects another player character is prepared, and when the action is selected by a player operation, the character information of the other player character is changed. Can do. Specifically, it is possible to use an item card or a magic card that can be used to attack an enemy monster in a battle game against another player character. For example, when a player uses a magic card that is used to weaken the attack power of an enemy monster in a battle game against another player character, the player first selects the magic card to be used, and then uses that target as another player character. Perform the operation. Then, as shown in FIG. 14, a list of all players including myself participating in the simultaneous play game is displayed. Then, for example, when an operation to instruct all players other than himself to use the magic card is performed, the control device 11 of the participating game unit 1 sends a magic card to another player character as shown in FIG. The effect process which shows having used is performed. Further, the control device 11 of the participating game unit 1 transmits to the other participating game units 1 action specifying information for specifying an action that the magic card has been used for all players. The control device 11 of the participating game unit 1 that has received the action specifying information performs a process of changing the character information of the main character of the player playing in the participating game unit in the RAM 13 according to the action specifying information. Here, a process of reducing the attack power that is a part of the character information of the main character is performed. This makes it difficult for another player with a magic card to defeat the enemy monster with that hero character, making it difficult to aim for the goal, so that the player who uses the magic card can reach the goal first Will increase. In addition to the use of such a magic card, for example, when the player instructs an action to set a trap that is not displayed on the screen at a desired position in the castle, the position of the trap (the game of the player who set the trap) When another player character passes the same position (position in the castle in the unit) (position in the castle in another player's game unit), it is also possible to change the character information of the other player character in accordance with the trap.
 以上のように、本実施形態の同時プレイゲームにおいては、各参加ゲームユニット1でそれぞれ実行されるゲームは単独型のターン制ゲームであり、それぞれのプレイヤーがプレイするゲームの城内には自分以外の別プレイヤーが操作する別プレイヤーキャラクタは存在しない。したがって、別プレイヤーに依存して自分のターンが回ってくるまで待たされるような事態は生じない。
 しかも、本実施形態の同時プレイゲームにおいては、各参加ゲームユニット1でのゲームの城(仮想ゲーム空間)は、互いに同一のマップ情報に基づいて生成されるものであり、その城内のマップは同じものとなる。よって、各ゲームユニット1のディスプレイ2には、同じマップで構成される城のゲーム画面がそれぞれ表示されることになる。そして、各ゲームユニット1で表示される各ゲーム画面上には、他のゲームユニット1でプレイする別プレイヤーの主人公キャラクタの画像(別プレイヤーキャラクタ画像)が表示される。この別プレイヤーキャラクタ画像は、その別プレイヤーキャラクタの現在位置を示すものである。したがって、各プレイヤーは、自分の主人公キャラクタが存在する城内に、あたかも別プレイヤーキャラクタが存在しているかのように認識することができる。
 なお、本実施形態の同時プレイゲームでは、各参加ゲームユニット1で互いに同一のマップ情報を用いる場合について説明したが、必ずしも同一のマップ情報を用いる必要はなく、互いに別々のマップ情報を用いるようにしてもよい。例えば、全プレイヤーを、その総プレイ時間、その主人公キャラクタの職業などに応じてランク分けし、ランクが高いプレイヤーには難易度の高いマップ情報を用い、ランクが低いプレイヤーには難易度の低いマップ情報を用いるようにしてもよい。
 また、本実施形態の同時プレイゲームでは、城のマップだけでなく、城内に配置される敵モンスターやカードの種類、数及び位置も、各参加ゲームユニットで同じ状態になる場合について説明したが、城内に配置される敵モンスターやカードの種類、数及び位置の少なくとも1つについては、各参加ゲームユニットで生成した乱数値を用いて決定するようにするなどして、参加ゲームユニットごとに異なる状態にあるようにしてもよい。
As described above, in the simultaneous play game of the present embodiment, the game executed in each participating game unit 1 is a stand-alone turn-based game, and each player plays a game other than himself in the castle. There is no other player character operated by another player. Therefore, there is no situation where you wait for your turn to come around depending on another player.
And in the simultaneous play game of this embodiment, the castle (virtual game space) of the game in each participating game unit 1 is produced | generated based on mutually the same map information, The map in the castle is the same It will be a thing. Therefore, the game screen of the castle comprised by the same map is each displayed on the display 2 of each game unit 1. FIG. Then, on each game screen displayed on each game unit 1, an image (another player character image) of the main character of another player playing on another game unit 1 is displayed. This separate player character image shows the current position of the separate player character. Therefore, each player can recognize as if another player character exists in the castle where his / her main character exists.
In the simultaneous play game of this embodiment, the case where the same map information is used in each participating game unit 1 has been described. However, the same map information is not necessarily used, and different map information is used. May be. For example, all players are ranked according to their total play time, profession of the main character, etc., map information with high difficulty is used for players with high rank, and map with low difficulty for players with low rank Information may be used.
In the simultaneous play game of the present embodiment, not only the map of the castle but also the type, number and position of enemy monsters and cards arranged in the castle have been described as being in the same state in each participating game unit. At least one of the type, number, and position of enemy monsters and cards placed in the castle is determined by using a random number generated by each participating game unit. You may make it exist in.
 なお、上述した実施形態においては、ゲーム装置がメダルゲーム機である場合について説明したが、メダルゲーム機以外の業務用ゲーム機でもよいし、業務用ゲーム機ではない家庭用ゲーム機(ゲームプログラムを実行するパーソナルコンピュータを含む。)であってもよい。
 また、上述した実施形態では、プレイヤーが主人公キャラクタの行動を指示する操作を行うことでその主人公キャラクタが城の占領を目指すロールプレイングゲームを行うゲーム装置について説明したが、本発明は、マップ情報によりプレイヤーの操作対象キャラクタの移動エリアが規制されるような仮想ゲーム空間内をプレイヤーの操作対象キャラクタが移動し得るターン制ゲームであれば、種々のゲームに適用することができる。
In the above-described embodiment, the case where the game apparatus is a medal game machine has been described. However, a game machine other than a medal game machine may be used, or a home game machine (game program that is not a game machine) may be used. Including a personal computer to be executed).
Further, in the above-described embodiment, the game apparatus that performs the role playing game in which the hero character aims to occupy the castle by performing an operation instructing the action of the hero character by the player has been described. Any turn-based game in which the player's operation target character can move in a virtual game space in which the movement area of the player's operation target character is restricted can be applied to various games.
 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く、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。 In the above embodiment, the means realized by software such as a computer program may be realized by hardware such as a circuit and a chip, and the means realized by hardware such as a circuit and a chip are Alternatively, it may be realized by software such as a computer program.

Claims (13)

  1.  通信ネットワークを介して複数のゲーム装置を互いに情報通信可能に接続したゲームシステムであって、
     上記複数のゲーム装置は、
     プレイヤーの操作を受け付ける操作受付部と、
     プレイヤーのキャラクタ情報に基づいた操作対象キャラクタが存在する仮想ゲーム空間をマップ情報に基づいて生成する仮想ゲーム空間生成部と、
     該仮想ゲーム空間生成部が用いるマップ情報及びキャラクタ情報を含んだゲーム情報を記憶するゲーム情報記憶部と、
     該操作受付部が受け付けたプレイヤー操作の内容に応じて、該仮想ゲーム空間生成部が生成した仮想ゲーム空間内における上記操作対象キャラクタの移動を含んだキャラクタ行動を決定する行動決定部と、
     該行動決定部の決定結果に基づいてゲームの進行を制御するゲーム進行制御部と、
     該仮想ゲーム空間生成部が生成した仮想ゲーム空間の少なくとも一部を所定の視点から見渡した画像が表現されるゲーム画面を、該ゲーム進行制御部の進行制御に応じて表示するゲーム画面表示部と、
     他のゲーム装置との間で通信ネットワークを介して情報通信を行う通信部とを、それぞれ備えており、
     各ゲーム装置のゲーム進行制御部は、上記行動決定部が決定したキャラクタ行動を実現するターンと、上記仮想ゲーム空間内における他のキャラクタの行動を実現するターンとを所定の順序で実行するゲームの進行を制御するものであって、かつ、他のゲーム装置でのターン進行とは独立してゲームの進行を制御するものであり、
     各ゲーム装置のゲーム情報記憶部は、他のゲーム装置でプレイする別プレイヤーの操作対象キャラクタの該他のゲーム装置での仮想ゲーム空間内における位置を示す別キャラクタ位置情報を記憶しており、
     各ゲーム装置の通信部は、該別キャラクタ位置情報を所定のタイミングで繰り返し取得し、
     各ゲーム装置のゲーム情報記憶部は、自己のゲーム装置における通信部が該別キャラクタ位置情報を取得するたびに、対応する別キャラクタ位置情報を、取得した別キャラクタ位置情報に更新し、
     各ゲーム装置のゲーム画面表示部は、自己のゲーム装置におけるゲーム情報記憶部内の別キャラクタ位置情報に基づいて、該別キャラクタ位置情報に対応する操作対象キャラクタが存在する当該他のゲーム装置での仮想ゲーム空間内における位置を表す別キャラクタ位置表示画像を表示したゲーム画面を表示するとともに、自己のゲーム装置のゲーム情報記憶部が該別キャラクタ位置情報を更新することに対応して、別キャラクタ位置表示画像の位置を更新するゲームシステム。
    A game system in which a plurality of game devices are connected to each other via a communication network so as to be able to communicate with each other
    The plurality of game devices are:
    An operation receiving unit for receiving player operations;
    A virtual game space generation unit for generating a virtual game space in which an operation target character based on the character information of the player exists based on the map information;
    A game information storage unit for storing game information including map information and character information used by the virtual game space generation unit;
    An action determination unit that determines a character action including movement of the operation target character in the virtual game space generated by the virtual game space generation unit according to the content of the player operation received by the operation reception unit;
    A game progress control unit that controls the progress of the game based on the determination result of the action determination unit;
    A game screen display unit that displays a game screen on which an image overlooking at least a part of the virtual game space generated by the virtual game space generation unit from a predetermined viewpoint is displayed according to the progress control of the game progress control unit; ,
    A communication unit that performs information communication with other game devices via a communication network,
    The game progress control unit of each game device performs a turn for realizing the character action determined by the action determination unit and a turn for realizing the action of another character in the virtual game space in a predetermined order. It controls the progress and controls the progress of the game independently of the turn progress in other game devices,
    The game information storage unit of each game device stores different character position information indicating the position of the operation target character of another player playing on the other game device in the virtual game space on the other game device,
    The communication unit of each game device repeatedly acquires the different character position information at a predetermined timing,
    Each time the communication unit in the game device acquires the different character position information, the game information storage unit of each game device updates the corresponding different character position information to the acquired different character position information.
    The game screen display unit of each game device is based on the other character position information in the game information storage unit of the game device of its own, and the virtual screen in the other game device in which the operation target character corresponding to the other character position information exists. In addition to displaying a game screen displaying a different character position display image representing a position in the game space, in response to the game information storage unit of its own game device updating the different character position information, another character position display A game system that updates the position of images.
  2.  請求項1に記載のゲームシステムにおいて、
     各ゲーム装置は、各ゲーム装置のプレイヤーの操作対象キャラクタが、それぞれの仮想ゲーム空間内の所定位置に設けられたチェックポイントへ上記別プレイヤーの操作対象キャラクタよりも先に到達した場合に、該別プレイヤーが得ることのできない特典を該プレイヤーに対して付与する特典付与部を有するゲームシステム。
    The game system according to claim 1,
    Each game device is configured so that when the operation target character of the player of each game device reaches a check point provided at a predetermined position in the respective virtual game space before the operation target character of the other player, The game system which has the privilege provision part which provides the player with the privilege which a player cannot obtain.
  3.  請求項1のゲームシステムにおいて、
     各ゲーム装置の通信部は、自己のゲーム装置の行動決定部が上記別プレイヤーの操作対象キャラクタにおけるキャラクタ情報の変更に関与する行動を決定した場合、該別プレイヤーがプレイするゲーム装置に向けて該行動を特定するための行動特定情報を送信し、
     各ゲーム装置のゲーム情報記憶部は、自己のゲーム装置の通信部が自己のゲーム装置でプレイするプレイヤーの操作対象キャラクタについての行動特定情報を受信した場合、該操作対象キャラクタに対応したキャラクタ情報を該行動特定情報に対応して変更し、
     各ゲーム装置のゲーム進行制御部は、該変更後のキャラクタ情報を用いてゲームの進行を制御するゲームシステム。
    The game system according to claim 1,
    The communication unit of each game device, when the action determining unit of its own game device determines an action related to the change of character information in the operation target character of the other player, toward the game device played by the other player Send action identification information to identify the action,
    The game information storage unit of each game device receives the character information corresponding to the operation target character when the communication unit of the game device receives action specifying information about the operation target character of the player playing on the game device. Change corresponding to the action specific information,
    A game system in which the game progress control unit of each game device controls the progress of the game using the character information after the change.
  4.  請求項1のゲームシステムにおいて、
     各ゲーム装置のゲーム情報記憶部は、上記別プレイヤーの操作対象キャラクタの画像である別キャラクタ画像を特定するための別キャラクタ画像特定情報を記憶しており、
     各ゲーム装置のゲーム画面表示部は、上記別キャラクタ位置表示画像として、対応する別キャラクタ画像特定情報により特定される別キャラクタ画像を用いるゲームシステム。
    The game system according to claim 1,
    The game information storage unit of each game device stores different character image specifying information for specifying another character image that is an image of the operation target character of the other player,
    A game system in which a game screen display unit of each game device uses another character image specified by corresponding another character image specifying information as the other character position display image.
  5.  請求項1のゲームシステムにおいて、
     各ゲーム装置の通信部は、上記所定のタイミングで、所定の時間間隔をもった各時点における上記別プレイヤーの操作対象キャラクタの各位置をそれぞれ示す複数の別キャラクタ位置情報を取得し、
     各ゲーム装置のゲーム画面表示部は、上記別キャラクタ位置表示画像の位置を更新するとき、更新された複数の別キャラクタ位置情報に基づいて別キャラクタ位置表示画像の位置を順次更新し、該別プレイヤーの操作対象キャラクタの移動を再現する処理を行うゲームシステム。
    The game system according to claim 1,
    The communication unit of each game device acquires a plurality of different character position information indicating each position of the operation target character of the different player at each time point with a predetermined time interval at the predetermined timing,
    When the position of the separate character position display image is updated, the game screen display unit of each game device sequentially updates the position of the separate character position display image based on the updated pieces of separate character position information. The game system which performs the process which reproduces the movement of the operation target character.
  6.  請求項1のゲームシステムにおいて、
     各ゲーム装置のゲーム画面表示部は、上記別キャラクタ位置表示画像の位置を更新するとき、更新前の別キャラクタ位置表示画像の位置と更新後の別キャラクタ位置表示画像の位置との間に、予め決められた補完条件に従って決定した位置を補完し、更新前の別キャラクタ位置表示画像の位置を、補完した位置を経由して更新後の位置に更新するゲームシステム。
    The game system according to claim 1,
    When the game screen display unit of each game device updates the position of the separate character position display image, the position of the separate character position display image before the update and the position of the separate character position display image after the update are stored in advance. A game system that complements a position determined according to a determined complementation condition and updates the position of another character position display image before update to an updated position via the complemented position.
  7.  請求項1のゲームシステムにおいて、
     各ゲーム装置のゲーム情報記憶部は、互いに同一のマップ情報を記憶しており、
     各ゲーム装置のゲーム画面表示部は、自己のゲーム装置での仮想ゲーム空間内における、自己のゲーム装置におけるゲーム情報記憶部内の別キャラクタ位置情報が示す位置と同一の位置に、上記別キャラクタ位置表示画像を表示したゲーム画面を表示するゲームシステム。
    The game system according to claim 1,
    The game information storage unit of each game device stores the same map information,
    The game screen display unit of each game device displays the different character position display at the same position as the position indicated by the different character position information in the game information storage unit of the own game device in the virtual game space of the own game device. A game system that displays a game screen displaying images.
  8.  請求項2に記載のゲームシステムにおいて、
     各ゲーム装置のゲーム情報記憶部は、互いに同一のマップ情報を記憶しており、
     各ゲーム装置のゲーム画面表示部は、自己のゲーム装置での仮想ゲーム空間内における、自己のゲーム装置におけるゲーム情報記憶部内の別キャラクタ位置情報が示す位置と同一の位置に、上記別キャラクタ位置表示画像を表示したゲーム画面を表示するものであり、
     上記特典付与部は、各ゲーム装置のプレイヤーの操作対象キャラクタが、それぞれの仮想ゲーム空間内の同一位置に設けられたチェックポイントへ上記別プレイヤーの操作対象キャラクタよりも先に到達した場合に、上記特典を該プレイヤーへ付与するゲームシステム。
    The game system according to claim 2,
    The game information storage unit of each game device stores the same map information,
    The game screen display unit of each game device displays the different character position display at the same position as the position indicated by the different character position information in the game information storage unit of the own game device in the virtual game space of the own game device. It displays the game screen that displays the image,
    When the operation target character of the player of each game device reaches the check point provided at the same position in each virtual game space before the operation target character of the other player, A game system that gives a privilege to the player.
  9.  請求項7のゲームシステムにおいて、
     各ゲーム装置は、所定のタイミングで所定の抽選結果に対応するマップ情報を生成するマップ情報生成部を有し、
     各ゲーム装置のゲーム進行制御部は、上記通信部で上記別キャラクタ位置情報を繰り返し取得しつつ、取得した別キャラクタ位置情報に対応する別キャラクタ位置表示画像を表示したゲーム画面を上記ゲーム画面表示部により表示しながら、上記ゲームの進行を制御する第1制御モードと、該ゲーム画面上に該別キャラクタ位置表示画像を表示しないで上記ゲームの進行を制御する第2制御モードとで、選択的に動作し得るものであり、
     該第2制御モードでは、自己のゲーム装置のマップ情報生成部が他のゲーム装置での抽選とは独立した抽選を行って生成したマップ情報に基づく仮想ゲーム空間を用いて、ゲームの進行を制御するゲームシステム。
    The game system according to claim 7,
    Each game device has a map information generation unit that generates map information corresponding to a predetermined lottery result at a predetermined timing,
    The game progress control unit of each game device displays the game screen displaying the different character position display image corresponding to the acquired different character position information while repeatedly acquiring the different character position information in the communication unit. In a first control mode for controlling the progress of the game while being displayed on the screen, and a second control mode for controlling the progress of the game without displaying the separate character position display image on the game screen. It can work,
    In the second control mode, the progress of the game is controlled using the virtual game space based on the map information generated by the map information generation unit of the game device of the player performing a lottery independent of the lottery of other game devices. Game system to play.
  10.  請求項8のゲームシステムにおいて、
     各ゲーム装置は、所定のタイミングで所定の抽選結果に対応するマップ情報を生成するマップ情報生成部を有し、
     各ゲーム装置のゲーム進行制御部は、上記通信部で上記別キャラクタ位置情報を繰り返し取得しつつ、取得した別キャラクタ位置情報に対応する別キャラクタ位置表示画像を表示したゲーム画面を上記ゲーム画面表示部により表示しながら、上記ゲームの進行を制御する第1制御モードと、該ゲーム画面上に該別キャラクタ位置表示画像を表示しないで上記ゲームの進行を制御する第2制御モードとで、選択的に動作し得るものであり、
     該第2制御モードでは、自己のゲーム装置のマップ情報生成部が他のゲーム装置での抽選とは独立した抽選を行って生成したマップ情報に基づく仮想ゲーム空間を用いて、ゲームの進行を制御するゲームシステム。
    The game system according to claim 8, wherein
    Each game device has a map information generation unit that generates map information corresponding to a predetermined lottery result at a predetermined timing,
    The game progress control unit of each game device displays the game screen displaying the different character position display image corresponding to the acquired different character position information while repeatedly acquiring the different character position information in the communication unit. In a first control mode for controlling the progress of the game while being displayed on the screen, and a second control mode for controlling the progress of the game without displaying the separate character position display image on the game screen. It can work,
    In the second control mode, the progress of the game is controlled using the virtual game space based on the map information generated by the map information generation unit of the game device of the player performing a lottery independent of the lottery of other game devices. Game system to play.
  11.  請求項9のゲームシステムにおいて、
     各ゲーム装置のマップ情報生成部は、各ゲーム装置のゲーム進行制御部が上記第1制御モードで動作する場合、各ゲーム装置の仮想ゲーム空間生成部が仮想ゲーム空間を生成する前に、互いに同一の抽選結果を用いてこれに対応するマップ情報を生成し、
     各ゲーム装置のゲーム情報記憶部は、該マップ情報生成部が生成した該マップ情報を上記互いに同一のマップ情報として記憶するゲームシステム。
    The game system according to claim 9, wherein
    When the game progress control unit of each game device operates in the first control mode, the map information generation unit of each game device is the same as each other before the virtual game space generation unit of each game device generates the virtual game space. Using this lottery result, generate corresponding map information,
    A game system in which a game information storage unit of each game device stores the map information generated by the map information generation unit as the same map information.
  12.  請求項10のゲームシステムにおいて、
     各ゲーム装置のマップ情報生成部は、各ゲーム装置のゲーム進行制御部が上記第1制御モードで動作する場合、各ゲーム装置の仮想ゲーム空間生成部が仮想ゲーム空間を生成する前に、互いに同一の抽選結果を用いてこれに対応するマップ情報を生成し、
     各ゲーム装置のゲーム情報記憶部は、該マップ情報生成部が生成した該マップ情報を上記互いに同一のマップ情報として記憶するゲームシステム。
    The game system according to claim 10.
    When the game progress control unit of each game device operates in the first control mode, the map information generation unit of each game device is the same as each other before the virtual game space generation unit of each game device generates the virtual game space. Using this lottery result, generate corresponding map information,
    A game system in which a game information storage unit of each game device stores the map information generated by the map information generation unit as the same map information.
  13.  プレイヤーの操作を受け付ける操作受付部と、
     プレイヤーのキャラクタ情報に基づいた操作対象キャラクタが存在する仮想ゲーム空間をマップ情報に基づいて生成する仮想ゲーム空間生成部と、
     該仮想ゲーム空間生成部が用いるマップ情報及びキャラクタ情報を含んだゲーム情報を記憶するゲーム情報記憶部と、
     該操作受付部が受け付けたプレイヤー操作の内容に応じて、該仮想ゲーム空間生成部が生成した仮想ゲーム空間内における上記操作対象キャラクタの移動を含んだキャラクタ行動を決定する行動決定部と、
     該行動決定部の決定結果に基づいてゲームの進行を制御するゲーム進行制御部と、
     該仮想ゲーム空間生成部が生成した仮想ゲーム空間の少なくとも一部を所定の視点から見渡した画像が表現されるゲーム画面を、該ゲーム進行制御部の進行制御に応じて表示するゲーム画面表示部と、
     当該ゲーム装置と同種の他のゲーム装置との間で通信ネットワークを介して情報通信を行う通信部とを備えたゲーム装置であって、
     上記ゲーム進行制御部は、上記行動決定部が決定したキャラクタ行動を実現するターンと、上記仮想ゲーム空間内における他のキャラクタの行動を実現するターンとを所定の順序で実行するゲームの進行を制御するものであって、かつ、上記他のゲーム装置でのターン進行とは独立してゲームの進行を制御するものであり、
     上記ゲーム情報記憶部は、上記他のゲーム装置でプレイする別プレイヤーの操作対象キャラクタの該他のゲーム装置での仮想ゲーム空間内における位置を示す別キャラクタ位置情報を記憶しており、
     上記通信部は、該別キャラクタ位置情報を所定のタイミングで繰り返し取得し、
     上記ゲーム情報記憶部は、該通信部が該別キャラクタ位置情報を取得するたびに、対応する別キャラクタ位置情報を、取得した別キャラクタ位置情報に更新し、
     上記ゲーム画面表示部は、上記ゲーム情報記憶部内の別キャラクタ位置情報に基づいて、該別キャラクタ位置情報に対応する操作対象キャラクタが存在する当該他のゲーム装置での仮想ゲーム空間内における位置を表す別キャラクタ位置表示画像を表示したゲーム画面を表示するとともに、該ゲーム情報記憶部が該別キャラクタ位置情報を更新することに対応して、別キャラクタ位置表示画像の位置を更新するゲーム装置。
    An operation receiving unit for receiving player operations;
    A virtual game space generation unit for generating a virtual game space in which an operation target character based on the character information of the player exists based on the map information;
    A game information storage unit for storing game information including map information and character information used by the virtual game space generation unit;
    An action determination unit that determines a character action including movement of the operation target character in the virtual game space generated by the virtual game space generation unit according to the content of the player operation received by the operation reception unit;
    A game progress control unit that controls the progress of the game based on the determination result of the action determination unit;
    A game screen display unit that displays a game screen on which an image overlooking at least a part of the virtual game space generated by the virtual game space generation unit from a predetermined viewpoint is displayed according to the progress control of the game progress control unit; ,
    A game device including a communication unit that performs information communication via a communication network between the game device and another game device of the same type,
    The game progress control unit controls the progress of a game in which a turn for realizing the character action determined by the action determination unit and a turn for realizing the action of another character in the virtual game space are executed in a predetermined order. And controlling the progress of the game independently of the turn progress in the other game devices,
    The game information storage unit stores different character position information indicating the position of the operation target character of another player playing on the other game device in the virtual game space on the other game device,
    The communication unit repeatedly acquires the different character position information at a predetermined timing,
    The game information storage unit updates the corresponding different character position information to the acquired different character position information each time the communication unit acquires the different character position information.
    The said game screen display part represents the position in the virtual game space in the said other game device in which the operation target character corresponding to this another character position information exists based on the other character position information in the said game information storage part A game device that displays a game screen on which a different character position display image is displayed, and updates the position of the different character position display image in response to the game information storage unit updating the different character position information.
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