US20060046809A1 - Gaming machine and gaming system - Google Patents

Gaming machine and gaming system Download PDF

Info

Publication number
US20060046809A1
US20060046809A1 US11/208,880 US20888005A US2006046809A1 US 20060046809 A1 US20060046809 A1 US 20060046809A1 US 20888005 A US20888005 A US 20888005A US 2006046809 A1 US2006046809 A1 US 2006046809A1
Authority
US
United States
Prior art keywords
game
player
gaming machine
mode
data
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
Application number
US11/208,880
Inventor
Nobukatsu Hiranoya
Kentaro Hayashi
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Universal Entertainment Corp
Original Assignee
Aruze Corp
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Aruze Corp filed Critical Aruze Corp
Assigned to ARUZE CORPORATION reassignment ARUZE CORPORATION ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: HAYASHI, KENTARO, HIRANOYA, NOBUKATSU
Publication of US20060046809A1 publication Critical patent/US20060046809A1/en
Abandoned legal-status Critical Current

Links

Images

Classifications

    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3211Display means
    • 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
    • A63F13/46Computing the game score
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3216Construction aspects of a gaming system, e.g. housing, seats, ergonomic aspects
    • G07F17/3218Construction aspects of a gaming system, e.g. housing, seats, ergonomic aspects wherein at least part of the system is portable

Definitions

  • the present invention relates to a gaming machine and a gaming system which read data stored in an object to be read, and are capable of proceeding with a game in which an image displayed by image display means is used.
  • a gaming machine in which can be played a game using an image displayed by image display means.
  • a gaming machine in which only one player can play games, and a gaming machine in which two or more players can play games.
  • a gaming machine in which a player can win a prize when a predetermined combination is obtained by placing, for example, cards or tiles, whereby some points can be acquired, and a gaming machine which can carry out a game (for example, RPG (role-playing game) or an adventure game) using an image of a performing object which shows a performing object (so called a “character”, or a vehicle such as a “car” or “airplane” that indicates a character appearing in a game) that moves in response to an operation of a player.
  • a game for example, RPG (role-playing game) or an adventure game
  • a game for example, RPG (role-playing game) or an adventure game
  • a game for example, RPG (role-playing game) or an adventure game
  • a game for example, RPG (role-playing game) or an adventure game
  • a game for example, RPG (role-playing game) or an adventure game
  • a game for example, RPG
  • Japanese Unexamined Patent Publication No. 2002-301264 discloses a card game device which has means for reading data of a plurality of cards mounted on a playing field, and means for displaying an image corresponding to the read data, wherein an image corresponding to a combination of the plurality of cards arranged by players is displayed so that simulation of team play can be performed.
  • the gaming machine can increase an interest or realistic sensation of the player in the game, develop the attachment to the object to be read, and give the player an incentive to collect the object to be read.
  • the card game device described in Japanese Unexamined Patent Publication No. 2002-301264 is disadvantageous in that an image is not displayed without using the card of the object to be read, thus the game cannot be proceeded with. Nevertheless if the game is proceeded without the card, the true beautiful aspect of the card game cannot be obtained, and it becomes difficult to make full use of the original characteristics of the card game for giving the player an incentive to collect the cards.
  • the present invention is contrived to solve the above-described problems, and relates to a gaming machine and a gaming system which read data stored in an object to be read and in which can be played a game where an image displayed by the image display means is used.
  • an object of the present invention is to make it possible to proceed with the game without spoiling the attachment to or motivation for collection of the object to be read even if the object to be read is not used.
  • the gaming machine of the present invention comprises: image display means for displaying a performing object that moves in response to an operation of player; reading means for reading identification information corresponding to the performing object from an object to be read which stores the identification information of the performing object; game progress control means for proceeding with a game in which the image of a performing object is utilized, in either a first mode in which reading of the identification information by the reading means is required or a second mode in which reading of the identification information is not required; and bonus granting means for providing a predetermined bonus to the game of the first mode.
  • This gaming machine can proceed with a game in either the first mode where data of a performing object is used or in the second mode where the data is not used. Moreover, a predetermined bonus is provided in the first mode.
  • the gaming machine further has performing object data storage means for storing the data of performing objects, and extracting means for extracting the data corresponding to the identification information of the performing object, from the data stored in the performing object data storage means, and game progress control means can utilize the data extracted by the extracting means.
  • the performing object data of each performing object can be stored in the performing object storage means, from which the performing object data corresponding to the identification information can be extracted, and then a game can be proceeded with.
  • the bonus granting means described above can raise the probability for the first mode higher than for the second mode, to provide a bonus.
  • a bonus is provided such that the probability that the player can utilize the bonus information becomes higher than in a game in the second mode.
  • the gaming machine further has selecting means for the player to select an attribute of the performing object, wherein, for the selections from which the player can select an attribute of the performing object by the selecting means, the selections for the first mode are set wider than for the second mode, whereby the bonus granting means provides the bonus.
  • a bonus is provided such that the selections where attributes of the performing objects can be selected are wider when playing a game in the first mode than playing a game in the second mode.
  • the performing object data comprises at least one type of data selected from the group consisting of costumes of the performing objects, costume colors of the performing objects, defense parameters of the performing objects, attack parameters of the performing objects, ability values of the performing objects, and special abilities of the performing objects.
  • the predetermined bonus is a grant in a form of a technique card by which technique ability can be provided to the performing object.
  • the object to be read is a figure.
  • the present invention provides a gaming system which has image display means for displaying an image of a performing object which shows a performing object that moves in response to an operation of a player, reading means for reading identification information corresponding to the performing object from an object to be read in which is stored identification information of the performing object, game progress control means for proceeding with a game in which is utilized the image of a performing object in either a first mode in which reading of the identification information by the reading means is required or a second mode in which reading of the identification information is not required, and bonus granting means for providing a predetermined bonus to a game in the first mode.
  • a game can be proceeded with in the first mode where the performing object data is used or the second mode where it is not used. Furthermore, a predetermined bonus is provided in the first mode.
  • the gaming system comprises an arcade server installed in a game arcade, a plurality of gaming machines connected communicably to the arcade server via dedicated lines, an in-arcade router installed in the game arcade, and center server connected to the arcade server via the in-arcade router, communication lines and the Internet.
  • the center server receives entry data transmitted from each of the gaming machines to accept participation of a player in a game and updates participation information of the player, determines a player who becomes an opponent.
  • FIG. 1 is a system configuration diagram of a gaming system which is equipped with a plurality of gaming machines according to the present invention
  • FIG. 2 is a perspective view showing the plurality of gaming machines and a card machine
  • FIG. 3 is a perspective view showing the entire configuration of a gaming machine
  • FIG. 4 is a block diagram of the gaming machine, which mainly shows the internal configuration thereof;
  • FIG. 5 is a block diagram showing an example of the internal configuration of an image control circuit
  • FIG. 6 is a block diagram showing an arcade server
  • FIG. 7 is a block diagram showing a game server and a database server
  • FIG. 8 is an exploded perspective view showing a configuration of a figure
  • FIG. 9 is a flow chart showing an operation procedure of a game process from the start of the game to the end of the game in the gaming machine;
  • FIG. 10 is a flow chart showing an operation procedure of a process in a with-figure game
  • FIG. 11 is a flow chart showing an operation procedure of a process in a no-figure game
  • FIG. 12 is a flow chart showing an operation procedure of a shift phase process
  • FIG. 13 is a flow chart showing an operation procedure of a movement phase process
  • FIG. 14 is a flow chart showing an operation procedure of a game start process
  • FIG. 15 is a flow chart showing an operation procedure of a character generation process
  • FIG. 16 is a sequence chart showing a sequence of an operation carried out among the gaming machine, the arcade server and center server group;
  • FIG. 17 is a figure showing an image of a labyrinth
  • FIG. 18 is a figure showing another image of the labyrinth
  • FIG. 19 is figure showing a fight selection image
  • FIG. 20 is a figure showing a battle image.
  • FIG. 1 is a system configuration diagram of a gaming system 100 which is equipped with a plurality of gaming machines 1 according to the present invention
  • FIG. 2 is a perspective view showing the plurality of gaming machines 1 and a card machine 6
  • the gaming system 100 has two game arcades A and B that are provided with one and two arcade servers 2 respectively, totaling three arcade servers, the plurality of gaming machines 1 (eight machines in the present embodiment) and card machines 6 connected communicably to the arcade servers via dedicated lines, an in-arcade router 7 provided in each of the game arcades A and B, and a center server group 5 connected to the in-arcade routers 7 via communication lines 4 a and the Internet 4 .
  • the arcade server 2 is connected to the gaming machines 1 and card machine 6 via dedicated lines 3 to form an in-arcade LAN (Local Area Network), which is then connected to the Internet 4 via the in-arcade router 7 .
  • in-arcade LAN Local Area Network
  • the gaming machine 1 is a gaming machine according to the embodiments of the present invention, and has image display means for displaying a character image (same as an image of a performing object in the present invention) which shows a character moving in response to an operation of a player (the detail will be described later), as a game image used in a game, thus the gaming machine is configured so as to conduct a game which allows the character to perform an action in response to an operation of the player.
  • the gaming machine 1 is designed such that a game can be played in which the character moves within a labyrinth while following the route selected by the player, battles another character (a player character that performs the action according to a selection made by other player, or a non-player character which is caused to perform the action by the gaming machine) to compete for the items that the characters have (a sacred gem which will be described later in the present embodiment), and defeats a character of the final target after collecting all of the items (hereinafter called “labyrinth battle game”).
  • the obtained scores of each character (called “life” in the present embodiment) are increased or decreased according to a battle result or the progress of the game, and the character that loses all the scores thereof becomes a loser.
  • the gaming machine 1 has a main display 11 equipped with a liquid crystal display at the front of a housing 10 , as shown in FIG. 3 .
  • the gaming machine 1 further has a sub display 12 , also equipped with a liquid crystal display in an upper portion of the main display 11 , and both right and left sides of the sub display 12 are disposed with speakers 13 L and 13 R for outputting sound used for effects of a game.
  • the main display 11 is the image display means in the present invention, and is designed to display a game image (for example, a labyrinth image 160 and the like) for each step in a game (the detail will be described later).
  • the sub display 12 is designed to display an image (for example, a battle image 180 and the like, which will be described later) in a specified step of the game.
  • the gaming machine 1 has an operation panel 14 on the lower side of the main display 11 .
  • the left side of the operation panel 14 is disposed with an authentication unit 15
  • the right side of same is disposed with a coin insertion slot 16 for inserting a coin (a gaming medium such as hard currency, a medal, or the like) necessary for executing a game, and a card slot 18 for inserting an ID card 17 .
  • the operation panel also has an operation unit 19 which is equipped with an operation button and the like.
  • the authentication unit 15 is the reading means in the present invention, has a base mounting portion 15 a and a reading portion 15 b fixed on the surface of the operation panel 14 .
  • This base mounting portion 15 a has inside a thick disk-like recess corresponding to the shape of a base portion 41 in an after-mentioned FIG. 40 (see FIG. 8 ), and the base portion 41 can be fit and mounted in the recess.
  • the reading portion 15 b is disposed in the recess of the base mounting portion 15 a , has an IC chip reader, which is not shown, and uses the IC chip reader to read out the recorded information from an IC chip 44 that is embedded in the base portion 41 of the mounted FIG. 40 .
  • the authentication unit 15 has an LED, and exposes the after-mentioned FIG. 40 to light during the read operation of the FIG. 40 .
  • Each of the gaming machines 1 that configures the gaming system 100 is given a machine-specific machine ID.
  • the machine ID has a server ID inherent in each of the arcade server 2 , and an ID inherent in each of the gaming machines 1 .
  • each of the gaming machines 1 installed in the arcade A has an ID of A 01 , A 02 , A 03 etc.
  • FIG. 4 is a block diagram of the gaming machine 1 , which mainly shows the internal configuration thereof.
  • the gaming machine 1 has a plurality of components, with a microcomputer 31 as the center of the components.
  • the microcomputer 31 has a main CPU (Central Processing Unit) 32 , RAM (Random Access Memory) 33 and ROM (Read Only Memory) 34 .
  • the main CPU 32 operating according to a program stored in the ROM 34 inputs a signal from each component provided in the operation panel 14 and at the same time performs input and output of the signal to and from other components by means of I/O port 39 to perform operation control of the entire gaming machine 1 .
  • Data or programs (application data or game data in the present embodiment, which will be described later) used when the main CPU 32 operates are stored in the RAM 33 .
  • the RAM 33 functions as the performing object data storage means in the present invention.
  • a control program executed by the main CPU 32 and permanent data are stored in the ROM 34 .
  • the gaming machine 1 further has a random number generator 35 , a sampling circuit 36 , a clock pulse generating circuit 37 , and a frequency divider 38 .
  • the random number generator 35 operates according to an instruction from the main CPU 32 to generate a certain range of random numbers.
  • the sampling circuit 36 extracts an arbitrary random number from the random numbers generated by the random number generator 35 according to the instruction from the main CPU 32 , and inputs the extracted random number to the main CPU 32 .
  • the clock pulse generating circuit 37 generates a reference clock for operating the main CPU 32 , and the frequency divider 38 inputs a signal, which is obtained by dividing the reference clock at a constant frequency, to the main CPU 32 .
  • the gaming machine 1 has a touch panel 11 a , a coin sensor 16 a , a card reader 18 a , a communication control portion 21 , a communication processing portion 22 , an image control circuit 71 , and a sound control circuit 72 .
  • the touch panel 11 a is provided so as to cover the display screen of the main display 11 , detects a position of a spot that the player touched, and inputs a position signal corresponding to the detected position to the main CPU 32 .
  • the player uses the touch panel 11 a to perform operation input for determining a performance of the character.
  • a conductive material is applied onto the surface of a rectangular transparent plate, and voltage is applied from the electrodes disposed on the four corners of the transparent plate, whereby a slight current change which is caused when a finger of the player touches to the plate is sensed by means of the electrodes, and the position of the spot that the player touched is detected.
  • the coin sensor 16 a detects a coin inserted into the coin insertion slot 16 , and outputs a detection signal corresponding to the detection to the main CPU 32 .
  • the card reader 18 a reads out card information of a player ID or the like, which is recorded in the ID card 17 inserted into the card slot 18 , and inputs the read card information to the main CPU 32 .
  • the communication control portion 21 operates according to an instruction from the main CPU 32 , and controls the connection or disconnection of a line used for a communication with the arcade server 2 .
  • the communication processing portion 22 operates according to an instruction from the communication control portion 21 , and executes data transmission which is performed through the dedicated lines 3 .
  • the image control circuit 71 controls an image display in the main display 11 and the sub display 12 , and allows the main display 11 and the sub display 12 to display various images such as those showing characters.
  • the image control circuit 71 has an image control CPU 71 a , a work RAM 71 b , a program ROM 71 c , an image ROM 71 d , a video RAM 71 e , and a VDP (Video Display Processor) 71 f , as shown in FIG. 5 .
  • the image control CPU 71 a determines images to be displayed by the main display 11 and the sub display 12 according to an image control program which is stored in the program ROM 71 c beforehand (relates to display on the main display 11 and the sub display 12 ), based on a parameter set by the microcomputer 31 .
  • the work RAM 71 b is configured as temporary storage means for when the image control CPU 71 a executes the image control program.
  • the program ROM 71 c has stored therein the image control program, various selection tables or the like.
  • the image ROM 71 d has stored therein dot data for forming images.
  • the video RAM 71 e is configured as temporary storage means for when forming images by means of the VDP 71 f .
  • the VDP 71 f has a control RAM 71 g , forms images corresponding to the contents displayed by the main display 11 and the sub display 12 which are determined by the image control CPU 71 a , and outputs each of the formed images to the main display 11 and the sub display 12 .
  • the sound control circuit 72 inputs a sound signal for outputting a sound from the speakers 13 L and 13 R, to the speakers 13 L and 13 R. Sounds for bringing an excitement to a game at an appropriate time is outputted from the speakers 13 L and 13 R after, for example, the start of a game.
  • the arcade server 2 has a CPU 201 , ROM 202 , RAM 203 , communication processing portion 204 , communication control portion 205 and data storage portion 206 which has stored therein application data.
  • the CPU 201 operates while reading and writing the data into and from the RAM 203 according to the programs stored in the ROM 202 , and at the same time the communication control portion 205 activates the communication processing portion 204 according to an instruction from the CPU 201 .
  • the arcade server 2 performs data transmission with each of the gaming machines 1 set in each of the game arcades A and B via the dedicated lines 3 to transmit (download) the application data to each of the gaming machines 1 , or relays the data transmission between the gaming machines 1 and with the center server group 5 .
  • the application data include various data used in execution of a labyrinth battle game carried out in the gaming machine 1 (image data for games, and the like), and data for boards (a program for settings for relating the operation buttons equipped in the operation unit 19 to the labyrinth battle game).
  • the card machine 6 has an operation portion for the player to perform an input operation of the personal information, and card issuing means, wherein the card issuing means allows storage of the card information containing the player ID inherent in the player, and issues the ID card 17 by means of a predetermined input operation using the operation portion.
  • the in-arcade router 7 connects an in-arcade LAN, which is formed in each of the game arcades A and B, to a LAN formed in the center server group 5 , via the communication lines 4 a and the Internet 4 .
  • the center server group 5 has a plurality of game servers (two game servers 101 and 102 in FIG. 1 ) that are installed for each game, and a database server 103 , wherein the game servers are connected to each other via dedicated lines 104 to form a LAN, which is connected to the Internet 4 via an unshown router.
  • game servers two game servers 101 and 102 in FIG. 1
  • database server 103 wherein the game servers are connected to each other via dedicated lines 104 to form a LAN, which is connected to the Internet 4 via an unshown router.
  • the game server 101 is installed in order to execute the labyrinth battle game, and, as shown in FIG. 7 , has a CPU 301 , ROM 302 , RAM 303 , communication processing portion 304 , communication control portion 305 , and data storage portion 306 .
  • the CPU 301 operates while reading and writing the data into and from the RAM 303 according to the programs stored in the ROM 302 , and at the same time the communication control portion 305 activates the communication processing portion 304 according to an instruction from the CPU 301 .
  • the game server 101 performs data transmission with each of the arcade servers 2 via the Internet 4 . Then the game server 101 receives after-mentioned entry data which is transmitted from each of the gaming machines 1 , updates acceptance of participation (entry) of a player to a labyrinth battle game and also participation information of the player, determines a player as an opponent, and transmits a result obtained to the database server 103 .
  • the game server 102 is installed for executing another game, and has the same configuration as the game server 101 , although the data or programs stored therein are different from the game server 101 .
  • the database server 103 has a CPU 401 , ROM 402 , RAM 403 , communication processing portion 404 , communication control portion 405 , and data storage portion 406 .
  • the CPU 401 operates while reading and writing the data into and from the RAM 403 according to the programs stored in the ROM 402 , and at the same time the communication control portion 405 activates the communication processing portion 404 according to an instruction from the CPU 401 , and performs data transmission with each of the arcade servers 2 via the Internet 4 .
  • the data storage portion 406 has stored therein the player ID, a password used for authenticating the player, the type of a game and game data. The player ID is read from the ID card 17 and transmitted from the gaming machine 1 .
  • the database server 103 is configured such that each player sets, in the gaming machine 1 , the FIG. 40 being used by the player in the authentication unit 15 , and allows the figure ID to be read, whereby the read FIG. 1D corresponding to the FIG. 40 is transmitted from the gaming machine 1 .
  • an ID management file which relates a plurality of corresponding figure IDs to one player ID transmitted from the gaming machine 1 and can store the obtained IDs, is formed in the data storage portion 406 .
  • the player and the figure used by the player are managed by the ID management file.
  • This ID management file is used for authentication of a player and authentication of a figure, which will be described hereinafter.
  • the game data includes character-specific data which characterizes each character (information indicating a costume for each character, the color of the costume, a defense parameter, a character ability value having an attack parameter and an attack range, a special ability and the like. Such information is equivalent to the performing object data in the present invention, is referred to as “figure information” hereinafter), and data indicating a history of a labyrinth battle game played by each player.
  • This game data is transmitted from the database server 103 to the gaming machine 1 and is used in a labyrinth battle game.
  • FIG. 8 is an exploded perspective view showing a configuration of the FIG. 40 .
  • the FIG. 40 is the object to be read in the present invention, has the base portion 41 , and a figure main body portion 42 representing a three-dimensional shape of each figure appearing in the labyrinth battle game.
  • the base portion 41 has a size of the recess formed in the base mounting portion 15 a , and is formed into a hollow thick disk-like shape.
  • the base portion 41 has a base main body portion 43 having a top portion 43 a , the base main body portion being in the form of a cylinder with a bottom, and the IC chip 44 , wherein the IC chip 44 is embedded and fixed into an opening end portion of the base main body portion 43 .
  • the base portion 41 has a protruding portion 43 b in substantially a center of the top portion 43 a of the base main body portion 43 .
  • the IC chip 44 has stored therein a figure ID inherent in a character corresponding to the figure main body portion 42 .
  • the figure main body portion 42 has a leveling pad portion 46 having a concave portion 46 a corresponding to the protruding portion 43 b , and a doll portion 47 which is formed such that it stands on two legs on the leveling pad portion 46 , and models the character appearing in the labyrinth battle game, wherein the protruding portion 43 b is embedded in the concave portion 46 a so that the figure main body 42 is fixed to the top portion 43 a of the base portion 41 .
  • the FIG. 40 is placed in a capsule with a diameter of approximately 7 cm which is not shown, and is sold in the same machine as the card machine 6 . Monster figures are placed in a few capsules, thus, when using the FIG.
  • the monster figures can be used.
  • the characteristic property of the character can be expressed to motivate the player's intentions of collection.
  • FIG. 40 can be identified by the player according to the shape of the figure main body portion 42 , and also can be identified by the gaming machine 1 in accordance with the figure ID.
  • the figure ID is unique to a different FIG. 40 , and thus is designed so that multiple registration of the same figure in the gaming system 100 is prohibited.
  • FIG. 9 is a flow chart showing an operation procedure of a game process from the start to the end of the game in the gaming machine 1 . It should be noted that steps are abbreviated to S in FIG. 9 and after-mentioned FIG. 10 through FIG. 15 . In the description below, one of the gaming machines 1 operated by the four players is taken as an example.
  • the gaming machine 1 transmits a download request of application data to the arcade server 2 when the power is turned on (step 100 , which will be describe later), and at the same time when the arcade server 2 receives the download request, the application data is transmitted to the gaming machine 1 which sent the download request (see FIG. 16 ).
  • the gaming machine 1 stores the application data in the RAM 33 . Then, once the main CPU 32 reads the application data, in the gaming machine 1 the main CPU 32 operates as the game progress control means in the present invention to proceed with the labyrinth battle game according to operation input of the player.
  • Each of the gaming machines 1 causes the main display 11 to display a game image while synchronizing with other gaming machines via the arcade server 2 and the center server group 5 .
  • each gaming machine 1 proceeds to a step 1 to perform an after-mentioned game start process, which includes coin insertion, ID card insertion, password input, and character generation process.
  • a step 2 it is determined whether or not predetermined data is set (setting is present) to a with-figure flag, which is described hereinafter, based on a result of the game start process.
  • the processing is divided into a step 3 and a step 4 according to a result from this determination (step 3 in the case of a setting in the with-figure flag, and step 4 in the case of no setting).
  • the labyrinth battle game can be played in either the with-figure mode (a first mode in the present invention) or no-figure mode (a second mode in the present invention).
  • the with-figure mode the content of the game is more beneficial for the players than that of the no-figure mode (the details will be described later).
  • the gaming machine 1 performs a with-figure game process and a no-figure game process according to the flow charts shown in FIG. 10 and FIG. 11 .
  • FIG. 10 and FIG. 11 are flow charts respectively showing operation procedures of a game process in the with-figure mode (with-figure game process) and a game process in the no-figure mode (no-figure game process).
  • the gaming machine 1 proceeds to a step 10 shown in FIG. 10 in which the gaming machine 1 waits until receiving the game data from the arcade server 2 . After receiving the game data, the gaming machine 1 causes the RAM 33 to store it once, and the processing proceeds to a step 11 , in which the main CPU 32 operates as the extracting means of the present invention to extract the figure information corresponding to the figure ID of the FIG. 40 used by the player. In this manner, the extracted figure information is used to perform the game process in the with-figure mode. Next, the processing proceeds to a step 12 , in which a processing of selecting costumes, dungeons and the like is performed.
  • the main CPU 32 operates as the bonus granting means of the present invention to cause the main display 11 , which operates as the selection means, to set the selections regarding the following items more widely than those for the no-figure game process, to expand the selections.
  • a selection screen which is not shown is displayed in the main display 11 so that the player can select the following items.
  • an attribute of the character in the present embodiment, a costume that the character wears
  • the step 12 is a processing for the with-figure mode, thus a plurality of types of costumes (three types, for example) can be selected, and two types of dungeons, i.e. a regular form or a special form, can be selected.
  • there is no processing in the no-figure game process that is the same as the processing of the step 12 , thus only a default costume which is defined for each character is set, and a regular form of dungeon is set.
  • step 13 in which an entitled-player setting process is performed.
  • any of the players (four players in the present embodiment) who participate in the labyrinth battle game is set as a player who can shift the labyrinth (an entitled player for the shifting), which is described hereinafter.
  • Each of the players is set as an entitled player for the shifting.
  • a shift phase process is performed.
  • the shift phase process is performed according to the flow chart shown in FIG. 12 .
  • the main CPU 32 proceeds to a step 31 , in which an instruction is given to the image control circuit 71 to cause the main display 11 to display a labyrinth image 150 as the one shown in FIG. 17 .
  • the labyrinth image 150 has an entitlement table display portion 150 a (players 1 , 2 , 3 and 4 ) which displays the presence or absence of the shift entitlement of the four players, or the attack order priority, and a labyrinth display portion 150 b which displays an image of the labyrinth configured with a plurality of wall portions, wherein an image of a plurality of characters 151 (an image of performing objects of the present invention) is displayed in the labyrinth.
  • an entitlement table display portion 150 a players 1 , 2 , 3 and 4
  • a labyrinth display portion 150 b which displays an image of the labyrinth configured with a plurality of wall portions, wherein an image of a plurality of characters 151 (an image of performing objects of the present invention) is displayed in the labyrinth.
  • the labyrinth image 150 has a timer display portion 150 c which displays the remaining time in which are used the after-mentioned set time and first elapsed time, and encourages the players to perform operation input, a life display portion 150 d , and an explanation display portion 150 e for showing an explanation on how to shift the wall portions.
  • the main CPU 32 causes the main display 11 to display, and the numeric values displayed are decreased as the after-mentioned first elapsed time increases.
  • the processing proceeds to a step 32 , in which the main CPU 32 starts measuring the first elapsed time.
  • the first elapsed time indicates the time period elapsed from when the player can perform operation input for indicating that a wall portion to be shifted (shift wall portion) is determined on the screen (input start time), to when the player actually touches a desired arrow a to perform the operation input.
  • the main CPU 32 determines whether or not a shift wall portion is determined. If the shift wall portion is determined, the processing proceeds to a step 34 , if not, the processing proceeds to a step 37 .
  • the main CPU 32 determines whether or not the first elapsed time is equal to or less than a first set time (10 seconds in the present embodiment).
  • the processing proceeds to a step 35 , and if not, the processing proceeds to a step 36 without executing the step 35 .
  • the main CPU 32 adds “1” to the defense parameter.
  • This defense parameter is one of the action parameters, and the larger the numeric value becomes, the more the defensive power against attacks from other characters is enhanced, thus the players can advantageously proceed with the labyrinth battle game.
  • the main CPU 32 sets a determined wall portion as the shift wall portion to determine an action (shifting the wall) of the character.
  • the processing proceeds from the step 33 to the step 37 , it is determined whether or not the first elapsed time is within a time limit (15 seconds in the present embodiment) for determining to shift a wall portion. If the first elapsed time is within the time limit for the shift determination, the processing returns to the step 33 , and if not, the processing proceeds to a step 38 , in which a random number extracted from the sampling circuit 36 may be used to randomly set any of the wall portions to the shift wall portion. Then, the processing proceeds to a step 39 , in which a labyrinth image which is obtained after shifting the wall portion is displayed, and thereafter the shift phase process is ended. In this manner, determining on the shift wall portion can be performed within the time limit (15 seconds) for determining to shift a wall portion, but if it is performed before the time limit is reached (within 10 seconds), “1” is added to the defense parameter.
  • step 15 in which a movement phase process is performed.
  • the movement phase process is performed according to the flow chart shown in FIG. 13 .
  • the main CPU 32 proceeds to a step 41 to instruct the image control circuit 71 and cause the main display 11 to display the labyrinth image 160 of a movement phase shown in FIG. 18 .
  • the labyrinth image 160 also has various display portions as with the labyrinth image 150 (an entitlement table display portion 160 a , labyrinth display portion 160 b , timer display portion 160 c , and life display portion 160 d ), wherein a character 161 is disposed inside the labyrinth, and the labyrinth image has a destination specification display portion 160 e having a display of a specification request message for a destination and a determination button for a destination.
  • the processing proceeds to a step 42 , in which the main CPU 32 starts measuring a second elapsed time.
  • the second elapsed time indicates the time period elapsed from when the player can perform operation input (specification of a destination) for specifying a destination of his character (input start time), to when the player performs the operation input for proceeding with the game by touching the destination specification display portion 160 e .
  • the main CPU 32 determines whether or not a destination is specified, and if a destination is specified the processing proceeds to a step 44 , and if not the processing proceeds to a step 48 .
  • step 44 an image with a changed display color of the floor on which the character moves from its original position to a destination is displayed (not shown in the figures) to highlight the destination, and the processing proceeds to a step 45 . Then, it is determined whether or not the player touches the determination button of the destination specification display portion 160 e (to determine a destination). If the button is touched the processing proceeds to a step 46 , and if not the processing proceeds to the step 48 .
  • the main CPU 32 determines whether or not the second elapsed time is equal to or less than a second set time (15 seconds in the present embodiment).
  • the processing proceeds to a step 47 , and if not the processing proceeds to a step 49 without executing the step 47 .
  • the main CPU 32 adds “1” to the attack parameter.
  • the attack parameter as the defense parameter, is also one of the action parameters, and the larger the numeric value becomes, the more the attacking power is enhanced, thus the players can advantageously proceed with the labyrinth battle game.
  • the processing proceeds to the step 48 , it is determined whether or not the second elapsed time is within the time limit for destination determination (30 seconds in the present embodiment). If the second elapsed time is within the time limit for destination determination, the processing returns to the step 43 , and if not, the movement phase process is ended (in this case, the character does not move and waits at its original place). Further, in the step 49 the main CPU 32 determines an action of the character (movement inside the labyrinth) according to the determination made in the previous steps, and displays an image of the characters moved. Then, the movement phase process is ended.
  • the processing proceeds to a step 16 following the movement phase process, in which the main CPU 32 determines whether or not a fight is generated.
  • a fight is generated (in the case where a plurality of characters are present in a range in the labyrinth where an attack can be mounted)
  • the processing proceeds to a step 17 , but if no fight is generated, the processing proceeds to a step 20 .
  • a fight selection phase process is performed.
  • the main CPU 32 instructs the image control circuit 71 and causes the main display 11 to display a fight selection image 170 (having an entitlement table display portion 170 a , and characters are disposed in the labyrinth) such as the one shown in FIG. 19 .
  • a fight selection image 170 having an entitlement table display portion 170 a , and characters are disposed in the labyrinth
  • each player selects an opponent for an attack, and selects to use a technique card or not, the technique card showing techniques of each character, and also selects which technique card to use. It should be noted that the order of attacks mounted by each character is based on a shift-entitled player.
  • the technique card can be selected (the technique card is provided to the characters at the end of the game as a reward in accordance with a record of a battle).
  • the technique card is provided to the characters at the end of the game as a reward in accordance with a record of a battle.
  • the with-figure mode there are more types of technique cards to be provided and more selections of the technique cards than in the case of the no-figure mode.
  • probability of being provided with a rare card which generates beneficial bonus information (for example, a special technique is generated), is set higher than the no-figure mode. Specifically, if the player plays a game in the with-figure mode by using the FIG. 40 , multiple technique cards including the rare card are provided, and the probability of being able to use them is increased, whereby the bonus of the present invention can be obtained.
  • the main CPU 32 operates as the bonus granting means of the present invention to search a technique selection table for a first mode (for example, table in which a random number is associated with a technique card to be selected).
  • a technique selection table for a first mode for example, table in which a random number is associated with a technique card to be selected.
  • a battle process is performed. Specifically, attacking power and defensive power are specified and a range of attack is set for each character according to the figure information thereof, whereby the outcome of the game for each character is determined by comparing the attack parameter and defense parameter in battling characters, upon consideration of whether using the technique card or not.
  • the sub display 12 displays the battle image 180 showing a scene where a characters 181 a and 181 b battle, as shown in FIG. 20 .
  • a step 19 the fight is ended and a score calculation process is performed.
  • lives are added or deducted according to a result of the battle process of the step 18 (the type of the character which becomes the opponent, and victory or defeat), and a title or a sacred gem is provided to the character or deprived from the character (in the with-figure mode, various titles such as “champion”, “master” or “professional” are provided in accordance with the performance of the character).
  • the subsequent step 20 it is determined whether an end condition is established or not. If the end condition is established (score is not more than 0), the with-figure game process is ended. If it is not established (score>0), the processing returns to the step 13 , and the above processing is repeated.
  • the labyrinth battle game is ended, and, in place of this player, the main CPU 32 participates in the battle as another character. It should be noted that, although not shown, if a player with no life uses a recovery card or inserts a coin, a certain amount of life is recovered.
  • the values of the defense parameter and the attack parameter are added by the addition process for the action parameter, whereby the defensive power and attacking power are enhanced.
  • the addition process for the action parameter is the incentive for promptly allowing each player to determine on a shift wall portion and a destination. Accordingly, the player does not have to prolong operation input needlessly, and early operation input can be prompted and the progress of the entire game can be hastened.
  • timer display portions 150 c and 160 c are displayed respectively in the shift phase process and the movement phase process, and they display numbers that gradually decrease along a time period elapsing from the start of measurement of an elapsed time, thus it is possible to encourage the players to perform input operation as soon as possible.
  • the gaming machine 1 when playing a type of a game in which a plurality of players participate, if one player prolongs an operation other players have to wait, thereby causing stress or frustration. However, this does not happen in the gaming machine 1 , and each of the players can have the true beautiful aspect of the game, which is supposed to be obtained through the labyrinth battle game.
  • the no-figure game process is performed by following a flow chart which is substantially the same as the with-figure game process shown in FIG. 11 .
  • the difference is that the no-figure game process is not provided with the step 12 .
  • a game is proceeded without using a figure, when the game data is received and stored in the RAM 33 , if the response signal contains a figure ID (if there is an authenticated figure), the figure information corresponding to the figure ID is extracted.
  • step 12 since the step 12 is not executed, unlike the with-figure mode described, above, the players have no choice in the costumes and dungeons, thus the content of a game is limited in comparison with the labyrinth battle game in the with-figure mode. Furthermore, the selections in the various cards that can be selected in the step 15 and the technique cards that can be selected in the step 17 are limited.
  • a title corresponding to a battle result is provided to a character in the step 19 , but in the no-figure mode a title, “ronin”, is given even if a good battle result is obtained.
  • a game can be proceeded not only when the FIG. 40 is used but also when the FIG. 40 is not used. Also, when the FIG. 40 is used, a benefit that cannot be obtained when the FIG. 40 is not used is obtained, so the players can have the intentions of collecting the figure, and the beautiful aspect of the game which is obtained by making full use of the characteristics of the labyrinth battle game can be provided. Especially when playing the labyrinth battle game using the FIG. 40 , there are advantages depending on the progress status of the game, such that scores of the character matching the figure are increased, the defensive power or attacking power is enhanced, and a title is provided, thus it is possible to encourage the players to repeatedly use the figure, and satisfy the players.
  • FIG. 14 is a flow chart showing an operation procedure of a game start process
  • FIG. 15 is a flow chart showing an operation procedure of a character generation process.
  • the main CPU 32 proceeds to a step 61 once starting the game start process, to perform a message output process, instruct the image control circuit 71 , and cause the main display 11 to display a predetermined message (request for coin insertion, request for ID card insertion, and request for password input). Then, the processes in a step 62 and step 63 are executed.
  • a player inserts a coin into the coin insertion slot 6 , inserts the ID card 17 into the card slot 18 , and uses the operation unit 19 to input a password. Then, a signal from detecting the coin that is inserted is inputted from the coin sensor 16 a to the main CPU 32 , and the card information stored in the ID card 17 is inputted from the card reader 18 a . Furthermore, the password is inputted from the operation unit 19 , and when all of these input are performed, the processing proceeds to the step 63 , in which the main CPU 32 instructs the communication control portion 21 to operate the communication processing portion 22 , and the card information that is read and the inputted password are transmitted to the arcade server 2 .
  • a subsequent step 64 the main CPU waits until the after-mentioned response signal is received from the center server 5 , and when the response signal is received the processing proceeds to a step 65 .
  • the step 65 an instruction is given to cause the main display 11 to display a selection screen for selecting with-figure mode or no-figure mode, and any of the various selectable characters after it is discriminated whether or not authentication (registration) is completed in accordance with the response signal.
  • the main CPU waits until the touch panel 11 a is touched, and if it is touched the processing proceeds to a step 67 , in which it is determined whether the with-figure mode is selected or not in step 65 .
  • the processing proceeds to a step 68 , and if not, the processing proceeds to a step 69 .
  • the processing proceeds to the step 68 , the after-mentioned character generation process is performed.
  • data for character generation instruction (non-figure character generation instruction) due to nonuse of the figure is set to the after-mentioned entry data, and in either case the processing proceeds to a step 70 .
  • step 67 if the player selects the with-figure mode when using a figure for the first time and also when there is an authenticated figure and another figure that is different from the authenticated figure is used, the processing proceeds to a step 68 , in which the character generation process is performed. Further, when the player does not use a figure and when the player does not use an authenticated figure although there is one, if the player selects the no-figure mode, the processing proceeds to the step 69 .
  • the main CPU 32 performs the character generation process according to the flow chart shown in FIG. 15 .
  • the processing proceeds to a step 81 , in which an output process for a set request message of a figure is performed.
  • the main CPU 32 instructs the image control circuit 71 and causes the main display 11 to display a message for requesting a setting in which the FIG. 40 is mounted on the authentication unit 15 to read the figure ID (for example, “Please set the base of figure to the authentication unit on the operation unit. When authentication of the figure is started, the authentication unit light up brightly. So please do not remove the figure until the light is turned off.”).
  • the main CPU waits until reading of the figure ID is finished.
  • the authentication unit 15 When the player sets the FIG. 40 to the authentication unit 15 according to the displayed message, the authentication unit 15 reads the figure ID of the FIG. 40 which is stored in the IC chip 44 , and the figure ID is inputted to the main CPU 32 . Then, the processing proceeds to a step 83 , in which the main CPU 32 sets the character generation instruction data having the read figure ID to the entry data. In a subsequent step 84 , predetermined data (“1” in the present embodiment) is set to the with-figure flag which indicates that the authentication unit 15 reads the figure ID of the FIG. 40 (figure setting), and when the step 84 is executed the character generation process is ended.
  • the main CPU 32 instructs the communication control portion 21 to operate the communication processing portion 22 , transmits the entry data to the arcade server 2 .
  • the game start process is ended.
  • the gaming machine 1 is designed such that predetermined data is set to the with-figure flag when the figure setting is performed.
  • the entry data having the character generation instruction data is transmitted to the database server 103 via the arcade server 2 , and in the database server 103 the figure ID is related to the player ID which is inherent in the player who performs the setting, is then stored in the ID management file, and is used for determining whether or not the figure is already authenticated.
  • a result of the determination by the ID management file on whether or not the figure is already authenticated is transmitted from the database server 103 as a response signal, thus the player can select a figure corresponding to an authenticated figure to play the labyrinth battle game.
  • FIG. 16 is a sequence chart showing a sequence of an operation carried out among the gaming machine 1 , arcade server 2 , and center server group 5 .
  • a download request is transmitted to the arcade server 2 to download the application data, and then the card information and the like are transmitted in the step 63 as described above.
  • the processing proceeds to a step 301 , in which the CPU 401 in the database server 103 uses the card information and password transmitted from the gaming machine 1 , and performs an authentication process for determining whether or not the player and the figure are registered, by referring to the ID management file and the like. If registered, they are determined as authenticated, and the processing proceeds to a step 302 , in which a response signal indicating the authentication result is transmitted to the gaming machine 1 .
  • the database server 103 the same authentication process is performed for the eight gaming machines 1 that are installed in each of the arcades A and B.
  • the entry data shown in the above-described step 68 is transmitted.
  • the processing proceeds to a step 303 , in which the game server 101 uses the entry data transmitted from each gaming machine 1 , and performs player entry acceptance.
  • a subsequent step 304 an update of participation information of the player, and the FIG. 1D corresponding to the character generation instruction data (this figure ID has figure IDs of a newly registered figure which is not authenticated, and of a figure which is already authenticated but is authenticated again) are used to perform registration or an update of the figure to the ID management file, and to generate or update the figure information.
  • players as opponents are determined.
  • a step 306 the database server 103 extracts the game data of each player who is an opponent, and the processing proceeds to a step 307 , in which the extracted game data is transmitted to the arcade server 2 .
  • the game data is received in the arcade server 2 , the game data is transmitted to each gaming machine 1 .
  • FIG. 40 As an example of an object to be read.
  • the present invention can applied to a case in which an object to be read which is different from the FIG. 40 is used.
  • a game card or cassette in the form of a card, in which a picture or figure of a character is drawn and ID information and the like are stored may be used.
  • the present invention provides explanations by taking the gaming machine 1 where the labyrinth battle game can be played, as an example, but the present invention can be applied to a gaming machine in which other game can be played.
  • Examples of such gaming machine include a gaming machine in which can be played a game where a plurality of players can appear, such as baseball, succor or the like, and in which the game can be played by doing a simulation on team play by using a figure or cassette corresponding to each of the players.
  • the gaming machine 1 is equipped with the main display 11 and sub display 12 for displaying game images, but the main display 11 and the sub display 12 may be provided separately.
  • the gaming system (the gaming system of the present invention) may be configured such that each of the above means is provided to either the gaming machine 1 or the arcade server 2 .
  • the gaming system may be configured by providing a device (a game progress controlling device having the game progress control means) having the same function as each of the above means separately from the gaming machine 1 and arcade server 2 .
  • a gaming machine and a gaming system which read data stored in an object to be read and in which can be played a game where an image displayed by the image display means is used, and the game can be proceeded without spoiling the attachment to or motivation for collection of the object to be read even if the object to be read is not used, are provided.

Abstract

A gaming machine has a main display, and an authentication unit which reads identification information from a figure in which the identification information is stored. The gaming machine proceeds with a game by means of a CPU in either a first mode in which figure information corresponding to the identification information of the figure is used or a second mode in which it is not used, whereby a predetermined bonus is provided to the game of the first mode.

Description

    RELATED APPLICATIONS
  • This application claims the priority of Japanese Patent Application No. 2004-253182 filed on Aug. 31, 2004, which is incorporated herein by reference.
  • BACKGROUND OF THE INVENTION
  • 1. Field of the Invention
  • The present invention relates to a gaming machine and a gaming system which read data stored in an object to be read, and are capable of proceeding with a game in which an image displayed by image display means is used.
  • 2. Description of the Prior Art
  • There has been conventionally known a gaming machine (so called a “video gaming machine”) in which can be played a game using an image displayed by image display means. For this type of a gaming machine, there is a gaming machine in which only one player can play games, and a gaming machine in which two or more players can play games. Roughly classifying gaming machines according to the contents of the games thereof, there is a gaming machine in which a player can win a prize when a predetermined combination is obtained by placing, for example, cards or tiles, whereby some points can be acquired, and a gaming machine which can carry out a game (for example, RPG (role-playing game) or an adventure game) using an image of a performing object which shows a performing object (so called a “character”, or a vehicle such as a “car” or “airplane” that indicates a character appearing in a game) that moves in response to an operation of a player.
  • For the video gaming machine, on the other hand, there has been conventionally known a gaming machine in which cards, cassettes, or other objects to be read are used. For example, there is a gaming machine in which players present cards with photographs of athletes printed thereon (called “trading cards”), and compare the powers of the characters printed on the back of the cards to determine the winner and loser.
  • Moreover, Japanese Unexamined Patent Publication No. 2002-301264 discloses a card game device which has means for reading data of a plurality of cards mounted on a playing field, and means for displaying an image corresponding to the read data, wherein an image corresponding to a combination of the plurality of cards arranged by players is displayed so that simulation of team play can be performed.
  • Since the object to be read, such as a card on which is illustrated a picture or figure of an athlete or character appearing in a game, is used in the above-described gaming machine to play the game, the gaming machine can increase an interest or realistic sensation of the player in the game, develop the attachment to the object to be read, and give the player an incentive to collect the object to be read.
  • However, the card game device described in Japanese Unexamined Patent Publication No. 2002-301264 is disadvantageous in that an image is not displayed without using the card of the object to be read, thus the game cannot be proceeded with. Nevertheless if the game is proceeded without the card, the true fascinating aspect of the card game cannot be obtained, and it becomes difficult to make full use of the original characteristics of the card game for giving the player an incentive to collect the cards.
  • SUMMARY OF THE INVENTION
  • The present invention is contrived to solve the above-described problems, and relates to a gaming machine and a gaming system which read data stored in an object to be read and in which can be played a game where an image displayed by the image display means is used. Thus, an object of the present invention is to make it possible to proceed with the game without spoiling the attachment to or motivation for collection of the object to be read even if the object to be read is not used.
  • In order to solve the above problems, the gaming machine of the present invention comprises: image display means for displaying a performing object that moves in response to an operation of player; reading means for reading identification information corresponding to the performing object from an object to be read which stores the identification information of the performing object; game progress control means for proceeding with a game in which the image of a performing object is utilized, in either a first mode in which reading of the identification information by the reading means is required or a second mode in which reading of the identification information is not required; and bonus granting means for providing a predetermined bonus to the game of the first mode.
  • This gaming machine can proceed with a game in either the first mode where data of a performing object is used or in the second mode where the data is not used. Moreover, a predetermined bonus is provided in the first mode.
  • The gaming machine further has performing object data storage means for storing the data of performing objects, and extracting means for extracting the data corresponding to the identification information of the performing object, from the data stored in the performing object data storage means, and game progress control means can utilize the data extracted by the extracting means.
  • Accordingly, the performing object data of each performing object can be stored in the performing object storage means, from which the performing object data corresponding to the identification information can be extracted, and then a game can be proceeded with.
  • Further, regarding a probability that a player can utilize the bonus information beneficial for the player, the bonus granting means described above can raise the probability for the first mode higher than for the second mode, to provide a bonus.
  • Consequently, in a game in the first mode, a bonus is provided such that the probability that the player can utilize the bonus information becomes higher than in a game in the second mode.
  • Furthermore, the gaming machine further has selecting means for the player to select an attribute of the performing object, wherein, for the selections from which the player can select an attribute of the performing object by the selecting means, the selections for the first mode are set wider than for the second mode, whereby the bonus granting means provides the bonus.
  • Consequently, a bonus is provided such that the selections where attributes of the performing objects can be selected are wider when playing a game in the first mode than playing a game in the second mode.
  • Further, in the gaming machine, when the game is a match-up game, for a plurality of performing objects appearing in the match-up game, the performing object data comprises at least one type of data selected from the group consisting of costumes of the performing objects, costume colors of the performing objects, defense parameters of the performing objects, attack parameters of the performing objects, ability values of the performing objects, and special abilities of the performing objects.
  • Furthermore, the predetermined bonus is a grant in a form of a technique card by which technique ability can be provided to the performing object.
  • In addition, in the gaming machine, the object to be read is a figure.
  • Moreover, the present invention provides a gaming system which has image display means for displaying an image of a performing object which shows a performing object that moves in response to an operation of a player, reading means for reading identification information corresponding to the performing object from an object to be read in which is stored identification information of the performing object, game progress control means for proceeding with a game in which is utilized the image of a performing object in either a first mode in which reading of the identification information by the reading means is required or a second mode in which reading of the identification information is not required, and bonus granting means for providing a predetermined bonus to a game in the first mode.
  • In the gaming system as well, a game can be proceeded with in the first mode where the performing object data is used or the second mode where it is not used. Furthermore, a predetermined bonus is provided in the first mode.
  • Furthermore, the gaming system comprises an arcade server installed in a game arcade, a plurality of gaming machines connected communicably to the arcade server via dedicated lines, an in-arcade router installed in the game arcade, and center server connected to the arcade server via the in-arcade router, communication lines and the Internet.
  • Moreover, in the gaming system, the center server receives entry data transmitted from each of the gaming machines to accept participation of a player in a game and updates participation information of the player, determines a player who becomes an opponent.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a system configuration diagram of a gaming system which is equipped with a plurality of gaming machines according to the present invention;
  • FIG. 2 is a perspective view showing the plurality of gaming machines and a card machine;
  • FIG. 3 is a perspective view showing the entire configuration of a gaming machine;
  • FIG. 4 is a block diagram of the gaming machine, which mainly shows the internal configuration thereof;
  • FIG. 5 is a block diagram showing an example of the internal configuration of an image control circuit;
  • FIG. 6 is a block diagram showing an arcade server;
  • FIG. 7 is a block diagram showing a game server and a database server;
  • FIG. 8 is an exploded perspective view showing a configuration of a figure;
  • FIG. 9 is a flow chart showing an operation procedure of a game process from the start of the game to the end of the game in the gaming machine;
  • FIG. 10 is a flow chart showing an operation procedure of a process in a with-figure game;
  • FIG. 11 is a flow chart showing an operation procedure of a process in a no-figure game;
  • FIG. 12 is a flow chart showing an operation procedure of a shift phase process;
  • FIG. 13 is a flow chart showing an operation procedure of a movement phase process;
  • FIG. 14 is a flow chart showing an operation procedure of a game start process;
  • FIG. 15 is a flow chart showing an operation procedure of a character generation process;
  • FIG. 16 is a sequence chart showing a sequence of an operation carried out among the gaming machine, the arcade server and center server group;
  • FIG. 17 is a figure showing an image of a labyrinth;
  • FIG. 18 is a figure showing another image of the labyrinth;
  • FIG. 19 is figure showing a fight selection image; and
  • FIG. 20 is a figure showing a battle image.
  • DESCRIPTION OF THE PREFERRED EMBODIMENTS
  • Embodiments of the present invention are described hereinafter. It should be noted that the same reference characters are used to indicate the same elements, thus the overlapping explanations are omitted accordingly.
  • (The Entire Configuration of the Gaming System)
  • FIG. 1 is a system configuration diagram of a gaming system 100 which is equipped with a plurality of gaming machines 1 according to the present invention, and FIG. 2 is a perspective view showing the plurality of gaming machines 1 and a card machine 6. The gaming system 100 has two game arcades A and B that are provided with one and two arcade servers 2 respectively, totaling three arcade servers, the plurality of gaming machines 1 (eight machines in the present embodiment) and card machines 6 connected communicably to the arcade servers via dedicated lines, an in-arcade router 7 provided in each of the game arcades A and B, and a center server group 5 connected to the in-arcade routers 7 via communication lines 4 a and the Internet 4.
  • In each of the game arcades A and B, the arcade server 2 is connected to the gaming machines 1 and card machine 6 via dedicated lines 3 to form an in-arcade LAN (Local Area Network), which is then connected to the Internet 4 via the in-arcade router 7.
  • (Configuration of the Gaming Machine)
  • The gaming machine 1 is a gaming machine according to the embodiments of the present invention, and has image display means for displaying a character image (same as an image of a performing object in the present invention) which shows a character moving in response to an operation of a player (the detail will be described later), as a game image used in a game, thus the gaming machine is configured so as to conduct a game which allows the character to perform an action in response to an operation of the player. The gaming machine 1 is designed such that a game can be played in which the character moves within a labyrinth while following the route selected by the player, battles another character (a player character that performs the action according to a selection made by other player, or a non-player character which is caused to perform the action by the gaming machine) to compete for the items that the characters have (a sacred gem which will be described later in the present embodiment), and defeats a character of the final target after collecting all of the items (hereinafter called “labyrinth battle game”). In this labyrinth battle game, the obtained scores of each character (called “life” in the present embodiment) are increased or decreased according to a battle result or the progress of the game, and the character that loses all the scores thereof becomes a loser.
  • The gaming machine 1 has a main display 11 equipped with a liquid crystal display at the front of a housing 10, as shown in FIG. 3. The gaming machine 1 further has a sub display 12, also equipped with a liquid crystal display in an upper portion of the main display 11, and both right and left sides of the sub display 12 are disposed with speakers 13L and 13R for outputting sound used for effects of a game.
  • The main display 11 is the image display means in the present invention, and is designed to display a game image (for example, a labyrinth image 160 and the like) for each step in a game (the detail will be described later). The sub display 12 is designed to display an image (for example, a battle image 180 and the like, which will be described later) in a specified step of the game.
  • Also, the gaming machine 1 has an operation panel 14 on the lower side of the main display 11. The left side of the operation panel 14 is disposed with an authentication unit 15, and the right side of same is disposed with a coin insertion slot 16 for inserting a coin (a gaming medium such as hard currency, a medal, or the like) necessary for executing a game, and a card slot 18 for inserting an ID card 17. The operation panel also has an operation unit 19 which is equipped with an operation button and the like.
  • The authentication unit 15 is the reading means in the present invention, has a base mounting portion 15 a and a reading portion 15 b fixed on the surface of the operation panel 14. This base mounting portion 15 a has inside a thick disk-like recess corresponding to the shape of a base portion 41 in an after-mentioned FIG. 40 (see FIG. 8), and the base portion 41 can be fit and mounted in the recess. The reading portion 15 b is disposed in the recess of the base mounting portion 15 a, has an IC chip reader, which is not shown, and uses the IC chip reader to read out the recorded information from an IC chip 44 that is embedded in the base portion 41 of the mounted FIG. 40. It should be noted that the authentication unit 15 has an LED, and exposes the after-mentioned FIG. 40 to light during the read operation of the FIG. 40.
  • Each of the gaming machines 1 that configures the gaming system 100 is given a machine-specific machine ID. The machine ID has a server ID inherent in each of the arcade server 2, and an ID inherent in each of the gaming machines 1. For example, each of the gaming machines 1 installed in the arcade A has an ID of A01, A02, A03 etc.
  • FIG. 4 is a block diagram of the gaming machine 1, which mainly shows the internal configuration thereof. The gaming machine 1 has a plurality of components, with a microcomputer 31 as the center of the components.
  • The microcomputer 31 has a main CPU (Central Processing Unit) 32, RAM (Random Access Memory) 33 and ROM (Read Only Memory) 34. The main CPU 32 operating according to a program stored in the ROM 34 inputs a signal from each component provided in the operation panel 14 and at the same time performs input and output of the signal to and from other components by means of I/O port 39 to perform operation control of the entire gaming machine 1. Data or programs (application data or game data in the present embodiment, which will be described later) used when the main CPU 32 operates are stored in the RAM 33. The RAM 33 functions as the performing object data storage means in the present invention. A control program executed by the main CPU 32 and permanent data are stored in the ROM 34.
  • The gaming machine 1 further has a random number generator 35, a sampling circuit 36, a clock pulse generating circuit 37, and a frequency divider 38. The random number generator 35 operates according to an instruction from the main CPU 32 to generate a certain range of random numbers. The sampling circuit 36 extracts an arbitrary random number from the random numbers generated by the random number generator 35 according to the instruction from the main CPU 32, and inputs the extracted random number to the main CPU 32. The clock pulse generating circuit 37 generates a reference clock for operating the main CPU 32, and the frequency divider 38 inputs a signal, which is obtained by dividing the reference clock at a constant frequency, to the main CPU 32.
  • Moreover, the gaming machine 1 has a touch panel 11 a, a coin sensor 16 a, a card reader 18 a, a communication control portion 21, a communication processing portion 22, an image control circuit 71, and a sound control circuit 72.
  • The touch panel 11 a is provided so as to cover the display screen of the main display 11, detects a position of a spot that the player touched, and inputs a position signal corresponding to the detected position to the main CPU 32. The player uses the touch panel 11 a to perform operation input for determining a performance of the character. For example, in the touch panel 11 a, a conductive material is applied onto the surface of a rectangular transparent plate, and voltage is applied from the electrodes disposed on the four corners of the transparent plate, whereby a slight current change which is caused when a finger of the player touches to the plate is sensed by means of the electrodes, and the position of the spot that the player touched is detected.
  • The coin sensor 16 a detects a coin inserted into the coin insertion slot 16, and outputs a detection signal corresponding to the detection to the main CPU 32. The card reader 18 a reads out card information of a player ID or the like, which is recorded in the ID card 17 inserted into the card slot 18, and inputs the read card information to the main CPU 32.
  • The communication control portion 21 operates according to an instruction from the main CPU 32, and controls the connection or disconnection of a line used for a communication with the arcade server 2. The communication processing portion 22 operates according to an instruction from the communication control portion 21, and executes data transmission which is performed through the dedicated lines 3.
  • The image control circuit 71 controls an image display in the main display 11 and the sub display 12, and allows the main display 11 and the sub display 12 to display various images such as those showing characters.
  • The image control circuit 71 has an image control CPU 71 a, a work RAM 71 b, a program ROM 71 c, an image ROM 71 d, a video RAM 71 e, and a VDP (Video Display Processor) 71 f, as shown in FIG. 5. The image control CPU 71 a determines images to be displayed by the main display 11 and the sub display 12 according to an image control program which is stored in the program ROM 71 c beforehand (relates to display on the main display 11 and the sub display 12), based on a parameter set by the microcomputer 31. The work RAM 71 b is configured as temporary storage means for when the image control CPU 71 a executes the image control program.
  • The program ROM 71 c has stored therein the image control program, various selection tables or the like. The image ROM 71 d has stored therein dot data for forming images. The video RAM 71 e is configured as temporary storage means for when forming images by means of the VDP 71 f. The VDP 71 f has a control RAM 71 g, forms images corresponding to the contents displayed by the main display 11 and the sub display 12 which are determined by the image control CPU 71 a, and outputs each of the formed images to the main display 11 and the sub display 12.
  • The sound control circuit 72 inputs a sound signal for outputting a sound from the speakers 13L and 13R, to the speakers 13L and 13R. Sounds for bringing an excitement to a game at an appropriate time is outputted from the speakers 13L and 13R after, for example, the start of a game.
  • (Configurations of the Arcade Server, Card Machine, and in-Arcade Router)
  • As shown in FIG. 6, the arcade server 2 has a CPU 201, ROM 202, RAM 203, communication processing portion 204, communication control portion 205 and data storage portion 206 which has stored therein application data. The CPU 201 operates while reading and writing the data into and from the RAM 203 according to the programs stored in the ROM 202, and at the same time the communication control portion 205 activates the communication processing portion 204 according to an instruction from the CPU 201. The arcade server 2 performs data transmission with each of the gaming machines 1 set in each of the game arcades A and B via the dedicated lines 3 to transmit (download) the application data to each of the gaming machines 1, or relays the data transmission between the gaming machines 1 and with the center server group 5. The application data include various data used in execution of a labyrinth battle game carried out in the gaming machine 1 (image data for games, and the like), and data for boards (a program for settings for relating the operation buttons equipped in the operation unit 19 to the labyrinth battle game).
  • The card machine 6 has an operation portion for the player to perform an input operation of the personal information, and card issuing means, wherein the card issuing means allows storage of the card information containing the player ID inherent in the player, and issues the ID card 17 by means of a predetermined input operation using the operation portion.
  • The in-arcade router 7 connects an in-arcade LAN, which is formed in each of the game arcades A and B, to a LAN formed in the center server group 5, via the communication lines 4 a and the Internet 4.
  • (Configuration of the Center Server Group)
  • The center server group 5 has a plurality of game servers (two game servers 101 and 102 in FIG. 1) that are installed for each game, and a database server 103, wherein the game servers are connected to each other via dedicated lines 104 to form a LAN, which is connected to the Internet 4 via an unshown router.
  • The game server 101 is installed in order to execute the labyrinth battle game, and, as shown in FIG. 7, has a CPU 301, ROM 302, RAM 303, communication processing portion 304, communication control portion 305, and data storage portion 306. In the game server 101, the CPU 301 operates while reading and writing the data into and from the RAM 303 according to the programs stored in the ROM 302, and at the same time the communication control portion 305 activates the communication processing portion 304 according to an instruction from the CPU 301.
  • The game server 101 performs data transmission with each of the arcade servers 2 via the Internet 4. Then the game server 101 receives after-mentioned entry data which is transmitted from each of the gaming machines 1, updates acceptance of participation (entry) of a player to a labyrinth battle game and also participation information of the player, determines a player as an opponent, and transmits a result obtained to the database server 103.
  • The game server 102 is installed for executing another game, and has the same configuration as the game server 101, although the data or programs stored therein are different from the game server 101.
  • The database server 103 has a CPU 401, ROM 402, RAM 403, communication processing portion 404, communication control portion 405, and data storage portion 406. In the database server 103, the CPU 401 operates while reading and writing the data into and from the RAM 403 according to the programs stored in the ROM 402, and at the same time the communication control portion 405 activates the communication processing portion 404 according to an instruction from the CPU 401, and performs data transmission with each of the arcade servers 2 via the Internet 4. The data storage portion 406 has stored therein the player ID, a password used for authenticating the player, the type of a game and game data. The player ID is read from the ID card 17 and transmitted from the gaming machine 1.
  • As will be described hereinafter, the database server 103 is configured such that each player sets, in the gaming machine 1, the FIG. 40 being used by the player in the authentication unit 15, and allows the figure ID to be read, whereby the read FIG. 1D corresponding to the FIG. 40 is transmitted from the gaming machine 1. In the database server 103, an ID management file, which relates a plurality of corresponding figure IDs to one player ID transmitted from the gaming machine 1 and can store the obtained IDs, is formed in the data storage portion 406. The player and the figure used by the player are managed by the ID management file. This ID management file is used for authentication of a player and authentication of a figure, which will be described hereinafter.
  • The game data includes character-specific data which characterizes each character (information indicating a costume for each character, the color of the costume, a defense parameter, a character ability value having an attack parameter and an attack range, a special ability and the like. Such information is equivalent to the performing object data in the present invention, is referred to as “figure information” hereinafter), and data indicating a history of a labyrinth battle game played by each player. This game data is transmitted from the database server 103 to the gaming machine 1 and is used in a labyrinth battle game.
  • (Configuration of the Figure)
  • FIG. 8 is an exploded perspective view showing a configuration of the FIG. 40. The FIG. 40 is the object to be read in the present invention, has the base portion 41, and a figure main body portion 42 representing a three-dimensional shape of each figure appearing in the labyrinth battle game.
  • The base portion 41 has a size of the recess formed in the base mounting portion 15 a, and is formed into a hollow thick disk-like shape. The base portion 41 has a base main body portion 43 having a top portion 43 a, the base main body portion being in the form of a cylinder with a bottom, and the IC chip 44, wherein the IC chip 44 is embedded and fixed into an opening end portion of the base main body portion 43. Further, the base portion 41 has a protruding portion 43 b in substantially a center of the top portion 43 a of the base main body portion 43. The IC chip 44 has stored therein a figure ID inherent in a character corresponding to the figure main body portion 42.
  • The figure main body portion 42 has a leveling pad portion 46 having a concave portion 46 a corresponding to the protruding portion 43 b, and a doll portion 47 which is formed such that it stands on two legs on the leveling pad portion 46, and models the character appearing in the labyrinth battle game, wherein the protruding portion 43 b is embedded in the concave portion 46 a so that the figure main body 42 is fixed to the top portion 43 a of the base portion 41. It should be noted that the FIG. 40 is placed in a capsule with a diameter of approximately 7 cm which is not shown, and is sold in the same machine as the card machine 6. Monster figures are placed in a few capsules, thus, when using the FIG. 40 (with-figure mode, which is described hereinafter), sometimes the monster figures can be used. Moreover, even with the same figure, by making its color different or changing the figure information, which is described hereinafter, the characteristic property of the character can be expressed to motivate the player's intentions of collection.
  • FIG. 40 can be identified by the player according to the shape of the figure main body portion 42, and also can be identified by the gaming machine 1 in accordance with the figure ID. The figure ID is unique to a different FIG. 40, and thus is designed so that multiple registration of the same figure in the gaming system 100 is prohibited.
  • (Operation Contents of the Gaming Machine)
  • Next, the details of the operation of the gaming machine 1 having the above-described configuration are described with reference to the flow charts shown in FIG. 9 through FIG. 15. It should be noted that the explanation below is provided by taking a case as an example in which, of eight gaming machines 1 installed in the game arcade A, four gaming machines 1 are operated by the players respectively to play the same labyrinth battle game.
  • FIG. 9 is a flow chart showing an operation procedure of a game process from the start to the end of the game in the gaming machine 1. It should be noted that steps are abbreviated to S in FIG. 9 and after-mentioned FIG. 10 through FIG. 15. In the description below, one of the gaming machines 1 operated by the four players is taken as an example.
  • The gaming machine 1 transmits a download request of application data to the arcade server 2 when the power is turned on (step 100, which will be describe later), and at the same time when the arcade server 2 receives the download request, the application data is transmitted to the gaming machine 1 which sent the download request (see FIG. 16).
  • Once receiving the application data, the gaming machine 1 stores the application data in the RAM 33. Then, once the main CPU 32 reads the application data, in the gaming machine 1 the main CPU 32 operates as the game progress control means in the present invention to proceed with the labyrinth battle game according to operation input of the player. Each of the gaming machines 1 causes the main display 11 to display a game image while synchronizing with other gaming machines via the arcade server 2 and the center server group 5.
  • At this moment, when a game process is started, each gaming machine 1 proceeds to a step 1 to perform an after-mentioned game start process, which includes coin insertion, ID card insertion, password input, and character generation process. In a step 2, it is determined whether or not predetermined data is set (setting is present) to a with-figure flag, which is described hereinafter, based on a result of the game start process. The processing is divided into a step 3 and a step 4 according to a result from this determination (step 3 in the case of a setting in the with-figure flag, and step 4 in the case of no setting). Either one of the processes is carried out, and when the with-figure flag is cleared in a step 5 which follows the step 3, the processing is proceeded to a step 6, in which a game result (battle result) such as the scores is displayed, whereas the game data is updated in the database server 103. Thus a subsequent process is performed for transmitting the data showing the battle result to the database server 103 via the arcade server 2, and then the process is ended.
  • In this manner, in the gaming machine 1 the labyrinth battle game can be played in either the with-figure mode (a first mode in the present invention) or no-figure mode (a second mode in the present invention). With the with-figure mode, however, the content of the game is more beneficial for the players than that of the no-figure mode (the details will be described later).
  • The gaming machine 1 performs a with-figure game process and a no-figure game process according to the flow charts shown in FIG. 10 and FIG. 11. FIG. 10 and FIG. 11 are flow charts respectively showing operation procedures of a game process in the with-figure mode (with-figure game process) and a game process in the no-figure mode (no-figure game process).
  • (With-Figure Game Process)
  • When the with-figure game process is started, the gaming machine 1 proceeds to a step 10 shown in FIG. 10 in which the gaming machine 1 waits until receiving the game data from the arcade server 2. After receiving the game data, the gaming machine 1 causes the RAM 33 to store it once, and the processing proceeds to a step 11, in which the main CPU 32 operates as the extracting means of the present invention to extract the figure information corresponding to the figure ID of the FIG. 40 used by the player. In this manner, the extracted figure information is used to perform the game process in the with-figure mode. Next, the processing proceeds to a step 12, in which a processing of selecting costumes, dungeons and the like is performed.
  • Here, the main CPU 32 operates as the bonus granting means of the present invention to cause the main display 11, which operates as the selection means, to set the selections regarding the following items more widely than those for the no-figure game process, to expand the selections. In this case, a selection screen which is not shown is displayed in the main display 11 so that the player can select the following items. Specifically, an attribute of the character (in the present embodiment, a costume that the character wears) corresponding to the FIG. 40 which is subjected to new settings and authenticated (or which is already authenticated), and a dungeon used in the labyrinth battle game can be selected by the player.
  • When the player selects a desired costume and dungeon by touching the main display 11 with a finger, information indicating the selection is inputted from the touch panel 11 a to the main CPU 32. The step 12 is a processing for the with-figure mode, thus a plurality of types of costumes (three types, for example) can be selected, and two types of dungeons, i.e. a regular form or a special form, can be selected. On the other hand, there is no processing in the no-figure game process that is the same as the processing of the step 12, thus only a default costume which is defined for each character is set, and a regular form of dungeon is set.
  • The processing then proceeds to a step 13, in which an entitled-player setting process is performed. In this step any of the players (four players in the present embodiment) who participate in the labyrinth battle game is set as a player who can shift the labyrinth (an entitled player for the shifting), which is described hereinafter. Each of the players is set as an entitled player for the shifting.
  • In a subsequent step 14, a shift phase process is performed. The shift phase process is performed according to the flow chart shown in FIG. 12. When the shift phase process is started, the main CPU 32 proceeds to a step 31, in which an instruction is given to the image control circuit 71 to cause the main display 11 to display a labyrinth image 150 as the one shown in FIG. 17. The labyrinth image 150 has an entitlement table display portion 150 a ( players 1, 2, 3 and 4) which displays the presence or absence of the shift entitlement of the four players, or the attack order priority, and a labyrinth display portion 150 b which displays an image of the labyrinth configured with a plurality of wall portions, wherein an image of a plurality of characters 151 (an image of performing objects of the present invention) is displayed in the labyrinth. Moreover, the labyrinth image 150 has a timer display portion 150 c which displays the remaining time in which are used the after-mentioned set time and first elapsed time, and encourages the players to perform operation input, a life display portion 150 d, and an explanation display portion 150 e for showing an explanation on how to shift the wall portions. In the timer display portion 150 c, the main CPU 32 causes the main display 11 to display, and the numeric values displayed are decreased as the after-mentioned first elapsed time increases.
  • Next, the processing proceeds to a step 32, in which the main CPU 32 starts measuring the first elapsed time. The first elapsed time indicates the time period elapsed from when the player can perform operation input for indicating that a wall portion to be shifted (shift wall portion) is determined on the screen (input start time), to when the player actually touches a desired arrow a to perform the operation input. In a subsequent step 33 the main CPU 32 determines whether or not a shift wall portion is determined. If the shift wall portion is determined, the processing proceeds to a step 34, if not, the processing proceeds to a step 37. In the step 34 the main CPU 32 determines whether or not the first elapsed time is equal to or less than a first set time (10 seconds in the present embodiment). If the first elapsed time is within the first set time, the processing proceeds to a step 35, and if not, the processing proceeds to a step 36 without executing the step 35. In the step 35, the main CPU 32 adds “1” to the defense parameter. This defense parameter is one of the action parameters, and the larger the numeric value becomes, the more the defensive power against attacks from other characters is enhanced, thus the players can advantageously proceed with the labyrinth battle game. In the following step 36 the main CPU 32 sets a determined wall portion as the shift wall portion to determine an action (shifting the wall) of the character.
  • On the other hand, if the processing proceeds from the step 33 to the step 37, it is determined whether or not the first elapsed time is within a time limit (15 seconds in the present embodiment) for determining to shift a wall portion. If the first elapsed time is within the time limit for the shift determination, the processing returns to the step 33, and if not, the processing proceeds to a step 38, in which a random number extracted from the sampling circuit 36 may be used to randomly set any of the wall portions to the shift wall portion. Then, the processing proceeds to a step 39, in which a labyrinth image which is obtained after shifting the wall portion is displayed, and thereafter the shift phase process is ended. In this manner, determining on the shift wall portion can be performed within the time limit (15 seconds) for determining to shift a wall portion, but if it is performed before the time limit is reached (within 10 seconds), “1” is added to the defense parameter.
  • Next, the processing proceeds to a step 15, in which a movement phase process is performed. The movement phase process is performed according to the flow chart shown in FIG. 13.
  • When starting the movement phase process, the main CPU 32 proceeds to a step 41 to instruct the image control circuit 71 and cause the main display 11 to display the labyrinth image 160 of a movement phase shown in FIG. 18. The labyrinth image 160 also has various display portions as with the labyrinth image 150 (an entitlement table display portion 160 a, labyrinth display portion 160 b, timer display portion 160 c, and life display portion 160 d), wherein a character 161 is disposed inside the labyrinth, and the labyrinth image has a destination specification display portion 160 e having a display of a specification request message for a destination and a determination button for a destination.
  • Next, the processing proceeds to a step 42, in which the main CPU 32 starts measuring a second elapsed time. The second elapsed time indicates the time period elapsed from when the player can perform operation input (specification of a destination) for specifying a destination of his character (input start time), to when the player performs the operation input for proceeding with the game by touching the destination specification display portion 160 e. In a subsequent step 43, the main CPU 32 determines whether or not a destination is specified, and if a destination is specified the processing proceeds to a step 44, and if not the processing proceeds to a step 48. In the step 44, an image with a changed display color of the floor on which the character moves from its original position to a destination is displayed (not shown in the figures) to highlight the destination, and the processing proceeds to a step 45. Then, it is determined whether or not the player touches the determination button of the destination specification display portion 160 e (to determine a destination). If the button is touched the processing proceeds to a step 46, and if not the processing proceeds to the step 48. In the step 46, the main CPU 32 determines whether or not the second elapsed time is equal to or less than a second set time (15 seconds in the present embodiment). In this step, if the second elapsed time is within the second set time, the processing proceeds to a step 47, and if not the processing proceeds to a step 49 without executing the step 47. In the step 47, the main CPU 32 adds “1” to the attack parameter. The attack parameter, as the defense parameter, is also one of the action parameters, and the larger the numeric value becomes, the more the attacking power is enhanced, thus the players can advantageously proceed with the labyrinth battle game.
  • On the other hand, when the processing proceeds to the step 48, it is determined whether or not the second elapsed time is within the time limit for destination determination (30 seconds in the present embodiment). If the second elapsed time is within the time limit for destination determination, the processing returns to the step 43, and if not, the movement phase process is ended (in this case, the character does not move and waits at its original place). Further, in the step 49 the main CPU 32 determines an action of the character (movement inside the labyrinth) according to the determination made in the previous steps, and displays an image of the characters moved. Then, the movement phase process is ended. In this manner, determination of a destination can be performed within the time limit for destination determination (30 seconds), but if it is performed before the time limit is reached (within 15 seconds), “1” is added to the attack parameter. It should be noted that in the movement phase process in the with-figure mode, a special card (a teleport card with which random movement can be performed, a through-wall card with which the character can pass through a wall, or the like) can be used as a reward which cannot be obtained in the no-figure mode.
  • Returning to FIG. 10, the processing proceeds to a step 16 following the movement phase process, in which the main CPU 32 determines whether or not a fight is generated. Here, if a fight is generated (in the case where a plurality of characters are present in a range in the labyrinth where an attack can be mounted), the processing proceeds to a step 17, but if no fight is generated, the processing proceeds to a step 20.
  • In the step 17 a fight selection phase process is performed. Here, the main CPU 32 instructs the image control circuit 71 and causes the main display 11 to display a fight selection image 170 (having an entitlement table display portion 170 a, and characters are disposed in the labyrinth) such as the one shown in FIG. 19. With reference to this fight selection image 170, each player (four players in the present embodiment) selects an opponent for an attack, and selects to use a technique card or not, the technique card showing techniques of each character, and also selects which technique card to use. It should be noted that the order of attacks mounted by each character is based on a shift-entitled player.
  • In the fight selection phase process, the technique card can be selected (the technique card is provided to the characters at the end of the game as a reward in accordance with a record of a battle). In the case of the with-figure mode, there are more types of technique cards to be provided and more selections of the technique cards than in the case of the no-figure mode. Further, in the with-figure mode, probability of being provided with a rare card, which generates beneficial bonus information (for example, a special technique is generated), is set higher than the no-figure mode. Specifically, if the player plays a game in the with-figure mode by using the FIG. 40, multiple technique cards including the rare card are provided, and the probability of being able to use them is increased, whereby the bonus of the present invention can be obtained.
  • In this case, the main CPU 32 operates as the bonus granting means of the present invention to search a technique selection table for a first mode (for example, table in which a random number is associated with a technique card to be selected). When comparing the technique selection table for a first mode with a technique selection table for a second mode, the range of random numbers in relation to the rear card is set more widely in the former technique selection table than the latter technique selection table.
  • In a subsequent step 18 a battle process is performed. Specifically, attacking power and defensive power are specified and a range of attack is set for each character according to the figure information thereof, whereby the outcome of the game for each character is determined by comparing the attack parameter and defense parameter in battling characters, upon consideration of whether using the technique card or not. In this case, the sub display 12 displays the battle image 180 showing a scene where a characters 181 a and 181 b battle, as shown in FIG. 20.
  • Next, in a step 19 the fight is ended and a score calculation process is performed. In this step lives are added or deducted according to a result of the battle process of the step 18 (the type of the character which becomes the opponent, and victory or defeat), and a title or a sacred gem is provided to the character or deprived from the character (in the with-figure mode, various titles such as “champion”, “master” or “professional” are provided in accordance with the performance of the character). In the subsequent step 20 it is determined whether an end condition is established or not. If the end condition is established (score is not more than 0), the with-figure game process is ended. If it is not established (score>0), the processing returns to the step 13, and the above processing is repeated. For the player with a score of 0 or less, the labyrinth battle game is ended, and, in place of this player, the main CPU 32 participates in the battle as another character. It should be noted that, although not shown, if a player with no life uses a recovery card or inserts a coin, a certain amount of life is recovered.
  • As described above, upon determination of a shift wall portion or a destination within the set time for each process of the shift phase process and the movement phase process in the gaming machine 1, the values of the defense parameter and the attack parameter are added by the addition process for the action parameter, whereby the defensive power and attacking power are enhanced. Moreover, when the characters battle, these parameters are used to determine which character wins or loses, and the progress of the labyrinth battle game is controlled. For this reason, the addition process for the action parameter is the incentive for promptly allowing each player to determine on a shift wall portion and a destination. Accordingly, the player does not have to prolong operation input needlessly, and early operation input can be prompted and the progress of the entire game can be hastened.
  • Moreover, the timer display portions 150 c and 160 c are displayed respectively in the shift phase process and the movement phase process, and they display numbers that gradually decrease along a time period elapsing from the start of measurement of an elapsed time, thus it is possible to encourage the players to perform input operation as soon as possible.
  • Particularly, as in the gaming machine 1, when playing a type of a game in which a plurality of players participate, if one player prolongs an operation other players have to wait, thereby causing stress or frustration. However, this does not happen in the gaming machine 1, and each of the players can have the true fascinating aspect of the game, which is supposed to be obtained through the labyrinth battle game.
  • (No-Figure Game Process)
  • The no-figure game process is performed by following a flow chart which is substantially the same as the with-figure game process shown in FIG. 11. When comparing the no-figure game process with the with-figure process, the difference is that the no-figure game process is not provided with the step 12.
  • In the no-figure mode, a game is proceeded without using a figure, when the game data is received and stored in the RAM 33, if the response signal contains a figure ID (if there is an authenticated figure), the figure information corresponding to the figure ID is extracted.
  • Moreover, since the step 12 is not executed, unlike the with-figure mode described, above, the players have no choice in the costumes and dungeons, thus the content of a game is limited in comparison with the labyrinth battle game in the with-figure mode. Furthermore, the selections in the various cards that can be selected in the step 15 and the technique cards that can be selected in the step 17 are limited.
  • In addition, a title corresponding to a battle result is provided to a character in the step 19, but in the no-figure mode a title, “ronin”, is given even if a good battle result is obtained.
  • In this manner, in the gaming machine 1 a game can be proceeded not only when the FIG. 40 is used but also when the FIG. 40 is not used. Also, when the FIG. 40 is used, a benefit that cannot be obtained when the FIG. 40 is not used is obtained, so the players can have the intentions of collecting the figure, and the fascinating aspect of the game which is obtained by making full use of the characteristics of the labyrinth battle game can be provided. Especially when playing the labyrinth battle game using the FIG. 40, there are advantages depending on the progress status of the game, such that scores of the character matching the figure are increased, the defensive power or attacking power is enhanced, and a title is provided, thus it is possible to encourage the players to repeatedly use the figure, and satisfy the players.
  • (Game Start Process)
  • The game start process of the step 1 is carried out by following the flow chart shown in FIG. 14. FIG. 14 is a flow chart showing an operation procedure of a game start process, and FIG. 15 is a flow chart showing an operation procedure of a character generation process.
  • The main CPU 32 proceeds to a step 61 once starting the game start process, to perform a message output process, instruct the image control circuit 71, and cause the main display 11 to display a predetermined message (request for coin insertion, request for ID card insertion, and request for password input). Then, the processes in a step 62 and step 63 are executed.
  • In order to start a game, a player inserts a coin into the coin insertion slot 6, inserts the ID card 17 into the card slot 18, and uses the operation unit 19 to input a password. Then, a signal from detecting the coin that is inserted is inputted from the coin sensor 16 a to the main CPU 32, and the card information stored in the ID card 17 is inputted from the card reader 18 a. Furthermore, the password is inputted from the operation unit 19, and when all of these input are performed, the processing proceeds to the step 63, in which the main CPU 32 instructs the communication control portion 21 to operate the communication processing portion 22, and the card information that is read and the inputted password are transmitted to the arcade server 2.
  • In a subsequent step 64, the main CPU waits until the after-mentioned response signal is received from the center server 5, and when the response signal is received the processing proceeds to a step 65. In the step 65 an instruction is given to cause the main display 11 to display a selection screen for selecting with-figure mode or no-figure mode, and any of the various selectable characters after it is discriminated whether or not authentication (registration) is completed in accordance with the response signal. In a step 66 the main CPU waits until the touch panel 11 a is touched, and if it is touched the processing proceeds to a step 67, in which it is determined whether the with-figure mode is selected or not in step 65. When the with-figure mode is selected in this step, the processing proceeds to a step 68, and if not, the processing proceeds to a step 69. When the processing proceeds to the step 68, the after-mentioned character generation process is performed. In the step 69, data for character generation instruction (non-figure character generation instruction) due to nonuse of the figure is set to the after-mentioned entry data, and in either case the processing proceeds to a step 70. Specifically, in the step 67, if the player selects the with-figure mode when using a figure for the first time and also when there is an authenticated figure and another figure that is different from the authenticated figure is used, the processing proceeds to a step 68, in which the character generation process is performed. Further, when the player does not use a figure and when the player does not use an authenticated figure although there is one, if the player selects the no-figure mode, the processing proceeds to the step 69.
  • When the processing proceeds to the step 68, the main CPU 32 performs the character generation process according to the flow chart shown in FIG. 15. When this process is started, the processing proceeds to a step 81, in which an output process for a set request message of a figure is performed. Here, the main CPU 32 instructs the image control circuit 71 and causes the main display 11 to display a message for requesting a setting in which the FIG. 40 is mounted on the authentication unit 15 to read the figure ID (for example, “Please set the base of figure to the authentication unit on the operation unit. When authentication of the figure is started, the authentication unit light up brightly. So please do not remove the figure until the light is turned off.”). In a step 82 the main CPU waits until reading of the figure ID is finished. When the player sets the FIG. 40 to the authentication unit 15 according to the displayed message, the authentication unit 15 reads the figure ID of the FIG. 40 which is stored in the IC chip 44, and the figure ID is inputted to the main CPU 32. Then, the processing proceeds to a step 83, in which the main CPU 32 sets the character generation instruction data having the read figure ID to the entry data. In a subsequent step 84, predetermined data (“1” in the present embodiment) is set to the with-figure flag which indicates that the authentication unit 15 reads the figure ID of the FIG. 40 (figure setting), and when the step 84 is executed the character generation process is ended.
  • When the processing proceeds to the step 70, the main CPU 32 instructs the communication control portion 21 to operate the communication processing portion 22, transmits the entry data to the arcade server 2. When the step 70 is finished, the game start process is ended.
  • In this manner, the gaming machine 1 is designed such that predetermined data is set to the with-figure flag when the figure setting is performed. Once the figure setting is performed, the entry data having the character generation instruction data is transmitted to the database server 103 via the arcade server 2, and in the database server 103 the figure ID is related to the player ID which is inherent in the player who performs the setting, is then stored in the ID management file, and is used for determining whether or not the figure is already authenticated. In addition, a result of the determination by the ID management file on whether or not the figure is already authenticated is transmitted from the database server 103 as a response signal, thus the player can select a figure corresponding to an authenticated figure to play the labyrinth battle game. However, if the figure setting is not performed, setting of the with-figure flag is not performed. Therefore, even if the figure is authenticated, it is necessary to set the FIG. 40 to the authentication unit 15 to read the figure ID in order to play the labyrinth battle game in the with-figure mode. When the setting is performed, figure information corresponding to the read figure ID is generated in the database server 103, whereby the labyrinth battle game can be played even if the FIG. 40 is not set over again.
  • On the other hand, in the gaming machine 1, arcade server 2, and center server group 5, a process is executed in the order shown in FIG. 16, in relation to the above-described processing. FIG. 16 is a sequence chart showing a sequence of an operation carried out among the gaming machine 1, arcade server 2, and center server group 5.
  • In the gaming machine 1, in a step 100 a download request is transmitted to the arcade server 2 to download the application data, and then the card information and the like are transmitted in the step 63 as described above. In the center server group 5 the processing proceeds to a step 301, in which the CPU 401 in the database server 103 uses the card information and password transmitted from the gaming machine 1, and performs an authentication process for determining whether or not the player and the figure are registered, by referring to the ID management file and the like. If registered, they are determined as authenticated, and the processing proceeds to a step 302, in which a response signal indicating the authentication result is transmitted to the gaming machine 1. In this case, in the database server 103 the same authentication process is performed for the eight gaming machines 1 that are installed in each of the arcades A and B.
  • Moreover, in the gaming machine 1 the entry data shown in the above-described step 68 is transmitted. Then, in the center server group 5 the processing proceeds to a step 303, in which the game server 101 uses the entry data transmitted from each gaming machine 1, and performs player entry acceptance. Furthermore, in a subsequent step 304, an update of participation information of the player, and the FIG. 1D corresponding to the character generation instruction data (this figure ID has figure IDs of a newly registered figure which is not authenticated, and of a figure which is already authenticated but is authenticated again) are used to perform registration or an update of the figure to the ID management file, and to generate or update the figure information. In a subsequent step 305, players as opponents (four players in the present embodiment) are determined. In a step 306, the database server 103 extracts the game data of each player who is an opponent, and the processing proceeds to a step 307, in which the extracted game data is transmitted to the arcade server 2. When the game data is received in the arcade server 2, the game data is transmitted to each gaming machine 1.
  • It should be noted that in the gaming machine 1 explanations are provided by taking the FIG. 40 as an example of an object to be read. The present invention, however, can applied to a case in which an object to be read which is different from the FIG. 40 is used. For example, a game card or cassette in the form of a card, in which a picture or figure of a character is drawn and ID information and the like are stored, may be used. Also, the present invention provides explanations by taking the gaming machine 1 where the labyrinth battle game can be played, as an example, but the present invention can be applied to a gaming machine in which other game can be played. Examples of such gaming machine include a gaming machine in which can be played a game where a plurality of players can appear, such as baseball, succor or the like, and in which the game can be played by doing a simulation on team play by using a figure or cassette corresponding to each of the players.
  • Moreover, the gaming machine 1 is equipped with the main display 11 and sub display 12 for displaying game images, but the main display 11 and the sub display 12 may be provided separately.
  • In the above embodiments, explanations are provided by taking an example of a case where the gaming machine 1 has the image display means, reading means, game progress control means, and bonus granting means. However, the gaming system (the gaming system of the present invention) may be configured such that each of the above means is provided to either the gaming machine 1 or the arcade server 2. Furthermore, the gaming system may be configured by providing a device (a game progress controlling device having the game progress control means) having the same function as each of the above means separately from the gaming machine 1 and arcade server 2.
  • As described above in detail, according to the present embodiments, a gaming machine and a gaming system which read data stored in an object to be read and in which can be played a game where an image displayed by the image display means is used, and the game can be proceeded without spoiling the attachment to or motivation for collection of the object to be read even if the object to be read is not used, are provided.

Claims (10)

1. A gaming machine, comprising:
an image display unit which displays a performing object that moves in response to an operation of a player;
a reading unit which reads identification information corresponding to the performing object from an object to be read which stores the identification information of the performing object;
a game progress control unit which proceeds with a game in which the image of the performing object is utilized, in either a first mode in which reading of the identification information by the reading unit is required or a second mode in which reading of the identification information is not required; and
a bonus granting unit which provides a predetermined bonus to the game of the first mode.
2. The gaming machine according to claim 1, further comprising:
a performing object data storage unit which stores data of the performing object; and
an extracting unit which extracts the data corresponding to the identification information of the performing object from the data stored in the performing object data storage unit,
wherein the game progress control unit utilizes the data extracted by the extracting unit.
3. The gaming machine according to claim 1, wherein, for a probability that the player can utilize the bonus information beneficial for the player, the bonus granting unit raises the probability for the first mode higher than for the second mode, and provides the bonus.
4. The gaming machine according to claim 1, further comprising a selecting unit for the player to select an attribute of the performing object, wherein, for the selections from which the player can select an attribute of the performing object by the selecting unit, the selections for the first mode are set wider than for the second mode, whereby the bonus granting units provides the bonus.
5. The gaming machine according to claim 1, wherein when the game is a match-up game, for a plurality of performing objects appearing in the match-up game, the performing object data comprises at least one type of data selected from the group consisting of costumes of the performing objects, costume colors of the performing objects, defense parameters of the performing objects, attack parameters of the performing objects, ability values of the performing objects, and special abilities of the performing objects.
6. The gaming machine according to claim 1, wherein the predetermined bonus is a grant in a form of a technique card by which technique ability can be provided to the performing object.
7. The gaming machine according to claim 1, wherein the object to be read is a figure.
8. A gaming system, comprising:
an image display unit which displays an image of a performing object which shows a performing object that moves in response to an operation of a player;
a reading unit which reads identification information corresponding to the performing object from an object to be read in which is stored the identification information of the performing object;
a game progress control unit which proceeds with a game in which the image of the performing object is utilized, in either a first mode in which reading of the identification information by the reading unit is required or a second mode in which reading of the identification information is not required; and
a bonus granting unit which provides a predetermined bonus to the game of the first mode.
9. The gaming system according to claim 8, which comprises an arcade server installed in a game arcade, a plurality of gaming machines connected communicably to the arcade server via dedicated lines, an in-arcade router installed in the game arcade, and center server connected to the arcade server via the in-arcade router, communication lines and the Internet.
10. The gaming system according to claim 9, wherein the center server receives entry data transmitted from each of the gaming machines to accept participation of a player in a game and updates participation information of the player, determines a player who becomes an opponent.
US11/208,880 2004-08-31 2005-08-23 Gaming machine and gaming system Abandoned US20060046809A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2004-253182 2004-08-31
JP2004253182A JP2006068143A (en) 2004-08-31 2004-08-31 Game machine and game system

Publications (1)

Publication Number Publication Date
US20060046809A1 true US20060046809A1 (en) 2006-03-02

Family

ID=35944118

Family Applications (1)

Application Number Title Priority Date Filing Date
US11/208,880 Abandoned US20060046809A1 (en) 2004-08-31 2005-08-23 Gaming machine and gaming system

Country Status (4)

Country Link
US (1) US20060046809A1 (en)
JP (1) JP2006068143A (en)
KR (1) KR20060050812A (en)
CN (1) CN1743037A (en)

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20060148557A1 (en) * 2004-12-10 2006-07-06 Aruze Corp. Gaming machine and gaming system
US20060252550A1 (en) * 2005-04-22 2006-11-09 Aruze Corp. Server and gaming machine
US20070077999A1 (en) * 2005-09-22 2007-04-05 Konami Digital Entertainment Co., Ltd. Game system
US20100197380A1 (en) * 2009-02-02 2010-08-05 David Shackleton System and Method of Conducting Simulated Combat
US20110263338A1 (en) * 2008-12-26 2011-10-27 Sega Corporation Game device and game control method

Families Citing this family (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8287372B2 (en) 2006-09-28 2012-10-16 Mattel, Inc. Interactive toy and display system
JP5647960B2 (en) * 2011-09-20 2015-01-07 株式会社コナミデジタルエンタテインメント Game system
JP6069618B2 (en) * 2012-09-28 2017-02-01 株式会社コナミデジタルエンタテインメント GAME DEVICE, GAME SYSTEM USING THE SAME, STORAGE MEDIUM USED FOR THE SAME, AND CONTROL METHOD
JP6280953B2 (en) * 2016-06-14 2018-02-14 株式会社バンダイ GAME DEVICE, GAME ARTICLE, AND PROGRAM

Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4764666A (en) * 1987-09-18 1988-08-16 Gtech Corporation On-line wagering system with programmable game entry cards
US5743801A (en) * 1995-08-18 1998-04-28 Welander; Paul M. Collectable video sports card
US20020052238A1 (en) * 1998-03-05 2002-05-02 Kunimasa Muroi Electronic game system using a trading-card-type electronic recording medium
US20040018876A1 (en) * 2002-07-24 2004-01-29 Konami Corporation Game progress management device, game server device, terminal device, game progress management method and game progress management program
US20040169086A1 (en) * 2001-06-07 2004-09-02 Eiji Ohta Ic card
US6949003B2 (en) * 2000-09-28 2005-09-27 All Season Toys, Inc. Card interactive amusement device
US7326118B2 (en) * 2003-01-28 2008-02-05 Aruze Corporation Gaming machine, trading card and game system

Family Cites Families (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2002065936A (en) * 2000-08-30 2002-03-05 Denso Corp Game device
JP2002186782A (en) * 2000-12-20 2002-07-02 Omron Corp Game machine, game system, goods information recording medium, and angling result information recording medium
JP2002273042A (en) * 2001-03-15 2002-09-24 Nagano Fujitsu Component Kk Recording medium and information reader
JP2002336399A (en) * 2001-05-17 2002-11-26 Nintendo Co Ltd Collection card, game system using the same and method for producing the same
JP3980936B2 (en) * 2002-05-29 2007-09-26 アルゼ株式会社 Medal game machine

Patent Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4764666A (en) * 1987-09-18 1988-08-16 Gtech Corporation On-line wagering system with programmable game entry cards
US5743801A (en) * 1995-08-18 1998-04-28 Welander; Paul M. Collectable video sports card
US20020052238A1 (en) * 1998-03-05 2002-05-02 Kunimasa Muroi Electronic game system using a trading-card-type electronic recording medium
US6949003B2 (en) * 2000-09-28 2005-09-27 All Season Toys, Inc. Card interactive amusement device
US20040169086A1 (en) * 2001-06-07 2004-09-02 Eiji Ohta Ic card
US20040018876A1 (en) * 2002-07-24 2004-01-29 Konami Corporation Game progress management device, game server device, terminal device, game progress management method and game progress management program
US7326118B2 (en) * 2003-01-28 2008-02-05 Aruze Corporation Gaming machine, trading card and game system

Cited By (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20060148557A1 (en) * 2004-12-10 2006-07-06 Aruze Corp. Gaming machine and gaming system
US20060252550A1 (en) * 2005-04-22 2006-11-09 Aruze Corp. Server and gaming machine
US20070077999A1 (en) * 2005-09-22 2007-04-05 Konami Digital Entertainment Co., Ltd. Game system
US8221232B2 (en) * 2005-09-22 2012-07-17 Konami Digital Entertainment Co., Ltd. Game system
US20110263338A1 (en) * 2008-12-26 2011-10-27 Sega Corporation Game device and game control method
US20120108304A1 (en) * 2008-12-26 2012-05-03 Satoshi Horie Game device and game control method
US20100197380A1 (en) * 2009-02-02 2010-08-05 David Shackleton System and Method of Conducting Simulated Combat
US8409011B2 (en) * 2009-02-02 2013-04-02 David Shackleton System and method of conducting simulated combat

Also Published As

Publication number Publication date
KR20060050812A (en) 2006-05-19
CN1743037A (en) 2006-03-08
JP2006068143A (en) 2006-03-16

Similar Documents

Publication Publication Date Title
US20060046809A1 (en) Gaming machine and gaming system
US20070238530A1 (en) Gaming machine and gaming server
JP2001137534A (en) Card game device
JP2006034708A (en) Game system, server, and game control program
JP2006014956A (en) Game system, server and game control program
US20060046808A1 (en) Gaming machine and gaming system
US20060068915A1 (en) Gaming server and gaming system
JP6649785B2 (en) Game device, program and game system
JP2008012065A (en) Game system
JP2008012068A (en) Game system
JP2003117235A (en) Image forming system, program and information storage medium
US20060046811A1 (en) Gaming machine, gaming machine control server and gaming system
US20060068916A1 (en) Gaming server and gaming system
JP2007185315A (en) Portable game machine, program for portable game machine, game server and game system
KR20020033032A (en) Game device, arcade game machine, and game operating method and recording medium
US20060068890A1 (en) Game system
JP4342385B2 (en) Game system
JP2006051220A (en) Game system and server
KR20040057975A (en) Game Device
JP2007054529A (en) Game machine and game system
JP2006095180A (en) Game device, storage medium and mounting body
JP2007054530A (en) Game machine and game system
JP4376708B2 (en) GAME SYSTEM, SERVER, AND GAME CONTROL PROGRAM
JP2006095181A (en) Game device, storage medium and mounting body
JP2006095213A (en) Game server and game system

Legal Events

Date Code Title Description
AS Assignment

Owner name: ARUZE CORPORATION, JAPAN

Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNORS:HIRANOYA, NOBUKATSU;HAYASHI, KENTARO;REEL/FRAME:016915/0506

Effective date: 20040804

STCB Information on status: application discontinuation

Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION