The present application claims priority under 35 U.S.C. §119 to Japanese Patent Application No. 2005-276245 filed on Sep. 22, 2005. The content of the application is incorporated herein by reference in its entirety.
1. Field of the Invention
The present invention relates to a game system performed among a plurality of game machines connected to a server.
2. Description of the Related Art
In games where a score to be added or deducted based on a predetermined rule is calculated, a type of game of trying conclusions due to a finally obtained score has been well known, and there is also a game system where not only a score of game is calculated but also an evaluation value is calculated by evaluating player's operation (for example, refer to Japanese Patent Application Laid-Open Nos. 2001-187266 and 2001-353373).
However, conventionally, the victory or defeat of the game and the evaluation value of the game are only reflected to a player who played the game. As a result, for example, even if a plurality of game machines is grouped based on a predetermined condition, a conclusion of victory or defeat and a conclusion of evaluation are not reflected on a group, so that a sense of being a member of a group cannot be improved.
Therefore, it is an object to provide a game system which improves a sense of being a member of a group when a plurality of game machines are grouped.
The present invention provides a game system, in which each of a plurality of game machines connected to a server is sorted to any one of a plurality of groups and a game using at least one game element is played among the plurality of game machines, wherein each of the plural game machines having: a game machine storing device for storing group information representing the group and game element information representing the game element; a game control device for controlling the game using the game element; an evaluating device for obtaining an evaluation to a content of play of the game based on a predetermined evaluation criterion; and a game machined at a transmitting device for transmitting game machine data including the group information, the game element information, and the obtained evaluation to the server; the server having: a game machine data receiving device for receiving the game machine data from each of the game machines; a registered data storing device for storing the game element information, registered group information representing the group holding a game element represented by the game element information, and a registered evaluation which is the evaluation obtained by any game machine of the group represented by the registered group information being related to each other; and a registration updating device for updating the registered evaluation and the registered group information into the evaluation and the group information included in the game machine data respectively when the registration evaluation related to the game element information included in the game machine data stored in the registered data storing device and the evaluation included in the game machine data satisfy a predetermined condition. Thus, the game system according to the present invention solves the problem.
According to the present invention, when the evaluation obtained based on the content of play satisfies the predetermined condition with respect to the registered evaluation which is the evaluation of the group having the game element, the game information of the game machine where the play was made can be updated as the registered group information. As a result, the group having the game element can be changed due to the evaluation. In other words, the unit of group completes for obtaining the game element by the evaluation of the content of play. Thereby, one common sense can be formed within a group and a sense of being a member of a group can be improved for the players in the same group. For example, by distributing the belonging information of game element and giving a predetermined special privilege to the group holding the game element based on the content stored in the registered data storing device, the sense of being a member of group can be improved.
For example, a plurality of game machines is grouped depending on a place where the game machines are placed or depending on a manager of game machine regardless of places where game machines are installed. In grouping due to a place where the game machines are installed, there is a case where a facility where the game machines are installed is made as one group or a care where the game machines are grouped depending on an address or a post code. The evaluation by the evaluating device also includes a mark or a letter having a specific meaning or the like as well as a numeric value. As a predetermined condition, other condition can be added to the condition with regard to a magnitude relation or a strong and weak relation between two evaluations. The evaluation of the content of play includes a score obtained in the game, the evaluation with respect to the operation content of the player, and the result of victory or defeat.
The game may be a battle game; the game machine may have an operation object setting device for setting the game element as an operation object of the game machine itself; the game control device may control the battle game that the game element of the operation object battles with the game element of the operation object of other game machine; and the evaluation by the evaluating device may be an evaluation to a content of play different from victory or defeat of the game.
Thereby, due to the evaluation of the content of play that is different from victory or defeat of the game, it is possible to obtain the game element. In the case where the game element can be obtained depending on the number of victories, the group having a lot of number of plays has advantage, or in the case where the game element can be obtained depending of the victory ratio, the group having high victory ratio may stop playing the game. Therefore, especially for a game where a player can enjoy the content of play more than victory or defeat, it sometimes happen that the player does not enjoying the game. However, in the case where the player is evaluated depending on the content of play different from victory or defeat, the player can try to get a higher evaluation while enjoying the play, so that willingness to play of the player can be improved. For example, the game may be a professional wrestling game and the evaluation by the evaluating device may be an evaluation to a content of play in the professional wrestling game.
The game machine may have a game machine processing device for carrying out predetermined processing when the group information of the group in which the game machine itself is included is stored in the registered group information with reference to the registered data storing device of the server. In addition, the server may have a group processing device for carrying out predetermined processing with respect to the game machine included in the group which is represented by the registered group information. Thereby, a special processing can be made with respect to the game machine of the group holding the game element, so that a predetermined special privilege can be given to the game machine and this makes it possible to further improve willingness to obtain a game element of the player.
Each of the game machines may be a game machine for commercial use and the group may be a shop where at least one game machine is installed. Thereby, a game system holding a game element can be provided for each shop and one common sense in a shop can be given to a player. Accordingly, enthusiasms for each shop can be expected and this enthusiasm can be reflected on the ability to pull in customers.
As described above, according to the present invention, when the registered group information holding the game element is stored together with a registration evaluation and the evaluation with respect to the content of play of the game and the registered evaluation meet a predetermined condition, by updating the registered group information and the registered evaluation into the group information of the group that made the play and the evaluation with respect to that play, when a plurality of game machines are grouped, it is possible to provide a game system which can improve a sense of being a member of group.
The game machines G1a . . . G1c are installed at a shop TTT1, the game machines G2a . . . G2c are installed at a shop TTT2, the game machines G3a . . . G3c are installed at a shop TTT3, and the game machines G4a . . . G4c are installed at a shop TTT4. At each shop, as shown in the shop TTT4, the game machines G4a . . . G4c are connected to the network N via a shop server TS4. The shop server TS4 controls a center screen SR4 installed in the shop TTT4 as well as regulates transmission and reception of data with the center server machine CS via the communication network N.
With respect to other shops TTT1, TTT2, and TTT3, shop servers TS1, TS2, TS3 and center screens SR1, SR2, and SR3 are installed, respectively in the same manner as the shop TTT4; however, the illustration thereof is herein omitted. When there is no necessity to particularly distinguish the shops TTT1 . . . TTT4, these shops are referred to as “a shop TTT”. In addition, when there is no necessity to particularly distinguish the shop servers TS1 . . . TS4 and the center screens SR1 . . . SR4, they are referred to as “a shop server TS” and “a center screen SR”, respectively.
The player P who operates the game machine G is refereed to as “the player P of the game machine G” and the game machine G to be operated by the player P is refereed to as “the game machine G of the player P”. Further, in the following explanation, the description of the shop server TS is omitted in the description of transmission and reception of data to be performed between the game machine G and the center server machine CS.
In the game system GS according to the present invention, respective players P of two game machines G are combined as an opponent and by using a card owned by each player, a wrestling game is played. The player P operates actions of a wrestler as a game element. The shop TTT where the game machine G having a higher fever degree in the game is installed can obtain the wrestler operated by this game machine G. The fever degree is acquired by quantifying the evaluation with respect to the operation selected by the player P and sufficiency level of contents of a match is represented by high and low of the fever degree. A method to evaluate the fever degree will be described later. Hereinafter, the state that the shop TTT possessing the wrestler is sometimes called as that the wrestler belongs to the shop TTT.
For example, as shown in
The center server machine CS carries out transmission and reception of various data relevant to the game according to a request from the game machine G as well as carries out various update processing to be described later. The schematic structure of the center server machine CS is shown in
Further, the storage part 2 is a temporal storage area and a configuration may be applied to the present invention that data while not being used is held by a data base connected via the network N. The data stored in the storage part 2 will be described later.
The game machine G plays a professional wrestling game with other game machine G which is combined by the center server machine CS. The schematic structure of the game machine G is shown in
The control part 17 is configured as a computer, which is provided with a CPU 18 and various peripheral circuits such as a RAM 19a and a ROM 19b necessary for the operation of the CPU 18. In the ROM 19b, a program for executing the present invention is stored. In the game data storage part 14, the data relevant to the game such as various tables to be described later is held and a shop ID as the group information unique to the shop where the game machine G is installed is held. Thereby, the game data storage part 14 functions as game machine storing device. The operational part 10 is provided with a fall button to designate a fall to be described later.
The card used by the player P in the game in the present embodiment includes wrestler cards R1 . . . Rn and technique cards W1 . . . Wm as shown in
A wrestler ID unique to the wrestler R is stored in the wrestler card R, and a technique ID unique to the technique W is stored in the technique card W. In the game, the player P can designate the wrestler R to the game machine G by reading the wrestler card R by means of the card reading part 11 and the player P can designate the technique W to the game machine G by reading the technique card W by means of the card reading part 11. Hereinafter, to read the wrestler card by means of the card reading part 11 is referred to as “to designate the wrestler R” and to read the technique card W by means of the card reading part 11 is referred to as “to designate the technique W”.
The data stored in the storage part 2 of the center server machine CS will be described with reference to
As shown in
Shop registered information 40 shown in
For example, the case of the wrestler A will be explained below. When “the wrestler A” of “PP PROWRES” has the highest value “150” of the fever degree at the game machine G of “the shop TTT2”, the registered shop ID 41 represents “the shop TTT2”, the registered association 42 is stored as “PP PROWRES”, and the registered fever degree 43 is stored as “150”. This means that the wrestler A belongs to the shop TTT2. Further, the shop registered information 40 of the wrestler R which is not used by any player P has vacant columns and the registered fever degree 43 is 0. In addition, in the shop other than the shop TTT to which the wrestler R belongs, it is possible to play the battle game using the wrestler R.
Information for shop 50 shown in
Further, the storage part 2 holds player information 60 with respect to each player P. An example of the player information 60 is shown in
The wrestler ID 21 included in the player information 60 represents a wrestler ID of a wrestler who is registered in a professional wrestling association 62 of the player P, and each wrestler ID 21 can use in the game the technique of the corresponding technique ID 31. According to the example shown in
The history evaluation information 65 is the information relating to a history of an evaluation item of the corresponding wrestler. In the present embodiment, the history evaluation information 65 is configured by two evaluation items, namely, a show emphasis degree and a victory emphasis degree. The show emphasis degree is an item for evaluating a degree to emphasize amusingness as a professional wrestling rather than victory or defeat of the game in the game of the professional wrestling, and the victory emphasis degree is an item for evaluating a degree to emphasize victory or defeat of the game rather than amusingness as a professional wrestling in the game of the professional wrestling. Each of the evaluation items are formed by evaluation from the opponent after the match.
When the card reading part 11 of the game machine G reads the wrestler ID 21 of the wrestler card R, the information relating to the wrestler R held by the game machine G can be used through the wrestler ID 21 as a key. In addition, by reading the technique ID 31 of the technique card W, the information relating to the technique W held by the game machine G can be used through the technique ID 31 as a key.
In order to register of the wrestler ID 21 and the technique ID 31 in the player information 60, for example, a player may select a predetermined registration mode to register the wrestler R and the technique W of this wrestler R to be registered in his/her own professional wrestling association. In the present embodiment, a predetermined registration fee is collected from the professional wrestling association which is managed by the player P in this case.
Hereinafter, based on the examples of
First, the player P4a carries out predetermined entry operation to the game machine G4a of the shop TTT4, thereby, the entry processing is carried out (step S100). As the entry operation, the player P4a makes the entry card input part 12 read the entry card having the player ID61 stored therein and makes the card reading part 11 read the wrestler card R of the wrestler A. Thereby, the wrestler A is set as a starting wrestler of the battle game, namely, the wrestler's wrestler ID is set as an operation object in the RAM 19a. This leads to that the control part 17 functions as operation object setting device and the RAM 19a functions as game machine storing device.
When the player ID 61 of the player P4a is read by the game machine G4a through the entry card and the wrestler ID 21 of the wrestler A is read by the game machine G4a through the wrestler card R, respectively, the game machine G4a transmits the IDs 61 and 21 to the center server CS as entry data.
When receiving the entry data, with reference to each of ID 61 and ID 21 included in the entry data, the center server CS extracts the player information 60 related to the player ID 61 and the wrestler information 20 related to the wrestler ID 21 from the storage part 2, respectively. The center server CS further extracts from the player information 60 the professional wrestling association 62, the number of participation 63, the victory ratio 64, and respective information 65, 66, and 31 related to the wrestler ID 21 included in the entry data. Hereinafter, the player information 60 extracted by this processing is referred to as the player information 60 of the player P4a. Further, the technique information 30 related to all technique ID 31 included in the player information 60 of the player P4a will be extracted.
Then, the player information 60 of the player P4a, the wrestler information 20, and the technique information 30 obtained by the above mentioned extraction processing are transmitted to the game machine G4a. Hereinafter, the player information 60, the wrestler information 20, and the technique information 30 to be transmitted from the center server machine CS to the game machine G in the entry processing is collectively called as the battle data. The game machine G4a stores the received battle data in the game data storage part 14. In this case, to the wrestler information 20 and the technique information 30 included in the received battle data, the player ID 61 of the player P4a is related, respectively. Hereinafter, battle data related to the player ID 61 of the player P4a is referred to as “battle data of the player P4a”. Then, the entry processing is terminated.
When receiving the battle data of the player P4a, the game machine G4a carries out matching request processing (step S110). In the matching request processing, a matching request including the player ID 61 of the player P4a, the wrestler ID 21 of the wrestler A, and the history evaluation information 65 of the wrestler A is transmitted to the center server machine CS. When receiving the matching request, the center server machine CS carries out the matching processing (step S120). In the matching processing, based on the history evaluation information 65 included in the matching request, the players who have the same tendencies of a match are determined as opponents. The players having the similar evaluations in the show emphasis degree and a victory emphasis degree may be combined as opponents.
In the present embodiment, the case where the player P1a is determined as the opponent of the player P4a in the matching processing will be described. When the opponent is determined, a matching result notice to notice the opponent will be transmitted to the players P4a and P1a to battle with each other from the center server CS. The matching result notice includes an address of the player P to be the opponent. Hereinafter, the player P1a is sometimes referred to as the opponent P1a.
When receiving the matching result notice, the game machine G4a transmits its own battle data to the opponent P1a included in the received matching result notice, receives the battle data of the opponent P1a transmitted from the opponent P1a, and stores this battle data in the game data storage part 14 (step S130) Subsequently, the battle processing is carried out (step S140) When the opponent P1a designates the wrestler B, in the battle processing, a professional wrestling game that the wrestler A and the wrestler B battle with each other will be carried out. In the match, according to the actions of respective professional wrestlers A and B selected by respective players P1a and P4a, the fever degree is calculated. The details of the battle processing will be described later.
If the battle processing is terminated, the processing after battle will be carried out (step S150). According to the processing after battle, the contents of play of the opponent P is evaluated and battle result data including the evaluation information and the fever degree is transmitted to the center server machine CS as the game machine data. Thereby, the control part 17 and the communication part 13 of the game machine G4a functions as a game machine data transmitting device. The center server machine CS receives the game machine data to update the player information 60 in the storage part 2 based on the received battle result data (step S160). This leads that the control part 3 and the communication part 1 of the center server machine CS function as a game machine data receiving device. Subsequently, the shop registered information 40 and the information for shop 50 are also updated (step S170). In the case where the fever degree included in the battle result data transmitted from the game machine G4a is larger than the registered fever degree 43 of the wrestler A, the registered information related to the wrestler A is updated and the wrestler A belongs to the shop TTT4 in which the game machine G4a is installed. Basically, this leads to that the shop TTT4 obtains the wrestler A. The registered information update processing will be described later.
The battle processing to be performed between the wrestler B of the player P1a and the wrestler A of the player P4a will be described with reference to flow charts shown in
Hereinafter, unless a particular note is made, when using each data included in the battle data of the player P4a at the game machine G4a, through the player ID 61 of the player P4a as a key stored in the game data storage part 14 of the game machine G4a, the data related to the player ID 61 is used; and when using each data included in the battle data of the opponent P1a at the game machine G4a, through the player ID 61 of the opponent P1a as a key stored in the game data storage part 14 of the game machine G4a, the data related to the player ID 61 is used.
Since the similar processing is carried out in the game machine G1a and the game machine G4a, the processing for the game machine G4a will be mainly described unless a particular note is made. Further, the processing at the game machine G4a and the processing at the game machine G1a are appropriately synchronized according to a conventional and well-known method. First, an initial value of parameters for a game is set (step S200). The parameters for the game include parameters for the wrestler A, various timers, the number of turns, and flags or the like. The parameters for the wrestler A include a stamina, a cost in hand, and a fever degree. The initial value of the stamina is a value of the bodily power 26 of the wrestler A and this initial value is reduced according to attacks from the opponent. The stamina for the opponent B is also held so as to be recognized in the game.
The cost in hand is a cost for using the technique W and a predetermined value is given in advance as the initial value. This initial value is reduced according to the value of the consumption cost 36 of the used technique W and the technique W having the larger consumption cost 36 than the cost in hand cannot be used. The timers include a game timer and a timing timer. The game timer is a timer for clocking a match elapsed time. The control part 17 judges which part among the opening part, the middle part, and the end part the moment of the present game is at depending on the elapsed time of the game timer.
Timing that the wrestler R can use the technique, namely, timing that the player P should designate the technique is referred to as technique designation timing, and in the present embodiment, the technique designation timing can be given up to thirty times in one game. The timing timer clocks the technique designation timing, which is set to a predetermined time period in advance. The number of turns is a parameter for counting the number of technique designation timing assuming that one time of the technique designation timing makes one turn and the initial value is 0. As described above, the fever degree is a quantified evaluation for the action of the wrestler R selected by the player P. The initial value is 0 and it is calculated for each turn. A calculation method of the fever degree will be described later.
After setting the initial value of each parameter, it is determined if the moment is the technique designation timing which can designate the technique W or not (step S205). Then, if the moment is determined to be the technique designation timing, the timing timer starts counting. Next, it is determined if the technique W is designated or not (step S210). If the player P4a makes the card reading part 11 of the game machine G4a read any technique card W, this technique W is determined to be designated. In the case where the timing is determined not to be the technique designation timing in the step S205, the technique designation timing is waited. The technique designation timing is controlled so as to appear at predetermined intervals in the battle game.
When determined that the technique W is designated by the player P4a at the step S210, the process proceeds to step S225. When determined that there is no designation of the technique W, it is determined if the technique designation timing is terminated or not (step S215). When the timing timer is terminated, it is determined that the technique designation timing is terminated. When the technique designation timing is determined not to be terminated, returning to the step S210, the technique designation is waited, and when the technique designation timing is determined to be terminated, the process proceeds to the technique determination processing (step S220). In the technique determination processing, the control part 17 of the game machine G4a determines the technique W in place of the player P4a.
As described above, due to designation of the player P4a or the technique determination processing, the technique W of the player P4a is determined. Hereinafter, the technique W determined for the player P4a is referred to as a technique WA. In addition, the technique of the player P1a is determined in the same way. Hereinafter, the technique W determined for the player P1a is referred to as a technique WB.
After the technique determination processing, the cost in hand is updated in such a manner that the consumption cost of the technique WA is subtracted from the cost in hand of the wrestler A (step S225). After that, reception of the technique ID 31 of the technique WB of the player P1a from the game machine G1a is waited. On the other hand, the game machine G1a transmits the technique ID 31 of the technique WB to the game machine G4a after the technique WB is determined and the cost in hand of the wrestler B is updated (step S230). The game machine G4a receives the technique ID 31 transmitted from the game machine G1a (step S235) and carries out the technique result processing (step S240). In the technique result processing, based on each technique information 30 of the technique WA and the technique WB, it is determined which technique W has won in its turn. The technique result processing will be described later.
When the technique result processing is terminated, all parameters used in the battle game are transmitted from the game machine G4a to the game machine G1a (step S245), the game machine G1a receives all parameters transmitted from the game machine G4a (step S250). After transmission and reception of all parameters, it is determined if a fall is established or not in each of the game machines G1a and G4a (step S255). Whether a fall is established or not is determined depending on a status of a flag representing establishment of the fall in the technique result processing to be described later.
When determined that the fall is established, if the player P4a establishes the fall, for example, the player P4a is determined as “a winner” and the opponent P1a is determined as “a loser” to perform a victory or defeat result processing (step S270). In the step S255, if it is determined that the fall is not established, the number of turns is counted up by one (step S260). Subsequently, it is determined if the number of turns exceeds 30 or not (step S265). Then, if it is determined that the number of turns does not exceed 30, the processing returns to the step S205 to carry out the next technique designation timing, and if it is determined that the number of turns exceeds 30, the processing proceeds to the victory or defeat result processing of the step S270. In the victory or defeat result processing, a victory or defeat result is displayed on a monitor 15 based on the parameters used in the battle game.
The technique result processing will be described with reference to a flow chart of
Next, it is determined if the level of the technique WA is equal with the level of the technique WB or not (step S310). Then, if they are equal, the determination is made depending on the calculated real damage degree (step S320). In the determination depending on the real damage degree, it is determined that the technique W having the larger real damage degree wins. If the levels are different, the determination is made depending on the level (step S330). In the present embodiment, a strong and weak relation of the level 37 of the technique W is set as a level 1<a level 2<a level 3<a level 1. In accordance with this relation, it is determined which technique W wins. In the present embodiment, the technique WA of the player P4a wins. Next, the stamina of the opponent B defeated by the technique WA is updated (step S340). For example, the real damage degree of the technique WA is subtracted from the stamina of the wrestler B.
Subsequently, the fever degree is calculated (step S350) Thereby, the control part 17 functions as an evaluating device. The fever degree of the present embodiment is calculated by combination of a basic evaluation and an intergradation evaluation. Further, a basic evaluation is obtained by combination of a situation evaluation and a skill evaluation. A situation evaluation is an evaluation with respect to “when and which technique is used”, and this situation evaluation is obtained according to the method of the steps; Assuming various situations (scenes) in advance, making third persons evaluate each scene, and holding a scene evaluating table in the game data storage part 14, where a scene evaluation point based on the evaluations is related to each of the situations. Then, the scene evaluation point related to the situation corresponding to the action selected by the player P is specified as the situation evaluation to the action. For example, when a scene evaluation point 100 is related to the situation of “a big technique (a level 3) is used in the opening part” in the scene evaluating table, if the player P selects and designates the big technique in the opening part in the battle game, the evaluation point in this scene is 100.
On the other hand, the skill evaluation is carried out by a method of evaluating a basic game skill by quantitatively examining the basic skill. For example, when it is determined that the operation of himself or herself is decided by estimating the operation of the opponent P to be carried out in order to win the game, a high evaluation can be obtained. For example, the conditions to specify the height of the game skill are set stepwise in advance, and a skill evaluating table where the skill evaluating point is related to each step is held in the game data storage part 14. With reference to the skill evaluating table for each turn, a skill evaluation point related to the condition for the action selected by the player P is specified as the skill evaluation for the action.
The intergradation evaluation is an evaluation with respect to the intergradation amount of the basic evaluation of the former turn and the basic evaluation of the present turn. An intergradation evaluating table where the intergradation evaluation point is related to the intergradation amount is held in the game data storage part 14. Calculating the intergradation amount of the basic evaluation for each turn and referring to the intergradation evaluating table, the intergradation evaluation point related to the calculated intergradation amount is specified as the intergradation evaluation. Further, the calculated basic evaluation and the calculated fever degree of each turn are stored in the RAM 19a.
Subsequently, it is determined if there is a designation of fall or not (step S360). For example, when a fall button is pressed during the technique designation timing, it is determined that there is a designation of fall. When judged that there is a designation of fall, a fall processing is carried out (step S370). In the fall processing, it is determined if the fall is established or not. Then, when it is determined that the fall is established, a flag representing establishment of the fall is placed. After the fall processing, the technique result processing is terminated. If there is no designation of fall, the technique result processing is terminated as it is.
In the present embodiment, the establishment of the fall is judged as follows. First, a random value is calculated. Then, when the updated stamina of wrestler R who is subject to the fall is smaller than the random value, it is determined that the fall succeeds and in other cases, it is determined that the fall fails. For example, a parameter with respect to success of fall, prepared in advance, is set at 1 when the fall succeeds and the parameter is set at 0 when the fall fails. This makes it possible to determine if the fall succeeds or not depending on whether the parameter with respect to success of fall is 1 or 0.
The processing after battle to be performed after the end of battle processing will be described with reference to a flow chart of
The selected evaluation information including the selected evaluation is transmitted to the opponent P1a, the selected evaluation information transmitted to the player P4a from the player P1a is received (step S410). The received selected evaluation information is displayed on the monitor 15 (step S420). Based on the evaluation included in the selected evaluation information, the history evaluation information 65 of the wrestler A is updated (step S430). Next, the number of participation and the victory ratio of the player information 60 of the player P4a are updated (step S440). Then, the highest value among the fever degrees of each turn stored in the RAM 19a is selected as the fever degree of this game (step S450). The control part 17 transmits the battle result data including the updated player information 60, the shop ID of the shop TTT4 and the selected fever degree to the center server machine CS (step S460). Thereby, the control part 17 and the communication part 13 functions as a game machine data transmitting device. Thus, the processing after battle is terminated.
The registration information update processing will be described according to a flow chart shown in
In the case of the present embodiment, assuming that the received fever degree is 200, the shop registered information 40 is updated as shown in
The updated information for shop 50 is shown in
As described above, a special privilege is given to the shop TTT registered in the shop registered information 40 as the shop TTT holding the wrestler R. In the present embodiment, for example, when the player P newly registers the wrestler A in the association managed by himself or herself at the game machine G installed in the shop TTT holding the wrestler A, the special privilege is given to the shop TTT so that the processing is carried out to make a registration fee collected for registering the wrestler A cheaper than a normal case. This leads to that a new registration of the wrestler A in the shop TTT by the player P who wishes to register the wrestler A is highly expected. In this way, by employing this system, the evaluation result is reflected on all game machines G installed in the shop TTT. A common sense in a shop TTT can be formed so that the players P in the shop TTT want the same special privilege for other wrestler R. Then, a sense of being a member of the players P in the same shop can be improved.
The collecting processing to be carried out in the game machine G of the shop TTT4 upon collection of the registration fee of the wrestler A will be described with reference to
In the shop registered information 40, it is determined if the registered shop ID 41 related to the wrestler A coincides with the shop ID of the player himself or herself, that is the shop ID of the shop TTT4, or not (step S620). When determined that they coincide with each other, that means the wrestler A belongs to the shop TTT4. Then, the registration fee related to the wrestler A in the registration fee table is subtracted by a predetermined discount rate to be collected (step S630). On the other hand, when they do not coincide with each other, that means the wrestler A belongs to other shop TTT. Then, the registration fee related to the wrestler A in the registration fee table is collected as it is (step S640).
The present invention is not limited to the embodiment but the present invention may be made in various embodiments. For example, after the registered information update processing, the center server CS may carry out the group special privilege processing. According to the group special privilege processing, the special privilege information to set a special privilege with respect to the wrestler A is transmitted to the shop TTT4 who has obtained the wrestler A, and the special privilege information to cancel the special privilege with respect to the wrestler A is transmitted to the shop TTT4 who has lost the wrestler A. Thereby, the control part 3 functions as a group processing device. Receiving the special privilege information, the game machines G1a and G4a carry out the game machine special privilege processing. For example, in the case where the special privilege related to the wrestler A is that the registration fee of the wrestler A is set to be lower than a normal case, at the game machines G of the shops TTT1 and TTT4, based on the received special privilege information, the registration fee of the wrestler A may be changed. For example, the registration fee related to each wrestler R is stored in the game data storage part 14 of the game machine G in advance, and only the registration fee with respect to the wrestler A may be changed.
The number of game machines installed in each shop TTT is not limited to three. The experimental value 66 of each technique may be updated by carrying out predetermined training processing with respect to each technique. The fever degree to be included in the battle result data may be a total value or an average value of the fever degree of each turn or may be a value when the game is over. In addition, plural versions of the wrestler information 20, which are different from each other, may be provided to one wrestler A. In this case, the wrestler cards R according to the versions are prepared and the wrestler ID different from each other is set for each version of the wrestler to identify the version of wrestler. The content of the information for shop 50 is appropriately obtained from the shop registered information 40 and there is no need to store this content of the information for shop 50 as the storage information.
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