1. Field of the Invention
The present invention relates to a gaming machine which allows smooth proceeding of a game by using an image displayed on an image display unit, a gaming machine control server connected to the gaming machine and a gaming system.
2. Description of Related Art
Conventionally, a gaming machine (so-called video gaming machine) has been known by which a game can be played by using an image displayed on an image display unit, and this type of gaming machine includes a gaming machine playable by one player only and a gaming machine playable by two or more, that is, multiple players. Furthermore, this type of gaming machine may be roughly divided, based on the type of a game, into a gaming machine by which a point is rewarded when a predetermined combination is completed to win on a series of trump cards and/or tiles, a gaming machine (see JP-A-2001-300143) by which a game can be played (such as a role-playing game (RPG) and an adventure game) by using an acting-body image showing an acting body (such as a so-called character such as a car and an airplane) which acts in accordance with an operation by a player, and a gaming machine (see JP-A-2002-253860) such as a fighting game for a fight between or among acting bodies and a chess game and Mah-Jong game for a match.
Such a gaming machine by which multiple players can play for fighting or a match may adopt a so-called turn system (which is a game system to be proceeded by alternate implementations of an action (turn) of one side and an action (turn) of the other side). For example, JP-A-2002-369967 discloses a gaming system which allows simultaneous attacks between or among multiple players in one turn by dividing players participating in a game into first and second sides and, when an attack is commanded by a player of the first side and it satisfies a predetermined requirement, giving another player of the first side an opportunity to command an attack.
However, a gaming machine for fighting by multiple players as disclosed in JP-A-2002-369967 has a problem that the proceeding of a game is delayed when a required operation input is delayed as a result of too much time taken by a player to determine an action, for example, of an acting body. Especially, in a gaming machine by which multiple players can play by, for example, adopting the turn system, the delay of an operation input by some players may delay the proceeding of the entire game, which has an influence on the other players. In this case, waiting players may feel stressful or may be irritated, which reduces the original amusement of the game that players should be able to obtain from the gaming machine.
In a game to be played between or among gaming machines adopting the turn system, there are few opportunities to make a strategic determination such as “reading the next action of the other side and determining an action of his or her own side” since a player determines an action of his/her own side after checking the action of the other side and vice versa. Thus, not few players are demanding a more highly strategic game even with gaming machines adopting the turn system.
Accordingly, the present invention was made in order to solve these problems, and it is an object of the invention to provide a gaming machine, gaming machine control server and gaming system which can provide a more amusing game.
A gaming machine according to the invention is a gaming machine including an image display unit on which the gaming machine displays a game image for use in a game, an operating unit which is used by a player for inputting an operation required for proceeding a game by using the game image, a game proceeding control unit which displays the game image on the image display unit to proceed the game, an own-machine state detecting unit which detects a proceedable state in which the game in the own machine is proceedable based on a lapse from a time when the operation input by using the operating unit or the proceeding operation input for proceeding the game in the own machine by the player of the own machine is allowed, and an other-machine state detecting unit which detects a proceedable state in which the game in another machine is proceedable based on a lapse from a time when the proceeding operation input by using the operation unit of the other machine or the proceeding operation input for proceeding the game in the other machine by the player of the other machine is allowed, wherein the gaming machine is communicably connected with the other machine having the image display unit, the operating unit and the game proceeding control unit, and the game proceeding control unit proceeds the game in accordance with the operation input by using the operation unit after the completion of the detection of the proceedable state by the own-machine state detecting unit and the other-machine state detecting unit.
The gaming machine includes the own-machine state detecting unit which detects a proceedable state of the machine and an other-machine state detecting unit which detects a proceedable state of the other communicably connected machine. When the detection of proceedable states by the own-machine state detecting unit and other-machine state detecting unit completes, a game is proceeded by the game proceeding control unit in accordance with an operation input by using the operating unit. Thus, when the gaming machine is connected to another machine, a game is not proceeded until not only the operation input by using the operating unit of the machine but also the operation input by using the operating unit of the other machine complete. Therefore, a player of the machine and a player of the other machine perform the operation inputs in the same timing so that the game can be proceeded more smoothly than that of a conventional gaming machine which assigns a time for an operation input to each player and that the player of the machine and the player of the other machine can enjoy strategic dealings therebetween.
The gaming machine may further include a communication unit which communicates with the other machine. Preferably, the other-machine state detecting unit receives data from the other machine through the communication unit and detects the proceedable state of the other machine based on reception data including information on the operation input in the other machine or the lapse.
A gaming machine according to the invention is a gaming machine including an image display unit on which the gaming machine displays an acting-body image showing an acting body that acts in accordance with an operation by a player, an operating unit which is used by the player for inputting an operation for determining an action of the acting body, an action determining unit which determines an action of the acting body based on an input of an operation by the player by using the operating unit, a game proceeding control unit which displays the acting-body image on the image display unit to proceed the game using the acting-body image, an own-machine state detecting unit which detects a proceedable state in which the game in the own machine is proceedable based on a lapse from a time when the operation input by using the operating unit or the proceeding operation input for proceeding the game in the own machine by the player of the own machine is allowed, and an other-machine state detecting unit which detects a proceedable state in which the game in another machine is proceedable based on a lapse from a time when the operation input by using the operating unit of the other machine or the proceeding operation input for proceeding the game in the other machine by a player of the other machine is allowed, wherein the gaming machine is communicably connected with the other machine having the image display unit, the operating unit, the action determining unit and the game proceeding control unit, and the game proceeding control unit causes the acting body to take an action determined by the action determining unit after the completion of the detection of the proceedable state by the own-machine state detecting unit and the other-machine state detecting unit.
The gaming machine includes the own-machine state detecting unit which detects a proceedable state of the machine and an other-machine state detecting unit which detects a proceedable state of the other communicably connected machine. When the detection of proceedable states by the own-machine state detecting unit and other-machine state detecting unit completes, the game proceeding control unit causes an acting body to take an action determined by the action determining unit. Thus, when the gaming machine is connected to another machine, a game is not proceeded until not only the operation input by using the operating unit of the machine but also the operation input by using the operating unit of the other machine complete. Therefore, the player of the machine and the player of the other machine perform the operation inputs in the same timing so that the game can be proceeded more smoothly than that of a conventional gaming machine which assigns a time for an operation input to each player and that the player of the machine and the player of the other machine can enjoy strategic dealings therebetween.
A gaming machine control server according to the invention is a gaming machine control server which can exchange data with a gaming machine, the gaming machine having an image display unit on which the gaming machine displays a game image for use in a game, an operating unit which is used by a player for inputting an operation required for proceeding a game by using the game image, and a game proceeding control unit which displays the game image on the image display unit to proceed the game. The control server includes a proceedable state detecting unit which detects a proceedable state in which the game in the gaming machine is proceedable based on a lapse from a time when the operation input by using the operating unit of the gaming machine or the proceeding operation input for proceeding the game in the gaming machine by a player is allowed, and a commanding unit for commanding the game proceeding control unit of the gaming machine to proceed the game in accordance with the operation input by using the operating unit after the completion of the detection of the proceedable state of the gaming machine by the proceedable state detecting unit.
The gaming machine control server includes the proceedable state detecting unit which detects a proceedable state of the gaming machine and a commanding unit for commanding the game proceeding control unit of the gaming machine to proceed the game of the gaming machine. When the detection of a proceedable state by the proceedable state detecting unit completes, the commanding unit transmits the command to the game proceeding control unit. Thus, when the gaming machine control server is connected to gaming machines, a game in each of the gaming machines is not proceeded until the operation input by using the operating unit of each of the gaming machines completes. Therefore, players of the gaming machines perform operation inputs in the same timing so that the game can be proceeded more smoothly than that of a conventional gaming machine which assigns a time for an operation input to each player and that the multiple players can enjoy strategic dealings therebetween or thereamong.
The gaming machine control server may further include a communication unit which communicates with the gaming machine. Preferably, the proceedable state detecting unit receives data from the gaming machine via the communication unit and detects the proceedable state of the gaming machine based on reception data including information on the operation input in the gaming machine or the lapse.
A gaming machine control server according to the invention is a gaming machine control server which can exchange data with gaming machines, each of the gaming machines having an image display unit on which the gaming machine displays an acting-body image showing an acting body that acts in accordance with an operation by a player, an operating unit which is used by a player for inputting an operation for determining an action of the acting body, an action determining unit which determines an action of the acting body based on an input of an operation by the player by using the operating unit, and a game proceeding control unit which displays the acting-body image on the image display unit to proceed the game using the acting-body image. The control server includes a proceedable state detecting unit which detects a proceedable state in which the game in the gaming machine is proceedable based on a lapse from a time when the operation input by using the operating unit or the proceeding operation input for proceeding the game in the gaming machine by a player is allowed, and a commanding unit for commanding the game proceeding control unit of the gaming machine to cause acting bodies to take an action determined by the action determining unit of the gaming machines on all of the image display unit in the gaming machines after the completion of the detection of the proceedable state of the gaming machines by the proceedable state detecting unit.
The gaming machine control server includes the proceedable state detecting unit which detects a proceedable state of the gaming machine and a commanding unit for commanding the game proceeding control unit of the gaming machine to cause an acting body to take an action determined by the action determining unit. When the detection of a proceedable state by the proceedable state detecting unit completes, the commanding unit transmits the command to the game proceeding control unit of each gaming machine. Thus, when the gaming machine control server is connected to gaming machines, an acting body in each of the gaming machines does not take a predetermined action until the operation input by using the operating unit of each of the gaming machines is completed by a player of each of the gaming machines. Therefore, players of the gaming machines perform an operation input in the same timing so that the game can be proceeded more smoothly than that of a conventional gaming machine which assigns a time for an operation input to each player and that the multiple players can enjoy strategic dealings therebetween or thereamong.
Priorities may be assigned to the gaming machines under a predetermined condition, and the commanding unit preferably commands the acting bodies of respective gaming machines to take the action sequentially in priority order. In this case, acting bodies in the gaming machines with higher priorities take actions sequentially, and various forms of game can be provided by changing the priorities of the gaming machines as required.
A gaming system of the invention is a gaming system including an image display unit which displays a game image for use in a game, multiple operating units which are used by multiple players for inputting an operation required for proceeding a game by using the game image, a game proceeding control unit which displays the game image on the image display unit to proceed the game, a proceedable state detecting unit which detects a proceedable state in which the game is proceedable based on a lapse from a time when the operation input by using each of the operating unit or the proceeding operation input for proceeding the game by a player is allowed, and a commanding unit for commanding the game proceeding control unit to proceed the game in accordance with the operation input by the player by using the operating unit after the completion of the detection of the proceedable state by the proceedable state detecting unit.
In the gaming system, when the detection of a proceedable state by the proceedable state detecting unit completes, the commanding unit transmits the command to the game proceeding control unit. Thus, a game is not proceeded until the multiple players playing a game in the gaming system complete operation inputs by using the operating unit. Therefore, multiple players perform operation inputs in the same timing so that the game can be proceeded more smoothly than that of a conventional gaming machine which assigns a time for an operation input to each player and that the multiple players can enjoy strategic dealings therebetween or thereamong.
[Advantage of the Invention]
The invention provides a gaming machine, gaming machine control server and gaming system which can provide a more amusing game.
The mode which may be the best one for carrying out a gaming machine, gaming machine control server and gaming system according to the invention will be described below in detail with reference to attached drawings. The same reference numerals are given to the same or equivalent components, and the repetitive descriptions, if any, will be omitted herein.
[Entire Construction of Gaming System]
Each of the places of amusement A and B has an in-store LAN (Local Area Network) in which the store server 2, gaming machines 1 and card dispenser 6 are connected via the dedicated line 3, and the in-store LAN is connected to the Internet 4 through the in-store router 7.
[Configuration of Gaming Machine]
The gaming machine 1 is a gaming machine according to an embodiment of the invention and has an image display unit which displays a character image (corresponding to an acting body image according to the invention) showing a character (the detail of which will be described later) which serves as a game image for use in a game and acts in accordance with an operation by a player and is configured to provide a game in which a character is caused to take an action in accordance with an operation by a player. The gaming machine 1 according to this embodiment provides a game (called “labyrinth fighting game”, hereinafter) in which a character may move within a labyrinth along a route selected by a player, fight against the other characters than himself/herself (such as a player character which takes an action in accordance with a selection by another player and a non-player character which is caused to take an action by the gaming machine) over an item (that is, a gem, which will be described later, in this embodiment) that the character has and collect all items to beat a character, that is the final goal. In this Labyrinth Fighting Game, the own point (called “Life”) of each character increases or decreases in accordance with a fighting result and/or the development of the game, and the character having no point is determined as a loser.
The gaming machine 1 has, as shown in
The main display 11 is an image display unit according to the invention and displays a game image (such as a labyrinth image 160) in accordance with the stage of a game (which will be described later). The sub display 12 displays an image (such as a fighting image 180, which will be described later) in a specific stage of a game.
The gaming machine 1 further includes a control panel 14 below the main display 11, an authentication unit 15 on the left side of the control panel 14, a coin insertion slot 16 and a card slot 18 on the right side of the control panel 14, and an operation unit 19. A required coin (that is, gaming medium such as metallic currency and a gaming medal) is inserted through the coin insertion slot 16 to play a game. An ID card 17 is inserted through the card slot 18. The operation unit 19 includes an operation button.
The authentication unit 15 includes a base-attached portion 15a and reader portion 15b fixed on the surface of the control panel 14. The base-attached portion 15a internally has a thick, disk-shaped recess corresponding to the form of a base part 41 of a
Each of the gaming machines 1 included in the gaming system 100 has a machine ID unique to the gaming machine 1. The machine ID has a server ID unique to each of the store servers 2 and an ID unique to each of the gaming machines 1, such as A01, A02, A03 and so on for gaming machine 1 placed in the place A.
The microcomputer 31 includes a main CPU (Central Processing Unit) 32, a RAM (Random Access Memory) 33, and a ROM (Read Only Memory) 34. The main CPU 32 operates in accordance with a program stored in the ROM 34. Through an I/O port 39, the main CPU 32 inputs a signal from a component provided on the control panel 14, inputs/outputs a signal from/to another component and performs operational control of the entire gaming machine 1. The RAM 33 stores data and/or a program (such as application data and game data, which will be described later, in this embodiment) to be used when the main CPU 32 operates. The ROM 34 stores a control program to be executed by the main CPU 32 and permanent data.
The gaming machine 1 further includes 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 in accordance with a command from the main CPU 32 and generates a random number within a predetermined range. In accordance with a command from the main CPU 32, the sampling circuit 36 extracts an arbitrary random number from random numbers generated by the random number generator 35 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. The frequency divider 38 inputs to the main CPU 32 a signal resulting from the division of the reference clock by a predetermined period.
The gaming machine 1 further includes a touch panel 11a, a coin sensor 16a, a card reader 18a, a communication control portion 21, a communication processing portion (communication unit) 22, an image control circuit 71, and a sound control circuit 72.
The touch panel 11a is an operating unit according to the invention and covers the display screen of the main display 11. The touch panel 11a detects the position touched by the finger of a player and inputs a position signal corresponding to the detected position to the main CPU 32. A player uses the touch panel 11a to perform an operation input for determining an action of a character. For example, the rectangular transparent plate surface of the touch panel 11a is coated with a conductive substance. Voltage is applied thereto from an electrode placed in the square of the transparent plate. A slight change in current due to the touch of the finger of a player is detected by the electrode, and the position of the part touched by the finger of the player is detected.
The coin sensor 16a detects a coin inserted through the coin insertion slot 16 and outputs a detection signal corresponding to the detection to the main CPU 32. The card reader 18a reads card information such as a player ID recorded in the ID card 17 inserted through the card slot 18 and inputs the read card information to the main CPU 32.
The communication control portion 21 operates in accordance with a command from the main CPU 32 and controls the connection and disconnection of a line for communicating with the store server 2. The communication processing portion 22 operates in accordance with a command from the communication control portion 21 and exchanges data via the dedicated line 3.
The image control circuit 71 controls image display on the main display 11 and sub display 12 and displays images such as an image showing a character on the main display 11 and sub display 12.
The image control circuit 71 includes, as shown in
The program ROM 71c stores an image control program and a select table. The image ROM 71d stores dot data for forming an image. The video RAM 71e serves as a temporary storage unit for use when the VDP 71f forms an image. The VDP 71f has a control RAM 71g, forms an image in accordance with displayed information on the main display 11 and sub display 12, which is determined by the image control CPU 71a, and outputs the formed images to the main display 11 and sub display 12.
The sound control circuit 72 inputs to the speakers 13L and 13R a voice signal for outputting voice from the speakers 13L and 13R. The speakers 13L and 13R output voice for augmenting a game in a timing after the start of the game, for example.
[Configurations of Store Server, Card Dispenser and In-Store Router]
As shown in
The card dispenser 6 includes an operating portion to be used by a player for performing an operation for inputting personal information and a card issuing unit. In accordance with a predetermined input operation through the operating portion, the card issuing unit stores card information including a player ID unique to each player and issues the ID card 17.
The in-store router 7 connects an in-store LAN in each of the places of amusement A and B and a LAN in the center server group 5 over the communication lines 4a and the Internet 4.
[Configuration of Center Server Group]
The center server group 5 includes game servers (two game servers 101 and 102 in
The game server 101 is provided for executing a labyrinth fighting game and includes, as shown in
The game server 101 exchanges data with each of the store servers 2 over the Internet 4. The game server 101 receives entry data, which will be described later, transmitted from each of the gaming machines 1 and receives the participation (entry) by a player in a labyrinth fighting game, updates the player's participation information, determines a player to fight against and transmits the result to the database server 103.
The game server 102 is provided for executing another game and has the same configuration as that of the game server 101 except for the data and program stored therein.
The database server 103 includes a CPU 401, a ROM 402, a RAM 403, a communication processing portion 404, a communication control portion 405 and a data storage portion 406. In the database server 103, the CPU 401 reads and writes data from and to the RAM 403 and operates in accordance with a program stored in the ROM 402, and the communication control portion 405, on the other hand, causes the communication processing portion 404 in accordance with a command from the CPU 401 to exchange data with each of the store servers 2 over the Internet 4. The data storage portion 406 stores a player ID, a password to be used for authentication of a player, a type of game and game data. The player ID is read from the ID card 17 and is transmitted from the gaming machine 1.
As described later, the gaming machine 1 reads a
The game data includes, for multiple characters appearing in a labyrinth fighting game, data unique to a character and characterizing each character (such as each character's costume, costume color, character ability values including a defensive parameter, offensive parameter and attackable range, and information on a special ability, which are called “figure information”, hereinafter), and data on a history relating to a labyrinth fighting game of each player. The game data is transmitted from the database server 103 to the gaming machine 1 and is used in a labyrinth fighting game.
[Construction of Figure]
The base part 41 has a dimension to fit into the recess of the base-attached portion 15b and a recess and thick disk shape. The base part 41 includes a bottomed cylindrical base body portion 43 having a top portion 43a and an IC chip 44. The IC chip 44 is fitted and fixed to the open end of the base body portion 43. The top portion 43a of the base body portion 43 has a projection 43b substantially at the center. The IC chip 44 stores a
The figure body portion 42 includes a foot base portion 46 having a concave 46a to which the projection 43b fits and a doll portion 47 which stands with two legs on the foot base portion 46 and is modeled after each character appearing in a labyrinth fighting game. The projection 43b is fitted into the concave 46a and is fixed to the top portion 43a of the base portion 41. Note that the
The
[Operational Details of Gaming Machine]
Next, operational details of the gaming machine 1 having this construction will be described with reference to flowcharts shown in FIGS. 9 to 15. A case that four gaming machines 1 of eight gaming machines 1 placed in the place of amusement A are operated by respective players to play one labyrinth fighting game will be described, for example, below.
The gaming machine 1 transmits a download request for application data to the store server 2 upon powered on (step 100, which will be described later). On the other hand, when th store server 2 receives the download request, the store server 2 transmits the application data to the gaming machine 1 having transmitted the download request (see
Upon receipt of the application data, the gaming machine 1 stores the application data in the RAM 33. In the gaming machine 1, after the main CPU 32 loads the application data, the main CPU 32 operates as a game proceeding control unit according to the invention and proceeds a labyrinth fighting game in accordance with an operation input by a player. The gaming machines 1 display a game image on the main displays 11 in synchronization with each other through the store server 2 and the center server group 5.
Here, upon start of game processing, each of the gaming machines 1 moves to step 1 where game start processing, which will be described later, is performed including coin insertion, insertion of an ID card, and character creation processing. In step 2, whether predetermined data is set in a with-figure flag, which will be described later, (set) or not is determined from the result of the game start processing. Based on the determination result, the processing is moved to step 3 or 4 (that is, to step 3 if the with-figure flag is set while to step 4 otherwise) where either processing is performed. Then, the with-figure flag is cleared in step 5 subsequent to step 3, and the processing moves to step 6 where the game result (fighting result) such as a fighting score is displayed. On the other hand, in order to update the game data in the database server 103, post processing is performed for transmitting the data on the fighting result to the database server 103 through the store server 2. Then, the processing ends.
In this way, in the gaming machine 1, a labyrinth fighting game can be played in one mode of the with-figure mode and the no-figure mode. However, the with-figure mode is more advantageous than no-figure mode to a player with respect to the game details (the details of which will be described later).
[With-Figure Game Processing]
The gaming machine 1 performs with-figure game processing and no-figure game processing based on the flowcharts shown in
Upon start of the with-figure game processing, the gaming machine 1 moves to step 10 shown in
Here, the main CPU 32 has, on the main display 11, a broader selection range for items below than that of the no-figure game processing. In this case, the main display 11 displays a selection screen, not shown, such that a player can select following items. That is, a player can select an attribute (costume that a character will wear in this embodiment) of the character corresponding to the newly set and authenticated (or already authenticated)
When the player touches the main display 11 by the figure and selects a desired costume and dungeon, the information on the selection is input from the touch panel 11a to the main CPU 32. Since step 12 is processing in the with-figure mode, one of multiple kinds (such as three kinds) of costume and one of two dungeons in normal and special forms can be selected. On the other hand, in the no-figure game processing, the processing corresponding to step 12 is not performed, but a default costume defined for each character can only be set for the former, and the normal form can only be set for the latter.
Then, right-holder determination processing is performed in step 13. Here, one of the players (four players in this embodiment) participating in the labyrinth fighting game is determined as a player (shift right holder) who can shift a wall, which will be described later. The players are determined as the shift right holder in order.
In the subsequent step 14, shift phase processing is performed. The shift phase processing is performed by following the flowchart shown in
Next, in step 32, the main CPU 32 starts measuring the first lapse. The first lapse indicates a lapse from a time when an operation input is allowed which indicates that a player determines a wall (shift wall) to be positionally shifted on the screen (proceeding operation input or determination operation input) to the time when the player touches a desired arrow a and performs the proceeding operation input or determination operation input. In the next step 33, the main CPU 32 determines whether any shift wall is determined or not. The processing moves to step 34 if so while the processing moves to step 37 if not. In step 34, the main CPU 32 determines whether the first lapse is equal to or shorter than a first set time (10 seconds in this embodiment). The processing moves to step 35 if so while the processing skips step 35 and moves to step 36 if not. In step 35, the main CPU 32 adds “1” to the defensive parameter. The defensive parameter is one of operational parameters, which is an advantage for proceeding a labyrinth fighting game by a player since the defending power against attacks from the other characters can be increased as the value increases. In the next step 36, the main CPU 32 defines the determined wall as a shift wall and determines the action (that is, shifting the wall) of the character.
On the other hand, in step 37 subsequent to step 33, whether the first lapse is equal to or shorter than a time limit (15 seconds in this embodiment) for the shift determination is determined. The processing returns to step 33 if so while the processing moves to step 38 if not where one wall is defined as a shift wall at random by, for example, using a random number extracted from the sampling circuit 36. Then, the labyrinth image after the shift is displayed in step 39, and the shift phase processing ends. Though a shift wall can be determined within the time limit (15 seconds) of shift determination, “1” is added to the defensive parameter if the player performs the determination earlier than the time limit (within 10 seconds), which is advantageous to the player.
Next, moving phase processing in step 15 is performed. The moving phase processing is performed by following the flowchart shown in
Upon start of the moving phase processing, the main CPU 32 moves to step 41 where the main CPU 32 commands the image control circuit 71 to display a labyrinth image 160 of the moving phase as shown in
Next, in step 42, the main CPU 32 starts measuring a second lapse. The second lapse indicates a lapse from a time (input starting time) when an operation input is allowed for selecting a destination of a player's character by the player (Select Destination) to the time when the player selects a destination and then touches the destination select display portion 160e and performs an operation input for proceeding the game (the proceeding operation input or determination operation input). In the next step 43, the main CPU 32 determines whether any destination is selected or not. The processing moves to step 44 if so while the processing moves to step 47 if not. In step 44, an image (not shown) having a floor surface to the destination in a changed display color to clearly indicate the destination. In step 45, whether the player touches the DETERMINE button in the destination select display portion 160e (determines a destination) or not is determined. The processing moves to step 46 if so while the processing moves to step 48 if not. In step 46, the main CPU 32 determines whether the second lapse is equal to or shorter than a second set time (15 seconds in this embodiment) or not. The processing moves to step 47 if so while the processing skips step 47 and moves to step 49 if not. In step 47, the main CPU 32 adds “1” to the offensive parameter. The offensive parameter is also one of operational parameters of the invention, like the defensive parameter, which is an advantage for proceeding a labyrinth fighting game by a player since the offending power can be increased as the value increases.
On the other hand, in step 48, whether the second laps is equal to or shorter than a time limit (30 seconds in this embodiment) of the destination determination or not is determined. The processing returns to step 43 if so. Otherwise, the moving phase processing ends in response to a command from the store server 2 (that is, gaming machine control server), which will be described later (where the character stands by at the original position without moving). In step 49, the main CPU 32 operates as an action determining unit of the invention and determines an action (movement within the labyrinth) of the character in accordance with the determination in the steps up to this point and displays an image having the character moved in response to a command from the store server 2, which will be described later. Then, the moving phase processing ends. Though a destination can be determined within the time limit (30 seconds) of destination determination, “1” is added to the offensive parameter if the player performs the determination earlier than the time limit (within 15 seconds), which is advantageous to the player. Note that, in the moving phase processing in the with-figure mode, a special card (such as a Teleport card which allows random movement and a Through-Wall card which allows movement through a wall) is available as a reward which is not available in the no-figure mode.
Now, referring back to
In step 17, fight select phase processing is performed. Here, the main CPU 32 commands the image control circuit 71 to display a fight select image 170 (having a right table display portion 170a and having characters within the labyrinth) as shown in
In the fight select phase processing, a technique card can be selected (where the technique card is given to a character as a reward in accordance with a fighting score at the end of a game). More kinds of technique card are available and can be selected in the with-figure mode than those in the no-figure mode. Furthermore, the probability that a rare card for bringing advantageous bonus information (such as exhibiting a special technique) is defined higher than that of the no-figure mode. In other words, when a player plays a game by using the
In this case, the main CPU 32 searches through a first mode technique select table (such as a table having associations between random numbers and technique cards to be selected). The first mode and second mode technique select tables are different in that the former has a wider range of random numbers corresponding to the rare cards than that of the latter.
In the next step 18, fighting processing is performed. In other words, the offending and defending power of each character are specified based on the figure information, and the attackable range is also defined. Thus, the offensive parameter and defensive parameter of the character to fight against are compared in consideration of the use or nonuse of a technique card to decide the outcome of the game of each character. In this case, the sub display 12 displays a fighting image 180 showing a state that characters 181a and 181b are fighting as shown in
In step 19, finishing-fight and score calculating processing is then performed. Here, in accordance with the result of the fighting processing in step 18 (the type and outcome of the opponent character), the addition or subtraction is performed on the Life, and a title and/or gem are given or deprived to or from the character (where various titles such as “champion”, “master” and “expert” can be given based on the action of a character in the with-figure mode). In the next step 20, the satisfaction of finishing requirement is determined. If the finishing requirement is satisfied (that is, if the score is equal to or lower than zero (0)), the with-figure game processing ends. Otherwise (that is, the score>0), the processing returns to step 13, and the processing above is repeated. The labyrinth fighting game ends for the player having a score of 0 or lower, and the main CPU 32 participates the game as a different character instead. The Life of the player who has no points, not shown, can be recovered by a certain amount if a recovery card is used or a coin is inserted.
As described above, in the shift phase processing and moving phase processing in the gaming machine 1, the determination of a shift wall and determination of a destination within a set time can increase the defending power and offending power since the values of the defending and offensive parameters are increased by the addition processing on the operational parameters. The outcome of the fight between fighting characters can be decided based on the parameters so that the proceeding of the labyrinth fighting game can be controlled. Thus, the addition processing on the operational parameters can be incentive to prompt each player to fast determination of a shift wall and determination of a destination. Therefore, an earlier operation input can be prompted, which can accelerate the proceeding of the entire game by preventing each player from taking a time for operation inputs more than necessary.
Furthermore, in the shift phase processing and moving phase processing, the timer display portions 150c and 160c are displayed such that the numbers decrease as the time from the start of measuring a lapse increases, which can prompt a player to perform an operation input as early as possible.
In particular, when one player delays his/her operation in a game in which multiple players are participating as in the gaming machine 1, the other players must wait for the delay and may feel stressful and/or be irritated. However, the gaming machine 1 can eliminate the problem and can provide players with the original amusement of a game that should be given by a labyrinth fighting game.
[No-Figure Game Processing]
The no-figure game processing shown in
In the no-figure mode, a game is proceeded without any figure, but, when game data is received and stored in the RAM 33 and the response signal includes a
Since step 12 is not performed and no choices are available in costume and dungeon unlike the with-figure more, the game details are more limited than those of a labyrinth fighting game in the with-figure mode. Furthermore, the selectable ranges of the cards selectable in step 15 and the technical cards selectable in step 17 are also limited.
In step 19, a title in accordance with a fighting result is given to a character. However, in the no-figure mode, a title, “Ronin”, is only given even with a good fighting result.
In this way, in the gaming machine 1, a game can be proceeded not only with the
[Game Start Processing]
The game start processing in step 1 is performed by following the flowchart shown in
Upon start of the game start processing, the main CPU 32 moves to step 61 where the main CPU 32 performs message output processing and commands the image control circuit 71 to display a predetermined message (including a request to insert a coin, a request to insert an ID card and a request to enter a password) on the main display 11. Then, the processing in steps 62 and 63 is performed.
In order to start a game, a player inserts a coin through the coin insertion slot 6, inserts the ID card 17 into the card slot 18 and enters his/her password by using the operation unit 19. Thus, a detection signal for the inserted coin is input from the coin sensor 16a to the main CPU 32, and card information stored in the ID card 17 is input from the card reader 18a. Furthermore, the password is input from the operation unit 19. The processing moves to step 63 with all of these inputs, and the main CPU 32 therein commands the communication control portion 21 to operate the communication processing portion 22 and transmits the read card information and entered password to the store server 2.
In the next step 64, the processing waits until the receipt of a response signal, which will be described later, from the center server 5. When the response signal is received, the processing moves to step 65. In step 65, the presence of a figure and the authentication (registration) are determined from the response signal, and a command is given to display a select screen for selecting one of selectable characters on the main display 11. In the next step 66, the processing waits until the touch panel 11a is touched. In response to a touch thereon, the processing moves to step 67 where whether “With-Figure” is selected in step 65 or not is determined. Here, the processing moves to step 68 if so while the processing moves to step 69 if not. The character creation processing, which will be described later, is performed in step 68 while character creation command (non-figure character creation command) data based on the selection of “No-Figure” is set in entry data, which will be described later, in step 69, and both steps 68 and 69 are followed by step 70. More specifically, the processing moves to step 68 where character creation processing is performed if “With-Figure” is selected by a player in step 67 in both cases that a figure never used before is to be used and that an authenticated figure exists but a different figure from the authenticated figure is to be used. Alternatively, when no figure is to be used from the beginning or an authenticated figure is not used and when “No-Figure” is selected by a player, the processing moves to step 69.
In step 68, the main CPU 32 performs the character creation processing by following the flowchart shown in
In step 70, the main CPU 32 commands the communication control portion to operate the communication processing portion 22 and transmits te entry data to the store server 2. After completion of step 70, the game start processing ends.
The gaming machine 1, in this way, sets predetermined data in the with-figure flag when a figure is set therein. Once a figure is set, entry data including character creation command data is transmitted to the database server 103 through the store server 2, stores, in an ID management file in the database server 103, the
In step 68, the CPU 32 commands the communication control portion 21 to operate the communication processing portion 22 and transmits the entry data to the store server 2. After the completion of step 68, the game start processing ends.
On the other hand, processing is implemented in an order shown in
In step 100, the gaming machine 1 transmits a download request to the store server 2 and downloads application data and, in step 63 as described above, transmits card information and so on. Then, in step 301, the center server group 5 performs authentication processing for determining whether the player and figure have been already registered or not by using the card information and password in the database server 103, which is transmitted from the gaming machine 1 to the CPU 401, and with reference to the ID management file, for example. If the player and figure have been registered, they are determined as authenticated, and the processing moves to step 302 where the response signal indicating the authentication result is transmitted to the gaming machine 1. In this case, the database server 103 performs the same authentication processing on the eight gaming machines 1 in each of the places of amusement A and B.
Each of the gaming machines 1 transmits entry data as shown in step 68 above. Then, in step 303, the game server 101 in the center server group 5 uses the entry data from each of the gaming machines 1 to receive the entry of players. Furthermore, in the next step 304, the update of player's participation information, the registration or update of a figure to the ID management file by using
[Operational Details of Store Server]
Next, operational details of the store server 2 in the moving phase will be described with reference to the flowchart shown in
In the moving phase of the gaming machines 1, once the main CPU 32 of each of the gaming machines 1 starts measuring the second lapse, the CPU 201 of the store server 2 serving as a proceedable state detecting unit waits until a labyrinth fighting game in all gaming machines 1 get ready to proceed (proceedable state) in step 80 in response to the determination of destinations by players or when the second lapse passes the time limit, for example. More specifically, the CPU 201 receives reception data including information on operation inputs in the gaming machines 1 and information on the excessive lapse from the gaming machines 1 through the communication processing portion 204 and waits for the proceedable state based on the reception data.
When the CPU 201 actually detects the proceedable state in all of the gaming machines 1, the CPU 201 functioning as a commanding unit transmits a command to the main CPUs 32 of the four gaming machines 1 in step 81 subsequent to step 80. The command causes each of the main CPUs 32 of the gaming machines 1 to function as a game proceeding control unit and proceed the labyrinth fighting game. In other words, when each of the main CPUs 32 of the gaming machines 1 receives the command, an image having a character moved in step 49 shown in
Now, a flow of the moving phase in four gaming machines (with machine IDs A01, A02, A03 and A04) will be more specifically described with reference to the time chart in
Since, as described above, the moving phase is processing to be performed simultaneously in the four gaming machines 1 playing one labyrinth fighting game, the labyrinth image 160 including, for example, a destination select requesting message is displayed on each of the displays 11 of the gaming machines 1 (see step 41 in
Then, in the timing (time T1) when the labyrinth image 160 is displayed in each of the gaming machines 1, the measurement of the second lapse is started (see step 42 in
The four characters corresponding to the gaming machines 1 may be moved in order from the character corresponding to the gaming machine 1 with A01, the character corresponding to the gaming machine 1 with A02, the character corresponding to the gaming machine 1 with A03 and the character corresponding to the gaming machine 1 with A04 (like the order to become the shift right holder) or the four characters may be moved at the same time. The order of the character movement may depend on the priority under a predetermined requirement (such as the height of each score and the height of each parameter) or the priority defined at random. In order to move characters sequentially, the CPU 201 of the store server 2 transmits to the gaming machine 1 a command to move the characters corresponding to the gaming machines 1 with higher priorities in order. Moving characters in the priority order can produce various effects and can provide diversity to the gaming rules.
Now, a form that the moving phase is implemented in gaming machines 1 adopting the conventional turn system on the other hand will be described with reference to
In a game adopting the conventional turn system, the gaming machine with Z01 of the four gaming machines first shifts to the moving phase, and the labyrinth image 160 including a destination select request message is displayed at a time T11 (Z01), and measuring the second lapse is started. Thus, the destination of the character of the player of the gaming machine with Z01 is determined (time: T12 (Z01)), and the character operation starts in the timing. Then, when the character operation completes (T13 (Z01)), the moving phase of the gaming machine with Z01 ends, and the processing in step 16 and subsequent steps in
In other words, all conventional gaming machines participating in a game requires a total time of times T11 (Z01) to T13 (Z01), T11 (Z02) to T13 (Z02), T11 (Z03) to T13 (Z03) and T11 (Z04) to T13 (Z04) for moving phase processing.
As described in detail above, the store server 2 detects that the four gaming machines 1 are ready for performing character operations and, upon detection, transmits a predetermined command to the gaming machines 1. Thus, the gaming machines 1 can perform operations for determining destinations of characters at the same time. On the other hand, in conventional gaming machines described with reference to
In a conventional gaming machine, as described with reference to
In other words, since the smooth proceeding of a labyrinth fighting game can be achieved by the store server 2 which controls timings of character movements in the gaming machines 1, players can feel the original amusement of the game, with which each player should be provided through the labyrinth fighting game, without any stress and irritation. Furthermore, the store server 2 can add a strategic element to games, and more amusing labyrinth fighting games can be provided.
Furthermore, players can be prompted to input an operation as early as possible since both of the timer display portions 150c and 160c displayed in the shift phase processing decrement as the time passes by from the start of the measurement of lapses.
Having described the embodiment that the CPU 201 of the store server 2 operates as the proceedable state detecting unit and the commanding unit above, the CPU 301 of the game server 101 of the game server group 5 may operate as the two units (the proceedable state detecting unit and the commanding unit) (see
Alternatively, instead of the servers, the gaming machine itself may detect that it is ready for implementing a character operation. In other words, the gaming machine 1 may detect the state of its own machine and detect the state of the other machine connecting to the machine. In this case, the main CPU 32 of the gaming machine 1 may operate as an own-machine state detecting unit which detects a proceedable state of its own machine and an other machine state detecting unit which detects a proceedable state of the other machine, instead of the CPU 201 of the store server 2 operating as the proceedable state detecting unit. Then, when the destination of a character is determined in each of the gaming machines 1, and the detection of the state of the gaming machines by the main CPU 32 completes, the character movements are implemented in each of the gaming machines 1. In this embodiment, the gaming machines 1 may be connected by a connection method which implements data transmission via a dedicated signal cable without conversion in data format or a connection method over a predetermined network by using the communication processing portion 22.
Though the embodiment above includes a gaming system including the gaming machine 1 having the image display unit, the operating unit and the game proceeding control unit and the store server 2 having the proceedable state detecting unit and the commanding unit, the units may be exchanged between the gaming machine 1 and the store server 2. Furthermore, the gaming system may include a device (such as a game proceeding control device) having the same functions as those units in addition to the gaming machine 1 and the store server 2.
Having described the
The main display 11 and the sub display 12 may be separately provided though the gaming machine 1 includes the main display 11 and the sub display 12 for displaying game images.
| Number | Date | Country | Kind |
|---|---|---|---|
| 2004-253188 | Aug 2004 | JP | national |