GAME MACHINE AND PROGRAM
A first game executer is operable to execute a racing game in which a plurality of racing members compete to each other. A second game executer is operable to execute a training game for training a plurality of trained objects including a first trained object adapted to participate the racing game as one of the racing members and a second trained object which is different from the first trained object. An instruction receiver is adapted to receive a first instruction for causing the second game executer to execute the training game, from a first player associated with the first trained object. A first storage is adapted to store a gaming value owned by the first player. A second storage stores parameter data indicative of a training parameter of each of the trained objects, and adapted to be referred by the first game executer when the racing game is executed. The instruction receiver is adapted to receive, from the first player, a second instruction for causing the second game executer to modify the parameter data for the first trained object stored in the second storage. The second game executer is operable to modify the parameter data for the first trained object while reducing the gaming value stored in the first storage, and while referring parameter data for the second trained object stored in the second storage.
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The present invention relates to a game machine which executes a training game for changing training parameter data of a trained character by allowing a player to paying a prescribed amount of game values.
BACKGROUND ARTConventionally, a horse race game machine which executes a horse race where a plurality of racehorse characters race one another is well-known (disclosed in Japanese Patent Publication No. 2002-325960A).
In general, in such a horse race game machine, the ranks of the racehorse characters of the horse race are determined by a lottery for the order of arrival on the basis of winning percentage data indicating a probability that racehorse characters win in a horse race executed by a game executer. The winning percentage data of the racehorse characters is calculated using plural types of winning percentage determining data corresponding to the racehorse characters. The winning percentage data of any racehorse character which runs in the race is relatively determined by the comparison with the winning percentage determining data of the other racehorse characters which run in the rare. Accordingly, although the racehorse character is the same, the winning percentage data is changed by the other racehorse characters which run in the race.
An example of the method of calculating the winning percentage data is as follows. As the type of the winning percentage determining data, there are basic data, condition data, jockey data, and age data. The basic data is a basic value of a racehorse character. When the winning percentage data is calculated, first, the basic value is changed on the basis of the value of the other winning percentage determining data such as the condition data, the jockey data and the age data at the time of the race to calculate a parameter value used for computing the winning percentage data of the race. Ratios of the parameter values of the racehorse characters to the sum of the parameter values of all the racehorse characters which run in the race are calculated and the calculated values are set as the winning percentage data of the racehorse characters. The winning percentage data is used as a lottery probability data of the lottery for the order of arrival.
In the horse race game machine disclosed in the above publication, a racehorse character (hereinafter, referred to as an “owned horse character”) related to a horse owned by a player can run in the horse race. In this horse race game machine, although not described in detail, a training game for changing the value of various type of winning percentage determining data (training parameter data) such as the basic data and the condition data of the owned horse character (trained character) of the player by allowing the player to pay a prescribed amount of game values is executed. In this training game, if the value of the winning percentage determining data of the owned horse character of the player increases, the value of the winning percentage data of the racehorse character in a horse race where the racehorse character runs increases and thus a probability that the racehorse character is elected with a high order in the lottery for the order of arrival increases. In the horse race game machine, the value of the winning percentage determining date increases by the training game to increase a probability that the racehorse character is elected with a high order in the lottery for the order of arrival of the race where the racehorse character runs.
In the present specification, the term “training game” is indicative of a game which is provided independently of a race game such as the horse race for determining win and loss using the value changed in the training game.
However, in the conventional game machine for executing the training game for changing the training parameter data of the trained character by allowing the player to pay the prescribed amount of game values, including the horse race game machine described in the above publication, the training game was executed only for the trained character. That is, in the training game for one trained character, another trained character is not associated. There has not been a training game for training one character in association with another trained character.
DISCLOSURE OF THE INVENTIONIt is therefore an object of the invention to provide a game machine capable of executing a novel training game for training any trained character in association with another trained character.
In order to achieve the object, according to the invention, there is provided a game machine, comprising:
a first game executer, operable to execute a racing game in which a plurality of racing members compete to each other;
a second game executer, operable to execute a training game for training a plurality of trained objects including a first trained object adapted to participate the racing game as one of the racing members and a second trained object which is different from the first trained object;
an instruction receiver, adapted to receive a first instruction for causing the second game executer to execute the training game, from a first player associated with the first trained object;
a first storage, adapted to store a gaming value owned by the first player; and
a second storage, storing parameter data indicative of a training parameter of each of the trained objects, and adapted to be referred by the first game executer when the racing game is executed, wherein:
the instruction receiver is adapted to receive, from the first player, a second instruction for causing the second game executer to modify the parameter data for the first trained object stored in the second storage; and
the second game executer is operable to modify the parameter data for the first trained object while reducing the gaming value stored in the first storage, and while referring parameter data for the second trained object stored in the second storage.
With this configuration, since parameter date of the first trained object is changed using parameter data of the second trained object, it is possible to execute a novel training game for training the first trained object in association with the second trained object.
The instruction receiver may be adapted to receive the second instruction after the reception of the first instruction. In this case, the second game executer is operable to modify the parameter data for the first trained object in accordance with a timing at which the instruction receiver receives the second instruction.
With this configuration, it is possible to execute a novel training game in which the final parameter data of the first trained object is modified even by the second instruction issue timing of a player who currently trains the object, in addition to the parameter data of the second trained object.
The instruction receiver may be adapted to receive a third instruction from a second player associated with the second trained object, after the reception of the first instruction. In this case, the second game executer is operable to modify the parameter data for the first trained object in accordance with at least one of a content of the third instruction and a timing at which the instruction receiver receives the third instruction.
With this configuration, since the final parameter data of the first trained object is modified even by an issue timing or instruction contents of another player who participates in the training game, in addition to the parameter data of the second trained object, it is possible to execute a novel training game for training the trained object in cooperation with or in opposition to another player.
The second game executer may be operable to modify the parameter data for the second trained object when the parameter data for the first trained object is modified.
With this configuration, it is possible to execute a novel training game in which the parameter data of the second trained object is not only used to modify the parameter data of the first trained object and but also is modified.
According to the invention, there is also provided a program product comprising a program for causing a computer to execute operations comprising:
executing a racing game in which a plurality of racing members compete to each other;
executing a training game for training a plurality of trained objects including a first trained object adapted to participate the racing game as one of the racing members and a second trained object;
receiving a first instruction for causing the second game executer to execute the training game, from a first player associated with the first trained object;
storing a first gaming value owned by the first player;
storing parameter data indicative of a training parameter of each of the trained objects, and adapted to be referred by the first game executer when the racing game is executed;
receiving, from the first player, a second instruction for causing the second game executer to modify the parameter data for the first trained object; and
modifying the parameter data for the first trained object while reducing the first gaming value stored in the first storage, and while referring parameter data for the second trained object stored in the second storage.
There will be described below a commercial game machine (hereinafter, referred to as an “arcade game machine”) for executing a training game for changing training parameter data of an owned horse character (trained character) of a player and executing a horse race in which the trained racehorse character participates so as to race with other racehorse characters according to embodiments of the present invention.
As shown in
The station 10 includes a display 11 for displaying a game screen according to the progress of a game and a touch panel 12 which overlaps with a surface of the display 11. When a player touches a prescribed position of the game screen displayed on the display 11 according to an instruction of the game screen, the position is detected by the touch panel 12 and the manipulation contents of the player are recognized by the arcade game machine 1. In addition, the station 10 includes a token inlet 13 for allowing the player to input a token, which is a game value, a token outlet 14 for supplying the token to the player, and a magnetic card slot 15 for inserting a magnetic card.
In the arcade game machine 1, the player may participate in a game as a racehorse owner. More specifically, the player may select a favorite racehorse character among a plurality of racehorse characters and pay a prescribed number of tokens to acquire the racehorse character. The name of the acquired racehorse character may be prepared by combination of a name selected from names, which are previously recorded in a main body of the arcade game machine, and a player name input by the player (for example, the name of the player). The player may train the horse character so as to improve the capability of the acquired racehorse character. The trained racehorse character may run in a desired race. In the arcade game machine 1, since the continuity of the game is ensured when the player participates in the game as a racehorse owner, the player may resume the game on a separate date by using the magnetic card distributed to the player.
As shown in
As shown in
The station controller 201 of each station 10 is connected to the main controller 101 of the field 2 as shown in
An example of a data structure of player data which is recorded and managed with respect to every player is shown in
The personal information includes information about the player, such as the name of the player or the total number of times of play. The personal information is used as data applied to the game contents or customer management data such that the player name is used as the name of the owned horse.
The information about the owned horse includes a horse name code for specifying the name of the owned horse, horse type information for specifying a training curve indicating the feature of a training method, sex, age, the number of times of run, a speed, stamina, a condition, the accumulation amount of acquired prizes, and past race records (for example, a first rank, a second rank, a third rank, or a lower rank). The horse name code is associated with horse name data in the database of horse name date stored in the ROM 107, and the horse name data is read on the basis of the horse name code to be used in a game.
An example of a data structure of written data written on the magnetic card when a player stops play is shown in
The player who plays as a horse owner Inserts the magnetic card into any station 10 when resuming a game. Then, the check code recorded on the magnetic card is read, ft is determined whether the information written thereon is normal, and the ID code recorded on the magnetic card is read. Then, the player data corresponding to the ID code is read from the SRAM 105 or the flash memory 106 shown in
In the arcade game machine 1, races (hereinafter; referred to as a “normal race”) having the same titles as actual central horse races are sequentially held according to a prescribed cycle. About 60 races are prepared as races which will be executed within a year. For each race, a time for betting a token, that is, a time for purchasing a voting ticket (betting ticket) of the game, a time for executing the normal race using miniature horses, and a time for displaying a race result are ensured. The player may expect a winner in each race and freely purchase a betting ticket. The purchase of the betting ticket is performed by betting the token. If the purchased betting ticket is equal to the result of the race, a prescribed number of tokens according to odds and the number of betted tokens are supplied as a dividend. In the arcade game machine 1, as the type of a voting method, there are four methods such as Win, Quinella, Exacts, and Quinella Place. The player expects a racehorse character which will become a winner and makes a bet on the racehorse character using any one of the voting methods.
Next, a processing of training the owned horse character of the player will be described.
As shown in
The game value data storage stores token data which is game value data and is mainly configured by the memory in the token manager 202. When the player inserts the token, which is the game value medium of a tangible entity, into the token inlet 13, the number of tokens is counted and token data in the game value data storage increases by the counted number.
The training parameter data storage stores winning percentage determining data (training parameter data) of a plurality of owned horse characters (trained characters) for each owned horse character. The winning percentage determining data of the owned horse character is stored to be associated with the ID code of the player who is the owner of the horse. The training parameter data storage is mainly configured by the SRAM 105 or the flash memory 106 of the main controller. The training parameter data storage also stores winning percentage determining data of a racehorse character other than the racehorse character related to the owned horse of the player, that is, a racehorse character which is a computer horse. Since the racehorse character which is the computer horse cannot be trained by the player, the racehorse character is not the trained character. Accordingly, the winning percentage determining data of the racehorse character which is the computer horse is not training parameter data.
In the present embodiment, basic information (token value information), condition information, jockey information and age information are used as the winning percentage determining information. The token value information is numerical data indicating the total capability of the racehorse character and corresponds to the number of tokens consumed by performing the training processing (described later) with respect to the racehorse character. The condition information, the jockey information and the age information are information for determining how much the token value information decreases when calculating winning percentage data as described below. The information used as the winning percentage determining information is not limited to the above-described information and is properly selected.
The manipulation receiver receives a betting manipulation, a participating manipulation (participation instruction manipulation), a retirement instruction manipulation (specific manipulation), a training instruction manipulation (capability information update instruction manipulation) of a player. The manipulation receiver is mainly configured by the touch panel 12, the station controller 201 and the main controller 101. When the player makes a bet, an odds table or a manipulation button image for allowing the player to select two racehorse characters for a bet and inputting the number of betted tokens is displayed on the display 11 of the station 10. The player manipulates the touch panel 12 according to the display contents of the display 11 and performs the betting manipulation. When the player performs the training start manipulation, the training screen (described later) is displayed on the display 11 of the station 10, and the player manipulates a variety of training instruction buttons on the training screen to perform a training instruction. A whipping manipulation during training will be described later.
The first character specifying information receiver receives first character specifying information for specifying a first trained character which is trained by the training processing (described later). The first character specifying information receiver is mainly configured by the magnetic information reader 204, the station controller 201, and the main controller 101. Specifically, when the player inserts the magnetic card into any one of the stations 10, the ID code recorded on the magnetic card is read by the magnetic information reader 204, the player data corresponding to the ID code is read from the SRAM 105 or the flash memory 106 of the main controller 100, and the player data is written to the RAM 203 of the station controller 200 of the station 10. In the present embodiment, a single player data item includes a single owned horse information item. That is, one owned horse character may be specified by the ID code related to the player data. In the present embodiment, the ID code becomes first character specifying information.
A single player data item may include a plurality of owned horse information items. In this case, information for specifying one owned horse character such as a horse name code included in the owned horse information may be used as the first character specifying information. When the training processing is performed, the player manipulates the touch panel 12 of the station 10 to specify the owned horse character which will be trained in the future, thereby receiving the horse name code related to the manipulation.
The second character specifying information receiver receives second character specifying information for specifying a second trained character different from the first trained character which is trained by the training processing (described later). The second character specifying information receiver is mainly configured by the magnetic information reader 204, the station controller 201, and the main controller 101. Specifically, a message for requiring the insertion of a magnetic card (second magnetic card) different from the magnetic card (first magnetic card) inserted previously is displayed on the display 11 of the station 10. When the player receives the message and inserts the second magnetic card into the station 10, the ID code recorded on the second magnetic card is read by the magnetic information reader 204. Then, the player data corresponding to the ID code is read from the SRAM 105 or the flash memory 106 of the main controller 100, and the player data is written to the RAM 203 of the station controller 200 of the station 10. In the present embodiment, a single player data item includes a single owned horse information item. That is, one owned horse character may be specified by the ID code related to the player data as described above. In the present embodiment, the ID code becomes second character specifying information.
When a single player data item includes a plurality of owned horse information items, information for specifying one owned horse character such as a horse name code included in the owned horse information may be used as the second character specifying information. When the training processing is performed with respect to the first trained character, the second magnetic card is inserted and the touch panel 12 of the station 10 is manipulated by the player to specify the second trained character which is used in the training processing among the player date related to the ID code, thereby receiving the horse name code related to the manipulation.
When the manipulation receiver receives a prescribed training start manipulation, the training game executor specifies the first trained character on the basis of the first character specifying information (ID code) received by the first character specifying information receiver and performs the training processing for changing the training parameter data of the first trained character stored in the training parameter data storage. In this training process, the trained object parameter data of the second trained character specified by the second character specifying information (ID code of the second magnetic card) received by the second character specifying information receiver is read from the training parameter data storage and the training parameter data of the first trained character is changed using the trained object parameter data of the second trained character. When the manipulation receiver receives the prescribed training start manipulation, the training game executer also performs a processing of subtracting a prescribed amount from the game value data stored in the game value data storage. The training game executer is mainly configured by the station controller 201 and the token manager 202. Specifically, the manipulation data indicating the contents of the training start manipulation performed by the player is sent from the touch panel 12 of the station 10 to the station controller 201 to perform the training processing by the station controller 201. The station controller 201 which receives the manipulation data indicating the contents of the training start manipulation performed by the player performs a processing of subtracting a prescribed number of token data by the token manager 202.
The detailed contents of the processing (training process) of the capability information updater is as follows.
When the player performs the training manipulation using the touch panel 12, the station 10 effects a training mode and the training screen shown in
The game executer executes a horse race where eight racehorse characters race with one another and a prediction game for allowing players to expect a racehorse character which will win in a race. The game executer is mainly configured by the main control section.
The rank determinant is mainly configured by the main control section. The rank determinant determines a racehorse character, which is placed first in a race executed by the game executer, by a lottery on the basis of data about winning percentages of eight racehorse characters which run in a race, and sequentially determines the remainder of the racehorse characters up to a lowest-rank racehorse character using corrected winning percentage data X′ of the remainder of the racehorse characters obtained by the following Equation 1.
X′=X/(1−Y) (1)
where, X denotes winning percentage data of the racehorse characters to be calculated and Y denotes the total sum of the winning percentage data of the racehorse characters of which ranks are previously determined.
The detailed operation of the rank determinant will now be described. First, a lottery table including the winning percentage data of the racehorse characters as lottery odds data of the racehorse characters is generated. The lottery table is obtained by proportionally allotting random numbers, which can be generated by the main controller 101, according to a ratio of the winning percentage data of the racehorse characters and associating the random numbers with the racehorse characters. The main controller 101 generates one random number, compares the generated random number with the lottery table, and specifies a racehorse character corresponding to the random number, in order to determine a racehorse character which is placed first. Accordingly, the game executer executes the race such that the racehorse character is placed first.
Next, the main controller 101 substitutes the winning percentage data of the racehorse character, which is determined to be first, and the winning percentage data of the remainder of the racehorse characters to Equation (1), and calculates corrected winning percentage date X1′ to X7′ of the remainder of the racehorse characters. A new lottery table Including calculated corrected winning percentage data X1′ to X7′ as lottery odds data of the racehorse characters is generated. Thereafter, the main controller 101 generates one random number, compares the generated random number with the new lottery table, and specifies a racehorse character corresponding to the random number. In order to determine a racehorse character which is placed second. Accordingly the game executer executes the race such that the racehorse character is placed second. Similarly, the ranks of the racehorse characters are determined up to a lowest rank racehorse character.
The winning percentage data is calculated using the winning percentage determining data stored in the winning percentage data storage. Specifically, when eight racehorse characters which will run in the race are determined before the race game executer executes the race, the main controller 101 calculates the winning percentage data of the racehorse characters using the winning percentage determining information of the racehorse characters. When the owned horse character of the player is included in the eight racehorse characters, the winning percentage determining data corresponding to the owned horse character is the trained object parameter data which can be varied by the above-described training processing. The calculation of the winning percentage data will be described in detail. First a numeral value related to the token value information of the racehorse characters is set to a maximum value of the parameter value of the racehorse character, a subtraction value determined by a prescribed equation from the condition data, the jockey data and the age data at the time of the race is subtracted from the numeral value, the value obtained by the subtraction is set to the parameter value of the racehorse character at the time of the race. Ratios of the parameter values of the racehorse character to the sum of the parameter values of all the racehorse characters which will run in the race are calculated and the calculated values are set to the winning percentage data of the racehorse characters. The winning percentage data indicates odds that the racehorse character wins in a race, for each racehorse character which runs in the race. The winning percentage data of the racehorse characters varies depending on the numerical value of the winning percentage determining data of the other racehorse characters which run in the race and the winning percentage data of the racehorse character varies according to races.
The betting determinant selects a prescribed number of racehorse characters according to the voting method on the basis of a player manipulation (betting manipulation) received by the manipulation receiver, and determines the number of tokens (game value) betted on the selected racehorse characters. More specifically, a bet is made in the unit of one racehorse character in Win and is made in the unit of two racehorse characters in Quinella, Exacts, and Quinella Place. The betting determinant is mainly configured by the station controller 201 and the main controller 101. More specifically, manipulation data indicating the contents of the bet manipulation performed by the player is sent from the touch panel 12 of the station 10 to the main controller 101 via the station controller 201. The main controller 10 selects a racehorse character on the basis of the manipulation data and determines the number of tokens betted on the selected racehorse character. The bet contents of the player is stored the SRAM 105 and the flash memory 106 for each player.
The game value receiver receives the tokens by the number of tokens determined by the betting determinant from the player who performs the bet manipulation. More specifically the tokens input to the token inlet 13 of the station 10 by the player is counted and is managed by the token manager 202 as token data. The token manager 202 manages the tokens which are exchanged between the player and the arcade game machine 1. When the tokens are received from the player, the token manager 202 performs processing of reducing the count value of the token data of the player by the number of received tokens. Accordingly, in the present embodiment, the game value receiver is mainly configured by the station controller 201 and the token manager 202.
The game value supplier determines a winner in voting methods on the basis of the ranks of the racehorse characters determined by the rank determinant, and supplies the player with the tokens by the number obtained by multiplying the number of tokens betted on the race character related to the winner by corresponding odds. More specifically, the token manager 202 performs processing of increasing the count value of the token data of the player by the number of supplied tokens. Accordingly, in the present embodiment, the game value supplier is mainly configured by the station controller 201 and the token manager 202.
In the arcade game machine 1 having the above-described configuration, when a player trains an owned horse character of the player, first the player performs the training manipulation with respect to the touch panel 12. Then, the training screen shown in
The training game executer reads the token value data used as the winning percentage determining date of the owned horse information of the player data when the player data corresponding to the second magnetic card is written to the RAM 203 of the station controller 200. The training game executer generates an expected run time of the abreast-running horse character on the basis of the read token value data. As the token value data increases, the expected run time decreases. The training game executer reads the token value data of the trained owned horse character from the RAM 203 of the station controller 200 and generates the expected run time of the trained owned horse character on the basis of the token value data. As the token value data increases, this expected run time also decreases. An abreast-running screen shown in
Whipping manipulation buttons including “whip (1BET)” and “whip (2BET)” are displayed at the lower side of the abreast-running screen. These whipping manipulation buttons are to instruct the acceleration of the speed of the trained owned horse character, and more particularly to Instruct the expected run time of the trained owned horse character to be decreased.
The former whipping manipulation button is to slightly decrease the expected run time of the trained owned home character by one manipulation and the latter whipping manipulation button is to largely decrease the expected run time of the trained owned horse character by one manipulation. The former button reduces the token data of the player by one token for one manipulation and the latter button reduces the token data of the player by two tokens for one manipulation. While viewing the abreast-running screen, the player touches the touch panel 12 to manipulate the whipping manipulation button when the trained owned horse character is late. Then, the training game executer corrects the expected run time such that the expected run time of the trained owned horse character decreases according to the contents of the whipping manipulation. When the characters run, the training game 26 executer compares the final expected run time of the trained owned horse character with the expected run time of the abreast-running horse character, calculates the increment/decrement of the token value data of the trained owned horse character on the basis of the time difference, and varies the value of the token value data of the trained owned horse character by the calculated increment/decrement.
Although a case of changing the token value data of the trained owned horse character according to the type of the whipping manipulation and the number of the whipping manipulations is described herein, the token value data of the trained owned horse character may be changed according to the timing of the whipping manipulation. In this case, for example, on the basis of the token value data of the characters, an expected run profile indicating variations in speeds of the characters from the start to the goal is generated, instead of the run times of the characters. The expected run profile of the trained owned horse character is corrected according to the type and the timing of the whipping manipulation, the final expected run profile of the trained owned horse character is compared with the expected run profile of the abreast-running horse character, the increment/decrement of the token value data of the trained owned horse character is calculated on the basis of the difference, and the value of the token value data of the trained owned horse character is varied by the calculated increment/decrement.
When the training processing is finished, the player performs a race registration manipulation of a desired race. The parameter values of the racehorse characters is calculated on the basis of the winning percentage determining data and the winning percentage data of the racehorse characters is calculated from the parameter values, as described above. The rank determinant determines the ranks of the racehorse characters of the race using the calculated winning percentage data of the racehorse characters. Thereafter, when the race starts, the race game executer executes the race such that the racehorse characters respectively have the ranks determined in advance.
According to the present embodiment, the player can change the token value data (training parameter data) of the trained owned horse character (first trained character) which is the owned horse character of the player using the token value data (trained object parameter data) of the abreast-running horse character (second trained character) which is the other owned horse character. Accordingly, it is possible to execute a novel training game for training the owned horse character of any player in association with the owned horse character of the other player or the other owned horse character among the owned horse characters of the player. In particular, it is possible to execute a novel training game for performing a training processing of the abreast running using the owned horse character of the other player and training the owned horse character of the player by the owned horse character trained by the other person.
Next, a second embodiment of the present invention will be described.
As shown in
The additional manipulation receiver is to receive the whipping manipulation (specific manipulation) related to the abreast-running horse character in the training processing of the trained owned horse character, which is performed according to the training start manipulation received by the manipulation receiver. The additional manipulation receiver is mainly configured by the touch panel 12 of the same station as the station 10 having the manipulation receiver, the station controller 2011 and the main controller 101.
Although a case of providing the additional manipulation receiver in the same station as the manipulation receiver is described herein, the additional manipulation receiver may be provided in a station different from the station having the manipulation receiver.
In the arcade game machine 1 having the above-described configuration, when any player trains a trained owned horse character, which is the owned horse character of the player, by the abreast running, the player manipulates the touch panel 12 to start the training processing of the abreast running, similar to the above-described embodiment. Then, when the player inserts the second magnetic card into the station 10, the token value data of the player data is read as the token value data of the abreast-running horse character and the expected run times are generated on the basis of the token value data of the trained owned horse character and the abreast-running horse character, similar to the above-described embodiment. When the expected run times of the both characters are generated, the abreast-running screen shown in
The expected run times of the characters decreases by manipulating the whipping manipulation buttons of the characters. Accordingly, while viewing the abreast-running screen, the player can manipulate the whipping manipulation button displayed at the lower left side of the abreast-running screen when the trained owned horse character is late such that the expected run time of the trained owned horse character decreases so as to approach the expected run time of the abreast-running horse character. The training game executer compares the final expected run time of the trained owned horse character with the expected run time of the abreast-running horse character, calculates the increment/decrement of the token value data of the trained owned horse character on the basis of the time difference, and varies the value of the token value data of the trained owned horse character by the Calculated increment/decrement.
In contrast, when the abreast-running horse character is late, the whipping manipulation button displayed at the lower right side of the abreast-running screen can be manipulated such that the expected run time of the abreast-running horse character decreases. Accordingly, according to the present embodiment, it is possible to equalize the final expected run times of the both characters while adjusting the expected run times of the characters by manipulating the whipping manipulation buttons. That is, even when the whipping manipulation of the trained owned horse character is excessively performed such that the expected run time thereof is smaller than the expected run time of the abreast-running horse character, it is possible to perform the whipping manipulation to decrease the expected run time of the abreast-running horse character such that the final expected run times of the both characters are equalized, according to the present embodiment.
In particular, in the present embodiment, it is preferable that, as the number of whipping manipulations of the trained owned horse character increases, the increment of the token value data of the trained owned horse character increases. In this case, since the final expected run time of the abreast-running horse character which is a target final expected run time of the trained owned horse character can decreases, it is possible to increase the token value data of the trained owned horse character by one training processing of the abreast running.
According to the present embodiment, when the training processing of the abreast running is performed using the owned horse character of the other player as the abreast-running horse character, the whipping manipulation of the trained owned horse character may be performed by the player and the whipping manipulation of the abreast-running horse character may be performed by the other player. In this case, it is possible to execute a novel training game in which a player who is the owner of the trained owned horse character performs the whipping manipulation while communicating with the other player and the trained owned horse character of the owned horse thereof can be trained.
Although the token value data of the abreast-running horse character is not changed in the training processing of the trained owned horse character using the abreast running in the present embodiment, the token value data of the abreast-running horse character may be changed. In this case, it is possible to realize a training game in which the abreast-running horse character can assist the training of the trained owned horse character and can be trained by the assistance. That is, it is possible to realize a training game for simultaneously training two owned horse characters by one training processing.
Although a race horse game machine is, for example, described in the present embodiment, the present invention is applicable to another game machine if the device is a game machine for allowing a player to pay a prescribed amount of game values to change training parameter data of a trained character.
Although the present invention applies to the arcade game machine in the present embodiment, the present invention is applicable to another game machine such as a home game machine. For example, when the present invention applies to the home game machine, a computer of the home game machine can be embodied by distributing a program which serves as the training game executer to a player via a communication network or recording the program on a recoding medium. In this case, the game value becomes electronic date related to virtual currency reduced when the training processing is executed in the game.
Claims
1. A game machine, comprising:
- a first game executer, operable to execute a racing game in which a plurality of racing members compete to each other;
- a second game executer, operable to execute a training game for training a plurality of trained objects including a first trained object adapted to participate the racing game as one of the racing members and a second trained object which is different from the first trained object;
- an instruction receiver, adapted to receive a first instruction for causing the second game executer to execute the training game, from a first player associated with the first trained object;
- a first storage, adapted to store a gaming value owned by the first player, and
- a second storage, storing parameter data indicative of a training parameter of each of the trained objects, and adapted to be referred by the first game executer when the racing game is executed, wherein:
- the instruction receiver is adapted to receive, from the first player, a second instruction for causing the second game executer to modify the parameter data for the first trained object stored in the second storage; and
- the second game executer is operable to modify the parameter data for the first trained object while reducing the gaming value stored in the first storage, and while referring parameter data for the second trained object stored in the second storage.
2. The game machine as set forth in claim 1, wherein:
- the instruction receiver is adapted to receive the second instruction after the reception of the first instruction; and
- the second game executor is operable to modify the parameter data for the first trained object in accordance with a timing at which the instruction receiver receives the second instruction.
3. The game machine as set forth in claim 1, wherein:
- the instruction receiver is adapted to receive a third instruction from a second player associated with the second trained object, after the reception of the first instruction; and
- the second game executer is operable to modify the parameter data for the first trained object in accordance with at least one of a content of the third instruction and a timing at which the instruction receiver receives the third instruction.
4. The game machine as set forth in claim 1, wherein the second game executer is operable to modify the parameter data for the second trained object when the parameter data for the first trained object is modified.
5. A program product comprising a program for causing a computer to execute operations comprising:
- executing a racing game in which a plurality of racing members compete to each other;
- executing a training game for training a plurality of trained objects including a first trained object adapted to participate the racing game as one of the racing members and a second trained object;
- receiving a first instruction for causing the second game executer to execute the training game, from a first player associated with the first trained object;
- storing a first gaming value owned by the first player;
- storing parameter data indicative of a training parameter of each of the trained objects, and adapted to be referred by the first game executer when the racing game is executed;
- receiving, from the first player, a second instruction for causing the second game executer to modify the parameter data for the first trained object; and
- modifying the parameter data for the first trained object while reducing the first gaming value stored in the first storage, and while referring parameter data for the second trained object stored in the second storage.
Type: Application
Filed: Jan 20, 2006
Publication Date: Nov 12, 2009
Applicant: KONAMI DIGITAL ENTERTAINMENT CO., LTD. (Tokyo)
Inventor: Hiroshi Tomaru (Tokyo)
Application Number: 11/814,497
International Classification: A63F 9/24 (20060101);