Abstract:
A game apparatus executes a game in which a player character and an enemy character fight against each other. The game apparatus includes an attack determiner that determines whether the player character has an attack turn. When the attack determiner determines that the player character has an attack turn, an attack technique selector enables a player to select a desired attack technique to be executed by the player character. A selection time value accumulator accumulates a selection time value that corresponds to a shortness of time until the attack technique is selected by the player. When the selection time value exceeds a predetermined value, the attack technique selector enables the player to select a special attack to be selected by the player as the attack technique.

Description:
CROSS REFERENCE TO RELATED APPLICATION 
     The present disclosure relates to subject matter contained in Japanese Patent Application No. 2006-333769, filed on Dec. 11, 2006, the disclosure of which is expressly incorporated herein by reference in its entirety. 
     BACKGROUND OF THE INVENTION 
     1. Field of the Invention 
     The present invention relates to a game apparatus and the like that advance by making a player character and an enemy character fight against each other. The invention more particularly relates to a game apparatus suitable for an arcade game machine. 
     2. Description of the Related Art 
     In recent years, a trading card game (hereinafter, simply referred to a card game) among arcade games installed in a public space, such as a game center, is particularly popular. In such a card game, a character appearing in a game is decided according to a card that a person who plays the game owns. For this reason, not only pleasure of simply playing a game but also pleasure of collecting a card used in the game is expected. In addition, a battle play between friends having cards used in the same game is also a kind of pleasure. 
     Assuming that a point of view of a charging method is excluded, fun of a game itself is largely influenced rather by types of cards on hand and it does not make a big difference whether an arcade game machine is used as a platform or a home video game machine is used as the platform. Here, there was a card game realized by using a home video game machine, in which data included in a card is read by a bar code and a player character and an enemy character are made to fight against each other according to the read data. In this card game, only a character decided on the attack side can make an attack on a character of the other party (for example, refer to Japanese Unexamined Patent Publication No. 7-121293 (paragraphs [0009] to [0012])). 
     It can also be seen in a battle in a RPG (role playing game) that the player character and the enemy character fight against each other and an attack is performed by turns on the basis of a turn system. However, at the time of an attack turn of the player character, there are many attack techniques that a player can select. During a period of time until the player selects an attack technique, the progress of a game is usually stopped. Here, in order to avoid that the waiting time becomes too long, and as a result, the progress of the game is stopped for a long period of time, there is a case in which a time limit is set when a player selects an attack technique and an attack technique set beforehand is automatically selected when there is no player&#39;s selection even if the time limit elapses. However, player&#39;s intention cannot be reflected in the progress of the game. In addition, since those described above are limited to an attack turn corresponding to the automatic selection, there is no subsequent influence on fun of the game. 
     Furthermore, in a game in which a player is made to compete by indicating a result of the game as a score in order to avoid that the waiting time for selecting an attack technique becomes too long, and as a result, the progress of the game is stopped for a long period of time, there is a case in which a high score is obtained as a time until the attack technique is selected is short. However, since the score does not affect the progress of the game, fun of the game is not increased at all. In addition, in a game in which a result of the game is not indicated by a score (there is a game that is not familiar to a score indication), the method described above is completely meaningless. 
     Moreover, in a game that adopts an ATB (active time battle), which determines a character to make an attack on the basis of whether or not an attack time set for each character has elapsed not on the basis of a turn, if an attack time of an enemy character elapses while waiting for the selection of an attack technique of a player character, there is a case in which the enemy character makes an attack even while waiting for the selection of the attack technique. In this case, it is preferable to select the attack technique of the player character as quickly as possible in order to increase the number of times in which the player character makes an attack and to decrease the number of times in which the player character is attacked from the enemy character. However, it only appears as a difference of the number of times of an attack whether the selection of the attack technique of the player character is speedy or late. Accordingly, it does not make a big difference on the fun of the game itself whether the selection of the attack technique of the player character is speedy or late. Moreover, in the above case, the selection of the attack technique is not urged in a positive way but the selection of the attack technique is only pressed in a negative way. Accordingly, an effect of an improvement in fun of a game seldom occurs. 
     Furthermore, since an arcade game machine that is adopted very often as a platform for executing a card game in recent years is supposed to be played by many and unspecified persons, it is not preferable for a specific person to monopolize the game machine to perform a game for a long time. The reason is that there are persons waiting for a turn of the game. Such problem described above was not considered at all in Japanese Unexamined Patent Publication No. 7-121293 since a home video game machine based on an assumption that an owner monopolizes the game machine to perform a game is used as a platform. However, even in the case in which the home video game machine is used as a platform, there may be persons waiting for a turn of a game if friends more than the number of persons that can play with one game machine gather. 
     SUMMARY OF THE INVENTION 
     It is an object of the invention to provide a game device and the like which are capable of increasing fun of a game by causing decision at the time of selection to influence the progress of the game, in a game in which a player selects an attack technique of a player character against an enemy character, and which are capable of finishing the game without wasted time when there is a person waiting for a turn of the game. 
     In order to achieve the object described above, according to a first aspect of the invention, a game apparatus that executes a game in which a player character and an enemy character fight against each other and the characters of the winning party reduces a predetermined parameter set for the character of the opposing party to a predetermined value by means of an attack includes: an attack turn determining unit that determines whether the player character has an attack turn or the enemy character has an attack turn; an enemy attacking unit that causes the enemy character to make an attack on the player character when the attack turn determining unit determines that the enemy character has an attack turn, so that a predetermined parameter of the player character is reduced in accordance with the attack; an attack technique selecting unit that causes a player to select a desired attack technique from a plurality of types of attack techniques provided as attack techniques of the player character when the attack turn determining unit determines that the player character has an attack turn; a player character attacking unit that causes the player character to make an attack on the enemy character by a use of an attack technique selected by the attack technique selecting unit so that a predetermined parameter of the enemy character is reduced due to the attack; and a selection time value accumulator that accumulates a selection time value, which corresponds to shortness of a time until an attack technique is selected by the attack technique selecting unit, each time that the attack technique is selected. The attack technique selecting unit includes a special attack selecting unit that enables a special attack, which causes an amount of reduction in a predetermined parameter of the enemy character to be larger than that in the case of other attack techniques, to be selected as an attack technique of the player character under a condition that the selection time value accumulated by the selection time value accumulator exceeds a predetermined value. 
     In the game device described above, in a battle between the player character and the enemy character, the player selects an attack technique at the time of an attack turn of the player character and the selection time value is accumulated corresponding to the shortness of a time until the attack technique is selected. Moreover, when the accumulated selection time value exceeds a predetermined value, the special attack can be selected as an attack technique of the player character. 
     In other words, only a player who selects an attack technique of a player character in each attack turn within a short time can also select a special attack at the time of selection of the attack technique. Thus, on the basis of decision when an attack technique of a player character is selected (whether or not a time until the selection is short) as well as which kind of attack technique of the player character is selected, a change in progress of a game does not occur only with one-time selection but the change in progress of the game occurs at the time of subsequent selection (that is, the game can be more advantageously advanced as the decision becomes excellent). As a result, fun of a game is improved. In addition, since it is possible to urge the player to make a selection in a positive way while reflecting an intention of the player reflect, an effect of an improvement in fun of the game is increased. 
     In addition, in order to enable a special attack to be selected as an attack technique of a player character, the attack technique should be selected as quickly as possible in an attack turn of the player character until then. Accordingly, it is expected that a period of time for which the selection of a player is simply waited without the progress of a game will be decreased. As a result, it is possible to reduce a case in which a waiting time of another person is increased in a state where the progress of the game is actually stopped, when another person waits for a turn for play of the game. In particular, this effect is noticeable in a case when the game device described above is applied to an arcade game machine. 
     The game device may further include a member projection control unit that projects a predetermined member, which is disposed in a housing of the game device and is inserted by an operation of a player, when the selection time value accumulated by the selection time value accumulator exceeds a predetermined value. In this case, the special attack selecting unit may select the special attack as an attack technique of the player by inserting a member projected from the housing by the member projection control unit. 
     Thus, by making the predetermined member projected when the selection time value exceeds a predetermined value, it is possible to make the player easily notice that the special attack can be selected. In addition, by using a method of inserting a projected member as a method of selecting a special attack, it is possible to give to a player a strong impression that the special attack, which causes a predetermined parameter of an enemy character to be reduced more, is a special one different from other attack techniques. The configuration in which such predetermined member is provided in the housing is easily adopted in an arcade game machine. In addition, such configuration enables the progress of a game to be dynamically expressed in a situation where many and unspecified persons can observe the game. 
     The game device may further includes: a card information reader that reads information written in a desired card selected by the player from cards, which are owned by the player, among a plurality of kinds of cards written with information on one of a plurality of kinds of characters that are used as the player character; and a player character setting unit that sets a character, which corresponds to information read from the card by the card information reader, as a player character to fight against the enemy character in the game. 
     In this case, the more number of types of cards on hand, the more number of characters that can be selected as player characters to fight against an enemy character. For this reason, not only pleasure of simply playing a game but also pleasure of collecting cards used in the game occurs. 
     In this case, the special attack selecting unit may include a reading control unit at the time of a special attack that causes the card information reader to read information written in a desired card among the cards, which are owned by the player, when selecting the special attack, and the player attacking unit may reduce a predetermined parameter of the enemy character in accordance with information, which has been read from the card by the card information reader at the time of selection of the special attack, when the special attack is selected as an attack technique of the player. 
     In this case, even when a player has selected a special attack as an attack technique of a player character, the amount of reduction in predetermined parameter of the enemy character resulting from the special attack varies depending on the type of a card on which information is read at the timing. For this reason, fun when the player selects the special attack as an attack technique of the player character is increased. In addition, pleasure of collecting cards used in a game occurs from a point of view in which a high effect is achieved with the special attack as well as a point of view of simple selection of a player character. 
     Furthermore, in the case when the plurality of kinds of cards include a special card that allows the player character to make an attack based on an attack technique, which cannot be selected by the attack technique selecting unit, including the special attack by causing the card information reader to read written information when it is determined that the player character has an attack turn, the attack technique selecting unit may select an attack technique corresponding to information written in the special card up to a predetermined number of times of attack turns of the player character until the game is ended from the start. In addition, the player attacking unit may make an attack against the enemy character in accordance with information read from the special card when the information written in the special card has been read by the card information reader, if it is determined that the player character has an attack turn. 
     In this case, if the player uses a special card when the player has the special card, the player can select an attack technique that cannot be selected if the player does not have the special card. Accordingly, since a person becomes more interested in whether a special card can be obtained or not at the time of collecting cards, the pleasure of collecting cards is further increased. In addition, since the special card can be used only a predetermined number of times among attack turns of a player character (the special card may be used only once), a strategic point of the game related to when to use the special card becomes important, which further increases fun of the game. 
     In addition, for the plurality of kinds of cards, for example, some of all kinds of cards that can be used in a game may be provided separately from execution of the game. Moreover, in the case when an arcade game machine is applied as the game device described above, a new card may be provided to a player when a coin is inserted to perform a new game (or when the game is ended). In the case in which a new card is provided when the game is ended, different cards may be provided to a player according to a result of the game. In the case when the types of cards obtained as described above are equal, the cards may be exchanged with cards of friends. 
     The game executed in the game device may have a plurality of stages of a first stage to an n-th stage (where ‘n’ is an integer equal to or larger than 2) and the player character may fight against different enemy characters for each of the stages. In this case, the selection time value accumulator may accumulate the selection time value from the first stage even if a stage proceeds to a second stage or a stage subsequent to the second stage. In addition, a predetermined parameter of an enemy character that fights against the player character at the n-th stage may be reduced up to the predetermined value only when the special attack is selected as an attack technique of the player character by the special attack selecting unit. 
     In this case, it is preferable that the selection time value accumulator do not accumulate the selection time value up to a predetermined value, which allows the special attack to be selected, until the (n−1)-th stage, regardless of a time until an attack technique is selected in each attack turn of the player character by the attack technique selecting unit. 
     In this case, in order to clear the n-th stage (to reduce a predetermined parameter of an enemy character up to a predetermined value without reducing a predetermined parameter of a player character up to a predetermined value), it is necessary not only to quickly select an attack technique at the n-th stage but also to quickly select an attack technique even at the (n−1)-th stage before the n-th stage. For this reason, even in a game divided into a plurality of stages of the first to n-th stages, the game does not progress independently for every stage but a stage progressing game, in which the first to (n−1)-th stages progress toward the n-th stage, is realized. As a result, a high-level game in which all stages are connected with each other can be realized. In addition, since the selection time value is not accumulated up to a predetermined value until the (n−1)-th stage, that is, the special attack can be selected only at the n-th stage, it is possible to make the n-th stage of the game meaningful, which further improves the fun of a game. 
     Furthermore, in this case, it is preferable that the game device further include a charging unit that charges a predetermined fee at the start of a new game. In addition, it is preferable that the game be continuously performed until a predetermined parameter of the player character is reduced to the predetermined value or a predetermined parameter of the enemy character is reduced to the predetermined value at the n-th stage by means of one-time charging of the charging unit. 
     A method of performing charging whenever a new game is started is typically adopted in an arcade game machine. Since it may be possible to finish the first to n-th stages with one-time charging according to decision when selecting an attack technique of the player character through all stages of the first to n-th stages, it is possible to further urge the player to quickly select an attack technique in an attack turn of the player character. 
     In the game device described above, a plurality of player characters fighting against the enemy character may exist in the game. In this case, the attack technique selecting unit may cause the player to sequentially select an attack technique of each of the plurality of player characters when the attack turn determining unit determines that the player character has an attack turn, and the selection time accumulator may accumulate the selection time value in common with the plurality of player characters. 
     Thus, the plurality of player characters fighting against the enemy character exist and the selection time value corresponding to the shortness of a time until an attack technique is selected is accumulated in common with all of the player characters even if the attack technique is independently selected for each of the player characters. Accordingly, since it is possible to urge the player to quickly select not only an attack technique of a specific player character but also attack techniques of any types of player characters, it can be prevented that a waiting time for which selection of the player is simply waited without the progress of the game increases. 
     In this case, the game device may further include a player character selecting unit that selects a plurality of player characters to fight against the enemy character from characters, the number of which is larger than the number of characters capable of fighting against the enemy character in the game, according to an instruction from the player at the start of the game. 
     Thus, by causing a player to be able to select a plurality of player characters fighting against an enemy character when a game starts, it is possible to give pleasure to the player not only while the game is being advanced but also before the game starts to progress. 
     In the case when the game device includes the player character selecting unit, the game device may further include a parameter initial value changing unit that when a combination of a plurality of player characters selected by the player character selecting unit is a predetermined combination, changes an initial value of a predetermined parameter of at least one of the plurality of player characters selected at the start of the game. 
     Here, in the case when a predetermined attribute and an initial value of the predetermined parameter are set for each of the plurality of player characters, the parameter initial value changing unit may change an initial value of a predetermined parameter of at least one of the plurality of selected player characters at the start of the game when a combination of attributes of a plurality of player characters selected by the player character selecting unit is a predetermined combination. 
     Thus, since an initial value of a predetermined parameter of at least one player character is changed by the combination of the plurality of player characters (or combination of attributes) selected by the player, fun when selecting a player character is increased. Here, in the case when any of the plurality of player characters is set by reading information written in a card selected from cards that the player possesses, not only the number of cards to collect but also a combination of types of cards to collect becomes important, which also increases the pleasure of collecting cards. 
     Furthermore, in the case when the game device includes the player character selecting unit, the game device may further include a special character setting unit that causes a special character to fight against the enemy character instead of the plurality of selected player characters according to an instruction from the player when a combination of the plurality of player characters selected by the player character selecting unit is a special combination. 
     Here, in the case when a predetermined attribute is set for each of the plurality of player characters, the special character setting unit may cause the special character to fight against the enemy character according to an instruction from the player when a combination of attributes of the plurality of player characters selected by the player character selecting unit is a special combination. 
     Thus, since it is also possible to cause a special character to fight against an enemy character by the combination of the plurality of player characters (or combination of attributes) selected by the player, fun when selecting a player character is increased. Here, in the case when any of the plurality of player characters is set by reading information written in a card selected from cards that the player possesses, not only the number of cards to collect but also a combination of types of cards to collect becomes important, which also increases the pleasure of collecting cards. 
     In the game device described above, in the case when the plurality of player characters fighting against the enemy characters exist. The game device according to any one of claims  9  to  14 , wherein the attack technique selecting unit may select a combination of attack techniques set for the plurality of player characters by inputting an instruction in predetermined procedures without sequentially selecting the attack techniques of the plurality of player characters when the attack turn determining unit determines that the player character has an attack turn. In addition, the player attacking unit may make an attack on the enemy character on the basis of a combination of attack techniques set for the plurality of player characters and reduces a predetermined parameter of the enemy character by using a different standard from that in a case, in which attack techniques with respect to the respective player characters are sequentially selected, when the attack is made on the enemy character using the combination. 
     In this case, it becomes possible not only that the plurality of player characters makes a separate attack on the enemy character, but that the plurality of player characters makes an attack on the enemy character with the combination of attack techniques of the plurality of player characters. As a result, fun caused by appearance of the plurality of player characters is increased. In addition, since the player needs to input an instruction in predetermined procedures in order to select an attack based on the combination of attack techniques of the plurality of player characters, the player may be interested in memorizing the predetermined procedures. In addition, the predetermined procedures by which an instruction when selecting the combination of attack techniques is input may be changed according to the combination of the plurality of player characters fighting against the enemy character. 
     The game device may be communicably connected with another game device capable of executing the same game. In this case, the enemy character may be a player character, which is operated by another player, in another game device connected to the game device. 
     In addition, if the game device is an arcade game machine, another game device may be an arcade game machine that is installed adjacent to the arcade game machine in a game center and the like or an arcade game machine that is installed in a remote game center and is connected to the arcade game machine through a communication line, for example. In addition, another game device may be a portable game machine connected through an infrared communication and the like if the game device is a portable game machine. If the game device is a non-portable home video game machine, another game device may be another non-portable game device connected through a communication line. 
     In this case, since a battle play between friends or unknown persons becomes possible, pleasure of the game is further increased. 
     In order to achieve the object described above, according to a second aspect of the invention, a method of advancing a game which is executed in a computer device including an input device for inputting a player&#39;s instruction, a storage device for storing information required to advance the game, a processing device for performing processing for advancing the game, and a display device for displaying an image of the game and in which a player character moving according to a player&#39;s instruction and an enemy character fight against each other includes: granting an attack right to the player character or the enemy character by processing of the processing device in accordance with a game progress situation such that one of the characters granted with the attack right has an attack turn; displaying an image, which indicates that the enemy character makes an attack on the player character by processing of the processing device, and reducing a predetermined parameter of the player character stored as information in the storage device in response to the attack when the enemy character has an attack turn; causing a player to input a desired attack technique from a plurality of kinds of attack techniques, which are set as attack techniques of the player character by processing of the processing device, through the input device when the player character has an attack turn; displaying an image, which indicates that the player character makes an attack on the enemy character by using an attack technique that is input from the input device by processing of the processing device, and reducing a predetermined parameter of the enemy character stored as information in the storage device in response to the attack; calculating a selection time value corresponding to shortness of a time until an attack technique is input from the input device by processing of the processing device and updating an accumulation selection time value that is accumulated each time when the attack technique is input and is stored as information in the storage device; enabling a special attack, which causes an amount of reduction in a predetermined parameter of the enemy character to be larger than that in the case of other attack techniques by means of processing of the processing device, to be selected as an attack technique of the player character when the player character has an attack turn, in the case when the accumulation selection time value exceeds a predetermined value; displaying indication of winning of the enemy character on the display device when a predetermined parameter set for the player character has been reduced up to a predetermined value with an attack of the enemy character against the player character by means of processing of the processing device; and displaying indication of winning of the player character on the display device when a predetermined parameter set for the enemy character has been reduced up to a predetermined value with an attack of the player character against the enemy character by means of processing of the processing device. 
     In order to achieve the object described above, according to a third aspect of the invention, a program that causes a computer device to execute a game in which a player character moving according to a player&#39;s instruction and an enemy character fight against each other and one of the characters that reduces a predetermined parameter set for the other party&#39;s character up to a predetermined value by means of an attack wins causes the computer device to function as: an attack turn determining unit that determines whether the player character has an attack turn or the enemy character has an attack turn; an enemy attacking unit that causes the enemy character to make an attack on the player character when the attack turn determining unit determines that the enemy character has an attack turn, such that a predetermined parameter of the player character is reduced in accordance with the attack; an attack technique selecting unit that causes a player to select a desired attack technique from a plurality of kinds of attack techniques set as attack techniques of the player character when the attack turn determining unit determines that the player character has an attack turn; a player attacking unit that causes the player character to make an attack on the enemy character by the use of an attack technique selected by the attack technique selecting unit such that a predetermined parameter of the enemy character is reduced due to the attack; and a selection time value accumulator that accumulates a selection time value, which corresponds to shortness of a time until an attack technique is selected by the attack technique selecting unit, each time when the attack technique is selected. The attack technique selecting unit includes a special attack selecting unit that enables a special attack, which causes an amount of reduction in a predetermined parameter of the enemy character to be larger than that in the case of other attack techniques, to be selected as an attack technique of the player character under a condition that the selection time value accumulated by the selection time value accumulator exceeds a predetermined value. 
     The program according to the third aspect of the invention may be provided in a state in which the program is recorded in a computer-readable recording medium. The computer-readable recording medium may be a recording medium that is configured to be detachable from the computer device and is provided separately from the computer device. The computer-readable recording medium may be a recording medium, such as a fixed disk device, which is provided within the computer device and is provided together with the computer device. The program according to the third aspect of the invention may be distributed from a server device existing on a network to the computer device through a network by superimposing a data signal of the program on a carrier. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is a view illustrating the outer configuration of an arcade game machine according to the embodiment of the invention; 
         FIG. 2  is a block diagram illustrating the circuit configuration of the arcade game machine according to the embodiment of the invention; 
         FIG. 3  is a view illustrating an example of a trading card used in the arcade game machine according to the embodiment of the invention; 
         FIG. 4A  is a view explaining a game advancing method and a game operating method in the arcade game machine according to the embodiment of the invention; 
         FIG. 4B  is a view explaining the game advancing method and the game operating method in the arcade game machine according to the embodiment of the invention; 
         FIG. 4C  is a view explaining the game advancing method and the game operating method in the arcade game machine according to the embodiment of the invention; 
         FIG. 4D  is a view explaining the game advancing method and the game operating method in the arcade game machine according to the embodiment of the invention; 
         FIG. 4E  is a view explaining the game advancing method and the game operating method in the arcade game machine according to the embodiment of the invention; 
         FIG. 4F  is a view explaining the game advancing method and the game operating method in the arcade game machine according to the embodiment of the invention; 
         FIG. 4G  is a view explaining the game advancing method and the game operating method in the arcade game machine according to the embodiment of the invention; 
         FIG. 4H  is a view explaining the game advancing method and the game operating method in the arcade game machine according to the embodiment of the invention; 
         FIG. 4I  is a view explaining the game advancing method and the game operating method in the arcade game machine according to the embodiment of the invention; 
         FIG. 5A  is a view explaining various kinds of data that are managed in a RAM in order to perform a game in the arcade game machine according to the embodiment of the invention; 
         FIG. 5B  is a view explaining various kinds of data that are managed in a RAM in order to perform a game in the arcade game machine according to the embodiment of the invention; 
         FIG. 5C  is a view explaining various kinds of data that are managed in a RAM in order to perform a game in the arcade game machine according to the embodiment of the invention; 
         FIG. 6  is a flow chart illustrating processing executed when a one-person play is selected in the arcade game machine according to the embodiment of the invention; and 
         FIG. 7  is a flow chart illustrating player attack processing shown in  FIG. 6  in detail. 
     
    
    
     DESCRIPTION OF THE PREFERRED EMBODIMENTS 
     Hereinafter, an embodiment of the invention will be described with reference to the accompanying drawings. 
       FIG. 1  is a view illustrating the outer configuration of an arcade game machine according to the embodiment. In an arcade game machine  1 , a speaker  15  that is disposed in an upper part of a front surface of a housing  10  so as to output a sound and a display device  14  that is formed by using a CRT or a liquid crystal device so as to display an image are provided as shown in the drawing. A front door  18  that can be opened by an operation of a door key  18 K is provided in a lower part of the front surface of the housing  10 . The front door  18  is provided with a coin slot  11  into which a coin is inserted to start a game and a card discharge port  16  used to discharge a trading card, which will be described later, to the outside. A coin corresponding to a predetermined amount of money or a medal for a game that can be purchased with a predetermined amount of money may be applied as a coin that is inserted into the coin slot  11  in order to start a game. 
     A first player operation button  12   a  and a second player operation button  12   b  are provided left and right on a table-like surface positioned between the upper display device  14  and the lower front door  18 . In the arcade game machine  1 , the first player button  12   a  is a button that is operated to advance a game by a player, who performs the game alone (including a case in which a battle against another arcade game machine having the same configuration is performed through a network), or one player in a case in which two persons perform a game. The second player operation button  12   b  is a button that is operated to advance a game by the other player in a case in which the game is performed by two persons only with the arcade game machine  1 . 
     A scanner  13  that reads code data (which will be described later) written in a trading card, which is inserted through a card slot  13 R, is provided at a front side of the middle of the table-like surface. At a rear side of the middle of the table-like surface, a sword  17  that is movable in an up and down direction is provided. The sword  17  is driven to rise up by a sword driving unit  17 D when a predetermined condition, which will be described later, is satisfied. The sword  17  can be returned to an original state when a player pushes the sword  17  downward while the sword  17  is in the above state. 
     In addition, a caster  19   a  is provided at a rear side of a lower surface of the housing  10  such that the arcade game machine  1  can be easily moved. An adjuster  19   b  that adjusts the height is provided at a front side of the lower surface of the housing  10  such that the arcade game machine  1  can be stably disposed regardless of unevenness of an installation place. In addition, a shielding case  20  in which, for example, a substrate having a control circuit mounted thereon is stored is provided inside the housing  10 . 
       FIG. 2  is a block diagram illustrating the circuit configuration of the arcade game machine  1  shown in  FIG. 1 . As shown in the drawing, in the arcade game machine  1 , a control circuit (computer device)  20 ′ is stored within the shielding case  20 . The control circuit  20 ′ includes a CPU (central processing unit)  21 , a ROM (read only memory)  22 , a RAM (random access memory)  23 , an image processing unit  24 , a sound processing unit  25 , an input and output control unit  26 , and a communication control unit  27 . 
     The CPU  21  controls each unit of the arcade game machine  1  by executing a program stored in the ROM  22 , thereby advancing a game provided in the arcade game machine  1 . The CPU  21  includes an internal timer. The ROM  22  stores a program executed by the CPU  21  and various kinds of data that is not changed according to the progress of a game. The RAM  23  is used as a work area of the CPU  21  and stores data that is changed according to the progress of a game. 
     The image processing unit  24  is connected to the display device  14 , generates an image corresponding to a game progress situation in accordance with an instruction from the CPU  21 , and displays the generated image on the display device  14 . The sound processing unit  25  is connected to the speaker  15  and outputs a sound effect corresponding to the game progress situation in accordance with an instruction from the CPU  21 . 
     The input and output control unit  26  is connected to a coin insertion sensor  11 S that detects the insertion of a coin through the coin slot  11 , the operation button  12  ( 12   a  and  12   b ), the scanner  13 , a card discharge unit  16 D that discharges a card stacked on a card stacker (not shown) from the card discharge port  16  to the outside, and the sword driving unit  17 D including a driving circuit that drives the sword  17  and a sensor that detects driving of the sword  17 . A detection signal of the coin insertion sensor  11 S, an input signal of the operation button  12 , data read from a trading card by the scanner  13 , and a detection signal when the sword  17  is pushed by a player are input to the CPU  21  through the input and output control unit  26 . In addition, an instruction to raise the sword  17  is transmitted from the CPU  21  to the sword driving unit  17 D through the input and output control unit  26 . 
     The communication control unit  27  is connected to another device in order to control transmission/reception of information to/from another connected device. Another device connected to the communication control unit  27  may be another arcade game machine having the same configuration as the arcade game machine  1 . Another connected arcade game machine may be an arcade game machine that is disposed adjacent to the arcade game machine  1  and is connected to the arcade game machine  1  through an exclusive line or may be an arcade game machine that is disposed in a remote game center and is connected to the arcade game machine  1  through a communication line, such as a telephone line or Internet. In addition, another device connected to the communication control unit  27  may be a management computer in a game center where the arcade game machine  1  is disposed. 
     In the arcade game machine  1  according to the embodiment, in order to select a player character that will participate in a game and fight against an enemy character, a trading card written with information on a character that can be selected as a player character is used. As for a trading card, some of the plurality of kinds of trading cards is provided as a master card separately from the execution of a game. In addition, when a coin is inserted to start a new game, one new card is provided. If a person has the same cards, the person may exchange the same card with a new card that his or her friend has. In such a method, a player needs to obtain and possess at least three cards (since the player is supposed to operate three player characters) before starting the game. However, even if the player has only one or two cards, the player may generate an insufficient player character at random and start a game. 
       FIG. 3  is a view illustrating an example of a trading card used in the arcade game machine  1  according to the embodiment. A character  31 , a character name  32 , character information  33 , and code data  34  are drawn on a surface of a trading card  30 . One of the characters that can participate as a player character in a game is drawn as the character  31 , and a character drawn on the trading card  30  that makes the scanner  13  read the code data  34  appears as one of the player characters in the game. 
     The character name  32  is a name of a character drawn on the trading card  30 . The character information  33  is basic information on the character drawn on the trading card  30 . For example, the character information  33  includes an initial value of HP (hit point: physical strength value of a character), fundamental capability values such as attack power and defense power, and an attribute of the player character  31  at the start of the game. The code data  34  is obtained by coding data for uniquely identifying the trading card  30 . 
     Next, a method of operating a player at the time of performing a game in the arcade game machine  1  according to the embodiment will be described. Here, it is assumed that the player already has several trading cards and plays the game alone while fighting against a computer.  FIGS. 4A to 4I  are views explaining a game advancing method and a game operating method in the arcade game machine  1 . 
     When a coin for one game is inserted, one-person play can be selected. When the one-person play is instructed by an operation of the operation button  12 , the new trading card  30  is discharged from the card discharge port  16 . In addition, three enemy characters to fight against the player are determined by computer processing in the arcade game machine  1 . As a result, as shown in  FIG. 4A , a screen  14 A on which the determined enemy characters are shown is displayed on the display device  14 . 
     Then, the player is made to select a player character that performs a battle against the enemy characters. Here, as shown in  FIG. 4B , a screen  14 B that instructs the player to insert the trading card  30  into the card slot  13 R so that the scanner  13  read the code data  34  is displayed on the display device  14 . Here, the player makes the scanner  13  read the three trading cards  30  in a sequential manner, such that a player character participating in the battle is decided one by one whenever one trading card  30  is read. In addition, it is not valid that the player makes the scanner  13  read the same trading card  30  as that already read. 
     Next, as shown in  FIG. 4C , a standby screen  14 C for the start of a battle is displayed. On the standby screen  14 C for the start of a battle, three player characters  41  and three enemy characters  42  are disposed and a remaining time  40  before the start is displayed. When the remaining time  40  before the start becomes ‘0’, the battle starts and a battle screen is displayed on the display device  14 . While waiting for an attack turn of a player (player character  41 ) or computer processing (enemy character  42 ), almost the same screen (not including the display of the remaining time  40  and the display of a message indicating a standby state) as the standby screen  14 C is displayed as the battle screen on the display device  14 . 
     In the case in which attributes of the three player characters  41  in this battle are equal, if the first player operation button  12   a  is operated in predetermined procedures until the remaining time  40  before the start becomes ‘0’, a battle screen  14 D on which a special character  43  performs a battle as a player character instead of the three player characters  41  is displayed on the display device  14 , as shown in  FIG. 4D . The special character  43  has the HP and other capabilities twice higher than those of each character appearing as the player character  41 . 
     When the remaining time  40  before the start is set to ‘0’, the battle starts and an attack turn of the player or the computer processing alternates. In the case of an attack turn of the player, as shown in  FIG. 4E , a selection screen  14 E for selecting an attack technique for every character is displayed on the display device  14 . On the attack technique selection screen  14 E, an attack technique display portion  44  and a courage gauge  45  corresponding to left and right buttons of the first player operation button  12   a  are included. Even though each character prepares two attack techniques, left and right positions of the attack techniques are decided at random each time the attack technique selection screen  14 E is displayed. In addition, the courage gauge  45  decreases with time until one of the attack techniques is selected by the first player operation button  12   a.    
     In the case when the three player characters  41  perform the battle without the special character  43 , it is necessary to select an attack technique for each of the player characters  41  in one attack turn of the player, and a point corresponding to the length of the courage gauge  45  at the time of selecting each attack technique is added to a courage point. In the case when the special character  43  performs the battle, an attack technique is selected only once in one attack turn of the player, and a point corresponding to three times the length of the courage gauge  45  at the time of selecting the attack technique is added to a courage point. 
     When the attack technique selection screen  14 E is displayed, the player may insert the trading card  30  into the card slot  13 R so that the scanner  13  reads the code data  34 . In the case when special information indicating that the read trading card  30  is a special card is described as shown in  FIG. 4F , a call character  46  other than the player characters  41  (or the special character  43 ) is called and a call attack screen  14 F on which the call character  46  makes an attack on the enemy character  42  is displayed on the display device  14 . A special card can be used only once in a series of games which can be played by one coin insertion. In addition, while the attack technique selection screen  14 E is being displayed, the trading card  30  excluding the special card is disregarded even if the trading card  30  is read. 
     While the attack technique selection screen  14 E is being displayed, if the player operates the first player operation button  12   a  in predetermined procedures, for example, hits the first player operation button  12   a  repeatedly and a combination of attack techniques respectively selected for the three player characters  41  is a predetermined combination, a combination attack screen  14 G on which the three player characters  41  attack the enemy character  42  at the same time by combining respective attacks is displayed on the display device  14 , as shown in  FIG. 4G . 
     In addition, when a courage point reaches a predetermined point at the time of an attack turn of the player, the sword  17  is raised upward, as shown in  FIG. 4H . At the same time, an attack technique selection screen  14 H on which hitting a ‘finishing blow’ on the enemy character  42  can be selected as an attach technique is displayed on the display device  14 . Here, the player may insert the trading card  30  into the card slot  13 R so that the scanner  13  reads the code data  34 . Moreover, in the case when the code data  34  is read from the plurality of trading cards  30 , only the trading card  30  read at the last is effective. In addition, when a special card is first read, call of the call character  46  is prioritized. 
     If the player pushes the raised sword  17  after the scanner  13  has read the trading card  30  (this is not an essential operation), a blow attack screen  14 I allowing to hit the ‘finishing blow’ on the enemy character  42  is displayed on the display device  14 , as shown in  FIG. 4I . In addition, a courage point does not reach a predetermined point in a stage before a final stage regardless of a period until an attack technique is selected on the attack technique selection screen  14 E, and the ‘finishing blow’ can be executed only in the final stage. In addition, the HP of the enemy character  42  appearing in the final stage does not be ‘0’ unless the ‘finishing blow’ is hit on the enemy character  42 . 
     In addition, an attack turn of the player and an attack turn of computer processing alternately occur, and the HP of the player character  41  (or the special character  43 ) that has received an attack from the enemy character  42  in the attack turn of the computer processing is decreased corresponding to the attack. The player character  41  whose HP has reached ‘0’ cannot participate in a subsequent battle (however, the player character  41  may be revived when shifting to the next stage). If the HPs of all of the three player characters  41  reach ‘0’ (or the HP of the special character  43  reaches ‘0’), the player loses and the game ends. 
     The HP of the enemy character  42 , which has received an attack from the player character  41  (or the special character  43  or the call character  46 ) according to an instruction of the player in the attack turn of the player is decreased in accordance with the attack. The enemy character  42  whose HP has reached ‘0’ cannot participate in a subsequent battle and the corresponding stage is cleared when all HPs of the three enemy characters  42  become ‘0’. When a final stage is cleared, the player wins the game and the game ends. If a stage before the final stage is cleared, the screen shifts to the next stage. Then, the enemy character  42  in a new stage appears, and thus the game resumes. 
     Next, data that is managed to perform a game in the arcade game machine  1  according to the embodiment will be described. Here, data managed in the RAM  23  will be described by using, as an example, a case in which a player alone plays while fighting against a computer. In addition, data that changes with the progress of a game is stored beforehand in the ROM  22 , and initial values of information (for example, HP, capability value, attribute, and attack technique) on characters written in various kinds of trading cards  30  distributed to many and unspecified players are also included in the ROM  22 . In addition, initial values of information (for example, HP, capability value, attribute, and attack technique) on characters that can appear as enemy characters are also included in the ROM  22 . 
       FIG. 5A  is a view illustrating a player character table stored in the RAM  23 . A player character name  51 , an HP  52 , a capability value  53 , an attribute  54 , an attack technique A  55 , and an attack technique B  56  regarding a character corresponding to code data of the trading card  30  read by the scanner  13  are registered in a player character table  50  so as to correspond to the character. In the case when the special character  43  participates in a battle instead of the player character  41 , a character registered in the player character table  50  is only the special character  43 . 
     The player character name  51  is a name of a character (or the special character  43  that replaces the character) that is selected as the player character  41  by the player after the code data  34  has been read from the trading card  30  possessed by the player by the scanner  13 . The HP  52  is a current HP value of the corresponding player character  41  (or the special character  43 ). The player character  41  whose HP  52  becomes ‘0’ cannot fight in the battle. In addition, when the HPs  52  of all player characters  41  become ‘0’, the player loses in the battle. The capability value  53  is a capability value, such as an attack power or a defense power of the corresponding player character  41 . The HP  52  and the capability value  53  change with the progress of a game. 
     The attribute  54  is an attribute of the corresponding player character  41 . When a character having the same attribute is selected as the player character  41  and is registered in the player character table  50 , it becomes possible to make the special character  43  appear. The attack technique A  55  and the attack technique B  56  are first and second attack techniques, respectively, when the corresponding player characters  41  attack the enemy character  42 . The player selects any of the attack technique A  55  and the attack technique B  56  in the attack turn of the player. 
       FIG. 5B  is a view illustrating an enemy character table stored in the RAM  23 . An enemy character name  61 , an HP  62 , a capability value  63 , an attribute  64 , and an attack technique  65  regarding each of the enemy character  42  selected as characters, which are supposed to participate in a battle in a current stage, are registered in an enemy character table  60  so as to correspond to each enemy character. The enemy character name  61  is a name of each of the enemy characters  42  appearing in the corresponding stage. The HP  62  and the capability value  63  are similar to those of the player character  41 , and the HP  62  and the capability value  63  also change with the progress of a game. 
     The attribute  64  is an attribute of the corresponding enemy character  42 . As types of the attribute  64 , there are the same kinds of attributes  54  as the player character  41 . There are cases of the same attributes, opposite attributes, and other attributes. Assuming that the player character  41  and the enemy character  42  have the same capability values  53  and  63 , damage is relatively large when the player character  41  and the enemy character  42  are attacked by the enemy character  42  and the player character  41  having opposite attributes and the damage is relatively small when the player character  41  and the enemy character  42  are attacked by the enemy character  42  and the player character  41  having the same attributes. Only one kind of attack technique  65  of the enemy character  42  is registered unlike the player character  41 . 
       FIG. 5C  is a view illustrating various kinds of data, which is required for the progress of a game and is managed in the RAM  23  consistently from the start to the end of the game, other than the player character table  50  and the enemy character table  60 . Such data includes a stage No.  71 , a courage point  72 , an attack turn  73 , and a call flag  74 . 
     The stage No.  71  indicates a number of a stage in a current game. For example, when there are three stages of first to third stages, any one of the numbers ‘1’, ‘2’, and ‘3’ is input. The courage point  72  is obtained by accumulating a value corresponding to the length of the courage gauge  45  when an attack technique of the player character  41  (or the special character  43 ) is selected. When the courage point  72  reaches a predetermined value, the ‘finishing blow’ may be executed. 
     The attack turn  73  indicates which one of a player and computer processing has an attack turn in the case of a one-person play and which one of two players has an attack turn in the case of a two-person play. The call flag  74  is a flag that is set when an attack of the call character  46  is performed by using a special card during a game that can be performed by one-time coin insertion. In the case when the call flag  74  is set, even if a special card is read in the attack turn of the player, it is not possible to call another call character  46  to attack the enemy character  42 . 
     In addition, data required for the progress of a game may be temporarily stored in the RAM  23 , even though the data is not data that is consistently managed from the start to the end of the game. Such data includes an attack technique selected for each of the player characters  41 , damage that is caused to the player character  41  or the enemy character  42  due to an attack, the code data  34  of the trading card  30  read by the scanner  13 , and the like. 
     Hereinafter, processing in the arcade game machine  1  according to the embodiment will be described. In a state in which a game is not performed, a demo screen or a coin insertion instruction screen is displayed. When the coin insertion sensor  11 S detects that a coin has been inserted three the coin slot  11 , it becomes possible to perform a one-person play. If it is instructed to perform the one-person play by means of an operation of the first player operation button  12   a , a game for the one-person play is started. 
       FIG. 6  is a flow chart illustrating processing executed when a one-person play is selected. In this flow chart, it is assumed that stages of a game are from a first stage to a third stage. First, the CPU  21  controls the card discharge unit  16 D such that one of the trading cards  30  stacked on a card stacker is discharged (step S 101 ). 
     Then, the CPU  21  determines the type of an enemy character that will perform a battle against a player character in this game. Here, three enemy characters are determined for each of the first to third stages. The CPU  21  reads initial information on the enemy characters, which are determined to perform the battle, from the ROM  22  and registers information on the enemy characters  42  appearing in the first stage in the enemy character table  60  of the RAM  23 . As for the enemy characters  42  appearing in the second stage or the third stage, only information indicating the selection of a character is temporarily stored in the RAM  23  (step S 102 ). If the enemy characters are determined, the CPU  21  transmits an instruction to the image processing unit  24  so that the introduction screen  14 A of the determined enemy characters is displayed on the display device  14  (step S 103 ). 
     Then, the CPU  21  transmits an instruction to the image processing unit  24  so that the screen  14 B, which instructs the player to cause the trading card  30  on hand to be read by the scanner  13 , is displayed on the display device  14  (step S 104 ). The CPU  21  causes the scanner  13  to read the code data  34  written in the trading card  30  that the player has inserted through the card slot  13 R according to the screen  14 B (step S 105 ) The CPU  21  determines whether or not the code data  34  read by the scanner  13  is equal to code data that has been already read (step S 106 ) If it is determined that the code data  34  read by the scanner  13  is equal to code data that has been already read, the CPU  21  disregard the read code data  34  and returns to processing in step S 104 . 
     If it is determined that the code data  34  read by the scanner  13  is code data that is not read yet, the CPU  21  reads initial information on a character corresponding to the read code data  34  from the ROM  22  and registers the read initial information in the player character table  50  of the RAM  23  as one of the player characters  41  that participate in a battle (step S 107 ). The CPU  21  determines whether or not information on the three player characters  41  has been registered in the player character table  50  (step S 108 ). If it is determined that the information on the three player characters  41  is not registered yet, the process returns to processing in step S 104 . 
     If the information on the three player characters  41  is registered, the CPU  21  sets ‘1’ as an initial value in the stage No.  71  (step S 109 ). The CPU  21  determines whether or not the three player characters  41  on which information is registered in the player character table  50  are the combination of specific characters defined beforehand (step S 110 ). If it is determined that the three player characters  41  are the combination of specific characters, the CPU  21  causes the HP  52  of each player character  41  registered in the player character table  50  to be increased by 10% (step S 111 ), proceeding to processing in step S 112 . If it is determined that the three player characters  41  are not the combination of specific characters, the process proceeds to step S 112 . 
     In step S 112 , the CPU  21  starts to check a waiting time before the start of a battle by using an internal timer. Here, the CPU  21  transmits an instruction to the image processing unit  24  so that the standby screen  14 C for the start of a battle is displayed on the display device  14  (step S 113 ). Then, the CPU  21  determines whether or not the waiting time before the start of the battle has elapsed (step S 114 ). If it is determined that the waiting time before the start of the battle has not elapsed, the CPU  21  determines whether or not the attributes  54  of the three player characters  41  registered in the player character table  50  are equal to each other (step S 115 ). If it is determined that the attributes  54  are equal to each other, the CPU  21  determines whether or not the first player operation button  12   a  has been operated in predetermined procedures (step S 116 ). 
     If it is determined that the attributes  54  of the three player characters  41  are not equal or it is determined that the first player operation button  12   a  is not operated in the predetermined procedures, the process returns to processing in step S 113 . If it is determined that the first player operation button  12   a  is operated in the predetermined procedures in step S 116 , the CPU  21  changes a character, which performs the battle, to the special character  43  according to the combination of the three player characters  41  and registers the changed special character  43  in the player character table  50 ′ (step S 117 ). Then, the process proceeds to processing in step S 118 . Even in the case when it is determined that the waiting time has elapsed in step S 114 , the process proceeds to processing in step S 118 . 
     In step S 118 , the CPU  21  determines which one of the player (player character  41  or special character  43 ) and the computer processing (enemy character  42 ) will have a priority of an attack by execution of a random function, for example. The CPU  21  sets the attack turn  73  for a party that has been determined to have the priority of an attack. Then, the CPU  21  determines whether or not this attack turn is for the player with reference to the attack turn  73  (step S 119 ). 
     If it is determined to be the attack turn of the player, the CPU  21  causes the player to select an attack technique of each of the player characters  41  (or the special character  43 ) by performing player attack processing, which will be described in detail later. By using the selected attack technique, the player character  41  (or the special character  43 ) makes an attack on the enemy character  42  (step S 120 ). As a result of the player attack processing, the CPU  21  determines whether or not the HPs  62  of all enemy characters  42  in the current stage have become ‘0’ (step S 121 ). If all HPs  62  of all enemy characters  42  have not become ‘0’, the CPU  21  sets the attack turn  73  as an attack turn of the computer processing (step S 122 ). Then, the process returns to processing in step S 119 . 
     On the other hand, if it is determined to be the attack turn of the enemy character in step S 119 , the CPU  21  causes the enemy character  42  to attack the player character  41  (or the special character  43 ) by performing enemy attack processing, which will be described in detail later (step S 123 ) As a result of the enemy attack processing, the CPU  21  determines whether or not the HPs  52  of all player characters  41  (or the special character  43 ) have become ‘0’ (step S 124 ). If all HPs  52  of all player characters  41  (or the special character  43 ) have not become ‘0’, the CPU  21  sets the attack turn  73  as an attack turn of the player (step S 125 ). Then, the process returns to processing in step S 119 . 
     If all HPs  52  of all player characters  41  (or the special character  43 ) have become ‘0’, the CPU  21  transmits an instruction to the image processing unit  24  so that a screen showing that the player has lost is displayed on the display device  14  (step S 126 ). Then, the game is over, and accordingly, processing of the flow chart is ended. 
     In addition, if it is determined that the HPs  62  of all the enemy characters  42  have become ‘0’ in step S 121 , the CPU  21  determines whether or not the stage No.  71  is ‘3’ (step S 127 ) If it is determined that the stage No.  71  is not ‘3’, stages so far are cleared and a stage proceeds to the next stage. In this case, the CPU  21  transmits an instruction to the image processing unit  24  so that a screen showing that the stages so far have been cleared is displayed on the display device  14  (step S 128 ). 
     Then, the CPU  21  grants a stage clear bonus to the player. The stage clear bonus is granted by making the HP  62  of each player character  41  recovered up to a predetermined level or increasing the capability value  53 , for example. In addition, in the case when the player character  41  whose HP  62  has become ‘0’ exists, it may be possible to make only one player character  41  revived and grant the HP  62  corresponding to a predetermined amount to the player character  41  (step S 129 ). Thereafter, the CPU  21  increases the stage No.  71  by only ‘1’ (step S 130 ) In addition, information on the enemy character  42  in the next stage is registered in the enemy character table  60  of the RAM  23  (step S 131 ), and then the process returns to processing in step S 119 . 
     In addition, if it is determined that the stage No.  71  is ‘3’ in step S 127 , all stages are cleared and the player is determined to have completely won the battle. Accordingly, the CPU  21  transmits an instruction to the image processing unit  24  so that a screen showing that the player has won the battle is displayed on the display device  14  (step S 132 ). Then, the game is over, and accordingly, processing of the flow chart is ended. 
       FIG. 7  is a flow chart illustrating player attack processing of step S 120  in detail. In the enemy attack processing, the CPU  21  first initializes all data (the courage point  72 , the attack turn  73 , and the call flag  74  are not temporary data described herein) on an attack of the player temporarily stored in the RAM  23  (step S 201 ). Then, the CPU  21  determines whether or not a value of the courage point  72  is a predetermined value or more (step S 202 ). 
     If it is determined that the value of the courage point  72  is the predetermined value or more, the CPU  21  reads the capability value  53 , the attack technique A  55 , and the attack technique B  56  regarding one (or the special character  43 ) of the player characters  41  registered in the player character table  50  in the sequential manner (step S 203 ). The CPU  21  starts to check a selection time of the attack technique by using the internal timer (step S 204 ). The CPU  21  randomly determines which one of the attack technique A  55  and the attack technique B  56  will be displayed on a right or left side (here, a case in which the process is returned from step S 207  to be described later is excluded) and transmits an instruction to the image processing unit  24  so that the attack technique selection screen  14 E is displayed on the display device  14 . On the attack technique selection screen  14 E, the length of the courage gauge  45  is decreased according to the check time of selection time of an attack technique (step S 205 ). 
     Then, the CPU  21  determines whether or not the trading card  30  has been inserted into the card slot  13 R and the code data  34  of the trading card  30  has been read. If it is determined that the code data  34  of the trading card  30  has been read, the CPU  21  determines whether or not the code data  34  indicates a special card (step S 206 ). Here, in the case when the call flag  74  is already set, the CPU  21  disregards the code data  34  even if the code data  34  of the special card is read. When the code data  34  of the special card has been read, the process proceeds to processing in step S 227 . 
     When the code data  34  of the special card has not been read, the CPU  21  determines whether or not the player has selected an attack technique on the basis of whether or not the first player operation button  12   a  has been operated (step S 207 ). If it is determined that the first player operation button  12   a  is not operated and the attack technique has not been selected yet, the process returns to processing in step S 205 . 
     If it is determined that the first player operation button  12   a  has been operated to select an attack technique, the CPU  21  temporarily stores an attack technique, which is displayed on an operation side of the left and right buttons, in the RAM  23  as an attack technique of the player character  41  (or the special character  43 ). In addition, operation procedures, such as repeated hits of the first player operation button  12   a , are temporarily stored in the RAM  23 . 
     In addition, the CPU  21  adds a point (three times the point in the case of the special character  43 ) corresponding to the length of the courage gauge  45  to the courage point  72  (step S 208 ). 
     Then, the CPU  21  determines whether or not the player character  41  whose capability value  53 , attack technique A  55 , and attack technique B  56  are not yet read remains in the player character table  50  (step S 209 ). If it is determined that the player character  41  whose capability value  53 , attack technique A  55 , and attack technique B  56  are not yet read remains, the CPU  21  returns to processing in step S 203  in which the capability value  53 , the attack technique A  55 , and the attack technique B  56  regarding the next one player character  41  are read. If the player character  41  whose capability value  53 , attack technique A  55 , and attack technique B  56  are not yet read does not remain, the process proceeds to processing in step S 221 . 
     If it is determined that a value of the courage point  72  is the predetermined value or more in step S 202 , the CPU  21  determines whether or not the sword  17  has already risen up (step S 210 ). If it is determined that the sword  17  has already risen up, the process proceeds to processing in step S 212 . If it is determined that the sword  17  has not risen up yet, the CPU  21  controls the sword driving unit  17 D through the input and output control unit  26  such that the sword  17  rises upward (step S 211 ). Then, the process proceeds to processing in step S 212 . 
     In step S 212 , the CPU  21  reads the capability value  53 , the attack technique A  55 , and the attack technique B  56  regarding one (or the special character  43 ) of the player characters  41  registered in the player character table  50  in the sequential manner. The CPU  21  randomly determines which one of the attack technique A  55  and the attack technique B  56  will be displayed on the right or left side (here, a case in which the process is returned from step S 216  or S 218  to be described later is excluded) and transmits an instruction to the image processing unit  24  so that the attack technique selection screen  14 E is displayed on the display device  14  (step S 213 ). 
     Then, the CPU  21  determines whether or not the trading card  30  has been inserted into the card slot  13 R and the code data  34  of the trading card  30  has been read (step S 214 ). If it is determined that the code data  34  of the trading card  30  has been read, the CPU  21  determined whether or not the code data  34  indicates a special card (step S 215 ). Here, in the case when the call flag  74  is already set, the CPU  21  disregards the code data  34  even if the code data  34  of the special card is read. 
     If it is determined that the trading card  30  whose code data  34  has been read is not a special card, the CPU  21  temporarily stored the read code data  34  of the trading card  30  in the RAM  23 . In the case when the previously read code data  34  is stored, the code data  34  that is read this time is overwritten in CPU  21  to be stored (step S 216 ). Then, the process returns to processing in step S 213 . If it is determined that the trading card  30  whose code data  34  has been read is a special card, the process proceeds to processing in step S 227 . 
     In the case when the code data  34  of the trading card  30  has not been read yet, the CPU  21  determines whether or not the sword  17  that rises upward has been pushed down by the player on the basis of whether or not a detection signal of the sword driving unit  17 D has been input (step S 217 ). If it is determined that the sword  17  has been pushed down, the process proceeds to processing in step S 230 . If it is determined that the sword  17  has not been pushed down, the CPU  21  determines whether or not the player has selected an attack technique on the basis of whether or not the first player operation button  12   a  has been operated (step S 218 ). If it is determined that the first player operation button  12   a  is not operated and the attack technique has not been selected yet, the process returns to processing in step S 213 . 
     If it is determined that the first player operation button  12   a  has been operated to select an attack technique, the CPU  21  temporarily stores an attack technique, which is displayed on an operation side of the left and right buttons, in the RAM  23  as an attack technique of the player character  41  (or the special character  43 ) (step S 219 ). 
     Then, the CPU  21  determines whether or not the player character  41  whose capability value  53 , attack technique A  55 , and attack technique B  56  are not yet read remains in the player character table  50  (step S 220 ). If it is determined that the player character  41  whose capability value  53 , attack technique A  55 , and attack technique B  56  are not yet read remains, the CPU  21  returns to processing in step S 212  in which the capability value  53 , the attack technique A  55 , and the attack technique B  56  regarding the next one player character  41  are read. If the player character  41  whose capability value  53 , attack technique A  55 , and attack technique B  56  are not yet read does not remain, the process proceeds to processing in step S 221 . 
     In step S 221 , the CPU  21  determines whether or not the combination of selected attack techniques is a predetermined combination in a case when not an attack technique of the special character  43  but an attack technique of each of the three player characters  41  is selected (step S 221 ) If it is determined that the combination of the selected attack techniques is the predetermined combination, the CPU  21  determines whether or not an operation based on predetermined procedures, such as repeated hits, has been performed on the first player operation button  12   a  when an attack technique is selected (step S 222 ). 
     If it is determined that the combination of the selected attack techniques is not the predetermined combination or when the operation based on the predetermined procedures has not been performed even if the combination of the selected attack techniques is the predetermined combination, the CPU  21  calculates damage given to each of the enemy characters  42  in the case when the enemy character  42  has been attacked by using an attack technique selected for each of the player characters  41  (or the special character  43 ). The calculated damage given to the enemy character  42  is temporarily stored in the RAM  23  (step S 223 ). 
     Then, the CPU  21  transmits an instruction to the image processing unit  24  so that a screen, which shows that the player character  41  (or the special character  43 ) is made to perform an attack by using an attack technique sequentially selected and the HP  62  of each of the enemy characters  42  is sequentially reduced due to the attack as much as the damage that has been calculated for each of the enemy characters  42  in step S 223 , is displayed on the display device  14  (step S 224 ). Then, the player attack processing is ended, returning to the flow chart shown in  FIG. 6 . 
     If it is determined that the operation based on the predetermined procedures has been performed in step S 222 , the CPU  21  calculates damage given to each of the enemy characters  42  in the case when the enemy character  42  has been attacked by using a combination attack based on the combination of attack techniques selected for each of the player characters  41 . The damage given to each of the enemy characters  42  by the combination attack is larger than that in a case in which the player character  41  performs the attack individually. The calculated damage given to the enemy character  42  is temporarily stored in the RAM  23  (step S 225 ). 
     Then, the CPU  21  transmits an instruction to the image processing unit  24  so that a screen, which shows that the player character  41  is made to perform the combination attack by simultaneously using the combination of selected attack techniques and the HP  62  of each of the enemy characters  42  is reduced due to the combination attack as much as the damage that has been calculated for each of the enemy characters  42  in step S 225 , is displayed on the display device  14  (step S 226 ). Then, the player attack processing is ended, returning to the flow chart shown in  FIG. 6 . 
     In step S 227 , the CPU  21  sets the call flag  74  since the call character  46  is called to attack the enemy character  42  (step S 227 ). Then, CPU  21  calculates damage given to each of the enemy characters  42  when the enemy character  42  is attacked by the attack of the call character  46  that has been called. The calculated damage given to the enemy character  42  is temporarily stored in the RAM  23  (step S 228 ). 
     Then, the CPU  21  transmits an instruction to the image processing unit  24  so that a screen, which shows that the player character  41  or the special character  43  calls the call character  46 , the call character  46  is made to perform the attack, and the HP  62  of each of the enemy characters  42  is reduced due to the attack as much as the damage that has been calculated for each of the enemy characters  42  in step S 228 , is displayed on the display device  14  (step S 229 ). Then, the player attack processing is ended, returning to the flow chart shown in  FIG. 6 . 
     In step S 230 , the CPU  21  calculates damage, which is given to each of the enemy characters  42  when the ‘finishing blow’ is given to the enemy character  42 , corresponding to the code data  34  of the trading card  30  that is temporarily stored in the RAM  23  in step S 216 . Here, the calculated damage is damage enough to be able to necessarily reduce the HP  62  of each of the enemy characters  42  to ‘0’ when any attack is performed with at least one, two, or three attack turns of the player other than the ‘finishing blow’ (it depends on the type of the trading card  30  which one of the one, two, or three attack turns will be needed). In an attack technique other than those described above, it is not possible to make the HP  62  of each of the enemy characters  42  ‘0’ with four attack turns. In addition, the HP  52  of the player character  41  becomes necessarily ‘0’ if the player character  41  is attacked by four attack turns of the computer processing. The calculated damage given to the enemy character  42  is temporarily stored in the RAM  23  (step S 230 ). 
     Then, the CPU  21  transmits an instruction to the image processing unit  24  so that a screen, which shows that the player character  41  or the special character  43  gives the ‘finishing blow’ to each of the enemy characters  42  and the HP  62  of each of the enemy characters  42  is reduced due to the ‘finishing blow’ as much as the damage that has been calculated in step S 230 , is displayed on the display device  14  (step S 231 ). Then, the player attack processing is ended, returning to the flow chart shown in  FIG. 6 . 
     On the other hand, in the enemy attack processing of step S 123 , the CPU  21  calculates damage given to each of the player characters  41  (or the special character  43 ) in the case when the player character  41  (or the special character  43 ) is attacked in the attack technique  65  that is registered for each of the enemy characters  42  in the enemy character table  60 . The calculated damage of the player character  41  (or the special character  43 ) is temporarily stored in the RAM  23 . 
     Then, the CPU  21  transmits an instruction to the image processing unit  24  so that a screen, which shows that the enemy character  42  is made to perform an attack by using the attack technique  65  sequentially registered and the HP  52  of each of the player characters  41  is sequentially reduced due to the attack as much as the damage that has been calculated for each of the player characters  41  (or the special character  43 ), is displayed on the display device  14 . Then, the enemy attack processing is ended, returning to the flow chart shown in  FIG. 6 . 
     In addition, in the case when the two-person play is selected, two trading cards  30  may be discharged in step S 101  and the processing of steps S 103  to S 108  may be performed for first and second players without performing the processing of steps S 101  and S 102 . Player characters that are selected as a player character by each player may be displayed after selection of both the players has been completed. The second player is to operate the second player operation button  12   b  not the first player operation button  12   a . The sword  17  is commonly used by the first and second players. 
     In addition, it may be determined which player will have an attack turn in step S 119 . In the player attack turn of step S 120 , a player character of the first player may be treated as the player character  41  described above and a player character of the second player may be treated as the enemy character  42  described above. Furthermore, in step S 123 , the player character of the second player may be treated as the player character  41  and the player character of the first player may be treated as the enemy character  42 , such that the same player attack processing as that in step S 120  is performed instead of the enemy attack processing. 
     In addition, in the case when different arcade game machines having the same configuration are connected with each other through a network and two players perform a battle play by using different machines, both of the players may finish the selection of the player characters  41  in steps S 103  to S 108  without performing the processing of step S 101  and S 102  and a player character selected by the player on the other party may be displayed when information indicating that the selection of the player characters  41  has been finished is exchanged between the two machines. In addition, as for the number of stages, only one stage may be applied. Even if only one stage is applied, the courage point  72  may be accumulated until the ‘finishing blow’ can be executed. 
     In addition, the player attack processing may be executed in the arcade game machine with which a player corresponding to an attack turn plays and the processing result may be notified to the other arcade game machine  1  that is connected through the network. In this case, a screen showing that his or her own player character is being attacked by the player character of the other party is displayed on the display device  14  in response to the notified processing result. 
     As described above, in the arcade game machine  1  according to the embodiment, the player character  41  that moves according to the operation of the player and the enemy character  42  fight against each other in a battle and attack the character of the other party alternately. In the attack turn of the player, the player selects an attack technique of each player character  41  (or the special character  43  that replaces the player character  41 ) with respect to the enemy character  42 , but the courage gauge  45  is decreased according to the elapsed time until the attack technique is selected. A point corresponding to the length of the courage gauge  45  when the attack technique is selected is added to the courage point  72 . 
     In addition, if a value of the added courage point  72  reaches a predetermined value at the time of a new attack turn of the player, the ‘finishing blow’ may be selected as the attack technique of the player character  41 . In the case when the ‘finishing blow’ is selected as the attack technique, it is possible to give significant damage, which cannot be obtained by the other attack techniques, to each of the enemy characters  42  and to reduce the HP  62  of each of the enemy characters  42  at a stroke. 
     Thus, only a player, who has selected an attack technique of each player character  41  within a short period of time in each attack turn, can select the ‘finishing blow’ as an attack technique of the player character  41  in the attack turn of the player. That is, only a player who is excellent in decision of selection of an attack technique (selection time is short) as well as the player simply selects any attack technique as the attack technique of the player character  41  is advantageous in advancing a battle. Thus, selection of an attack technique of the player character  41  in one attack turn affects selection of an attack technique of the player character  41  in a next attack turn, and accordingly, fun of the game is increased. 
     In addition, since the selection of the attack technique of the player character  41  is performed by selection of the player to the last, the player&#39;s intention can be reflected in the selection itself and it is also possible to urge the player to select the attack technique in a positive way. For this reason, fun of the game is greatly improved without disregarding the player&#39;s intention like a case in which the attack technique is automatically selected when a predetermined time elapses. 
     In addition, since a player is urged to select the attack technique within a short period of time, it is expected that a period of time for which the progress of a battle is actually stopped while simply waiting for the player&#39;s selection of the attack technique of the player character  41  will become short. Accordingly, in the case when there is a person waiting for a turn of the game, a situation in which the waiting time of the person waiting for the turn is increased while the progress of the game is substantially stopped does not occur. Particularly in a game machine allowing many and unspecified persons to play like the arcade game machine  1  according to the embodiment, many persons may wait for the game, the effect described above becomes noticeable. 
     Here, the courage point  72  is not added separately for each of the three player characters  41  but is added commonly for all of the player characters  41 . Accordingly, it is possible to urge a player to quickly select attack techniques of all of the three player characters  41 . As a result, in the case when there is a person waiting for a turn of the game, a situation in which the waiting time of the person waiting for the turn is increased while the progress of the game is substantially stopped does not occur. 
     In addition, the player character  41  that performs a battle against the enemy character  42  is selected by the player by causing the code data  34  of the trading card  30  on hand to be read before the start of the battle. Thus, even before the start of a battle, it is possible to give pleasure of selection of the player character  41  to a player. In addition, since the number of characters that can appear as the player character  41  is increased as types of the trading cards  30  on hand are increased, it is possible to give not only the pleasure of playing a game but also pleasure of collecting the trading cards  30 . 
     Here, an initial value of the HP  52  of each player character  41  is increased according to the combination of the player character  41  that the player has selected. In addition, by selecting characters having the same attributes  54  as the three player characters  41 , it is possible to cause the special character  43  to participate in a battle in a condition of a predetermined operation. For this reason, fun when the player selects the player character  41  is increased. Moreover, since the player should possess predetermined kinds of trading cards  30  beforehand in order to make those described above possible, the pleasure of collecting the trading cards  30  is further increased. 
     In addition, when the courage point  72  reaches a predetermined value and the ‘finishing blow’ can be executed, not only the ‘finishing blow’ is simply displayed on the display device  14  in the same manner as the selection of the other attack techniques but also the sword  17  rises up. An operation when the player selects the ‘finishing blow’ as the attack technique is assumed to push down the sword  17 . Accordingly, it becomes easy to give to a player an impression that the ‘finishing blow’ is a special thing which is different from the other attack techniques. Furthermore, in the case of a game machine that is not universal and allows many and unspecified persons, which are not players, to observe a game like the arcade game machine  1 , it is easy to adopt such special structure. In addition, due to the special structure, the progress of a game can be dynamically expressed. 
     In the case when the player has selected the ‘finishing blow’ as an attack technique, if the code data  34  of the trading card  30  is read by the scanner  13 , damage given to the enemy character  42  by the ‘finishing blow’ changes with the type of the trading card  30  whose code data  34  is read. Accordingly, since fun when the player selects the ‘finishing blow’ as the attack technique is increased, the pleasure of collecting the trading cards  30  is further increased. 
     In addition, in the case when attack techniques selected for the three player characters  41  in an attack turn of a player is a predetermined combination and operation procedures of the first player operation button  12   a  at the time of selecting the attack technique is predetermined procedures, the three player characters  41  do not make an individual attack on the enemy character  42  but makes a combination attack on the enemy character  42  at a time on the basis of the combination of the selected attack techniques. In addition, the damage given to the enemy character  42  due to the combination attack is more serious than the individual attack. 
     Thus, since the combination attack allowing the three player characters  41  to function as one body is possible, fun caused by existence of the plurality of kinds of player characters  41  fighting against the enemy character  42  is increased. Furthermore, since the operation procedures of the first player operation button  12   a  for performing the combination attack have also conditions, a player also takes an interest in memorizing the operation procedures. Furthermore, the operation procedures for making a combination attack may change with the combination of the three player characters  41  or other conditions. 
     Furthermore, if a player has a special card, it is possible to call the call character  46  so as to cause the call character  46  to make an attack on the enemy character  42  by causing the scanner  13  to read the code data  34  of the special card in an attack turn of the player. For this reason, when collecting the trading card  30 , a player is also interested in obtaining a special card. Accordingly, the pleasure of collecting the trading card  30  is further increased. Above all, since the call character  46  can be called only once in a game having three stages by using the special card, a strategic point in a game is improved by selecting an attack turn in which the special card is used. As a result, fun of the game is further increased. 
     Moreover, in the arcade game machine  1  according to the embodiment, it is possible to perform one game with one coin insertion. The one game is configured to include first to third stages and is ended as winning of the player when all HPs  62  of the enemy characters  42  become ‘0’ at the third stage. On the other hand, if all HPs  52  of the player characters  41  (or the special character  43 ) become ‘0’ at any of the stages before all HPs  62  of the enemy characters  42  become ‘0’, the game is ended as defeat of the player. That is, even though the first to third stages are prepared in one game, the game may be ended without clearing the third stage or even a stage before the third stage. 
     Here, the courage point  72  is added regardless of a stage. In addition, the courage point  72  does not reach a predetermined value at the second stage regardless of the speed of selection of the attack technique. In addition, as long as the courage point  72  does not reach the predetermined value, it is not possible to clear the third stage by making the HPs  62  of all enemy characters  42  ‘0’ at the third stage. Accordingly, since it is necessary to make a quick selection of an attack technique from the first stage also in order to clear the third stage, the game does not have completely independent stages but a stage progressing game in which the first and second stages progress toward the third stage is realized. As a result, a high-level game in which all stages are connected with each other can be realized. 
     In addition, since it is possible to make the third stage, which is a final stage of one game, more exciting than the first and second stages by setting the third stage differently from the first and second stages, fun of the game can be further increased. In addition, even in the case in which a game is ended by performing the game to the last of the third stage with one coin insertion (that is, clearing the third stage), the game may be ended before being performed to the last of the third stage. Thus, it becomes possible to urge the player to quickly select an attack technique of each player character  41  in each attack turn of the player from the first stage. 
     Furthermore, in the arcade game machine  1  according to the embodiment, not only a one-person play in which the player character  41  moving in accordance with an operation of a player is made to fight against the enemy character  42  controlled by computer processing but also a two-person play in which two players cause player characters, which are selected by the players, to fight against each other become possible. In addition, an online battle against another arcade game machine that has the same configuration and is connected to the arcade game machine  1  through a network may be performed. In the case of the online battle, one player can also perform a battle against a player located at a remote place. Accordingly, since a battle play between friends or unknown persons becomes possible, the fun of a game is further increased. 
     The invention is not limited to the embodiment described above but various modifications and applications thereof may be made. Hereinafter, modifications of the embodiment applicable to the invention will be described. 
     In the embodiment, the case in which a game is configured to include the first to third stages has been described as an example. However, the number of stages is arbitrary. Moreover, in the case when there is a plurality of stages, it is preferable to set such that the courage point  72  does not reach a predetermined value as long as a stage does not reach a final stage or the final stage cannot be cleared as long as the courage point  72  does not reach the predetermined value to execute the ‘finishing blow’. 
     In the embodiment described above, an attack using the call character  46 , which can be made by reading a special card in a game that can be executed with one coin insertion, could be performed only once. However, the invention is not limited thereto. In addition, it is preferable to limit the number of times of such attacks to a predetermined number. In addition, a condition that allows the special character  43  to participate in a battle instead of the three player characters  41  has been limited to a case in which the player characters  41  selected by reading of the trading card  30  have the same attribute. However, even if the player characters  41  do not have the same attribute, it may be possible to make the special character  43  participate in the battle at the time of a combination of predetermined attributes. In addition, even in the case when types of the selected player characters  41  other than the condition of attributes are based on a predetermined combination set beforehand, it is possible to make the enemy character  42  appear instead of the three player characters  41 . 
     In the embodiment described above, the trading card  30  is discharged before the start of a game in the arcade game machine  1 , such that the new trading card  30  is provided to a player. However, the time at which the new trading card  30  is provided to the player is not limited to a point of time before performing the game, but the trading card  30  may be provided after the game is ended. In this case, different kinds of cards may be provided according to a result of the game. For example, predetermined kinds of trading cards  30  may be provided at a high rate when the game is ended as winning of the player, or predetermined kinds of trading cards  30  may be provided only when the game is ended as winning of the player. 
     In the embodiment, the case in which the invention is applied to the arcade game machine  1  that uses the trading card  30  has been described as an example. However, the invention may also be applied to games in which a player character moving in accordance with an operation of a player and an enemy character are made to fight against each other and the player is made to select an attack technique of the player character when the player character makes an attack on the enemy character without using the trading card  30 . The number of player characters and the number of enemy characters are not limited to ‘3’, respectively, but may be an arbitrary number of one or more. The number of player characters and the number of enemy characters fighting against the player characters may be different from each other. In addition, the invention may be applied to not only a game in which an attack turn of a player character and an attack turn of an enemy character change alternately, that is, a turn system is adopted but also a game in which the attack turn of the player character or the attack turn of the enemy character is changed when a predetermined time set for each of the turns elapses, that is, an active time battle is adopted. 
     In addition, a computer device by which the invention is embodied and which is used as a platform that performs a game is not limited to the arcade game machine  1  described above. For example, a non-portable home video game machine, a portable game machine, a personal computer, or a mobile phone having an application executing function may also be applied. Even in the case when the non-portable home video game machine, the portable game machine, the personal computer, or the mobile phone having an application executing function is applied as a platform, the non-portable home video game machine, the portable game machine, the personal computer, and the mobile phone having the application executing function may be connected with each other through a network, such as Internet, or through infrared wireless communications such that two person can perform a battle play. 
     In addition, in the case when such highly common computer devices are applied as the platform, the sword  17  cannot be used at the time of exercising the ‘finishing blow’ unless a highly common input device is also used. For this reason, it is necessary to consider an alternative method. As a method of selecting execution of the ‘finishing blow’, a simple key operation or an operation of a pointing device may be applied. 
     Here, in the case when a computer device by which the invention is embodied and which is used as a platform that performs a game includes a touch panel, selection of an attack technique other than the ‘finishing blow’ is performed by means of a button operation, touch of a touch panel, and the like. However, when the ‘finishing blow’ can be executed, the execution of the ‘finishing blow’ may be instructed by displaying, for example, a sword image on a display device provided on a back surface of the touch panel and touching the sword image with a touch pen or the like. 
     Furthermore, in the case when the computer device by which the invention is embodied and which is used as a platform that performs a game includes a control pad having a multi-axis acceleration sensor, selection of an attack technique other than the ‘finishing blow’ is performed by means of an operation of a button provided on the control pad. However, when the ‘finishing blow’ can be executed, the player may instruct the execution of the ‘finishing blow’ by shaking or projecting the control pad, for example. 
     In the embodiment described above, a program and data used to execute a game to which the invention is applied are stored beforehand in the ROM  22  of the arcade game machine  1 . In addition, when a non-portable or portable game machine, a personal computer, or the like is applied as a platform for realizing the invention, a semiconductor memory card, optical and/or magnetic disks (for example, a flexible disk, a CD-ROM, and a DVD-ROM) may be applied for such program and data in accordance with the type of a computer device used as a platform. In the case when a computer device including a fixed disk device is used as a platform, the computer device may be distributed in a state in which such program and data are stored beforehand in the fixed disk device. 
     In addition, in the case when a computer device that can communicate with another computer device through a network (including the arcade game machine  1  according to the embodiment described above) is applied as a platform, such program and data may be distributed through the network in a state in which the program and data are stored in a fixed disk device provided in a server device existing on the network. In the case of the arcade game machine  1  according to the embodiment described above, it is preferable to apply a flash memory or the like as the ROM  22 . 
     Although the invention has been described with reference to several exemplary embodiments, it is understood that the words that have been used are words of description and illustration, rather than words of limitation. Changes may be made within the purview of the appended claims, as presently stated and as amended, without departing from the scope and spirit of the invention in its aspects. Although the invention has been described with reference to particular means, materials and embodiments, the invention is not intended to be limited to the particulars disclosed; rather, the invention extends to all functionally equivalent structures, methods, and uses such as are within the scope of the appended claims.