Patent Publication Number: US-2006009270-A1

Title: Game system

Description:
The present disclosure relates to subject matters contained in Japanese Patent Application No. 2004-196036 filed on Jul. 1, 2004, and Japanese Patent Application No. 2004-209943 filed on Jul. 16, 2004, which are expressly incorporated herein by reference in its entireties.  
     BACKGROUND OF THE INVENTION  
      1. Field of the Invention  
      The present invention relates to a game system comprised by a plurality of terminal and a server connected through a communication line. Particularly, it relates to a game system capable of executing an on-line game of a participation type by a large number of people such as a RTS (Real Time Strategy).  
      2. Description of the Prior Art  
      In recent years, accompanied with development of information communication technology, a game system comprised by a plurality of commercial or home use terminal and a server connected through a communication line has come into wide use. Such a game system, for example, as disclosed in Japanese Paten Laid-Open Publication No. 2003-103054, can execute various on-line games. Recently, as an on-line game, for example, the on-line game of a participation type by a large number of people such as the RTS (Real Time Strategy) has been provided.  
      The RTS is a strategic simulation game in which each player disposes a plurality of characters in the same play field and mutually operates the characters so as to let them perform a fighting, and the time within the game elapses (in real time). Consequently, each player must give suitable instruction to each character from time to time, and a high-level strategy is required. It can be said that possession of a high-level strategy with realistic sensations and heightening of tension in this manner is the most attractive aspect of the RTS.  
      In the RTS, since a plurality of characters operated by each player are disposed in the play field, a play field where each character is shrunk is displayed. If the fighting of the characters is continued as it is on the play field, the fighting between the shrunk characters is performed. Therefore, in general, in the RTS, when the fighting starts on the play field, the scene is switched over to a fighting image showing the fighting between the characters, which is displayed in magnification. Recently, there has been appeared a RTS such as using a three-dimensional scenography as a fighting image and performing an overwhelming dynamic representation.  
      However, as described above, in the RTS, since the game proceeds in real time, there has been a problem that, when the fighting starts and the scene is switched over to display the fighting image, the game situation in the play field cannot be ascertained. Further, while the fighting image is displayed, since no instruction can be given to other characters, there has been a problem that the player is sometimes unable to realize a strategy intended by him so that the strategic property of the game is degraded. Further, inability of giving the instructions to other characters because of the switching over of the scene to the fighting image every time the fighting starts makes the game incapable to perform in real time, and therefore, there has been a problem that it is impossible to enjoy realistic sensations and heightening of tension, which are the characteristics of the RTS.  
     SUMMARY OF THE INVENTION  
      The present invention has been performed in view of the above described problems, and an object of the invention is to provide a game system capable of ascertaining a game situation in a play field while a fighting image is displayed, and executing a game having a high-level strategy with realistic sensations and heightening of tension.  
      (1) A first aspect of the present invention is proposed as the following game system. That is, this game system includes a plurality of terminals each of which has a display unit and an input unit, and a server connected to the terminals through communication lines. The game system executes a game performing the fighting between a plurality of characters controlled by the terminals operated by a plurality of players. The game system comprises a position data storage unit (corresponding to position data storage means) storing position data representing the positions of characters disposed in the game area where a plurality of characters operated by each player can be disposed; a position renewal unit (corresponding to position renewal means) renewing the position data stored in the position data storage unit, based on the input operation of each player using by the input unit; a first display control unit (corresponding to first display control means) displaying a game area image representing the game area where characters are disposed based on the position data stored in the position data storage unit in the first display area owned by the display unit; and a second display control unit (corresponding to second display control means) displaying the fighting image representing the fighting between the characters in the second display area owned by the display unit when the fighting between the characters is performed in the game area.  
      According to the invention of the first aspect, the game area image representing the game area where the characters are disposed operated by each player is displayed in the first display area, and the fighting image representing the fighting between the characters performed separately is displayed in the second display area, and therefore, it is possible to enjoy the fighting between the characters through the fighting image, while ascertaining the game situation developed on the game area and giving the instructions to other characters. As a result, while enjoying an overwhelming dynamic fighting, a game having a strategic property with realistic sensations and heightening of tension can be played.  
      Further, the invention according to the first aspect provides the following.  
      (2) The game system as described above is characterized in that the input unit is a touch panel, which is provided in front of the display unit, and can detect a touch by the player, and when detecting the touch, outputs a detection signal showing the touch position, wherein the position renewal unit, in case the touch position shown by the detection signal outputted from the touch panel matches the display position of the character in the game area image displayed in the first display area, renews the position data of the character based on the detection signal.  
      According to the invention of (2), even while the fighting image is displayed, by touching the characters on the game area through the touch panel, suitable instructions can be given to a plurality of characters from time to time, and therefore, a game having a high strategic property with more realistic sensations and heightening of tension can be played.  
      Further, the present invention provides the following.  
      (3) The system game as described in (1) or (2) is characterized in that the display unit is capable of having a plurality of second display areas, wherein the second display control unit, in case the fighting between the characters is performed in plurality in the game area, displays the fighting image representing each fighting in each of plural second display areas.  
      According to the invention of (3), in case a plurality of fighting are performed on the game area, since the fighting image representing each fighting can be simultaneously displayed, a merit of the RTS in which the game having realistic sensations and heightening of tension proceeds in real time can be sufficiently enjoyed.  
      The game system may have an additional feature that the characters include an ally character and an enemy character, and the ally character can perform plural types of all-out attacks which are different in at least one of the range of the play field which becomes the object of the all-out attack, the form of the all-out attack performed by the ally character, and the damage given to the enemy character.  
      Further, the game system may have other additional feature that the input unit accepts an input for designating any one of the plural types of the all-out attacks  
      Further, the second aspect of the invention is a game system including a plurality of terminals each having a display unit and an input unit, and a server connected to the terminals through communication lines, the game system executing a game performing the fighting between a plurality of characters controlled by the terminals operated by a plurality of players. The game system comprises a position data storage unit (corresponding to position data storage means) storing position data representing the positions of characters disposed in the game area where a plurality of characters operated by each player can be disposed; a position renewal unit (corresponding to position renewal means) renewing the position data stored in the position data storage unit based on the input operation of each player using the input unit; a first display control unit (corresponding first display control means) displaying a game area image representing the game area where the ally character and the enemy characters are disposed based on the position data stored in the position data storage unit in the first display area owned by the display unit; a second display control unit (corresponding to second display control means) displaying the fighting image representing the fighting between the ally character and the enemy characters in the second display area owned by the display unit when the fighting between the ally character and the enemy characters is performed in the game area; and an attack instruction input unit (corresponding to attack instruction input means) inputting the instruction to the effect that an ally character attacks against the whole or a part of enemy characters disposed within the predetermined range of the game area based on the input operation of the player using the input unit, wherein the first display control unit, when the instruction is inputted by the attach instruction input unit, displays the game area image representing the game area where the ally character and the enemy characters are disposed in the first display area in the aspect where the ally character attacks the whole or a part of the enemy characters disposed within the predetermined range of the game area.  
      According to the invention according to the second aspect, the game area image representing the game area where the ally character operated by the player and the enemy character operated by another player are disposed is displayed in the first display area, and the fighting image representing the separate fighting between the ally character and the enemy character is displayed in the second display area, and therefore, while enjoying the fighting between the characters through the fighting image, it is possible to ascertain the positional relation between the ally character and the enemy character in the game area and the game situation developed in the game area, and give the instructions to other characters.  
      Further, even when the separate fighting between the ally character and the enemy character is performed and the state of the fighting is displayed in the second display area, it is possible to input the instruction to the effect that the attack be performed against a plurality of enemy characters by the ally characters, and when the instruction is inputted, since the state of the attack being performed by the ally characters against a plurality of enemy characters is displayed in the first display area, two aspects of the fighting such as the separate fighting between the ally character and the enemy character, and an all-out attack against a plurality of enemy characters from the ally characters can be simultaneously enjoyed.  
      The invention of the second aspect can have the same additional features as the invention of the first aspect has.  
      As a result, while enjoying an overwhelming dynamic fighting, a game having a strategic property with realistic sensations and heightening of tension can be played.  
      Additional objects and advantages of the invention will be set forth in the description which follows, and in part will be obvious from the description, or may be learned by practice of the invention. The objects and advantages of the invention may be realized and obtained by means of the instrumentalities and combination particularly pointed out hereinafter. 
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
       FIG. 1  is a structural drawing of a game system according to the present invention;  
       FIG. 2  is an oblique view showing external appearance showing eight sets of terminal and card vending machines installed in one outlet;  
       FIG. 3  is an oblique view showing the external appearance of the terminal;  
       FIG. 4  is a block diagram showing a hardware structure of the terminal;  
       FIG. 5  is a block diagram showing a hardware structure of the outlet server;  
       FIG. 6  is a block diagram showing a hardware structure of a center server;  
       FIG. 7  is a view showing one example of a game image displayed in a first display of the terminal;  
       FIG. 8  is a view for explaining each image included in the game image shown in  FIG. 7 ;  
       FIG. 9  is a view showing an object position table;  
       FIG. 10  is a flowchart showing the subroutine of an instruction input processing executed in the terminal;  
       FIG. 11  is a flowchart showing the subroutine of an operation type determination processing called and executed in step S 14  of the sub-routing shown in  FIG. 10 ;  
       FIG. 12  is a view showing a processing content determine table referred to in step S 36  of the subroutine show in  FIG. 11 ;  
       FIG. 13  is a view showing player participation information;  
       FIG. 14  is a view for explaining the content of transmitting and receiving processing of the data by the outlet server;  
       FIG. 15  is a flowchart showing the flow of the processing until starting the game in the terminal, the outlet server and the center server;  
       FIG. 16  is a flowchart showing the subroutine of the initial setting processing called and executed by the outlet server in step S 200  in the flowchart shown in  FIG. 15 ;  
       FIG. 17  is a view showing a support card determine table;  
       FIG. 18  is a view showing one example of historical data;  
       FIG. 19  is a view showing one example of an ability value setting table;  
       FIG. 20  is a view showing one example of player information;  
       FIG. 21  is a flowchart showing the outline of the processing executed in the terminal;  
       FIG. 22  is a flowchart showing the outline of the processing executed in the outlet server;  
       FIG. 23  is a time chart for explaining the processing of step S 237  of the flowchart shown in  FIG. 22 ;  
       FIG. 24  is a view showing a play field image displayed in a first display of the terminal during the game;  
       FIG. 25  is a flowchart showing the subroutine of a command processing called and executed in step S 232  of the flowchart shown in  FIG. 22 ;  
       FIG. 26  is a flowchart showing the subroutine of a fighting processing called and executed in step S 255  of the flowchart shown in  FIG. 25 ;  
       FIG. 27  is a view showing one example of an ability value correction table;  
       FIG. 28 (A) is player information before the ability value correction, and FIGS.  28 (B) to  28 (D) are player information after the ability value correction;  
       FIG. 29  is a view showing a game image displayed in the first display of the terminal and the fighting image displayed in a second display;  
       FIG. 30  is a view showing one example of a recovery timer setting table;  
       FIG. 31  is a view showing another example each of the game image displayed in the first display and the fighting image in the second display of the terminal;  
       FIG. 32  is a structural drawing of the game system according to the present invention;  
       FIG. 33  is a block diagram showing a hardware structure of the center server;  
       FIG. 34  is a block diagram showing a hardware structure of the outlet server;  
       FIG. 35  is an oblique view showing the external appearance of eight sets of the terminal and a card vending machine installed in an outlet;  
       FIG. 36  is an oblique view showing an external appearance of the terminal;  
       FIG. 37  is an exploded front view schematically showing an action figure;  
       FIG. 38  is a block diagram showing a hardware structure of the terminal;  
       FIG. 39  is a view showing one example of the image displayed in the first display of the terminal;  
       FIG. 40  is a view showing a character position table;  
       FIG. 41  is a view showing a character ability value table;  
       FIG. 42  is a flowchart showing the subroutine of a game processing executed in the terminal;  
       FIG. 43  is a flowchart showing the subroutine of the fighting processing called and executed in step S 1014  of the flowchart shown in  FIG. 42 ;  
       FIG. 44  is a flowchart showing the subroutine of the total fighting processing called and executed in step S 1016  of the flowchart shown in  FIG. 42 ;  
       FIG. 45  is a flowchart showing the processing executed in a first depiction processing portion;  
       FIG. 46  is a view showing the images displayed in the first display and the second display while the game proceeds;  
       FIG. 47  is a view showing the images displayed in the first display and the second display while the game proceeds; and  
       FIG. 48  is a view showing the images displayed in the first display and the second display while the game proceeds.  
    
    
      The accompanying drawings, which are incorporated in and constitute a part of the specification, illustrate embodiments of the invention, and together with the general description given above and the detailed description of the embodiments given below, serve to explain the principles of the invention.  
     DESCRIPTION OF THE PREFERRED EMBODIMENTS  
      Embodiments according to the present invention will be described below in detail with reference to the drawings.  
     1. First Embodiment of the Invention  
       FIG. 1  is a structural drawing showing one example of the game system according to the first embodiment of the present invention.  
      The game system comprises: a plurality of terminal  1 ; an outlet server  2  communicatably connected to a plurality (eight sets here) of terminal  1  through a private line  5 ; and a center server  3  communicatably connected to a plurality of outlet servers  2  through a communication line  4  and managing the game performed by using the terminal  1  by a plurality of players, and moreover, comprises a card vending machine  6  connected to the outlet server  2  through the private line  5  one set each for every outlet. Incidentally, between the outlet servers  2  also, communications are possible through the communication line  4 .  
      The terminal  1  accepts a predetermined operation performed through a touch panel  14  (not shown) by a player, and at the same time, allows a game to proceed based on data transmitted from the outlet server  2  (or center server  3 ) or data and the like from other terminal  1 .  
      Incidentally, the terminal  1  is associated with machine IDs specific to itself, respectively. The machine ID includes a code for each outlet server  2  connected with the terminal  1  and a code for each terminal  1  within the outlet where the terminal  1  is installed. For example, in case the code of the outlet server A of the outlet A is A, and the code of the terminal  1  within the outlet A is 1, the machine ID of this terminal  1  is a 1 .  
      The outlet server  2  is communicatably connected to a plurality (eight sets here) of terminal  1  and the center server  3 , respectively, and data transmission and reception is performed between the terminal  1  and the center server  3 .  
      The center server  3  is communicatably connected to a plurality of outlet servers  2 , and has a historical data relative to each player. The center server  3  performs the transmission and reception of the data with the terminal  1  through the outlet server  2 . In this manner, the player who performs the game in the same play field is decided. In this game system, the maximum up to four persons can play a game in the same play field.  
      The play field corresponds to a game area in the present invention.  
      The card vending machine  6  is communicatable with the center server  3  through the outlet server  2 . The card vending machine  6  accepts the input operation of personal information performed by the player, and performs the issuance of an ID card  8  (not shown). By the personal information inputted at this time, the center server  3  is registered with the player, and by the center server  3 , an identifiable ID data of the player for each player is granted. An ID card  8  to be issued is stored with this ID data.  
       FIG. 2  is an oblique view showing the external appearance of eight sets of the terminal and the card vending machine installed in one outlet.  
      Incidentally, in the following description, as one example of the terminal, while a commercial game device comprising two displays (first display  11  and second display  12 ) will be described, the present invention is not particularly limited to this example, and it can be similarly adapted to a home vide game device constituted by connecting the home video game device to a home television receiver, a personal computer functioning as the video game device by executing a video program, and the like.  
      Further, in the present embodiment, the game performed by using the terminal  1  is a RTS (real time strategy game) using the card, which is such that a player operating the terminal  1 , and a player operating another terminal or a CPU player dispose characters on a play field existing on a simulative game space and operate the characters to fight against each other. This game uses a character card corresponding to the character, and a support card affecting the game content or the character.  
      The character card is a card actually owned by the player, and has individual identifying information. Each character card corresponds to any one of the characters among 108 types of characters appearing on the game. This character card, for example, is sold by the card vending machine  6  and the like.  
      The character card in the present invention can use, for example, a card comprising a magnetic stripe, an IC card, and the like. Further, in case the IC card is used as the character card, the IC card may be of a contact type or a non-contact type. As the IC card of the non-contact type, for example, a transponder and the like used in a RFID (Radio Frequency Identification) system can be cited. Incidentally, since this technique is a conventionally known technique, and is described in Japanese Patent Laid-Open Publication No. 8-21875, the description thereof will be omitted here. Further, in the present invention, it is possible to use the character card formed with a pattern on the surface according to the identifying information optically identifiable. Hereinafter, a description will be made assuming that the character card is a non-contact IC card.  
      The support card is a card, which exists as data and is displayed as an image in a display (first display  11 ). The support card includes, for example, a defensive system support card, a move system support card, an attack system support card, a recovery system support card, and the like, and is distributed 25 sheets each to each player at the game starting time.  
      The support card has a function of giving a predetermined effect to the character or the game content while in use during the game. Specifically, the protection system support card is a card having functions to raise the defensive power and the attack evade rate, and the like of the ally, and to lower the attack power, the attack hitting probability, the probability of giving an additional damage (hereinafter referred to as critical hitting probability) and the like of the enemy. The move system support card is a card having functions to raise locomotive faculty of the ally character, and to lower locomotive faculty of the enemy character. The attack system support card is a card having functions to raise the attack power, the attack hitting probability, and the critical hitting probability, and the like of the ally, and to lower the defensive power, the attack evade rate, and the like of the enemy. The recovery system support card is a card having a function to recover damage suffered by the ally character and exhausted action points (for example, a magic power, a skill point, and the like).  
      As shown in  FIG. 3 , the terminal  1  comprises: a cabinet  10 ; a first display  11  provided in the front of the cabinet  10  to slant at a predetermined angle; and a second display  12  provided above the first display  11 .  
      The first display  11  is displayed with a game image including a play field image showing a play field disposed with characters and card images (see  FIGS. 7 and 8 ).  
      The second display  12  is displayed with a fighting image showing the fighting state when the fighting between the characters is performed.  
      In the present embodiment, the first display  11  and the second display  12  are equivalent to the display means provided in each of the terminal  1 .  
      The first display  11  has a first display area in which a game area image (play field image) representing the game area (play field) disposed with the characters is displayed.  
      The second display  12  has a second display area displaying a fighting image representing the fighting between the characters when the fighting between the characters is performed in the game area (play field).  
      In this manner, in the present invention, the display means provided in each of the terminal is not necessary one display (display device), but similarly to the game system according to the present embodiment, may be two displays, and the number thereof is not particularly limited.  
      Further, though the game system according to the present embodiment is constituted such that, among from two displays as the display means, one display (first display  11 ) has a first display area, and the remaining display (second display  12 ) has a second display area, the present invention is not limited to this example, and for example, the display area owned by one display is split into a plurality of areas, and one of the split areas may be made as a first display area, and the remaining one split area or plural areas may be made as a second display area.  
      In front of the first display  11 , which is the display means having the first display area, a touch panel  14  is provided. The touch panel  14  can detect a touch by the player, and outputs a detection signal showing a touched position when detecting the touch to an operation input portion  114  (not shown) to be described later. The player can input various types of instructions by touching the touch panel  14 . Both the left and right sides of the second display panel  12  are provided with a speaker  13 , which outputs sounds.  
      Below the first display  11 , there are provided a seven segment indicator  119 , a coin insertion slot  15  inputted with a coin, and an ID card loading slot  16  to be inserted with an ID card. The seven segment indicator  119  is displayed with arrangement points. The arrangement points are set for each player, and when character cards  9  are mounted on a mounting panel  17  to be described later, the arrangement points are reduced by the points set in advance for each character card  9 .  
      In case the arrangement points are reduced to 0 point, no more new character card can be mounted on the mounting panel  17  to be used for the game. The coin inputted to the coin insertion slot  15  is detected by a coin sensor  115  (not shown). Further, the ID card loaded into the ID card loading slot  16  has its ID data read by an ID card reader  116  (not shown). The ID data reader  116  functions as acquiring means for acquiring the ID data as player identifying information.  
      The cabinet  10  is provided with an control board  18  protruding in front, and on the upper surface of the control board  18 , there is provided the mounting panel  17  which can be mounted with a plurality of character cards  9 .  
      Inside the control board  18 , there is provided a character card reader  117  (not shown), and the character card reader  17  can read identifying information from the character cards  9  mounted on the mounting panel  17 .  
      Further, on the upper surface of the control board  18 , there are provided a plurality of operating switches  118 . The player can operate the operating switches  118  to input predetermined instructions.  
       FIG. 4  is a block diagram showing a hardware structure of the terminal.  
      A control portion  100  controls the whole operation of the terminal  1 , and comprises a CPU  101 , a ROM  102 , and a RAM  103 .  
      The ROM  102  stores various types of image data and game programs, and the like.  
      That is, the ROM  102  stores, for example, image data representing various types of images constituting the game images displayed in the first display  11  such as an ally character image showing a character operable by a player, an enemy character image operated by the player who is a fighting partner, a play field image disposed with the ally character image and the enemy character image, a button image representing a button which accepts a predetermined instruction, a character card image representing the character card, a support card image representing the support card, and a character image representing a character corresponding to the character card and the like.  
      Further, the ROM  102  stores, for example, an object constituting the ally character, an object constituting the enemy character, a texture data, and a background image, and the like. The object and the like constituting the ally character or the enemy character are constituted by a predetermined number of polygons so as to be able to depict three-dimensional images.  
      In this manner, the ROM  102  stores various types of image data and the like for displaying the play field image in the first display  11  as display means having the first display area, and various types of the image data and the like for displaying the fighting image in the second display  12  as the display means having the second display area.  
      In the present embodiment, though a case will be described, where these image data and the like are stored by the ROM  102  in advance, the present invention is not limited to this example, and for example, the image data and the like as described above are kept stored in the ROM  202  of the outlet server  2 , and in a predetermined timing (for example, a timing for starting the game, a timing in which other image data and the like are required, and the like), the image data and the like may be transmitted to the terminal  1 . In this case, the image data and the like as described above are stored in the RAM  103  of the terminal  1 .  
      The ROM  102  may be a storage medium built-into the terminal  1  or a detachably attachable storage medium. Further, the ROM  102  may be constituted by both of the medium.  
      Further, among various data stored in the ROM  102 , the data which can be stored in the detachably attachable recording medium may be made readable by driver, for example, such as, a hard disc drive, an optical disc drive, a flexible disc drive, a silicon disc drive, a cassette medium reading machine, and the like. In this case, the recording medium is, for example, a hard disc, an optical disc, a flexible disc, CD, DVD, a semiconductor memory, and the like.  
      The RAM  103  temporarily stores information in process, variables, and the like. For example, it stores object position information (see  FIG. 9 ), player participation information (see  FIG. 13 ), player information (see  FIG. 20 ), and the like. The object position information is a data stored in the object position table shown in  FIG. 9 , which includes display position coordinates of the image displayed in the first display  11 , the coordinates of the character image disposed in the play field (play field coordinates), and advisability of the operation input for each image through the touch panel  14 .  
      The play filed coordinates of the character image included in the object position information are equivalent to the position data representing the position of the character on the play field. In the game system according to the present embodiment, the RAM  103  of the terminal  1  functions as the position data storage means for storing the position data representing the position of the character on the play field.  
      A communication interface circuit  104  performs the transmission and reception between an outlet server  2  and the data (for example, the object position information, the player information, and the like) through a private line  5 .  
      The communication interface circuit  104  transmits an operation command inputted from the operation input portion  114  according to the instructions inputted by the player through the touch panel  14  to the outlet server  2  through the private line  5 , and the outlet server  2  allows the game to precede based on the operation command.  
      Further, the communication interface circuit  104  receives a display command for the first display  11  or the second display  12  from the outlet server  2  through the private line  5 . Based on the display command, the game image including play field image is displayed on the first display  11 , and the fighting image is displayed on the second display  12 .  
      A first depiction processing portion  111  allows the game image including the play field image and the card image to be displayed in the first display  11 , and comprises a VDP (Video data Processor), a video RAM, and the like. In the game system according to the present embodiment, the first depiction processing portion  111  functions as the first display control means.  
      The first depiction processing portion  111 , according to the display command, refers to the object position information (see  FIG. 9 ) and the player information (see  FIG. 20 ) stored in the RAM  103 , and extracts the image data from the ROM  102 .  
      Then, according to the priority shown in the first display  11  (for example, the play field image, the character image, the button image, the card image in that order), the image data is stored in the video RAM, thereby generating a game image and outputting it to the first display  11 . As a result, the first display  11  is displayed with the game image ( FIGS. 7 and 8 ).  
      A second depiction processing portion  112  allows the fighting image showing the fighting between the ally and the enemy to be displayed in the first display  12 , and comprises the VDP (Video data Processor), the video RAM, and the like. In the game system according to the present embodiment, the second depiction processing portion  112  functions as the second display control means.  
      The second depiction processing portion  112 , according to the display command, performs a calculation, a light source computation process, and the like for converting the object (for example, the object constituting the ally character, the object constituting the enemy character, and the like) stored in the ROM  102  from the position on a three dimensional space to the position on a pseudo three dimensional space, and at the same time, based on the calculation result, performs a write processing (for example, a mapping and the like of the texture data for the region of the video RAM designated by polygon) of the image data to be depicted for the video RAM, thereby generating a fighting image and outputting it to the display  12 . As a result, the second display  12  is displayed with the fighting image.  
      A sound reproduction portion  113 , according to the instruction from the outlet server  2 , outputs predetermined sounds, BGM, and the like from a speaker  12 .  
      The touch panel  14  is a rectangular thin layer material provided in front of the first display, and is constituted such that a pressure sensitive raw material comprising a linear transparent material with predetermined pitches in every direction is disposed and coated by a transparent cover or the like. This touch panel  14  can adopt a conventionally known panel. The touch panel  14  outputs a detection signal showing a touched position when touched to the operation input portion  114 .  
      The operation input portion  114  is a micro-computer comprising a memory  114   a  and a timer  114   b , and buffers a touch position as a data, which is shown by the detection signal outputted from the touch panel  14  in the predetermined region of the memory  114   a , and subsequently determines the instructed content based on the data by using the timer  114   b  and the like, and provides the determined result to the control portion  100  as an operation command. In this manner, the memory  114   a  of the operation input portion  114  is buffered with the detection signal as a data, and therefore, even when the operation input portion  114  is, for example, inputted with instructions for a plurality of character images instantaneously by the touch panel  14 , the processings according to the instructions can be executed simultaneously or in parallel. Further, the predetermined region of the memory  114   a  provided in the operation input portion  114  is stored with an object position table which stores the object position information relative to the object (image possible to become an operation object by the touch panel  14 ) displayed in the first display  11  (See  FIG. 9 ). The object position table is referred to when the operation input portion  114  determines the instruction content, and is renewed in sync whenever the object position information stored in the RAM  103  is renewed.  
      The coin sensor  115 , when detecting the coin inputted from the coin insertion slot  15 , transmits a predetermined signal to the control portion  100 . The ID card reader  116  reads an ID code from the ID card  8  loaded into the ID card loading slot  16 , and supplies it to the control portion  100 .  
      The character card reader  117  reads identifying information from the character card  9  mounted on the mounting panel  17 , and supplies it to the control portion  100 .  
      The operation switch  118  supplies a predetermined signal to the control portion  100  when operated by the player. The seven segment indicator  119  is displayed with the arrangement points.  
       FIG. 5  is a block diagram showing a hardware structure of the outlet server.  
      The outlet server  2  comprises a control portion  200  for controlling the whole operation of the outlet server  2 . The control portion  200  comprises a CPU  201 , a ROM  202 , and a RAM  203 .  
      The ROM  202  stores a game proceeding control program. The CPU  201  of the outlet server  2  executes the game control program stored in the ROM  202 , and performs a processing of the preceding of the game.  
      Further, the ROM  202  stores a character specific table (not shown) in which associated with the identifying information owned by the character card and the character appearing on the scene are associated, a support card determine table (see  FIG. 17 ) referred to when the support card to be distributed to each player is decided, an ability value setting table (see  FIG. 19 ) referred to when the ability value of each character is set based on the historical data, an ability value correction table (see  FIG. 27 ) for correcting the ability value of the character when the fighting is performed between the characters, and the like.  
      The ROM  202  may be a storage medium built-into the terminal  1  or a detachably attachable storage medium. Further, the ROM  202  may be constituted by both of the medium.  
      Further, among various data stored in the ROM  202 , the data which can be stored in the detachably attachable recording medium may be made readable by driver, for example, such as, a hard disc drive, an optical disc drive, a flexible disc drive, a silicon disc drive, a cassette medium reading machine, and the like. In this case, the recording medium is, for example, a hard disc, an optical disc, a flexible disc, CD, DVD, a semiconductor memory, and the like.  
      The RAM  203  temporarily stores information in process, variables, and the like. For example, the object position information (see  FIG. 9 ) in each of the terminal  1  stores the player participation information (see  FIG. 13 ), the player information (see  FIG. 20 ) including the level of each player or the character operated by each player, and the like. Further, when the historical data (see  FIG. 18 ) of the player is supplied from the center server  3 , the RAM  203  stores this historical data. This historical data shows the skilled level of each player or the character operated by each player. The skilled level is raised when the fighting with other characters scores victory or a predetermined result is attained on the game.  
      In the game system according to the present embodiment, the RAM  203  of the outlet server  2  functions as the position data storage means for storing the position data representing the position of the character on the play field. In this manner, in the game system according to the present embodiment, though the RAM  103  of the terminal  1  and the RAM  203  of the outlet server  2  function as the position data storage means for storing the position data representing the position of the character on the play field, while the game proceeds, the transmission of the data between the outlet server  2  and the terminal  1  is performed, and its time synchronization is controlled, and therefore, the RAM  203  of the outlet server  2  and the RAM  103  of the terminal  1  are always stored with the same position data. Incidentally, the transmission of the data between the outlet server  2  and the terminal  1  will be described later by using  FIG. 14 .  
      A communication interface circuit  204  transmits and receives various data to and from the center server  3  and other outlet servers  2  through a network comprising an Internet and the like.  
      Further, the outlet server  2  comprises an interface circuit group  205 , and is connected to a plurality (eight sets here) of terminal  1  and one set of the card vending machine  6  by the interface circuit group  205  through the private line  5 .  
      The CPU  201  of the outlet server  2 , by executing the game control program stored in the ROM  202 , functions as the position renewal means for renewing the position data stored in the RAM  203  as the position data storing means based on the input operation by the touch panel  14  by each player. Then, the transmission of the data between the outlet server  2  and the terminal  1  is performed, and its time synchronization is controlled, so that the same position data as the position data stored in the RAM  203  of the renewed outlet server  2  is stored in the RAM  103  of the terminal  1 .  
      In the game system according to the present embodiment, though a case will be described, in which the RAM  103  of the terminal  1  and the RAM  203  of the outlet server  2  function as the position data storage means, and the CPU  201  of the outlet server  2  functions as the position renewal means, the present invention is not limited to this example. For example, the RAM  203  only of the outlet server  2  may function as the position data storage means. Further, the RAM  103  of the terminal  1  may function as the position data storage means, and at the same time, the CPU  101  of the terminal  1  may function as the position renewal means.  
       FIG. 6  is a block diagram showing the hardware structure of the center server.  
      The center server  3  comprises a control portion  300  for controlling the whole operation of the center server  3 . The control portion  300  comprises the CPU  301 , a ROM  302 , and a RAM  303 .  
      The ROM  102  may be a storage medium built-into the terminal  1  or a detachably attachable storage medium. Further, the ROM  102  may be constituted by both of the medium.  
      Further, among various data stored in the ROM  302 , the data which can be stored in the detachably attachable recording medium may be made readable by driver, for example, such as, a hard disc drive, an optical disc drive, a flexible disc drive, a silicon disc drive, a cassette medium reading machine, and the like. In this case, the recording medium is, for example, a hard disc, an optical disc, a flexible disc, CD, DVD, a semiconductor memory, and the like.  
      The RAM  303  stores, for example, the ID data of each player, the historical data (see  FIG. 18 ) and the like.  
      The communication interface circuit  304  transmits and receives various data to and from a plurality of outlet servers  2  through the network comprising an Internet and the like.  
       FIG. 7  is a view showing one example of the game image displayed in the first display of the terminal, and  FIG. 8  is a view for explaining about each image included in the game image shown in  FIG. 7 .  
      On the left above of a game image  90  displayed in the first display  11 , there is disposed a play field image  91 . The play field image  91  is an image showing a part of the play field, and is scroll-shown according to the preceding state (for example, the move of the character and the like) of the game. The play field image  91  is disposed with five ally character images  98   a  to  98   e  and five enemy character images  99   a  to  99   e.    
      The character images  98  and  99  are images possible to become the operation objects by the player, and in the game system according to the present embodiment, by touching the character images  98  and  99  through the touch panel  14  (not shown), the operating instruction for the characters can be inputted.  
      On the left below the game image  90 , there is disposed a status image  97  showing the level and ability value of the character operated by the player. On the right above of the game image  90 , there are disposed fighting player images  96  showing the fighting players.  
      On the right below the game image  90 , there are disposed five card images  93  ( 93   a  to  93   e ) side by side. The card images  93   a  to  93   c  are images (character card images) to show the character cards, and the cards  93   d  and  93   e  are images (support card images) to show the support cards.  
      Among the character cards mounted on the mounting panel  17  by the player and the support cards distributed to the player at the game starting time, five cards selected by lottery and the like are displayed as the card images  93   a  to  93   e . The card image  93  is an image possible to become the operation object by the player, and in the game system according to the present embodiment, by touching the card image  93  through the touch panel  14  (not shown), the card can be used. When the card is used, the card image  93  disappears, and a new card is selected by the lottery and the like, and is displayed as the card image  93 .  
      On the upper side of the card image  93 , there are disposed six button images  94  ( 94   a  to  94   f ) side by side. The button image  94  is an image possible to become the operation object of the player, and in the game system according to the present embodiment, by touching the button image  94  through the touch panel  14  (not shown), varies instructions can be inputted.  
      For example, by operating the button image  94   a  [ALL-OUT WAR], the instruction to the effect that a full-scale attack be applied to united enemy characters by a plurality of ally characters can be inputted. By operating the button image  94   b  [JOIN], the instruction to the effect that a plurality of ally characters be joined together on one location can be inputted.  
      By operating the button image  94   c  [STOP], the instruction to the effect that the actions of a plurality of ally characters be all stopped can be inputted.  
      By operating the button image  94   d  [MOVE], the instruction to the effect that a plurality of ally characters be all moved can be inputted.  
      By operating the button image  94   e  [MAP], the instruction to the effect that an image showing the whole play field as the play field image  91  be displayed can be inputted.  
      By operating the button image  94   f  [CHANGE], the instruction to the effect that five sheets of the cards displayed as the card images  93  be exchanged with other cards can be inputted.  
      In this manner, while the game image  90  displayed in the first display  11  is disposed with various types of the images, among the various types of the images disposed in the game image  90 , with respect to the image (object) possible to become the operation object by the touch panel  14 , its display position and the like are controlled by the object position table shown in  FIG. 9 .  
       FIG. 9  is a view showing the object position table. This object position table is a table stored in the RAM  103  and the memory  114   a  of the terminal  1 .  
      An object code is information intrinsic to each object, and comprises a type and a code. A type [B] is a button image, a type [C] is a card image, a type [P] is an ally character image, and a type [E] is an enemy character image.  
      Consequently, in the first display  11  or the play field of this terminal  1 , there exist six button images corresponding to “B0001” to “B0006”, five card images corresponding to “C0120” to “C0122”, “C1010”, and “C1020”, seven ally character images corresponding to “P0101” to “P0107”, and seven enemy character images corresponding to “E0110” to “E0116”. Incidentally, the card image corresponding to the code in which the thousand&#39;s place is 0 is the character card image, and the card image corresponding to the code in which the thousand&#39;s place is 1 is the support card image.  
      The display position coordinates are coordinates in the first display  11 , and are set individually for every terminal  1 , and are represented by XY coordinates.  
      Play field coordinates are coordinates in the play field expanding in the pseudo game space, and are commonly set within the terminal  1  playing the game in the same play field, and are represented by XY coordinates. The play field coordinates functions as the position data storage means for storing the position data representing the position of the character on the play field.  
      Similarly to the character images corresponding to “P0106” and “P0107”, though the play field coordinates are set, those where the display position coordinates are not set are the images not displayed in the first display  11  in spite of existing on the play field.  
      Further, similarly to the button image corresponding to the type [B] or the card image corresponding to the type [C], the play field coordinates are set, but those where the display position coordinates are not set are the images not existing on the play field, though displayed in the first display  11 .  
      Acceptance or non-acceptance of the operation (acceptance is shown by “;” and non-acceptance by “x” in the figure) are set for every object in step S 237  of the subroutine of  FIG. 2  described later. The player touches the object of “;” for acceptance of the operation through the touch panel  14 , thereby making it possible to input the instruction. While, even if the player touches the object of “x” for non-acceptance of the operation through the touch panel  14 , no inputting of the instruction is possible. Since an operatable character (character image of “;” for acceptance of the operation) and a non-operatable character (character image of “x” for non-acceptance of the operation) are displayed in different modes in the first display  11  (for example, see  FIG. 24 ), the player can easily recognize both of them and can suitably give an adequate instruction.  
      The object position table shown in  FIG. 9  is stored in the predetermined region of the memory  114   a  provided in the operation input portion  114  of the terminal  1 . The operation input portion  114  refers to this object position table, and determines the instruction content inputted through the touch panel  14 .  
      Next, the processing executed in the operation input portion  114  of the terminal  1  will be described by using FIGS.  10  to  12 .  
       FIG. 10  is a flowchart showing the subroutine of the operation input processing executed by the operation input portion  114 . This subroutine is a subroutine called in a predetermined timing and executed by the operation input portion  114 .  
      First, it is determined whether or not the operation input portion  114  has received a detection signal outputted from the touch panel  14 , that is, whether or not the coordinates at the touched position have been inputted into the memory  114   a  as a data by the detection signal (step S 10 ). When it is determined that the coordinates have not been inputted, the present routine ends.  
      In the meantime, in case it is determined that the coordinates have been inputted, the operation input portion  114  performs an object search (step S 11 ). In this processing, the operation input portion  114 , based on the inputted coordinates, refers to the object position table shown in  FIG. 9 , and retrieves the object corresponding to the input coordinates. Next, as a result of the object search, the operation input portion  114  determines whether or not there exists the corresponding object (step S 12 ). Where there exists no corresponding object, the present subroutine ends. At this time, the coordinates of the detection signal stored in the memory  114   a  as a data are cleared.  
      In case there exists the corresponding object, the operation input portion  114  refers to the object position table shown in  FIG. 9 , and determines whether or not the object is unable to accept the operation (step S 13 ). In case the object is unable to accept the operation, the present subroutine ends. In the meantime, in case the object can accept the operation, an operation type determination processing to be described later is performed (step S 14 ), and the present subroutine ends.  
       FIG. 11  is a flowchart showing the subroutine called and executed by step S 14  of the subroutine shown in  FIG. 10 .  
      First, the operation input portion  114  sets a predetermined timer value to the timer  114   b  (step S 20 ). This timer value, after being set, is subtracted in order at predetermined intervals.  
      Next, it is determined whether or not detouch (touching completed) has been made (step S 21 ). In this processing, the operation input portion  114  determines that detouch has been made when the input of the detection signal from the touch panel  14  has ceased.  
      In case it is determined that there has been no detouch made, it is determined whether or not the input coordinates have moved (step S 22 ). In this processing, the operation input portion  114  determines whether or not the touched positions shown by the detection signals from the touch panel  14  move in order.  
      In case it is determined that the touched positions do not move in order, it is determined whether or not the timer value has become 0 (step S 23 ). In case it is determined that the timer value has become 0, the operation input portion  114  determines that the operation is a touch operation (operation touching the same position of the touch panel  14  for the predetermined period of time). In case it is determined that the time value does not become 0, the processing is returned to step S 21 . Further, in step S 22 , in case it is determined that the input coordinates move, the operation input portion  114  determines that the operation is a drag operation.  
      In step S 21 , in case it is determined that detouch has been made, the timer  114   b  is reset (step S 26 ), and it is determined whether or not new inputs have been made into other coordinates (step S 27 ). In case it is determined that no new inputs have been made in other coordinates, it is determined whether or not the timer value is 0 (step S 28 ). In case it is determined that the time value is 0, the operation input portion  114  determines that the operation is a click operation (step S 29 ). In case it is determined that the timer value is not 0, the processing is returned to step S 27 .  
      In step S 27 , in case it is determined that the new inputs have been made into other coordinates, the timer  114   b  is reset (step S 30 ), and it is determined whether or not new inputs have been made into other coordinates (step S 31 ).  
      In case it is determined that new inputs have been not made, it is determined whether or not the timer value is 0 (step S 32 ). In case it is determined that the timer value is 0, the operation input portion  114  determines that the operation is a two point touch operation (step S 33 ). In case it is determined that the timer value is not 0, the processing is returned to step S 31 .  
      In step S 31 , in case it is determined that new inputs have been made into other coordinates, the operation input portion  114  determines that the operation is a three point touch operation (step S 34 ).  
      By executing the processings of steps S 20  to S 34 , the operation input portion  114  can determine whether the operation corresponds to any of a click operation, a touch operation, a drag operation, a two point touch operation or a three point touch operation.  
      Next, the operation input portion  114 , based on the types of the objects corresponding to the touched positions and based on the operation types, refers to the processing content determine table stored in the predetermined region of the memory  114   a , and decides the processing content.  
       FIG. 12  is a view showing one example of the processing content determine table.  
      In case the object is B (button image), if the operation type is a [click], the processing content becomes [processing according to the button].  
      If the operation type is a [touch], the processing content becomes a [help display]. The [help display] is a display of the processing content performed according to the button.  
      In case the operation type is a [drag], that operation becomes invalid.  
      Incase the operation type is a [two point touch] or [three point touch], the first point only becomes valid, and the same processing as the [click] is performed.  
      In case the object is C (card image), if the operation type is the [click] or the [two point touch], the processing content becomes an [entrance on the stage of the character] or a [use of the card]. Specifically, in case the character card is selected, the processing content becomes the [entrance on the stage of the character], and in this case, the entering position on the stage of the character is automatically selected by a computer. However, in the case of the [two point touch], the second point is appointed as the entering position on the state of the character, and if the second point is other than the play field, the operation becomes invalid.  
      In the meant time, in case the support card is selected, the processing content becomes the [use of the card]. In this case, the selection of the ally character image or the enemy character image which becomes the object of the [use of the cards] later is required. However, in the case of the [two point touch], the second point becomes an object designation, and in case the second point is other than the ally character image or the enemy character image, the operation becomes invalid.  
      If the operation type is the [touch], the processing content becomes a [status display]. The status display in the case of the object being C (card image) is a display of the characteristic or the function of the card. If the operation type is the [drag], the operation becomes invalid.  
      If the operation type is the [three point touch], the first and second points only become valid, and the same processing as the [two point touch] is performed.  
      In case the object is P (ally character image), if the operation type is the [click], the processing content becomes an [attack] or an [object designation]. Specifically, incase the [use of the card] is selected earlier, the processing content becomes the [object designation], and in other cases, the processing content becomes the [attack]. However, incase the processing content is the [attack], the [object designation] is required later.  
      If the operation type is the [touch], the processing content becomes the [status display]. The status display in the case of the object being P (ally character image) is a display of the external appearance and ability of the ally character.  
      If the operation type is the [drag], the processing content becomes the [move]. In this case, a drag destination is a move destination of the character image.  
      If the operation type is the [two point touch], the processing content becomes the [attack]. In this case, the second point becomes the object destination, and in case the second point is other than the enemy character image, the operation becomes invalid.  
      If the operation type is the [three point touch], the processing content becomes the [move+attack]. In this case, the second point becomes a move destination designation, and the third point becomes the object destination. In case the second point is other than the play field or the third point is E (enemy character image), the operation becomes invalid.  
      In this manner, in case the object is P (ally character image), and the operation type is the [drag], the [two point touch] or the [three point touch], the instruction to the effect that the character be moved is inputted.  
      In case the object is E (enemy character image), if the operation type is the [click], the processing content becomes the [object destination] or the [invalid]. Specifically, in case the [attack] or the [use of the card] is selected earlier, the processing content becomes the [object designation], and in other cases, the processing content becomes the [invalid].  
      If the operation type is the [touch], the processing content becomes the [status display]. The status display in the case of the object being E (enemy character image) is a display of the external appearance, ability and the like of the enemy character.  
      In case the operation type is the [drag], the processing content becomes [invalid].  
      If the operation type is the [two point touch] or the [three point touch], the first point alone is valid, and the same processing as the [click] is performed.  
      After having performed the processing of step S 35 , the operation input portion  114  sets the operation command corresponding to the processing content to the RAM  103 .  
      This operation command is transmitted from the terminal  1  to the outlet server  2  in a predetermined timing (see  FIG. 21 , step S 111 ).  
      The outlet server  2 , based on the operation command, performs, for example, processing relative to the preceding of the game such as the renewal of the object position information and the like (see  FIGS. 22 and 25 ), and based on the processing result, transmits a display command to the terminal  1 . The first depiction processing portion  111  of the terminal  1 , based on the display command, displays the game image including the play field image and the card image in the first display  11 .  
      Next, in case the games are played in the same play field for every four terminal  1 , the player participation information stored in the RAM  203  of the outlet server  2  connected to each terminal through the private line  5  and the RAM  303  of the center server  3  will be described by using  FIG. 13 .  
       FIG. 13  is a view showing the player participation information.  
      From the left columns in order are stored the player field numbers (FN) which are the identifying numbers of the player fields given for every player field in conformity with a predetermined rule when the player fields are prepared by the center server  3 , receipt sequential numbers (RN) which are the numbers sequentially given when received by the center server  3 , machine IDs (CN) which are the identifying information of the terminal  1 , outlet server codes (SN) which are identifying numbers of the outlet servers  2 , and player classification (PC) showing the classification of the players operating the terminal  1 .  
      The player classification (PC) is stored with [players] in case the terminal  1  is operated by human players, and in case the game is operated by CPU players, the [CPU players] are stored. Incidentally, in case the player classification of four players within the play field becomes all [CPU players] or no player exists, the player participation information relative to the play field is eliminated.  
      In the play field of the play field No.  1 , the participation in the game in order of terminal a 1 , terminal a 2 , terminal b 1 , and terminal c 1  are received by the center server  3 .  
      From the player participation information shown in  FIG. 13 , it is evident that the play field of the play field No.  1  is constituted by the terminal a 1 , a 2 , b 1  and c 1 , and that the terminal a 1  and a 2  are connected to an outlet server A through the private line, and that the terminal a 1 , a 2 , b 1 , and c 1  are operated by human players or the like. Incidentally, the player participation information relative to the play field number [1] shown in  FIG. 13  is stored in the predetermined regions of the RAM  203  of the outlet servers A, B and C.  
       FIG. 14  relates to a game in the play field of the play field number [1], and is a view for explaining the content of the transmission and reception of the data by the outlet servers A, B and C. Tables (a), (b) and (c) are views for explaining the content of the processing by the outlet servers A, B and C, respectively. In the left column of the table are mentioned the machine ID (CN) of the terminal  1  which is the transmitting source of the data received by the outlet server  2  (outlet server A, B or C), and the outlet server code (SN) of the outlet server  2  passed though until received by the outlet server  2 . In the right column of the table are mentioned the machine ID (CN) of the terminal  1  which is the transmitting destination of the data transmitted from the outlet server  2  (outlet server A, B or C), and the outlet server code (SN) of the outlet server  2  passed though until received by the terminal  1 . Incidentally, the CPU  201  provided in the outlet servers A, B and C, when received the data transmitted from the terminal a 1 , a 2 , b 1 , and c 1 , renews various types of data stored in the predetermined region of the RAM  203 .  
      The CPU  201  of the outlet server A, as located at the second row from the top of the table (a), receives the data from the terminal a 1 , and transmits it to the terminal a 2  and the outlet servers B and C.  
      Then, the CPU  201  of the outlet server B, as located at the second row from the top of the table (b), receives the data from the terminal a 1  via the outlet server A, and transmits it to the terminal b 1 . The CPU  201  of the outlet server C, as located at the second row from the top of the table (c), receives the data from the terminal a 1  via the outlet server A and, transmits it to the terminal c 1 .  
      At the same time, the CPU  201  of the outlet server A, as located at the third row from the top of the table (a), receives the data from the terminal a 2 , and transmit it to the terminal a 1  and the outlet servers B and C.  
      The CPU  201  of the outlet server B, as located at the third row from the top of the table (b), receives the data from the terminal a 2  via the outlet server A, and transmits it to the terminal b 1 . The CPU  201  of the outlet server C, as located at the third row from the top of the table (c), receives the data from the terminal a 2  via the outlet server A, and transmits it to the terminal c 1 .  
      The CPU  201  of the outlet server B, as located at the fourth row from the top of the table (b), receives the data from the terminal b 1 , and transmits it to the outlet server A. Then, the CPU  201  of the outlet server A, as located at the fourth row from the top of the table (a), receives the data from the terminal b 1  via the outlet server B, and transmit it to the terminal a 1  and a 2  and the outlet server C. Then, the CPU  201  of the outlet server C, as located at the fourth row from the top of the table (c), receives the operation signal from the terminal b 1  via the outlet servers B and A, and transmits it to the terminal c 1 .  
      Similarly, the CPU  201  of the outlet server C, as located at the fifth row from the top of the table (c), receives the data from the terminal c 1 , and transmit it to the outlet server A. The CPU  201  of the outlet server A, as located at the fifth row from the top of the table (a), receives the data from the terminal c 1  via the outlet server C, and transmits it to the terminal a 1  and a 2  and the outlet server B. Then, the CPU  201  of the outlet server B, as located at the fifth row from the top of the table (b), receives the data from the terminal c 1  via the outlet servers C and A, and transmits it to the terminal b 1 .  
      In this manner, the CPU  201 , between the outlet servers A, B, and C, transmits the data from the terminal a 1 , a 2 , b 1 , and c 1 , so that, every time the data from the terminal a 1 , a 2 , b 1 , and c 1  are received, various types of the data stored in the RAM  203  are renewed, and therefore, the terminal a 1 , a 2 , b 1  and c 1  allow the game to precede by using the data stored in the RAM  203 , thereby making it possible to easily control a time synchronization (to make the game preceding status identical) in the preceding of the games between the terminal a 1 , a 2 , b 1  and c 1 .  
      That is, the outlet server  2  (here, the outlet server A) initially receiving the participation in the game receives the data from the terminal  1  connected by the private line  5  and transmits it to all other terminal  1 , and at the same time, and receives the data from the terminal  1  connected to another outlet server  2  (here, the outlet server B or C) by the private line  5  through another outlet server  2  (the outlet server B or C), and transmits it to all other terminal  1 .  
      Further, another server  2  (the outlet server B or C) receives the data from the terminal  1  connected by the private line  5  via the outlet server  2  (the outlet server A), and transmits it to the terminal  1  connected by the private line  5 .  
       FIG. 15  is a flowchart showing the flow of the processing till the game starts in the terminal  1 , the outlet server  2 , and the center server  3 .  
      First, the CPU  101  of the terminal  1  receives the input of a coin from the coin insertion slot  15  (step S 100 ). In case the CPU  101 , on occasion of detecting the coin, receives a predetermined signal outputted from the coin sensor  115 , it reads the ID code of the player by the ID card reader  116  from the ID card  8  inserted into the ID card slot port  16  (step S 101 ). The CPU  101  receives the input of a password by the operation of the player (step S 102 ). Next, the CPU  101  transmits the read ID code to the center server  3  via the outlet server  2  through the private line  5  by the communication interface circuit  104  together with the password inputted by the operation of the player (step S 103 ).  
      The CPU  301  of the center server  3  determines whether or not there is an ID code received from the terminal  1  in the ID codes stored in the RAM  303 . When it is determined that there is an ID code, it is determined whether or not the password of the player stored in the RAM  303  in association with that ID code matches the password received from the terminal  1 , thereby performing a certification (step S 301 ). The CPU  301  transmits its result to the terminal  1  as a response signal.  
      In case the response signal is received from the center  3 , the selection of the game mode is received (step S 104 ). As the selection of the game mode, it is possible to make the selection of the play fields where the game is played, and the selection of the fighting parties (for example, the selection of whether or not the game is played by the players in the terminal  1  of the same outlet, the selection of whether or not the CPU players are allowed to participate, and the like).  
      Next, the CPU  101  reads the identifying information from the character card  9  mounted on the mounting panel  17  by the character card reader  117  (step S 105 ). The CPU  101  transmits an entry data including the identifying information and the like which have been read to the center server  3  via the outlet server  2  (step S 106 ).  
      In the meantime, the CPU  301  of the center server  3  receives the entry (step S 303 ), and renews the player participation information shown in  FIG. 13  (step S 304 ).  
      Next, the CPU  301  decides the players (fighting parties) playing a game in the same play field (step S 305 ). In case the human players are even less than four persons or the selection to the effect that the fighting be made with the computer in the game mode selection, the CPU players are set.  
      Next, the CPU  301  extracts the historical data of each player from the RAM  303  (step S 306 ). Next, the CPU  301  transmits the extracted historical data to the outlet server  2  (step S 307 ).  
      The outlet server  2 , which receives each player&#39;s game historical data from the center server  3 , performs an initial setting processing (step S 200 ). In this initial setting processing, player information (see  FIG. 20 ) including each player as well as the level and ability value of the character operated by each player and object position information (see  FIG. 9 ) are generated. The initial setting processing will be described later in detail by using  FIG. 16 .  
      Next, the outlet server  2  transmits the generated player information and the object information to the terminal  1 , which perform the games in the same play field (step S 201 ). After that, in the terminal  1  and the outlet server  2 , the game is started, respectively (step S 108  and S 202 ).  
      As shown in  FIG. 15 , in the game played by the game system according to the present embodiment, each player can participate at his preferable time, and a plurality of players can participate in the preceding of the games in one play field. This is the characteristic of the real time strategy (RTS).  
       FIG. 16  is a flowchart showing the subroutine of the initial setting processing called and executed in step S 200  of the flowchart shown in  FIG. 15  in the outlet server  2 .  
      First, the CPU  201  of the outlet server  2  executes a random number generation program stored in the ROM  202 , and performs the sampling of random numbers (step S 210 ). The number of random numbers to be sampled is the number of support cards distributed to four players. For example, in case the support card is distributed 25 pieces each to each player, 100 pieces of random numbers are sampled.  
      Next, the CPU  201  refers to the support card determine table stored in the ROM  202 , and based on the random number value sampled, decides the support card to be distributed to each player (step S 211 ).  
       FIG. 17  is a view showing one sample of the support card determine table.  
      The left most column is stored with the random number extracted values, and the right column next to it is stored with card numbers, and each card number is associated with the type and function of the support card.  
      This support card determine table is a look-up table, and for example, if the random number extracted value is any of 0 to 15, the support card of “1001” is selected.  
      Next, the CPU  201  refers to the ability value setting table, and based on the game historical data (skill level), sets the level and the ability value with the player and the character (step S 212 ). In the step S 212 , with regard to the four players playing the game in the same play field, the CPU  201  sets the level and the ability value with the player and the character operated by the player.  
       FIG. 18  is a view showing one example of the historical data.  
      The ID data is a data stored in the ID card  8  (not shown), and is a data allotted to every player by the center server  3  when the ID card  8  is sold from the card vending machine  6 . The historical data shown in  FIG. 18  is a historical data of the player “P 1 ”.  
      The column of the character number is stored with the character numbers of the characters used (operated) in the game by the player “P 1 ”.  
      The skill level is historical data in the present invention, and is set individually for the player and each character. The skill level is raised when the predetermined conditions (for example, winning a victory over the fighting between the characters, predetermined points being scored by players, and the like) are satisfied.  
       FIG. 19  is a view showing one example of the ability value setting table.  
      In the ability value setting table, the skill level, the level and the ability value are associated for each character. The ability value, as shown in  FIG. 19 , consists of plural items such as vitality (life force), magical power, attack power, defensive power, locomotive faculty, attack hitting probability, critical hitting probability, and attack evade rate.  
      Although not shown in the figure, in the ability value setting table, with regard to the players also, the skill level, the level and the ability value are associated.  
      The level shows the strength of the player or the character over the game by stages, and if it is the same player or character, higher the numerical value is, higher the ability value of the player or character is, and this implies that it is strong also over the game.  
      The vitality (life force) shows the remaining physical strength of the player or the character, which is reduced when suffering damage by the attack from the enemy character and the like. When the vitality (life force) of the player is reduced to 0, the game is over. Further, when the vitality (life force) of the ally character is reduced to 0, that character becomes extinct from the play field, and cannot be used in the game for the predetermined period of time.  
      The magical power is an action point required for performing a predetermined action (for using the magical power here) by the character. When the character uses the magical power, the magical power is reduced by a predetermined value according to the types of the magical power. The magical power is recovered with time at a predetermined speed in case it is reduced while in the fighting. The recovery speed of the magical power changes according to the player or the level of the character operated by the player.  
      The attack power is a power by which the character can give damage to another character, and higher the numerical value thereof is, greater the amount of damage is, which can be given to another character.  
      The defensive power is a power to defend an attack from another character, and higher the numerical value thereof is, damage suffered from the attack from another character can be reduced.  
      The locomotive faculty affects the movable distance on the play field and the frequency of actions by the character while in the fighting, and higher the numerical value thereof is, longer the distance is, in which the character can move on the play field, so that the frequency of actions while in the fighting is increased.  
      The attack hitting probability is a ratio that can allow an attack by the character to hit another character, and higher the numerical value thereof is, higher the probability is, which can allow the attack to hit.  
      The critical hitting probability is a ratio that can give additional damage when the character attacks another character, and higher the numerical value thereof is, higher the probability is, by which additional damage can be given.  
      The attack evade rate is a rate that evades an attack in case the character receives the attack from another character, and higher the numerical value thereof is, higher the probability is, by which the attack can be evaded.  
      After the processing of step S 212 , the CPU  201 , based on the processing results of the step S 211  and step S 212 , generates player information (step S 213 ).  
       FIG. 20  is a view showing one example of the player information.  
      The upper side table shows the player information of the player “P 1 ”. The level and ability value of the player and each character set in step S 212  are stored, and at the same time, the card numbers of a plurality (for example, 25 sheets) of support cards distributed in step S 211  are stored.  
      Further, the lower side table shows the player information of the player “P 2 ”. In the figure, while the player information only on two players is shown, in step S 213 , the player information on four players playing the game in the same play field is generated.  
      Next, the CPU  201  selects five sheets of the cards initially usably by lottery (step S 214 ). The cards that are taken as usable are the cards displayed in the first display  11  of the terminal  1  as the card images  93   a  to  93   e , and five sheets are selected from among the character cards and the support cards by lottery. In step S 214 , for the four players playing the game in the same play field, five sheets of the cards are selected that are taken as initially usable.  
      Next, the CPU  201  generates object position information shown in  FIG. 9  (step S 215 ). In this processing, the CPU  201  disposes the predetermined characters on the play field so as to set play field coordinates, and based on the play field coordinates, sets display position coordinates in each terminal  1 . Further, based on the selection result in step S 214 , the CPU  201  sets the display position coordinates of the card image in each terminal  1 . Further, it performs the setting processing and the like of the display position coordinates of the button image in each terminal  1 .  
      As a result, the position data representing the position of the character on the play field is generated and stored in the RAM  203  of the outlet server  2 .  
      After that, the present subroutine ends.  
      The object position information (see  FIG. 9 ) generated in the subroutine shown in  FIG. 16  and the player information (see  FIG. 20 ) are transmitted to the terminal  1  in step S 201  of the flowchart shown in  FIG. 15 . After that, while the game precedes, as described by using  FIG. 14 , the transmission of the data is performed between the outlet server  2  and four terminal  1 , and its time synchronization is controlled, and therefore, the RAM  203  of the outlet server  2  and the RAM  103  of the four terminal  1  are always stored with the same object position information (which includes the play field coordinates of the character as the position data) and the player information.  
       FIG. 21  is a flowchart showing the outline of the processing executed in the terminal  1  while the game precedes.  
      First, the CPU  101  of the terminal  1  determines whether or not the operation command is inputted (step S 110 ). The operation command, as described by using FIGS.  10  to  12 , is a command set to the RAM  103  by the operation input portion  114  according to the instruction inputted by the player through the touch panel  14 , and in step S 110 , the CPU  101  determines whether or not the operation command is set to the RAM  103 .  
      In case the operation command is inputted from the operation input portion  114 , the CPU  101  transmits the operation command to the outlet server  2  by the communication interface circuit  104  through the private line  5  (step S 111 ). This processing corresponds to the processing of step S 231  of the flowchart shown in  FIG. 22 .  
      The outlet server  2  suitably receives the operation commands from four terminal  1 , and based on the operation command, performs the processing of proceeding the game. Then, based on this processing result, the outlet server  2  transmits the display command to each terminal  1  for the first display  11  or the second display  12  ( FIG. 22 , step S 238 ). Further, the outlet server  2 , based on the processing result, renews the player information and the object position information, and transmits the player information and the object position information after the renewal to each terminal  1  ( FIG. 22 , step S 239 ). The processing executed in the outlet server  2  will be described in detail later by using  FIG. 22 .  
      In case it is determined that the operation command is not inputted in step S 110  or the processing of step S 111  is executed, next, the CPU  101  determines whether or not a card change instruction is inputted (step S 113 ). The card change instruction in this step S 113  is an instruction to the effect that the card images  93   a  to  93   e  displayed in the first display  11  be changed, that is, the instruction to the effect that the usable card be changed. The card change instruction here is not the instruction to the effect that mounted on the mounting panel  17  be physically changed (for example, removal, addition, and the like).  
      The card change instruction in step S 113  can be inputted by touching a button image  94   f  [change] among the game images  90  displayed in the first display  11  through the touch panel  14  (see  FIGS. 7 and 8 ).  
      In case it is determined that the card change instruction is inputted, the CPU  101  transmits the card change instruction to the outlet server  2  through the private line  5  by the communication interface circuit  104  (step S 114 ). In the meantime, the outlet server  2 , based on the received card change instruction, newly selects a usable card, and renews the object position information on the card image.  
      In case it is determined that the card change instruction is not inputted in step S 113  or the processing of step S 114  is executed, the CPU  101  determines whether or not the play information and the object position information is received from the outlet server  2  (step S 115 ).  
      This processing correspond to the processing of step S 238  of the flowchart shown in  FIG. 22 . In this processing, the CPU  101  determines whether or not the transmission of the data (the player information and the object position information) between the outlet server  2  described by using  FIG. 14  and the four terminal  1  is performed.  
      In case it is determined that the player information and the object position information are received from the outlet server  2 , the CPU  101  renews the player information and the object position information stored in the RAM  103  (step S 116 ). As a result, the player information and the object position information stored in the RAM  103  of the terminal  1  are synchronized in time with the player information and the object position information stored in the RAM  203  of the outlet server  2 . Incidentally, in case the object position information stored in the RAM  103  is renewed, the object position information stored in the memory  114   a  of the operation input portion  114  is also renewed.  
      In step S 115 , in case it is determined that the player information and the object position information are not received from the outlet server  2  or the processing of step S 116  is executed, the CPU  101  determines whether or not the display command is received from the outlet server  2  (step S 117 ). This processing corresponds to the processing of step S 239  of the flowchart shown in  FIG. 22 .  
      In case it is determined that the display command is received, the CPU  101  performs the image display processing for the first display  11  and the second display  12  (step S 118 ). In this processing, the CPU  101  supplies the display command to the first depiction processing portion  111  or the second depiction processing portion  112 . The first depiction processing portion  111 , according to the display command, refers to the object position information (see  FIG. 9 ) and the player information (see  FIG. 20 ) stored in the RAM  103 , and extracts the image data from the ROM  102 . Then, according to the priority displayed in the first display  11  (for example, the play field image, the character image, the button image, and the card image in that order), the image data is stored in the video RAM to generate a game image, and the game image is outputted to the first display  11 . As a result, the first display  11  is displayed with the game image (see  FIGS. 7 and 8 ). At this time, the first depiction processing portion  111  functions as the first display control means for displaying the play field image where the characters are shrunk and disposed on the play filed based on the position data stored in the RAM  103  as the position data storage means in the first display  11  as the display means having the first display area. Incidentally, in the present invention, the shrinkage of the character is referred to as the display in the first display area of the character image smaller than the character image included in the fighting image displayed in the second display area.  
      Further, according to the display command, the second depiction processing portion  112  performs a calculation, a light source computation process, and the like for converting the object (for example, the object constituting the ally character, the object constituting the enemy character, and the like) stored in the ROM  102  from the position on a three dimensional space to the position on a pseudo three dimensional space, and at the same time, based on the calculation result, performs a write processing (for example, a mapping and the like of the texture data for the region of the video RAM designated by polygon) of the image data to be depicted for the video RAM, thereby generating a fighting image and outputting it to the display  12 . As a result, the second display  12  is displayed with the fighting image. At this time, the second depiction processing portion  112  functions as the second display control means for displaying the fighting image representing the fighting between the characters performed on the play field in the second display  12  as the display means having the second display area.  
      In step S 117 , in case it is determined that the display command is not received or the processing of step S 118  is executed, the CPU  101  determines whether or not the game is completed (the game is over) (step S 119 ). In this processing, the CPU  101  determines the game is completed when the fighting by four players in the play field is completed, when the player operating this terminal  1  loses in the game or when an instruction to the effect that the game be completed is inputted by the player. In case it is determined that the game is not completed, the processing is returned to step S 110 . In the meantime, in case it is determined that the game is completed, the present subroutine ends.  
       FIG. 22  is a flowchart showing the outline of the processing executed in the outlet server  2  while the game proceeds.  
      First, the CPU  201 , when starting the game, sets a timer corresponding to the player in a predetermined region of the RAM  203  (step S 230 ).  
      The timer value of this timer is subtracted in order at predetermined time intervals after being set, and when the player of a higher level fights against (fighting between the characters) the player of a lower level, the timer corresponding to the player of a higher level is reset, and when the timer value becomes 0, the level of the player corresponding to the timer is reduced by 1.  
      In step S 230 , the timer for all four players may be set or the timer may be set only for the predetermined numbers of players of higher level among four players. Further, the timer value may be changed according to the level of the player.  
      Next, the CPU  201  determines whether or not the operation command is received from the terminal  1  through the private line  5  by the communication interface circuit  204  (step S 231 ). This processing is a processing corresponding to step S 111  of the flowchart shown in  FIG. 21 .  
      In case it is determined that the operation command is received, the CPU  201 , based on the operation command received from the terminal  1 , executes a command processing allowing the game to proceed (step S 232 ). The command processing will be described later in detail by using  FIG. 25 .  
      In step S 231 , in case it is determined that the operation command is not received or the processing of step S 232  is executed, the CPU  201  determines whether or not the identifying information (identifying information read from the character) is received from the terminal  1  through the private line  5  by the communication interface circuit  204  (step S 233 ). This processing corresponds to step S 114  of the flowchart shown in  FIG. 21 .  
      In case it is determined that the identifying information is received from the terminal  1 , the CPU  201  refers to the ability value setting table, and based on the game historical data (skill), sets the level and ability value of the character (step S 234 ). Since this processing is the same as the processing of step S 212  of the subroutine shown in  FIG. 16 , and is previously described, the description thereof will be omitted here.  
      In step S 233 , in case the identifying information is not received or the processing of the step S 234  is executed, the CPU  201  determines whether or not the timer value of the timer set corresponding to the player in step S 230  becomes 0 (step S 235 ). In case it is determined that the timer value becomes 0, the processing in which the level of the player corresponding to the timer is reduced by 1 is performed (step S 236 ).  
      In step S 235 , in case it is determined that the timer value does not become 0 or the processing of the step S 236  is executed, the CPU  201  performs the processing of setting acceptance or non-acceptance of the operation on the object displayed in the first display  11  of each terminal  1  (step S 237 ).  
      Here, the processing of setting acceptance or non-acceptance of the operation in step S 237  will be described.  
      Acceptance or non-acceptance of the operation, as described by using  FIG. 9 , is decided for every object. Touching the object of “;” for acceptance of the operation through the touch panel  14  makes it possible to input the instruction, but touching the object of “x” for non-acceptance of the operation through the touch panel  14  does not make it possible to input the instruction.  
      The CPU  201 , when performing the processing of step S 237  initially after the game is started, sets the timers (hereinafter referred to as operation acceptance timer) corresponding to all the players and all the characters existing on the play field to the RAM  203 , respectively. Further, the processing of step S 234  and the processing of step S 251  (see  FIG. 25 ) to be described later are performed, and in case a new character appears on the play field, in step S 237 , the CPU  201  sets the operation acceptance timer corresponding to this new character to the RAM  203 .  
      The initial value of the timer value (hereinafter referred to also as operation acceptance timer value) of the operation acceptance timer is set according to the locomotive faculty of each player or character. Specifically, higher the locomotive faculty is, smaller the operation acceptance timer value is, and lower the locomotive faculty is, larger the operation acceptance timer value is set. The CPU  201  performs an interrupt processing and the like at a predetermined cycle, and subtracts in order the timer value of the operation acceptance timer set to the RAM  203 .  
      The processing of step S 237  is continuously performed in the course of repeating the processings of step S 230  to S 240 . In that course, in case the operation acceptance timer value of a certain character becomes 0, in step S 237 , the CPU  201  permits the operation of that character, and makes the operation of the object position information stored in the RAM  203  as “;”. After that, in case the instruction for that character is inputted, in step S 237 , the CPU  201  makes the operation of the object position information stored in the RAM  203  as “x”, and the operation acceptance timer is rest.  
      In case the processing of step S 237  is thus continuously executed, acceptance or non-acceptance of the operation of each character undergoes a transition similarly to the time chart shown in  FIG. 23 .  
      In the figure, an [operation permitted] shows a timing in which the operation of the object position information stored in the RAM  203  by the CPU  201  is made as “;”. Further, the [operation permitted] shows a status in which the operation of the object position information stored in the RAM  203  is made as “;”. An [operation input] shows a timing in which the operation of the object position information inputted with a predetermined instruction through the touch panel  14  of the terminal  1  and stored in the RAM  203  by the CPU  201  is made as “x”.  
      The period from the [operation input] to the [operation possible] is a period in which the operation acceptance timer is subtracted in order, and when the operation acceptance timer value becomes 0, the [operation permitted] is effected, thereby putting it in a state of the [operation possible]. Since the operation acceptance timer value is set shorter as the locomotive faculty of the character and the like become higher, it is possible to give the instruction to the character and the like having high locomotive faculty with high frequency, and the game can advantageously precede.  
      Further, since the period of the [operation possible] is continued until the [operation input] is effected, and is completed when the [operation input] is effected, it would be rather favorable to perform the [operation input] quickly after the [operation permitted] is effected and make the period of the [operation possible] short so as to quicken the timing in which the next [operation permitted] is performed. As a result, it is possible to give the instruction to the character with high frequency, and the game can advantageously proceed.  
      Proceeding the game in real time in this manner is the characteristic of the real time strategy (RTS).  
      After performing the processing of step S 237 , the CPU  201  performs the processing of transmitting the player information and the object position information renewed in steps S 232 , S 234 , S 236  or S 237  to each terminal  1  (step S 238 ). This processing is a processing corresponding to step S 115  of the flowchart shown in  FIG. 21 .  
      Next, the CPU  201 , based on the processing results in steps S 232 , S 234 , S 236  or S 237 , transmits the display command to each terminal  1  (step S 239 ).  
      This processing is a processing corresponding to step S 117  of the flowchart shown in  FIG. 21 . In step S 239 , the CPU  201  transmits the display command to the effect that an operable character image and an inoperable character image be displayed in different modes to each terminal  1 . As a result, the first display  11  of the terminal  1  is, for example, displayed with the game image including the play field image as shown in  FIG. 24 .  
       FIG. 24 (A) is a view showing a play field image  91  displayed in the first display  11  of the terminal  1  at a point A of the time chart shown in  FIG. 23 . While the play field image  91  is displayed with five ally character images  98   a  to  98   e  and five enemy characters  99   a  to  99   e , four peripheral corners of the operable ally character (the ally character  98   a  in  FIG. 24 (A)) are displayed with the images showing parentheses. Further, in the vicinity of the enemy character images (enemy characters  99   a  and  99   b  in  FIG. 24 (A)) operable by the player of the fighting partner, the images showing asterisk marks are displayed.  
      Further,  FIG. 24 (B) is a view showing the play field image  91  shown in the first display  11  of the terminal  1  at a point B of the time chart shown in  FIG. 23 .  
      In the operable ally character images (the ally characters  98   b  and  98   c  in  FIG. 24 (B)), the peripheral four corners of the operable ally character images are displayed with the images showing parentheses.  
      Next, it is determined whether or not the game is completed (step S 240 ). In this processing, the CPU  201  determines that the game is completed when the fighting of four persons in the play field is completed or when the instruction to the effect that all four players complete the game is inputted.  
      When it is determined that the game is not completed, the processing is transferred to step S 231 . In the meantime, when it is determined that the game is completed, the CPU  201  transmits the game historical data stored in the RAM  203  through the communication line  4  by the communication interface circuit  204  to the center server  3  (step S 241 ). As a result, the game historical data stored in the RAM  303  of the center server  3  is renewed.  
       FIG. 25  is a flowchart showing the subroutine of the command processing called and executed in step S 232  of the flowchart shown in  FIG. 22 .  
      First, the CPU  201  determines whether or not the operation command to the effect that the character card be used is received from the terminal  1  (step S 250 ).  
      In case it is determined that the operation command to the effect that the character card be used is received from the terminal  1 , the CPU  201  sets play field coordinates of the character, and based on that play field coordinates, sets display position coordinates of the character image in the first display  11  of each terminal  1  (step S 251 ). After that, the CPU  201  renews the player information stored in the RAM  203  (step S 259 ), and further, renews the object position information stored in the RAM  203  (step S 260 ), so that the present subroutine ends.  
      When executing the processings of steps S 251 , S 259 , and S 260 , the CPU  201  of the outlet server  2 , based on the input operation by the touch panel  14  by each player, functions as the position renewal means for renewing the position data stored in the RAM  103  of the terminal  1  as the position data storage means.  
      In step S 250 , in case it is determined that it is not the operational command to the effect that the character card be used, the CPU  201  determines whether or not it is the operation command to the effect that the support card be used (step S 252 ).  
      In case it is determined that the operation command to the effect that the support card be used is received from the terminal  1 , the CPU  201  executes the processing according to the support card (step S 253 ). After that, the CPU  201  renews the player information stored in the RAM  203  (step S 259 ), and further, renews the object position information stored in the RAM  203  (step S 260 ), so that the present subroutine ends.  
      In step S 252 , in case it is determined that it is not the operational command to the effect that the support card be used, the CPU  201  determines whether or not it is the operation command to the effect that an attack be made (step S 254 ).  
      In case it is determined that the operation command to the effect that the attack be made is received from the terminal  1 , the CPU  201  executes a fighting processing (step S 255 ). The fighting processing will be described later in detail.  
      After that, the CPU  201  renews the player information stored in the RAM  203  (step S 259 ) according to the fighting result, and further, renews the object position information stored in the RAM  203  (step S 260 ), so that the present subroutine ends.  
      In step S 254 , in case it is determined that it is not the operational command to the effect that the attack be made, the CPU  201  determines whether or not it is the operation command to the effect that move be made (step S 256 ).  
      In case it is determined that the operation command to the effect that move be made is received from the terminal  1 , the CPU  201  changes the play field coordinates of the character, and based on that play field coordinates, sets the display position coordinates of the character image in the first display  11  of each terminal  1  (step S 258 ).  
      After that, the CPU  201  renews the player information stored in the RAM  203  (step S 259 ), and further, renews the object position information stored in the RAM  203  (step S 260 ), so that the present subroutine ends.  
      In step S 256 , in case it is determined that it is not the operation command to the effect that move be made, the CPU  201  executes the processing according to other commands (step S 257 ).  
      After that, the CPU  201  renews the player information stored in the RAM  203  (step S 259 ), and further, renews the object position information stored in the RAM  203  (step S 260 ), so that the present subroutine ends.  
      Next, the fighting processing executed in the outlet server  2  on the occasion of the fighting being performed between the characters will be described.  
       FIG. 26  is a flowchart showing the subroutine of the fighting processing called and executed in step S 255  of the flowchart shown in  FIG. 25 .  
      Incidentally, in the following, a description will be made on the case as an example, where a character “0101” operated by the player “P 1 ” and a character “0110” operated by the player “P 2 ” shown in  FIG. 20  fight against each other.  
      First, the CPU  201  refers to the player information stored in the RAM  203 , and compares the levels of the player “P 1 ” and the player “P 2 ” (step S 270 ). According to the player information shown in  FIG. 20 , the level of the player “P 1 ” is 2, and the level of the player “P 2 ” is 6. Consequently, the player “P 1 ” is a player of higher level, and the player “P 2 ” is a player of the lower level. In addition, the different between both levels is 4.  
      Next, the CPU  201 , based on the comparison result in step S 270 , determines whether or not the level of the player “P 1 ” and the level of the player “P 2 ” are the same (step S 271 ). If levels are the same, the processing is transferred to step S 274 , but since the level of the player “P 1 ” and the level of the player “P 2 ” are different, the processing is transferred to step S 272 .  
      In step S 272 , the processing of resetting the timer corresponding to the player of higher level is performed.  
      As a result, the timer value of the timer corresponding to the player of higher level is set to the initial value (value set in step S 230  of the subroutine shown in  FIG. 22 ). In the meantime, the timer corresponding to the player of the lower level is continuously subtracted.  
      After executing the processing of step S 272 , the CPU  201  performs the processing of correcting the ability value of the player of the lower level (step  273 ). In this processing, the CPU  201  executes the random number generation program stored in the ROM  202 , and samples one random number among the range of predetermined numerical values (for example, 0 to 127). Then, based on the sampled random number and the level difference between the player “P 1 ” and the player “P 2 ”, the CPU  201  refers to the ability value correction table stored in the ROM  202 , and sets the ability value and the correction value which become correction objects.  
       FIG. 27  is a view showing one example of the ability value correction table stored in the ROM  202  of the outlet server  2 .  
      The left most column is stored with three numerical value ranges (0 to 63, 64 to 95, and 96 to 127) as the random numerical values, and the right side column next to it, corresponding to each numerical value range, is stored the ability values which become correction objects. If the random numerical values are 0 to 63, the ability value which becomes the correction object is the attack hitting probability, and if the random numerical values are 64 to 95, the ability value which becomes the correction object is the critical hitting probability, and if the random numerical values are 96 to 127, the ability value which becomes the correction object is the attack evade rate.  
      Further, in the ability value correction table, each ability value which becomes the correction object is set with the correction value corresponding to the level difference of the player.  
      The processing in step S 273  will be described by using  FIG. 28 .  
       FIG. 28 (A) shows the player information before the ability value correction, and  FIG. 28 (B) to  FIG. 28 (D) show the player information after the ability value correction.  
      As shown in  FIG. 28 (A), the level of the player “P 1 ” is 2, and the level of the player “P 2 ” is 6. The difference of both levels is 4.  
      For example, in case the random number value sampled in step S 273  is 0, if the ability value correction table shown in  FIG. 27  is referred, the ability value which becomes the correction object is an attack hitting probability, and its correction value is +8%. If the ability value is corrected in this manner, the attack hitting probability of the character “0101” operated by the player “P 1 ” is raised by 8% from 80% to 88%, and becomes higher than the attack hitting probability 84% of the character “0110” operated by the player “P 2 ” (see  FIG. 28 (B)).  
      Further, in case the random number value sampled in step S 273  is 64, if the ability value correction table shown in  FIG. 27  is referred, the ability value which becomes the correction object is a critical hitting probability, and its correction value is +12%. If the ability value is corrected in this manner, the critical hitting probability of the character “0101” operated by the player “P 1 ” is raised by 12% from 0% to 12%, and becomes higher than the attack hitting probability 2% of the character “0110” operated by the player “P 2 ” (see  FIG. 28 (C)).  
      Further, in case the random number value sampled in step S 273  is 96, if the ability value correction table shown in  FIG. 27  is referred, the ability value which becomes the correction object is an attack evade rate, and its correction value is +8%. If the ability value is corrected in this manner, the attack evade rate of the character “0101” operated by the player “P 1 ” is raised by 8% from 1% to 9%, and becomes higher than the attack evade rate 2% of the character “0110” operated by the player “P 2 ” (see  FIG. 28 (D)).  
      In case it is determined that the levels of both players are the same in step S 271  or the processing of step S 273  is executed, the CPU  201  determines whether or not it is a timing in which the character makes a move (step S 274 ). The timing by which the character makes a move is decided by the locomotive faculty of the character. Higher the locomotive faculty is, increased the frequency of making a move is.  
      In case it is determined that it is a timing in which the character makes a move, the CPU  201  executes a program stored in the ROM  202 , thereby selecting the move of the character (step S 275 ). As the move of the character, for example, an attack against another character, use of magic, flight from the fighting, and the like can be cited. Further, as a method of selecting the move of the character, there is no particular limitation imposed on it, and for example, it may be selected by lottery. Further, the selection may be made according to the proceeding state of the game, the ability value of the character, and the like such as use of the magic when there are a plenty of magical power, the attack against another character when there is few magical power, and the flight from the fighting when the vitality (life force) is far below the predetermined value.  
      Next, it is determined whether or not the attack against another character is selected as the move of the character (step S 276 ). In case it is determined that the attack against another character is selected, the CPU 201  performs the hitting determination of the attack (step S 277 ). In this processing, the CPU  201 , based on the attack hitting probability and the critical hitting probability of the character as well as the attack evade rate of another character, determines whether or not the attack hits another character, and in case it is determined that the attack hits another character, the CPU  201 , based on the attack power of the character and the defensive power of another character, calculates damage suffered by another character.  
      After that, the CPU  201 , based on the result of the hitting determination, renews the player information stored in the RAM  203  (step S 278 ). Specifically, in case the attack hits another character, damage is given to another character, thereby reducing the vitality (life force) thereof.  
      In step S 276 , in case it is determined that the attack against another character is not selected, the CPU  201  determines whether or not the use of magic is selected (step S 279 ).  
      In case it is determined that the use of magic is selected, the CPU  201 , according to the function of the magic used, renews the player information stored in the RAM  203  (step S 280 ). For example, in case the magic for attacking another character is used, the vitality (life force) of another character is reduced. Further, in case the magic for changing the ability value of the character is used, the ability value of the character is changed.  
      Next, the CPU  201  reduces the magical power of the character according to type of the magic used, and performs the processing of renewing the player information stored in the RAM  203  (step S 281 ).  
      Next, the CPU  201  sets a recovery timer corresponding to the character reduced in the magical power to a predetermined region of the RAM  203  (step S 282 ). The timer value of the recovery timer is reduced in order at predetermined time intervals after being set, and when the timer value becomes 0, the magical power of the character is recovered. In step S 282 , the CPU  201 , based on the level difference between the character and another character, refers to the recover timer setting table stored in the ROM  202 , and sets the timer value of the recovery timer.  
       FIG. 30  is a view showing one example of the recovery timer setting table.  
      The left column is stored with the level difference of the player, and the right column next to it is associated with the recovery timer setting value for each level difference. For example, since the player “P 1 ” is four points lower in level than the player “P 2 ”, the level difference is −4, and the recovery timer setting value is 15. In the meantime, since the player “P 2 ” is four points higher in level than the player “P 1 ”, the level difference is 4, and the recovery timer setting value is 55.  
      In step S 279 , in case it is determined that the use of the magic is not selected, the CPU  201  performs various processings so that the character executes other selected moves (step S 283 ). The CPU  201 , according to the processing result, renews the player information stored in the RAM  203  (step S 284 ).  
      In step S 274 , in case it is determined that it is not the timing n which the character makes a move or the processings of steps S 278 , S 282  or S 284  are executed, the CPU  201  transmits the display command for displaying a fighting image in the second display through the private line  5  by the communication interface circuit  204  (step S 285 ).  
      This processing corresponds to the processings of steps S 117  and S 118  of the flowchart shown in  FIG. 21 . When the CPU  101  of the terminal  1  receives the display command by the communication interface circuit  104 , it supplies the display command to the second depiction processing portion  112 . The second depiction processing portion  112 , according to the display command, performs a calculation, a light source computation process, and the like for converting the object (for example, the object constituting the ally character, the object constituting the enemy character, and the like) stored in the ROM  102  from the position on a three dimensional space to the position on a pseudo three dimensional space, and at the same time, based on the calculation result, performs a write processing (for example, a mapping and the like of the texture data for the region of the video RAM designated by polygon) of the image data to be depicted for the video RAM, thereby generating a fighting image and outputting it to the display  12 . As a result, the second display  12  is displayed with the fighting image.  
      At this time, the second depiction processing portion  112  of the terminal  1  functions as the second display control means for displaying the fighting image representing the fighting between the characters performed on the play field in the second display area as the display means having the second display area.  
       FIG. 29  is a view showing the game image displayed in the first display  11  and the fighting image displayed in the second display  12  of the terminal  1 .  
      By the outlet server  2 , the subroutine of the  FIG. 26  is executed, and when the fighting between the characters is performed, as shown in  FIG. 29 , the first display  11  is displayed with the game image  90  including the play field image and the card images, and the second display  12  is displayed with the fighting image  92  representing the fighting between the characters.  
      Consequently, the player, while enjoying the fighting between the characters through the fighting image  92 , can ascertain the game situation developed on the play field and can give the instructions to other characters. As a result, through the enjoyment of an overwhelming dynamic fighting, a game having a strategic property with realistic sensations and heightening of tension can be played.  
      After executing the processing of step S 285 , the CPU  201  determines whether or not the recovery timer value is 0 (step S 286 ). In case it is determined that the recovery timer value is 0, the magical power of the character is allowed to recover, and the player information stored in the RAM  203  is renewed (step S 287 ). As described above, since the character operated by the player having a lower level is set smaller in the timer value of the recovery timer than the character operated by the player having a higher level, the recovery of the magical power is quickened.  
      In step S 286 , in case it is determined that the value of the recovery time is not 0 or the processing of step S 287  is executed, the CPU  201  determines whether or not the fighting is completed (step S 288 ). In this processing, the CPU  201  determines that the fighting is completed when the vitality (or life force) of either character becomes 0 or either character escapes from the fighting.  
      In case it is determined that the fighting is not completed, the processing is returned to step S 274 . In the meantime, in case it is determined that the fighting is completed, the player information stored in the RAM  203  is renewed in such a manner that the skill level of the player or the character wining the fighting is increased (step S 289 ), so that the present subroutine ends.  
      As described above, according to the game system of the present embodiment, the game image  90  including the play field image  91  is displayed in the first display  11  as the display means having the first display area, and at the same time, the fighting image  92  is displayed in the second display  12  as the display means having the second display area, and therefore, while enjoying the fighting between the characters by the fighting image  92 , the game situation developed on the play field can be ascertained and the instructions to other characters can be given. As a result, while enjoying an overwhelming dynamic fighting, a game having a strategic property with realistic sensations and heightening of tension can be played.  
      Further, in the present invention, similarly to the game system according to the present embodiment, each of the terminal  1  comprises the touch panel  14 , and in case the touch position shown by the detection signal outputted from the touch panel  14  matches the display position of the character in the first display  11  having the first display area, it is desirable that, based on the detection signal, the position data of the character is renewed.  
      Even while the fighting image is displayed, by touching the characters on the play field through the touch panel  14 , suitable instructions can be given to a plurality of characters from time to time, and therefore, a game having a high strategic property with more realistic sensations and heightening of tension can be played.  
      Further, in the present invention, the display means (for example, the second display  12 ) is capable of having a plurality of second display areas, and in case a plurality of fightings between the characters are performed on the play field, it is desirable that the second display control means (for example, the second depiction processing portion  112 ) displays the fighting image representing each fighting in each of plural second display areas.  
      In case a plurality of fighting are performed on the play field, the fighting images representing each fighting can be simultaneously displayed, and therefore, the merit of the RTS in which a game having realistic sensations and heightening of tension proceeds in real time can be sufficiently enjoyed.  
      In such case, the second display  12  is displayed with, for example, the image as shown in  FIG. 31 .  
       FIG. 31  is a view showing another example each of the fighting image displayed in the first display  11  and the fighting image displayed the second display  12  of the terminal  1 .  
      The second display  12  is displayed with fighting images  92 A and  92 B, which are lined-up up and down. The area in which each of the fighting image  92 A and  92 B is displayed is the second display area. Consequently, the second display  12  has two second display areas. The fighting image  92 A is an image displayed in the aspect where the ally character image  98   a  and the enemy character  99   a  are fighting, and the fighting image  92 B is an image displayed in the aspect where the ally character image  98   c  and the enemy character image  99   b  are fighting.  
      Further, in the present invention, it is desirable that the fighting image displayed in the second display area is made into a three-dimensional image. This is because more dynamic fighting between the characters can be displayed, thereby enhancing amusingness of the game. In the meantime, the play field image displayed in the first display area may be a second-dimensional image or a three dimensional image.  
      In the present embodiment, though a description has been made on the game system comprising a plurality of terminal  1 , the outlet servers  2  communicatably connected to a plurality of terminal  1  through the private line  5 , and the center server  3  connected to a plurality of outlet servers  2  through the communication line  4 , the present invention is not limited to this example. For example, the game system comprising a simple game device (terminal), the game system comprising a plurality of game devices (terminal) communicatably connected through the communication line, the game system comprising a plurality of game devices (terminal) connected to the servers through the Internet, and the like can be adapted to the present invention.  
      According to the game system according to the present embodiment, even while the fighting image is displayed, the game situation in the game area can be ascertained, and a game having a high-level strategy with realistic sensations and heightening of tension can be played.  
     2. Second Embodiment of the Invention  
      Next, a second embodiment according to the present invention will be described with reference to FIGS.  32  to  48 .  
       FIG. 32  is a structural drawing of a game system according to the present invention.  
      The game system comprises a plurality of terminal  1001 ; outlet servers  1002  communicatably connected to a plurality of terminal  1001  through a private line  1005 ; and a center server  1003  communicatably connected to a plurality of outlet servers  1002  through a communication line  1004 , and moreover, comprises a card vending machine  1006  connected to the outlet servers  1002  through the private line  1005  one set each for every outlet. It should be noted that the outlet B is installed with an outlet server  1002  for Game A and an outlet server  1002  for Game B.  
       FIG. 33  is a structural drawing of the center server  1003 .  
      The center server  1003  comprises a database server  1009  and a plurality of game servers  1008 . The database server  1009  comprises a central processing unit (hereinafter referred to as CPU)  1901  as a processor; a hard disc (hereinafter referred to as HD)  1902  as a main storage; and a random access memory (hereinafter referred to as RAM)  1903  as an auxiliary storage, and performs (1-1) data control for every ID data given to each player and (1-2) certification of the player at the game starting time, and (1-3) transmission processing of the game data.  
      Specifically, as the (1-1), the database server  1009  performs, for example, a control (storage, setting, renewal, an the like) of an ID data given to each player, a password used at the certification time of the player, a type of the game played by the player, a game data, and the like. Further, the game data includes, for example, the preceding state of the game (character specific data and the like), the character operated by the player, the level and the ability value of the character, the increase and decrease value of the ability value, and the like. These data are stored in the HD  1902  of the database server  1009 .  
      Further, as the (1-2), the database server  1009  uses, for example, the ID data given to every player, the ID data and the password read from the ID card by the ID card reader (not shown) provided in the terminal  1001 , and performs the certification of the player and allows him to participate in the game.  
      Further, as the (1-3), the database server  1009 , for example, based on the ID data of the player and the character ID data (identifying information) for identifying the character read from the action figure by the IC chip reader provided in the terminal  1001 , transmits the ability value of the character and the like among from the game data to the terminal  1001 .  
      However, in case it is after the second time that the player starts playing the game, even if the action figure is not used, it is possible to decide the game based on the ID data of the player, the input of the password by the operation of the player and the types of the game. Further, in case the action figure is not used, a predetermined limit can be set.  
      The game server  1008  is set by corresponding to every game executable in the game system according to the present embodiment. Incidentally, one set (here, game server  1008  for Game A) among from a plurality of game servers  1008  is a game server corresponding to the game according to the present embodiment. The game server  1008  comprises a CPU  1801  as a processor, a HD  1802  as a main storage, and a RAM  1803  as an auxiliary storage. The game server  1008  performs (2-1) a matching processing between the terminal  1001  installed in different outlets, and (2-2) a traffic control relative to the transmission and reception of the data after the matching.  
      Specifically, as the (2-1), the game server  1008  and the like, when a certain player operates the terminal  1001  so as to participate in the game, determines whether or not another player participates in the game. Then, in case it is determined that another player participates in the game, the matching with the terminal  1001  operated by that player is performed. In the meantime, in case it is determined that another player does not participate in the game, a CPU player is set. In case the CPU player is set, the outlet server  1002  may be set as the CPU player, and the center server  1003  (for example, the game server  1008  and the like) may be set as the CPU player.  
      Further, as the (2-2), the game server  1008  and the like perform (2-1) a traffic control relative to the transmission and reception of the data between the matched terminal  1001  by the matching processing. For example, the game server  1008  and the like transmit the data received from the terminal  1001  connected to the outlet server  2  (for Game A) of the outlet A to the terminal  1001  connected to the outlet server  2  (for Game A) of the outlet B. In this manner, the outlet server  1002  according to the present embodiment does not directly receive the data only from the center server  1003 , nor directly performs the transmission and reception of the data between the outlet servers  1002 .  
      The outlet server  1002  is, as shown in  FIG. 32 , connected to the center server  1003  trough a router  1007 . The router  1007  has a predetermined touting table. Similarly to the outlet B shown in the figure, in case a plurality of outlet servers  1002  are installed in the same outlet, the router  1007 , when received game data and the like from the center server  1003 , refers to the routing table, and transmits the game data to the outlet server  1002  connected to the terminal  1001  of the transmission destination through the private line  1005 . Further, in case the transmission and reception of the data is performed between the terminal  1001  connected to a plurality of outlet servers  1002 , respectively, which are installed in the same outlet, when the router  1007  receives the game data and the like from the terminal  1001  via the outlet server  1002 , it refers to the routing table, and transmits the game data to the outlet server  1002  connected to the terminal  1001  of the transmitting destination through the private line  1005 .  
       FIG. 34  is a structural drawing of the outlet server  1002 .  
      The outlet server  1002  comprises a CPU  1201  as a processor, a HD  1202  as a main storage, and a RAM  1203  as an auxiliary storage. Further, the outlet server  1002  is connected a plurality of terminal  1001  through the private line  1005  by an interface circuit group  1205 , and is connected to the center server  1003  through the communication line  1004  by a communication interface circuit  204 .  
      The outlet server  1002  performs (3-1) a traffic control relative to the transmission and reception of the data between the center server  1003  and the terminal  1001  or between the terminal  1001  connected to a plurality of outlet servers  1002  installed in the same outlet, respectively, and (3-2) downloading of the application to the terminal  1001 .  
      Specifically, as the (3-1), the outlet server  1002  performs a traffic control relative to the transmission and receipt of the game data and the like between the center server  1003  and the terminal  1001 . However, in case the terminal  1001  of the transmitting destination is connected to the same outlet server  1002  or is connected to another outlet server  1002  installed in the same outlet, the game data and the like are not transmitted to the center server  1003 , but are transmitted to the terminal  1001 .  
      Further, as the (3-2), the outlet server  1002 , in a timing in which a request signal to the effect that a downloading from the center server  1003  is requested is received from the terminal  1001 , performs the downloading of the application to the terminal  1001 . The application includes various data (for example, image data and the like) and the program relative to the game content, and a board program allocating the functions on the game to the input means (for example, a touch panel, a plurality of input switches and the like, not shown) provided in the terminal  1001 , and is stored in an HD  202  of the outlet server  1002 .  
      Further, the downloading of the application is not limited to the downloading from the outlet server  1002 , but may be performed from the center server  1003  (for example, a game server  1008 ).  
      The terminal  1001  is connected to the outlet server  1002  through the private line  1005 . The terminal  1001  performs (4-1) the downloading of the application and (4-2) the proceeding of the game. Specifically, as the (4-1), the terminal  1001 , when the power is turned on, transmits a request signal to the effect that the application be downloaded to the outlet server  1002 , and performs the downloading of the application. The downloaded application is stored in a temporarily storable region of the RAM and the like within the terminal  1001 . Further, as the (4-2), the terminal  1001  uses the downloaded application and performs the proceeding of the game. The proceeding of the game is performed as follows. The terminal  1001  receives the data for every ID data given to each player from the data base server  1009  at the game starting time. While the game proceeds, the data with the terminal  1001  and another terminal  1001  within the same game are transmitted and received via the center server  1003  through the outlet server  1002 . However, in case another terminal  1001  is connected to the same outlet server  1002  or is connected to another outlet server  1002  installed in the same outlet, the game data and the like are not transmitted to the center server  1003 , but are transmitted to the terminal  1001 . At the game completing time, the game data renewed during the game or the game result itself is transmitted to the database server  1009 .  
      Incidentally, the proceeding of the game may be performed not by the terminal  1001 , but by the outlet server  1002 .  
      A card vending machine  1006  can communicate with the center server  1003  through the outlet server  1002 . The card vending machine  1006  receives the input operation of personal information performed by the player, and performs the sale of the ID card stored with the ID data. The ID card is used when starting the game, and the ID data is read by an ID card reader provided in the terminal  1001 .  
       FIG. 35  is an oblique view showing the external view of eight sets of the terminal and the card vending machine installed in one outlet.  FIG. 36  is an oblique view showing the external view of the terminal.  
      It should be noted that, in the following description, though a description on a commercial game device comprising two displays (first display  1011  and second display  1012 ) will be described as one example of the terminal, the present invention is not limited to this example, but can be similarly adapted to a home video game device constituted by connecting the video game device to a home television, a personal computer functioning as the video game device by executing a video game program, and the like.  
      Further, in the present embodiment, the game played by using the terminal  1001  is a RTS (Real Time Strategy Game) using an action figure, in which the player operating the terminal  1  and the player or a CPU player operating another terminal  1001  dispose the characters on the play field existing in a pseudo game space, and operate the characters so as to let them fight against one another. The action figure represents the character, and stores the identifying information of the character. The action figure is, for example, sold by the card vending machine  1006  and the like.  
      As shown in  FIG. 36 , the terminal  1001  comprises a case body  1010 , a first display  1011  provided in the front of the cabinet  1010  so as to slant at a predetermined angle; and a second display  1012  provided above the first display  1011 .  
      The first display  1011  is displayed with the image representing the play field where the ally character operated by the player and the enemy character operated by another player are disposed (for example, see  FIG. 39 ).  
      The second display  1012  is displayed with the image representing the fighting between the ally character and the enemy character when the fighting between the ally character and the enemy character is performed in the play field.  
      In the present embodiment, the first display  1011  and the second display  1012  are equivalent to the display means provided in each of the terminal  1001 .  
      The first display  1011  has the first display area displayed with the game area image (play field image) representing the game area (play field) where the ally character and the enemy character are disposed. The second display  1012 , when the fighting between the ally character and the enemy character is performed in the game field (play field), has the second display area for displaying the fighting image representing the fighting between the ally character and the enemy character.  
      In this manner, in the present embodiment, the display means provided in each of the terminal  1  is not necessarily one display (display device), and similarly to the game system according to the present embodiment, may be two displays, and the number thereof is not particularly limited.  
      Further, though the game system according to the present embodiment is constituted such that, among from two displays as the display means, one display (first display  1011 ) has a first display area, and the remaining display (second display  1012 ) has a second display area, the present invention is not limited to this example, and for example, the display area owned by one display is split into a plurality of areas, and one of the split areas may be made as a first display area, and the remaining one split area or plural areas may be made as a second display area.  
      In front of the first display  1011  as the display means having the first display area, a touch panel  1014  is provided. The touch panel  1014  can detect a touch by the player, and outputs a detection signal showing a touched position when detecting the touch to an operation input portion  1114  (not shown) to be described later. The player can input various types of instructions by touching the touch panel  1014 . Both the left and right sides of the second display panel  1012  are provided with speakers  1013 , which output sounds.  
      Below the first display  1011 , there are provided a coin insertion slot  1015  inputted with a coin, and an ID card loading slot  1016  to be inserted with an ID card. The coin inputted to the coin insertion slot  1014  is detected by a coin sensor  1115  (not shown).  
      The ID card inputted to the ID card loading slot  1016  has the ID data read by an ID card reader  1116  (not shown).  
      The case body  1010  is provided with an control board  1018  protruding in front, and on the upper surface of the control board  1018 , there is provided a certification apparatus  1020  which can be mounted with an action figure.  
      In the figure, though a certification apparatus  1020  is shown only one set, a plurality of certification apparatuses  1020  may be provided.  
      In the upper part of the certification apparatus  1020 , there is a recessed area  1021 , with which an action  FIG. 30  can be engaged. That is, the recessed area  1021  is shaped so that a pedestal of the action figure to be described later can be fitted without leaving a space. More than two thirds of the pedestal of the action figure can be fitted into the recessed area  1021 . Further, the recessed area  1021  is provided with a stopper  1022  for fixing the action figure, and is constructed such that the action figure is prevented from coming off, falling over or displacing. Further, the certification apparatus  1020  is provided with a removing switch  23  for removing the action figure from the recessed area  1021 .  
      Further, the inside of the certification apparatus  1020  is provided with an IC chip reader  1025  (not shown), which can read the data of the IC chip built-in the action figure.  
      Further, the certification apparatus  1020  is provided with a LED  1024 , which flashes on and off while the IC chip reader  1025  certifies the data of the action figure.  
      Further, on the upper surface of the control board  18 , there is provided an operation switch  1118  comprising a direction lever, a plurality of buttons, and the like. The player can operate the operation switch  118  so as to input the predetermined instructions.  
       FIG. 37  is an exploded front view schematically showing one example of the action figure.  
      The action  FIG. 1030  comprises a pedestal  1039  and an action figure main body  1040 . The pedestal  1039  is cylindrical, and comprises a top lid  1033 , an IC chip  1034 , and a bottom lid  1035 .  
      The IC chip  1034  is nipped by the top lid  1033  and the bottom lid  1035 , and is constituted such that it is not taken out. The IC chip  1034  is stored with the identifying information and the like of the character displayed by the action figure main body  1040 . The top lid  1033  is provided with a protrusion  1037 . Further, the bottom lid  1035  is designed to be slightly larger in its diameter than the top lid  1033  so that the action  FIG. 1030  can be fixed by the stopper  1022  of the certification apparatus  1020 .  
      The action figure main body portion  1040  comprises an action figure main body  1031  and an action figure main body base  1032 . The action figure main body base  1032  is provided with a recessed area  1036 . The recessed area  1036  and the protrusion  1037  are for the purpose of preventing the displacement from occurring when the pedestal  1039  and the action figure main body  40  are connected.  
       FIG. 38  is a block diagram showing a hardware structure of the terminal  1001 . A control portion  1100  controls the whole action of the terminal  1001 , and comprises a CPU  1101 , a ROM  1102 , and a RAM  1103 .  
      The ROM  1102  stores various programs and data for realizing the function of the terminal  1001 . The RAM  1103  stores the application downloaded from the outlet server  1002  and the data in process, and the like. The CPU  1101  executes the application stored in the RAM  1103 , and performs the proceeding of the game.  
      A communication interface circuit  1104  performs the transmission and reception of the program and the data with the outlet server  1002  through the private line  1005 .  
      A first depiction processing portion  1111  displays the game image including the play field image in the first display  1011 , and comprises a VDP (video Data Processor), a video RAM, and the like. In the game system according to the present embodiment, the first depiction processing portion  1111  functions as the first display control means.  
      The first depiction processing portion  1111  extracts the image data stored in the RAM  1103 , and stores various images in the video RAM according to the priority displayed in the first display  1011 , thereby generating the game image and outputting it to the first display  1011 . As a result, the first display  1011  is displayed with the game image (see  FIG. 39 ).  
      A second depiction processing portion  1112  displays the fighting image representing the fighting between the ally character and the enemy character in the second display  1012 , and comprises a VDP (Video Data Processor), a video RAM, and the like. In the game system according to the present embodiment, the second depiction processing portion  1112  functions as the second display control means. The second depiction processing portion  112  performs a calculation, a light source computation process, and the like for converting the image data (for example, the object, and the like) stored in the RAM  1103  from the position on a three dimensional space to the position on a pseudo three dimensional space, and at the same time, based on the calculation result, performs a write processing (for example, a mapping and the like of the texture data for the region of the video RAM designated by polygon) of the image data to be depicted for the video RAM, thereby generating a fighting image and outputting it to the second display  1012 . As a result, the second display  1012  is displayed with the fighting image.  
      A sound reproduction portion  1113  outputs predetermined sounds, BGM, and the like to a speaker  1012 .  
      The touch panel  1014  is a rectangular thin layer material provided in front of the first display, and is constituted such that a pressure sensitive raw material comprising a linear transparent material with predetermined pitches in every direction is disposed and coated by a transparent cover or the like. This touch panel  1014  can adopt a conventionally known panel. The touch panel  1014  outputs a detection signal showing a touched position when touched to an operation input portion  1114 .  
      The operation input portion  1114  is a micro-computer comprising a memory  1114   a  and a timer  1114   b , and buffers a touch position as a data, which is shown by the detection signal outputted from the touch panel  1014  in the predetermined region of the memory  1114   a , and determines the instruction contents in order based on the data by using the timer  1114   b  and the like, and provides the determined result to the control portion  1100  as an operation command. In this manner, the memory  1114   a  of the operation input portion  1114  is buffered with the detection signal as a data, and therefore, even when the operation input portion  1114  is, for example, inputted instantaneously with the instructions for a plurality of character images by the touch panel  1014 , the processings according to the instructions can be executed simultaneously or in parallel.  
      The coin sensor  1115 , when detecting the coin inputted from the coin insertion slot  1015 , transmits a predetermined signal to the control portion  1000 . The ID card reader  1116  reads an ID code from the ID card  1008  loaded into the ID card loading slot  1016 , and supplies it to the control portion  1100 .  
      The IC chip reader  1025  of the certification apparatus  1020  reads the identifying information of the character from the IC chip  1034  built-in the action  FIG. 1030 , and supplies it to the control portion  1100 .  
      The LED  1024  of the certification apparatus  1020  flushes on and off when the certification of the action  FIG. 1030  is performed by the certification apparatus  1020 .  
      The operation switch  1118  supplies a predetermined signal to the control portion  1100  when operated by the player.  
      In the present embodiment, as shown in  FIG. 38 , though a description will be made on the case in which the first depiction processing portion  1111  functions as the first display control means, and the second depiction processing portion  1112  functions the second display control means, in the present invention, the terminal may be constituted such that it comprises one depiction processing portion, and this depiction processing portion functions as the first display control means and the second display control means.  
      In case the terminal  1010  is thus constituted, the depiction processing portion provided in the terminal  1001  performs the display of a game area image (play field image) representing a game area (play field) where the ally character and the enemy character are disposed in the first display area, and performs the display of the fighting image representing the fighting between the ally character and the enemy character in the second display area owned by the second display  1012 .  
      Further, the terminal may be constituted such that one depiction processing portion and one display are provided. In case the terminal is thus constituted, the display area of the display is split into a plurality of areas, and one of the split areas is made as the first display area, and the remaining one area or plural areas are made as the second display area, and the processing is performed in which the depiction area processing portion displays a game area image (play field image) in the first display area, and displays the fighting image in the second display area.  
       FIG. 39  is a view showing one example of the game image displayed in the first display  1011  of the terminal  1001 .  
      On the left above of the game image  1090  displayed in the first display  1011 , there is disposed a play field image  1091 . The play field image  1091  is an image representing a part of the play field, and is shown in scrolling according to the proceeding state (for example, move of the character and the like) of the game. The play field image  1091  is disposed with five ally characters  1093  and five enemy characters  1094 .  
      The character position table shown in  FIG. 40  controls the positions between the ally characters and the enemy characters disposed in the play field image  1091 .  FIG. 40  is a view showing one example of the character position table.  
      The character position table is stored with character ID data, player ID data, and position data.  
      The character ID data is ID data which is allotted for every character, and is stored in the IC chip  1034  of the action  FIG. 1030 , and is read by the IC chip reader  1025  of the certification apparatus  1020  provided in the terminal  1001 , and is stored in the RAM  1103 .  
      The player ID data is a data for identifying the player having the ID card, and is stored in advance in the ID card sold by the card vending machine  1006 , and is read by the ID card reader  1116  provided in the terminal  1001 , and is stored in the RAM  1103 .  
      The position data is a data shown by the coordinates of the position of the character in the play field, and is set at the game starting time or when appearing newly on the play field, and is renewed accompanied with the move of the character.  
       FIG. 41  is a view showing one example of a character ability value table.  
      The character ability value table is stored with character ID data, player ID data, and ability value of the character. These data are stored in a HD  1902  provided in the database server  1009  of a center server  1003 , and are transmitted to the terminal  1001  through the outlet server  1002  in a predetermined timing (for example, at the game starting time and the like), and are stored in the RAM  1103 .  
      The ability value is a data digitalizing the ability of the character, and is comprised of a plurality of items.  
      The data shown in  FIGS. 40 and 41  are data set in the RAM  1103  of the terminal  1001  at the game starting time, and are suitably renewed according to the proceeding state of the game while the game proceeds. Further, while the game proceeds, an interrupt processing is performed on a predetermined cycle, and a time synchronization of the data between each of the terminal  1001  is controlled. Consequently, while the game proceeds, the RAM  1103  of each of the terminal  1001  where the game is played is stored with the same position data and ability value data.  
       FIG. 42  is a flowchart showing the subroutine of the game processing executed in each of the terminal  1001  when the game is played.  
      When this game processing is performed, as described above, the interrupt processing is performed on a predetermined timing, and the time synchronization of the data stored in the character position table and the character ability value table is controlled.  
      First, the CPU  1101  of the terminal  1001  which starts the game performs an initial setting processing (step S 1010 ). In this processing, the CPU  1101 , based on the player ID data read from the ID card reader  1116  and the character ID data read from the action  FIG. 1030 , acquires the ability value of the character from the database server  1009 , and stores it in the RAM  1103 . Then, the CPU  1101  sets the position data for each character, and stores it in the RAM  1103 .  
      Further, the CPU  1101  performs the transmission and reception of the ability value data and the position data between other terminal  1001  which perform the same game, and stores the position data and ability value data of the character operated by each of plural players playing the same game in the RAM  1103 .  
      The RAM  1103  functions as position data storage means for storing the position data showing the position of the ally character and the enemy character disposed in the play field (game area) where the ally character operated the player and the enemy character operated by another player can be disposed.  
      Next, the CPU  1101  determines through the touch panel  1014  whether or not the instruction to the effect that the ally character be moved is inputted (step S 1011 ). The instruction to the effect that the ally character be moved is inputted when the player touches the ally character by finger or the like through the touch panel  1014 , and with the touching state held as it is, the finger and the like are slid.  
      In case it is determined that the instruction to the effect that the ally character be moved is inputted, the CPU  1101 , based on this instruction, performs the processing of renewing the position data of the ally character stored in the RAM  1103  (step S 1012 ).  
      At this time, the CPU  1101 , based on the input operation of the player using the touch panel  1014  (input means), functions as position renewal means for renewing the position data stored in the RAM  1103  (position data storage means).  
      Next, the CPU  1101 , based on the position data stored in the RAM  1103 , determines whether or not the ally character after moving are adjacent to the enemy character (step S 1013 ).  
      In case it is determined that the ally character after moving is adjacent to the enemy character, the fighting processing to be described later is executed (step S 1014 ).  
      In case it is determined that the instruction to the effect that the ally character be moved is not inputted in step S 1011 , in case it is determined that the ally character after moving is not adjacent to the enemy character in step S 1013  or in case the processing of step S 1014  is executed, the CPU  1101  determines whether or not the instruction to the effect that the all-out attack be performed is inputted (step S 1015 ).  
      In the present embodiment, the all-out attack is referred to the attack by the ally character to a part or the whole of the enemy characters disposed within the predetermined range of the play field.  
      The instruction to the effect that the all-out attack be performed is an instruction inputtable by the operation of the operation switch  1118  by the player.  
      At this time, the CPU  1101 , based on the input operation of the player using the operation switch  1118  (input means), functions as the attack instruction input means for inputting the instruction to the effect that the ally character carries out the attack against apart or the whole of the enemy characters disposed within the predetermined range of the play field (game area) be performed.  
      In case it is determined that the instruction to the effect that the all-out attack be performed is inputted in step S 1017 , the CPU  1101  performs the all-out attack processing to be described later (step S 1016 ).  
      In case it is determined that the instruction to the effect that the all-out attack be performed is not inputted in step S 1015  or the processing of step S 1016  is executed, the CPU  1101  determines whether or not other instructions are inputted through the touch panel  1014  or the operation switch  1118  (step S 1017 ). In case it is determined that other instructions are inputted, the CPU  1101  performs, for example, the processing and the like of renewing the position data or ability value data stored in the RAM  1103  according to the inputted instructions.  
      In case it is determined that other instructions are not inputted in step S 1017  or the processing of the step S 1018  is executed, the CPU  1101  determines whether or not the game is completed (step S 1019 ). In this processing, the CPU  1101  determines whether or not the predetermined game completing condition (for example, condition that the vitality (life force) of all the ally characters or the enemy characters becomes 0 and the like) is satisfied, and in case it is determined that the condition is satisfied, it is determined that the game is completed.  
      In case it is determined that the game is not completed, the processing is returned to step S 1014 . In the meantime, in case it is determined that the game is completed, the present subroutine ends.  
       FIG. 43  is a flowchart showing the subroutine of the fighting processing called and executed in step S 1014  of the subroutine shown in  FIG. 42 .  
      First, the CPU  1101  performs a computation process based on the ability values of the ally character and the enemy character stored in the RAM  1103 , and decides the course and result of the fighting (step S 1030 ).  
      The result of the fighting is victorious characters and the ability value of each character at the fighting completion time. The course of the fighting is a course reaching the result of the fighting described above, and specifically it is the action of each character at the fighting time (for example, physical attack, use of the magical power, defense, and the like) and the result of such action (for example, damage value and the like suffered from the attack or the magical power).  
      Next, the CPU  1101  transmits a display command according to the course and result of the fighting decided in step S 1030  to the second depiction processing portion  1112  (step S 1031 ).  
      The second depiction processing  1112  performs a calculation, a light source computation process, and the like for converting the object (for example, the object constituting the ally character, and the object constituting the enemy character, and the like) stored in the RAM  1103  from the position on a three dimensional space to the position on a pseudo three dimensional space, and at the same time, based on the calculation result, performs a write processing (for example, a mapping and the like of the texture data for the region of the video RAM designated by polygon) of the image data to be depicted for the video RAM, thereby generating a fighting image and outputting it to the second display  1012 . As a result, the second display  1012  is displayed with the fighting image.  
      At this time, the second depiction processing portion  1112  functions as the second display control means for displaying the fighting image representing the fighting between the ally character and the enemy character when the fighting between the ally character and the enemy character is performed in the play field (game area).  
      Next, the CPU  1101 , according to the fighting result decided in step S 1030 , performs the processing of renewing the character ability value data stored in the RAM  1103  (step S 1032 ). After that, the present routine ends.  
       FIG. 44  is a flowchart showing the subroutine of the all-out attack processing called and executed in step S 1016  of the subroutine shown in  FIG. 42 .  
      First, the CPU  1101 , based on the character position data stored in the RAM  1103 , sets the enemy character included in the predetermined range as the attack object (step S 1040 ).  
      Next, the CPU  1101 , based on the ability value data stored in the RAM  1103 , decides the damage value given to the enemy character (step S 1041 ).  
      Next, the CPU  1101  transmits the display command to the effect that the image representing the all-out attack by which the attack is performed to the enemy character set as the attack object in step S 1040  be displayed to the first depiction processing portion  1111  (step S 1042 ). After that, the present subroutine ends.  
       FIG. 45  is a flowchart showing the processing performed in the first depiction processing  1111 .  
      The first depiction processing  1111 , based on the position data stored in the RAM  1103 , extracts the image data from the RAM  1103 , and for example, stores the background image and the character image in that order in the video RAM so as to generate the play field image, and displays the play field image in the first display  1011  (step S 1050 ).  
      At this time, the first depiction processing portion  1111  functions as the first display control means for displaying in the first display  1011  (first display area) the play field image (game area image) representing the play field (game area) where the ally character and the enemy character are disposed based on the position data stored in the RAM  1103  (position data storage mean).  
      After that, in case the display command to the effect that the image showing the all-out attack be displayed is not received from the CPU  1101  (step S 1051 :NO), the play field image is continuously displayed in the first display  1011 .  
      In the meantime, in case the display command to the effect that the image showing the all-out attack be displayed is received from the CPU  1101  (step S 1501 : YES), the play field image including the image representing the all-out attack is displayed in the first display  1011 . At this time, the first depiction processing portion  1111  functioning as the first display control means displays the play field image representing the play field where the ally character and the enemy character are disposed in the first display  1011  (first display area) in the aspect where the ally character attacks the whole or a part of the enemy character disposed in the predetermined range of the play field (game area).  
      Next, based on the result of the processing thus performed, the images displayed in the first display  1011  and the second display  1012  will be described.  
      FIGS.  46  to  48  are views showing the images displayed in the first display  1011  and the second display  1012  while the game proceeds.  
       FIG. 46  is a view showing the images displayed in the first display  1011  and the second display  1012  when the fighting between the enemy character and the ally character is not performed.  
      On the left above of the first display  1011 , there is displayed the play field where five ally characters and five enemy characters are disposed.  
      When the images shown in  FIG. 46  are displayed, in case the instruction to move the ally character through the touch panel  1014  is inputted and the ally character is moved till the position adjacent to the enemy character, the fighting between these ally character and enemy character is performed, and the images shown in  FIG. 47  are displayed in the first display  1011  and the second display  1012 .  
       FIG. 47  is a view showing the images displayed in the first display  1011  and the second display  1012  when the fighting between the enemy character and the ally character is performed.  
      The play field image displayed on the left above of the first display  1011  is displayed with one ally character in the aspect of being adjacent to one enemy character. These adjacent ally character and enemy character are the characters in fighting.  
      The second display  1012  is displayed with a fighting image representing the state of the fighting between the ally character and the enemy character.  
      When the images shown in  FIG. 47  are displayed, in case the instruction to the effect that the all-out attack by which the ally character attacks against the enemy character included in the predetermined range of the play field be performed is inputted through the operation switch  1118  and the like, the images shown in  FIG. 358  are displayed in the first display  1011  and the second display  1012 .  
       FIG. 48  is a view showing the images displayed in the first display  1011  and the second display  1012  when other ally characters perform the all-out attack against a plurality of other enemies in case the fighting between the enemy characters and the ally character is performed.  
      The second display  1012 , as shown in  FIG. 47 , is displayed with the fighting image representing the state of the fighting between the ally character and the enemy character.  
      The first display  1011  is displayed with an image representing the state in which another ally character performs the attack by a bomb against three enemy characters included within the predetermined range of the play field.  
      As described above, according to the game system according to the present embodiment, the play field image (game area image) representing the play field (game area) where the ally character and the enemy character are disposed is displayed in the first display  1011  (first game area) (see  FIGS. 39, 46  and  47 ), the fighting image representing the separate fighting between the ally character and the enemy character is displayed in the second display  1012  (second game area) (see  FIG. 47 ), and therefore, while enjoying the fighting between the characters through the fighting image, the positional relation between the ally character and the enemy character on the play field and the game situation developed on the play field can be ascertained, and the instructions to other characters can be given through the touch panel  1014 .  
      Incidentally, in the present invention, the range of the play field, which becomes the object of the all-out attack, is not limited to the above descried example, but can be suitably set. Further, which of the enemy characters included in the range should be made as the object of the attack is not particularly limited, and for example, all the enemy characters included in the range may be made as the object of the attack or a part of the enemy character may be made as the object of the attack. Further, the form of the all-out attack performed by the ally character is not limited to the above described example, but can be suitably set.  
      Further, in the present invention, for example, it is desirable that plural types of all-out attacks are provided which are different in the range of the play field which becomes the object of the all-out attack, the form of the all-out attack performed by the ally character, the damage given to the enemy character and the like can performed by the ally character because this can give diversity to the game and enhance amusingness of the game. Further, in case the ally character can carry out plural types of all-out attacks, it is desirable that the type of the attack to be performed can be selected by the input of the instruction through the input means by the player because this can enhance the strategic property of the game.  
      Further, even when the separate fighting between the ally character and the enemy character is performed and the state of the fighting is displayed in the second display  1012  (second display area), it is possible to input the instruction to the effect that the all-out attack by which the ally character attacks against a plurality of enemies be performed ( FIG. 42 , step S 1015 ), and in case the instruction is inputted, the state of performing the all-out attack is displayed in the first display  1011  (first display area), and therefore, two aspects of the fighting such as the separate fighting between the ally character and the enemy character, and the all-out attack against a plurality of enemy characters from the ally character can be simultaneously enjoyed. As a result, while enjoying an overwhelming dynamic fighting, a game having a strategic property with realistic sensations and heightening of tension can be played.  
      In the present invention, similarly to the above described embodiment, it is desirable that the input means is a touch panel, and by touching the ally character through the touch panel, the instruction to the effect that the ally character be moved can be inputted. Even while the fighting image is displayed, by touching the characters on the play field (game area) through the touch panel, suitable instructions can be given to a plurality of characters from time to time, and therefore, a game having a high-level strategy with realistic sensations and heightening of tension can be played.  
      Further, in the present embodiment, in case a plurality of fighting are performed on the play field, it is desirable that the display area of the second display  1012  is split into a plurality of areas according to the number of fighting, and with each of the split areas taken as the second display area, the fighting image representing each fighting is displayed in each second display area.  
      In case a plurality of fighting are performed on the play field (game area), the fighting image representing each of the fighting can be simultaneously displayed, and therefore, the merit of the RTS in which a game having realistic sensations and heightening of tension proceeds in real time can be sufficiently enjoyed.  
      Additional advantages and modifications will readily occur to those skilled in the art. Therefore, the invention in its broader aspects is not limited to the specific details or representative embodiments shown and described herein. Accordingly, various modification may be made without departing from the spirit or scope of the general inventive concept as defined by the appended claims and their equivalents.